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Search - "toy story"
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Story about an obscure bug: https://twitter.com/mmalex/status/...
"We had a ‘fun’ one on LittleBigPlanet 1: 2 weeks to gold, a Japanese QA tester started reliably crashing the game by leaving it on over night. We could not repro. Like you, days of confirmation of identical environment, os, hardware, etc; each attempt took over 24h, plus time differences, and still no repro.
"Eventually we realised they had an eye toy plugged in, and set to record audio (that took 2 days of iterating) still no joy.
"Finally we noticed the crash was always around 4am. Why? What happened only in Japan at 4am? We begged to find out.
"Eventually the answer came: cleaners arrived. They were more thorough than our cleaners! One hour of vacuuming near the eye toy- white noise- caused the in game chat audio compression to leak a few bytes of memory (only with white noise). Long enough? Crash.
"Our final repro: radios tuned to noise, turned up, and we could reliably crash the game. Fix took 5 minutes after that. Oh, gamedev...."5 -
!!!rant
Most exited I've been about some code? Probably for some random "build a twitter clone with Rails" tutorial I found online.
I've been working on my CS degree for a while (theoretical CS) but I really wanted to mess with something a bit more practical. I had almost none web dev experience, since I've been programming mostly OS-related stuff till then (C). I started looking around, trying to find a stack that's easy to learn since my time was limited- I still had to finish with my degree.
I played around with many languages and frameworks for a week or two. Decided to go with Ruby/Rails and built a small twitter clone blindly following a tutorial I found online and WAS I FUCKING EXITED for my small but handmade twitter clone had come to life. Coming from a C background, Ruby was weird and felt like a toy language but I fell in love.
My excitement didn't fade. I bought some books, studied hard for about a month, learned Ruby, Rails, JavaScript, SQL (w/ pg) and some HTML/CSS. Only playing with todo apps wasn't fun. I had a project idea I believed might be somewhat successful so I started working on it.
The next few months were spent studying and working on my project. It was hard. I had no experience on any web dev technology so I had learn so many new things all at once. Picked up React, ditched it and rewrote the front end with Vue. Read about TDD, worked with PostgreSQL, Redis and a dozen third party APIs, bought a vps and deployed everything from scratch. Played it with node and some machine learning with python.
Long story short, one year and about 30 books later, my project is up and running, has about 4k active monthly users, is making a profit and is steadily growing. If everything goes well, next week I'll close a deal with a pretty big client and I CANT BE FKING HAPPIER AND MORE EXCITED :D Towards the end of the month I'll also be interviewed for a web dev position.
That stupid twitter clone tutorial made me excited enough to start messing with web technologies. Thank you stupid twitter clone tutorial, a part of my heart will be yours forever.2 -
Wrote this on another thread but wanted to do a full post on it.
What is a game?
I like to distinguish between 1. entertainment, 2. games, 3. fun.
both ideally are 'fun' (conveying a sense of immersion, flow, or pleasure).
a game is distinct (usually) from entertainment by the presence of interaction, but certain minimalists games have so little decision making, practice, or interaction-learning that in practice they're closer to entertainment.
theres also the issue of "interesting" interaction vs uninteresting ones. While in broad terms, it really comes down to the individual, in aggregate we can (usefully) say some things, by the utility, are either games or not. For example if having interaction were sufficient to make something a game, then light switches could become a game.
now supposed you added multiple switches and you had to hit a sequence to open a door. Now thats a sort of "game". So we see games are toys with goals.
Now what is a toy?
There are two varieties of toy: impromptu toys and intentional toys.
An impromptu toy is anything NOT intended primarily, by design, to induce pleasure or entertainment when interacted with. We'll call these "devices" or "toys" with a lowercase t.
"Toys", made with the intent of entertainment (primarily or secondarily) we'll label with an uppercase T.
Now whether something is used with the intent behind its own design (witness people using dildos, sex toys, as slapstick and gag items lol), or whether the designer achieves their intent with the toy or item is another matter entirely.
But what about more atmospheric games? What about idle games? Or clickers?
Take clickers. In the degenerate case of a single button and a number that increases, whats the difference between a clicker and a calculator? One is a device (calculator) turned into an impromptu toy and then a game by the user's intent and goal (larger number). The second, is a game proper, by the designers intent. In the degenerate case of a badly designed game it devolves into a really shitty calculator.
Likewise in the case of atmospheric games, in the degenerate case, they become mere cinematic entertainment with a glorified pause/play button.
Now while we could get into the definition of *play*, I'll only briefly get into it because there are a number of broad definitions. "Play" is loosely: freely structured (or structured) interaction with some sort of pleasure as either the primary or secondary object, with or without a goal, thats it. And by this definition you can play with a toy, you can play a game, you can play with a lightswitch, hell you can play with yourself.
This of course leaves out goals, the idea of "interesting decisions" or decision making, and a variety of other important elements.
But what makes a good game?
A lot of elements go into making a good game, and it's not a stretch to say that a good game is a totality of factors. At the core of all "good" games is a focus on mechanics, aesthetics, story, and technology. So we can already see that what makes a good game is less of an either-or-categorization and more like a rating or scale across categories of design elements.
Broadly, while aesthetics and atmosphere might be more important in games like Journey (2012) by Thatonegamecompany, for players of games like Rimworld the mechanics and interactions are going to be more important.
