Lyberta {l Wrote}:I'd say this is different for proprietary games. Since proprietary games are based on trade secrets, you only have 1 launch. If you launch as "early access", well, that's your launch. Nobody cares when you finish your game because by that time there will be thousands of other games on Steam.
With libre games, you constantly want more developers so you'd better go public when you have a gameplay prototype so ppl will fork your code and start contributing. Completely different.
Julius {l Wrote}:Tongue in cheek mode: how about intentionally stirring up some social media shitstorm as even negative coverage is probably better than no advertisement. Call it viral marketing if you want
fluffrabbit {l Wrote}:Having something in official repos is very helpful, but I would think that most Linux users who go to the trouble of downloading an RPM would just compile it themselves.
rubenwardy {l Wrote}:One of the benefits of Linux for me are the package managers. By not providing versions in the repositories of popular distros, you're missing out on users finding your game and users even trying out your game.
I want Linux to become available for the less technical users, because only then is there any chance of "the year of the Linux desktop". These elitest attitudes don't help with at all, and put off people who one day could become contributers or technical users
smcameron {l Wrote}:Eh, the game is still evolving and the network protocol changes from time to time. Although it has been playable since 2013, any version of it that managed to get into any distro repo would be hopelessly out of date in a matter of a month or two. The distribution system is "git pull; make".
rubenwardy {l Wrote}:We provide PPAs and flatpaks for this reason
Also, I very much doubt it's "git pull; make". In my experience, you do that then get loads of linking errors or missing includes or plain weirdness
Also, I very much doubt it's "git pull; make". In my experience, you do that then get loads of linking errors or missing includes or plain weirdness
The first time sure. Subsequent times, for my particular game, it's literally "git pull; make mostly-clean; make update-assets; make" I was exaggerating a bit. My game will be distributed when it's good enough someone other than me thinks it's worth packaging. If it's not at least that good, then it's not good.
Lyberta {l Wrote}:The biggest problems is that C and C++ games use or don't even use package manager and build system. In Go you type "go build" and it downloads dependencies and builds everything, in $XDG_CACHE_DIR even, in Rust you type "cargo build" and sure enough, it does the same. In C and C++? Please "apt install" a shitload of -dev packages? What? Why do I need root to build? Why do I need to ruin my rootfs with this crap? And most importantly, how am I going to uninstall all this shit when the build is done? Debian has this "recommends" thing where if you install package, it installs recommended packages by default. But then if other packages... wait, is it "suggests"? Anyway, many times where I was putting the list of packages I just installed and uninstalled, I've found that a lot of times not all packages become "autoremovable". There is some kind of dependency hell going on. You really need to have a text document listing all the packages you've installed and the reason you did in order to manually remove them. This is insane.
So yeah, the correct way to build software is to use package manager that will install dependencies locally, statically link them and have an easy way to remove them after the build is done. This is the only way that doesn't turn your system into a garbage dump.
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