1. Post #1
    Afrothundakat's Avatar
    December 2013
    47 Posts
    Anyone else care about the lack of updates? or is it just me? Also, does anyone else think the dev to player communication is horrid? Whos the lead PR? Who's the voice of the rust dev team?

    You would think with 25 million in sales alone, there would be some sort of consistency in terms of "This is what we're doing guys!" I understand it's alpha but making the "burlap sacks HD" isn't my idea of progression. Plus, the trello has cards from feb and jan and seems to be updated only in spurts.

    Am I alone here?
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  2. Post #2
    You would think, if you didn't know much about software development.

    Plus, GDC is happening right now.
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  3. Post #3
    Afrothundakat's Avatar
    December 2013
    47 Posts
    You would think, if you didn't know much about software development.

    Plus, GDC is happening right now.
    I mean, it's unity.

    Not a super hard engine to work with.
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  4. Post #4
    I mean, it's unity.

    Not a super hard engine to work with.
    Clay is easy to work with but let's see you sculpt a scale replica of the statue of David by lunchtime tomorrow.
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  5. Post #5
    Afrothundakat's Avatar
    December 2013
    47 Posts
    Clay is easy to work with but let's see you sculpt a scale replica of the statue of David by lunchtime tomorrow.
    Give me 25 mill, a team of 15 and I'd have updates on the hour every hour.
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  6. Post #6

    July 2011
    39 Posts
    You would think, if you didn't know much about software development.

    Plus, GDC is happening right now.
    This game is made in Unity, the entire Engines purpose is for rapid updates being pushed out. It reality the code they made for the base game should be easily able to push out updates for any type of variable of the object. AKA

    Handling of houses should be fully re-usable and able to push-out
    Resource Script should be able to be re-written and they have apparently fixed the issue.
    Guns should be able to be pumped out
    Character updates for customization should in theory be able to get pushed out if its really simple like 1-5 different models.
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  7. Post #7
    Give me 25 mill, a team of 15 and I'd have updates on the hour every hour.
    Congratulations. Get a round of venture capital for that $25 mil and let's see you make a startup, then, if it's so easy.
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  8. Post #8
    Pallaptink's Avatar
    March 2014
    10 Posts
    Congratulations. Get a round of venture capital for that $25 mil and let's see you make a startup, then, if it's so easy.
    Man, stop licking the ass. It s disgusting. They need at least PR maneger, or community maneger for rust. He should do an everyday stream/answer suggestion posts. That s all. I am ready for work like that, some other people are ready. Trello/Garry should find 1 person, who will just communicate with people and calm the forum.
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  9. Post #9
    This game is made in Unity, the entire Engines purpose is for rapid updates being pushed out. It reality the code they made for the base game should be easily able to push out updates for any type of variable of the object. AKA

    Handling of houses should be fully re-usable and able to push-out
    Resource Script should be able to be re-written and they have apparently fixed the issue.
    Guns should be able to be pumped out
    Character updates for customization should in theory be able to get pushed out if its really simple like 1-5 different models.
    Just because it can be done doesn't mean it's appropriate or productive to do so. There's no point in going to the effort of adding in tons of content right now when they're making changes to the underlying engine. If you add 10 handguns that are, by and large, the same, and then you make a change in the targeting code that breaks all of those handguns, you have to go and fix all ten. On the other hand, if you only had two pistols prior to making the change, you've only got two weapons to fix.

    Put another way, you're worrying about getting all the dials on the dash fitted and working when the engine's still in 3 pieces and belches huge clouds of black smoke when it's all assembled and started up. You've got priorities in a different order. Be patient and wait for the foundations to be laid.
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  10. Post #10
    Afrothundakat's Avatar
    December 2013
    47 Posts
    Congratulations. Get a round of venture capital for that $25 mil and let's see you make a startup, then, if it's so easy.
    Shut up, you're Canadian.

