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Search - "time to get a tank"
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Tanking World of Warcraft raids. I had severe depression and low self worth. I played the game all the time to cope. I decided to get good at tanking because I heard it was a challenge. I ended up getting fairly decent, started tanking raids and people would ask me on more and more raids saying I was a great tank.
This gave my self confidence a boost and I figured if I could do that (which everyone said was hard) I could get good at coding (which everyone also said was hard.)
Stopped playing wow, started coding all the time. Today I earn very, very decent money as a software dev. (and I don't have depression anymore)
Thanks World of Warcraft.12 -
She died..
My gold Fish with freckles, I was calling her JavaScript. because I brought her as a joke and became the messier one on the bowl.2 -
I am a mechanical engineer first and my companies go to sysadmin second. So software developing isnt really my main field of expertise buuttt:
WHY IS SLOOPY SOFTWARE WRITING A VIABLE EXCUSE?
Story:
Yesterday i started to migrate some stuff from our old Win 2008 Server to the new 2016. Turns out there are some MS SQL Express Servers running. Quick check for what they are turns out that they are activly used. So far so good. For other reasons we have a new MSSQL 2017 Core Licence. So i thought, hey it would be nice to just move those 2012, 2008 and 2014 Express Servers to a real one that can use the entire machines capabilities.
After some try & error with exporting one of the softwares (where i had to elevate one the user rights to sysadmin for reasons) the entire system stopped working. I didnt deleted anything or changed anything! Well, i elevated user rights. After 2 hours of support call it turns out that the software stopped working cause i gave the database user sysadmin rights. I dont know enough about MSSQL to judge wether that is logical or not, but it sounds super illogical and i suspect sloopy software writing on the manufacturers part. One way or another, the excuse from the telephone support was "yeah, our software is a very fragile child"
Okay.
After i told all that my coworkers two of them were also "yeah, that is just how the [company] software is, you have to be careful with it"
Apparently it broke in the past for other minor stuff.
As an engineer i cannot build bridges that collapse when you use the left and the right lane at the same time. For an architect it isnt okay to build an house where the front door explodes when you open a window. It is not okay for a power tool to go out in a fireball when you accidently drill plastic with it. But for some weird reasons its socially acceptable for programs to be sloopy, buggy and only working under specific conditions. Since when is it okay for a car only to work when you know specific steps to make it run? Like, throwing your spare key in the gas tank, the kick the left wheel exactly three times and finally tapping the steering wheel 5 times left, 4 times right. What? That would be ridiculous? But that is exactly how that software works. You have to follow a specific step guide to make it work, EVERY TIME.
I. JUST. DONT. GET. IT3 -
TLDR; College group projects suck, not because the work, but the people in your group will make or break you. Fuck having 1 week to do this assignment.
Sometimes working with other students on group projects is great, they actually know how to create a merge a git branch. I've had a decent partner once during my 3 years at university so far. This last project takes the cake on idiots I've worked with...so far at least... It was me and two others, we'll call them Thing1 and Thing2 for now. Anyway so the 3 of us had a week to implement a very rudimentary Invoice system; fine, easy enough. We divided up the work and 'started'.
All seemed to be going well, no complaints or cries for help all week. Until 4 hours before we submit the assignment; Thing 1 sends me a DM saying all of Thing 1's work is useless full of bugs and just shouldn't be integrated with the rest of the code. Umm fine? I guess? wtf?! why did this have to come out last minute?! We could have explained to Thing 1 what's going on and gotten him/her up to speed on everything. Believe it or not, I was sorta ok with this? I mean thing 1 hadn't pushed anything to the repo yet. I mean literally nada, Thing 1 is a collaborator on the repo that has contributed nothing. Seeing as how Thing 1 was contributing nothing I had already started to cover our ass a began Thing 1's work.
That's not even what's pissed me off... at least thing 1 had the gall to message me to say "idk..wtf is going on...continue without me". Thing 2 arguably made my time with the project worse. His code was nothing but garbage...every time...literally spent more time deciphering his incoherent bullshit more than I did rewriting his mess. I shit you not he wrote out this method, and tells the group he's "finally got it fixed and working":
public static float updateTotal(float newValue)
{
total = updateTotal(newValue);
return total;
}
How tf did he test this to see if its working?! I'm a novice and can already see the infinite loop here. You called your method within that method's own definition, what did you expect to happen.
I managed to get things 75% working and turned in 5 mins before the cut off.
Thankfully Thing 1 emailed the Proff as well, hopefully he won't tank my grade too bad. I'm so glad to be done with this assignment, fingers crossed there's no more group work.4 -
Last rant was about games and graphics cards (admittedly not received too well), time for a rant about game development houses.. especially you EA.
So yesterday a friend of mine showed me in one of our Telegram chats that he'd modified some cheats in an old FPS game by editing these scripts (not Lua for some reason) that the game used as a.. configuration language I guess? He called the result a tank cemetery 🙃
Honestly the game looked a lot like Medal of Honor to stoned me at the time, so I figured, well why not fire up that old nx7010 I had laying around for so long, get a new Debian installation on that and rip the Medal of Honor: Allied Assault war chest that I still had, and play it on one of my more modern laptops? Those CD's are now very old anyway, maybe time to archive those before they rot away.
So I installed Debian on it again, looked up how to rip CD's from the command line, and it seemed that dd could do it - just give /dev/cdrom as the input file, and wherever you want to store your copy as the output file. Brilliant! Except.. uh, yeah. It wasn't that easy. So after checking the CD and finding that it was still pristine, and seeing another CD in that war chest fail just the same, I tried burning and then ripping a copy of Debian onto another CD.. checksummed them and yes, it ripped just fine, bit for bit equal. So what the fuck EA, why is your game such a special snowflake that it's apparently too difficult to even spin up the drive to be copied?
So I looked around on plebbit and found this: https://reddit.com/r/DataHoarder/... - the top comment of that post shattered all my hopes for this disc to be possible to rip. Turns out that DRM schemes intentionally screw up the protocols that make up a functioning disc, and detecting those fuck-ups is part of the actual DRM.
"I also remember some forms of DRM will even include disc mastering errors/physical corruption on the actual disc and use those as a sort of fingerprint for the DRM. The copied ISO has to include them at the exact same place in the ISO as on the IRL disc and the ISO emulator has to emulate the disc drive read errors they cause."
So yeah. Never mind that I already own this goddamn game, and that it's allowed by law to make one copy for personal use, AND that intentionally breaking something is very shady indeed.. apparently I don't really own this game after all. So I went onto the almighty search engines, and instantly found a copy of this game for download. You know EA.. I wanted to play nice. You didn't let me. Still wondering why people do piracy now? Might take your top suits that suggested these fucked up DRM schemes another decade to figure out maybe.. even given the obvious now.
But hey I wouldn't even care that much if the medium these games are stored on wouldn't be so volatile (remember these discs are now close to 20 years old, and data rot sets in after 30 years or so). You company decided to publish these on CD. We've had cartridges in many forms before, those are pretty much indestructible and inherently near impossible to duplicate. And why would you want to? But CD is what you chose because you company were too cheap to go to China, get someone to make some plastic molds and put your board and a memory chip in that. Oh and don't even get me started on the working conditions for game devs.. EA and co, aren't you ashamed of yourselves? No wonder that people hate game development houses so much.
Yay, almost finished downloading that copy of Medal of Honor! Whatever you say EA.. I've done everything I could to do it legally. You are the ones who fucked it up.7 -
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