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I’ve barely played Stardew Valley, but I bought it mostly because the developer is a good egg and I like to support such people. (I bought Dwarf Fortress for much the same reason)
I bought it because everybody said it was good. I’ve tried playing it several times, and I can completely understand that it’s good, but I always end up abandoning it before a year is up in game.
There was a bit of that for me as well, but I just couldn’t get into it. I don’t regret my purchase, though. It was not a big financial risk.
You are missing out on so much of the game that early, but I do appreciate it’s not for everyone’s taste.
My biggest issue is that I’ve already played the core of the game severalteen times over the past 30 years with the Harvest Moon series. All SDV seems to have done is put a dating sim on top of it, which isn’t enough to keep me going.
In Barone’s defense, SDV was very much intended to be a spiritual successor to Harvest Moon.
The Harvest Moon games were also all dating sims. The main thing Stardew Valley does is have like 20x as much content and variety as a Harvest Moon game with significantly fewer bugs or abandoned concepts. And the Harvest Moon games were already great as they were. But yeah, if you literally rolled every single Harvest Moon game feature into a single Harvest Moon game, it would still come up short against Stardew Valley. And it was made primarily by one dude that charged way less than any single Harvest Moon game for it.
For the purposes of this comment “Harvest Moon games” refers to the ones made by the real Harvest Moon team, that eventually moved on to “Story of Seasons” when their franchise name was stolen from them. And also includes Rune Factory.
But what about the frunk cats
MonoGame is the framework
Love to see any engine that isn’t Unity or Unreal get some support. I’m getting really tired of the absurdly bad performance that a lot of simple unity indie games have nowadays.
I’ve been learning a lot of Godot myself. Don’t know if that’s still popular but it was gaining traction after the Unity license fiasco.
It’s getting more and more popular, actually. Constantly getting great new features
Is MonoGame still mono based? It seems like it’s going to be held back significantly unless they migrate to modern .net (core)
It supports .NET Core since version 3.8.
C#? gross
Best language, suitable for all but the most low level stuff where you don’t want a garbage collector. For that use Rust.
C#, Rust, and maybe just a minimum amount of JavaScript, and I didn’t think you need anything else.
The worst part of C# is that sometimes Java devs sneak in, but that happens in every language.
C# is excellent, but the worst part of it is the Microsoft influence
semi related, but TypeScript, also created by the same guy as C# is pretty good, for as far as you can take a JavaScript superset language
Yeah, this is my take on it too. I’m a professional developer, primarily C#, heavily in the .NET/MS stack. I really enjoy C# and .NET, but my overall distaste for Microsoft has kind of slithered in to the rest of it so I’m trying to branch out on a personal level.
Found out recently that Azure DevOps can apparently be self-hosted, when one of my coworkers had to maintain our DevOps instance. Absolutely flabbergasted that anyone would pay to use and maintain it themselves.
Unsafe C# and Span<T> make it viable for a lot of low level code as well. You can get really close to C or Rust performance with these features.
Every language that requires the user to install a runtime is crap in my book and I mainly write python so believe me on that.
Significant whitespace should be a considered a crime against humanity as a whole. (yes, i’m looking at you python and yaml)
I will die on this hill.
I’m in agreement. I find whitespace tabulation stupid. I just don’t understand why people would want a thing they can’t see to be the part that delineates your code.
I remember back when I was more excited about getting into gamedev, learning C and C++ were some significant obstacles. Even understanding that I had to be responsible and direct about memory, the way they flub through so many template interfaces and spew out paragraph-sized errors made it impossible to contend with. I haven’t followed Rust, but I hope for a time that low-level code modernizes just a bit so we can stop abstracting our calculator apps with 4 GB of Electron framework.
Yeah, Rust is a lot better in those regards. You are still in more direct control of memory, but if you fuck up, that’s a compiler error, not a runtime error, and the compiler error messages even give you pretty helpful suggestions for making it work.
Ever heard of self-contained deployments or native AOT? No separate runtime install needed.
Unfortunately pretty common for game development…