[HN Gopher] Cramming 'Papers, Please' onto Phones ___________________________________________________________________ Cramming 'Papers, Please' onto Phones Author : nycpig Score : 1181 points Date : 2022-08-06 20:43 UTC (1 days ago) (HTM) web link (dukope.com) (TXT) w3m dump (dukope.com) | xmprt wrote: | The blog post was a blast to read and even better, it served as a | great trailer for the game. Bought it immediately after reading. | I wish more game devs wrote blog posts like this. | chairhairair wrote: | The productivity of solo indie game devs is just really | impressive. | | While I'm aware of the "go fast alone, go far together" quote, | I'm depressed by how inefficient app/ui development is at big | tech companies compared to game studios, especially short staffed | indies. | | Really makes me wonder about the "engineering excellence" that | tech leads and "architects" pride themselves in when games are | developed much more quickly and are - to my eye - much more | stable and performant. | oreally wrote: | Yea the self wankery you see when these people place on | insubstantial things like correctness against all possible | situations in their PRs is amusing. | | Elon once wanted to move his programmers to windows upon seeing | how fast world of warcraft was developed. Goes to show how fast | people can be if they care about the things that matter. | yieldcrv wrote: | how far do you really need to go, alone | | You need a win, but not that big of a win in the grand scheme | of things | | Six figures, a couple million | | Whereas big studios _need_ multiple hundred million+ hits | spaceman_2020 wrote: | I don't play a lot of games anymore, but the last one I spent a | considerable amount of time with was Stardew Valley. And I | couldn't believe it was made by just one guy. | 999900000999 wrote: | Remember last Tuesday when you wanted to add something, but | your manager said no. | | Remember 2 weeks ago, and you really wanted to implement CICD, | but the DevOps team told you not to. | | When you're developing any solo projects, you don't have anyone | else telling you what you can't do. | | This is amazing, but you can also easily spend countless hours | building something nobody really likes. I've made a small | handful of games, a few of them have been released publicly. If | I had to guess, at most maybe 20 people have played my games. | | But I taught myself everything I know via learning game | development, and my career is amazing. | | Even now, I'm trying out different engines and having a blast. | Odds are. I'll probably never produce anything that becomes all | that popular. It'll just be another throwaway game on itch that | nobody plays, but I can say without a doubt I had a hell of a | time building it. | chairhairair wrote: | Expanding on this in a reply to my own comment. | | Grinding Gear Games, as an example, is a NZ based game studio | that releases a new expansion to their famous RPG - Path of | Exile - every three months. | | The game is not a simple program by any stretch - which might | be a fair criticism for Papers Please by comparison since it is | purely client-side and all possible states of the game can be | fairly easily enumerated. | | Path of Exile is a persistent cross-platform 3D online | multiplayer game that has daunting requirements for | consistency, latency, and graphical performance. | | Despite that, each three month release cycle introduces more | new UI elements and features than I think the entirety of | Google apps release in the same timeframe. And that's not | because Google isn't trying to build new things - they are and | I've written UI for several of those projects. | | Does anyone else feel a real sense of deflation when it comes | to app/web development velocity compared to games? | spaceman_2020 wrote: | The inertia at big tech companies is likely from the | overwhelming weight of the business itself. No one wants to | push out updates lest it upset the finally tuned business | machinery. | | A UI change can impact usage. Which can impact revenue. Which | can impact stock price. | | The end users for large tech companies are essentially | shareholders and investors. | MrDresden wrote: | Not to take anything away from the game devs (PoE is great | and I wish I had started playing sooner) but I wonder how | much internal politics plays a part. | | I can imagine that the game studio has most if not everyone | onboard helping collectively to make the game better each | iteration. It is a common goal. | | How many different product teams and managers get in the way | for products at other companies where each is fighting for | funding or privilege? | | Being in that kind of environment is draining for the product | teams. | | Having worked at places that matched both these situations, I | know where the quality and quantity of my output was greater. | bestinterest wrote: | I have the exact same feelings. | | Is immediate mode GUI's just that much better? Instead of a | complex React/Redux style setup, how much easier would state | management be if we had a render loop like game dev? Does | that even make sense? | | I am very envious at the pure programming skills of so many | game developers. UI's in indie games are just a side thing in | the deep complexity of a game and they end up looking | incredible compared to the level of effort required for year | long web app projects. | plorkyeran wrote: | They've drifted away from calling it that, but the whole | idea behind React was to bring immediate-mode rendering to | the web. It has an event loop where each "frame" you render | the current state from scratch, rather than explicitly | updating the state of retained controls. | JoeyJoJoJr wrote: | I use Zui with Kha/Haxe - an immediate mode GUI library. I | cannot overstate how immediate mode GUI greatly simplifies | ui development. React is massive step up from | OOP/scenegraph/display list style gui, but it is still so | complex and cumbersome compared to immediate mode. I can't | fathom why there is such little exploration in this space | and it seems mostly limited to gamedev. | | https://github.com/armory3d/zui | seba_dos1 wrote: | Immediate mode GUI makes perfect sense for applications | that repaint themselves all the time 60 (or more) times | per second, as they're already doing the work and there's | little overhead added by handling such GUI. I can deal | with 3D editor working this way, but I don't think I | would be very happy if my e-mail client did. | bogwog wrote: | That's just an implementation detail. The main benefits | of an immediate mode UI is the API for using it. There's | no reason that the loop has to run at 60 FPS. It could | even be event-based, so it only updates when the user | does something, for example. | seba_dos1 wrote: | Yes and no. That API makes certain approaches easier and | other harder. Even if you manage to render only the | changed parts of the screen, you still execute all your | UI logic all the time so the renderer can be aware of | what changed in the first place. Also, more involved | stuff like animations become much more complex once you | go event-based, to the point where retained mode UI may | end up being a better choice from the API perspective. It | all depends on what exactly you're implementing, and | games often are a natural fit for immediate mode as they | usually allow to keep it simple with no real downsides. | JoeyJoJoJr wrote: | I don't have much understanding of the internals of the | immediate mode renderers, but I think there are | optimisations to only redraw regions where component | inputs have changed. | jb1991 wrote: | You typically have to implement those optimizations | yourself, and most people don't. It's outside the scope | of the renderer in most cases for it to decide what | should or should not be rendered. As a result, immediate | mode GUI, while fast to develop, typically really kills a | battery life on mobile. | tomc1985 wrote: | They don't start fresh every three months. | | Usually they have multiple leagues cooking up in the oven at | any given time, so that if the league they want to release | isn't ready in time, another, simpler idea will likely be | within reach of completion. | | The timeline is as such because their business model requires | engagement spikes every three months. Remember that Path of | Exile is free-to-play. | | I also want to add