Hobbyist gamedev, moderator of /c/GameDev, TV news producer/journalist by trade

  • 79 Posts
  • 125 Comments
Joined 2 年前
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Cake day: 2023年7月2日

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  • They didn’t fire the whole team, just the six people (from what I can find,) that worked in the US. Some suspect NetEase’s move was to consolidating their workers in China. The six who were fired did, to some extent, level design and game design. I’m not sure anyone has a good answer on how much of each. And the creative lead and lead producer are still on the team, in China.

    That’s not to suggest how you should feel about the developer who fired people after a massive success, regardless of how many they fired. Just saying “the whole dev team” is a vast overstatement, considering how many people worked on the game. We can be pissed at people and be accurate. That’s all.


  • I will say that in my many years of hobbyist gamedev, and never releasing one, I regret tackling bigger projects when I’ve done them. (And not polishing things to a level I was happy with, and releasing them, even when I was making small ones.) So convincing yourself, and the public, that you can release games, is pretty empowering, and I recommend it. It’s also a great way to learn in general.

    I don’t know how much experience you have coding, but you likely won’t reuse TONS of code. I know some people, even hit games, have brute-forced development. But In general I think a lot of people who learn by doing will learn from making games. And if you choose to re-use those mechanics, you’ll probably naturally be inclined to re-make things more efficiently, and to better quality. (Though, don’t be afraid to use whatever works, when you can. By learning you’ll know what does and doesn’t work when it comes to some problems.) I think that’s actually another pro in the “plus” column.

    Really, just listen to what Kissaki said.

    Though I’d say also consider that as an indie dev, YOU are your brand. If “Uncharted Sectors” is the brand/world you want to lean into, that’s awesome. But don’t sell short the value in yourself. I loved Balatro, to use a recent example. If LocalThunk makes another Balatro game, I’m interested. Likewise, if LocalThunk makes ANY other game? I’m also interested.











  • When I first looked all the gamedev communities seemed kinda dead, and none really stuck out, so I went with the server I was a part of. Later someone pointed out that PD was still alive and kicking to me after I already started posting to LW. I just kept posting to LW because I could ban any spam or jerks if the community ever decides that becomes a problem. But after I realized it wasn’t dead I followed it too, and have cross-posted once or twice from it. I’d encourage people to follow both. That just means more options and seems even healthier to me.




  • I joined Google Plus with a group of a couple dozen friends from a long-time online community, and many of us loved it! As i recall the biggest issue at launch was that you couldn’t push a pay to a circle and still leave it discoverable on your timeline, without pushing it to everyone. That kinda made it more insular than it should’ve been. Slowly we all stopped because no one else (family, friends,) was joining.


  • !gamedev@lemmy.world - I took it over several months ago and have tried to regularly share news that is relevant to developers and hobbyists. I think I’ve done an okay job, but it’s still pretty low in search results when you search “gamedev Lemmy”. While posts get a few upvotes, and some comments, almost no one else posts there.

    The thing is, I like the Reddit r/gamedev community just fine and still visit it. I just don’t trust Reddit as a company. So this is my way of trying to facilitate a healthy option, and follow the adage of “the grass is greener where you water it”.

    So if you’re into video game development and the industry around it, feel free to join!





  • I think there’s a difference between trying to actively quash public opinion and trying to preemptive self-censorship so others don’t think YOU support something, just because you let the opinion exist on your site. I think this is mostly the latter.

    I’m not saying this is good or better, mind you. Preemptive self-censorship just means the people/structure aren’t healthy enough to withstand the pressure they fear, or just fear it unreasonably. People in those positions are often chosen/supported exactly because they’ll toe a line.

    It’s a problem. I’m just saying it’s a slightly different problem. Maybe less malicious, more insidious and wide ranging. Maybe.