[-] russmatney@programming.dev 2 points 2 years ago

Not a game, but a tiny godot addon I'm working on, a dev-focused pretty printer for making your logs more readable.

I'm liking this as a logo so far!

Hopefully coming to the godot asset store this month!

Screenshot is via Pixaki on an ipad: https://pixaki.com/

[-] russmatney@programming.dev 2 points 2 years ago

I’ll warn that it’s a bit of a mess in there! I use it daily on my machines, but i feel it’s not super approachable yet. But feel free to grab ideas or ask any questions, it has some cool features!

[-] russmatney@programming.dev 2 points 2 years ago* (last edited 2 years ago)

[edit: sorry, this whole answer I thought the question was asking about Dot Hop, not Dino! Re: Dino, I'd started the project much earlier, but paused development on it at the beginning of this year to pursue Dot Hop first (much smaller scope). I'm moving back to Dino now that Dot Hop is released, targeting a launch before June!]

Yeah, Steam charges $100 per title - if you earn enough (some high number, maybe 1000?), they give that 100 back, but I'm not necessarily counting on that (not soon, anyway). My goal is make enough money to keep doing game dev full time - i'm hopeful to make it work across steam/itch/patreon/other stores. (Hopefully Dot Hop mobile/Switch releases later this year!). To me the dream is to make enough money to make the rent and make the next game.

But! There are definitely other less-directly-monetary reasons for the release:

  • getting exposure and feedback from more people will help me improve as a game dev/designer (this might be the biggest reason, really - I don't expect commercial success from my first game, so instead it's about all the intrinsic value I can get out of it - experience, motivation, validation, learning all the annoying marketing/steam/etc overhead)
  • having a deadline and 'proper' release definitely motivated me to raise the quality bar of my work (before this I was submitting scrappy games to game jams)
  • regardless of the project's monetary success, it's now a useful portfolio piece for future game dev teams/interviews, which I might need if/when the solodev thing isn't enough

In general I'm intending to get multiple quality games into "stores" as soon as possible (hopefully this year), and then decide what to do next - I think the experience along the way is the best thing for my growth and will inform the next move (some larger game, find/build a team to work with, start applying for studios, etc)

[-] russmatney@programming.dev 2 points 2 years ago

I’m going for zig and gerbil this year! Love AOC for learning new langs a day at a time :)

[-] russmatney@programming.dev 2 points 3 years ago

Sorry, I liked this hot-take setup and I’m shooting from the hip a bit. Maybe i actually mean objects/classes, not types? Can’t everything just be a bag of key-values, like in clojure?

I have been building mostly prototypes (games and wm-tools) for a year, so most of my context is getting things working to see if they are useful rather than locking them down.

I thought about my argument a bunch, and while i have alot of complaints, it all sounds like non-specific whining to me, so i’ve decided to give up.

types and unit-tests have their place. Fine! I admit it! i was pushing a hot-take I’ve had on a few occasions, and I’m glad to see this programming community is alive and well! If you need me I’ll be in my clojure repl.

[-] russmatney@programming.dev 2 points 3 years ago

I think of this as interactive development, or repl-driven development. You can work this way today in Clojure (frontend, backend, and lately even for scripting via babashka), and with lisps in general - the syntax lends itself to sending expressions to the repl and returning values to your editor.

It’s really the best way (my favorite, at least) to program that i’ve found for exactly the reasons you mentioned - it’s excellent for debugging and ensuring the behavior of small functions with minimal overhead.

Types are frustrating because they lock things up and they don’t guarantee behavior, which is really all a program cares about. I feel similarly about unit tests… it’s extra code locking up your behaviors, so make sure they’re what you actually want! A general problem with types is that you have to commit to some shape early, which can lead to premature design and basically some arbitrary DSL when you just needed a couple functions/transformations. Feels like the problem of OO at times.

On the other side, the trouble (beyond people generally not wanting to read/learn lisps, which is unfortunate) is that repl-driven dev requires that you take care of your tools, which means there’s a tough learning curve and then some maintenance cost for whatever editor you want to use.

At a career-level scale, in my opinion, the investment is well worth it, but it’s a tough thing to figure out early in your career. I expect most devs with a couple years of js/python see types and feel like it’s a huge relief, which is real, and maybe types make sense at a certain team size…

I think people should spend time in several different languages and paradigms - it makes the ones you go back to make more sense :D

[-] russmatney@programming.dev 2 points 3 years ago

the top games were excellent this year! I think b/c the theme was interesting and expectation-reverseing. i struggled to get something on theme done... most of my ideas implied smart ai/behavior (e.g. interacting with an autonomous player character), which i decided was too big a rabbit hole for 2 days... it's impressive to see how far people got on some of these

[-] russmatney@programming.dev 2 points 3 years ago

Small challenges can be a good way to practice and improve - i felt much more comfortable after doing a few days of advent-of-code in gdscript last december: https://github.com/russmatney/advent-of-godot (note this project is still on 3.5, but things haven't changed too dramatically for this project, as there's not much ui/node interaction, mostly just code)

[-] russmatney@programming.dev 2 points 3 years ago

Good idea! And don’t forget about the fediverse jam starting this weekend! https://itch.io/jam/summer-fediverse-jam - a good opportunity to share wips and what not here

[-] russmatney@programming.dev 1 points 3 years ago

I’ve been playing metroid fusion on switch the last few nights! First time since on the gba way back.

Would love to see and a /c/metroid and /c/metroidvania

[-] russmatney@programming.dev 2 points 3 years ago

Looking pretty cool! I'm a sucker for beat em ups, so i'm already interested :D

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russmatney

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