that PoE has grown into one of, if not THE | most complex games ever made; there are so many overlapping | systems and mechanics that there were memes about what would | happen if they added any more special destination buttons to | the worldmap. And I'm not even talking about the initial | release; it was a complicated game then, but now it has the | mechanics of at least a dozen leagues baked into the core | game play; many of those leagues are an entire game unto | themselves (like Delve) | | I love it for this, but it makes me sad that most gamers | don't try and reason about this complex thing, and instead | follow build guides and copy streamers, instead of | experiment. Also, because of the nature of the game's deisgn, | you need to play for a stupendous amount of hours to reach | the end- endgame, and for most folks you also need to trade | items with people IRL as the designers intentionally do not | add a decent trade system. There are a lot of other quirks | that reflect the designers' intent to not make life easy, | either, and players both love and hate that. | Jare wrote: | A lot of it is about tradeoffs (long term vs one-off projects, | business stakeholders, and a long etc), but there's also | significant selection bias. Most "indie" projects die before | having much of a playable thing, and many successful solo indie | projects can take many long and grueling years (e.g. Stardew | Valley). | | Engineering in most organisations will place stability and | predictability very high among priorities, and pay a hefty | price for it (sometimes, messing up along the way and getting | neither benefit). An individually brilliant engineer can be a | great asset if properly managed, but you need the majority of | people to be less of an outlier. | chairhairair wrote: | I think we can ignore the selection bias because I'm not | aware of any "AAA app" (for lack of a better term) that moves | as quickly and productively as the best game studios do (see | my comment about Grinding Gear Games below). Additionally, | these apps employ engineers that are supposedly amongst the | best money can buy. At least, if there is some better way to | hire top engineers it should be fairly obvious in AAA app | output of some orgs with better hiring processes - but I'm | not aware of any such apps or orgs. | | As for stability and predictability, I'm not confident that | AAA apps are hugely (or maybe even significantly) more stable | or predictable than the best games. Maybe my tolerance for | bugs is higher in games than apps, but I do seem to tolerate | quite a lot of jank and slowness from apps, so I'm not sure. | bogwog wrote: | Part of that is probably that game developers tend to be | passionate about the work they do, whereas most people | working in app development probably don't give too much of | a shit about the boring apps they're making. It's hard to | get motivated when you're just making a glorified front-end | to a database, _another_ e-commerce site, etc. | | Of course, the tradeoffs in work-life balance for game | development is massive, so it's not like that extra | productivity is free (unless you're management). Nobody | working at a typical software firm is going to be expected | to crunch 12 hour work days for weeks just to ship. | ElevenLathe wrote: | I've had my eyes opened recently onto the world of modern game | editors (Unity, Unreal, Godot, etc.) by watching gamedev | streams. The productivity of these environments, and their | associated asset stores, is amazing. You can't help but think | that other domains would also be well-served by a fully- | integrated experience like this. Surely the universe of | "webapps" or "unix-y network services" is at least as | constrained as "3D games" is (possibly more?). | | I would certainly be interested in a "Unity for line-of- | business apps." I guess this was VB6 lol. | BigJono wrote: | The interesting thing is that the other comment alongside | yours is talking about GGG, who rolled their own as a team of | about 6 (in the early days), and they're by far the most | productive game developer I've ever seen. | | I think Unity and the like have made the average project much | more productive, but they don't add power to the top end. The | power of having everything perfectly customisable by a team | of experts with perfect domain knowledge is just too much for | anyone else to match by getting quick wins off the work of | others. | ink404 wrote: | do you have any streams that you'd recommend? | ElevenLathe wrote: | I typically bounce around the twitch category before | settling on one. These tend to be smaller streamers who | don't have regular hours. One that I try not to miss is | Jonathan Blow, though his current project is in a custom | engine (written in new language on a custom compiler, even) | so it's not immediately relevant to learning about modern | game editors. | phist_mcgee wrote: | A bit of a tangent, but I lost quite a bit of respect for | Jonathon Blow when he made comments about impostor | syndrome: | | https://youtu.be/ECwHZlvvVH4?t=3370 | matttb wrote: | Interesting you feel that way, I found it comforting. | robocat wrote: | I think what he said is awesome! You are presuming that | others are on the same page as you: I have zero | understanding as to why you "lost respect" at all. | | Perhaps you could share your own thoughts, opening | yourself to criticism and a chance for interaction, and | perhaps learning. I wrote a few comments on | https://news.ycombinator.com/item?id=31990217 (discussing | an opaque article titled "The Mysterious Return of | Imposter Syndrome"). | grapeskin wrote: | Having a complete mental map of your work environment is the | key. Nothing changes without your approval and you have some | idea of when and where every change was made along with what it | does. | | Most of dev work is making sure other people can make sense of | your work. With solo dev, that step is basically unnecessary. | | I think it's also why some indie games (eg binding of Isaac) | get completely remade instead of making updates a year later. | Walk away from the project for a couple months and it's an | untamable beast. | Linda703 wrote: | yieldcrv wrote: | I thought this has been on ipad forever | MattRix wrote: | Yes it has. He talks about the iPad version in the post. | keyle wrote: | The blog post is really top tier. Consider how much time some | engineers spend considering details when they're just being | contracted to do a job (I've work with lots) and how this indie | game project is being explained, nitpicked, loved and cherished. | | The blog post alone makes you want to purchase whatever this | person has been working on based on how much passion is oozing | off the explanation of how it's made. | | Side note... A lot of YouTubers also work like this: pushing the | craftsmanship to beyond expectation to almost cause an emotional | reaction. | | In this case though, it's genuine engineering with high | standards. | lemming wrote: | IMO you should absolutely buy what he produces, partly as you | say to support a genuine craftsman, but also because | (unsurprisingly) the games he produces are really good. I also | think of my purchases as a donation to keep his blog posts | coming. | wly_cdgr wrote: | This blog post is good, but is pretty average stuff for a real | professional. You are just used to reading webdev tip&trick | postlets from third-rate hacks | deathanatos wrote: | No, this is definitely high-quality. Like the person you're | responding to, far higher quality than a lot of professional | work I've seen. This is very clearly someone who cares about | the end result, not just about getting it done, and a lot of | work I've seen in my career, the person cares more about just | getting it done, than they do about getting it done _right._ | | I'd also say it's about having the skill to do this: as other | posters note, there are _multiple_ competencies on display in | that post; graphics, coding, testing, etc. Each of those | takes time to hone. I 've worked with any number of people | that are not honing their skills, because when they get stuck | or hit problems, will not take the time to dig into them and | really _understand_ exactly what problem they hit, why they | hit it, and how whatever language /tool/system they're | working with works. They'll guess until something appears to | work, and then