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VVVVVV’s source code is now public, 10 year anniversary jam happening now

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Re: VVVVVV’s source code is now public, 10 year anniversary jam happening now

#221
post #212

Earlier quoted context omitted.

To be fair, one of the most vocal advocates of higher code quality is Carmack, who has put out a few games. What I’ve seen is that it’s hard for someone who’s not released a game before and supported it post-release to know where and how you can sacrifice code quality for a faster development time.

> To be fair, one of the most vocal advocates of higher code quality is Carmack, who has put out a few games. I'm working on a port of Doom right now, and have worked with the Quake 2 source code before. I also took a quick look at the Wolfenstein source code yesterday. It's very clear that Carmack and his colleagues have developed their craft over time. Wolfenstein doesn't seem to have much structure to it at all. D…

I think the code bases prove it in their own right...

When I look at how many games Raven was able to churn out with the Quake 3 engine (and most of them were pretty good! Elite Force and Soldier of Fortune are both games that I remember quite fondly).

Carmack saw the value of clean code in providing a quality experience. I'd also wager that was a big part in their ability to iterate on the engine so quickly.

> Wolfenstein doesn't seem to have much structure to it at all. Doom is still a mess of global variables and ugly code.

Part of me asks how much of that was by necessity, and by that I mean whether some of those things were intended as ways to get every last bit of performance out of the code (especially things like globals, and for something as old as wolf3d one starts to also ask about things like segments shudder)

Re: VVVVVV’s source code is now public, 10 year anniversary jam happening now

#223
post #130
post #121

Earlier quoted context omitted.

> is possibly the evilest level I've ever completed in a video game That was the case for me too, until I recently picked up the game Celeste . Some of the C-sides were so evil I just gave up and never beat them (I have a wife and kids, time is limited). This is coming from someone who generally likes hard games (big fan of Dark Souls series, for example, and yes, I know "hard" is relative). The Celeste Chapter 9 gol…

You may be interested in the TAS (Tool assisted speedrun) of Celeste from AGDQ 2018. https://www.youtube.com/watch?v=BEcv7BD1q9o ADGQ 2020 is currently going on.

AGDQ is very much on my calendar, don’t worry.

Re: VVVVVV’s source code is now public, 10 year anniversary jam happening now

#224

Terry Cavanagh is one of the greatest game designers of our time. His simple mechanics and designs often remind me of something like Chess or Go, where a simple ruleset covers a massively deep game, or is used to communicate a story in a very minimalist fashion. Don't Look Back is one of my favorites: https://terrycavanaghgames.com/dontlookback/ A few years back, he did a beta of a game called Four Letter Word... Tho…

Super Hexagon is one of my favorite games ever, as it's extremely simple, extremely hard and extremenly engaging at the same time. Brilliant.

Super Hexagon is a game that when I first played it I could not believe it was possible to complete it, yet a year later I could get >60s in all the levels. An insane grind but somehow immensely satisfying.

Re: VVVVVV’s source code is now public, 10 year anniversary jam happening now

#225
post #182
post #181

Earlier quoted context omitted.

Is owner of the server playing some tricks, when I tried that URL on Firefox Focus on my phone, it is just the text and I believe what parent wanted to submit, but indeed it looks fishy, I got 403 when tried to see what the redirect was using curl. What did showed for you?

jwz isn't a fan of this site. Last I checked, if the referer was news.ycombinator.com, it redirected to a testicle in an egg cup.

Some people, when confronted with a problem, think "I know, I'll use a testicle in an egg cup." Now they have two problems.

Re: VVVVVV’s source code is now public, 10 year anniversary jam happening now

#226

Earlier quoted context omitted.

> The source code is a bit of a tangle here. There are magic numbers ( https://wiki.c2.com/?MagicNumber ) all over the place, plenty of god classes ( https://wiki.c2.com/?GodClass ), and in general you will have to do a bit too much archaeology to figure out what a particular class or member function is supposed to do (the function and class names don’t give you enough, and there are no comments to help out). There a…

Where this style applies the most is with hardcoded assets: initializations and runtime behaviors that require an unknown degree of flexibility. When someone is trained in OOP, the requirement "flexible behavior" triggers a search for answers through polymorphism, but polymorphism is much more structured than a copy-paste-modify code path. It creates limits to scope and requires more explicit names for things. That i…

My experience 100% mirrors the code vs data trade off. The games I work on are all data driven from the start, but are also never could have been made hardcoded in the firs tplace.

Re: VVVVVV’s source code is now public, 10 year anniversary jam happening now

#227

An interesting quote from the build instructions: " In particular, the Windows version absolutely positively must be compiled in Debug mode, with /RTC enabled. If you build in Release mode, or have /RTC disabled, the game behaves dramatically different in ways that were never fully documented (bizarre softlocks, out-of-bounds issues that don't show up in tools like Valgrind, stuff like that)." I wonder if people will…

Maybe somebody who wants to extend this game? That would be funny.

Re: VVVVVV’s source code is now public, 10 year anniversary jam happening now

#228
post #22

You know, people like to crap on Flash (and there are valid reasons to do so), but I really miss how quick you could get a game built with it, while it still felt like "real" programming. With Flash, I felt like a nice "one-stop-shop" in a lot of ways; you could draw your graphics, animate them, and code them, and you could get a simple game made in an hour or two. I haven't tried Unity or really any other dedicated…

I was under the impression that Adobe Animate was a direct successor to Flash the authoring software (but with output options including HTML5 instead of SWF).

Re: VVVVVV’s source code is now public, 10 year anniversary jam happening now

#229

Earlier quoted context omitted.

Most of the Roblox games are user created. It ships with Roblox studio. Just remember that the average age of a Roblox player is like 8, so in-depth RPGs or complex sim games probably won't get a lot of traction.

There was an interesting podcast about Roblox in Hanselminutes a few weeks ago: https://hanselminutes.com/709/robloxs-kelly-mayes-on-communi...

There's also one on Software Engineering Daily, quite interesting and it made me consider trying it out just to see what the building tools are like.

https://softwareengineeringdaily.com/2019/12/18/roblox-engin...

Re: VVVVVV’s source code is now public, 10 year anniversary jam happening now

#230

It's helpful/inspiring to see you don't have to be the greatest programmer to create successful video games. Just skimming the code a bit reminded me I probably spend way too much time on elegant interfaces, clean implementations, and good naming, in my own games.

Well, I think most games err to the "quick and dirty" side of things. Tracking down intermittent issues in code like this must be horrible, if not impossible. Leading to delayed projects, buggy releases and developer burn out.
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