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Wow. Staples UK just went under. Kinda. Got bought out by a company who is going to phase out the brand and keep the retail estate for their own stuff.
 
i want to go through and re-do my game's systems to make them a bit more event based so i only have to manage a queue of stuff rather than the function calls themselves (java)

im thinking ill make an event object that i pass a hashmap of string->object data but would the overhead be too large for how much nicer the code will look? i could do it with lists but i dont wanna sacrifice that readability unless i absolutely have to :(
 
ZenVirZan":14ral24q said:
i want to go through and re-do my game's systems to make them a bit more event based so i only have to manage a queue of stuff rather than the function calls themselves (java)
Oh my god please be careful about this choice because it's seriously damaged one app that one of my clients has and has costed them so much money in the long term (and will cost them even more).

They basically got a developer to build the app, he jumped ship, we take one look at his code and it's all going through a single, main-thread event queue and every-time a function is called we have no idea where it goes until we find the matching name, there's no way to debug step and figure it out because it's shoved into the black-box of the Android event system - of all things. This practise is actually completely deprecated and totally discouraged in the broader Android community (to the point where libraries that enabled this feature are simply abandoned).

---

I've got something similar for piping GPU render commands in my game (rendering is done in C++), but I'm now considering stripping it out and being more explicit; I'm writing a lot of code for creating and queuing commands and not much code for what the commands actually do. The down-side of being explicit is that there's less room for plugging in additional rendering APIs, but that's not something I care about for this game, so I don't care about sacrificing portability there (Everything handles GLES2, I should be fine).
 
Xilef":3vkq78ne said:
Oh my god please be careful about this choice because it's seriously damaged one app that one of my clients has and has costed them so much money in the long term (and will cost them even more).

They basically got a developer to build the app, he jumped ship, we take one look at his code and it's all going through a single, main-thread event queue and every-time a function is called we have no idea where it goes until we find the matching name, there's no way to debug step and figure it out because it's shoved into the black-box of the Android event system - of all things. This practise is actually completely deprecated and totally discouraged in the broader Android community (to the point where libraries that enabled this feature are simply abandoned).

---

I've got something similar for piping GPU render commands in my game (rendering is done in C++), but I'm now considering stripping it out and being more explicit; I'm writing a lot of code for creating and queuing commands and not much code for what the commands actually do. The down-side of being explicit is that there's less room for plugging in additional rendering APIs, but that's not something I care about for this game, so I don't care about sacrificing portability there (Everything handles GLES2, I should be fine).
itll be pretty easy to track because im making a very simple event system as well, rather than using an existing one. im also the only dev and it's a pretty small project.

i was more talking about the performance hit creating a bunch of hashmaps (actually more like 15 max) per frame
 
If you're using Java, you should not be creating/destroying anything per frame - this is the main culprit for why Minecraft has bad performance.
 

Jason

Awesome Bro

Actually after this whole Christmas thing is over and done with, I should be able to post some bits and bobs about the game I'm working on... don't count on it though, when was the last time I said that and actually did it?
 
Played Overwatch.

It feels like all the shitty parts of a MOBA and all of the most boring elements of an FPS mashed together to create a (very beautiful looking) dry as fuck experience. The gameplay of each character is super restrictive and linear, the gameplay is super slow and I can't find anything I actually like about it other than the characters and storytelling (and even that's done outside of the game).

I played in open beta, played now, and my opinion hasn't changed. At least in Paladins (which is clearly inferior in the visuals and design department) the gameplay for each character is varied. Everyone has more options and it's a much more open, unrestricted experience. You can argue that you're stuck with a single character each match, sure, but at least that character has a decent kit with a lot of tools to use, rather than just selecting what 1 ability you want for that life. No, I didn't first experience Paladins first. I did play Overwatch first, and it feels a lot like TF2 in that regard, where it feels restricted and linear - only without all the customisation options TF2 provides.
 

Jason

Awesome Bro

So I take it you didn't like Overwatch... shame, although you must have experienced something completely different to what I experience on a daily basis while playing it, since it's rarely slow paced, nevermind "super slow", and the characters I usually play all have different play styles... as I read it, it seems you wanted it to be a MOBA, which it isn't.
 
I played league for about three years in all the free time I had. I'm over MOBAs now. In fact, I think I hate them. Super slow may have been an exaggeration, but it still feels slower than alternatives. You're right that characters each have different play styles, but they're all pigeonholed. There's no freedom there.

its so frustrating because i wish i loved it. all my friends are playing it and having fun and i really want to as well. i really want to enjoy it because everyone else does and it looks so nice
but it just feels so bad to play imo.
 

Jason

Awesome Bro

To be fair, I played with my brother yesterday, he's a newcomer and only playing the free weekend, and holy shit the highest level in the match was 18, aside from me, I'm 192 or something lol, and the matches were SO slow and unco-ordinated, I understand what you mean now... trust me when I say this though; At higher levels, it becomes a lot faster and more enjoyable, I was actually bored out of my brains with how slow the matches were going, I had to leave the group and play some matches with people my own level, lol.
 

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