How do we save game development?

How do we save game development?

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gog.com/game/limbo
gog.com/game/inside
aphyr.com/posts/341-hexing-the-technical-interview
youtube.com/watch?v=M0KSUqZTkZ0
twitter.com/NSFWRedditGif

Didn't Iwata compressed the pokemon code or something

He did for Gold and Silver.

stop buying games

start buying games

Why are people pushing this "thing I like good, thing I like bad: dead meme edition" so fucking hard lately

>le reddit doge
Autism

>game freak

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It's not code that weighs that much, it's duplicated assets

>gamefreak
It was iwata, you retards. If it were for him, GS would've been a mess of a game.

Make less powerful hardware. Programers have gotten lazy because hardware is powerful and advances so quickly.

The Gamefreak dev team has never, ever been even remotely good at coding. The earlier gens were bug infested disasters, the later gens just run like shit despite having N64 tier assets at best.

honestly kind of refreshing to see after so many wojacks

>GS
The meme is literally about Pokémon Red.

This meme is fantastic because it’s the truth. Developers today are wasteful as fuck

>Using Gamefreak as an example when they're notorious for being shitty programmers since the beginning

*If it weren't for him

>Assets are the same as code

based retardposted

>The pokemon red
>The
ESL posters once again proving themselves to be redditors, what a shock

Are you comparing a monochrome 160x144 handheld game to a PC game with 4k textures and 3d models?

>Game Freak
At the very least, point out how Mario 64 was only 8MB instead.

Red and Blue WERE buggy fucking messes.

Coding back then was mostly done in mid-level languages like assembly, especially on consoles and handhelds where there weren't any specialized dev kits. You had much, much more control over events and triggers, but you were also heavily limited by the size of the registers (the Gameboy's processor was a gimped 8080 that didn't even have a parity flag or I/O registers.) Of course the GB Pokemon games are tiny, but they were also buggy as fuck.

Coding today is done in ridiculously bloated libraries with little to no culling done. Everything is abstracted away so you don't need an intimate, high-level familiarity with the hardware to put together a program. People commit projects with dozens or even hundreds of files worth of unnecessary, deprecated functions, because everything is pulled down from the master copy and there's typically high turnover for the people who maintain such things. It's not so much that small programs are impossible to make today, it's the fact that most game studios are staffed with project managers who have liberal arts degrees and sign off on projects the moment it gets committed and doesn't break the build.

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If you want to blame anyone, blame the fucks who decided to put slow HDDs as default in 8th gen consoles. It means that games tend to use space-expensive optimizations like duplicating reused assets to put them in sequential order for faster loading times.

Limbo:
>Storage: 150MB
gog.com/game/limbo
Inside:
>Storage: 3 GB available space
gog.com/game/inside
The use of licensed engines and its consequences...

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All of that is unironically a good thing user. Well minus the liberal arts project managers.

Yeah, but I don't see the point in bringing up a game unrelated to the meme.

What do you consider low-level of assembly is mid-level?

>pixels vs 8k gayming

??????

based 9gag meme

i feel the same way

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this makes the picture even more true, just think about it, some shitty developers in the 90's where chads compared to current developers.

>assembly
>mid-level
Dumb fuck, is as low-level as it is humanly possible.

This game is 15 gigabytes

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>he doesn't know about C

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8k indie pixelshit.

There is literally nothing wrong with including function libraries or using high level programming languages. It has been standard practice for decades, and is not the reason for modern game size bloat, which is uncompressed and duplicated video and audio assets.

at least nintendo still kind of keeps them in check by only giving 32gb of space

*ackshually* you could code in bytecode
behold
aphyr.com/posts/341-hexing-the-technical-interview

C is higher level than assembly, retard.

Why is every Unity game so fucking bloated?

Because most devs don't know how to keep their assets in their pants.

sup dude, i made this fps, and it's only 95 kB
youtube.com/watch?v=M0KSUqZTkZ0

It sounds like a joke, but on the modern processors, assembly can be considered a high level language unironically.
They don't run asm directly.

What are some low level programming in modern processors then?

What I'm getting at is how tend to falsely look at ye olde days of software engineering where everything was hacked together and optimized for small storage or specific hardware as some kind of golden age of software purity. Like, Quake's fast inverse square root is cool and all, but if it's not needed for performance and I have a choice between implementing a hack like that and using a library function, I will go for the library function every time.

The computer doesn't read assembly, user. Assembly is compiled into bytecode, and a lot of more primitive programs were built entirely in bytecode. Bytecode is a low-level language because it communicates directly with the hardware, assembly is an abstract form of bytecode, while modern-day object oriented is an abstract form of assembly.

Get rid of jews and teach indie devs to program properly.

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No, it's not anymore. As other user pointed out already processors do all sorts of magic today.