i’m lizard 🦎

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Joined 1 year ago
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Cake day: June 15th, 2023

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  • If you’re a gamedev trying to make a decent mobile game, you’re competing on all the usual fronts like price and perceived quality, but competing for attention has gotten a whole lot harder when [arbitrary card game] has a hour of dailies, [arbitrary gacha game] always has a special campaign going and [arbitrary fake gambling game] is about to have its battle pass end and they’re only halfway through. And that has gone up by so, so much over the past decade. It was never good but it’s gotten absolutely egregious. At this point, even any generic snake clone will have a battle pass.

    Every person that ends up committed to a couple of those long-term-commitment games ends up having much less time for other games. And they make a lot of money, which means they also end up having a hell of a marketing budget.





  • Unfortunately, it’s definitively an instance of intentional design. This whole consent dialog thing became a booming “consent management platform” industry. Many of them advertise better acceptance rates than the competition, or used to but have removed those claims in more recent times now that the big GDPR boom is over.

    This particular dialog is TrustArc, who are infamous. At one point they defended it with a “well, we gotta retry if it fails to make sure your preference is expected, and we can’t know if your adblocker is causing it to fail or if it’s just a fluke”, which is one of those things where they say something that’s not totally wrong but you know they’re lying through their teeth.






  • I don’t think Factorio is suitable for a first-time gamer. The way the inventory, hotbar and the map work aren’t immediately obvious if you’ve never played a game. If you do try, at least turn biters off. The time pressure that’s added by having to set up defense would be difficult enough to handle, but offensive combat is quite the struggle if you’re still trying to learn basic gaming controls. You’d be dealing with things like swapping hotbars to one with grenades & stuff, control schemes changing the moment you get into a vehicle and weird targeting quirks. And by the time you get to trains or advanced oil cracking quite a lot of people tend to drop off the game in general.

    I’d start with something like Minecraft on peaceful difficulty, then give easy or normal a try after a couple of hours if that goes well. Peaceful leaves time to learn all the basic controls and is fun enough to run around in by itself, and you’re not going to get blasted by a creeper that fell behind you.


  • It’s difficult because you have a 50/50 of having a manager that doesn’t respect mistakes and will immediately get you fired for it (to the best of their abilities), versus one that considers such a mistake to be very expensive training.

    I simply can’t blame people for self-defense. I interned at a ‘non-profit’ where there had apparently been a revolving door of employees being fired for making entirely reasonable mistakes and looking back at it a dozen years later, it’s no surprise that nobody was getting anything done in that environment.







  • You can hardcode a specific version of nixpkgs, instead of a branch. With the new Nix CLI & flakes enabled you can do something like this:

    nix run "github:NixOS/nixpkgs/b4372c4924d9182034066c823df76d6eaf1f4ec4#cowsay" "moo mooooooo"
    
    

    That’s the commit I’m seeing for nixos-23.11 today, and it should still give you that exact version of cowsay years from now.

    Of course, the better option is to make a dev shell with flakes. Flakes come with a lockfile builtin that accomplishes the same effect, and there’s no problems having different projects on different lockfiles/versions. It’s a bit more work to learn, the Zero to Nix tutorials are pretty decent at teaching and come with examples though (ultimately most things are ~30 lines of boilerplate and a list of packages that you want).