    (User was banned for this post ("dumb trolling." - postal))
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  11. Post #11
    Man, stop licking the ass. It s disgusting. They need at least PR maneger, or community maneger for rust. He should do an everyday stream/answer suggestion posts. That s all. I am ready for work like that, some other people are ready. Trello/Garry should find 1 person, who will just communicate with people and calm the forum.
    Who the fuck are you to demand a daily feed of streaming and Q&A for your $19.99?

    Garry's had bad experiences with community managers in the past, anyway. I don't think you'll catch him making the same mistake twice.

    Remember, you paid for an alpha.
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  12. Post #12

    July 2011
    39 Posts
    Just because it can be done doesn't mean it's appropriate or productive to do so. There's no point in going to the effort of adding in tons of content right now when they're making changes to the underlying engine. If you add 10 handguns that are, by and large, the same, and then you make a change in the targeting code that breaks all of those handguns, you have to go and fix all ten. On the other hand, if you only had two pistols prior to making the change, you've only got two weapons to fix.

    Put another way, you're worrying about getting all the dials on the dash fitted and working when the engine's still in 3 pieces and belches huge clouds of black smoke when it's all assembled and started up. You've got priorities in a different order. Be patient and wait for the foundations to be laid.
    Unity is specifically made so that users can actually do that and nothing will break because you'll be able to super easily fix that one main script and every single gun afterwards would work normally again. Unless they've actually done which I think is hard-code every single gun it should be perfectly fine em to push em out.
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  13. Post #13

    January 2014
    109 Posts
    Anyone else care about the lack of updates? or is it just me? Also, does anyone else think the dev to player communication is horrid? Whos the lead PR? Who's the voice of the rust dev team?
    http://playrust.com/ tells you where they are up to. I would expect an update or some communication this week based on what they said.

    You would think with 25 million in sales alone, there would be some sort of consistency in terms of "This is what we're doing guys!" Plus, the trello has cards from feb and jan and seems to be updated only in spurts.
    There is clearly no overarching design, so the game is being developed iteratively. This means ideas will be implemented and tried, maybe discarded. They also appear to be in a stage where they are working mostly on the engine. This is the core, the foundation on which lots of features may be built.

    Also, whatever millions they might get from sales can easily wasted. When you add up salaries, rent, and other business costs you would be suprised how much cash they could blow through. If you have 10 Devs, the yearly wages could be well over $1 million.

    I understand it's alpha but making the "burlap sacks HD" isn't my idea of progression.
    There are different staff involved in a project like this. The modellers can't be put on development work. You can't just put 100% of the company on whatever is most important, only the guys who actually know how to do it. The rest do whatever they know, which might be improved burlap sack models.


    Am I alone here?
    Not at all. There are a lot of threads like this one.
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  14. Post #14
    Afrothundakat's Avatar
    December 2013
    47 Posts
    Just because it can be done doesn't mean it's appropriate or productive to do so. There's no point in going to the effort of adding in tons of content right now when they're making changes to the underlying engine. If you add 10 handguns that are, by and large, the same, and then you make a change in the targeting code that breaks all of those handguns, you have to go and fix all ten. On the other hand, if you only had two pistols prior to making the change, you've only got two weapons to fix.

    Put another way, you're worrying about getting all the dials on the dash fitted and working when the engine's still in 3 pieces and belches huge clouds of black smoke when it's all assembled and started up. You've got priorities in a different order. Be patient and wait for the foundations to be laid.
    So don't invite everyone over to see the progress you've made on your engine, only to blow them off, not pick up the phone for 3 weeks and pretend like its okay.
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  15. Post #15
    Unity is specifically made so that users can actually do that and nothing will break because you'll be able to super easily fix that one main script and every single gun afterwards would work normally again. Unless they've actually done which I think is hard-code every single gun it should be perfectly fine em to push em out.
    You mean, Unity is built around the concepts of object-oriented programming? Amazing insight. The point is, debugging a complex game with a physics engine isn't always as simple as "make one change to the one main script and everything that uses that script works perfectly again".

    If it really, actually was that easy, Facepunch Studios would have the game ready for a 1.0 release already.
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  16. Post #16
    Afrothundakat's Avatar
    December 2013
    47 Posts
    "Can you make HD burlap sacks?"

