q for indie Game Code Touchers: what do you do for source control? (i would ideally like something thats free and doesn't involve self hosting cause this game's gonna make negative money in all likelihood)
my plan was just "eh who gives a shit i dont want to think about this im just gonna use whatever plasticscm cloud thing unity tries to force on me" but thats broken cause they can't even be bothered to rotate their rpm signing keys so,,,
@eclairwolf Git, begrudgingly
not using LFS because I can't be arsed and the assets aren't that big and don't change that often anyway, and there's at most one other person on the repo
LFS has some *incredible* pitfalls on GitHub and is SO expensive everywhere
Subversion is probably the best I've used (it does binary diffs!). utterly shit at branching but if you don't branch a lot it's a good choice. probably impossible to find a hoster though since it's no longer 2009
@eclairwolf i host an instance of forgejo that i use (which i know you said you dont wanna do – you’re free to use mine if you wanna), but ive used unity’s plasticscm which is Okay ™. but honestly ive used git and that was fine too. as long as you’re not hosting a ton of really big assets you should be fine with any free source control
@eclairwolf Question: is there a reason why you need to put this on the Cloud (someone else's computer)
Because if not, you can always just use Git or something on your own computer, right?
If you're collaborating with someone, then yeah that's harder
@socks yeah honestly git is sounding like the option rn, since it's a 2d game so the assets shouldn't be too huge.
and yeah, putting it in The Cloud is mostly just cause i need an offsite (not in my house) backup but as long as i'm automatically backing up the .git/ i should be fine
@rowan yeah i've mostly been a bit hesitant to use git 'cause i figured it'd be a problem to check in unity assets
but from everything i've heard it sounds like it's not even a big deal without git-lfs :3
@eclairwolf yeah its not a problem! :3 unity’s assets shouldn’t be a big deal – just commit your Assets directory and maybe your top level package.json and stuff – the rest can be regenerated. there’s nice .gitignore files out there to handle that too. then you just have to worry about the assets you’re adding to the game (3d models and stuff)
@eclairwolf ofc! :3 just lemme know and ill make you an account – i have a bunch of space im not using 