Pseudoku: This is not Programming

By Shamus Posted Tuesday Mar 21, 2017

Filed under: Programming 109 comments

The part of development that I love: Programming.

The part I do not love: All the stupid crap that keeps me from programming.

Unfortunately, when you’re an indie you gotta deal with some of that non-coding stuff.

Business

In order to get my game on Steam, I need to have a business checking account. Fine. I go to the bank and open one.

Turns out that in order to open that checking account, I need an ID for my business. Which means I have to create one. Fine, go to the government site and begin asking them for permission to be a business.

To form a business, you first must register your fictitious name. Example: “Foo Games”.

Okay then. Let’s go to a different and even more obtuse site to figure THAT out. It turns out that registering a fictitious name is a complex process that varies from state to state, and what little documentation exists is contradictory when it isn’t missing or out of date.

I am now mired in a stupid side-side-side quest. I should point out that I’m genetically predisposed to lose my shit over problems like this.

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Diecast #192: MAILTIME!

By Shamus Posted Monday Mar 20, 2017

Filed under: Diecast 99 comments



Hosts: Crunch Buttsteak, Reb Brown, Buff Drinklots, Stump Chunkman and Lump Beefbroth.

If you’re curious about the names of the hosts, then you should probably watch this. Or better yet watch the Space Mutiny Episode of Mystery Science Theater 3000, which is on Netflix even as I type these words to you. Like, why are you even listening to this show? The mind reels.

A friendly reminder that if you’ve got a question for us, the Diecast email address is there in the header image. Also, I have to admit that maybe a couple of these questions might have been surreptitiously added by members of the cast.

Show notes:
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Dishonored DLC – Brigmore Witches EP3: I LIEK BOATS!

By Shamus Posted Friday Mar 17, 2017

Filed under: Spoiler Warning 28 comments


Link (YouTube)

I like how halfway through this episode Chris basically pulls a “But what do they eat?” type analysis on a nursery rhyme. Sometimes I really love this show.

 


 

Game of Thrones Griping 7: The NOMA

By Bob Case Posted Friday Mar 17, 2017

Filed under: Game of Thrones 139 comments

This series analyzes the show, but sometimes references the books as well. If you read it, expect spoilers for both.

Feminism can be a touchy subject – I doubt many will disagree with that.

Some think it’s good, some think it’s bad, some think it’s mostly good with some bad, some think it’s mostly bad with some good, some think it’s about half and half, and some (or even most) reject the entire idea that it can be quantified into a one-dimensional value judgement. Regardless of what you think, I’m not going to try and argue for or against you at the moment. Instead, I think there may be some consensus to be had on the following statement: bad feminism is bad.

In this context, “bad feminism” refers to a story that attempts to play up the strength and agency of its female characters but botches it somehow. Often such a story is in such a hurry to reach a certain dramatic conclusion that it never stops to check its dramatic premises – one whose empowering rah-rah moment doesn’t make up for its various troubling habits. Sansa Stark’s season six story is, in my opinion, a classic example.

I should point out that I don’t think it’s terrible, or a crime against equality, or anything like that. In fact, it has its moments. But it also follows two of the most familiar patterns this show imposes on its women:

1. Female agency exists primarily as a reaction to male agency, and

2. Female empowerment is consistently associated with violence and only with violence.

I call these two things “patterns” on purpose. A single instance of either or both would not, by itself, be that bad. It’s when it starts to repeat and reinforce itself that it becomes a problem. If we ever get to the other season six storylines we’ll see other instances of these patterns, but for now we’ll confine ourselves to the North.
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Hangout: Mass Effect Andromeda – It’s over!

By Shamus Posted Thursday Mar 16, 2017

Filed under: Spoiler Warning 84 comments

Well, that was fun. Thanks to everyone who joined in.

I found myself feeling WAY less negative than I anticipated. Even watching the game with the sound turned down and missing most of the story, I found quite a bit of stuff that I liked. I might get this once it’s patched up after release.

 


 

Dishonored DLC – Brigmore Witches EP2: Slumber Party

By Shamus Posted Thursday Mar 16, 2017

Filed under: Spoiler Warning 22 comments


Link (YouTube)

After playing the most recent Hitman, I find myself feeling kind of disappointed with stealth games like this. When I clear a room, I know I can basically walk away and forget about it. If you come back to the room later you can feel safe, like you’ve “claimed” this territory. I don’t need to hide bodies, because almost nobody moves. Everyone sticks to a short little patrol. In Hitman there are people with long patrol loops that thread throughout the facility. This means you always have to be paranoid about leaving bodies behind, and you can’t ever relax. Sure, I took out the guards in this room a few minutes ago, but maybe someone else will show up at any moment.

You don’t need a lot of those traveling types. It only takes one or two to give you the feeling of paranoia and caution.

Side note: We were going to stream Mass Effect Andromeda this afternoon, but the game is just a black screen for Josh. This is apparently a common problem, and while there are many suggestions we haven’t found anything that works. So you might get a stream later today, or you might not.

 


 

Arkham City Part 8: How To Batman

By Shamus Posted Thursday Mar 16, 2017

Filed under: Batman 50 comments

The brute-force approach to tutorials is to jam them all at the very front of the game. Some text boxes will tell you what buttons to push. Once you successfully complete the action you’re given another, then another, until you’ve got all the mechanics down. Then the story is allowed to proceed.

This is bad for a lot of reasons. It’s actually a bad way to teach the player about the game, because you’ve got too many concepts delivered back-to-back. Sometimes you’ll be taught how to do something an hour before the story calls for it. If you take a break from the game, then you’ll likely forget the skill by the time it comes up again. Game designers sometimes guard against this by adding more reminder prompts later on, which makes the game feel patronizing and handhold-y. Worst of all, these brute-force tutorials are torture on repeated play-throughs, since you already know how to do the stuff and there’s nothing else to hold your interest.

Arkham City is a perfect example of how tutorials should be done. It’s a masterwork of teaching through doing, without breaking the flow of the story or patronizing the player. The Arkham series is actually a blend of three entirely different but overlapping gameplay modes. There’s brawling, stealth, and explorationExploration is a big mishmash of navigating + platforming + puzzle-solving + finding secrets and collectibles.. Each mode has numerous concepts the player needs to understand. Batman is famous for his tool belt, and the game is not shy about loading that thing up with a lot of different ways of solving problems. This means the player needs to learn a lot of different controls. The fact that players can glide through these lessons without getting bored is a testament to just how good developer Rocksteady is at their job.

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