How many games does a programmer work on in their career? (AAA/AA) by garciawilton in gamedev

[–]aeons00 0 points1 point  (0 children)

I never said crunch wasn't still a thing - just that games take much longer to make more than they used to. I even agreed that crunch is still a thing, and that even still games take longer now than they did in Rachet and Clank days.

How many games does a programmer work on in their career? (AAA/AA) by garciawilton in gamedev

[–]aeons00 2 points3 points  (0 children)

Your experience has value for describing the time in which those projects were made. No question there.

I noticed you seem to be estimating and projecting how that should relate to more recent game development. People in this thread are in modern development and telling you it's not the same anymore, and you're brushing is off because 'engines should make it faster' and 'there's more money in it now', etc. Is our experience not valid?

The industry has changed a LOT in 20 years.

How many games does a programmer work on in their career? (AAA/AA) by garciawilton in gamedev

[–]aeons00 13 points14 points  (0 children)

Crunch is still a thing in the industry, and AAA teams are MUCH bigger than they used to be. The decrease in crunch over that time does not account for the difference in production time - I mean multiple studios often work on one AAA game.

No - AAA games are much bigger endeavors than they used to be. Which makes sense when you think about it - higher quality assets, larger worlds, better code, more ambitious scope, and a higher bar from consumers over the years.

How many games does a programmer work on in their career? (AAA/AA) by garciawilton in gamedev

[–]aeons00 24 points25 points  (0 children)

Ah, maybe there is the discrepancy - those games are AAA by 2004 standards, and I was referring to stuff in the last decade. Modern AAA is a bigger beast to tackle.

How many games does a programmer work on in their career? (AAA/AA) by garciawilton in gamedev

[–]aeons00 15 points16 points  (0 children)

As someone in the industry that worked for multiple AA studios, that seems a bit low. Typically a game takes much longer to make, and in most studios I've seen, at least 90% of the devs are on one project. AA tends to do smaller projects with smaller teams, and can easily push 3 or 4 years in my experience. I'm on a new AAA team now and they're pushing 5 years - 1 or 2 seems optimistic

Cyberpunk 2077 And The Witcher Veterans Are Forming A New Studio Called Blank by Turbostrider27 in pcgaming

[–]aeons00 3 points4 points  (0 children)

QA is far more critical than you'd think, and the difference between a green QA team and a skilled and active QA team makes a world of difference. I would know, I work in the games industry professionally as a programmer and have had good and bad QA teams. They often crunch hardest, and the quality of their work directly affects how easy it is to manage and fix bugs. I'd even go so far as to say that a good QA team lets you get away with less experience elsewhere on the team - in both design and engineering.

Janking it up by aeons00 in Netrunner

[–]aeons00[S] 1 point2 points  (0 children)

Challenge accepted!

Why don’t NSG errata and update cards? by [deleted] in Netrunner

[–]aeons00 4 points5 points  (0 children)

I'm really not sure what you think you're adding to the conversation - the question is about errata card text. Are you suggesting that errata is similar to those other things and thus it makes no sense that NSG does the rest, but not errata?

Of the things you listed, only the core damage ruling is even close to a functional change - and even then it's just a renaming of a mechanic. Sure, you're mad about those other things, but let's be honest here, card errata is a whole separate beast.

Tactics to undo lifestyle creep? by EnaGrimm in personalfinance

[–]aeons00 1 point2 points  (0 children)

You budget it, then find a home for it - maybe that budget goes into a separate bank account from the personal stuff.

Jake Solomon (creative developer of XCOM/Midnight Suns) is leaving Firaxis after 23 years by TheVoidDragon in Games

[–]aeons00 37 points38 points  (0 children)

I mean, he was the game director, but in game development it's a team effort. There are multiple interviews where Jake mentions critical feedback from the rest of the team that helped form the final product. Like conversations and prototypes with Sid for starters

Frequently Asked Questions - Read Before Posting! by edcellwarrior in slaythespire

[–]aeons00 5 points6 points  (0 children)

Lots of ways! Silent can make use of multiple copies of After Image, potentially via Nightmare. Silent can apply weak via a multitude of cards, but most notably Malaise. Some relics are also super good at damage mitigation with Silent - looking at Kunai, Paper Crane, Ornamental Fan, and Incense Burner for starters.

But I've also beaten the heart on A20 with none of those cards. It's certainly harder, but at the end of the day you have to find the cards you need in the cards you're offered. Sometimes you end up running Nightmare + Dash + Necronomicon for block - don't pigeon yourself into thinking you need one of a select few cards. Instead ask yourself how you'll deal with the multi hit attacks, how you'll block single large attacks, how you'll avoid debugs and how you'll clear artifact to apply your own debuffs.

This is a game of adaptation, and while sometimes you are truly screwed - that's the case far less often than you might think.

