“The 22 Rules That Flip the Script With Women… And How You Can Use Them Tonight”

Most guys accidentally kill attraction before they even speak. They assume they need a bigger bank account, a better physique, or smoother lines. They miss the point.

Female desire operates on a specific set of psychological triggers.  Break them, and you're invisible. Follow them, and you become magnetic.

I learned this the hard way. Years of freezing up. Getting friend-zoned. Watching other guys walk away with the girl I wanted. Then I discovered a set of 22 simple rules that rewired my entire approach.

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Making your own video game

Deep Dish

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Somebody once made a thread asking how hard is it to develop a video game all by yourself. Now that I'm developing a video game myself, figured it’s worthwhile to cover the topic, as there might be others who want to develop a game.

Solo game development is one of among the hardest challenges you can possibly do in life.


It’s very challenging because you need to be skilled at many things:

- Art
- Writing / Storytelling
- Level Design
- Programming
- Sound Design / Music
- Marketing

If you are making a game just for fun, you can ignore marketing.

It's ironically both easier and harder to make a video game than ever before. It’s easier to get a game started, but harder to have a good game with good performance. It’s easier than ever to get started because there are templates, tutorials, visual scripting for non-programmers, and now AI. It’s harder than ever because games are more complex, and more varieties of hardware specs and more graphics card settings which make it harder to guarantee smooth performance across all devices. There are also more screen aspect ratios, which affects visibility (unless you have black bars which are ugly to look at), and what is visible on the screen affects gameplay, since objects that are on-screen are treated differently than off-screen.


There are a lot of game engines and the two most widely-used engines are Unreal Engine and Unity.

Unreal Engine has the best graphics, but it has an out-of-the-box approach where all features are turned on by default, which would be great except that it causes heat issues and leads to more poorly optimized games if you don’t know what you’re doing. I’m a big graphics guy at heart, but decided for Unity because it takes a modular approach, runs better on lower-end hardware, and is easier to write code for. Unity uses a standard version of C#, so you can read any book or tutorial on C# and probably be able to apply it to your game, while Unreal uses C++ but throws out the C++ standard library with its own classes. C# is naturally easier than C++, because C# is a higher level language but C++ runs faster. However, Unity converts your C# code into C++ before compiling, so you get the advantages of both.

Visual scripting

Visual scripting uses nodes and is helpful for non-programmers to code without writing code and to see the flow of their logic. However, the node graphs become an enormous spaghetti monster. You can reach the point it’s simpler to write code. So while it’s not absolutely necessary to know how to write code, it’s highly recommended. But if you don’t know anything about programming, your ability to optimize your game for performance will be limited.

Know your audience


Console gamers and PC gamers are different crowds. They are two different cultures. PC gamers tend to be older and love to tinker. They love a complex UI like an airplane cóckpit, love to play around with settings, and strategy games, crafting games, and simulation games are popular. On the other hand, console games tend to be more plug-n-play.

Games have hooks and pillars. Game hooks bring in the audience. Game pillars are the core elements of the game that keep it on track.

Gamepad psychology

Gamepad controllers have directional control on the left stick and camera control on the right stick. Since that is the standard, it’s best to stick with it for familiarity purposes, and there is good reason why it became the standard. Most people are right-handed and that is where they have the most dexterity. Because of dexterity, buttons were placed on the right for the most time-sensitive controls. Moving your player around is a higher priority than rotating the camera, so directional controls were placed on the left stick to not be disturbed by lifting your thumb to press buttons on the right.

You should assign major player actions to triggers before buttons, because you don’t move your thumb. Buttons are better for lower priority player actions. If fire was on a button, it wouldn’t be possible to look with the camera and shoot a gun at the same time.

Don’t make your “dream game” as your first game

Start small and simple. Know your scope (how much can you realistically do?) and don’t bite off more than you can chew. Don’t make an open world or a role playing game as your first game, because the amount of content you’d need to fill would be massive. You need to stay away from scope creep / feature creep.

Don’t worry about being “original”

Original ideas are not valuable. Good ideas have pre-existing familiarity with the audience. It’s the execution of an idea which is valuable.

Horror

Horror games are popular among indie game developers. Designing a good horror game is hard, but horror games are relatively simple to produce from a technical perspective. Horror games have simple narratives and can be done in one location (such as haunted houses). Low light allows artists to get away with lower resolution textures and lower polygon counts. For these reasons, horror games are easier to optimize for performance and have a shorter production schedule.