move on. | | I'd put the detail in this blog post up there with Friday | Factorio Facts, and that is also another top-notch game. | | If your professional environment is just full of people | working at or even above the level here, you should know you | have it good. And I think they do exist: I've definitely | joined places where there are just _lots_ of incredible | people; in hindsight I wish I 'd done a better job of | learning and listening, when I had that... | seba_dos1 wrote: | I believe it all boils down to being an artist working on a | project you're passionate about. If I was forced to work on | someone else's project that I don't really care about just | to make a living, I'd probably simply execute my tasks to | make sure I reach the expectations, and that's it. I'd | strive to finish my tasks fast to have more time doing | something I actually care about, be it a side project, | hobby, family time or even just a walk in a park. However, | when I'm a one-man orchestra doing a project where my main | motivation is to see that project being done, it's actually | getting hard to restrain myself from going into all those | interesting rabbit holes that could easily postpone the | completion of that project almost indefinitely. I find it | hard _not to_ hone my skills and dig into stuff to | understand it in that setting. | | (of course, when I was young it was easy for me to get | passionate not about the project itself, but on mere | technical aspects of work I was doing for someone else; | this kind of motivation, however, doesn't last very long | unless you're able to change your job often to keep it | fresh and challenging) | | What I deeply regret is that I struggle with writing about | stuff I'm doing. There's a lot of interesting knowledge one | acquires from such projects, but it often gets almost lost | and only really lives on as a vague "experience" you can | indirectly apply to your future projects. I would like to | have my own experiences written down in such a neat way | like in this post, not just for publicity, but also for my | own personal needs when I want to go back to something I've | done years ago. Usually, my attempts end with an | unfinished, incomplete document that gets so out of date | before completion that it's best to throw it out and start | over, which of course doesn't happen until the memory of | what I've done becomes foggy enough to make reminding | myself what to write about a challenge on its own :( As it | is right now, I'd struggle to describe the vast majority of | my past passion work if anyone asked me about it; I'd need | plenty of time and some "detective work" to reconstruct my | memories. | kergonath wrote: | > The blog post alone makes you want to purchase whatever this | person has been working on based on how much passion is oozing | off the explanation of how it's made. | | _Papers Please_ is nice, but _Return of the Obra Dinn_ is a | masterpiece. Honestly. A very cool concept with some impressive | attention to detail. Pixel-perfect 1-bit dithered graphics, | amazing soundtrack, and a nice story. I don't have a link here | but there was a forum thread somewhere where he discussed his | progress as he was making the game. It's a bit long but we'll | worth a read as well. | the_af wrote: | I consider both games to be masterpieces, keeping my | attention even when I was bored with gaming in general. | | I also played Helsing's Fire on the iPad, which while not a | masterpiece, is still pretty fun! | kergonath wrote: | I like the idea of _Papers, Please_ more than actually | playing it, I think. But I never played Helsing's Fire, | thanks for the suggestion! | vanderZwan wrote: | This may be true, but in the same way that paintings | don't have to be "beautiful" to be good paintings, games | don't always have to be fun experiences to be good games. | I think _Papers Please_ is a perfect example of such a | game. I didn 't enjoy it so much as that it engaged me in | its bleak bureaucracy. | the_af wrote: | Good point! | | Though I _actually_ enjoyed "Papers, Please" gameplay. I | was overjoyed when I found it has an endless mode. I | enjoy stamping those red "denied"! | neycoda wrote: | Oh, I forgot that desktop computers don't exist. I'll have to do | my work on my phone now. | diebeforei485 wrote: | I own the iPad version. Anyone know if I need to pay again for | the iPhone version? | snoopy_telex wrote: | https://www.theverge.com/2022/7/25/23277003/papers-please-mo... | | > He added that the game would be available as an update to the | 2014 iPad app | routerl wrote: | You don't. Go buy it and the price will be gone. | yojo wrote: | I played through Papers, Please back when it came out on desktop, | and at the time I remember wondering: "why is this fun?" I | enjoyed it tremendously, but on the surface that didn't make any | sense. Who wants to play an immigration officer sim? Getting this | peek behind the curtain helped me understand all the little | decisions that add up to an unexpectedly fun experience. | | The level of thought given to tiny UI interactions here is | wonderful. Details like being able to swipe around to "play" with | the dangling pull chain. Any other dev would just make it a | static image and call it a day. But these little bits of magic | working together transform one of the most boring possible topics | into a real gem of a game. This post should be required reading | for interaction designers. | chii wrote: | > I remember wondering: "why is this fun?" | | Other than the tactility of the UI (which is a major part of | the game), the reason, i believe, it is fun is because the | game's mechanics matches that of the actual role you play in | the story. Many games don't really get this correct | (https://en.wikipedia.org/wiki/Ludonarrative_dissonance). | | In papers please, your decisions aren't clear cut, like in a | regular RPG game, where you can "choose" to be a good guy or a | bad guy by selecting one of two options, and one is clearly | meant to be the good choice with the good ending, and the other | bad. Papers please actually make you think like someone | surviving a authoritarian regime, and your actions reflect that | role too (you would, for example, choose not to feed, if family | isn't absolutely hungry, or that you would attempt to deny | entry as fast as possible, since a denied entry doesn't make | you any money - no room for sympathies). | | It makes the game feel "real". | marvin wrote: | The "RPG" element of "obviously good, obviously evil" | decision always felt contrived to me. Most people would never | choose to be evil. Evil grows out of processes much more | complicated and human than that. | | This seemed obvious to me even when I was 14, but maybe our | culture has been stuck in a place where people's | understanding of good and evil does not match reality. | Propaganda during WWII (or any was, really) would be an | obvious culprit. | seba_dos1 wrote: | > Any other dev would just make it a static image and call it a | day. | | You think so? Games are often full of little things like that. | That's a good thing to point out, but it certainly doesn't seem | as unusual as you paint it. Letting the user be playful is | generally what games are good at ;) | yojo wrote: | I agree that good games give you things to play with, but | this is literally the toggle to slide out a UI element, and | only exists because a phone screen was too small for the | original design to fit. If it had been a little triangle that | you tapped, no one would have said anything. Instead it's got | realistic chain physics and jingles around as you move the | card. | | I'm trying to think of another instance of "sliding out a | control" being given this level of attention, and I'm drawing | a blank. It feels like an unusually high level of effort to | put into a UI concession for a port that was going to sell | well anyway. | | Granted, this game is mostly about sliding UI elements | around, so maybe it is more integral to the experience than | in other games. | seba_dos1 wrote: | There is barely any external UI in this game (at least when | you're actually playing), most of what you see is in | universum. Had the game chosen a different art style, those | could be 3D models that you would interact with in 3D | space. You can easily imagine putting a VR headset on and | having all these documents, stamps and