this post was submitted on 21 Jan 2025
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[–] ProfessorProteus@lemmy.world 114 points 10 months ago (4 children)

I was shocked to find out that Balatro was like 80 MB to download. You don't need million-poly models and 8k textures to make an really good game. Granted, yeah it's a 2D game, but it's a beautifully-presented one.

[–] Hideakikarate@sh.itjust.works 67 points 10 months ago* (last edited 10 months ago) (2 children)

Animal Well has a 35mb install according to Steam.

[–] skulblaka@sh.itjust.works 17 points 10 months ago

Animal Well is a staggering work of art on multiple fronts, not least of which is the code golf required to keep its size so small. Incredible game.

[–] SkaveRat@discuss.tchncs.de 22 points 10 months ago (4 children)

whatever you do, don't look into its code.

It's basically a single lua file with more if/else/switch nesting than god intended

(unless it was refactored in the last couple months)

[–] JackbyDev@programming.dev 23 points 10 months ago (1 children)

Why not? On the same way you don't need amazing art to make a fun game, you don't need amazing code either. If the game is fun then it's a success.

[–] SkaveRat@discuss.tchncs.de 8 points 10 months ago (1 children)

agreed, but not the point I was making

[–] hypnicjerk@lemmy.world 5 points 10 months ago

balatro: oh dear, oh dear. gorgeous.

yandere simulator: you fucking donkey.

[–] dual_sport_dork@lemmy.world 13 points 10 months ago (1 children)

Apparently Undertale works this way as well. All of its dialog is one massive switch statement.

[–] SynopsisTantilize@lemm.ee 1 points 10 months ago

I remember reading undertales code is nightmare fuel.

[–] Blackmist@feddit.uk 5 points 10 months ago

If it works it works.

[–] frayedpickles@lemmy.cafe 5 points 10 months ago

Yeah a lot of games have shit code and always have. Real time strategy "ai" is especially egregious if I remember right.

[–] Geometrinen_Gepardi@sopuli.xyz 4 points 10 months ago* (last edited 10 months ago) (2 children)

Im surprised it's that much given how simple the graphics are.

[–] orbitz@lemmy.ca 3 points 10 months ago (1 children)

Liibraries with their dependencies can take up a fair bit of that space easily these days. I dunno how many would be used in a game like that but that'd be my guess for the space needed.

[–] shy_mia@lemmy.blahaj.zone 0 points 10 months ago* (last edited 10 months ago) (1 children)

Absolutely not. Compiled code is small, really small. I'd be surprised if the engine* itself as a whole was more than a gigabyte in size. It's all about the assets that are included, how badly they're compressed and how uselessly detailed some of them are.

*The embedded one of course. The editors are unruly beasts that'll guzzle up your disk space, but then again it's probably a similar situation...

[–] orbitz@lemmy.ca 1 points 10 months ago (1 children)

We're only talking about 80MB though, at work just the core Grape City Active Reports dlls are 32MB that's not even including the dependencies (everything seems to use extra system. Dlls on windows). A simple aspx web forms project I'm looking at with maybe 1MB images is still 120MB, granted it's not optimized or anything and 32MB is from Active Reports

[–] shy_mia@lemmy.blahaj.zone 2 points 10 months ago (1 children)

Oops I'm stupid. I didn't notice this was about Balatro, I lost track of the comment indentation and thought it was a general discussion. Yeah it's probably the runtime and the other stuff then, my bad...

[–] orbitz@lemmy.ca 1 points 10 months ago

It happens to us all, thought that may be the reason.

[–] TheBat@lemmy.world 1 points 10 months ago

Going against the grain here but I'd like to see a mod or DLC that changes pixel-art to vector art or something. Or maybe something like Windows 7 Solitaire?🤞

[–] grrgyle@slrpnk.net 1 points 10 months ago

Apparently most of that file size comes from localisation requirements too.