[–] [S] 2 points 2 weeks ago

To be honest, this wasn't the first Singleton I added... But it's the entry point for my template at least. Since this is important when you have prototypes from 2 years ago that I want to pick something else. And the engine updated, and I don't know what to do.

But yeah, agree the earlier the Log exists, better it is.

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  • [–] 2 points 1 month ago

    There's some different opinions on the role of AI in game development. Some people only accept it as a coding assistant. Some people say no to even that. But I think you'll find that most people on Lemmy in general say they would rather interact with a person a little broken English than interact with AI against their will.

    Please consider others when making a post for a community. Also consider that if people begin to think "oh, is the person that uses AI all the time" every time they see you post, they may avoid your posts and your work in the future. You don't want that either.

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  • [–] 1 point 1 month ago

    I'm on a fold 7 I figured out how to step through the steps again fortunately, it was just a bit fast automatic. I learned the objective, but not the point... It might be better to say I learned the mechanics but didn't get hooked on the gameplay loop

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  • [–] [S] 0 points 1 month ago (1 child)

    Thanks, this is exactly the kind of thing I can't see from here. Which phone, if you don't mind? The 3D city is heavy on older Androids; the flat map (the PLAN button) is much lighter, and the glow can be switched off with the button next to it.

    On the instructions: the four dots above the animation let you step through it at your own pace, but if you didn't notice them, that's my design failing, not you reading badly. The point in one line: light pixels, keep them lit, and an AI is trying to put them out.

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  • [–] [S] 1 point 1 month ago (1 child)

    Fair question. Parts of it, yes. I'm a Spanish developer and English is not my first language, so I wrote the post with an AI assistant and edited it afterwards. The numbers, the decisions and the mistakes are mine. I also build a good part of the game with AI tools and I'm not going to pretend otherwise; the manifesto page on the site says who is behind it.

    What is not AI is the canvas. Every lit pixel there was placed by a person, one click at a time. The AI in the game only erases, on a budget, with its rules published in the open.

    If the writing put you off, that's on me, and it's useful to know.

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  • [–] 5 points 1 month ago

    Does anyone really care? About mods affecting continuity, I mean.

    Looking at Skyrim, a game I'm more familiar with, say I make a mod that makes the Civil War quest line a lot less generic. I alter the game to make the Stormcloaks (rebels) a lot more racist, and I change other elements of canon to denigrate their claim. For example, the guy who helped Ulfric Stormcloak escape Solitude didn't do it because it was the honourable thing to do (that guy was right BTW), but rather, that guy poisoned the High King as well, which is why Ulfric's shouts were able to beat him. Now Ulfric has a completely illegitimate claim, and he's painted as the villain. I then go so far as to remove all rewards from working with the Stormcloaks. With my mod, you can still do it, but you won't be rewarded. People who support the Empire love the mod and many of them consider it invaluable to their load order.

    Then Bethesda makes Elder Scrolls VI and it establishes that the Stormcloaks were right and that the Stormcloaks won. Is anyone gonna mind that the developer contradicted a mod? No, they're not.

    And here I was thinking Rockstar had said no nude mods for the main girl, after how well that worked out for Bioshock Infinite.

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  • [–] 1 point 1 month ago

    In June 2026 we were late for the Wardogs beta build. In this instance I apologized and said the only way I thought we could get the game into beta, was by working an extra 2 hours a day Monday through Thursday, for 4 weeks (16 working days total)," he tells Eurogamer.

    If that sounds confusing, it's because they were doing 4 day weeks...

    Even when "crunching"

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  • [–] 4 points 1 month ago

    More software projects have gone awry for lack of calendar time than for all other causes combined. Why is this cause of disaster so common?
    First, our techniques of estimating are poorly developed. More seriously, they reflect an unvoiced assumption which is quite un- true, i.e., that all will go well.
    Second, our estimating techniques fallaciously confuse effort with progress, hiding the assumption that men and months are interchangeable.
    Third, because we are uncertain of our estimates, software managers often lack the courteous stubbornness of Antoine's chef.
    Fourth, schedule progress is poorly monitored. Techniques proven and routine in other engineering disciplines are considered radical innovations in software engineering.
    Fifth, when schedule slippage is recognized, the natural (and traditional) response is to add manpower. Like dousing a fire with gasoline, this makes matters worse, much worse. More fire re- quires more gasoline, and thus begins a regenerative cycle which ends in disaster.

    Frederick P. Brooks, Jr., The Mythical Man-Month

    https://web.eecs.umich.edu/~weimerw/2018-481/readings/mythical-man-month.pdf

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  • [–] -5 points 1 month ago* (last edited 1 month ago) (2 children)

    “We wanted to share an update with our community. Hyper Light Breaker will not be receiving further development for the time being. We’re incredibly grateful for the passion and support you’ve shown since Early Access. Please stay tuned to our official channels and Steam page for any future updates. ”

    And this is why I never buy Early Access titles.

    edit: I guess we are siding with the corpos today.

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