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Search - "scouting"
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Someone wanted to test if the I-Scout game was capable of preventing SQL injections 😂😂
The I-Scout game is by the way an indoor and outdoor game for scouts all over the globe..2 -
I was drunk at a party and so was this guy, that I knew from scouting and who knew that I was capable of programming, even tho he very clearly disagreed with my choice in language.
We started talking about this new system that we (all scouts in Denmark) have to use and he told me how his work was affected by the fact that this systems API is the purest of shit.
He told me that he would really like someone to help him with his work, cause right now he was alone. They were looking for someone new, but for some reason the boss wanted a new guy to have 5 years of experience in Java... Which they don't use.
So he got my information and would put in a good word for me -
So today I arrived on Ireland to hike for three weeks. Tomorrow I'm heading out together with one single other scout to walk 160 km from point A to point B, both of which are unknown until the minute we start. I'm not quite sure how much internet coverage I'll have, so perhaps there won't be so much ranting, commenting and ++'ing. Sad to leave for almost a month with just a couple of hundred ++'s left to reach the magic 5 digit score. Well, anyways. Unless I appear earlier, have a nice few weeks!5
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DevRant MeetUp in Nijmegen 4th Jan'20:
I'm goin' scouting this Sunday.
Got six locations to check for compability.
Lots of coffee, tea, beer, wine and such to evaluate. Btw : what's our price level? Medium?
Anyone in for culture, arts or even partying?! =)
Cheers!11 -
It's great when you see your position being recruited for and after 2 months of scouting management still can't find someone better.
Hate me all you want I'm still the best you've got and apparently the best you're getting.
What are they going to do when I tell them I'm done after this project 😂🖕💯3 -
>"We need this project finished for tomorrow"
<"But we don't even know what the client wants for parts X, Y and Z"
I'm currently in a sinking ship of a company that has no proper project management or documentation. Requirements mutate with the lead manager's biorhythms and all projects are delayed because he's incapable of scouting or retaining talent.
Unless I've misread their financial situation, I don't think they'll stay in business throughout the year without some major restructuring.2 -
Be me, get a consultant job, go to a supposedly great client that has fame of getting scouted by Google. (attn: I doubted all this shit before I started)
Learn the basics by a awesome mentor and trial/error stuff at the same time to get the hang of things, after that was done, I noticed there was no documentation whatsoever, code is spaghetti and your documentation, good luck!
Royal spaghetti, you can't make heads or tails of it, dev code in production, empty try/catch blocks, empty statements, if (true)... (incl. their core classes)
Keep in mind this is a multi milion dollar company...
Someone please understand my pain...6 -
So I've been on one of the biggest scouting camps of Europe this weekend reading Devrant a lot... Why is this app so addicting.2
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!rant
Fewd! on devrant meetup Nijmegen Jan 4th '20
Referring to https://devrant.com/rants/2341210/...
Been scouting restaurants and cafés last sunday. Nine candidates, from collab spaces, bars to restaurants.
We have a city centre at hand.
Whereas three collab spaces been closed (Sunday) and won't open within our desired times. The 'coffee lovers' is a minimalistic bar at the city's public library, not explicitly offering space for meet ups. And the Honigs' house coffee bar does only serve business hours.
Three remain on my short list:
- Cafe Jos meesterschenkereij
Snacks, beer ( 80+++ brands) and whiskey, very cosy, 15min simple public transports.
- eetcafe goed volk
Vegan food, wine, classy, 15min simple public transports.
- Cafe Faber
Rustical, beer n standards, built for tall peoplere, total city centre.
All three can specially accommodate us that evening.
Anyways. The city is full of bars n stuff.
I'd like to side our choice with a survey (scientifically personal data friendly) :
https://terminplaner4.dfn.de/AMGaFX...10 -
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 -
Anybody tried the Work Cafe by Santander? I was in Warsaw Poland on semi vacation/scouting exercise. I had half a days work to do so I visited one of these work cafes. Very impressed! Free desk, free power and free fast wifi, they even gave me a free coffee cis i’m a santander customer in the uk. Stay as long as you want, they even have sound proof phone booths and a number of rooms to have private meetings that you can book in advance. This is so cool and something that will be great when I eventually move there. Anybody else have them in their city? Well don Santander!2
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They asked me to maintain the site from our scouting group.
Now all these people think I'm a God, it have to admit it feels good. -
Dont be that guy, ok. Just clean up your shit and don't let shit go through you.
I will git blame you. I will judge you.
#leaveitbetterthanyoufoundit2