Elderos

joined 1 year ago
[–] [email protected] 2 points 10 months ago

Yep, in big studios the big guys making the decisions really couldn't care less what product is actually being made. They expect X return on investment by Y date, and you better be shipping your game then because ressources are already being reallocated to that bew project that was already in pre-prod as you were finishing the previous one.

Game devs are also artists in their own way. It sucks for them when a game, sometime one that had lots of potential, gets released in an unfinished state. Your reputation takes a hit, people blame the QA and loot devs, but really the big guys are almost always to blame. More mid-term money that way, less bonus to pay, players still buy the unfinished games, and etc.

[–] [email protected] 2 points 11 months ago* (last edited 11 months ago)

The only thing that is more water than water, Cors light. But now, really I'd prefer to drink my own piss, since coincidentally enough, Cors Light is also one of the few liquid that is more piss than piss.

[–] [email protected] 3 points 11 months ago

4 or 5 swarms of humans.

[–] [email protected] 14 points 11 months ago

I just did, yes I'd care as much. Thanks for the bias check 👍

[–] [email protected] 0 points 11 months ago (1 children)

It does not get more complicated to split your example. What gets more complicated is giving all sort of unrelated responsabilities to a single class, simply because it is the path of least resistance.

In your example, all you need is an extra module listening for configuration changes and reacting to it. This way you leave your context-specific logic out of your data model, no need for cyclic dependency. There are so many downsides to cyclic dependency, to justify it because splitting your logic is "too complicated" really isn't a strong argument.