Join devRant
Do all the things like
++ or -- rants, post your own rants, comment on others' rants and build your customized dev avatar
Sign Up
Pipeless API
From the creators of devRant, Pipeless lets you power real-time personalized recommendations and activity feeds using a simple API
Learn More
Search - "death march"
-
A note to my team, who I hope never actually reads this.
To my manager: Grow a fucking spine, you asshat! We literally ignore you, you are useless!! Other people do your job, and you can't even talk to your reporting person directly! You have us do it!
To my tech lead: You are crazy, but in a good way! I have no idea how you cram so much work into so little time, and I would march into hell for you. You are in the trenches with us, and I respect you greatly!
To dev number 1: You are hard working, but stop modifying my code and breaking it!
To the other devs: If you leave 4 hours before the tech lead anymore, I will beat you to death with a cum filled sock! My rage fucking erection is that strong!
To everyone else: fuck you!10 -
Sorry I haven't been as active lately, however this is one of the better prompts, so I feel I should have it in my track record. Beware, it's a long one...
Let's trace the roots: My uncle was building desktops and he told my dad he'd build him one if my dad paid him for the components. These days I know builds aren't rocket science, but back then my parents didn't do their research. So my dad paid him.
Give or take some time, and most of the parts are complete. He underestimated the prices of a few things and had to ask for $200 more to complete the build. This...caused my dad to explode.
Later, I heard my dad ranting to my stepmom in January 2017 about how the last convo he had with his brother was a "Fuck-you conversation" - it was the last because my uncle had died in 2003.
Flash forward to March 2017. My mom and I are sitting in a Fazoli's, a nice sunset out of the full-length windows. I had to probe. HAD TO.
"You promise you won't tell your dad I told you this?" she asked.
"You know Kellie and I can't stand to be around him." I replied.
As the story goes, that last "Fuck-you conversation"? Over a fucking measly $200. Yup, the last conversation between my dad and his brother to ever happen was a shouting match over a relatively short amount of money. I wish I could say my dad had remorse, but he doesn't. He still talks shit. He's also technologically illiterate, so I doubt there was a way his brother was going to be able to reason with him.
In late 2003, my uncle, who had been a smoker, passed away due to cardiac arrest. The build was still not finished. This was one of the OTHER things that I have mixed feelings about.
After my uncle passed, my aunt paid someone to finish the build and get it shipped to my dad. We'll get back to why I feel this is fucked up, stay tuned...
---------
It's Spring 2004. I'm in the last half of what I think is Kindergarten or some shit...too lazy to do the math. Anyway, my dad announces we have a family computer - however, I couldn't read yet. That didn't stop the waste of oxygen that is my father from going in the Windows XP screensavers and putting text in that said "GAGE MORGAN WILL NOT TOUCH THIS COMPUTER." He's such a fuckin' dick, now AND back then.
My mom had an issue with this. I don't know why, but she did. Later, I was slowly taught how to use the mouse, under heavy supervision. Then I went to my grandma's house. She taught me one very specific thing on her old Win98 (386, maybe? IDK my old hw shit man), and because I know you guys are gonna love this one:
"The blue "e" opens up your games!"
The blue "e" does not open up your games, it opens something that can lead to your games.
I went home and tried this...without permission. My dad came down and discovered my lollygagging on the homepage - this is fucking weird. It was before Nextel, IIRC, so Sprint's logo was red still. Yes, we had broadband from Sprint. I don't know what saga led to that going the way of the dodo, but...
Back on track, I literally got my pants pulled down and had my bare bottom beat. He was gonna drag my ass upstairs and lock me in my room, but before he could, he accidentally slammed MY FUCKING RIGHT TEMPLE into the corner of a hardwood table at the bottom of the staircase.
The wailing that resulted probably was different than the previous form, which is probably what got my mom involved. My dad had a way of going too far, and in retrospect I'm more terrified now of what could've happened than I was then.
Later, I was given access to games in the form of my own account and bookmarks bar. That wasn't the end of the madness/drama from my use of that machine, but it was the earliest form.
Ever since Kindergarten, that one fateful day, I've been defying any/all imposed limitations on tech set on me by my parents...well, not anymore, but literally grades K-12. I'm living on my own, aka "adulting" now. It sucks more than you think, man.
---------
Let's tie this up before I reach the limit. I said I thought it was fucked up when my aunt paid to have the build finished and shipped to us after my uncle's death.
