this post was submitted on 26 Mar 2024
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Gamedev is Easy (programming.dev)
submitted 8 months ago* (last edited 8 months ago) by [email protected] to c/[email protected]
 

Transcript

var game = new Game()
  .EnableMultiplayer()
  .EnableSpatialAudio()
  .SetPerformance(Game.Performance.HIGH)
  .ForEachBug(Bug::AutoFix)
  .GetWishlists(7000);

game.Release();
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[–] [email protected] 54 points 8 months ago (2 children)

Weirdly they often forget to use .EnableCrossplay() and then complain about it being "hard to implement".

[–] [email protected] 17 points 8 months ago* (last edited 8 months ago) (1 children)

and then complain about it being "hard to implement".

Ok but seriously, if a completely new dev team picking up a game 20 years after it was originally written for one platform can port it to a new platform with an entire new custom user experience and support optional cross-play, I have no sympathy for developers of modern games designed from the start to run on multiple platforms not supporting cross-play in their game.

[–] [email protected] 10 points 8 months ago

You have to take into account that a big company game is going to by much harder to implement than just a small hobby team game simply because of all the people involved.

What can 5 people do in a year may take more for 500 people, just because of the management overhead. And if that management sucks, it will end up doing way more things it was required to do, yet the original request will not be done well.

[–] [email protected] 6 points 8 months ago (1 children)

well if a game heavily relie s on steam networking stack crossplay may be close to impressiblr to implement without ripping the whole stack out

[–] AnUnusualRelic 5 points 8 months ago* (last edited 8 months ago)

Just port Steam to the Nintendo PlayStation.