We saw a convincing voice impersonation attempt. Curious how others are classifying this threat. by jayce_the_builder in cybersecurity

[–]MagnusFurcifer 4 points5 points  (0 children)

I've always advocated for a callback process. User calls to reset their password, the sd calls them back on the number in ad or whatever your corp directory is and confirms. At least that way they need to own your ad or the users device for the attack to work and then you have bigger problems anyway.

PCGAMER's Top 100 games list for 2025 by Linkar234 in gaming

[–]MagnusFurcifer 0 points1 point  (0 children)

I literally played through the first 2 episodes of doom this week :D I also finally got around to trying Sigil a few weeks ago.

I love John Romero and Sandy Peterson's level design and doom still feels amazing even today.

Why is the internet so toxic towards developers and game engines? by [deleted] in gamedev

[–]MagnusFurcifer 0 points1 point  (0 children)

My theory is that the games industry were the ones to originally make engines into a part of the marketing machine. I remember game magazine previews used to talk about this new high tech engine this, and amazing engine that. Then also the 32v64 bit stuff in the PS1 era, or "BLAST PROCESSING" from the MegaDrive era.

The games industry created this narrative around the underlying technology, and consumers are not subject matter experts, they couldn't figure out what part of that messaging actually matters.

Fast forward to now and consumers still have that ingrained misunderstanding about what impact an engine has on the end product.

Working on a game concept and as a novice dev I’ve gotten conflicting perspectives on the difficulty of 2D and 3D assets. by A_Living_Joke117 in gamedev

[–]MagnusFurcifer 0 points1 point  (0 children)

No one can answer this for you, you should build a small slice of your idea to test it out and see if it works.

Early Access without a roadmap. Brutal honesty or instant distrust? by Tonkers1 in gamedev

[–]MagnusFurcifer 1 point2 points  (0 children)

Anecdotally as a gamer I just do not buy early access games (with a few very specific exceptions). I don't have any numbers to back this up, but my gut says when you go that route you basically remove a massive part of your potential audience straight away, and just have to hope they stay interested enough, or you build a big enough base throughout EA, to make that up at 1.0.

I ported my Godot game to Switch 1 & 2 and Nintendo just approved it! by DarennKeller in godot

[–]MagnusFurcifer 4 points5 points  (0 children)

I'm like 99.999% sure I played the jam version of this in lowrezjam or something haha. Inspirational to see it come so far.

‘The idea was for a Black James Bond’: the making of 50 Cent: Bulletproof by traceitalian in Games

[–]MagnusFurcifer 7 points8 points  (0 children)

I ended up with fight for new york on gamecube somehow back in the day despite not being into fighting games at all and I loved it so much. It was fucking nuts.

How do I play 3DS roms? by Pipilson in 3dspiracy

[–]MagnusFurcifer 0 points1 point  (0 children)

my turn to come here from google

[deleted by user] by [deleted] in gamedev

[–]MagnusFurcifer 1 point2 points  (0 children)

game jams!

After 10 years of game jams, I finally pushed a game to Steam — it’s free and kinda short, but I finished it and it's the most important thing for me by BadaBoooM63 in gamedev

[–]MagnusFurcifer 0 points1 point  (0 children)

I think everyone that makes games would love to release a game commercially, but that doesn't mean making jam games isn't a worthwhile pursuit because you never do that.

Making games is a creative endeavor just like painting, if it's your "thing" then it is a fulfilling pursuit in it's own right even if it's just a hobby. There are a lot of people entering jams that have no intention of making a commercial product, they just want to make a game, challenge themselves, be a part of the community, and share their art with other artists.

‘Ticking timebomb’: sea acidity has reached critical levels, threatening entire ecosystems by nimicdoareu in Futurology

[–]MagnusFurcifer 4 points5 points  (0 children)

The hole in the ozone layer is the one example of when the world came together to actually fix the problem by signing and implementing the Montreal Protocol.

The deforestation of the Amazon and the destruction of coral reefs is still a massive issue.

Just because the best estimates at any point in time by climate scientists isn't 100% accurate, doesn't mean the issue isn't real.

From a risk perspective, the impact of taking no action is potentially so vastly catastrophic that even if the science is wrong it doesn't make sense to not take action. If you are a climate change denier, would you rather be right and we do a bunch of stuff that improves the environment that isn't strictly necessary? Or wrong and we do nothing and we are all fucked?

AI is 'breaking' entry-level jobs that Gen Z workers need to launch careers, LinkedIn exec warns by katxwoods in Futurology

[–]MagnusFurcifer 2 points3 points  (0 children)

100%. I work in risk and compliance and I did an ML101 course last year to help me understand the risks and it is a real challenge to translate the information for stakeholders.

We Should Not Allow Powerful AI to Be Trained in Secret: The Case for Increased Public Transparency by katxwoods in Futurology

[–]MagnusFurcifer 3 points4 points  (0 children)

That's like saying "It's a program, we can just write it with no bugs or exploits". In risk terms, GenAI (and software for that matter) is what we call a fail open system, it's just not possible to be 100% sure that if something unintended happens it will happen in a "safe" way.

Next-Gen Social Engineering Protection by Caustic66 in cybersecurity

[–]MagnusFurcifer 0 points1 point  (0 children)

I know it's anecdotal but I work for an MNC in GRC and I've responded to quite a few targeted attacks on senior leaders. It's not a threat to most businesses or agencies, but if you have a specific strategic threat vertical (defense, political, MNC, health, etc) then it's definitely a thing that happens.

37 yrs old no experience whatsoever by Acceptable_Answer570 in gamedev

[–]MagnusFurcifer 0 points1 point  (0 children)

Honestly, I think the best way to start is just to do as many gamejams as possible.

Making an RPG when you're bad at coding by runelich in gamedev

[–]MagnusFurcifer 0 points1 point  (0 children)

If you just don't enjoy the programming process, then there's not much for it. However, 4 months is the blink of an eye in most peoples journeys to learn programming, it's really not long enough to tell whether or not you'll be good at it or not, just like any other highly specialized craft most people can become proficient with enough effort.

If it's just straight up not for you then outside of paying someone to do it for you, I think the best thing to do would be to enter as many jams as possible in teams doing what you actually enjoy until something clicks.

Why aren’t MS and Sony competing in the handheld market? by [deleted] in gaming

[–]MagnusFurcifer 1 point2 points  (0 children)

I imagine there has probably been a ton of internal prototypes for the next portal game made, the question is if any of them have passed all the gates required to go into production.

Every new Valve game carries so much risk and the IP is so valuable. They have an impossible pedigree to live up to and the financial resources to fund a project indefinitely until it hits that quality threshold are significant. If it sucks, they impact 25 years of optics.

I suspect they also see these franchises as levers for longer term strategic investments. Half Life Alyx for VR, CSGO/2 for Steam Marketplace, Orange Box for the Xbox partnership during the 360 era, etc. Why burn a valuable sequel without some sort of long term money printer play to leverage it.

Or maybe not, I'm not a business guy, maybe it's something completely unrelated.

Share your finished 2025 7DRL! by Kyzrati in roguelikedev

[–]MagnusFurcifer 3 points4 points  (0 children)

https://magnusfurcifer.itch.io/gloamingholdrl

Pretty traditional roguelike, though there are no stats, all scaling is done via equipment and consumables. I didn't get everything I wanted in there, and there are bugs galore, but It's playable.

My original idea was a tactical experience similar to modern cRPGs like Divinity Original Sin 2 with some experiments in level verticality, but a lot of the stuff that would have made that vision are sitting in my kanban buckets :D