• mriswith@lemmy.world
    link
    fedilink
    English
    arrow-up
    43
    arrow-down
    1
    ·
    edit-2
    9 hours ago

    That’s nothing new.

    Gamers who don’t know any programming, or maybe made a little utility for themselves. Looovee to bring out the old “just change one line of code”, “just add this model”, etc. to alter something in a game.

    They literally do not understand how complex systems become, specially in online multiplayer games. Riot had issues with their spaghetti code, and people were crawling over eachother to explain how “easy” it would be to just change an ability. Without realizing that it could impact and potentially break half a dozen other abilities.

      • mriswith@lemmy.world
        link
        fedilink
        English
        arrow-up
        1
        ·
        edit-2
        1 minute ago

        In most professional software you can compartmentalize and abstract. In things like MOBA games, the amount of interactions between abilities is as you say, scary.

        Having an ability that does two types of damage, and then changing the order of which one hits first. Can literally break a game.

    • Ghoelian@lemmy.dbzer0.com
      link
      fedilink
      English
      arrow-up
      33
      ·
      5 hours ago

      Even if you’re an actual software dev, it’s still pretty much impossible to guess how much work something is without knowing the codebase intimately.

      • shoo@lemmy.world
        link
        fedilink
        English
        arrow-up
        1
        ·
        edit-2
        3 minutes ago

        When a dev with game dev experience says something should be easy to fix, it’s under the assumption of a reasonable cobe base. Most games are built off of common engines and you can sometimes infer how things are likely organized if you track how bugs are introduced, how objects interact, how things are loaded, etc…

        When something is a 1 day bugfix under ideal conditions, saying it will take 6+ months is admitting one of:

        • The codebase is fucked
        • All resources are going to new features
        • Something external is slowing it down (palworld lawsuit, company sale, C-suite politics, etc…)
        • Your current dev team is sub par

        Not that any of those is completely undefendable or pure malpractice, but saying it “can’t” be done or blaming complexity is often a cop out.

      • billwashere@lemmy.world
        link
        fedilink
        English
        arrow-up
        3
        ·
        51 minutes ago

        And even then it’s sometimes impossible because how much can you keep in your head at once. Everybody specializes on these large projects. I may have 30000 ft view of how things operate but getting down into specifics can be hard. I have some intimate knowledge of the learning management system we develop for, which is way less complex than most games, and there are always little gotchas when you make code or architecture changes.

      • mriswith@lemmy.world
        link
        fedilink
        English
        arrow-up
        5
        ·
        5 hours ago

        Absolutely, it’s impossible to know how much. But it’s a lot easier to grasp that it’s rarely just “changing a few lines” when it comes to these types of situations.

        Specially since many programmers have encountered clients, managers, etc. who think it’s that simple as well.

      • nfreak@lemmy.ml
        link
        fedilink
        English
        arrow-up
        2
        ·
        2 hours ago

        In the wake of all the layoffs and such I don’t know if any former employees have (as vaguely as possible) discussed the codebase yet. It seems like such an absolute nightmare.