« first day (2813 days earlier)      last day (2209 days later) » 

12:00 AM
@Sie Any decent company will have code reviews to make sure it's up to certain standards. If you show you can learn and are open to constructive criticism, you'll keep your job and grow within it. No one is perfect and I often find some code I wrote 5 years ago to be bad sometimes.
And TBH, you can write spaghetti code to make something work. The next step is to clean it up; so if you currently have a project that is full of spaghetti code, it's a nice exercise to clean it up.
 
but if you wash spaghetti you'll ruin it :'(
 
@Sie actually you could turn it to your favor - save a copy of the old spaghetti version. Then take a copy & refactor it into something cleaner. This way you can not only show off a game in your portfolio, you can also give an example of taking something that works & making better. For bonus points, use version control as you do it.
spaghetti is fine, even if you wash it. just don't sneeze - you'll lose the meatballs.
 
@ChrisMcFarland "I'm a hardcore coder, I code spaghetti style!"
 
Part'ner, I reckon this GOTO statement ain't big enough for the both of us.
You best RETURN home now.
Elsewise I might have to POP this here stack.
▲╒⌐╜░₾ₑꜞ segfault @ 0xD34DB33F ranch
 
12:20 AM
ranch dressing doesn't go with spaghetti though
lines of code aside, I have over 500 script files :'(
C# file soup
 
 
1 hour later…
Sie
1:50 AM
I have no idea why but for some reason I really have this weird fascination with Renderware. I kind of want to play with it even though its old and outdated.
 
 
9 hours later…
11:11 AM
@ChrisMcFarland That's not necessarily a bad thing, as long as you can easily show the function of each file.
 
yea, that's the idea
there's just so many x_x
 
user92578
lol
 
user92578
C++ has header files too
 
But I've worked with coders (in an IT job) who would completely rewrite code for a different parameter rather than either copy and paste the code or write it with parameters in the first place.
I really don't miss that job.
 
yeahhh it comes down to time and effort, what's worth more, me writing a new param and a simple if statement, or doing a full extended class with virtual/overrides
is it really gonna hurt me if a class sits in memory with a couple of unused fields
 
11:20 AM
Only if you have a lot of them and memory is big concern.
 
switch statements, if statements, virtual/overrides, interfaces, classes, enums
so many choices for any given task haha
yea
 
And if it's different functionality, inheritance probably is the right thing
Though I don't mind using factory functions and delegates for setting functionality. I don't know if that's good or bad.
 
it gets fun when you want to deserialize an extended class from disk
"which type is this again? what method do I need to call to ensure the first byte is read and cast correctly?"
 
I've never gotten far enough in a project to deal with that...
 
I don't know enough about saving data to actually worry about that :)
 
11:34 AM
:D
started to re-implement pinwheel traps today, feels like a wholesome dungeon again
but now it's time for bed z_z g'nite
 
Wow. Good night. (Even though I was really about to say " Good Morning")
 
user92578
cool!
 
@Tyyppi_77 how has your development been going on? Are you still working on Gun Hero?
 
user92578
Yeah I am, I haven't really gotten anything done this week though, I've had a lot of school work plus may day is coming up which is a really big student holiday here, so I've been attending a lot of events hosted by my uni guild so that I get enough freshman points to get my uni student cap on mayday
 
points are life
good on ya
 
user92578
11:41 AM
I do have a GunHero update mostly ready, I just gotta make myself test it thoroughly and I also want to put out a closed beta soon
 
Nice.
 
11:53 AM
For using a struct for vertex data, is it better to have it include all the info or is it ok to encapsulate those inside other structs?
 
 
2 hours later…
1:40 PM
@Sie How will this impact releasing the Vertex whisperer? :P
 
 
3 hours later…
Sie
4:16 PM
Badly probably lol.
Does anyone here actually write up their own design docs? I do just so I have an idea of what I want to do/plan to do.
 
@Sie I think lots of people just use a list software to plan their features (like Trello).
 
Sie
4:41 PM
Huh. I usually write mine all on paper.
 
@Sie I don't have a design doc per say, but I do use Zim desktop wiki to organize my progress & thoughts on features, etc.
too fussy to backup paper to a secure site
also, too easy for papers to get recycled into art projects by the kiddos
 
@Pikalek Ah, mine would probably chew it. Ya know, the classic excuse of why you did not do your homework...
 
