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Extremely clever concept


A more modern example would be Dead Cells


VVVVV was released during the initial wave of indie game popularity. It may not be the most influential of that group- but it's more relevant than it probably seems from a present day standpoint


Okay I’ll take your word for it. Like I said it appears to have been well received. Gameplay looks interesting.


VVVVVV has extremely simple and polished gameplay, what makes it interesting is how the same gameplay mechanic is constantly challenged and reinvented through very clever level design. It looks like metroidvania as far as exploration is concerned but is the complete opposite in general progress, as in the only thing that locks you out from an area is pure player skill, reinvesting what you learned to go further: "oh, you can do this" instead of "oh, I unlocked this and so can now access that".

It was an instant classic for me.


No one in game and game engine development is using ChatGPT.

It doesn't even work, even if it was productive, as barely any problems the average gamedev faces on a day-to-day have been surfaced to the training data of an LLM.


Yeah, this exactly. The only person I know who is succeeding at "game dev" with ChatGPT is an older bloke I know who just began their baby steps on a pet project with Unity.

Sure, if you're still learning how to move position from x to x+1, ChatGPT can help you with those basics, but anything more than that and they start hitting me up on Discord looking for real answers.

Something as simple as how the serialization of fields in behaviour classes was too much for ChatGPT. They read what it hallucinated up, got confused, and were calling me up to explain minutes later. For those who don't know Unity, this is something you have to do daily when building new logic into game components and ChatGPT was clueless about it.

The limitations of ChatGPT as a programming aid are very very obvious and it has a long way to go before it's really useful to seasoned professionals.


ChatGPT 4 may be better but CoPilot is terrible at making suggestions on algorithm work. It'll slip a -(x) in to parameters where it's supposed to be positive. Use the sim but wrong variable names. Swap parameters around. It's can be a nightmare and cost you way more time debugging than it saves typing.

Specifically with type-ahead suggestions I believe with typing you are more engaged in thinking about what is correct. With a CoPilot suggestion the tendency is to just skim it to see if it look good. And that's probably part of the problem; the LLM is trained on what looks good!

This may look good:

  computeNodeDistance(sourceNodesA, destNodesA, x, -1)

But it's supposed to be:

  computeNodeDistance(sourceNodesA, destNodesB, x, 1)

Good times.


Not until legal approve it, which doesn't seem like any time soon.


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Attack from Mars is a good beginner table to learn ball control especially. There's basically a single shot up the center, but a lot of nuance in how you do it to avoid a drain.


They're complex and generally handmade. There's not too many of each type made and they rarely make more, so the price follows suit


Don't know if the index isn't complete, but the results with this are quite poor


This model isn't novel, there's been experimental engines using this technique for years now. They're just not practical at scale


What you've just described is basically every networked video game, the majority of which are happily running via c++.

(Plus some increase in content load over the network, which does exist ala runtime mod loading, streaming, etc)


Yes? Not architecturally different, but with fewer bugs. People are always complaining about bugs in videogames.


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