Your comment brings a smile to my face
Your comment brings a smile to my face
I'm currently trying out a new behavior trait: "going back to the way it was before." Sounds exciting, huh. Color me Facebook-less since 1.5 months and frankly, this is the first time since I feel the need to actually share something.
Truly sorry to hear about all of you losing a good friend. Sad. Take care of yourself.
I don't expect anything from this site, this post, or you.
The only thing I offer is a gentle "Hi."
Yes. 2 more years of silence. I'm sure that time brought you various experiences of the short span of time we get to enjoy on this blue sphere, as it did for me. Like solving a giant puzzle game, with the solution running away in ever more dimensions with every step you take. Frustrations, yes, but no regrets, and rewards that warrant the journey.
Actually this kind of 'disaster' cancelling occurs quite often in other companies as well. Typically it goes something like:
The company reaches a point like: "We made a few games, we know our trade, we have the cash, now let's do something interesting." Then they throw all their best ideas onto a huge pile, and the game-design sanctioned people try to make sense out of it. At this point, a lot of creativity is already out of the door, since of course, the huge undertaking has to play safe ball to ensure success, and who knows better than anyone else how huge games work except game designers, right? In parallel, work starts on pre-production, concept art, prototyping, level design, game play mechanics, effects, you name it. After a while, it turn out that the really fun bits are not fun at all, no matter how much you tweak them, and everything starts to look like a tech-demo, because everyone is focusing on just a small fraction, and there's no coherence whatsoever. How could there be. Of course by then we're 2 year after the project starts, and canning it is starting to sound expensive. In the end, it comes down to a financial gamble: releasing crap can mean the end of the company (ahum: Destiny). You can sell crap once with success and maybe break even or profit, but you shit most of your loyal fans in the face, and usually they tend to not take that lightly. Or you can cancel, and swallow the loss and work on something that holds the promise to bring more grit (of which, of course, there is no proof yet).
If there's one team that has the money and the minds to work on very ambitious projects, it's Blizzard. And apparently the teams values their future productions and fan-base as more important than selling Titan. That said, Titan did look impressive from the setup, so I hope the tech and team survives.
It's nearly the end of the year. I noticed I average about a post a year now on this once so fantastic news site that I barely check up on these days. I haven't seen the oodles of good posts that whooshed by, nor have I seen the inventive new types of trolls that lurked here since when I was in University. That's a perplexing 10 years ago by now.
Watery steps across the sky,
drops of naked new surprise,
smiled into the megaphone,
home onto my mind's throne.
Excited! That's the word.
It has that funky flavour of good vibes, but it also contains that aftertaste of some lesser vibes. It has Obama making us forget previous steps in the evolutionary chain, it has economic meltdown, it has a planet with a weather fury, it has outrageous coding pleasure as well as millions of unpaid hours of monkey work. It has a whole new world and a new fantastic point of view. And it has Isabelle, a girl I will marry in about 1 month!
Not wanting to start a war on anything:
I fully agree with the argument that professional development applications such as 3DMax still have not cut it into the UX realm, except from the usual suspects like Gimp and Renderman. Developing games for other platforms could easily be supported on Linux - ps development - if only the tools were up to par. Meaning: saving time rather than costing it.
That sort of givens automatically drive your decision making process as to what platform you'll be using when developing games. There are alternatives. Like there are alternatives in choosing your workforce, or spending lots of training to convert to Maya or Houdini, but that is not the cheaper solution, and it kind of voids the whole argument.
That said, I really think most of the arguments are really quite minor, except for maybe 1: a regression suite that can detect hardware incompatibility problems.
Another one that would be easy to come up with is a test-suite that streamlines the development of application configuration through both command-line and GUI. Helpful, but not crucial.
Reading the other items, I had an idea: What if distro's refer to a sort of xml configuration file with a shared / common format that specifies how exactly each distro has to set up it's files and dependencies, such that such configuration grief and the fact that 'each distro organises things differently' could be overcome in true linux style: maintaining uniqueness of the software (kernel) AND being flexible about the details (data).
All yours for the bashing..
All constants are variables.