Yes, my aunt's intervention led to me ultimately majoring in computer science.
That doesn't change the fact that she shouldn't have done it.
My dad was an asshole to her husband, who passed. She is ultimately too caring. I don't think my jackass father should've been able to get by with that, he didn't deserve the freebie. Someone else should've told him his brother did in fact need that $200.
I haven't seen her IRL since the funeral when my grandpa passed in 2005. 2006 spelled the end of my parents' marriage.
Hope you guys enjoyed this - it's only a small segment of how I got to where I am now - tiny, actually.2 -
The most obnoxious company process I've encountered so far is the nonexistent one.
This is what happened at my first professional job. PM and CTO quit after about a year, yet the top honchos were insistent of salvaging what was left of their "enterprise" software suite and putting us through a death march to try and continue development.
No plan, despite having a JIRA board filled with month-old backlog stories. No direction, because the CEO was now head of the project and wasn't in the office about 50% of the time, and our lead dev wasn't willing to take the reigns.
I wouldn't have minded trying a bunch of different things and having them fail. At least then we'd be doing something, you know? But instead we sat around, trying to squeeze any kind of goal from the higher ups, until I finally had enough and found a much better job.
It wasn't enough to convince me to give up software development. But boy, did it sure come close. -
Here we are, three years later. Our system breaks down at the slightest load. An architecture is hardly recognizable anymore. The code consists of methods that have been refactored beyond recognition. The so-called architects came and went, leaving behind an ever-growing fiasco. Wrong decisions are concealed, criticism of them dismissed as ignorance. Our clients are on the verge of having us all killed. Daily crisis meetings are the norm. The remaining developers skulk around the unmaintainable code like emaciated ghosts. Everyone who has even the slightest chance to escape takes a parachute. Our dailies are made up of lies to cover up yesterday's lies. Our Mondays have become days of dread, because that's when the weekend disaster news has to be analyzed. Yet there are still developers who turn a blind eye. Who recommend this and that workaround in a good-humored tone. The code consists only of workarounds. Sarcasm has replaced any normal discussion. Reasonable suggestions on how to basically refactor the whole thing are rejected for cost reasons. In the process, our entire budget is eaten up by maintenance costs. Middle management should be put up against the wall. Why am I still here? This deceptive feeling that one could still turn the tide. This is eating me up.2
-
Technically not andev rant but fuck it. This pusses me off no no end.
PC gaming as I used to love it, is ending.
E3 for pc gamers was a death march. With the exception of hitman and just cuz 4, which are both more of the same. Don't get me wrong, I'll play them both because they're good fun, but look at the PS4 lne up. Control, Anthem, Detroit and more, all NEW IPs.
Meanwhile over in PC world we get the 50th billionth Battle Royal and (surprise) another JC.
I couldn't even being myself to finish Origin (WHICH WANT EVEN A GOD DAMN ORIGIN STORY)
sigh
I'll have to get a PS4. I just LOATHE playing FPS with a controller.
Oh, yeah, and a new fallout. With one mode. Which is great because it means I get to be fragged and tea bagged by 9 year old Asian kids..4 -
Headsup: if you're making a game, or want to, a good starting point is to ask a single question.
How do I want this game to feel?
A lot of people who make games get into it because they play and they say I wish this or that feature were different. Or they imagine new mechanics, or new story, or new aesthetics. These are all interesting approaches to explore.
If you're familiar with a lot of games, and why and how their designs work, starting with game
feel is great. It gives you a palette of ideas to riff on, without knowing exactly why it works, using your gut as you go. In fact a lot of designers who made great games used this approach, creating the basic form, and basically flew-blind, using the testing process to 'find the fun'.
But what if, instead of focusing on what emotions a game or mechanic evokes, we ask:
How does this system or mechanic alter the
*players behaviors*? What behaviors
*invoke* a given emotion?
And from there you can start to see the thread that connects emotion, and behavior.
In *Alien: Isolation*, the alien 'hunts' for the player, and is invulnerable. Besides its menacing look, and the dense atmosphere, its invincibility
has a powerful effect on the player. The player is prone to fear and running.
By looking at behavior first, w/ just this one game, and listing the emotions and behaviors
in pairs "Fear: Running", for example, you can start to work backwards to the systems and *conditions* that created that emotion.
In fact, by breaking designs down in this manner, it becomes easy to find parallels, and create
these emotions in games that are typically outside the given genre.