Don’t vibe code

Vibe coding is using AI to write a game without you even looking at the code. If you’re doing this just for fun, sure, you can vibe code. But not if you want other people to play your game. The game won’t have optimized performance, it will be limited in scope, it increases technical debt (poor architectural decisions) and cognitive debt (your understanding of the codebase).

Don’t make asset flips

Gamers loathe asset flips. Asset flips are shovelware, where someone with minimal skills buys a few asset packs and templates of game mechanics and quickly throws together a game for a quick buck, with little or no care for quality. You can tell a game is an asset flip because the assets don’t have a cohesive art style. For any assets that you buy, you will need to do work to make them game ready.

Don’t use AI music

Either learn a new skill of music production, buy royalty-free music, or pay a musician. AI music cannot be copyrighted and music generators like Suno have dubious terms of service. Buying royalty-free music supports human artists and saves time, but there are potential licensing issues which can arise, and royalty-free music is “good enough” but may not be aligned exactly with your art direction, and you’d have to be okay with some people recognizing the music. It’s ultimately best, in the long-term, to learn music production, but if that is not a viable option for you, consider paying a musician as work for hire. You probably have friends who are musicians, and they might be able to help you out in some way.
 

Just because a woman listens to you and acts interested in what you say doesn't mean she really is. She might just be acting polite, while silently wishing that the date would hurry up and end, or that you would go away... and never come back.

Quote taken from The SoSuave Guide to Women and Dating, which you can read for FREE.

Deep Dish

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Read documentation before watching tutorials

Documentation is better than tutorials. Tutorials are dependent on the skill level of the tutor, and anything a tutor says can be found in documentation. Documentation is straight from the horse’s mouth, straight from the manufacturer, and is more comprehensive than any tutorial. Most of the time there is no need to watch a tutorial. Tutorials also solve problems for you, which itself is a problem. You need to be self-reliant and solve problems on your own. With enough time and effort, you can solve almost anything. Problem-solving skills are critical because you will reach the point where no tutorials can help you because there are none for what you’re trying to specifically accomplish. Documentation can sometimes be cryptic, so if you can’t wrap your brain around something after reading the documentation, okay, watch a tutorial.

Study the source code of games

The source code for DOOM, Wolfenstein 3D, Quake, and Descent are publicly available.


Math

You need to know linear algebra / vector algebra. If you get into writing shaders, you need to know calculus. You won’t crunch the math yourself, because that will be handled by the game engine, but you need to understand the concepts to program the equations.

Grayboxing

Level design starts with a bunch of white boxes to blockout your levels. The goal here is to get your gameplay working and find the fun in your game first, before investing much time with the art.

Optimization

First, get your game working. Second, get your game looking good. Third, optimize the game.

The industry standard is to wait until near the end of production to optimize. Tim Sweeney, CEO of Epic Games, in reply to optimization issues surrounding Unreal Engine, said that game developers should optimize their games earlier for lower-end hardware, but premature optimization is also a problem.

To optimize your game, you must have deep understanding of programming, to understand why frame rates suddenly drop, how to reduce latency, etc.
 

HaleyBaron

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You do know reddit and gamedev.net exists for this kind of stuff, right? Not saying it's bad but I would expect this on more game development websites lol.
 

Deep Dish

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You do know reddit and gamedev.net exists for this kind of stuff, right? Not saying it's bad but I would expect this on more game development websites lol.
Sure, I do. But video games are somewhat of a recurring topic on this forum, so it had benefit to cast a little wider net.
 
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HaleyBaron

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Sure, I do. But video games are somewhat of a recurring topic on this forum, so it had benefit to cast a little wider net.
Yeah but developing video games does not get you p*ssy. Or at least, girls do not find it an attractive trait.
 

Just because a woman listens to you and acts interested in what you say doesn't mean she really is. She might just be acting polite, while silently wishing that the date would hurry up and end, or that you would go away... and never come back.

Quote taken from The SoSuave Guide to Women and Dating, which you can read for FREE.

Deep Dish

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Yeah but developing video games does not get you p*ssy. Or at least, girls do not find it an attractive trait.
It gets you a $100,000 a year job to learn a game engine. Game engines are used outside of games, like aerospace, automotive, augmented reality, and television production. (Toyota, for example, uses Unity for their in-car displays). So when it comes to careers and standards of living, there is relevance.
 

HaleyBaron

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It gets you a $100,000 a year job to learn a game engine. Game engines are used outside of games, like aerospace, automotive, augmented reality, and television production. (Toyota, for example, uses Unity for their in-car displays). So when it comes to careers and standards of living, there is relevance.
Do you know who spends the most money on dating coaches? STEM engineers. Even rich accountants on Wall Street pay for these lessons.
 
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