    "Yes, sir, I believe I can!"

    "You're hired!"
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  17. Post #17
    Pallaptink's Avatar
    March 2014
    10 Posts
    Who the fuck are you to demand a daily feed of streaming and Q&A for your $19.99?

    Garry's had bad experiences with community managers in the past, anyway. I don't think you'll catch him making the same mistake twice.

    Remember, you paid for an alpha.
    Who the fuck are you to shit on EVERY person head in every thread i met you?

    I demand? @he should@ - that sounds like an advise, not like a demand. But 3 weeks with no real updates and no real information making a demand of it. Not me, sorry, communite demading.

    Q&A. Oh my god. That s so hard to read every day for 2 hours a forum and answer. You know, i don t care about money it can be 1.99$ or 19.99$ whatever, i can get this from boosting people in LoL, but when i am interested in game and interested in community - i want to help project and people.

    Not so hard to find 1 guy. I told, not me, whoever. Just a nice person (not you, obviosly) who can do some answers or at least cheer up people around the forum. You are doing everything against this game and this forum.
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  18. Post #18

    January 2014
    109 Posts
    Give me 25 mill, a team of 15 and I'd have updates on the hour every hour.
    Have you ever been involved with a major software project? I am guessing not.

    If 1 mechanic can build a car engine in 10 hours, can 36,000 mechanics build that same car engine in 1 second?

    No.

    There is clearly a number between 1 and 36,000 that is the optimal number of mechanics, and it is closer to 1 than 36,000.

    You cannot just throw more money at a project to speed it up. It can certainly help, but the factors that determine the speed, quality and quantity produced are a lot more complicated than that.
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  19. Post #19

    July 2011
    39 Posts
    You mean, Unity is built around the concepts of object-oriented programming? Amazing insight. The point is, debugging a complex game with a physics engine isn't always as simple as "make one change to the one main script and everything that uses that script works perfectly again".

    If it really, actually was that easy, Facepunch Studios would have the game ready for a 1.0 release already.
    This game shouldn't be that complex, compared to other games this is really really basic stuff. The hardest issue they should be having with multiplayer is Syncing and even than somehow this manages to screw with your HTTP horribly. Also the Physics Engine is more than likely Unity's itself otherwise it's "rumored" to be Havok Physics Engine or Source Physics Engine.

    Also @Pallaptink response is beautiful at responding to this man.

    Have you ever been involved with a major software project? I am guessing not.

    If 1 mechanic can build a car engine in 10 hours, can 36,000 mechanics build that same car engine in 1 second?

    No.

    There is clearly a number between 1 and 36,000 that is the optimal number of mechanics, and it is closer to 1 than 36,000.

    You cannot just throw more money at a project to speed it up. It can certainly help, but the factors that determine the speed, quality and quantity produced are a lot more complicated than that.
    This is me and what every normal person would think a ideal dev team would consist of;

    Main Directors/Planners - 1
    Coders - 2(Could be 3 depends on how in-sync they are with each other)
    Graphic Designers - 3 (Most optimal for pushing out updates for Graphics... I'm looking for things like tree graphic, better bitmap detail, etc if possible)
    Sound - 1 (Everyone needs at-least one sound guy)
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  20. Post #20
    Afrothundakat's Avatar
    December 2013
    47 Posts
    Have you ever been involved with a major software project? I am guessing not.

    If 1 mechanic can build a car engine in 10 hours, can 36,000 mechanics build that same car engine in 1 second?

    No.

    There is clearly a number between 1 and 36,000 that is the optimal number of mechanics, and it is closer to 1 than 36,000.

    You cannot just throw more money at a project to speed it up. It can certainly help, but the factors that determine the speed, quality and quantity produced are a lot more complicated than that.
    The project has been at the same pace it has been for the past year.

    Slow.

    You are reading into what I say too much, you can't tell me dividing tasks, and hiring more in areas that need assistance (art/programming/PR/resource management) that things wouldn't speed up....

