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InitialsDiceBearhttps://github.com/dicebear/dicebearhttps://creativecommons.org/publicdomain/zero/1.0/„Initials” (https://github.com/dicebear/dicebear) by „DiceBear”, licensed under „CC0 1.0” (https://creativecommons.org/publicdomain/zero/1.0/)MP
magic_lobster_party @ magic_lobster_party @kbin.run
Posts
1
Comments
624
Joined
1 yr. ago

  • Well it works best if the game is actually good.

    A game that does seasons very well is Deep Rock Galactic. Each season comes with fresh new content. Old seasons can be revisited if you missed them, so no stress. The new additions to the game are permanent, which adds great variety to the missions. Progress follows between seasons, so no need to create new characters from scratch.

    Most importantly: the game is really good as well.

  • Where I’m working we’re heavily using Spark, which kind of blocks us from upgrading. There seem to be ways to get Scala 3 to work, but we also have old terribly written baggage code no one understands. Just upgrading between 2.12 to 2.13 was a journey.

  • He also showed that JavaScript has more resemblance to functional programming languages rather than object oriented ones. If you try to treat it as an object oriented language like Java (like the seem to imply), you will have a bad time.

    This has changed with TypeScript though.

  • I just want a game without the time pressure of seasons. I want to play games in my own pace. It’s hard to maintain an attachment to the character when the character “expires” once the season ends.

    I haven’t played D4, so I’m not sure how seasons are implemented in that game, but this was a problem in D3. Once the season ends there’s little reason to continue playing with the character.

  • I like Douglas Crockford’s talks about the “good parts” of JavaScript. They’re old and probably a bit outdated, but he explain quite well the history and why JavaScript is the way like it is.

    It clicked for me when I saw them the first time. Still hate JavaScript though.

  • I just want games focused on good old fashioned deathmatches. Just roam around the map and shoot whatever you see. No pressure on team tactics.

    Playing Half Life multiplayer was so fun during the 25 year anniversary.

  • I don’t think you should do LLM or machine learning stuff if you want to get software development out of the project. Mostly because most of the time you won’t do software dev stuff with that kind of stuff. You will mostly just download some off the shelf model, prepare data, tweak parameters, cross your fingers and pray for slightly better results, and repeat.

    My recommendation without knowing much about you is to make a game engine. You remove the pressure of making something practical, and can just focus on making stuff that looks cool. You can easily control the scope of the project, and you will face a great variety of software development challenges. Lots of opportunities to learn.

    And finally you will also have something that’s fun to present.