pick a set of nes action games - say, captain skyhawk, megaman, river city ransom. each one has indefinitely-sized scrolling maps with hand-placed entities that do not start 'thinking' until they come into view
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assuming you tried to use unitys supposed tools - the 3d world map editor - and built the entire thing out by hand, now you have to figure out how to get that thinking to happen, and how to make it not happen
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and despite that being a TOTALLY universal need for almost all 2D games i've never been able to find a tutorial that talked about it.
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but more importantly, it's a *tremendous* impedance to people trying to get into this that they have to figure out a) that they need to do this b) how to do it, from scratch
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like, game devs in 1983 had to figure out what components a game even NEEDED. the concept of enemies having a think routine had to be invented. i only understand that this is a need because of speedrun videos.
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like seriously as i've been going through this thread i'm realizing i'm better at solving these problems than i was the last time i tried, and it's because i've watched like 400 speedrun videos and paid attention to how their glitches work
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thanks to everyone for coping pretty well with my multi hour emotional outburst
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Replying to @gravislizard
a lot of this is pretty relatable. it's why my hobby projects lately have been 1) kinda janky python code that's only used by like half a person anyway 2) play around with concrete, which isn't computers and partially just trial and error anyway
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Replying to @roysmeding @gravislizard
although i'd note that my forays into game dev have generally stalled at like... libraries and design. i absolutely loathe that sort of ~ecosystem~ work that's mostly about trying to figure out frameworks and package managers and so on, and not actually programming
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Replying to @roysmeding @gravislizard
the browser is the only system i know that will just let me draw a fucking circle from code without a bunch of boilerplate
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And that is a fairly fucking recent development
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