    Think of rust like a house. Might take 15 diff people 3 weeks to build a house. Get 30 on board, thats the same amount of work, split up. More gets done.
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  21. Post #21

    January 2014
    109 Posts
    You mean, Unity is built around the concepts of object-oriented programming? Amazing insight. The point is, debugging a complex game with a physics engine isn't always as simple as "make one change to the one main script and everything that uses that script works perfectly again".

    If it really, actually was that easy, Facepunch Studios would have the game ready for a 1.0 release already.
    Indeed. If it was that easy I would be out of a job.

    Luckily, it turns out that programming is actually really really hard, even with a framework that is supposed to make it "super easy".

    I've noticed you around here elix. Good to see at least one other person who actually understands development amongst the whining hordes!
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  22. Post #22
    Zoliru's Avatar
    February 2014
    121 Posts
    Have you ever been involved with a major software project? I am guessing not.

    If 1 mechanic can build a car engine in 10 hours, can 36,000 mechanics build that same car engine in 1 second?

    No.

    There is clearly a number between 1 and 36,000 that is the optimal number of mechanics, and it is closer to 1 than 36,000.

    You cannot just throw more money at a project to speed it up. It can certainly help, but the factors that determine the speed, quality and quantity produced are a lot more complicated than that.
    so WHEN did reskined wood walls ( stone walls ) with a litle stat change a few new weapon and a few stuff like this every week turned into a MAJOR SOFTWARE PROJECT ??? seriously thats ALL this community want we dont Demand a Finished game we can live with a bilion of broken and buged stuff but omg ad some content just 2 new stuff to craft every week that we could craft would allready be good.........

    or at least TEL US about your Plans Devs.........
    they dont even realy have a plan they just live from 1 month to another with no goal to the game

    they did not even decided the THEME of the game !!!!!!!!!
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  23. Post #23

    January 2014
    109 Posts
    Think of rust like a house. Might take 15 diff people 3 weeks to build a house. Get 30 on board, thats the same amount of work, split up. More gets done.
    *facepalm*

    This is exactly the fallacy that fools non-developers. IT DOES NOT WORK THAT WAY. There is decades of study in these areas.

    Start here: http://en.wikipedia.org/wiki/The_Mythical_Man-Month
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  24. Post #24
    Afrothundakat's Avatar
    December 2013
    47 Posts
    Indeed. If it was that easy I would be out of a job.

    Luckily, it turns out that programming is actually really really hard, even with a framework that is supposed to make it "super easy".

    I've noticed you around here elix. Good to see at least one other person who actually understands development amongst the whining hordes!
    C++ has been around since 83.

    Unity is easy to work with compared to other engines, that is why it was chosen. AND, its cheap to license.
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  25. Post #25

    February 2014
    42 Posts
    You would think, if you didn't know much about software development.

    Plus, GDC is happening right now.

    Dev player comunication its noth orrid mate??... This is noth right?
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  26. Post #26
    Afrothundakat's Avatar
    December 2013
    47 Posts
    *facepalm*

    This is exactly the fallacy that fools non-developers. IT DOES NOT WORK THAT WAY. There is decades of study in these areas.

    Start here: http://en.wikipedia.org/wiki/The_Mythical_Man-Month
    OKAY I'LL LAY IT DOWN SUPER SIMPLE FOR YA THERE KANGAROO JACK

    Super Rad Texture Guy 1: "Hey bud, you do the metal wall texture, I'll do the wood texture"
    Kinda Rad Texture Guy 2: "Ohhh, sounds good bud"

    Both take 15 mins to complete. LOOK AT THAT! 2 TEXTURES DONE IN 15 mins. WOW.
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  27. Post #27

    January 2014
    109 Posts
    so WHEN did reskined wood walls ( stone walls ) with a litle stat change a few new weapon and a few stuff like this every week turned into a MAJOR SOFTWARE PROJECT ??? seriously thats ALL this community want we dont Demand a Finished game we can live with a bilion of broken and buged stuff but omg ad some content just 2 new stuff to craft every week that we could craft would allready be good.........
    Features aren't just tacked on one by one. There are various systems underlying the features. Many of those systems would be shared across or referenced by many of the features. If the focus was 100% on adding features you would get a lot of features now and then at some later stage the project would start to struggle and they would probably have a lot of rework and refactoring to do. The extra work at the tail of a project that is caused by rushing the head of the project is usually far greater.

