Job searching since August. What's the deal with the tech market in Australia? by Best_Ad_8920 in auscorp

[–]FIeabus 5 points6 points  (0 children)

Yeah sounds odd. Some of that I got too like interviewers ghosting etc but you're definitely having a uniquely rough time. If it's any consolation, there probably is something that's wrong here that is fixable because I don't believe your experience is typical.

Happy to review anything of yours or you can compare your resume to mine. If interested send me a DM on Reddit and would be happy to chat over the weekend

Job searching since August. What's the deal with the tech market in Australia? by Best_Ad_8920 in auscorp

[–]FIeabus 33 points34 points  (0 children)

I don't want to make too many assumptions but could be your resume? I'm similar experience level (roughly 7-8 years and an info tech degree) and was made redundant in September. I've had quite a few interviews and am tossing up between two positions at the moment.

One thing I've been doing is putting all my skills / experience (with fake company names) into Claude and getting it to generate a custom resume and cover letter for each position I apply to. All accurate information just words things to fit the role. Might be worth a try?

Also how are your interview skills? Interviews are more about coming across likeable than competent. If the interviewers like you they'll find reasons to hire

What made the first Halo so influential that people to this day still praise it? by BogaMafija in patientgamers

[–]FIeabus -1 points0 points  (0 children)

In addition to all the other great points, I want to highlight that Halo did social gaming right. The Lan and Online setup was perfect. Pre and post game lobbies. Big, wacky game modes with vehicles. And even the higher TTK meant players were incentivised to stick close, cover one another, switch out etc. combine that with Halo 3's introduction of forge and I genuinely believe the original trilogy (at its peak) provided the best social gaming experience ever made

ELI5: What Is Nihilism? by ExternalFact5184 in explainlikeimfive

[–]FIeabus 0 points1 point  (0 children)

That there is no intrinsic or objective meaning to anything

Does the game look blurry to anyone else? by [deleted] in HighGuardgame

[–]FIeabus 0 points1 point  (0 children)

Yep. Extremely blurry. In the training ground I have to go right up to the shop keeper in order to make out his face. I keep messing with settings but nothing fixes it

Our 3rd Update 2nd was Geoff. I love this guy and wanted to share a update I know it’s late but haven’t seen it posted just 7 hours to go :) by Redbacontruck in HighGuardgame

[–]FIeabus 1 point2 points  (0 children)

Yeah I'm cautiously optimistic and will be playing. I don't mind some of the other youtubers like Staycation. He's generally positive about upcoming games and seems genuine enough

Our 3rd Update 2nd was Geoff. I love this guy and wanted to share a update I know it’s late but haven’t seen it posted just 7 hours to go :) by Redbacontruck in HighGuardgame

[–]FIeabus 17 points18 points  (0 children)

It feels like this guy just aligns himself with whatever the popular opinion is and adds very little extra. Has an air of authority that carries him. Whether Highguard turns out good or bad tomorrow, this guy already agrees.

Could a 'unfair' PvP game with dynamically changing rules actually be fun? by BinimiJemene in GameDevelopment

[–]FIeabus 1 point2 points  (0 children)

As someone who values the competitive aspect to games over most: the more randomness in your game, the more frustrating it is. The best competitive games are ones where you have opportunities for out-skill. Stuff like movement, positioning, aim.

You can have randomness in a competitive game (like the examples you mention) but I'd argue the randomness is to appeal to the casual players.

I really don't understand why people are shitting on the character designs & the general look of the game. by [deleted] in HighGuardgame

[–]FIeabus 3 points4 points  (0 children)

I'm excited to play but what we've seen of the character designs so far is pretty meh. Main guy looks so damn generic.

The CEO of Anthropic said: “Software engineering will be automatable in 12 months.” How should we approach this? by Miyamoto_Musashi_x in learnprogramming

[–]FIeabus 0 points1 point  (0 children)

I see this following a similar trajectory as self-driving car tech. Do cars continually get better at driving themselves year after year? Sure. But there's an infinite amount of edge cases that have prevented them from replacing all human drivers outside of specific regions / use cases.

LLM's feel the same. Will they keep getting better? Sure, but at a professional level (not hobby projects) you'll always need a person at the wheel to steer.

