Gamers who don’t know any programming, or maybe made a little utility for themselves. Looovee to bring out the old “just change one line of code”, “just add this model”, etc. to alter something in a game.
They literally do not understand how complex systems become, specially in online multiplayer games. Riot had issues with their spaghetti code, and people were crawling over eachother to explain how “easy” it would be to just change an ability. Without realizing that it could impact and potentially break half a dozen other abilities.
Diablo4 has memory leak issues. As a software engineer myself, I just don’t see any excuse for a game this long in production to have memory leak problems.
There is no doubt that a lot of games are getting rushed without being properly tested.
When a dev with game dev experience says something should be easy to fix, it’s under the assumption of a reasonable cobe base. Most games are built off of common engines and you can sometimes infer how things are likely organized if you track how bugs are introduced, how objects interact, how things are loaded, etc…
When something is a 1 day bugfix under ideal conditions, saying it will take 6+ months is admitting one of:
The codebase is fucked
All resources are going to new features
Something external is slowing it down (palworld lawsuit, company sale, C-suite politics, etc…)
Your current dev team is sub par
Not that any of those is completely undefendable or pure malpractice, but saying it “can’t” be done or blaming complexity is often a cop out.
Can’t be done is usually shorthand for the cost massively outweighs the benefits. No different from remodeling a building. Like coding, literally anything is theoretically possible but sometimes you’d have to redo so much existing work it’s never going to be worth it.
And even then it’s sometimes impossible because how much can you keep in your head at once. Everybody specializes on these large projects. I may have 30000 ft view of how things operate but getting down into specifics can be hard. I have some intimate knowledge of the learning management system we develop for, which is way less complex than most games, and there are always little gotchas when you make code or architecture changes.
Absolutely, it’s impossible to know how much. But it’s a lot easier to grasp that it’s rarely just “changing a few lines” when it comes to these types of situations.
Specially since many programmers have encountered clients, managers, etc. who think it’s that simple as well.
In the wake of all the layoffs and such I don’t know if any former employees have (as vaguely as possible) discussed the codebase yet. It seems like such an absolute nightmare.
That’s nothing new.
Gamers who don’t know any programming, or maybe made a little utility for themselves. Looovee to bring out the old “just change one line of code”, “just add this model”, etc. to alter something in a game.
They literally do not understand how complex systems become, specially in online multiplayer games. Riot had issues with their spaghetti code, and people were crawling over eachother to explain how “easy” it would be to just change an ability. Without realizing that it could impact and potentially break half a dozen other abilities.
Diablo4 has memory leak issues. As a software engineer myself, I just don’t see any excuse for a game this long in production to have memory leak problems.
There is no doubt that a lot of games are getting rushed without being properly tested.
Even if you’re an actual software dev, it’s still pretty much impossible to guess how much work something is without knowing the codebase intimately.
When a dev with game dev experience says something should be easy to fix, it’s under the assumption of a reasonable cobe base. Most games are built off of common engines and you can sometimes infer how things are likely organized if you track how bugs are introduced, how objects interact, how things are loaded, etc…
When something is a 1 day bugfix under ideal conditions, saying it will take 6+ months is admitting one of:
Not that any of those is completely undefendable or pure malpractice, but saying it “can’t” be done or blaming complexity is often a cop out.
Can’t be done is usually shorthand for the cost massively outweighs the benefits. No different from remodeling a building. Like coding, literally anything is theoretically possible but sometimes you’d have to redo so much existing work it’s never going to be worth it.
And even then it’s sometimes impossible because how much can you keep in your head at once. Everybody specializes on these large projects. I may have 30000 ft view of how things operate but getting down into specifics can be hard. I have some intimate knowledge of the learning management system we develop for, which is way less complex than most games, and there are always little gotchas when you make code or architecture changes.
Absolutely, it’s impossible to know how much. But it’s a lot easier to grasp that it’s rarely just “changing a few lines” when it comes to these types of situations.
Specially since many programmers have encountered clients, managers, etc. who think it’s that simple as well.
My favorite one is “Just add multiplayer”.
Sure. I’ll just go right ahead and toggle it in the engine. Why didn’t I think of that?
You did it twice, so I’ll be the grammar police:
Especially = particularly
Specially = for a specific purpose
as a professional software dev, games with fozens or hundreds of abilities that interact with eachother scare me
Yea, in things like MOBA games you have to compensate for so many edge cases that the amount of interactions between abilities is as you say, scary.
See: Destiny and Telesto.
In the wake of all the layoffs and such I don’t know if any former employees have (as vaguely as possible) discussed the codebase yet. It seems like such an absolute nightmare.