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- Janky game made $28 MILLION, and Optimization Cheat sheet
Janky game made $28 MILLION, and Optimization Cheat sheet
Also super satisfying Destruction, and Tiny cloud PC
Hello and Welcome, Iโm your Code Monkey!
Black Friday is here! Great time to pick up anything you need, more on that in a bit. My asset is 70% OFF tomorrow!
And recently something interesting happened, I made a video talking about 5 lessons I took away from the Half-Life 2 documentary that I covered in the last Game Dev Report, and that video bombed pretty badly with only about 1/3 the usual number of views.
My theory on why that happened is due to the age of the audience on my channel that probably skews younger than me. Half-Life 2 was a crucial part of my childhood but it's a 20 year old game so people under 30 likely don't know anything about it. If my theory is correct then I guess this is one of those moments that makes me feel old heh
Game Dev: Unpolished $28mil; Optimization Cheat sheet
Tech: Windows 465 Link
Fun: Satisfying Destruction
Game Dev
You can make $28 MILLION without polish, except not really
Here is a very interesting post from a dev who is flabbergasted that the game Supermarket Simulator is such a huge hit (over $28 million) despite being so unpolished.
The dev wrote a list of all the tiny things the game does badly. Things like models clipping through walls, missing sounds, items flying, bad animations, etc. The dev is questioning how can a game with so many flaws find so much success.
However the top comment makes an extremely important point. While the game is unpolished in certain areas, it is absolutely polished where it matters.
The core actions that the player takes are super satisfying, stocking shelves feels great, opening boxes and putting things in storage feels great to do. Opening the supermarket and turning on the lights feels great, and the getting the items through checkout looks and sounds great.
The game did not find success due to lack of polish, rather it had polish where it mattered which made the players have a great experience in general, despite still having some jankyness to it.
It is in Early Access so the developers made the very good choice of polishing the core gameplay first, and I'm guessing they will polish the rest of the experience throughout development.
Speaking of polish I highly recommend you check out FEEL, Text Animator and my own Mouse Cursor System PRO.
I am constantly saying how polish is super important, how it separates good games from great games, and this is actually an example of that. If the game did not have polish in any area it would not have done well, if it had polish in literally every area it might have done even better. But the important thing is the devs analyzed where to spend their very limited time and budget to get the best results. Always make sure you polish the core experience first, and then all the extra things. |
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Watch the FREE videos and get the Courses with the Black Friday discount HERE.
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All of these are Affiliate Links meaning if you buy something through the links you get some awesome assets and I get a nice commission.
Thanks and I hope you put those assets to good use!
Game Dev
Cheat sheet of Optimization techniques
Optimization is always a super tricky subject because every game is unique so every game will require different techniques to improve upon.
But here is a great general cheat sheet on many things you can do to help you improve performance. And beyond that all the comments are giving extra optimization tips and clarifying some things in the main image (the one on variables isn't correct, local variables (value types) do not generate garbage).
Some bonus tips:
Avoid generating garbage in the first place;
Merge VFX into single meshes;
Use Billboards instead of the last LOD;
Use Baked Lighting;
Multiple Canvases to avoid constant repainting;
Use Occlusion Culling, I have a lecture on my Ultimate Unity Overview course;
And my best general performance tip of all: Remember how you don't have to run logic on every single Update. For example your FindTarget(); likely does not need to run 60 times a second, just 5 times per second will likely be more than enough.
I love performance optimization, I love using the profiler, looking at all the functions and their timings, then diving in and refactoring to make it faster and generate 0 garbage. That's one task that I always find super satisfying. I loved doing that in the Polish lecture of my DOTS course. |
Tech
Windows Tiny Cloud Machine
It's funny how back in the day we had giant Mainframes and simple Terminals that connected to them. Then we switched to personal computers where the hardware was all on device, and now we're going more and more back to that terminal approach.
Microsoft has just unveiled Windows 365 Link. It's a tiny box for $349 coming out in April 2025 that you can connect to a monitor and other peripherals and it connects you to a cloud-based Windows PC. It has a bunch of USB ports, HDMI, DisplayPort, Headphone Jack, Ethernet as well as Bluetooth and Wi-Fi.
You just need an internet connection and you can log in to your Windows 365 machine. This is a special Windows version that only exists in the cloud, can only install specific applications (like Office) and is mainly geared towards businesses with no personal version.
I quite like the portability of this. Personally I have a low-end laptop where I do a bunch of work, mostly writing videos and answering comments and questions, then when I need to do something more intense (like editing or developing) I can use Parsec to connect to my main PC. This setup has worked quite well for me. |
Fun
Satisfying Destruction!
Here is a game with some excellent satisfying destruction, it looks like what my brain imagined 30 years ago when I was playing GTA 1.
There's just something about that isometric view and all those particles that looks so satisfying. I first saw this game in the recent Unity Awards livestream and it definitely caught my eye right away, it looks gorgeous and the destruction is the cherry on top.
If you want to build this kind of destruction then one excellent asset that can help you is Rayfire, I used it in a demo and it feels so satisfying! Or for something more basic look at my simple tutorial.
I love particles and destruction, I got hooked on the Battlefield series with Bad Company 2 due to the insane destruction, it's a shame they pulled it back after that entry. |
Theme Hospital | Making of Documentary
https://www.youtube.com/watch?v=TCSZN06XiCY
One of my favorite games as a kid, great documentary on how the game was built
Large Language Models explained briefly
https://www.youtube.com/watch?v=LPZh9BOjkQs
Great high level overview of how LLMs (like ChatGPT) work
Get Rewards by Sending the Game Dev Report to a friend!
(please donโt try to cheat the system with temp emails, it wonโt work, just makes it annoying for me to validate)
Thanks for reading!
Code Monkey
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