Gamedev Memes

Posts tagged with Gamedev

Cod Be Like

Cod Be Like
Back in the day, game devs were out here coding ENTIRE ROLLERCOASTER TYCOONS in Assembly language like absolute psychopaths, fitting shooters into 97KB (yes, KILOBYTES), and somehow making games run on potatoes while also having bodies that could bench press a small car. They were built different, both literally and figuratively. Fast forward to now and we've got AAA studios crying about how they can't fix bugs because someone's allegedly stealing breast milk (?!), shipping 50GB games that require another 50GB day-one patch, telling you to buy a NASA-grade PC just so their unoptimized mess doesn't crash every 5 minutes, and blaming YOU—the player—for their always-online singleplayer game being broken. The devolution is REAL and it's SPECTACULAR in the worst way possible. We went from "I made this masterpiece fit on a floppy disk" to "Sorry, the game is 200GB and still doesn't work, also here's $70 worth of microtransactions." The bar went from the moon straight to the Earth's core.

When You Ask Viewers For Products/Features Ideas

When You Ask Viewers For Products/Features Ideas
So you thought crowdsourcing feature requests would be a great idea. You opened the floodgates, asked your community what they wanted, and now you're staring at "just add real-time multiplayer with blockchain integration and AI-powered NPCs that learn from player behavior." Meanwhile, your actual game is a 2D platformer you built in two weeks. The scope creep boss has entered the chat, and it's wielding a sword made of unrealistic expectations and zero understanding of development time. Your poor little game never stood a chance against the eldritch horror of feature requests that would require a AAA studio budget and three years of crunch.

Thankfully, Fortnite Is Eternally Successful, So They Can Sustain This For A Long Time, Right?

Thankfully, Fortnite Is Eternally Successful, So They Can Sustain This For A Long Time, Right?
Epic Games has mastered the art of buying developer loyalty through free games instead of, you know, actually making their platform good. Everyone's thrilled to claim free AAA titles every week, but the second they're asked to actually purchase something? Crickets. Tumbleweeds. The sound of wallets snapping shut. It's basically the digital equivalent of a grocery store giving out free samples—everyone loves the guy with the toothpick tray, but nobody's buying the frozen lasagna. Epic's entire business model relies on Fortnite whales funding their "charity work" of giving us free games while they desperately try to compete with Steam. Spoiler alert: having a shopping cart feature actually matters. The irony? We're all complicit. We've got libraries full of Epic games we'll never play, but hey, they were free. Meanwhile, Steam gets our actual money because it has features invented after 2005.

I Guess It's Cheaper To Give Away Games? Their Business Makes No Sense To Me

I Guess It's Cheaper To Give Away Games? Their Business Makes No Sense To Me
Epic Games out here playing 4D chess with their launcher. They'll throw millions at free AAA games to get you hooked on their platform, but ask them to implement a shopping cart or cloud saves? Nah, that's too expensive apparently. It's the classic startup playbook: burn investor cash on user acquisition while the actual product experience stays in beta for years. Why fix the UX when you can just buy user loyalty with free copies of GTA V? Their launcher still feels like an Electron app someone built during a weekend hackathon, but hey, at least the free games library is chef's kiss. Product managers everywhere are taking notes: features that cost dev time and improve user experience? Hard pass. Throwing money at marketing stunts that bleed cash? Real stuff right there.

Every New Game Nowadays

Every New Game Nowadays
The gaming industry has discovered the cheat code to infinite money: slap "roguelike" and "soulslike" on everything and watch the sales roll in. Good price? Check. Good graphics? Check. Original gameplay? Nah, just make it punishingly difficult with permadeath and call it a day. It's like every game studio had a meeting and decided "why innovate when we can just copy Dark Souls and Hades?" The indie scene is 90% roguelikes at this point, and AAA studios are scrambling to add "souls-inspired combat" to everything from racing games to farming simulators. Next up: roguelike soulslike dating sim where you die if you pick the wrong dialogue option. Game devs realized it's easier to make players replay the same content 50 times through procedural generation than to actually create 50 hours of unique content. Brilliant cost optimization, terrible for my controller which has been thrown across the room multiple times.

Double Standards

Double Standards
Steam slides into your DMs offering a measly 10% discount and suddenly you're blushing like a schoolgirl, ready to empty your wallet for the fifteenth copy of Skyrim. But when Epic Games shows up with an ENTIRE FREE GAME—like, literally zero dollars—you're immediately on the phone with HR screaming about workplace violations. The audacity! The BETRAYAL! Steam could offer you a used napkin and gamers would frame it, but Epic literally throws AAA titles at people for free and gets treated like it committed a war crime. The gaming community's loyalty to Steam is stronger than most marriages, and Epic's desperate attempts to win people over with free games just makes everyone more suspicious. Nothing says "I don't trust you" quite like refusing free stuff out of pure spite.