pullchains around | you, so it's only natural for them to behave in a realistic | way - just like, say, SUPERHOT VR is started by pushing a | floppy into the drive, when it could be just a simple | button. | unstatusthequo wrote: | For those annoyed with the Apple Store not finding it under | "papers please" and forcing you to use the comma instead of being | sensical, here is the link: https://apps.apple.com/us/app/papers- | please/id935216956 | | I scrolled several screens finding only knock offs without the | comma. The App Store and Apple Music search experience is not | great. | | Anyway, happily bought this game again in this new format! Well | done, sir! | bbx wrote: | I knew about this game at launch but only bought it last year to | play on a Windows tablet. Always thought I'd love the game... And | I did. | | My only regret was that I couldn't play it more often, on the go, | on my phone. I understood why, considering the intricate gameplay | and the precise interface required, it wasn't possible. | | And then suddenly... this. Instant buy. | krallja wrote: | This is exactly how I would have hoped to find out "Papers, | Please!" is out for mobile phones. | jordanmorgan10 wrote: | There's a certain energy that's either unmatched, or it's just | new to me, specifically from indie game developers that | invigorates me. His post is just kinda filled with a "love of the | game" vibe. I don't feel like other tech related industries have | that same art house feel like game developers seem to have, or at | least write about. You don't really see it in the sass space, or | in my world of iOS, etc. | | Just something I've noticed about the indie games world. Seems | like an inspiring, genuine space. | spaceman_2020 wrote: | Imo, indie game devs don't get nearly the amount of mainstream | attention they get as artists. So many of them do everything on | their own, from the art and music to, of course, the coding. | | That kind of cross-discipline talent is so hard to find. | marvin wrote: | I think indie game devs of Pope's talent, motivation and | ability are exceedingly rare. We're seeing only those who | survive a filter that removes 99%. But the results are | absolutely formidable. | jordanmorgan10 wrote: | True, I'm looking at the top 1% I'm sure when I made that | comment. I guess another observation is someone of his | stature could come off a lot more...entitled? I guess? But | man, his post is pure though. | wowokay wrote: | Desktops still exist! In fact streamers and PC gamers use them! I | don't really play games on my phone I think the people that do | are usually playing games because it's convenient or prioritized | in cost over desktops, since everyone believes they and there | kids need phones. | dicytea wrote: | Anyone else experiencing a weird visual illusion with the second | code screenshot, or am I just going crazy? It looks almost as if | the text is slightly tilted, but measuring it with a grid shows | that they're perfectly aligned. | alexb_ wrote: | I actually didn't know it was on mobile, so I searched for | "Papers Please" on the Google Play store. Only complete garbage | came up, and I had to actually go to the website to find a link | to the game (which only has 5k downloads!) | | I wonder if there's a solution to this. | djhworld wrote: | Thanks, I searched the play store for both "papers please" and | "papers, please" which didn't yield any meaningful results. If | I hadn't have read this comment I would have (lazily) assumed | it was iOS only. | | Play store says there have been 4000 downloads so at least some | people are getting to that page, but probably through direct | links rather than search | mijoharas wrote: | Weirdly I was lookingt to see if there was a papers please on | Android last week and concluded it hadn't been ported to mobile | because of the results. | | Lucky this came up on HN so I found out. If that weren't the | case I doubt I'd have thought about it again and wouldn't have | ever bought/played it. | komadori wrote: | Oh, wow, thanks! I did likewise and assumed the mobile port | hadn't actually been released yet. Google's search is clearly | awful :-/. | fragmede wrote: | Hilariously the correct play store link is the second hit for | https://www.google.com/search?q=papers+please+android | Hyperbolicum wrote: | The issue is the missing comma, I ran into the same problem. | Searching for "Papers, please" will yield the expected result. | | Maybe that's something that can be configured? | danparsonson wrote: | And for me at least it was necessary to include the quotation | marks too. | game-of-throws wrote: | > I created Papers, Please in 2013 specifically for desktop | computers with mouse control. | | This is interesting to read. When I first played it I was dying | for touch controls. It seemed like such a natural fit for the | gameplay of sliding papers around. | lupire wrote: | Eric_WVGG wrote: | Magnificent craftsmanship. | | Another of my favorite games on the iPad is Darkest Dungeon. | While perfectly legible and playable on the touch screen, the | ignored opportunities for touch improvement (entire inches of | "letterboxed" screen space, buttons sized for mouse but too small | for pinkies, drag-to-scroll lists) are so disappointing. | sintezcs wrote: | Can't find it in the AppStore :(( looks like some regional | restrictions are set | metahost wrote: | https://apps.apple.com/in/app/papers-please/id935216956 | mysterydip wrote: | I thought this just came out for mobile? There's reviews that | say 7 years ago. | Hackbraten wrote: | Used to be iPad-only, now it supports iPhone, too. See also | the v1.4.0 entry of the version history. | ridiculous_fish wrote: | Just wanted to say thank you for Papers, Please! I loved playing | it on my iPad and it's awesome to have it available for my phone | now too - a free update no less. | rolph wrote: | "I created Papers, Please in 2013 specifically for desktop | computers with mouse control. Now, here, in 2022, desktop | computers no longer exist and all computing is done via handheld | mobile telephone." | | No . Desktop and mobile are 2 different ecosystems. The users | have desktops; those who are used, have mobile; those who are | kings, have both. | mastax wrote: | Haxe is really unusual and interesting, and I don't think it gets | talked about enough. | | > Haxe can build cross-platform applications targeting | JavaScript, C++, C#, Java, JVM, Python, Lua, PHP, Flash, and | allows access to each platform's native capabilities. Haxe has | its own VMs (HashLink and NekoVM) but can also run in interpreted | mode. | | Compiling from one language to another isnt particularly unusual, | but compiling from one language to _so many_ is very unusual. On | first impression it sounds unserious-- _real_ compilers output | machine code--it 's tempting to denigrate it by calling it a | transpiler. But there are a lot of advantages that come with this | approach. You always have access to the full capabilities of your | target platforms. From a single language you can write code that | is massively portable while also targeting specific platforms | with just an if statement. | | The "real" compiler authors spend months working on linkage, | calling conventions, runtimes, symbol mangling, allocators, and | debuginfo trying to get their native code to link properly to the | objective-c frameworks on iOS--and it never feels quite right. If | you instead compile to objective-c, a lot of things get easier. | It's a very pragmatic approach. | bogwog wrote: | Haxe's transpiling helped me in a project once. The client | needed a small-ish web app written ASAP, but they didn't know | anything about their backend/stack when asked since they were | non-technical and using an external provider for everything. | The provider was not responding to emails for some reason, and | the deadline was approaching, so I decided to start writing the | thing in Haxe. | | I figured they were either running PHP/SQL or Node, so I wrote | a simple backend in a way that would make it easy for to deploy | to either one with minimal changes. By the time the provider | finally replied, the project was nearly half way complete. It | turned out that they were using a standard PHP/SQL stack, so | had I gone with Javascript there would've been problems. | Instead, all I had to do was change one flag in my build | system. | | I don't know if