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Joined 1 year ago
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Cake day: June 14th, 2023

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  • Working from the network share - I’ve worked on a project like this before, it was awful for developer experience. It took seconds to run a git status, it was so slow. Occasionally git would lock itself out of being able to update files, since the network read/write times were so slow. Large merges were impossible.

    The reason it was set up like this was that the CEO had the network share we were working off of set up to serve to a subdomain (so like, Bob’s work would be at bob.example.com), and it would update live as most hot-reloads will do. He wanted to be able to spy on developers and see what they were doing at any given time.

    I have a lot of programming horror stories from that job. The title of this thread brought up a lot of repressed memories.




  • This is kind of a bullshit answer, but “as many as it takes”.

    I think I have 4-5 forma on some weapons1, but I haven’t done more than 2-3 on a frame. Some frames don’t need any at all to fit the build I want.

    1 Excluding tenet/kuva weapons, those I always put in 5 since it’s required to get the XP out of them. I often find myself debating what to do with that last forma needed, since at that point the build is rather tight.

    I think the need for more forma for frames probably comes with umbral builds, since umbra forma is scarce and the mods still use a ton of drain even with matching umbra polarities.

    For weapons it’s just “put in V polarity until it fits”, haha.





  • Believe it or not, it was a flash game. You can’t play it online anymore, though you can find it for download somewhere I’m sure.

    It was called “Obliterate Everything 2” - it was just a small game about space battles, with fairly simple mechanics. But the amount of depth it got from that was so absurd. The difficulty curve was a bit wacky, and I remember talking at length to my friends about the various game design principles I’d learned from observing and judging it.