131 karma · joined January 30, 2012
The rest of it seemed in line with the initial PRISM release, and also (kinda) what they've been saying all along: they nab everything, but only read it if they "reasonably" think you're foreign, and if they're wrong, they keep any "interesting" bits anyway.
Honestly, though, I don't think it's that bad. Design is kind of hard to get in, so most testers that aren't passionate about it end in production, and most designers spend their time implementing content. endianswap's comment at https://news.ycombinator.com/item?id=5408304 mirrors my own experience in the industry.
To be fair, this was also the case with SimCity 4's "always the shortest path, no matter how congested it is" pathfinding, until fans fixed that part.
I actually found that part kind of fun! I do think that the cycle of gaining deeper understanding about how the simulation works, then redesigning your cities to work around it is pretty fun in a general sense. Really, the only problem with 2013 is that a) redesigning your city around 2013's pathfinding issues makes you end up with dumb, intersectionless cities, which feels "cheap", and b) even in the extreme case, there's only so much you can do about some of the pathfinding issues.
Last night, I had 3 school busses going to the same 2 stops over and over again, ignoring the rest of the city. No wonder my city's children are such little hoodlums.
[EDIT] I originally intended this to be a reply to potatolicious' post. Whoops.
I was a designer on the game, and while it's hard to look back and tell you exactly how much time was spent on character specific stuff vs. general features since people's time was often split awkwardly, I'd say the clear majority of resources were spent on character specific stuff. Art was by far the largest team, and worked almost exclusively on character specific stuff. Design was more evenly split, but definitely leaned towards characters. Tech was unsurprisingly mostly other features, but was a small, small team (poor Ben and Rick )= )
If you want to see what this would look like, it's extremely ugly since I didn't work on it much (as it was easier to just use luvit and node-fibers), but I did put it up on github at http://github.com/dyselon/loquat, and you can see examples of it in the timer example of the readme, and the uncommented parts of examples/test.lua. Maybe it'll be of some use or inspiration to someone.
There a lot of cruft in those examples, but in practical usage, everything but your blocking calls would be hidden behind libraries. It's pretty easy to set up similar fiber-friendly wrappers for your favorite node.js libraries, too, if you're fond of the node-fibers add-on.
GW2 does some great things with quests, their PQ-ish Dynamic Events work well, and their huge raid-boss-y world dudes are a ton of fun. The way you can join multiple guilds and the way you are scaled down in level based on where you are makes it really easy to play with friends regardless of your individual progression. It's definitely worth a look.
Remembering to call a function differently depending on whether it has arguments or not has been a common source of errors for me.
It's also much easier for me to parse the difference between "foo(bar(baz))" and "foo(bar, baz)" than it is for me to parse the difference between "foo bar baz" and "foo bar, baz"
Is it that you can't do it accurately? That seems to be implied by the second two questions. I haven't found that accuracy actually matter that much; mostly what's important is nominal calories over time vs. weight/other health indicators over time. If the number's not technically accurate, I kind of don't care. All I know is I roughly ate so many calories, my weight changed by x amount, and I can walk x far without getting tired. Over time, I can have a pretty good guideline for the number of "back of the box" calories I should be eating to reach my targets (which addresses your first question of "what range to target")
You mention explicitly that most people won't do it over the long term, which is definitely relevant. But even doing it for a little while can give you a good baseline so you can at least make educated guesses as to what you're eating, which is especially helpful in the "food truck burger" scenario.
I guess my point is that we all agree knowing roughly how many calories you're eating is good, but the only way I know to figure that out is to, at least for a while, literally count them. There's still a huge margin for error, of course, but if I didn't keep tabs on it by looking at the back of the box, I'd have no idea at all.
It should probably be noted that Lua gets along less well with C++, so that glue is a bit harder to write for C++ libs. There are tools that will automatically generate that glue for C++, but I'm not familiar with them.
Your designers and artists know about the technique and grudgingly accept it BUT having multiple different programmers independently come up having "found" some memory AFTER I spent all day cutting everything from my level instead of fixing bugs...