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Search - "how does c# events work?"
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I tutor people who want to program, I don't ask anything for it, money wise, if they use my house as a learning space I may ask them to bring cookies or a pizza or something but on the whole I do it to help others learn who want to.
Now this in of itself is perfectly fine, I don't get financially screwed over or anything, but...
Fuck me if some students are horrendous!
To the best of my knowledge I've agreed to work with and help seven individuals, four female three male.
One male student never once began the study work and just repeatedly offered excuses and wanted to talk to me about how he'd screwed his life up. I mean that's unfortunate, but I'm not a people person, I don't really feel emotionally engaged with a relative stranger who quite openly admits they got addicted to porn and wasted two years furiously masturbating. Which is WAY more than I needed to know and made me more than a little uncomfortable. Ultimately lack of actually even starting the basic exercises I blocked him and stopped wasting my time.
The second dude I spoke to for exactly 48 hours before he wanted to smash my face in. Now, he was Indian (the geographical India not native American) and this is important, because he was a friend of a friend and I agreed to tutor however he was more interested in telling me how the Brits owed India reparations, which, being Scottish, I felt if anyone was owed reparations first, it's us, which he didn't take kindly too (something about the phrase "we've been fucked, longer and harder than you ever were and we don't demand reparations" didn't endear me any).
But again likewise, he wanted to talk about politics and proving he was a someone "I've been threatened in very real world ways, by some really bad people" didn't impress me, and I demonstrated my disinterest with "and I was set on fire once cos the college kids didn't like me".
He wouldn't practice, was constantly interested in bigging himself up, he was aggressive, confrontational and condescending, so I told him he was a dick, I wasn't interested in helping him and he can help himself. Last I heard he wasn't in the country anymore.
The third guy... Absolute waste of time... We were in the same computer science college class, I went to university and did more, he dossed around and a few years later went into design and found he wanted to program and got in touch. He completes the code schools courses and understandably doesn't quite know what to do next, so he asks a few questions and declares he wants to learn full stack web development. Quickly. I say it isn't easy especially if it's your first real project but if one is determined, it isn't impossible.
This guy was 30 and wanted to retire at 35 and so time was of the essence. I'm up for the challenge, and so because he only knows JavaScript (including prototypes, callbacks and events) I tell him about nodejs and explain that it's a little more tricky but it does mean he can learn all the basis without learning another language.
About six months of sporadic development where I send him exercises and quizzes to try, more often than not he'd answer with "I don't know" after me repeatedly saying "if you don't know, type the program out and study what it does then try to see why!".
The excuses became predicable, couldn't study, playing soccer, couldn't study watching bake off, couldn't study, couldn't study.
Eventually he buys a book on the mean stack and I agree to go through it chapter by chapter with him, and on one particular chapter where I'm trying to help him, he keeps interrupting with "so could I apply for this job?" "What about this job?" And it's getting frustrating cos I'm trying to hold my code and his in my head and come up with a real world analogy to explain a concept and he finally interrupts with "would your company take me on?"
I'm done.
"Do you want the honest unabridged truth?"
"Yes, I'd really like to know what I need to do!"
"You are learning JavaScript, and trying to also learn computer science techniques and terms all at the same time. Frankly, to the industry, you know nothing. A C developer with a PHD was interviewed and upon leaving the office was made a laughing stock of because he seemed to not know the difference between pass by value and pass by reference. You'd be laughed right out the building because as of right now, you know nothing. You don't. Now how you respond to this critique is your choice, you can either admit what I'm saying is true and put some fucking effort into studying cos I'm putting more effort into teaching than you are studying, or you can take what I'm saying as a full on attack, give up and think of me as the bad guy. Your choice, if you are ready to really study, you can text me in the morning for now I'm going to bed."
The next day I got a text "I was thinking about what you said and... I think I'm not going to bother with this full stack stuff it's just too hard, thought you should know."23 -
Headsup: if you're making a game, or want to, a good starting point is to ask a single question.
How do I want this game to feel?
