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faanghacker | 4 years ago

Not at all. Network issues make everything in games more complicated, not just bullets going through doors.

Everything in games can be complicated: physics, doors, AI, network. Even the first line of that video description.

I think that just proves my original point: it's clickbait to single out doors as being exceptionally hard versus everything else in game design.

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short_sells_poo|4 years ago

> I think that just proves my original point: it's clickbait to single out doors as being exceptionally hard versus everything else in game design.

That's a fair point, but I think the charitable reading of the title is that amongst all the complicated things, a conceptually simple object like a door can still be very deceptively complex.

I sometimes get an urge to work on the myriad of game ideas I've written down over the years. And every time I remind myself that what I really like is the "idea" of making a game, not the actual process. Because the actual process is a draining, thankless and often rage inducing process. The actual building of a game is 95% of the time spent on stupid little details like making a door work properly.

And it is for that reason that I really admire game developers, particularly indie ones. It takes an insane amount of willpower, mental fortitude and wits to take a game from idea to playable product. And you then have to contend with one of the most toxic and volatile consumer groups in existence.

faanghacker|4 years ago

> I sometimes get an urge to work on the myriad of game ideas I've written down over the years. And every time I remind myself that what I really like is the "idea" of making a game, not the actual process. Because the actual process is a draining, thankless and often rage inducing process. The actual building of a game is 95% of the time spent on stupid little details like making a door work properly.

Yeah, I agree. I actually started out learning programming as a pre-teen by making my own games. It can be a lot of fun at times, but a lot of frustration too, and I can see how the latter eclipses the former as as you scale into a more complex game and with a bigger team.

It's not an easy job that's for sure.