But it removes Copilot!
But it removes Copilot!
4. If you see VERY* crappy code, then fix it. Rename, refactor and feel good about it.
* VERY crappy code is defined as: "I would rather abandon this project altogether than work with this code"
3. If you see crappy code in your old project, leave it. It's not worth it, just add whatever you want on top of it and look away!
2. Static typing helps a lot with upgrading the project quickly. Fix compile-time errors and you're good to go! If your old project uses a language that can't do that, freezing the dependencies to the old state is an option.
1. Look at the current state of tools the game was originally made with. I used a rather futureproof engine Haxeflixel, which allowed me to do the port rather painlessly. Still, applying 10 years worth of library updates was fun and took a couple of hours to fix breaking changes!
This might be the weirdest changelog to a game you've ever seen: lion123.itch.io/slimes-turn/...
1 like = 1 advice for updating old games!
#gamedev
Ported my 10 year old game "Slime's Turn" from Flash to HTML5. Added a lot of QoL and new content too. Play it in the browser (no mobile support, sorry): lion123.itch.io/slimes-turn
I encourage everyone who has old Flash/Haxe projects to port theirs too!
#haxe #haxeflixel #gamedev
"Shortest person goes first" is wild!
Automate processes not because you want to save time, but because you want to save sanity too!
@ozone.birb.house Game Dev
(Are these really manual? You must have a lot of work since the whole industry started moving here!)
How to be a programmer's friend in game dev: design fair and logical systems!
We love logic and will literally translate your systems one to one into code, leading to (almost) zero bugs. The less exceptions to your rules - the better.
I typed the names of every account I follow on Twitter and got a ~50% success rate
Animal Well is the perfect example of how much a game can weigh without any bloat. Here are some unhinged metrics:
- 1.33MB per $
- 1.94MB per hour of gameplay*
- 31 minutes of gameplay per MB of game*
*According to HLTB - completionist
That makes discovering the hidden elevator early very unlikely, since you won't be looking around the identical area for the second time, discouraged by finding nothing in your first trip.
A random game design observation [minor spoilers for Outer Wilds DLC]:
When you first discover the Stranger, you naturally approach it from the side which has a "tutorial" for rafts and a wow effect moment. On your consecutive trips, you approach it from the other side without even realizing it.
True, never thought of it that way!
Hello, I'm a game dev with a dream to become indie one day!
Programming
Engines
Tech Art
Game Design
Music and SFX
Community Management
The Game Director one is the realest of them all ๐ฅฒ