Potential Changes #3545
Replies: 22 comments 26 replies
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Personally I like the ability to be able to jump around between different projects at a whim and having to relaunch the game could get annoying. But I assume this would speed up start up times too? |
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Would it be possible to replicate Unity's error system by freezing the game once an error occurs while also being able to unpause if warranted? |
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I feel like delisting games and disconnecting people when an error happens is harsh, it would probably be nicer to have a nag popup for each error to make them more annoying, but not game stopping annoying, plus it might encourage people to purposely try and do things like malformed console commands or other things to sabotage a game and potentially forcefully attempt to falsely delist it |
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With the game addon section does this mean the game won't load local projects when starting a game? Cause I believe that would be a good change as I often forget to disable them in the editor and then I have to restart the game to disable them so people don't have to download all that from me. |
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I agree with the last 3, it's probably going to fix some issues I've had myself but could never pin down. But for the game errors I hoped it could get explained more, are we talking a single NRE disconnects you from the game? |
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Stopping the game on an error is probably not a good idea, you don't want to stop a server just in case something occurs that hasnt't been thought of and only happens during very specific conditions. It also would be easier to replicate the error if the game just went on as normal. If there will be errors happening all the time, people will just disconnect on their own and not play the game. Iirc there is already a system that tracks errors, so there could be a menu warning that the game you are trying to join can potentialy be broken or hasnt been updated in a long time (if there was alot of errors recently for that game). |
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One game project also sounds really annoying, removing functionality just for the sake of it is kinda stupid, it’s nice to hop back and forth between projects, same with the main menu, sure you don’t want people playing the game in the editor, but you don’t have to remove functionality for the sake of “I don’t want people doing this and that”, it’s also important for the settings menu to exist, perhaps making the main menu show local gamemodes only in editor mode as the main page is the way to go? |
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Can we get the ability to view the stack trace of an error while in "game" mode? I don't believe this is currently possible. I imagine it'll be needed as games won't be played in tools mode as much. |
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Perhaps allowing games to state what stage of development they are in such as play test , beta , full release. If a game is stated to be full release maybe then you can shut the server down on error |
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Yeah send every game that errors over a threshold straight to the shadow realm, get it out of here! If it can't even compile at the least then kick it off the menu. |
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My main opinions Erroring gamesPersonally i really hate the idea of kicking people out the game or. hiding the game if the game is erroring. If its really an issue maybe have a WARNING this game is producing a lot of errors before people play. one game projectsThis i overall think is pretty useful, No menu in editoryeah this makes sense, |
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With no menu in the editor it makes it a bit hard to test add-ons for live versions of other people's games |
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don't do that error idea - it'll just be jarring and weird especially for small issues that wouldn't really affect the game anyways maybe just move the red exception notification out of game land into tool land - non editor should just log the error in console and not show anything to the user |
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Oh also more on what i hate that error idea. I understand why, having people come into s&box, have lots of erroring games that are broken or barely playable all over the place. But, Publishing games on asset.party and playable in s&box is my only way for people to play my game right now, i dont really have any other options, |
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Erroring GamesMaybe this is a hot take but different behavior depending on whether your game is published or local doesn't sound like a good idea. Asset.party isn't Steam. When players open up S&box they aren't searching for some life-changing gamemode, because all the games are free. It's kind of the halfway point between the GMod Workshop and Steam, because yes while you can make more fully-fledged experiences than you ever could in GMod, you can also make hot garbage and get away with it. I think once release comes around, for the first few months you're gonna have a pretty stark dichotomy of games: 95% shitposts and 5% passion projects. For developers, especially with huge projects like TF:S2, this sounds like a nightmare. "Tolerating errors" is pretty much 70% of the job description of a developer. My only other thought here is that more logging severity levels might be nice here. i.e. Log.Verbose, Log.Success, Log.Fatal. Potentially user-defined channels too, like rendering, audio, gameplay, physics, analytics, player movement, music, etc. If errors are gonna mean the difference between my game getting delisted or not, I'm gonna want to be able to color code/sort my own logs so I can figure out what was happening that led up to it. Compared to what we have now, VConsole seems like a sports car One Game Project/No Menu In EditorFine by me, matches Unity, Unreal, Roblox, etc. If it ain't broke... |
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Removing erroring games from the public access sounds like a great idea, and it will improve the image of s&box for a general consumer, until someone figures out how to send fake exceptions to blackmail competing gamemodes. How are you going to check if the error is real? |
