2 days ago after being on sale for almost 2 years Aiyana finally hit the milestone of its first 1000 sales.
By other games standards, its a bit pathetic. I bet @Everwind_Game hit that in less than 2 hours! But as a solo developer, I'm proud of this number and want to thank everyone who has played so far
@edmundmcmillen@ALegendaryDrops I just wanted to say I loved the Indie Game movie and it has inspired me many times over the years.
I'll admit I'm struggling as an indie but I'm still here until its 'done'
Any chance of a retweet for my game? It would mean the world:
https://t.co/eTTdWDcwUZ
2 days ago after being on sale for almost 2 years Aiyana finally hit the milestone of its first 1000 sales.
By other games standards, its a bit pathetic. I bet @Everwind_Game hit that in less than 2 hours! But as a solo developer, I'm proud of this number and want to thank everyone who has played so far
Back then we mostly had baked lighting. Today we have path tracing which calculates everything at real time. To achieve same results, it requires 10x+ more GPU cycles. The advantage is that devs have much faster iteration loop and they don't need to ship massive amount of baked lighting data. Also levels can be more dynamic. But the downside is that the added GPU cost basically has eliminated most of the hardware advances we got in the past 8 years. Try to run a game at 4K native with no upscaling and no frame gen with path tracing enabled. You have to lean on upscaling and frame gen to make it run properly, and that results in various issues. Input signal is extremely noisy since real-time path tracing can't afford to do many samples, which makes the temporal reconstruction quality worse. And the new upscaler requires massive amount of new transistors (tensor cores) to run. Which we could have used elsewhere. We have some good path tracing implementations, but none of them run flawlessly at 4K 144Hz, even on $3000 RTX 5090. So it's understandable that gamers are pissed off. The visual quality improved much more in the previous 8 year period. But at the same time, once we are ready to commit to ray-tracing, the dev workflows will improve and new kind of more dynamic games worlds become possible. But the massive GPU price increases and delays on gaming GPU launches means that the transition period will last for at least 5 years. Steam Machine is slower than PS5 base model, which is a 5 years old console that launched at $399. Devs must stop shipping games that target only 15% gamers (= RTX 4070 and above).
@d_linkski I specialise in performance as well and it feels like a dying art.
Its frustating how its equally one of the most important things whilst also utterly neglected in modern programming.
Most don't realise that OO isn't the Only way to write code
Too much bullshit summarises it too well.
The way I see it there are 2 types of programmers, those that like to code and those that like to Talk about coding.
The managers are all talkers, and they prioritise hiring other talkers.
Fast forward and big teams can get nothing done without a bunch of meetings and productivity takes a nosedive.
It's been:
10 years since the idea.
9 years since the prototype.
7 years since the announcement.
2 years since entering Early Access.
9140 hours since launching on steam
If you want to make a good game expect it take a looooot of time. Gladly, good games does not expire like milk.
https://t.co/NeUD4bkrKV
It's been:
4 years since the idea.
3 years since the prototype.
2 years since the announcement.
1 year since the demo.
If you want to make a good game expect it take a looooot of time. Gladly, good games does not expire like milk.
(Milk's perfect for a schoolboy I'd say🥛)
Release 0.5.0.7 is now live. Its mainly bug fixes with some highlights being to prevent you getting stuck inside blocks and to improve enemy A.I
https://t.co/sHMGcDHQRX
@DrunkKobold A.I is going to make this skill drain even worse. Companies are already leaning on it heavily but as soon as it can't fix something they will be stumped