• The New Rust Update
    161 replies, posted
Well actually I'm happy that they fix the problems first and then import new features.
[QUOTE=Mad Vargas;44284747]We just waited three weeks for an update that just fixes bugs we've never even heard of?[/QUOTE] People have been bitching about airdrop bugs and foundation issues non stop. What will it take to please the whiners?
[QUOTE=hippowombat;44284978]People have been bitching about airdrop bugs and foundation issues non stop. What will it take to please the whiners?[/QUOTE] reskined content that takes max 1-2 days to make like ( stone walls )................. ANY content.....
they are working on stuff like this. [url]https://trello.com/c/lXNAVJ9X/292-procedural-map-generation[/url] notice the word lake, and there is going to be farming, look around trello there is stuff in the pipeline, and most the cards are not public,
The update is faked, official server still have foundation breaking and no airdrop.
[QUOTE=bustaballs;44281222]This is accurate. Javascript is used for web interactivity. Java is a full blown programming language used to make cross platform applications. C# is also a full blown programming language. While both share some similarities and differences, I wouldn't call one harder than the other. Minecraft and Rust are two completely different games. Not only are the programming language conditions different but the ultimate goals are different too. They are too different to compare. However, coding something like Minecraft from scratch in Java is not easy. And Unity provides a lot of tools to streamline the development process. You have full editors. That had to be made in-house in Minecraft's case. Minecraft's ability to achieve that level of sophistication with procedurally generated content blows me away. It's obviously not at Dwarf Fortress level but it's still crazy impressive. If anyone wants to say that Minecraft was an easier task, I'd like to see them produce something like that. That's not to say that I know it was harder or anything. I don't think anyone except the Rust development team knows the level of complexity that they are engaged in. As players, we have a much more simple task. We can play the game as it is now and enjoy it. We can wait on updates and play it as it is updated. Or we can simply move onto other games and not bother with this one. If you're so convinced that the dev team is doing a poor job, is it because you could do better? Are you tired of waiting for updates? Why not make your own game. That's what I do. I'm tired of waiting for my dream games to appear. So I make them myself. If you're so certain the devs are doing a bad job then show us how it's done. Make a 3D multiplayer survival game that pumps out large content updates on a weekly or biweekly basis. Do you hate the idea of having millions and millions of dollars?[/QUOTE] Out of curiosity, on what kind of game are you working? Do you use Unity? If only I'd have more spare time I would try it too.
[QUOTE=bustaballs;44281222]However, coding something like Minecraft from scratch in Java is not easy. And Unity provides a lot of tools to streamline the development process. You have full editors. That had to be made in-house in Minecraft's case.[/QUOTE] I'm by no means disagreeing with you, in fact I'm pretty much solidly agreeing with you. I did want to add that in some cases it can be easier to work with your own engine than build off of a prebuilt. Minecraft was a bit of an odd duck at the time, so attempting to do what they wanted with a generic engine would have been a disaster. This is why I wrote my own engine for the game I'm semi-actively working on; it's just a simple tile based game, but the hybrid real-time / turn-based engine I wanted for combat would have been a real stinker to shoe-horn into a traditional RPG style engine. It's kind of like having a choice between a $50 screwdriver made specifically for the size screw you need to turn, and a $500 Swiss army knife with a hundred options you don't need and generic sized screwdriver heads to do the same thing. [QUOTE=bustaballs;44281222] I don't think anyone except the Rust development team knows the level of complexity that they are engaged in.[/QUOTE] Yeah, I'd agree with you. It's not very useful to guess at complexity based on engine and code language. There were some pretty impressive games written back in the days of BASIC, after all.
[QUOTE=Zoliru;44285330]reskined content that takes max 1-2 days to make like ( stone walls )................. ANY content.....[/QUOTE] So let's add more content and just let the bugs live? "Well the frame of the house is up, time to put up the drywall!" "No it's not, it's time to move the furniture in and hang some paintings!"
[QUOTE=hippowombat;44288400]So let's add more content and just let the bugs live? "Well the frame of the house is up, time to put up the drywall!" "No it's not, it's time to move the furniture in and hang some paintings!"[/QUOTE] As someone with some experience in software development, it IS surprisingly possible to do both at the same time in software, and so your analogy doesn't really fit. For example, and I am not saying this should have been something added, you could add a new gun WHILE working on fixing the airdrop issue. Good design tends to isolate 'features' of your application such that you can work on multiple aspects of it at the same time. Some fundamental issues might be show stoppers, but those are usually 'all hands on deck' issues that I have not seen as part of rust for quite some time.
[QUOTE=hippowombat;44288400]So let's add more content and just let the bugs live? "Well the frame of the house is up, time to put up the drywall!" "No it's not, it's time to move the furniture in and hang some paintings!"[/QUOTE] nope do both arent you guys always saying that the art team is not the same as the ones who code and bug fix ??? in every single beta alpha game ?
[QUOTE=Zoliru;44288541]nope do both arent you guys always saying that the art team is not the same as the ones who code and bug fix ??? in every single beta alpha game ?[/QUOTE] The art team makes the models and textures for new stuff, but the programmers still need to add the code to the new items to make them work in game. Fixing bugs earlier in development saves a lot of hassle later on down the line, the content will come you just have to wait.
[QUOTE=Zoliru;44288541]nope do both arent you guys always saying that the art team is not the same as the ones who code and bug fix ??? in every single beta alpha game ?[/QUOTE] Designing art is not the same as implementing art into the game. This lesson in development was free, next time I'm charging you.
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