Team Chevy86, on 16 April 2016 - 12:37 AM, said:
But to actually make it work flawlessly?
Two different things
We're talking "Simple, Significant Game Improvements"
i haven't seen anything on this thread that would be hard. the ui tweaks are probibly the worst of them for how nasty ui code usually is (read the wx widgets "manual" *shudders*), but still approachable by a competent programmer. ive done ui stuff and depending on what api you are using its anywhere between hell and "im done already?". 2 and 3 are mostly adding a control to the ui in the right place and handling a click event. 6 would just be adding appropriate labels/icons to the weapon grouping screen. 4 would probibly be a single line of code. most of the balance tweaks are barely data entry jobs, changing values in xml. the 2 i posted are mostly ui jobs.
these are examples of simple coding. hard coding would be physics, where you have a bunch of tight loops and n^2 complexities and algorithms that are hard to get your head around. collision detection has have given me headaches for years and im still nowhere near having things collide correctly in my game engine. or net code where you need to cram a bunch of data down a straw and compensate for lag (and which also needs to work with physics, hence psr). actually the problem with code really isnt any individual thing, but the mile long lists of unimplemented features and bugs that never go away no matter how many you cross off or how little sleep you get.
as for being flawless, those days are long long gone. you build your game on an engine which is mostly a black box code blob which runs on a bunch of apis and an os which are also black box code blobs. all of which run through a black box compiler that very few people understand, to machine code for a cpu architecture which in itself is a black box with its own bugs and secrets.
Edited by LordNothing, 16 April 2016 - 01:12 AM.