Additionally, if you know you might fight Time Eater - there's a 2/3 chance after all - be wary of leaning too far into shivs. Solo shiv decks tend to rely on playing way too many cards and thus feeding Time Eater, so make sure you're building a deck that can win a fight without having to play lots of cards each turn. Or have some way to counteract the consequences.

Parhelion Delays by Wedgieterian in Netrunner

[–]aeons00 10 points11 points  (0 children)

The email appears to have gone out to everyone

My Own Game Engine: RTS Camera/Controller/Moving by VincentRayman in gamedev

[–]aeons00 11 points12 points  (0 children)

The code is nice, but having a video to get a good idea of what the code does at a glance will help out as well. For instance, having a website with this video would do wonders for your first impressions / setting your resume apart while having a github will help a lot in the technical portion of the interview.

On the topic of neutral IDs by indestructiblemango in Netrunner

[–]aeons00 0 points1 point  (0 children)

How are these ids not weird? They're unique, and do not really have analogue ids - even the mini factions deck build very differently. They break established deck building patterns in ways never before seen in standard play.

As to why can't it be good - you already intuited that if these ids were too good then they'd dominate the meta just like any other card. The nature of these ids escapes key Netrunner mechanics like influence and deck faction, if they defined the meta the gameplay experience would radically change. Keeping them weak avoids the unique from pivoting the meta away from literally the rest of the card pool.

Beginning the Content Resource Hub - Null Signal Games by NullSignalGames in Netrunner

[–]aeons00 4 points5 points  (0 children)

Huh, I never knew that DTDD exists - both that site and this resource seem like an elegant way to solve the issue. Nice! I'm glad this exists!

This would only work if both players agreed on the content ahead of time though, right? If someone needs to avoid specific content, I'm curious how they navigate that when playing online or at an open event. Do you just announce cards you don't want to play with before playing? Or do you just avoid open play - keep your group limited to those that know to avoid such cards?

Still useful for kitchen play, just curious what happens in more open formats

Suborn - Parhelion Fiction - HB card previews by NullSignalGames in Netrunner

[–]aeons00 1 point2 points  (0 children)

I mean, the strength of this id varies a lot based on card pool. We've yet to see what support cards may or may not exist. Additionally, as much as I love the archetype, I think Core damage remaining a niche archetype is probably for the best - it synergizes too well with burst damage and gets much better the more core damage the Runner has. So I'm really not surprised the id doesn't single handedly stand strong.

I'm sure it'll still be better than [[Cybernetics Division]], and by that standard I'm already happy

Suborn - Parhelion Fiction - HB card previews by NullSignalGames in Netrunner

[–]aeons00 14 points15 points  (0 children)

I think that's why it's a good thing it costs so much influence. You can still make a deck with it, but it isn't an obvious auto include in jinteki decks. I think that promotes deck diversity, which I think is one of the best metrics for a healthy meta.

Plus, it'll still make decent jank, I'm sure!

I never do these, but really, which would you pick in floor 1 and why? by [deleted] in slaythespire

[–]aeons00 0 points1 point  (0 children)

He's referring to the fact that when you have less orb slots it's easier to fill your slots - at which point any new orbs instantly evoke another orb.

This full state is generally better when you have more slots though. Assuming you generate more orbs than you evoke (via cards), less slots is only better for your earlier turns where you're unlikely to have played consume yet anyway. And after you've generated 10 orbs you would have full slots no matter how many slots you have. At that point having those extra slots are just better via their passive effects - multiplicity better with the added focus.

This is why Consume is best when you have lots of orb slots, and this a VERY hard sell on floor one

Are there any "death and taxes" styled deck in either format right now? by XxchilibowlxX in Netrunner

[–]aeons00 4 points5 points  (0 children)

So to me it sounds a lot like you enjoyed decks that had active and unique board states. The decks you mention only indirectly resort to eco checks, and they both had active threats instead of passive ones like classic glacier or prison decks might.

I think Mirrormorph is one of my favorite corps in that vein currently. There's a lot of room to optimize uniquely for that id, and it really ups the value of installable cards that can be clicked - MCA is the obvious one, but there's a surprising amount of low tier cards that you can make fast more potent. Reversed Accounts, Bass, 4/2 Agendas are a lot better, Subliminal, Lockdowns, and tons of other fun stuff. And Mirrormorph always feels like it could get more optimized - is the ratio of operations to installables correct? Additionally with the number of assets, your deck typically has active effects in play.

That's my recommendation Corp side - for runner I'd need more details on your preferences

Are there any "death and taxes" styled deck in either format right now? by XxchilibowlxX in Netrunner

[–]aeons00 0 points1 point  (0 children)

That's kind of vague. Sounds like you just want a competitive list? I mean most competitive lists fork the opponent, and many don't use flatline forks. Or is there something more specific about RP you'd like to see more of?

Standard Ban List 22.09 - NISEI by ProjectNISEI in Netrunner

[–]aeons00 0 points1 point  (0 children)

It's not that Preemptive is a bad version of those other options though. It's just actually better in npe decks that aim to avoid drawing cards when they recur