Transcript
var game = new Game()
.EnableMultiplayer()
.EnableSpatialAudio()
.SetPerformance(Game.Performance.HIGH)
.ForEachBug(Bug::AutoFix)
.GetWishlists(7000);
game.Release();
c’mon man, you forgot to call .EnableUltraWideSupport()
The tech just isn’t there yet to support an extra line 😔
I’m pretty sure the Aspect Ratio of the Year is
4:3
Where’s the .EnableUltraUltraWideSupport(). Gotta have my 48:9 aspect ratio
Where’s the .EnableUltraUltraWideSupport(). Gotta have my 48:9 aspect ratio
Another dev who forgot to .AddGameplay()
Weirdly they often forget to use .EnableCrossplay() and then complain about it being “hard to implement”.
well if a game heavily relie s on steam networking stack crossplay may be close to impressiblr to implement without ripping the whole stack out
Just port Steam to the Nintendo PlayStation.
Yep, easy as that, just that each method takes months.
or years in some cases
How are you implementing bug catching and autofixing in a couple of months
Yeah, that part is a bit iffy, but managers and product owners will believe it.
No no release should be executed first
if only those dumb game devs knew
ill send them this code just to be sure
Reminds me of Coffee Stain Studio’s trailer for the release of Goat MMO Simulator:
@platform('engagement') game.Release().then(ninjaNFTandMTXDLC);
are you feeling it Mr. Crabs?
EnableSpatialAudio()
I thought most games nowadays don’t do any of that, because you can save that CPU time for a little big more frames.
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This code is going to make me have a stroke. What language is this? Why does the game object have an internal bug tracker implementation? Does the game force itself into wishlists? If yes, why stop at 7000?
I know I shouldn’t get so mad at a random internet joke but this one makes me twitchy.
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Low effort meme
Lower effort reply