4:59 PM
I use paper for temporary stuff though - quick diagrams. Debugging stuff. I also use it for times when I'll be AFK.
 
@Pikalek I sometimes take a picture of the thing I drew on paper and upload it in the cloud..
 
Sie
I like paper as I find it easier to draft levels and concepts that way.
I've tried level designing with things like Photoshop or Gimp and even paint but they are too clunky when compared to paper.
 
Ah, yeah, designing level is better done on paper first, I think.
 
5:30 PM
My project uses PCG for the levels, but when I need to mock something up I use a combination of Tabletop Simulator, Duplos & Lego CAD.
 
user92578
6:05 PM
I'm not a fan of using paper to level design; IMO one should use a tool that allows you to iterate fast enough that paper is unnecessary
 
^
 
6:47 PM
@Tyyppi_77 I think it's very context dependent. I do agree that for the purposes of prototyping, you should select a tool that allows you to iterate as quickly as possible. I think with paper, there's this possibility for the document to exceed its intended level of importance.
Unless I need something like graph paper, 95% of the paper I use is single sided rejects rescued from recycling boxes. It's already half gone & not intended to impress anyone, so I'm far less likely to polish the ideas I put on it. But I'm usually not doing level design on them to begin with.
 
@AlexandreVaillancourt I design levels on paper so much, yet they never come out that way :)
 
@TheMattbat999 that's probably a good sign, well, unless it's a tabletop game..
 
@Pikalek no. Just computer games. Like when I was designing my town's layout, nothing came out the same. NOTHING I TELL YOU NOTHING.
When I draw stuff out, it is usually just a general idea.
 
7:15 PM
Illuminati might be reseeding your rng...
 
@TheMattbat999 Well at least you have a plan :P
 
Sie
7:50 PM
@Tyyppi_77 I don't out the entire level but just sort of an outline of the big picture of it.
 
8:09 PM
@AlexandreVaillancourt kinda. Not a full out plan, but an idea... the town itself is coming along though. Got 2 shops, a house, a wizard tower, and the Count's Castle.
 
nwp
@TheMattbat999 If you got it right the first time there wouldn't be a point in planning :P
 
@nwp well, it turned out good either way.
 
8:48 PM
Also, does anyone know where @DukaZhou has been?
 
Sie
I think I might just put the edge manipulation, and face manipulation features on ice for now. I mean realistically the only shapes that would really make good use of it are the cube and the rectangular prism.
 
9:22 PM
@Sie I use design docs
but the scope of the doc should suit the purpose
like, the final doc probably gets created after a lot of prototyping and iteration
if you want direction, you need to take your big design points, which may or may not be in docs, and break them down into small tasks (this is what trello / asana / jira etc can be good for)
 
9:38 PM
@TheMattbat999 Just crushed, crushed, crushed with the M-game project! (Doing my first formal lecture at a middle school in a couple of weeks. All part of the plan to get to that next generation of players before they waste years of their life on a "2nd millennium" game like Chess ;)
but you can always ping me. Even when I'm not here, I check in on AI chat regularly.
 
10:27 PM
@DukeZhou nice. Development of Crying Moon is coming along. I got the first town almost finished, some basic quest, and a few dungeons with enemies.
Also got basic merchant systems and stats figured
 
Sie
10:49 PM
@jimmy Good points.
 
Also, watch out for those little kids. If they are anything like the ones at my school, be ready to dodge rubber bands and pencils.
 
Sie
I really wanted to do like a sort of semi-open world but I think that will take up too much time. Maybe I should for ye olde lab room esthetic like Portal. Thoughts at @Almo?
 
What is semi-open world?
 
Sie
Appearance of an open world but not a true open world.
 
@Sie Like Dark Souls 2 or Resident evil 4?
 
Sie
10:58 PM
Like Dark Souls 2? I guess. Think of like Super Mario 64. The levels look big but they aren't really that big.
 
So... almost Call of Duty like levels, but freeroam?
 
Sie
Kinda ya
 
so the main difference between semi-open and Portal is that the player is allowed to go back to an older level instead of the magic-elevator-to-next-level
 
11:15 PM
What is the game about?
Or are you wanting to start at a game style and work from there?
 
Sie
It's a puzzle game that involves manipulating shapes.
 

« first day (2813 days earlier)      last day (2209 days later) »