but I'm sure any programmer worth their salt will back me up in that even Valve can't produce anything that would remotely wow people anymore.
That’s an absurd statement. You have no idea what the game plays like. It could be crap, but it could also be great. If you were saying “X company used to be great, but their recent products have been bad, so I don’t have faith in this,” that would be one thing, but you say “even Valve,” so it sounds like you think Valve is still great, but making something that wows people is just fundamentally impossible.
There is no need to be so secretive, the only reason they do any of this crap is as a marketing ploy and honestly just from the screenshots the game looks thoroughly unremarkable.
Maybe they want to get feedback on an early design without being committed to that design by hype? Maybe they’re concerned about someone making a shovelware clone and beating them to market?
If I see a studio announce a game that's going to be release within a year and refuse to show anything beyond a teaser trailer, I'm assuming it's shit and they're hiding behind marketing hype.
No idea where you’re getting this from. It has no official release date. It’s an early build. Hence that NDA. If you’re just “chatting generally” about hypotheticals, it shouldn’t have any bearing on this particular case.
The most Valve managed to do with their programming tech with CS:2 was the interactive smoke and in reality they were just a bunch of destructible textured cubes floating in the air to make the simulation a bit more believable. I saw a programmer in Godot quickly replicate it no problem so it's not as if they were that amazing.
I don’t know why you’re conflating “code complexity” with “fun mechanics.” Many people enjoy and play CS2. Is there some reason that the smoke was a particularly poor implementation of what they were trying to do? Perhaps you should explain that instead.
I'm not that lacking in self-awareness
You got sick of people pointing out your lack of self-awareness and annoying habits, so you started saying “I’m self-aware” without changing any of the stuff that made people say you weren’t self-aware. Hilarious.
Maybe they want to get feedback on an early design without being committed to that design by hype? Maybe they’re concerned about someone making a shovelware clone and beating them to market?
As if there aren't already a million hero shooter clones out there which have had varying degrees of success, nothing Valve is doing here is remotely unique. If someone fears shovelware outperforming their product it shows that they don't have any confidence in what they're making
I don’t know why you’re conflating “code complexity” with “fun mechanics.” Many people enjoy and play CS2. Is there some reason that the smoke was a particularly poor implementation of what they were trying to do? Perhaps you should explain that instead.
I never claimed it was a poor implementation, I simply pointed out it was nothing special, you just don't like that I'm critiquing Valve's work from a programmer perspective and I fully expect this hero shooter to be exactly the same
You got sick of people pointing out your lack of self-awareness and annoying habits, so you started saying “I’m self-aware” without changing any of the stuff that made people say you weren’t self-aware. Hilarious.
Take from that what you will, I can't stop you, there's a reason at times I post like I do and it's because when you read code on a daily basis you've seen it all and this is why even when it comes to old studios who have a pedigree I'm thoroughly unimpressed by what they put out considering these are companies with billions in profits. I don't care if it's Rockstar Studios or Valve, I call it like I see it, cry harder about it. It's even more embarrassing when you see companies with billions in backing and their games barely run even on high end machines along with being 100gb+ installation sizes. At least Valve hasn't reached that stage with their optimisation yet, but I wouldn't be shocked if they get invaded with DEI we'll start seeing that happen.
If you haven't already, you should watch the videos by the ex-Fallout dev. It's extremely eye opening that these companies have billions of dollars available to them and they take weeks just to write a few lines of code when an indie dev can poop out game features they brag about on a weekend just by speed running tutorials on a low end PC. This is the reality of the games industry now.
it's because when you read code on a daily basis you've seen it all and this is why even when it comes to old studios who have a pedigree I'm thoroughly unimpressed by what they put out considering these are companies with billions in profits.
You talk like an intermediate that thinks he's a principal.
You can see it in their workflows, fanboi all you like, other programmers can see the same thing. I've regularly ranted for example about AAA studios and their over reliance on photogrammetry and paid assets but that's more on the art side of things. How you do your art in games though has a massive impact on performance.
That’s an absurd statement. You have no idea what the game plays like. It could be crap, but it could also be great. If you were saying “X company used to be great, but their recent products have been bad, so I don’t have faith in this,” that would be one thing, but you say “even Valve,” so it sounds like you think Valve is still great, but making something that wows people is just fundamentally impossible.
Maybe they want to get feedback on an early design without being committed to that design by hype? Maybe they’re concerned about someone making a shovelware clone and beating them to market?
No idea where you’re getting this from. It has no official release date. It’s an early build. Hence that NDA. If you’re just “chatting generally” about hypotheticals, it shouldn’t have any bearing on this particular case.
I don’t know why you’re conflating “code complexity” with “fun mechanics.” Many people enjoy and play CS2. Is there some reason that the smoke was a particularly poor implementation of what they were trying to do? Perhaps you should explain that instead.
You got sick of people pointing out your lack of self-awareness and annoying habits, so you started saying “I’m self-aware” without changing any of the stuff that made people say you weren’t self-aware. Hilarious.
As if there aren't already a million hero shooter clones out there which have had varying degrees of success, nothing Valve is doing here is remotely unique. If someone fears shovelware outperforming their product it shows that they don't have any confidence in what they're making
I never claimed it was a poor implementation, I simply pointed out it was nothing special, you just don't like that I'm critiquing Valve's work from a programmer perspective and I fully expect this hero shooter to be exactly the same
Take from that what you will, I can't stop you, there's a reason at times I post like I do and it's because when you read code on a daily basis you've seen it all and this is why even when it comes to old studios who have a pedigree I'm thoroughly unimpressed by what they put out considering these are companies with billions in profits. I don't care if it's Rockstar Studios or Valve, I call it like I see it, cry harder about it. It's even more embarrassing when you see companies with billions in backing and their games barely run even on high end machines along with being 100gb+ installation sizes. At least Valve hasn't reached that stage with their optimisation yet, but I wouldn't be shocked if they get invaded with DEI we'll start seeing that happen.
If you haven't already, you should watch the videos by the ex-Fallout dev. It's extremely eye opening that these companies have billions of dollars available to them and they take weeks just to write a few lines of code when an indie dev can poop out game features they brag about on a weekend just by speed running tutorials on a low end PC. This is the reality of the games industry now.
You talk like an intermediate that thinks he's a principal.
You can see it in their workflows, fanboi all you like, other programmers can see the same thing. I've regularly ranted for example about AAA studios and their over reliance on photogrammetry and paid assets but that's more on the art side of things. How you do your art in games though has a massive impact on performance.
Tim Cain certainly was not thinking of Valve when he made that statement about workplace mediocrity.