946 karma · joined July 23, 2018
It turns that there are actually not that many hidden gems. The indie game dev community has a lot of discussion about hidden gems, and the prevailing opinion is there are very very few, especially in the avalanche of crappy games that is today's landscape.
What's so good about tiktok is that it keeps my interests thoroughly mixed. I'm bilingual and I see content from multiple countries about different interests and it keeps me in touch with all of them plus presenting topical and trending content. It also seamlessly measures my interest so if I naturally skip a couple of videos about a topic I'll see less and less until I see none.
Dismissing a frequently reported on factor that mentioned by officials requires a higher burden than vague commentary on narrative shaping. Trying to minimize it despite factual statements is its own narrative.
The ban both could have started earlier and been pushed to completion based on more recent factors.
Lawmakers talked about propaganda potential relating to Palestine directly, multiple times.
https://theintercept.com/2025/01/09/tiktok-ban-israel-palest...
TikTok may have been too effective and addictive, but it undeniably worked. I started watching many niche and interesting content creators that the other platforms wouldn't recommend to me.
I first came across Amit's page in middle school 20 years ago, and studied it religiously until I built a hexagonal grid with A* in Game Maker (which taught me programming from the ground up by studying Mark Overmars' amazing manual).
Today I'm directing an indie game with a team of 10 under me.
https://www.washingtonpost.com/technology/2023/11/13/tiktok-...
https://www.theguardian.com/commentisfree/2024/mar/16/tiktok...
https://theintercept.com/2025/01/09/tiktok-ban-israel-palest...
https://www.aljazeera.com/program/the-listening-post/2024/3/...
https://www.nytimes.com/2024/03/28/business/tiktok-israel-ha...
Also more generally, they hold hostages to compel Palestinians to obey and not resist.
https://www.middleeastmonitor.com/20231120-880-palestinian-c...
https://www.thefp.com/p/tik-tok-young-americans-hamas-mike-g...
https://www.washingtonpost.com/technology/2023/11/13/tiktok-...
https://www.theguardian.com/commentisfree/2024/mar/16/tiktok...
https://theintercept.com/2025/01/09/tiktok-ban-israel-palest...
https://www.aljazeera.com/program/the-listening-post/2024/3/...
https://www.nytimes.com/2024/03/28/business/tiktok-israel-ha...
There are plenty of engineers for hire, and sociologists can build their own vision.
The game's soundtrack is iconic. Dark Ruins is a favorite: https://www.youtube.com/watch?v=1jbNHgmU1TM
There are real diminishing returns to money. Some issues are surely caused by lack of funding, but that's not most real issues. Most real issues will remain even despite maximal funding. So before you start advocating for taking people's wealth you have to make a convincing argument that it can solve something.
Second, a financial gap does not necessarily translate to a material gap. Someone with 1,000,000x someone else's net worth still buys the same iPhone and drinks the same coca cola. Many important wellbeing factors are not actually blocked by finance, like healthcare and education. Even if you take all the rich people's money and repurpose to education not much will change. Maybe an iPad for every kid, but what good does that do?
Housing is actually a great example. Real estate has a way of sucking up entire GDPs worth of money. As a country you can't pay your way out of housing problems. Look at something like China which has been consistently overbuilding housing for decades now. They still have housing issues.
For the vast majority of games they are very wide. Including technical platformers, which will have very finetuned movement systems, but they must be accompanied by a lot of equally finetuned levels. Another way of seeing it is that content is the "space" which your systems are expressed in, and more expressive systems require more space. A complex combat system will demand more enemy characters for its complexity to be relevant.
But I was only speaking in terms of programmers' understanding the nature of game production, rather than their actual contribution to the game. Of course there are very programming forward games, and entire genres driven first and foremost by innovative gameplay code. But even in those games and genres the programmer must understand that on top of the unique features that are being programmed, most of the important work will still be content creation. It's the nature of the beast. I'm a programmer who had to learn this the hard way. It's nothing like a software startup. It's more like a movie production with a software project inside.
The highly automating/efficient mindset of programmers is great but even small games are big pieces of art that require a lot of diligent labor that you must expect and respect.
And of course, your point is that no one sees programming in a screenshot or trailer.
First of all is practice. The clubs are great for this because they provide constant practice, but practice will help a lot even without anyone else. Keep presenting it over and over and over while driving, at home, to friends.
I asked a world champion public speaker if the nerves ever go away. He said no.
Second, I think talking to the people I will be presenting to before I present helps a lot. Makes me feels like I'm presenting to friends.
A third thing was thinking about public speaking like swimming. The depth of the water doesn't change how you swim, the same way the size of the audience doesn't actually affect what you have to do. So focus on saying and doing the things you gotta do and forget about how deep the water is.
Fourth is definitely write your speech, and write your answers to possible questions, and write as much as you can. After you write it, don't try to memorize it. Reciting uses a different part of your brain to speaking, and while you're delivering memorized lines if your flow breaks and you forget a word you will be lost. Write it to nail the structure and to make sure your ideas are expressible, but in the moment improvise their expression.
If you're interested join a toastmasters club. If you're focused and put the time towards advancing your progress you can finish a good chunk of the program in 6 months and reap a lot of benefits. Still a lot to do after that but it's advanced and diminishing returns.
Failed and not fun games do happen, but in general game developers put far more weight to this sort of process. There are no other goals that you can claim were accomplished if the users think the game sucks. So you get these ruthless production cycles and there's an appetite to cut things that don't work.
I wanted to look into the developer guide to customizing a template. It's to add RTL support for Arabic content.
This give me error tho https://blot.im/developers