Physics, Shaders, Demons - Fine. Fabric? Oof.

Physics, Shaders, Demons - Fine. Fabric? Oof.
Game developers will casually implement particle systems that simulate volcanic eruptions with real-time physics calculations, write custom shaders that make demons emerge from interdimensional portals, and handle complex collision detection for massive explosions... but ask them to make a scarf drape naturally on a character model and suddenly they're questioning their entire career choice. The brutal truth? Cloth simulation is genuinely one of the hardest problems in game development. While spawning a demon is just instantiating a prefab with some particle effects, fabric requires real-time physics simulation of thousands of vertices, collision detection with the character's body, wind dynamics, and making it look good at 60fps without melting your GPU. It's the difference between "cool visual effect go brrrr" and "I need to understand tensile forces and material properties now." Turns out summoning hellspawn from the depths of the underworld is easier than making a piece of cloth not clip through a shoulder. Game dev priorities are wild.

Summary Of Reddits Following The Game Awards

Summary Of Reddits Following The Game Awards
Nothing quite captures the absolute CHAOS of gaming subreddits like the aftermath of The Game Awards. You've got the Dishonored fans sobbing into their whiskey glasses, the Expedition 33 community living their best French life with baguettes and trophies, the Half-Life fans literally DECOMPOSING while waiting for Half-Life 3 (seriously, they've been skeletons since 2007), and the Megaman crew just vibing with their thumbs up because hey, at least they exist. Meanwhile Kingdom Come fans are on their knees in the mud, broken and defeated, while Silksong fans have transcended reality entirely—they're just screaming into the void at this point, mouths agape, souls shattered. The emotional rollercoaster of game announcements (or lack thereof) hits different for every fandom, and boy does it SHOW.

The People Interested In Playing My Game Can Be Categorised Into Two Groups

The People Interested In Playing My Game Can Be Categorised Into Two Groups
Group 1: "Stop posting and finish the game already." Group 2: "I wouldn't even know about your game if you stopped posting." The indie gamedev's eternal paradox—you're either procrastinating on social media or you're invisible. Both groups are right, which is the most painful part. You're simultaneously a marketing genius and the reason your game won't ship until 2027. The Godot engine won't save you from this existential crisis, friend.

Friday Night Energy

Friday Night Energy
Nothing says "ship it" quite like discovering a physics-defying bug in your fighting game on Friday evening and collectively deciding that ignorance is bliss. The CPU is literally levitating during air-guard animations—probably because someone forgot to disable collision detection or the animation state machine is overriding the physics engine. But hey, it's 5 PM on Friday, the build needs to go out, and honestly? If players don't notice their character doing the moonwalk mid-combo, does it even count as a bug? The QA team probably flagged it as "low priority - cosmetic issue" while internally screaming. Classic "works on my machine" energy meets "we'll fix it in post-launch patch" optimism. Ship now, debug later—the gamedev motto.

Even When You Put Much Effort Into A Showcase Post

Even When You Put Much Effort Into A Showcase Post
You spend six months building your indie game, write a heartfelt post about your journey, include screenshots, a trailer, and your soul. You hit submit with cautious optimism. Result: 1 upvote, 0 comments. The void stares back. The same subreddit where someone posted "I made Pong in Excel" got 47k upvotes yesterday. Your smile fades faster than your motivation to ever post again. The game dev grind is real, but the showcase post grind? That's a different kind of pain.

We're Making A Hand-Drawn 2D Point And Click Sidescroller Game And Someone On TikTok Asked For A First Person Mode 😭

We're Making A Hand-Drawn 2D Point And Click Sidescroller Game And Someone On TikTok Asked For A First Person Mode 😭
Nothing says "I don't understand game development" quite like asking for a first-person mode in a 2D side-scroller. The dev's response is chef's kiss—comparing it to someone asking you to add beef and gravy to chocolate cupcakes. Sure, they're both food, but you've fundamentally misunderstood the assignment. Converting a hand-drawn 2D point-and-click game to first-person would require redrawing literally everything from a completely different perspective. It's not a feature request—it's asking you to make an entirely different game. The "get fancier later" caption on that beautiful hand-drawn barn really seals the deal. Yeah buddy, first-person mode is slightly beyond "fancier." TikTok users and feature creep, name a more iconic duo.