• jarfil@beehaw.org
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    2 years ago
    1. Don’t roll out your own crypto suite
    2. Don’t write your own game engine
    3. Don’t create your own OS from scratch
    4. Don’t build another multipurpose framework

    Whom am I kidding, go do all of that! Learn why you most probably shouldn’t 😆

    • Norgur@kbin.social
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      2 years ago
      1. Don’t make an MMORPG as your first ever game with only you and your one friend as devs
        • Norgur@kbin.social
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          2 years ago

          Yet depressingly common in MMORPG circles. People tend to vastly underestimate the amount of work needed to get an remotely playable MMO off the ground.

          • Sonotsugipaa@lemmy.dbzer0.comOP
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            2 years ago

            I’ve entertained the idea, and the first to requirements that come to mind are advertising money and server upkeep money - then one could start worrying about actually making it

      • Drew Belloc
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        2 years ago

        What is this smell? Is that the smell of self experience?

        • Norgur@kbin.social
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          2 years ago

          Nah, I can’t tell a Class from a Function in most programming languages. I ain’t making no game.

          • 257m@lemmy.ml
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            2 years ago

            You won’t be able to mistake the two if you don’t use Classes.

      • jarfil@beehaw.org
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        2 years ago

        Those are easy, unless you want 128bit resolution, relativistic effects, collisions, or fancy stuff like that.

        PS: Bonus points if you write one without collision detection, then sell it as a game on Steam.

        PS2: Super Bonus points if you make it 64bit, then keep crowd-funding it for 10 years.