A lot of people who make games get into it because they play and they say I wish this or that feature were different. Or they imagine new mechanics, or new story, or new aesthetics. These are all interesting approaches to explore.
If you're familiar with a lot of games, and why and how their designs work, starting with game
feel is great. It gives you a palette of ideas to riff on, without knowing exactly why it works, using your gut as you go. In fact a lot of designers who made great games used this approach, creating the basic form, and basically flew-blind, using the testing process to 'find the fun'.
But what if, instead of focusing on what emotions a game or mechanic evokes, we ask:
How does this system or mechanic alter the
*players behaviors*? What behaviors
*invoke* a given emotion?
And from there you can start to see the thread that connects emotion, and behavior.
In *Alien: Isolation*, the alien 'hunts' for the player, and is invulnerable. Besides its menacing look, and the dense atmosphere, its invincibility
has a powerful effect on the player. The player is prone to fear and running.
By looking at behavior first, w/ just this one game, and listing the emotions and behaviors
in pairs "Fear: Running", for example, you can start to work backwards to the systems and *conditions* that created that emotion.
In fact, by breaking designs down in this manner, it becomes easy to find parallels, and create
these emotions in games that are typically outside the given genre.
For example, if you wanted to make a game about vietnam (hold the overuse of 'fortunate son') how might we approach this?
One description might be: Play as a soldier or an insurgent during the harsh jungle warfare of vietnam. Set ambushes, scout through dense and snake infested underbrush. Identify enemy armaments to outfit your raids, and take the fight to them.
Mechanics might include
1. crawl through underbrush paths, with events to stab poisonous snacks, brush away spiders or centipedes, like the spiders in metro, hold your breathe as armed enemy units march by, etc.
2. learn to use enfilade and time your attacks.
3. run and gun chases. An ambush happens catching you off guard, you are immediately tossed behind cover, and an NPC says "we can stay and fight but we're out numbered, we should run." and the system plots out how the NPCs hem you in to direct you toward a series of
retreats and nearest cover (because its not supposed to be a battle, but a chase, so we want the player to run). Maybe it uses these NPC ambushes to occasionally push the player to interesting map objectives/locations, who knows.
4. The scouting system from State of Decay. you get a certain amount of time before you risk being 'spotted', and have to climb to the top of say, a building, or a tower, and prioritize which objects in the enemy camp to identity: trucks, anti-air, heavy guns, rockets, troop formations, carriers, comms stations, etc. And that determines what is available to 'call in' as support on the mission.
And all of this, b/c you're focusing on the player behaviors that you want, leads to the *emotions* or feelings you want the player to experience.
Point is, when you focus on the activities you want the player to *do* its a more reliable way of determining what the player will *feel*, the 'role' they'll take on, which is exactly what any good designer should want.
If we return back to Alien: Isolation, even though its a survival horror game, can we find parallels outside that genre? Well The Last of Us for one.
How so? Well TLOU is a survival third-person shooter, not a horror game, and it shows. Theres
not the omnipresent feeling of being overpowered. The player does use stealth, but mostly it's because it serves the player's main role: a hardened survivor whos a capable killer, struggling through a crapsack world. The similarity though comes in with the boss battles against the infected.
The enemy in these fights is almost unstoppable, they're a tank, and the devs have the player running from them just to survive. Many players cant help but feel a little panic as they run for their lives, especially with the superbly designed custom death scenes for joel. The point is, mechanics are more of a means to an end, and if games are paintings, and mechanics are the brushes, player behavior is the individual strokes and player emotion is the color. And by examining TLOU in this way, it becomes obvious that while its a third person survival shooter, the boss fights are *overtones* of Alien: Isolation.
And we can draw that comparison because like bach, who was deaf, and focused on the keys and not the sound, we're focused on player behavior and not strictly emotions.1 -
Incoming rant.
I have 4 years professional experience at a small shop working on a web application for property and liability insurance. The application is ASP.NET with C# as the code-behind. I have a BCS and will finish my MSIS fall 2017. I have no idea why I have the degrees. I know that when I enrolled, it seemed like they would be a nice addition to an otherwise empty resume. I was lucky enough to land my first and only development job during my sophomore year of my undergraduate program. Is this enough experience to land a new job?
