Details
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SkillsPython, C#
Joined devRant on 3/22/2019
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This is actually a rant.
But just like CSS - let's not take everything we write so seriously!
!important28 -
The moment you realize you didn't realize how crazy your place is and you just finished twisting the plant vines around a networking / power installation that you affectionately refer to as "Skybridge-2".6
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My main rig has 8 monitors connected to it.
Do not ask why.
Whatever I do, whenever I go I pray there's a dark theme.10 -
#!/usr/bin/env python
# -*- coding: utf-8 -*-
from rant import depression as fuck
from WhiskeyBottle import *
import time
while bottle.contents > 0.0 and time.datetime():
fuck.rant()
Yeah ok, this will be one of a few, but I'll try to keep it short. Damn, whiskey is not helping. Nor various smokables.
So yeah, have you ever had a dream? I consider myself a gamer the whole life, always loved creative worlds, dynamics, mechanics, plots, stuff you could and couldn't do. To the point I promised myself I'd make a game - NAH - I'll be making games in the future. You know, good games, that you come back to. Like Doom. Or those porn games.
Never went to Uni or nothing. Was born in a poor European country with Internet more broken than my soul right now. Years later, after acquiring some good hardware, learning a bunch of languages, Unity, Unreal Engine 4 and experimenting for about 10 years now with small scripts, apps and mini-games I've come to this realization.
I only made one "full" "game" in my life, and that was when I was like 16 in Klik & Play (early Game Maker). And it was shit. It was horrible, horrible shit. It literally makes you want to cry when you play it. It's 16-bit brain cancer. And it's the best I've ever published.
Now I've been through countless prototypes, none of which I've developed any further. I had ideas, plans, even made some more advanced roadmaps and dev cycles. Estimated costs, time, mechanics, gameplay hooks.
I never finish anything.
I get bored. Frustrated sometimes. There's always an improvement, something that "if I'd finish that it would be it! Screw this thing I was working on now, THAT will be worth sacrificing it." It's tiresome. I'm getting old.
And honestly, I don't know how people do it anymore. Trying to compromise those side-projects (they take all my free time which is not much) and work is just... draining. I'm losing hope. Maybe I shouldn't be allowed into the gamedev world after all. Maybe I'll just pump half-assed pieces of crap everybody will hate.
Or worse, nobody will care.7 -
A wild project appears!
The deadline is set in two months.
It's a 3D environment interactive app with some oil drilling models and other stuff, for a stand on a show. It needs to look nice, but The Company we're working for needs to figure out where the fuck their product is located on those machines. Think tiny pipes, O-rings etc.
I prepare a build in the first couple of days for The Company to figure shit out.
Management holds the build back because:
> the ocean waves are going the other way
> the underwater area doesn't look so nice
> the antialiasing could be better
> one pipe is 5cm off center
> the sky is not blue enough
> the drillship propellers are pointed the wrong way
> one icon is too far to the right
> the shadows could use some work
> there are shadows on the seabed
> some flickering on ambient occlusion
> it loads too slow
> one random object is flipped on it's Z axis
> it's too green
> camera locks up if you move about 2km out of the range
> the name of the build should represent the date of the build
> the name of the build SHOULDN'T be anything else than just a simple three-word name, no dates because their environment doesn't allow apps that are not allowed (by name) by admin
> lots more random things that won't prevent them from using the app
I'm only a month late, but it's good progress. In about a week I hope we can get some feedback if we can use those models at all and what to showcase.
Then I can work on the basic functionality. And then it's a simple case of time travel to meet the deadline.2 -
When the management always knows better that something IS possible, and if you're wrong they just tell you to ask the other dev on the team...