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Search - "tower 4"
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I have what seems to be an unpopular opinion about buying software as a software developer.
First off, I support open source all the way. There should always be free and open tools for people to use if the need or want to.
Second, if you underpaid, broke, unemployed, or a student then this doesn’t apply to you. You keep pushing forward!
With that said, let’s get to the meat of it all...
I pay for good software. Even when it is expensive. Even when there are “workable” free or open source solutions.
I do this for a number of reasons...
1. They are better, hands down.
(Tower > GitKraken, SourceTree, GitHub Desktop) (Kalidascope > every other diff tool) (JetBrains IDEs > Atom, Brackets ...)
2. I’m no longer a broke student. I make enough money to buy them.
3. Most important: I’m a fucking professional software developer, not a fucking joker.
- If I was a carpenter then I could always hammer nails with the back of my work boot. It’s free and paid for and will do the job. Instead I would buy a good hammer because I’d be a professional and not a fucking joker complaining about the price of the tools to do my job.
4. I use a Mac, sometimes Linux and NEVER Windows. Which means I have a platform that actually has useful apps built for developers who are willing to pay for it.
5. I don’t get caught up in developer circle jerks about how all development software should be open source and free.
————
So there you go.
Does this offend you?
Good!
Come at me bro23 -
1. Buy a connected armwrist that tells you the time, how good your sleep is, your heartbeat and stuff like that
2. Manage to loose the cable that charges the device
3. Get mad
4. Finally decide to buy a new one after digging in your 50 m^2 flat in vain
5. Your stuff is coming in 12 years, I mean days. Have a lot of advertisement of this particular cable wherever you go for the next two weeks
6. The thing finally gets delivered. Let's not be stupid like before and put it in a logical place, like permanently plugged in the usb port above my computer tower.
7. Find the supposed lost cable at said place.3 -
SuperCell is hiring.. Here is their job description:
Description
We need a new Builder. Are you an independent and passionate maker? Do you love spending 24 hours a day turning wood and gold into walls and defensive buildings? Do you answer the call to build even if that call comes at 4:00 a.m. and you haven’t had a day off in literally five years? If the answer to these questions is “Yes! Yes! A million times yes!” then we have a hammer with your name on it!
The Role
The focus of the Builder is to, uh, build.
You will be responsible for taking instructions from the player and building whenever and wherever they see fit. They say build and you say...well, you don’t say anything, you just build.
The world of Clash of Clans can get intense. Our Builder is expected to build quickly and expertly at all times, even while under great amounts of stress and/or attacks from Barbarians, Archers, Goblins, Giants, Wall Breakers, Wizards, and P.E.K.K.A.s.
Equally as important as building is rebuilding. All of the things you build will inevitably be destroyed, if not immediately, then soon after you just finished building or rebuilding everything. You can’t let it get you down. You must maintain your resolve and rebuild. Fast!
Responsibilities
Must be willing to relocate to the World of Clash
Must build and maintain a wide-range of buildings, statues, and war machines.
Must be on call 24 hours a day, 7 days a week, 365 days a year
Must have up-to-date Level 9 Tesla Tower maintenance certification
Must have proficiency with building materials both common (wood, stone, etc.) and uncommon (lightning, lava, etc.)
Requirements
Must provide own leather helmet
Must possess a passion for building
Must be comfortable working hands-on with molten lava.
Must adhere to strict dress code (orange sleeveless shirt, brown canvas pants, and boots).
Must speak fluent Barbarian
How to Apply
Send us your qualifications via e-mail to bethebuilder@supercell.com or write out your qualifications and send them to us via Baby Dragon. Either format is accepted.3 -
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 -
It feels like half of what I do is just tell people that their code sucks and it needs to be replaced, then I drag them through the 5 stages of grieving the loss of an application that has them trapped in an abusive relationship.
1. Denial:
The unique and complicated needs of our business lead to this unique and complicated architecture. This is all here for a reason, and it's all needed.
2. Anger:
What do you mean it's going to take 6 months to rebuild this? We made MVP in 3 months!
3. Bargaining:
Surely we don't need to throw it all away! There must be something worth salvaging!
4. Depression:
Stake holders and going to think we're not getting anything done! This is a nightmare 😭
Six months later...
6. Acceptance:
Holy shit thank god we got away from that glass tower before it shattered and cut us all to pieces! Side note: development velocity is on fleek. #profit3 -
This is not a rant, but I've searched this for some time now and can't seem to find it so maybe any of you will be able to help me.
A good few years ago, when I was still a 4-5yo I had a Win95/98 (I don't remember which). We used to have this CD that had a bunch of games, like Chucky Egg or Mahjong, or a xmas-related one (where you could bake cookies, serve drinks - there was a red and a yellow one - and more I don't remember), one with a (purple?) dragon (in a dungeon, that was played in levels, but every run was randomly generated, I think), and many more.
The CD was white with black text, and had a yellow-ish/orange-ish grinning face, that looked like a man's, with a few hairs, that was drawn simply, nothing too complex. I also know there was this one game that made the computer/game freeze, and that was in a blue palette?
I played the crap out of that CD with my mom, and she used to play the dragon one for me (until she found out Mahjong), but it all ended when it broke inside the tower and we had it replaced by the WinXP tower we currently have at home (and that's in pieces because me and my brother disassembled it).
I know it's not much, but does any of you remember anything like what I just wrote? It should be from around the 2000s and probably from a gaming magazine.5 -
!rant
Preface: As it was unpaid labor I won't count my school-internship in a games resell shop in which I was ordered to "program" a BDSM-Shop with MS Frontpage.
My first paid gig was back in 2006. I got booked to write the website of a new company by friends of the family. The problem was that the gig had to happen ~600km away from my home town. Back in 2006 it was far from common to own a laptop for young folks, which is why I packed my Pentium 4 HT "powerhouse" tower, my 15" TFT monitor, keyboard and mouse into a suitcase and took a bus. I not only had to write the website, but had to do all the Frontend and Design as well and was paid 400€. Hahaha what a deal. They are still using my logo btw.
Anyhow... I was like 17yo and the work experience was more valuable then the money anyways. Plus at the time 400€ weren't a bad payment either. After that it took 2 more years and half a dozen of boring jobs until I started earning money with programming again. I can't understand why I haven't started programming earlier. Especially considering the wage gap between the jobs I did and potential programming jobs. Guess you're always smarter afterwards. -
There are two kinds of people in this world. The ones who've listened "Tower 4" podcast and the ones who don't have. It's too cool. But just listened last episode, have to wait a month for new one. Six are available now.
Tower 4 is just a story, but it's very well made. It's about a guy that becomes firewatch living in tower 4 and only has the girl in tower 3 to talk to. Much nice dialogue. There exists a game, much like it.
What are other nice story podcasts?9