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Chebucto Regional Softball Club

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  3. HyTale just got cancelled, HyPixel studios winding down over the next few months
A forum for discussing and organizing recreational softball and baseball games and leagues in the greater Halifax area.

HyTale just got cancelled, HyPixel studios winding down over the next few months

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  • ? Guest
    Can I be the first to say: NNNNNNNNNNNOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!!! I guess the writing was on the wall considering the game has been in development hell for many years, but I still look back at the [original announcement trailer](https://www.youtube.com/watch?v=o77MzDQT1cg) and think about how cool this game could have been. It was essentially sold as Minecraft but better - with proper combat, better exploration, powerful dedicated modding tools, and more. It was to be created by the creators of probably the biggest Minecraft server ever, which meant they understood the ins and outs of the game and what it needed to improve. What a shame. At least we got Vintage Story.
    ? Offline
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    Guest
    wrote last edited by
    #4
    FUUUUUUUUUUCK wasz *so* lꝏkin forward to that game ‼️‼️‼️‼️💀
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    • ? Guest
      Can I be the first to say: NNNNNNNNNNNOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!!! I guess the writing was on the wall considering the game has been in development hell for many years, but I still look back at the [original announcement trailer](https://www.youtube.com/watch?v=o77MzDQT1cg) and think about how cool this game could have been. It was essentially sold as Minecraft but better - with proper combat, better exploration, powerful dedicated modding tools, and more. It was to be created by the creators of probably the biggest Minecraft server ever, which meant they understood the ins and outs of the game and what it needed to improve. What a shame. At least we got Vintage Story.
      H This user is from outside of this forum
      H This user is from outside of this forum
      hisao@ani.social
      wrote last edited by
      #5
      That's really sad. Can we at least have their stuff now? I mean it would be a waste to not open-source all the code and assets they've developed and make them available under MIT, CC and similar licenses.
      ? 1 Reply Last reply
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      • B brucethemoose@lemmy.world
        > ...even after a major reboot of the game engine... Custom engines claim another victim. Game dev is hard, game *engines* are apparently pretty much cost prohibitive these days, unless licensed out en masse. They're killing studios and franchises left and right.
        M This user is from outside of this forum
        M This user is from outside of this forum
        mindbleach@sh.itjust.works
        wrote last edited by
        #6
        Moreover: changes that big go in the *next* game. If you decide to roll your own engine, from the start... awesome. Especially when content-creation tools aren't a huge deal, like if your game world is procedurally generated. Understand your scope, steal freely from existing libraries, avoid wasting your artists' time. If you try to switch engines mid-development, you are fucked. John Romero couldn't make that shit work, just going from Quake to Quake II. Daikatana could have shipped before Half-Life and only missed colored lighting. Instead it's a cautionary tale. Duke Nukem Forever didn't even ship. They had a nearly-complete game, several times, but threw those out and started over. You don't have to throw anything out, to start a new project from scratch. Ship the damn game. Put different tech in the next one. If you don't ship, there won't be a next one.
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        • M mindbleach@sh.itjust.works
          Moreover: changes that big go in the *next* game. If you decide to roll your own engine, from the start... awesome. Especially when content-creation tools aren't a huge deal, like if your game world is procedurally generated. Understand your scope, steal freely from existing libraries, avoid wasting your artists' time. If you try to switch engines mid-development, you are fucked. John Romero couldn't make that shit work, just going from Quake to Quake II. Daikatana could have shipped before Half-Life and only missed colored lighting. Instead it's a cautionary tale. Duke Nukem Forever didn't even ship. They had a nearly-complete game, several times, but threw those out and started over. You don't have to throw anything out, to start a new project from scratch. Ship the damn game. Put different tech in the next one. If you don't ship, there won't be a next one.
          T This user is from outside of this forum
          T This user is from outside of this forum
          themoken@startrek.website
          wrote last edited by
          #7
          Duke Nukem Forever did ship... Years late and it was a total mess of a decade's worth of gimmick mechanics that killed the franchise, but it did make it out the door. Still fits as a cautionary tale about switching engines, I just had to double check I didn't hallucinate that game.
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          • T themoken@startrek.website
            Duke Nukem Forever did ship... Years late and it was a total mess of a decade's worth of gimmick mechanics that killed the franchise, but it did make it out the door. Still fits as a cautionary tale about switching engines, I just had to double check I didn't hallucinate that game.