    The fastest way to finish a software project is not to rush the foundations.
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  28. Post #28
    Ebrim's Avatar
    December 2013
    284 Posts
    I'd rather it not get rushed. It'll be done when it's done. Better at this point to work on core infrastructure so that future updates can be made more efficiently on a better foundation.
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  29. Post #29

    July 2011
    39 Posts
    C++ has been around since 83.
    Unity is easy to work with compared to other engines, that is why it was chosen. AND, its cheap to license.
    Gotta remember thought that C++ gets a bunch of new revisions every year or so that does change at least some of the small base code.

    Indeed. If it was that easy I would be out of a job.

    Luckily, it turns out that programming is actually really really hard, even with a framework that is supposed to make it "super easy".

    I've noticed you around here elix. Good to see at least one other person who actually understands development amongst the whining hordes!
    If you think Unity is a "really really hard framework" you don't even understand the basics of knowing anything for coding, if you're going to lie at-least Google the subject and read about it for 10 minutes.
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  30. Post #30
    Pallaptink's Avatar
    March 2014
    10 Posts
    Have you ever been involved with a major software project? I am guessing not.

    If 1 mechanic can build a car engine in 10 hours, can 36,000 mechanics build that same car engine in 1 second?

    No.

    There is clearly a number between 1 and 36,000 that is the optimal number of mechanics, and it is closer to 1 than 36,000.

    You cannot just throw more money at a project to speed it up. It can certainly help, but the factors that determine the speed, quality and quantity produced are a lot more complicated than that.

    I have to agree with you here. But we are loosing the second part of this topic - the dialogue. People can eat some promises. People like to eat promises! Every project (and this is big project) has a guy, who is speaking with future buyers, speaking about trends etc. This one has this in the embrion statement.

    I want to see a child, who can speak with me about his mother :3, telling how awesome is she (it s about dev s).

    It s about information hunger, not even about update hunger. I can understand how long can take project (i am geologist in reallife and geology projects usually take A LOT OF TIME, more than game development). I know about time, cos some things just can t be done faster. But there must be some plan, to do list. That @to do list@ must be a bit more opened.
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  31. Post #31

    January 2014
    48 Posts
    I can totally see both sides of these arguments, so its impossible to pick as side when both are right and both are a wrong, better communication is needed yes, but a better core engine is also needed.
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  32. Post #32

    March 2014
    8 Posts
    Personally I'm not worried about the lack of updates, it's allowed me to get to grips with perfecting Building a Base. Previously we had updates every other Week which made it pointless playing. Gather resources Build a base, start to get some great gameplay in, and BANG Update again, Start again
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  33. Post #33

    January 2014
    109 Posts
    OKAY I'LL LAY IT DOWN SUPER SIMPLE FOR YA THERE KANGAROO JACK

    Super Rad Texture Guy 1: "Hey bud, you do the metal wall texture, I'll do the wood texture"
    Kinda Rad Texture Guy 2: "Ohhh, sounds good bud"

    Both take 15 mins to complete. LOOK AT THAT! 2 TEXTURES DONE IN 15 mins. WOW.
    Are we talking abour development or textures? Werent you complaining about HD burlap sacks at the top?

    Multiple developers working on the same code is not the same as dividing a series of textures amongst designers. The latter is more easily broken down. The former is like two authors writing the same book. They have to actually collaborate, not divide.
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  34. Post #34
    Afrothundakat's Avatar
    December 2013
    47 Posts
    Personally I'm not worried about the lack of updates, it's allowed me to get to grips with perfecting Building a Base. Previously we had updates every other Week which made it pointless playing. Gather resources Build a base, start to get some great gameplay in, and BANG Update again, Start again
    My 03 RM 250 will smoke ya YZ MATE!
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  35. Post #35
    Zoliru's Avatar
    February 2014
    121 Posts
    Features aren't just tacked on one by one. There are various systems underlying the features. Many of those systems would be shared across or referenced by many of the features. If the focus was 100% on adding features you would get a lot of features now and then at some later stage the project would start to struggle and they would probably have a lot of rework and refactoring to do. The extra work at the tail of a project that is caused by rushing the head of the project is usually far greater.