this is a big selling point for Haxe since it's | such a highly specific situation... but it's probably at least | worth mentioning :P | sitkack wrote: | Brilliant! | TazeTSchnitzel wrote: | > The "real" compiler authors spend months working on linkage, | calling conventions, runtimes, symbol mangling, allocators, and | debuginfo | | Don't worry: targeting high-level languages gives you a | different, equally-frustrating set of problems! Actually, many | of them have equivalents to the low-level ones: you also have | to worry about calling conventions, name mangling, runtimes... | they just look quite different. | | Especially you want to support any kind of dynamic | functionality, there are many uncomfortable trade-offs | involved. | vmladenov wrote: | > On first impression it sounds unserious--real compilers | output machine code--it's tempting to denigrate it by calling | it a transpiler. | | What? No, this is so wrong. "Real" compilers transform input | from a source language to a target language. That's it. A | program could compile a language to itself with functions | inlined and it would still be a compiler. Transpiler is a dumb | word made up to identify compilers that output valid source for | a chosen language. | cedilla wrote: | Transpiler is a very useful word. It makes it clear that the | translation doesn't happen from a high-level language to a | low-level language as is usually implicitly assumed. | | Arguing about the technical definition of compiler misses the | point outside of a scientific paper. Connotations are more | important than an arbitrary definition you happen to agreee | with. | boondaburrah wrote: | There's also that Haxe is older than a lot of the stuff we take | for granted today. It's roots are in ActionScript, and it | started as basically a successor to AS2 before Adobe came out | with ActionScript 3. It did "same codebase on server and | client" by compiling to flash bytecode and PHP before node | existed. It's ECMAScript/AS roots + static types + type | inference make it feel like alternate-timeline TypeScript as it | also compiles to JS. | | So it's completely comfortable for me. AND I can hit C++ if the | platform demands it! | chii wrote: | one aspect that's a bit underrated in haxe isn't just the | cross-compilation, but the macro system - it's way more | powerful a macro system than the regular macros found in | C/C++. It's closer to a LISP macro, but only at compile time | (rather than also runtime macros). | | For example, you can define a json file, and have a macro | that produce a class that matches that json file's fields. It | would type-check (and you get auto-complete, for example, if | you called that class's fields in another function). Of | course, there's nothing special about a json file...why not | use a live schema fetched from the internet! | https://code.haxe.org/category/macros/completion-from- | url.ht... | bogwog wrote: | Another cool thing about macros is that, since the Haxe | compiler itself implements a language server, you can go | really crazy with AST manipulations and it will all show up | in your IDE's autocomplete feature (if you have one). | | There was a demo I saw a while back where someone added | Google search suggestions to their IDE by hitting a Google | endpoint in a Haxe macro. | lastdong wrote: | Love this game, bought it for different platforms over the years. | I'll prob end up doing the same for mobile :) Papers Please, FTL | and Don't Starve (discovered them around the same time) are on my | top list of games, it was a period of very fine releases. | macintux wrote: | Thanks for reminding me I need to play Don't Starve again. | Dangerously addictive though. | radiojasper wrote: | This is one of the coolest things I've read in a while. I love | the thought process behind each element of the game and it's all | executed very well. As a fan of the desktop game, I can't wait to | try this out on mobile. | Ava433 wrote: | at_ wrote: | Find his work endlessly inspiring not just in terms of how good | it is, but also in the way it has proved there's an audience | hungry for the experimental and conceptually quite challenging | games he makes, too -- carved a path and set the bar for | artistically inclined game-devs (and game-dev inclined artists) | psyc wrote: | I was ready to charge in here and pitch a fit because I thought | the title was referring to storage / memory. | zbird wrote: | Yeah, though on the other hand the title does not seem | particularly taxing. "Shove it down to Unity" and then the big | bulk of the work is cramming the game into a small screen. | | The 'Auto Player Testing' is smart and a token of good design, | as he must have completely decoupled IO from the main game | logic. That seemed the most interesting to me. | egypturnash wrote: | Man it is gonna be so nice when the average young adult has a | device in their pocket that folds out to the size of a paperback, | or even a magazine, and we can start making popular culture that | fits that size again instead of everything having to make sense | through the tiny window of a phone. | soylentgraham wrote: | Phones could be fine if 95% of the screen wasn't covered in | popups, adverts, mailing list & cookie prompts. | kevin_thibedeau wrote: | Firefox mobile + UBO brings the future to you today. | asdff wrote: | Only on android though | haunter wrote: | And iOS with Firefox Focus | seba_dos1 wrote: | Not only - uBlock Origin works great on GNU/Linux phones | too. | egypturnash wrote: | I make comics. I grew up reading stuff that used the space of | a magazine spread in all kinds of clever ways, I fell in love | with the way I can play with layout across a page. I made an | entire graphic novel with multiple storylines running in | parallel across every page. | | A phone can show one or two panels at a time, at best. | There's a lot of stuff you just can't do. It's a tiny, | limited canvas, even before it gets shitted up with ads and | pop ups. | asojfdowgh wrote: | randomly grabbing the first thing on tapas: | https://tapas.io/episode/1123711 | | I don't think any book could give the feeling of | _transitions_ as the webtoon format can, yes, its only a | panel (or less!) at a time, but the artist can give a | halting thought-by-thought feel of a man on his deathbed, | or roll out an entire red carpet of flourishes to introduce | a character of nobility | | You can't go super transition-heavy in print, because well, | printing and pages cost. and people need to move their big | hands to flick the pages, there is an expected consumption | rate for that effort put in, so even if cost wasn't an | issue, people would get fed up with the transitions anyhow. | | so yeah, 1 panel at a time, is a bit of a downside, but IMO | its also an upside in that one can give each panel its own | treatment and such. an infinite vertical strip as one's | canvas | | - - - | | of course, getting all the bits into the right places with | the right breathing rooms and the right flow is a true | skill in of itself, but, I dunno, is it better to read 1 | super good comic, or 100 entertaining enough ones? the bar | is lowered by all of this, yes, but is that a bad thing? | boondaburrah wrote: | I've noticed this smartphone layout in comics before and | I recognise the strengths but find it really less | enjoyable to read. I have to be constantly scrolling and | it's difficult to ever settle into a scene and feel it | since they're gone in the blink of an eye. In regular | pages that panel is still on the page and/or you can play | with panel size and layout to create impact, but I just | don't feel it with these scrolling comics. | | That being said, I /do/ like the transition thing you | mentioned. | wingerlang wrote: | I posted below but I will post a direct reply. Modern | phone-first comics simply don't follow the 'grid' and it | works really well. Check this one out | https://www.webtoons.com/en/thriller/not-even- | bones/ep-1/vie... for a cool example. | Torifyme12 wrote: | Scott McCloud of Zot fame was an early adopter of the web, | I attended a talk from him where he was talking about how | frustrated he was that the 3 panel format had persisted to | the web, when there were so many ways to use space | creatively. | | He later adapted that talk for his "understanding comics" | Ted talk. Worth a watch if you love the medium | morelisp wrote: | You could also