EHG is hiring! We're looking for a talented Senior Back-End Engineer on Last Epoch. If you love ARPGs and want to work with a great team (and me!), check it out:
EHG is hiring! We're looking for a talented Senior Back-End Engineer on Last Epoch. If you love ARPGs and want to work with a great team (and me!), check it out:
If Claude could write the code directly unsupervised, it would go wild and produce a ton of garbage. At least if the code it writes in the browser is any indication. It's not that it's all bad, but it's like a very eager junior dev -- potentially dangerous!
Imagining a codebase that is one or two orders of magnitude larger, I think Claude would be useless. Imagining a non-expert driving the process, I think Claude would generate a very rickety proof of concept then fall over. All that said, I wish I had this tool when developing my previous game. Especially for a green field project, it feels like having access to the internet versus pulling reference manuals -- a big force multiplier.
EHG is hiring! We're looking for a talented game dev to help lead development on Last Epoch. If you love ARPGs and want to work with a great team (and me!), check it out:
https://eleventhhourgames.bamboohr.com/careers/74?source=aWQ...
I'll add I think tech doc review is just as important as writing stuff down. In my experience it's often done poorly. Doc should be ready ahead of time, sent to relevant people, read ahead of time, and a list of open questions and comments seeded before the meeting. The meeting should have a notetaker. The meeting should be shorter rather than longer. Have fewer people rather than more. The meeting should not be about reading the document top-to-bottom, but about answering open questions and confirming everyone is on the same page.
OK I read the article. I'm very skeptical of this approach. I doubt we can actually uncover fitness functions that reliably maps to "fun", and I believe it would require huge engineering effort to keep the game "simulable." Their examples aren't convincing. What would be convincing is a full, complex, and _fun_ game using these techniques.
Also the article seems like an ad for their AI solution.
I developed a large-scale, 2D isometric tactical strategy game called Cantata: https://store.steampowered.com/app/690370/Cantata/
It's sort of like a 4X version of a smaller tactics game like Advance Wars. Supply lines, region capture, unique units, etc.
It's isometric throughout, in part because I just love the aesthetics of pixel art isometric (having grown up on RTC, Age of Wonders, Simcity, Alpha Cen, Civ...).
This article was (and is) still the gold standard on describing isometric math: https://clintbellanger.net/articles/isometric_math/
We built a custom renderer for the game as well to support doing lots of crazy tile-layering steps that mix and match Z-depths based on various factors like specific units, terrain type, terrain decoration type, etc. Things like:
If a human soldier is on grass, the grass should be rendered on top of them, but if its a tank the grass "makes sense" to be under the tank, etc.
Art assets were based around 64x64 size tiles, and as someone else pointed out we were technically dimetric instead of isometric (as were most isometric games, dimetric feels too uniform).
Making games is incredible but also very challenging. That’s part of its appeal. Highly recommended.