I feel like I'm learning nothing at my current job. The specs that come in seem very vague to me. When asked for clarification, there is often push back, and I don't know whether that's because I don't have enough experience to parse what the client means in the two sentence spec I got or if it's because the client does not actually know what they want.
I hate my current job. My productivity is low because I spend more time trying to figure out what the client wants and analyzing an 8 year old system that has 0 documentation. I know some of you will just say, "Suck it up" at this point, but I really want another job. The only thing I like about this job is that it's 100% remote. It also pays $60k a year, so a replacement should be at least that salary.
Most postings I see require professional experience of 5 years or more, and knowledge of other frameworks. I can work on getting knowledge of the other frameworks, but will have no professional experience with them. I don't live in an area with a lot of software development jobs, and the ones I see are for non-IT organizations that want 1 person to run a distributed system from 10 or more locations. A hospital system out here wants to pay $30k a year for a guy to be both software developer for new tools as well as the helpdesk and IT support guy that's on-call for four locations in the county. I made more than that before I got into the development industry, for less work, and would rather leave than settle for something like that.
I've thought about moving to somewhere near San Francisco or San Jose, but I have my daughter to think about. I have joint custody of her, and would have to give that up in order to move out of the county.
I like programming and using it to solve problems. I like designing architectures and how all the components will interface. I like designing and normalizing databases. I like taking part in coding competitions for employers that are well-known (Amazon, Facebook, Uber, Twitch, etc.), even though I often just place middle of the pack. When that happens, I feel like I'm an imposter in this industry.
I think I have the most fun just working on small projects for personal use. My latest is an assistant calculator for the game Transport Fever to figure out cargo throughputs per annum based on the in-game timing information. Past projects have also been small. Ones I could use in a portfolio are a sudoku solver desktop application, PC/Web game in Unity that is a 3D FPS remake of Duck Hunt that allows open world exploration but locks the camera's viewpoint for shooting events, and a building assistant for Rome II: Total War that maps out all the bonuses/perks of user-specified building combinations in provinces so users can record their long term building plans without using all their turns to see the final results.
I seem to be an unproductive, average developer who dabbles in projects here and there.
This is what I want from other Ranters. Just say something. I don't care if it is, "Suck it up and get better." It could be your tips for finding and securing a new position. It could even be empathy, if such a thing exists on the Internet. Whatever you want, just say something that will help get me thinking of what the next steps in my career should be.1 -
I was watching an Ancient Aliens episode called "Beyond Roswell". The show described the idea of some of our tech being seeded slowly by introducing alien technology to specific companies. They suggested that computing technology has advanced very fast and introducing this tech could be part of that.
At first I was kinda pissed about this. I have read about the creation of the first transistor back in the 40s or 50s. WWII really advanced our need for computing devices such as what Turing built. Then I realized a lot of the explosion of computer tech did occur after key ET events. This kind of made me wonder how much is "us" and how much is ET tech. I also realized it can take a lot of effort to understand something really advanced. So reverse engineering can take a LOT of effort to figure these things out. Being seeded by external tech does not take away from humans at all.
A parallel to this is a programmer that learns how to use a C++ compiler. They could go their whole career without ever understanding how the compiler itself is doing its job. I find myself wanting to learn how compilers work and started down this path. I look at the simple grammar I have learned to parse. Then I look at the C++ grammar and think "How can I ever learn to do that?" So I see us viewing potentially advanced things and wondering how the heck can we ever learn to do that. The common reaction when faced with such tech would be disbelief and in some cases ridiculing the messenger. When I was a kid the idea of sending a picture over a phone was laughable. Now this is common and expected. It was literally a scifi concept when I was a kid.
So, back to the alien tech. I am now thinking it would be cool to be working with alien technology through computing. This is like scifi stuff now! So what if what we have was not all invented here (Earth). If anything this will prepare us programmers to get jobs working for alien corporations writing ship level programs and brain interfaces. Think of it as intergalactic resume building. 😉