You are viewing a single comment's thread. View all
0
PurestEvil on scored.co
7 days ago0 points(+0/-0)
> I bet you couldn't find your ass with both hands because you are a dumbfuck
Do you want to know what I do? A space combat/exploration game. The player can traverse the observable universe containing practically infinite galaxies, filled with millions to billions of stars, each being solar systems containing planets, moons and sites. It has a multiplayer system that is basically novel tech, allowing a singular realm globally, while being extremely performant, minimizing server costs, and allowing multiple physical servers to stack easily, as to distribute the load. And the players are not in instances, they have free flight FTL.
I worked on RNGs - creating a program to create random RNG algorithms, evaluating them and then picking the best. I have a function designer, allowing me to combine and test functions to find ideal random distributions. I use procedural generation using my own RNG algorithms. My galaxies have a naturally appearing, spiral shape, which was difficult to achieve with procedural generation.
I have created an algorithm to create clouds with spheres. I use it for nebulae and asteroid fields. It can generate varying types of clouds, and the key was to work out the formula to have a 4th sphere be attached to 3 spheres that are in touch with each other, whereas all may have varying sizes. Yes, it is mathematically always possible.
The math and logic behind attributes and stats required me to calibrate them across multiple dimensions. They had to be feasible compared with each other, scale properly, be useful and meaningful. The scaling in general is required to work properly from the starting zone up to practical infinity. The difficulty and rewards increase as players move away from the origin point, meaning they can progress from one galaxy to the next.
I've already worked on sound design (and logic and math), 169 icons (2D, SVGs), 18 models (3D, for weaponry), and 35 prefab compositions from an asset (space ships, stations). I also created a performant firing prediction system and made sure weapons have a wide range of fire options (for me) to adjust. I also have drones, interceptors and escort ships, having their own AI.
And I have over 300 items, ships, weapons, traits, stations, etc. All their stats, attributes and traits were properly set, and the challenge was to create optimal systems that provide sufficient depth without being overly complicated. For example items have a quality level and semi-randomized attributes, but their types determined their general quality based progression. All of those may be crafted - yes, I also made a crafting system, with infinite scaling in mind.
What I am working on and have already done is beyond extreme difficulty. Currently I am doing something completely new every month, where I start from zero and have to become decent every time. When I do something that is impossible, for me it means it just takes a little more time.
If things go well and I can sell the game a lot, I can create a company with employees. With moderate success I can buy a house and continue to work on it or new projects. With failure I can at least slap it on my CV.
I did a third of the work on my game while working at the company. I wrote libraries in a way that they are general-purpose. My idiot coworkers didn't care to even look into it, to even consider the idea of having shared, reusable code, but guess what? I knew I myself would use it in the future for *my own* projects.
Well, that's the short version. Given this, do you really think the e-mail system would be hard for me to learn? To set up a fucking e-mail server? Do you have any idea how trivial that is to me? There is nothing to figure out, to develop, to fix - just follow the instructions. Just do the thing that has been done before correctly.
Do you want to know what I do? A space combat/exploration game. The player can traverse the observable universe containing practically infinite galaxies, filled with millions to billions of stars, each being solar systems containing planets, moons and sites. It has a multiplayer system that is basically novel tech, allowing a singular realm globally, while being extremely performant, minimizing server costs, and allowing multiple physical servers to stack easily, as to distribute the load. And the players are not in instances, they have free flight FTL.
I worked on RNGs - creating a program to create random RNG algorithms, evaluating them and then picking the best. I have a function designer, allowing me to combine and test functions to find ideal random distributions. I use procedural generation using my own RNG algorithms. My galaxies have a naturally appearing, spiral shape, which was difficult to achieve with procedural generation.
I have created an algorithm to create clouds with spheres. I use it for nebulae and asteroid fields. It can generate varying types of clouds, and the key was to work out the formula to have a 4th sphere be attached to 3 spheres that are in touch with each other, whereas all may have varying sizes. Yes, it is mathematically always possible.
The math and logic behind attributes and stats required me to calibrate them across multiple dimensions. They had to be feasible compared with each other, scale properly, be useful and meaningful. The scaling in general is required to work properly from the starting zone up to practical infinity. The difficulty and rewards increase as players move away from the origin point, meaning they can progress from one galaxy to the next.
I've already worked on sound design (and logic and math), 169 icons (2D, SVGs), 18 models (3D, for weaponry), and 35 prefab compositions from an asset (space ships, stations). I also created a performant firing prediction system and made sure weapons have a wide range of fire options (for me) to adjust. I also have drones, interceptors and escort ships, having their own AI.
And I have over 300 items, ships, weapons, traits, stations, etc. All their stats, attributes and traits were properly set, and the challenge was to create optimal systems that provide sufficient depth without being overly complicated. For example items have a quality level and semi-randomized attributes, but their types determined their general quality based progression. All of those may be crafted - yes, I also made a crafting system, with infinite scaling in mind.
What I am working on and have already done is beyond extreme difficulty. Currently I am doing something completely new every month, where I start from zero and have to become decent every time. When I do something that is impossible, for me it means it just takes a little more time.
If things go well and I can sell the game a lot, I can create a company with employees. With moderate success I can buy a house and continue to work on it or new projects. With failure I can at least slap it on my CV.
I did a third of the work on my game while working at the company. I wrote libraries in a way that they are general-purpose. My idiot coworkers didn't care to even look into it, to even consider the idea of having shared, reusable code, but guess what? I knew I myself would use it in the future for *my own* projects.
Well, that's the short version. Given this, do you really think the e-mail system would be hard for me to learn? To set up a fucking e-mail server? Do you have any idea how trivial that is to me? There is nothing to figure out, to develop, to fix - just follow the instructions. Just do the thing that has been done before correctly.