read the book, which is... well, "not a | TED talk" should be sufficient to convince anyone. | egypturnash wrote: | I've got all his books and he's even linked to one of my | comics in the past. http://egypt.urnash.com/rita/ if | you're curious. | | It's pretty cool on a decent-sized screen, it was | designed around the size of the iPad I'd just gotten when | I started it. Not so cool on a phone. Try it on both and | you'll see what I mean. | pbronez wrote: | I've recently started following a few webcomics that are | phone first. I'm sure they've been around a while, but it | was novel to me to have a story set up as a continuous | downward scroll. There isn't as much flexibility as you get | with a comic spread, but there are still interesting tricks | that contribute significantly to the overall feel and | pacing of the story. | wingerlang wrote: | Definitely agree with this. They achieve a form of | dynamic animation sometimes, where the continuous scroll | can "lead" objects on the screen into new scenes which | can be really cool. I'd recommend the previous poster to | read a couple of episodes, one example I found really | cool was this one | https://www.webtoons.com/en/thriller/not-even- | bones/ep-1/vie... | | Works best on the phone where you can have it fullscreen | and smooth scrolling. | naet wrote: | I love comics like MSPA that use web elements like | animation, hypertext, chatlogs, and interactive panels as | progressive enhancements on the comic form. But I | actually really dislike the scroll comic format. | | I don't enjoy fiddling with the scroll position, or | things peeking in from the edges, I like a nicely laid | out scene and a button or other control that takes me to | the next "page" or scene without the fuss that scrolling | to the right position adds. | daguava wrote: | You have severely painted this as something that's easily | done while clearly not reading what he posted... | blooalien wrote: | > From the article: "Now, here, in 2022, desktop computers no | longer exist and all computing is done via handheld mobile | telephone." | | They're _kidding,_ right? Nobody in their right mind actually | believes that, do they? | DizzyDoo wrote: | Of course, he just called it a "handheld mobile telephone", | that's tongue-in-cheek. | kencausey wrote: | It's hyperbolic truth, acknowledging that the future is now. | fragmede wrote: | _All_ is hyperbole, since the ergonomics on a laptop are | terrible, and there will always be a segment for which that | 's a showstopper, but it's already true for certain segments | of the population. Especially among the less privileged where | there may not even _be_ a desktop computer available or only | at school /library, mobile phones are increasingly where work | is done. Writing essays and emails, and filling out important | forms, may not be the most ergonomic, but it beats not being | able to. | | Look at devices with foldable screens and external keyboards | like the Asus Zenbook 17. Without getting lost in arguing | semantics of if an iPad (mini/pro/regular) sized tablet | counts as a mobile telephone, it's clearly not a desktop, and | it's easy enough to imagine that desktop computers will go | the way of the mainframe. | matheusmoreira wrote: | > the ergonomics on a laptop are terrible | | Agreed. Honestly if I had a way to comfortably write | software on my phone I don't think I'd ever use my laptop | ever again. Phones are simply too comfortable. | | Unfortunately the vast majority of them are consumer | devices: unlike real computers they don't come with the | tools used to program them. I can't make a new app on my | phone and run it. | lotu wrote: | I was stunned when I went to a writing circle and saw | college students using their phones. | krallja wrote: | It would be reasonable if they had a Bluetooth keyboard. | macintux wrote: | I remember when young adults were blazing fast at typing | on flip phones. It's perfectly reasonable to be | productive without a keyboard. | seba_dos1 wrote: | Flip phones had keyboards though. | macintux wrote: | My point is that people will adapt to typing on nearly | anything. | kergonath wrote: | In terms of number of hours used daily, there is no context. | Mobiles are the largest video game market, and the most used | computing platforms. So, not quite _all_ computing, but an | awful lot of it. | a9h74j wrote: | I took that as either [kidding] overstatement (to bypass | discussion of _why_ ) or short for _desktop computers no | longer exist [for my market purposes]_. | | To your general question, I've heard a professor lament a | student stating that _all CAD applications should work on | phones._ | dagw wrote: | _I 've heard a professor lament a student stating that all | CAD applications should work on phones._ | | And why is that such a lamentable idea? Modern phones have | the processing power these days. Walking around a factory, | building sites or a muddy field with a phone in your hand | is a lot easier than walking around with a laptop. Plus | modern phones have LiDAR and multiple cameras opening up | for all kinds of interesting options. Frankly any CAD | platform which doesn't embrace mobile will probably fall | out of favour over the next few years. | a9h74j wrote: | You are probably right to the extent of multimodal _for | some tasks_ or for sensor input. But redlining a 200 page | set of drawings to capture _as built_ info is still | different from assembling that set of drawings in the | first place. I doubt it will be all or nothing. E.g., | supporting field service will require generating | particular views, but I don 't see engineering review | meetings skimping on monitor pixels, at a cost of N | laptops per hour just to assemble a meeting. | the_af wrote: | Yes, it's tongue in cheek. | Animats wrote: | Yeah. This is a big problem with the "metaverse". Peering into | a high-resolution 3D world via a hand-sized screen is tunnel | vision. We're still a long way from the "swim goggles" form | factor in VR headgear, which is what Carmack says is the | minimum for reasonable consumer adoption levels. | | Playing "Papers Please" on a phone requires a good memory. Do | you remember what the recognized visa issuing cities for | Kolechia are? You need to know that. If you have to swipe to | the rulebook to look it up, your productivity will drop and you | won't make enough money for the day to keep your family fed. | aliqot wrote: | I'm noticing a lot of the younger crowd don't seem as glued to | the phone as their parents. Materialists will always be | materialists, but as an adherent to Ordnung, I don't own/need a | phone, so it sticks out and it's obvious to me that the normal | garden variety youth these days are not as absorbed as the | first generation to this little thing known to 'create fire' | because it is now commonplace. A computer in your pocket has 0 | novelty or wow-factor to this generation, as it should. Nobody | fawns over a butane-lighter or debit card, they're commonplace | despite being relatively new. | | This isn't just in my community, it's noticeable enough in my | travels that it seems to be a trend. I assume it is because of | more short-format digestible content, along with the shift of | social being one-to-one and one-to-many, to being many-to-many, | in the sense that you're not necessarily seeking out those you | had a direct relationship with, you're seeking out elements and | segments of a topical zeitgeist, whether that be tech videos, | memes, cat compilations etc. | | I also have another hypothesis- when phones that provided a | rich experience first debuted, it was the nerds and city folk | who got it first. iPhone then brought this mobile-first- | lifestyle to the stylemakers and artists and those whose inner | monologue is narrated by Justin Long, folks who'd likely have | bought anything apple anyway. From there, smartphones and rich | experiences were disseminated into the lesser elements of the | greater public who either are receptive to tastemaker's | influences or have limited option to refute the convenience of | popularity; popular hardware is cheap, ubiquitous and | accessible, some might say in some regards modern smart phones | are disposable. | | What I'm getting at is this, this stuff is no longer a mystery | to this generation. We are now 2 or 3 generations removed from | this type of pocket-computer being anything