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I think erroring games topic is like peeling an onion, it has many bad things most of which were already mentioned. I have to add also that this decision may lead to a tendency that some developers will start to "hide" errors, well at least as much as they can, so no Facepunch employees would ever know about them. And this is many times worse. In such case you may not be able to tell if the game is buggy until you spend enought time on it. |
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A zero-error tolerance strategy is good for a "production" environment, but not for development. |
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I like these ideas. I think the erroring out of a gamemode is a step in the right direction. Not sure how addons would be factored into this though. Would be nice to avoid the "Something is creating script errors" this time around. I'm not sure what the best way of thresholding this system overall would be, but I think moving towards it is a good idea in the long run. |
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TL;DR about error policy. This policy would probably work best for standalone games IMO, not for simple games inside s&box, especially now when many gamemodes are mostly prototypes or simple games. People are still figuring out s&box and it's too early for any restrictions, and it might be too early even after the initial "full" release. Getting kicked after specific errors sounds frustrating - just let developer decide on their own which errors should do it. Every gamemode is different, you can't know which error can be ignored during gameplay, and which one would require restarting the game. I feel like such changes should not be enforced anytime soon - s&box is still a (technically) new platform and with new invite system there are many people that are still learning the API. I'm pretty sure some of them will release their own gamemode at some point - and there's a chance something will be broken, even if they do a number of private playtests before going public. Rust has Staging Branch that anyone can access and help Facepunch finding & reporting bugs - and it's quite helpful because lots of bugs end up being fixed before going public, indeed. However, every time new update comes out, I still see some new bug reports anyway - just because some issues can't be found during tests with a small audience, even when Rust team is much larger than 5-6 years ago. Yeah, Rust is also much more complex than any gamemode in s&box, it's a very poor comparison, but even on smaller scale, how do you expect solo devs or small teams to release a game without potential game breaking bugs? No one is making gamemodes for s&box for a living (yet?), everything is just a hobby and not all people would have time to find & fix any massive issues ASAP. This system might punish new developers just for lack of their experience - their work should not get unlisted (or straight up removed) just because they're still trying to figure out things. Maybe mark these games as "unstable" or warn the player upon launch. |
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The stance on erroring games might make sense for a curated selection of games. But I think it doesn't make sense for all games. In my opinion, the player should be able to choose what experience they want. I think that by default the front page that the player is met with should present them a list of curated games that are popular and are in good standing error-wise. I haven't kept up with the details regarding games making money but the FAQ on the website has this: I also can't imagine disconnecting the end-user from a game just because there was a single error. Who here has never pushed a bug into production? Sometimes things make it through the cracks no matter how much testing you do. Also, what if the game is still in development and is listed because they want to do playtesting with a large number of people? There should be a way to easily support this scenario. The user shouldn't pay for the mistakes of the developer. And some users might enjoy going around and playing poorly made hobby-level experiences. TLDR: Personally, I think that limiting what shows up on the front page of the game to better quality games, but still allowing users to browse through and search for any game (maybe with some indicator that the game isn't curated or high quality or currently has issues) on a separate tab is a better approach. |
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I am not sure how any of these, with the exception of the last, help anybody with anything. The game is supposed to be a very easy way to develop Source 2 mods, and all of these have a very anti-developer connotation, which sort of goes against everything I thought the game was about. Every single one of those changes makes it quite a bit more difficult to actually develop things and does absolutely nothing for the non-dev user. |
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Internally we talked about some changes that we think make sense long term after seeing this weekend's activity. These are open for discussion, so please give any feedback - either in support or not. It's useful to hear about the way you work.
Erroring Games
If a published game errors, we should disconnect from the server and close the game on the first error. We shouldn't be allowing developers to tolerate errors.
We should delist games that are erroring consistently and alert the developer to fix the problem.
One Game Project
We're going to be changing the editor so you can only have one game project at a time.
No Menu In Editor
We don't love that people are playing in the editor. It's cool for your own games, that you're developing, but we don't think it's a great long term strategy to let people basically play the entire game in the editor (because of overhead, content collisions etc).
We'd like to remove the main menu from the editor and only have it available via the game exe.
Game Addons
Right now when running the game (not editor), it'll load all the addon projects too. We're going to stop that, so when you open the game you know it's raw, it's what everyone else is experiencing.
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