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Many games are held together by duct tape

polygon.com

61–70 of 155 posts

Re: Many games are held together by duct tape

#61

I recently found myself trying to describe modern software techniques to a layman, who is a carpenter. "Its like this - you're hired to build a house. First, you have to go get someone motivated to harvest the raw materials for you - designs, logic, etc. - which will then be turned into the 'raw wood' that holds up the walls and keeps the roof on. Then, when that person is busy getting the materials cut, you start bu…

I legitimately don't understand this metaphor at all

Re: Many games are held together by duct tape

#62
post #59
post #12

I run a small MMORPG and I'm considering open-sourcing the whole thing but the code is a complete mess. The source code of VVVVVV is a work of art in comparison. What holds me back are 1. I'm ashamed to reveal the monstrosity 2. I'm afraid the code is too messy for anyone to be able to make contributions 3. it will make it much easier for hackers to find exploits. It's a shame because I think the game would be really…

Messy code that produces a valuable product is better than beautiful code that does nothing.

Or worse, the pursuit of beautiful, well-tested, aesthetically-pleasing code that is never finished and never shipped.

Re: Many games are held together by duct tape

#63
post #59
post #12

I run a small MMORPG and I'm considering open-sourcing the whole thing but the code is a complete mess. The source code of VVVVVV is a work of art in comparison. What holds me back are 1. I'm ashamed to reveal the monstrosity 2. I'm afraid the code is too messy for anyone to be able to make contributions 3. it will make it much easier for hackers to find exploits. It's a shame because I think the game would be really…

Messy code that produces a valuable product is better than beautiful code that does nothing.

Imagine how many billion dollar ideas are just sitting on peoples hard-drives

Re: Many games are held together by duct tape

#64
post #3

To be fair,everybody in web development knows the same thing is true for the internet.

That's not true, I know of several projects that were very well written with cutting edge frameworks, elegant abstractions, full test suites and balanced 40 hour weeks. Of course none of them ever went live lol.

Re: Many games are held together by duct tape

#65
post #12

I run a small MMORPG and I'm considering open-sourcing the whole thing but the code is a complete mess. The source code of VVVVVV is a work of art in comparison. What holds me back are 1. I'm ashamed to reveal the monstrosity 2. I'm afraid the code is too messy for anyone to be able to make contributions 3. it will make it much easier for hackers to find exploits. It's a shame because I think the game would be really…

I was working on something similar (small mmo) a few years back and would have killed for at least one example that had been shared. Part of this was to see how they did gongs, part of it (more importantly to me) was to know that there were other crazy people out there doing the same thing!!

Re: Many games are held together by duct tape

#66
post #12

I run a small MMORPG and I'm considering open-sourcing the whole thing but the code is a complete mess. The source code of VVVVVV is a work of art in comparison. What holds me back are 1. I'm ashamed to reveal the monstrosity 2. I'm afraid the code is too messy for anyone to be able to make contributions 3. it will make it much easier for hackers to find exploits. It's a shame because I think the game would be really…

The fact you have it out there and shipped is what matters.

Re: Many games are held together by duct tape

#67
Ex-Game dev here: shipped many titles on console (AAA and some zzz titles).

When comes time to shipping a game, the crunches, pressure and overall stress is through the roof. Most everything goes at that point: duct tape, hot glue, bobby pins and toad spit. And if you disagree with management over these 'not so best practices' (in order to ship faster...) they will find someone to do it and you could be out of a job.

That being said I would not trade my time in that industry for anything else. It's basically the BUDs of programming (of course I'm biased)

Good times!

Re: Many games are held together by duct tape

#68
This is very true. I created an open source framework to help developers build scalable real-time systems and I tried to focus on multiplayer games at one point; I thought it would be a good idea to ride the wave of web-based multiplayer .io games by targeting those developers but I ended up realizing that they're better off just using raw WebSockets. My framework could only help in terms of producing the initial prototype.

The profit margins on ad-sponsored web-based multiplayer games are paper thin. They don't care about code structure or cleanliness at all. If someone can make fugly code that performs 10% better, that can make the difference between a profit or a loss or it can mean doubling profits/earnings from the game.

This is very different from most software businesses where even a solution that performs 10x worse is still acceptable if it makes for cleaner code that is easier to maintain and can handle changing requirements better.

Micro-optimizations and clean code are mutually exclusive IMO. Like for example, people may be tempted to send JSON objects with nice descriptive properties like 'direction', 'keyCode', etc... But in the end it's faster to just send a raw string or binary packet without any property names; just pass raw integers directly in a certain order and the receiver decodes the message assuming a certain order. This is extremely inflexible at the protocol level but it performs really well (I.e. you can't easily add new properties later or make some of them optional without breaking the current protocol).

Re: Many games are held together by duct tape

#69
post #12

I run a small MMORPG and I'm considering open-sourcing the whole thing but the code is a complete mess. The source code of VVVVVV is a work of art in comparison. What holds me back are 1. I'm ashamed to reveal the monstrosity 2. I'm afraid the code is too messy for anyone to be able to make contributions 3. it will make it much easier for hackers to find exploits. It's a shame because I think the game would be really…

Perhaps consider opening it up in a limited fashion to start? See if you can find some vetted contributors first, and then work towards eventually open sourcing the whole thing once you feel it's in a better place and it's been (sort of) peer-reviewed for bugs etc..

There are plenty of people looking to get into the games industry, and working on a shipped/existing project can be much less daunting than building your own thing. It might take a bit of time but I'm sure you could find some collaborators, maybe through game jams or meetups?

Also, everyone writes messy code. I wouldn't stress too much about that part.

p.s. Congrats on shipping it! :-)

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