git checkout ma<tab>
mai_new_chenges
march_deploy_second_final_final_fixed
main_fixes
mast_not_farget_to_delete_it
git checkout ma<tab>
mai_new_chenges
march_deploy_second_final_final_fixed
main_fixes
mast_not_farget_to_delete_it
You mean “I just sent you zip file with my new changes via email, get fucked looser”?
zsh: command not found: rekt
Afaik, Sweden has basically 3 tears of income 0%, 32%, 32+20%. 60k is way into third category.
If you compare it to the European levels, it’s like a entry level for an IT specialist, and people absolutely make way more later in their careers
60k sek is about 5k euro right? Seems like a low salary for a devops tbh
By fun I largely mean “brings positive and meaningful experience”
And the only metrics here would be “is the game fun” in the end. Is exploring barren planets fun? Good. Is it not? Then it doesn’t matter that real life Mars is even more boring
can depict planet being a barren rock and can be fun.
And that will be good then. My point was, that games should sacrifice realism in favour of fun and criticism of “yeah it’s boring, but it’s realistic” is fundamentally wrong.
The point of a game is to be fun in some sense of the word, not to depict Mars as scientificly accurate as possible, unless it’s Scientificly Accurate Mars Simulator.
If the planneta are boring, then the game about exploring those planets are probably failed at being fun, and that’s kind of irregardless of what people want.
Personally I would like all the games to be good, for example.
That’s considered incredibly rare
And again, Larian Studios used EA as intended, which allowed them to publish a good, polished game.
Elongated Muskrat has very little to do with the inner works of the company now. Even in the heights of his involvement, by his own account, his input was tangential at best, like “we make expensive car now, use this money to make cheaper car” and “we call it x because x is the best name ever”
Depends on how weird of a bullshit you’re doing and what engine are you using, but sometimes it’s even easier, you just use the readily available module.
As for the second point, you avoid it by giving the user control on when they save, you allow them to save unlimited amount of times, and you do some autosaves here and there. We have this technology since forever, we just never used it on consoles before because hard drives for it were expensive
It was tricky when the hard drive space was limited. Now we have basically free SSDs and saving the game is just the nature of serealisation of all the data. You don’t have to write your own solution even, it’s all was figured out decades ago
I really wish to work in a team where people have naming conventions for branches that are concerned about stuff like that. Must’ve been a nice place to work at.