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Search - "stretch goals"
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Stop fooling yourself by thinking that the hurry & pressure will eventually go away if you work overtime & stretch yourself to heroics weekly. They won't, and they never will (and even shouldn't). Focus on building sustainable habits that propel you towards your goals day by day, and don't give up until you're where you want to be. Period.2
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I really like my current job.
I work as an analyst developer looking after and sorting out people's old tech debt.
Once that's stable I get pretty free reign to do what I want.
It allows me to stretch from dev into graphic design, security, architecture and training on a very regular basis.
It allows me to keep an eye on tech trends, research and develop ideas using the latest shiny things.
Oh and if I say I need a thing, I can usually get it purchased.
All of the above comes with the "as long as it's for the benefit of the company" disclaimer, but when your direct managers see an IDE and think "okay he's working" the lines get a little blurry.
They keep asking me about my career goals and if I want to manage or move around. Fuck that noise, all of that noise.
Do wut I wawnt.6 -
Wrote this on another thread but wanted to do a full post on it.
What is a game?
I like to distinguish between 1. entertainment, 2. games, 3. fun.
both ideally are 'fun' (conveying a sense of immersion, flow, or pleasure).
a game is distinct (usually) from entertainment by the presence of interaction, but certain minimalists games have so little decision making, practice, or interaction-learning that in practice they're closer to entertainment.
theres also the issue of "interesting" interaction vs uninteresting ones. While in broad terms, it really comes down to the individual, in aggregate we can (usefully) say some things, by the utility, are either games or not. For example if having interaction were sufficient to make something a game, then light switches could become a game.
now supposed you added multiple switches and you had to hit a sequence to open a door. Now thats a sort of "game". So we see games are toys with goals.
Now what is a toy?
There are two varieties of toy: impromptu toys and intentional toys.
An impromptu toy is anything NOT intended primarily, by design, to induce pleasure or entertainment when interacted with. We'll call these "devices" or "toys" with a lowercase t.
"Toys", made with the intent of entertainment (primarily or secondarily) we'll label with an uppercase T.
Now whether something is used with the intent behind its own design (witness people using dildos, sex toys, as slapstick and gag items lol), or whether the designer achieves their intent with the toy or item is another matter entirely.
But what about more atmospheric games? What about idle games? Or clickers?
Take clickers. In the degenerate case of a single button and a number that increases, whats the difference between a clicker and a calculator? One is a device (calculator) turned into an impromptu toy and then a game by the user's intent and goal (larger number). The second, is a game proper, by the designers intent. In the degenerate case of a badly designed game it devolves into a really shitty calculator.
Likewise in the case of atmospheric games, in the degenerate case, they become mere cinematic entertainment with a glorified pause/play button.
Now while we could get into the definition of *play*, I'll only briefly get into it because there are a number of broad definitions. "Play" is loosely: freely structured (or structured) interaction with some sort of pleasure as either the primary or secondary object, with or without a goal, thats it. And by this definition you can play with a toy, you can play a game, you can play with a lightswitch, hell you can play with yourself.
This of course leaves out goals, the idea of "interesting decisions" or decision making, and a variety of other important elements.
But what makes a good game?
A lot of elements go into making a good game, and it's not a stretch to say that a good game is a totality of factors. At the core of all "good" games is a focus on mechanics, aesthetics, story, and technology. So we can already see that what makes a good game is less of an either-or-categorization and more like a rating or scale across categories of design elements.
Broadly, while aesthetics and atmosphere might be more important in games like Journey (2012) by Thatonegamecompany, for players of games like Rimworld the mechanics and interactions are going to be more important.
In fact going a little deeper, mechanics are usually (but not always) equivalent to interactions. And we see this dichtonomy arise when looking at games like Journey vs say, Dwarf Fortress. But, as an aside, is it possible to have atmospheric games that are also highly interactive or have a strong focus on mechanics? This is often what "realistic" (as opposed to *immersive*) games try to accomplish in design. Done poorly they instead lead to player frusteration, which depending on player type may or may not be pleasureable (witness 'hardcore' games whos difficulty and focus on do-overs is the fun the game is designed for, like roguelikes, and we'll get to that in a moment), but without the proper player base, leads to breaking player flow and immersion. One example of a badly designed game in the roguelike genre would be Early Access Stoneshard, where difficulty was more related to luck and chance than player skill or planning. A large part of this was because of a poorly designed stealth system, where picking off a single enemy alerted *all enemies* nearbye, who would then *stay* alerted until you changed maps, negating tactics that roguelike players enjoy and are used to resorting to. This is an important case worth examining because it shows how minor designer choices in mechanical design can radically alter the final quality of the game. Some games instead chose the cheaper route of managing player *perceptions* with a pregame note: Darkest Dungeons and Amnesia TDD are just two I can think of.11 -
the usual: suffer in the name of curiosity.
all jokes aside, my goal is to finish several projects and take a long-ass break from it all to fix this burnout, and maybe even find a job somewhere in there too? hopefully? stretch goals? -
being physically disabled is such a nightmare. i have experienced a whole different personality of being dependent on others , being incapable of basic tasks and feeling incomplete all the times. it's very humbling, and i have found a whole new respect for human body and social conduct.
just want to get whole again. don't know how long its going to take a humerus arm fracture to join back on is own, now that i got a plate screwed to the broken parts to keep them together.
the doctors will probably ask me to remove the external brace after a few months followed by exercises for next more months the complete bends/stretch will probably take 6-9 months and bone will join enough in 1-2 year after which i could get the plate removed (this is the happy case, not considering the high risk of my bones getting permanently twisted or plate getting envolped by bone mass )
everything simply sucks till then. imagine getting pushed back in your life by 2+ yrs in your prime age of 25.
farewell to my dreams of adventure sports, senior goals and gappy marriage .
folks, don't do stupid stuff that can get your body into trouble, you WILL regret.8 -
Why is it that people start to care about quarterly objective key results only at the end of a quarter?
You know, those stretch goals decides by management grounded on wishful thinking rather than realistic planning.
I should plan my vacation on the last weeks of the quarters. -
A game taking place inside an operating system. Like Tron but needs to have much more solid analogies. User's body as tty process. Some representation of scheduler priority and memory allocation. Forking. Children and zombies. Init.
Some process-ownable token representing file handles.
Network ports as portals through which data may be sent by acquiring a file handle and using it.
/proc, /mem, etc are extreme stretch goals.
Never really started because I couldn't decide how to represent all the different parts so they would all be consistent *and* entertaining
As an extension of the extreme stretch goals, a multiplayer functionality where players can shell into each other's game worlds ("computers")