For example, if you wanted to make a game about vietnam (hold the overuse of 'fortunate son') how might we approach this?
One description might be: Play as a soldier or an insurgent during the harsh jungle warfare of vietnam. Set ambushes, scout through dense and snake infested underbrush. Identify enemy armaments to outfit your raids, and take the fight to them.
Mechanics might include
1. crawl through underbrush paths, with events to stab poisonous snacks, brush away spiders or centipedes, like the spiders in metro, hold your breathe as armed enemy units march by, etc.
2. learn to use enfilade and time your attacks.
3. run and gun chases. An ambush happens catching you off guard, you are immediately tossed behind cover, and an NPC says "we can stay and fight but we're out numbered, we should run." and the system plots out how the NPCs hem you in to direct you toward a series of
retreats and nearest cover (because its not supposed to be a battle, but a chase, so we want the player to run). Maybe it uses these NPC ambushes to occasionally push the player to interesting map objectives/locations, who knows.
4. The scouting system from State of Decay. you get a certain amount of time before you risk being 'spotted', and have to climb to the top of say, a building, or a tower, and prioritize which objects in the enemy camp to identity: trucks, anti-air, heavy guns, rockets, troop formations, carriers, comms stations, etc. And that determines what is available to 'call in' as support on the mission.
And all of this, b/c you're focusing on the player behaviors that you want, leads to the *emotions* or feelings you want the player to experience.
Point is, when you focus on the activities you want the player to *do* its a more reliable way of determining what the player will *feel*, the 'role' they'll take on, which is exactly what any good designer should want.
If we return back to Alien: Isolation, even though its a survival horror game, can we find parallels outside that genre? Well The Last of Us for one.
How so? Well TLOU is a survival third-person shooter, not a horror game, and it shows. Theres
not the omnipresent feeling of being overpowered. The player does use stealth, but mostly it's because it serves the player's main role: a hardened survivor whos a capable killer, struggling through a crapsack world. The similarity though comes in with the boss battles against the infected.
The enemy in these fights is almost unstoppable, they're a tank, and the devs have the player running from them just to survive. Many players cant help but feel a little panic as they run for their lives, especially with the superbly designed custom death scenes for joel. The point is, mechanics are more of a means to an end, and if games are paintings, and mechanics are the brushes, player behavior is the individual strokes and player emotion is the color. And by examining TLOU in this way, it becomes obvious that while its a third person survival shooter, the boss fights are *overtones* of Alien: Isolation.
And we can draw that comparison because like bach, who was deaf, and focused on the keys and not the sound, we're focused on player behavior and not strictly emotions.1 -
!rant
If any of you were wondering why all the panic when we keep hearing reports of so few people personally knowing anyone with covid19 symptoms, I think I just figured out why.
So as of yesterday, assume unofficially fatality is 15%. Yesterdays death total was 3861.
If we assume roughly 15% death rate, based on ten days average for a case to recover or die, then the cases that would be recovering today on april 1st would have been infected or started to show symptoms on march 22nd.
At that time there was 32882 cases total in the u.s.
Therefore for april 1st, that would mean by the end of the day today, if the ~15% fatality rate is accurate, there would be at least 4,932 fatalities logged today.
I don't know about you, but here it's almost 9am, not even halfway through the day, and we're already at 4067 deaths.
And now we get to the part where all this shit starts to make sense.
For a long time since this outbreak has started somethings been bugging me and I couldn't place what it was till now.
Why did it seem, no matter how high the numbers climbed, no matter how much this spread 'like the flu', no matter how hard I looked into it, very few people seemed to personally know anyone *in real life* who died or at least came down with this?
I mean we'd all heard the rumors that it was more lethal, and then mums the word, it seemed like media the world over simply except the official "it's only 2% lethal" line. Same as the line about it only infecting people of asian descent.
And it didn't make sense to me why the numbers were so high, and why all the panic if it's just the flu? I knew in the back of my mind it wasn't I just didn't have a specific reason why.
Here it is: This thing is still pretty contagious, but not as contagious as it *could* be with a lower fatality rate. And with a fatality rate at 15%, combine with *just sufficient* spread, it would continue to burn and fester in communities for a year or more until those panic-numbers we see on the news would become a real thing. And then no matter HOW flat we made the curve, it would be x5-x50 times worse than a bad flu.
So we get panic and fake numbers. Because you really don't want to catch this thing. It kills 1 in 6.6. And it spread just enough that it is hard to effectively fight.8