And the focus is like all on 1-person indie projects with very little content from professional/AAA devs
And the focus is like all on 1-person indie projects with very little content from professional/AAA devs
Sorry we're such a nasty audience. It's not all of us for what little that's worth.
Yeah, it sucks. Some people can't separate the grunts just working on features from the suits up top who manage a lot of the things they actual hate. Don't shoot the messenger.
those gamers often have strong emotional attachments to games/characters that very few people have for google sheets
studios get crazy backlash for nerfs and other changes, so i can see not wanting to attach your name and face to that. in the other direction, i wouldn't want a horde of gamers using my words as evidence that my employer is dogshit, unless that was the goal of my message
And yes, the NDAs on a game are bizarrely strict. For B2B stuff like engines and tools, they usually don't care too much what you discuss as long as you don't make a show out of it. For Game studios, you basically cannot say much more other than "I work here" in public unless you're PR.
If you even mention the game/studio you work for they might come at you
...and people I work with have gotten mail on their PERSONAL phones, addresses and social media accounts because a, let's say "enthusiastic", fan found out they work on a product they have strong feelings on.
If I have see one more meme about missing semicolons...
Its like every joke is aimed at someone who just took their first CS class
(I'm trying to do 3D stuff in Rust. The number of people who do hard 3D stuff in Rust seems to be very small, which is frustrating. There are many obscure bugs in the graphics stack and not enough people to exercise the stack, find the bugs, and get them fixed. 3D game dev in Rust is below critical mass. Retro-looking 2D is doing fine. But most 2D Rust work could be done in HTML/CSS/Javascript, or could have been done in Flash.
About half of my time goes into graphics stack problems. This is not fun.)
I can't imagine much knowledge out there on Rust gamedev atm. Truly a trailblazer. At that point your resources are more about community discords and arguing in github issues than anything casual.
I think one of the things that makes HN HN is that experts can choose to have only incidental open internet engagement with their areas of expertise. Most or all of their time on HN can be engaging with other topics that they are less familiar with.
The attractions of an HN-for-X include engaging with an unfamiliar-X that experts are already familiar with.
There’s a cohort of marketers on Reddit that profit off of beginner-aimed content. Lots of “oh I just built a successful game doing this”, link off to a blog. So the shepherds in those subreddits are not really elders, but sadly, grifters. In turn the beginners sort of stay perpetual beginners. It’s horrific if you go to the /r/startup type subreddits, the grift is super strong there.
Makes you really appreciate HN, good shepherds (not perfect, but good).