In fact going a little deeper, mechanics are usually (but not always) equivalent to interactions. And we see this dichtonomy arise when looking at games like Journey vs say, Dwarf Fortress. But, as an aside, is it possible to have atmospheric games that are also highly interactive or have a strong focus on mechanics? This is often what "realistic" (as opposed to *immersive*) games try to accomplish in design. Done poorly they instead lead to player frusteration, which depending on player type may or may not be pleasureable (witness 'hardcore' games whos difficulty and focus on do-overs is the fun the game is designed for, like roguelikes, and we'll get to that in a moment), but without the proper player base, leads to breaking player flow and immersion. One example of a badly designed game in the roguelike genre would be Early Access Stoneshard, where difficulty was more related to luck and chance than player skill or planning. A large part of this was because of a poorly designed stealth system, where picking off a single enemy alerted *all enemies* nearbye, who would then *stay* alerted until you changed maps, negating tactics that roguelike players enjoy and are used to resorting to. This is an important case worth examining because it shows how minor designer choices in mechanical design can radically alter the final quality of the game. Some games instead chose the cheaper route of managing player *perceptions* with a pregame note: Darkest Dungeons and Amnesia TDD are just two I can think of.11 -
Looking for a new job and it's like that toy story meme.
Shitholes. Shitholes everywhere.
On top of that most have plans to restart offices next year and some want me to relocate and change cities. But now I don't want to go to office for more than two days a week.
Sigh'1 -
The moment I knew I wanted to be a dev was very early in life, but I didn't realize it until I had gotten out of high school. My parents gave me my first computer when I was like 8 and it was my grandfather's old Windows 95 PC. I loved to play the Army Men game with the plastic figures like from Toy Story. I also tinkered around and found out how Word and some of the other programs worked. About two years later, I got his old Windows 98 PC. I continued to play around in Windows and discover some nuances of the operating system. My parents had a Windows XP machine at the time and they called me in every time they needed help. I got on their computer from time to time to use the Internet, where I discovered so many cool things. In junior high, we were forced to take a typing course where I honed my typing skills through playing games. I soon was able to easily complete all of the challenges. To understand my persona, you must know that I was bullied throughout elementary and high school. I was "the nerd" of our class and I wore that badge even with all of the negative energy that it came with. I received constant criticism, ridiculed for being intelligent (my paycheck isn't too funny now, is it losers?). I didn't care, though, my mission has and always will be to show them their wrong doing. I actually can't wait to have a reunion just to see how UNSUCCESSFUL they are. My parents didn't like my interest in gaming and technology either, but that's a rant for another day. After junior high, I wasn't exposed to much else until I got to college four years ago, where I took Fundamentals Of Computing. My professor was a true nerd (major Zelda fanatic), and he taught us how to program in Python. I began to love being able to create something literally out of nothing. He opened my eyes to a world where there was order and I could have control in a world where I've never had any control in before. Since then, I've only began to love my profession more and more. This is truly what I was born to do.
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Note: In this rant I will ask for advices, and confess some sins. I will tell my personal story- it will be long.
So basically it has been almost 2 years since I first entered the world of software development. It has been the biggest and most important quest of my life so far, but yet I feel like I missed a lot of my objectives, and lots of stuff did not go the way I wanted them to be, and it makes feel frustrated and it lowered my self esteem greatly. I feel confused and a bit depressed, and don't know what to do.
I'll start: I'm 23 years old. 2 years ago I was still a soldier(where I live there is a forced conscription law) in a sysadmin/security role. I grew tired of the ops world and got drawn more and more into programming. A tremendous passion became to burn in me, as I began to write small programs in Python and shell scripts. I wanted to level up more seriously so I started reading programming books and got myself into a 10 month Java course.
In the meanwhile I got released from army duty and got a job as a security sysadmin at a large local telco company. Job was boring and unchallenging but it payed well. I had worked there for 1 year and at the same time learned more and more stuff from 2 best friends who have been freelance developers for years. I have learned how to build full-stack mobile apps and some webdev, mainly Android and Node.js. However because I was very inexperienced and lacked discipline, all of my side projects failed horribly, and all attempts to work with my experienced friends have failed too- I feel they lost a lot of trust for me(they don't say it, but I feel it, maybe I'm wrong).
I began to realise I had to leave this job and seek a developer job in order to get better, and my wish came true 6 months ago when I finally got accepted into a startup as a fullstack webdev, for a bit lower wage but I felt it was worth it. I was overjoyed.
But now my old problems did not end, they just changed. My new job is a thousand times harder and more intensive than the old one. I feel like it sucks all the energy and motivation that was still left in me, and I have learned almost nothing in my free time, returning home exhausted. My bosses are not impressed from my work despite me being pretty junior level, and I feel like I'm in a vicious cycle that keeps me from advancing my abilities. My developer friends I mentioned earlier have jobs like I do and still manage to develop very impressive side projects and even make a nice sum of money from them, while I can't even concetrate on stupid toy projects and learning.
I don't know why It is like this. I feel pathetic and ashamed of my developer sins and lack of discipline. During that time I also gained some weight that I'm trying t lose now... I know not all of it is my fault but it makes me feel like crap.
Sorry for the long story. I just feel I need to spill it out and hope to get some advices from you guys who may or may not have similar experiences. Thanks in advance for reading this.2 -
So we got new keyboards at the office. Turns out mine doesn't register the modifier keys well, resulting in plenty of selecting and replacing text with "z", "/" or whatever key I pressed along with it. You can't believe the amount of times my new toy almost flew out of a sixth story Brussels' window in the last couple of days. Anyway, still too lazy to go ask for a new keyboard.1