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Joined 9 months ago
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Cake day: February 13th, 2024

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  • That’s why customer goodwill is so important. It can save you from doing a major mistake simply by the fans still buying the next game out of support for the studio.

    Also, the “if we don’t get funded” message rubs me the wrong. It feels like an appeal to emotion rather than an honest message. Something along the lines of “we’ll continue looking for funding, though the project will be put on hold” would feel more genuine without tugging on heartstrings.

    Let’s see how their new game idea works out. Honestly a prophunt horror game seems interesting, but I feel it’s pretty much done to death by free mods/gamemodes already.



  • Ome thing I don’t quite like about kitchenowl is how the grocery list doesn’t really seem to allow entering amounts of stuff, which is especially annoying when you try to shop for ingredients for a recipe. Otherwise it’s a phenomenal app in terms of unifying cookbook recipes as well. The autosummaties also work quite well, it seems.



  • Based on what I heard it was mainly cost vs benefit. It was mainly an expensive gimmick, as not only you had to buy more expensive equipment that had its limitations (expensive glasses that had to synchronise with the TV or very narrow fields of 3D), but also had to have channels with 3D (which might’ve cost extra) or more expensive media that was capable of delivering 3D.

    While streaming could have been a contributing factor, due to it killing traditional TV channels and basically DVD sales, it seems that overall 3D cinema declined very fast as well. This is probably because how expensive it was for both cinemas and production companies, and production companies often resorted to cheaper alternatives rather than equipment that would actually film in 3D, leading to a much less satisfying effect. So as the 3D effects got shallower, the whole gimmick in theaters died, and probably the whole 3D fad.



  • What I experienced is that Snaps/Flatpaks that contain X11 apps will behave very oddly in a Wayland sessions, at least with NVidia GPUs.

    Using distros that still use X11, like Linux Mint, seems to help a lot.

    One thing I will commend Snaps/Flatpak for however is bundling dependencies, especially deprecated ones. I spent DAYS trying to install an older version of .NET framework that’s no longer supported to get a game (Vintage Story), but to no avail. With the appropriate Snap/Flatpak it worked first try, well, once I found the distro that doesn’t have the X11 problem that was previously stated.


  • What makes it worse is that, as far as I know, the players trying it actually like the gameplay, but found the game itself to still be dull. The entire gameplay apparently was made solely on market analysis, with very little individual development taking place.

    I think this highlights an interesting phenomenon also seen in “The most wanted song” and “the most unwanted song”, two songs made by scientific research of people’s preferences of music, where “the most wanted song” sounds nice, but is rather bland whereas “the most unwanted song” sticks out much more, a trainwreck you can’t look away from, and is a good song in the same way “The Room” is a good movie.

    It seems it’s the flaws, the impurities, are what make games more interesting, more fun.



  • He actually considered abandoning the projects multiple times, mainly by hoping for a sign of God. However considering that none of his customers ever questioned the behemoth of a vehicle under a tarp and nobody told authorities about his strange behaviour, he saw it as God giving him the OK, as in his eyes, God would’ve acted upon his risky maneuvers to get caught.

    Dude really tried his best to convince himself to stop, yet Lady Luck seemed to have wanted otherwise.

    It’s also a miracle that he didn’t hurt a single soul, other than himself.







  • I should have elaborated on it a bit more, my bad.

    While it’s true that DDoS is more of an active technology rather than a CYA thing. It does however also act as insurance when it comes to the “blame game”: if your site goes down it’s not your fault but the provider’s fault, meaning you might be able to recoup lost profits through a lawsuit.

    Of course the only way to avoid this for the provider is to provide better and stronger systems, which normally would grow homogenous through more customers and/or growing fees for all customers, which would pay for better capacity and stronger protection by itself.

    However here we have a client that is a high value target that others might want to take down at all costs. Even if they didn’t sue, a strong enough attack might, alongside naturally expected DDoS on other clients, not only take down this customer’s server, but others as well, which really isn’t something you want, for the reasons stated above. And rapidly increasing security could be not worth it, as it could devolve into an arms race by proxy with a high risk of the customer leaving if you raise their fees to much, leaving you with a system which’s maintenance will now dig into your profits due to a lost big income stream, or make other customers leave if you raise the general fee.



  • I think the main problem is that people try to shoehorn OOP mechanics into everything, leading to code that is hard to understand. Not to mention that this is basically encouraged by companies as well, to look “futuristic”. A great example of this approach going horribly wrong is FizzBuzz Enterprise Edition.

    OOP can be great to abstract complex concepts into a more human readable format, especially when it comes to states. But overall it should be used rarely, as it creates a giant code overhead, and only as far as actually needed.