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Joined 6 years ago
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Cake day: May 31st, 2020

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  • Ephera@lemmy.mltoGames@lemmy.worldPet Peeves with Games?
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    9 hours ago

    I think, this was on my mind: https://pt.mezzo.moe/w/waYE4NkZGpqQ9qpW1th1ga?start=15m10s

    I don’t know, with this example in particular, I find it quite disruptive, too, that there’s explanations of the game mechanics and then the character barges in with some funky expression and some rhethoric question à la “And then I’m that thing?”. Yeah, dude, did you not listen to the tutorial ghost explaining that just then?

    In fairness, this is a game that’s pretty much story-first with a bit of puzzling in between. And it was only that Let’s Play that I saw; I would’ve almost certainly skipped that game, if I came across the store page, since I assume, it would’ve been obvious that it’s a story game.
    Well, and also in fairness, this is a pretty fringe game. There’s a decent chance that it isn’t considered ‘good’ in other aspects either.

    In general, I don’t want to be too critical. Not every game has to be for me. Well, most don’t have to be, since I don’t play an insane variety of games to begin with. But yeah, still just wanted to throw that into the conversation as a pet peeve of mine, since there’s (perhaps less egregious) examples of that in a variety of games.


  • Ephera@lemmy.mltoGames@lemmy.worldPet Peeves with Games?
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    23 hours ago

    I think, you’re perhaps conflating story with gameplay here? I do think, it’s good to incorporate the tutorial into normal gameplay. So, you start playing the actual game right away and get told the controls as you need them. And sure, if it is a story-driven game, that probably means there has to be a story segment before all that to explain why you’re starting on this journey to begin with. So, I’m not saying I want the tutorial to be an entirely separate thing, like it typically was in the 90s.

    I’m mainly just complaining about when it’s too intermixed, because I’d like to be able to skip all the text boxes where they’re rambling about the story. If they switch mid-sentence to explaining what you’re supposed to do and what buttons to press, then I’m likely to miss that while skipping through the story bits.
    Preferably, there’s a separate info box on screen after the dialogue ends (which is a good idea for several reasons), but it could also just be highlighted, if they want it to be within the dialogue.



  • Ephera@lemmy.mltoGames@lemmy.worldPet Peeves with Games?
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    1 day ago

    I really don’t like when games intermix tutorial with story. Unless the story is the main attraction, I cannot get myself to care for it. And then having to click through tons of story texts to pick out the tutorial parts, that is just cumbersome.

    I also have to say, though, that it really doesn’t help my immersion when the fairy, that just told me she’s from the clan Uhgaloogah, then tells me to press the X button on my controller.
    If you put in a lot of effort, you can make it credible that the controller is part of the game world and the fairy would know the buttons. But most games do not put in that effort. And then, IMHO it is a lot less immersion-breaking when the game just shows an info box, where we both know that it isn’t part of the game world.


  • My problem was that “Albert Heijn” is a dude’s name. It does not exactly scream “we’re talking about a real physical building”.

    For all I knew, the impossible problem we’re solving could’ve been on a mathematical plane, named after mathematician Albert Heijn. “Sweeping” just as well can be used in an abstract sense.

    Obviously, I did think of physically sweeping a physical floor first and foremost, but especially with the rest of the blog post being so entirely abstract, I had doubts on that for far too long, which did not make it easier to understand.



  • If I could find something that offers a “run this cli command on file saving”, that’s really about the biggest requirement I hope to have in place.

    You can do that via CLI, too, by the way. You can watch your source code directory for file changes with entr: https://manpages.org/entr
    Make sure to see the examples at the end of the man page, since usage isn’t entirely obvious…


    And if you want KDevelop without being so focused on KDE development, then that’s basically Kate: https://kate-editor.org/
    If you install the LSP servers for your toolchain (and check that Kate auto-starts them), then it can assist pretty well for different programming languages (i.e. virtually indistinguishable from VSCode, as far as I’m aware).













  • Yeah, the latter is certainly a big part of it. The way to make it compile-safe is to use macros to generate code, so that my users can write e.g. Package::my_frontend.version and that gives them the version of their frontend package.
    Writing such macros, i.e. writing code to generate code, is certainly something I haven’t done a ton of yet, because you practically cannot justify doing that in an application codebase, only in a library, so it is new stuff that I learn.

    But well, you did already call it a “nice abstraction”, which is another big part where my excitement comes from and where I think, the special nerdery is necessary.
    Others might build projects which are visually tangible, like a sexy GUI, or which do something tangible, for example a colleague (who I will absolutely not deny his own special nerdery) is currently building a driver for a motor. If that driver works, you can see a motor moving in the real-world. Even non-nerds can at least tell that something is happening.

    But with my project, my success is that you can write Package::my_frontend instead of Package::from_str("my_frontend")?. And that if you rename the package to super_duper_frontend, that the compiler will tell you to fix the code rather than it only breaking once you actually run the build code for the frontend.
    No chance of explaining to non-coders why this is exciting or even just when you’re successful.