wow-inducing. I | think of it sometimes like when I was a youngster, the class of | people who traveled via air vs everyone else at ground level. | Air travel had a mystique and prestige, this person must be | doing something to be enjoying a cigarette and being served a | glass of wine however many feet in the air, direct to | destination. The same way I might not be in admiration of my | neighbors boots for having a good welt, because a good welt is | a given, I assume the youngster of today are no longer enamored | by the novelty of a mobile phone or pocket-computer. As such, | it is no longer a status symbol for most. So what the new | iPhone came out and you got one, that's only a valid status | symbol for maybe a few weeks, for over 1,000 USD invested in | some models. | | Youth of today, I don't see them going for a pocket atlas or | any such form factor, I see them going for augmented spectacles | or lenses. Everything indicates that a new 'moores law' is | taking effect around energy storage and thermodynamics - we are | no longer optimizing per-core clock speed, we are optimizing | core count and the amount of energy that can be stored to later | be turned into CPU cycles rather than heat. As soon as the | battery technology will allow it, you will see lenses, whether | they be spectacles or contacts, that will take in and | assimilate your surroundings, your focus, and the imperceptible | changes to your heart rate, retinal dilation, and ocular | pressure responses to commercial items. It's not far fetched, | we already know of this research being done. Despite the | cumbersome experience of VR, we are seeing a point where it is | no longer 3D TV or bluray level tech, it's sub-standard as a | whole but more and more people are buying it because it shows | promise. | | I see in the future that our interface devices, whether they be | communicators like phones, or additive interfaces like AR | spectacles that can dole out retail info in response to a brief | biomarker-spike like pupil dilation when glancing at a new pair | of shoes. These devices will be funded by corporations much the | same way tech learning materials, operating systems, and | software is today. It makes most sense that before wider | adoption, they'd first be available to those with the most | capacity for realizing an ad-prompt via converting to a | purchase, so think of like snapchat goggles release, but at | your local best buy. | | pocket-held mobile phones are the least optimal form factor for | every purpose or task it can accommodate other than "fits in | pocket". Mark my words, as soon as it can be bonded to a | wearable lens, it will be, and the corporations will subsidize | it heavily. You think adtech is bad now, just wait. | arthurcolle wrote: | You're Amish? Are you allowed to use a computer? I won't tell | - just wondering. | adolph wrote: | The Ordnung is a set of rules for Amish, Old Order Mennonite | and Conservative Mennonite living. Ordnung is the German word | for order, discipline, rule, arrangement, organization, or | system. Because the Amish have no central church government, | each assembly is autonomous and is its own governing | authority. Thus, every local church maintains an individual | set of rules, adhering to its own Ordnung, which may vary | from district to district as each community administers its | own guidelines. | aliqot wrote: | Yes, nice to meet you | macintux wrote: | Had to skim for a bit to figure out what was going on, because I | distinctly remember playing on my iPad many years ago. Turns out | it was iPad only, this was the first time it was redesigned to | fit on the phone screen. The author didn't want to force users | into landscape mode, which I completely understand: playing games | in landscape feels alien on my iPhone. | | Interesting look at the process of making the UI work well. | daguava wrote: | The attention to detail and player experience in this is second | to none, this article is a treat, thank you for sharing. | | Working in the gaming industry myself, everything here spoke to | what I want gaming to be. | silisili wrote: | I don't know a lot about Haxe, or C#, but that has to be the | cleanest transpiler results I've seen to date. | | Most transpilers I've toyed with(admittedly, not many, and years | ago) gave every variable and function awful autogenerated names. | funstuff007 wrote: | > here, in 2022, desktop computers no longer exist and all | computing is done via handheld mobile telephone. Time to update | this dinosaur. | | What a witty fellow. | Underphil wrote: | I took it as tongue-in-cheek but as a desktop loving dinosaur I | couldn't help feel mildly personally attacked :) | tosh wrote: | Fantastic write-up. Thanks for sharing this! | simonbarker87 wrote: | I'm always amazed at how many programming languages there are. | I'd never heard of Haxe, I don't think it would have crossed my | mind to look for something like it but here it is powering a | highly successful game with, from what I can tell, a vibrant eco | system around the language as well. | | Perhaps I'm not curious enough to go exploring for these | languages. I've used a few smaller ones in my years (usually | because of an external forcing factor - like Squirrel running on | ElecticImp devices) but I tend to stick to the big names we all | know | boondaburrah wrote: | Haxe is wild to me since I recently started learning it and | realised it's basically TypeScript but before TypeScript. Since | it's statically typed and can hit C#/Java/C++/JS, I really want | to try it in line of business applications as well. | MBCook wrote: | I've only ever heard of it in one context. About seven years | ago TiVo announced that they were going to start using it to | program their devices when they made the new (terrible) | interface. | | I don't think I've heard about it since then. | egypturnash wrote: | Haxe is very much a games language, it started out (IIRC) as | an ActionScript compiler by a game studio (Motion Twin, now | most famous for Dead Cells) who was sick of trying to program | in the shitty bare-minimum editor built into Flash, and | evolved into its own language that compiled to the Flash | plug-in's VM. Motion Twin released it and its support tools | as open source, and a lot of other Flash game devs picked it | up. | MBCook wrote: | Interesting. I don't do any games development so outside | the small amount I know about from watching various AAA | games being discussed I'm pretty ignorant. | | Thanks for the context. | dhosek wrote: | I came of age in an era in which it was often important _which_ | version of a language you were programming in. Not all C code | could compile with all C compilers (which was part of the | motivation behind the C preprocessor), likewise with Pascal, | BASIC, FORTRAN, etc. IBM had two different Pascal compilers for | VM /CMS named, confusingly, VS/Pascal and Pascal/VS which were | almost but not quite identical in functionality and features. | On timesharing systems, you might discover all manner of legacy | languages lurking on the (dishwasher-sized) hard drives. I | checked out a book on SNOBOL from the library to understand | what was happening in some SPITBOL code that I found on UIC's | mainframe that was part of the source for a C compiler. Most | personal computers came with some version of a Microsoft BASIC | in ROM, but there were differences from one platform to the | next so you couldn't necessarily just type in a program written | in AppleSoft BASIC and run it in QBASIC under DOS. The fact | that in 2022 JVM languages run identically anywhere and that | Rust is (almost) platform-agnostic is, to be honest, kind of | miraculous. | tokinonagare wrote: | > I'd never heard of Haxe | | Well it was born in France in a web game company (some of their | games were pretty famous domestically) as an internal language, | and the main selling point at first was the multiple | compilation targets (PHP, JS) which included Flash. It wasn't | something developed in English in the open at first like a lot | of new languages are nowadays, so obviously it took some time | to get some international exposure. | PoignardAzur wrote: | Wait, you mean Motion Twin? | govg wrote: | Yes, who are famous in large part for Dead Cells. One of | the developers even went on to lead Shiro Games, which has | done stuff like Dune and Northgard. | ptato wrote: | but also