    The fastest way to finish a software project is not to rush the foundations.
    ITS JUST A RESKIN WITH DIFFERENT STATS ( both the new walls and weaps ) !!!!!

    Hahuuuuuuuuu HAhuuuuuuuuuuuuu HAAAAhuuuuuuuuuuu..............

    i gonna get a heartattack now
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  36. Post #36

    January 2014
    48 Posts
    Regardless if we need to wait a long time or not we should at least get some information on what is being worked on and what the issues are, how else is the community suppose to help figure them out ?

    If the purpose of the open alpha is feeedback, how can we give feedback if all discussion is held in secret ?
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  37. Post #37

    January 2014
    109 Posts
    If you think Unity is a "really really hard framework" you don't even understand the basics of knowing anything for coding, if you're going to lie at-least Google the subject and read about it for 10 minutes.
    Haha, this is my favourite. Did you google it for 10 minutes to prove me wrong?

    I said coding is "really really hard", not Unity. Please don't misquote me. I wrote my first game in the 80s and I have been getting paid to write code for almost 20 years now so I do have some experience.

    Now, complex systems are complex system, irrelevant of framework. The job of the framework is generally to remove a lot of the common and foundation stuff. The things that are similar across different projects. Everything else you have to put in yourself. Unity or any other framework doesn't magically write it for you.
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  38. Post #38

    January 2014
    21 Posts
    I am not sure why everyone screams "ALPHA!!!"

    Games that are sold for $20 are not really in alpha. Especially with how slow they have been working on this game. Like what really has changed that much since its initial release? Not much. Yawn.
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  39. Post #39

    January 2014
    457 Posts
    It's amazing on how the same people keep spamming every single topic with the same message over and over.

    Complaining that they are doing hd/better versions of everything is also wrong.It's like saying th entire team is made of programmers when the people doing this are only taking care of the art part and to be honest they are doing an awesome job so far.

    Remember most of those guys (if not all of them ) works remotely so even though this may work for them you cant really deny that this actually slow down the game dev a little bit compared to a solid and static team.

    Ok we get it its alpha and bla bla bla. That's not the point in question. It's extremely annoying how people keep bashing at everyone who criticize FP or the game development progression. Not to mention the influx of people talking about programming languages when they have no clue about anything at all. Implying that 100% of the work is programming is kinda wrong :|.

    If you cant understand and see that FP comunication with the community is not ok and that the game devlopment is kinda slow then you are either not mature enough to understand that not everyone is a troll and some people actually care about the game enough to criticize in a good way or you simply dont care and just want to be against everybody.

    All this " its alpha ! its alpha ! " is terrible wrong. The fact that they opened the game to public while the game was not even 10% finished is problably because they wanted the community help and support. What's the point of that if you dont have anyone to take care of that communication ? Who cares if one guy screwed up in the past ? I'm quite sure they can find a good person to take care of that and filter all this crap that's being posted in this forum to garry and the devs.

    People just want to know what the f is going on and what is going to happen or what are their plans.

    Also stop confusing programming with coding.There is a small but huge diff between those two words. They are not programming yet since they arent adding anything out of the zero. They are simply using what's already done by the engine and changing a few things here and there. The new sky and the new ui ? that's programming and that was problably the biggest hard work they ever had to do in rust. and i assume that when they get to change how the AI behaves and add new things such as weather and dyn resources and dyn wild-life/terrain will be even harder to do. The problem with the slow development is that they started on the wrong spot and took too long to remove zombies. As soon as the new UI the new dyn resources come in action we can expect a way faster dev than it is now.
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  40. Post #40
    -snip-
    code_gs's Avatar
    March 2013
    11,479 Posts
    Garry already said it should be coming out this week -- hopefully (https://twitter.com/garrynewman/stat...48014816755712 )
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