            M This user is from outside of this forum
            M This user is from outside of this forum
            mindbleach@sh.itjust.works
            wrote last edited by
            #8
            A game with that title shipped. I don't think it was, in any sense, the same project. Not even as a ship-of-Theseus situation. A different studio started from scratch.
            T S 2 Replies Last reply
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            • ? Guest
              Can I be the first to say: NNNNNNNNNNNOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!!! I guess the writing was on the wall considering the game has been in development hell for many years, but I still look back at the [original announcement trailer](https://www.youtube.com/watch?v=o77MzDQT1cg) and think about how cool this game could have been. It was essentially sold as Minecraft but better - with proper combat, better exploration, powerful dedicated modding tools, and more. It was to be created by the creators of probably the biggest Minecraft server ever, which meant they understood the ins and outs of the game and what it needed to improve. What a shame. At least we got Vintage Story.
              ? Offline
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              Guest
              wrote last edited by
              #9
              Predictable AF, unfortunately
              1 Reply Last reply
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              • H hisao@ani.social
                That's really sad. Can we at least have their stuff now? I mean it would be a waste to not open-source all the code and assets they've developed and make them available under MIT, CC and similar licenses.
                ? Offline
                ? Offline
                Guest
                wrote last edited by
                #10
                "*No!* If *I* can't make money off it then no one can have it!!" -everyone, apparently. 😞
                1 Reply Last reply
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                • B brucethemoose@lemmy.world
                  > ...even after a major reboot of the game engine... Custom engines claim another victim. Game dev is hard, game *engines* are apparently pretty much cost prohibitive these days, unless licensed out en masse. They're killing studios and franchises left and right.
                  P This user is from outside of this forum
                  P This user is from outside of this forum
                  Pennomi
                  wrote last edited by
                  #11
                  Totally agree. Make a game, not a game engine! Though as an unrelated counterexample, Kitten Space Agency is doing a custom game engine and development is scary fast right now. They’re doing all the work in public and it’s wild how good the dev team is.
                  B 1 Reply Last reply
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                  • M mindbleach@sh.itjust.works
                    Moreover: changes that big go in the *next* game. If you decide to roll your own engine, from the start... awesome. Especially when content-creation tools aren't a huge deal, like if your game world is procedurally generated. Understand your scope, steal freely from existing libraries, avoid wasting your artists' time. If you try to switch engines mid-development, you are fucked. John Romero couldn't make that shit work, just going from Quake to Quake II. Daikatana could have shipped before Half-Life and only missed colored lighting. Instead it's a cautionary tale. Duke Nukem Forever didn't even ship. They had a nearly-complete game, several times, but threw those out and started over. You don't have to throw anything out, to start a new project from scratch. Ship the damn game. Put different tech in the next one. If you don't ship, there won't be a next one.
                    ? Offline
                    ? Offline
                    Guest
                    wrote last edited by
                    #12
                    Yeah, there's a certain risk for rolling with your own engine, but if you start the project with the idea of having a custom engine you probably know what you're doing and have taken into account the complexities of having a custom engine. IMO if you're a group of small experienced devs having a custom engine is not really a show stopper, if you're a junior the project probably isn't even getting off the ground. But changing the engine mid-project is almost always a huge decision and more often than not a killing blow for most projects. Depending on the stage of the project you're guaranteeing adding a year or two to your development. It's better to accept the limitations of the existing engine and compromise on the vision rather than swap engines in hopes of realizing the vision that got refined during development.
                    1 Reply Last reply
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                    • P Pennomi
                      Totally agree. Make a game, not a game engine! Though as an unrelated counterexample, Kitten Space Agency is doing a custom game engine and development is scary fast right now. They’re doing all the work in public and it’s wild how good the dev team is.
                      B This user is from outside of this forum
                      B This user is from outside of this forum
                      brucethemoose@lemmy.world
                      wrote last edited by
                      #13
                      *Sometimes* there's a rock hard justification. Orbital mechanics is a great one. Game engines are literally not built for physics at that scale. KSA's feature scope is *way* narrower than, say, a game with tons of NPCs and voxels and elaborate foilage and MMO-scale multiplayer and such. The DayZ guy and the studio are also pretty experienced at this point. So yeah, I agree! And I'm glad KSA is seemingly progressing well, actually...