DinoRPG and My Brute. I played a ton of those | when I was younger. | 999900000999 wrote: | I really like Haxe. | | I want smaller game engines to succeed, but the tooling is just | painful to use. | | From the time I spent with Haxe, it's very neat language. At | the same time, half of why I make games is to learn. | | If I have to use your custom language I'm not learning skills | to use at work. | | For example, with C# you can make games with several languages, | you can also work on boring Fintech so you can pay your rent. | | With .net core open source I'd love for more engines to use it. | Godot 4 with Mono will be a very very strong contender. | stijnsanders wrote: | ( https://dukope.com/devlogs/ doesn't appear to have a feed URL? | ) | MOARDONGZPLZ wrote: | This is such a good blog post. I also didn't know this author was | behind Obra Dinn, but that one is also great. I used to play | Papers Please years ago and will certainly purchase it when it | does come out for iPhone. | emllnd wrote: | It's available on the iPhone App Store for me! | rossvor wrote: | If you see a devlog post from Lucas Pope you know it's going to | be a goldmine. No matter the topic. Dude has a real knack in | writing these, clearly describing the problem and the thought | process on possible solution. And making it all very interesting | so you yourself start thinking how would you address it or what | other cool thing could be built instead. | | Here's some of his other huge devlogs on TIGSOURCE: | | 1. Papers, Please. | https://forums.tigsource.com/index.php?topic=29750.0 | | 2. Return of the Obra Dinn. | https://forums.tigsource.com/index.php?topic=40832.0 | franknine wrote: | Another great devlog thread on TIGSOURCE is Leilani's Island by | Craig Forrester, it's a treasure trove of 2D platformer | development: | | https://forums.tigsource.com/index.php?topic=46289.0 | collegeburner wrote: | Arstechnica did a war stories with him on Return of the Obra | Dinn, combining one of my fave video series with one of my fave | gamedevs. https://www.youtube.com/watch?v=OMi6xgdSbMA | scyzoryk_xyz wrote: | Yes - I remember even coming across those before Papers became | a bigger thing. So thorough | dclowd9901 wrote: | From a practical standpoint, I can't even understand how he | writes these! Presumably, this process took him months (a | year?) to work through. What was he doing that whole time? | Taking notes and captures for an eventual blog post? It just | seems he has an incredible ability for organization and | foresight, one that I am deeply jealous of. | aerovistae wrote: | Yes, the guy is honestly some type of genius. To be this | talented of a programmer, and across multiple platforms, | languages, and toolsets just dazzles me. It's hard enough to | just be competent with one platform. I can't imagine. | | And on top of that he composes the music and makes the art and | literally everything else. | | I honestly just don't understand how a person can get that good | at that many things. | hbn wrote: | He's also a fantastic game designer. I played through Return | of the Obra Dinn last year and it was one of the coolest game | experiences I've had. It really doesn't hold your hand, it's | just using logic and clues to piece together a mystery and | put names to faces. Keep a notepad handy and it's a real fun | time! | rkagerer wrote: | Huh. I got bored of Papers, Please. Guess it's just not my | cup of tea. Will have to try Obra Dinn. | aerovistae wrote: | Same. Obra Dinn is a much more complicated and | interesting game. It's 10x the game Papers, Please is. | thrwyoilarticle wrote: | Interestingly Lucas Pope says he thinks Papers Please is | a better game. As a method of telling a story I think | it's as good as you can get - e.g. the gameplay in Obra | Dinn doesn't thematically link to the story in the same | way - but I'm just don't enjoy the game. I know: you're | supposed to be bored, it's supposed to be unwieldy, | you're supposed to be frustrated by the rules. But I just | want to do something else. | Andrew_nenakhov wrote: | His post on how exactly he came up with those really nice | 2bit graphics in a way that it doesn't hurt the eyes and | creates that very unique look was very enlightening. | bspammer wrote: | This is what's truly mindblowing about Lucas Pope to me. | Many people are technically talented, but good game | designers are really, really hard to come by. Having both | in one person just feels unfair. | | Obra Dinn, especially, is one of my favourite games of all | time, it's such a unique experience. | slazaro wrote: | Aesthetically too. If you've seen screenshots of Obra | Dinn, you remember. It has such a distinctive look to it. | the_af wrote: | I was about to write this. Lukas Pope is not only | technically talented, he's also a brilliant games designer. | | As for Obra Dinn, I found it very cool that many puzzles | have more than one answer, in particular when it's a | subjective matter! | turdit wrote: | testing7787 wrote: | 1ark wrote: | Speaking as a game dev, I think you can learn it, but it | takes time. I was interested since a kid to make games. And | as a teenager programmed some for the web, and trying to | learn C++ reading Quake2 source or whatever I could find, | also bought some game dev books. Not much came out of it I | thought. At around twenty, there were enough tutorials in | Macromedia tools to sort of guide me toward something. Then I | struck luck getting into game programming at a tech | institute. Finally I could make something, it took more than | a decade to get simple games on the screen for me. But I get | easily distracted, procrastinate and lack enough IQ. Those | books and formulas were hard for a mediocre teenager. | | Parallel to all this I was interested in music too. Fooling | around in ReBirth and Fruity Loops. Many years later got a | guitar and tried to learn that, you get a lot of music theory | from that. That theory is much easier than programming, still | takes a lot of time. | | Drawing I'm not really good at, but got an eye for what looks | decent and can play with colors. On a computer it can almost | be like cheating because you can be "inspired" by others. But | books and tutorials on art exists too of course, how far that | rabbit hole do you want to go? And 3D is a bit of a mix | between tech and art, you could draw a cute character on | paper front and side with a pencil. And when you model, | texture, rig and animate that; it can be really impressive. | | What I am trying to say, it looks like genius but it is a lot | of work over a period. But it is creative/craft work, and not | boring. And you can learn the basics of all the areas and | make something great. When making apps, all those areas of | you are unused. No music, no art. At best some graphic design | (UI). | | If you want to really put it in a compressed environment | where it is not (?) overwhelming, but still technical, try | C64 programming. There are lots of resources and step-by-step | guides, and you will get a taste of everything and can build | from there. We are many that have the desire to make our | _own_ games. Some are indeed geniuses, or very strong in | multiple areas. Others just stumbled across Unity and are | going through whatever guides there are with desire. These | days you can choose your difficulty and dedication level. | | For simpler games, getting your game to run on desktop, iOS | and Android is not that hard. Because most platform code will | be some glue, and then you are off inside your own game code. | It takes weeks/months to figure that out, but then you are | done and carry it with you for every game in the future. Then | when you put it all together plus the uniqueness of your game | (because it is unique right?!), you get a great and | interesting blog post like this one! | frenchie14 wrote: | His youtube[0] also has some very interesting behind the scenes | content. If you haven't seen the Obra Dinn ship building | timelapse[1] you're in for a treat! (Major spoilers - don't | watch unless you've already beaten the game!) | | [0] https://www.youtube.com/user/dukope1 [1] | https://www.youtube.com/watch?v=qZFoBvJf8Ug | dclowd9901 wrote: | He wrote an entire app in unity just for the schematic | playback. I'm gobsmacked by his ingenuity! ___________________________________________________________________ (page generated 2022-08-07 23:01 UTC)