While at the same time closing all PRs indiscriminately, even the ones that are just trying to update the repo from its decades old JavaScript syntax (and get support in the comments)
I hate adware and nagware, but I respect it here. From the get-go you know this is a space where this person gets paid. This is just an extension of that.
This, always try to have cash pillow to have ability send everyone go fuck themselves and search for next at least half decent place, also i see alot of people struggling with self respect nowadays, been there done that, even today i gotta remind myself that i should never betray myself no matter what happens, even if i can’t “fight” at least i shouldn’t endure shit
Every job will have some sort of crunch time. Even just staying in a programming position, the definition of “crunch time” will vary wildly. I’m lucky enough that “crunch time” just means that I set aside all my other tasks until I fix whatever is on fire, but I still get to go home on time unless I really want the overtime pay.
I don’t envy positions with forced 80-hour workweek crunch times. That’s a sign of bad management.
In the video game industry, crunch (or crunch culture) is compulsory overtime during the development of a game. Crunch is common in the industry and can lead to work weeks of 65–80 hours for extended periods of time, often uncompensated beyond the normal working hours.
This is the crunch time I’m talking about. Not a few hours overtime or being oncall.
“crunch time” just means that I set aside all my other tasks until I fix whatever is on fire, but I still get to go home on time unless I really want the overtime pay
I get the feeling that this is what the industry is moving toward. Most crunches are due to poor planning, so it’s stupid to pin them on devs.
“Due the global economic circumstances, we were forced to make the incredibly tough decision to say good bye to one of our staff members, cutting down the work force by 100%”
Just make sure the ingame store is functional so you can sell more add-ons to your vaporware - star citizen is the most profitable video game to ever not be released.
Just release unfinished DLC for $35, release a "definitive version" even though that was only the first half of the DLC, release the even more unfinished second half of the DLC and still leave a bunch of shit from the base game unexplained. Yeah I'm still salty about something, how'd you know?
I’m so glad I made games as a hobby before I got anywhere close to graduating. Killed that dream real fast. It felt like shit having to play your own game so many times the game lost all meaning and it was hard to gauge if it was even fun anymore.
I tried to teach myself piano. I actually enjoyed it when I was learning it, however I was really enjoying the progress I was making and less about the music I was playing. I wonder though if you get really good with music, you can probably learn and play new pieces much more quickly so maybe the magic won’t fade as quickly.
Game making professionally is more like going all the way to playing a full piano concerto to a paying audience.
Sure you start by learning to play the piano, which is fun, but you also have to compose several pieces that people will like enough that they’ll pay to hear them, organise the concert, learn the specifics of public performance and so on.
The cycles were the pieces you compose are shit because they’re limited by your limited piano playing knowledge so you go back to learning some more only to find out you learned it all wrong hence your current technique will never be good enough so you have to relearn a lot of what you thought you already knew, is not fun and the having to learn everything else needed to organise the concert because you have to make the whole thing generate $$$ even though all that you really wanted was to play the piano, is also not fun.
For somebody working in a large game company, it’s the difference between a hobby and a job, whilst for somebody doing indie game development it’s the difference between a hobby and a business.
I think it’s even stronger, because sometimes you’ll repeat the same 10 seconds a thousand time to master it until you feel like jumping out of the window.
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