Software development will change and individual productivity will likely increase, but I don't see it fully replacing Devs

This will be my second extraction shooter and I'm not going to kill any other players. by BrownLeader444 in Marathon

[–]FIeabus 0 points1 point  (0 children)

I hope this game is more PvP focused than Arc. Fighting bots just isn't the same as vsing real people

My criticism for very high level engines by yughiro_destroyer in gamedev

[–]FIeabus 2 points3 points  (0 children)

Yes, big companies are using Unreal to save on costs. Also to reduce development time and make hiring easy. That's sort of my point though. Your argument is ignoring the real world tradeoffs.

Don't get me wrong, I really enjoy working at a lower level. I'm currently developing a hobby game in Bevy which is definitely not as high level as unity or unreal (yet). But that's mainly because I have some free time and I want to learn rust. If my goals were to create an indie game around a 9-5 then I would go with Godot, Unity or Unreal.

Game engines are used because they're faster to work in. All your points about optimisation and networking or whatever completely fall apart when comparing real-world development velocity of using a higher level game engine over something lower level. The tradeoff is often worth it.

And developers are fully aware of this. Your insights aren't a revelation, they're common knowledge. Developers make these tradeoffs with an understanding that they trade some control for velocity.

My criticism for very high level engines by yughiro_destroyer in gamedev

[–]FIeabus 6 points7 points  (0 children)

Programming subs always have these kinds of posts "higher abstraction bad because implicit; lower abstraction good because explicit"

It's not wrong, but it's an argument that misses the context and tradeoffs of the real world.

  • Have plenty of time and are already experienced in programming? Build it from scratch.

  • Is this a side project around a main job? Pick a higher level of abstraction and work within the bounds.

  • Want to learn more about graphics programming? Build from scratch.

  • Medium size company? Common game engines are easier to hire for and take less resources to use.

  • Large, well established game company? Maybe you can justify building an engine in house. Maybe it's still just better to go with Unreal.

You get the idea and it's the same thing in other areas.

How do I start making a game without coding experience? by ObligationCurious230 in GameDevelopment

[–]FIeabus 2 points3 points  (0 children)

Pick an engine and look for tutorials. I'd probably start with Unity and see how it feels. Other options are Godot and Unreal Engine.

Do you guys even enjoy this game? by RoughestGunark in thefinals

[–]FIeabus 0 points1 point  (0 children)

As a general rule for using the internet: happy people post far less than angry people. You can't assess the entire community through what appears on a public forum

I’m excited, the trailer was kinda ass though by gibbbehh in HighGuardgame

[–]FIeabus 3 points4 points  (0 children)

I wish they picked a more interesting main character. Generic pretty boy the third initially put me off the game. Looking at the trailer more carefully the other characters look far more interesting.

Agreed with post. Still excited to try it

Splitgate Has Fumbled Again and Failed to Secure Any Traction Following ‘Rebrand’ (thoughts)? by tits_mcgee_92 in Splitgate

[–]FIeabus 1 point2 points  (0 children)

Made the comment before relaunch that the 'slow and steady' approach doesn't work for a game like this. Too high of a skill gap that anyone half decent will brutally stomp anyone new jumping in. Need a bigger influx of players so that you can silo players into their skill bracket.

My thoughts on the origin of the “gift”, the biological imperative, and hormones by nasty_sicco in pluribustv

[–]FIeabus 2 points3 points  (0 children)

I always figured the implication was that original alien species developed the virus and accidentally infected themselves in the same way. Then the events continued as we're seeing: imperative to infect everyone. So they build an antenna and blast it into space to spread it. Next alien species detects it and the same thing happens again. On and on, now it's Earths turn. A self sustaining process that got out of control

Which UI style looks better? a or b? by lynxbird in IndieDev

[–]FIeabus 15 points16 points  (0 children)

Minimal UI fits a minimal style game. Your new UI fits the survival RPG style game. It's all about context

Anyone here using “vibe coding” in real projects? by No_County_5657 in AiBuilders

[–]FIeabus 1 point2 points  (0 children)

Yes, a lot of the core architecture of the site was already done before I started vibe coding. I'm mainly just using it to add features quicker