                      A 1 Reply Last reply
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                      • B brucethemoose@lemmy.world
                        *Sometimes* there's a rock hard justification. Orbital mechanics is a great one. Game engines are literally not built for physics at that scale. KSA's feature scope is *way* narrower than, say, a game with tons of NPCs and voxels and elaborate foilage and MMO-scale multiplayer and such. The DayZ guy and the studio are also pretty experienced at this point. So yeah, I agree! And I'm glad KSA is seemingly progressing well, actually...
                        A This user is from outside of this forum
                        A This user is from outside of this forum
                        alphabethunter@lemmy.world
                        wrote last edited by
                        #14
                        Noita and Exanima are also two great explanations of when to make your own custom game engine: when nothing else on the market does exactly what you need your engine to do.
                        ? 1 Reply Last reply
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                        • M mindbleach@sh.itjust.works
                          A game with that title shipped. I don't think it was, in any sense, the same project. Not even as a ship-of-Theseus situation. A different studio started from scratch.
                          T This user is from outside of this forum
                          T This user is from outside of this forum
                          themoken@startrek.website
                          wrote last edited by
                          #15
                          Oh, I see what you mean, fair enough.
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                          • A alphabethunter@lemmy.world
                            Noita and Exanima are also two great explanations of when to make your own custom game engine: when nothing else on the market does exactly what you need your engine to do.
                            ? Offline
                            ? Offline
                            Guest
                            wrote last edited by
                            #16
                            Hideo Kojima had the FOX engine developed for Metal Gear Solid V, because he was tired of game devs thinking they knew better than him. He’d ask for something specific, and the game devs would do it differently because they thought they knew better. So he created his own engine, to be able to go “fucking fine, I’ll do it myself.” Essentially, he was tired of having his ideas filtered through the game devs, so he created his own engine to be able to understand how the engine worked and have a more direct hand in the development. And MGSV is one of the most well polished games in history. The story is a hot mess because there was some politicking tomfoolery between Kojima and the publisher... But the actual gameplay is top notch, and the game runs smooth as butter on even low-end systems, while looking amazing.
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                            • ? Guest
                              Can I be the first to say: NNNNNNNNNNNOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!!! I guess the writing was on the wall considering the game has been in development hell for many years, but I still look back at the [original announcement trailer](https://www.youtube.com/watch?v=o77MzDQT1cg) and think about how cool this game could have been. It was essentially sold as Minecraft but better - with proper combat, better exploration, powerful dedicated modding tools, and more. It was to be created by the creators of probably the biggest Minecraft server ever, which meant they understood the ins and outs of the game and what it needed to improve. What a shame. At least we got Vintage Story.
                              ? Offline
                              ? Offline
                              Guest
                              wrote last edited by
                              #17
                              Let this be a lesson : do not re-develop your game engine when it's almost done already. You can't delay your game until it's perfect as if you were Shigeru Miyamoto. You need to get something playable with a solid base out the dole, and iterate with feedback.
                              1 Reply Last reply
                              0
                              • ? Guest
                                Can I be the first to say: NNNNNNNNNNNOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!!! I guess the writing was on the wall considering the game has been in development hell for many years, but I still look back at the [original announcement trailer](https://www.youtube.com/watch?v=o77MzDQT1cg) and think about how cool this game could have been. It was essentially sold as Minecraft but better - with proper combat, better exploration, powerful dedicated modding tools, and more. It was to be created by the creators of probably the biggest Minecraft server ever, which meant they understood the ins and outs of the game and what it needed to improve. What a shame. At least we got Vintage Story.
                                ? Offline
                                ? Offline
                                Guest
                                wrote last edited by
                                #18
                                Really disappointed. Was gearing up to be a more complete game than Minecraft was. Could've been mod friendly out the gate too. The silver lining is they didn't steal people's money with empty promises like TUG.
                                1 Reply Last reply
                                0
                                • M mindbleach@sh.itjust.works
                                  A game with that title shipped. I don't think it was, in any sense, the same project. Not even as a ship-of-Theseus situation. A different studio started from scratch.
                                  S This user is from outside of this forum
                                  S This user is from outside of this forum
                                  splashjackson@lemmy.ca
                                  wrote last edited by
                                  #19
                                  Duke Nukem Forever had wall-tits that you would slap and they give you health, and I'm pretty much going to remember that _forever_
                                  1 Reply Last reply
                                  0

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