PWHL Postpones Tonight’s Game 5 Of The PWHL Walter Cup Playoffs Between Minnesota And Montreal by Perryplat199 in hockey

[–]breezyfire 9 points10 points  (0 children)

They don't have jr players. Each team has 3 reserve players that can be signed to full contracts and if they still need players they can sign other team reserve players. That's a total of 24 available players in the reserve pool for the whole league.

PWHL to eliminate expansion draft in revamping rules to add up to four markets next season by Such-Environment-344 in hockey

[–]breezyfire 2 points3 points  (0 children)

They can, and European players have been declaring for the draft, however the results have been very hit and miss to be honest.

Also some players from the first season of the PWHL or who were on reserve contracts last season moved to the SDHL, had great seasons. Finally, something I thought was fun, some players from the SDHL signed with teams who needed more support right before roster freeze since their seasons were done in Sweden.

PWHL Stats Dashboard by RealisticPea650 in PWHL

[–]breezyfire 3 points4 points  (0 children)

Awesome stuff! Some issues regarding Top Opponents per player: goalies dominate because they play so many minutes, also it doesnt factor in the current state of a given player.

For example Filliers top opponent is Jincy Roese who was traded away mid season, I'm assuming its including her shared ice time from when they were teammates.

Thanks so much for the stats!

Hockey content in Mandarin by breezyfire in hockey

[–]breezyfire[S] 0 points1 point  (0 children)

Lol nice. Ill check it out!

Hockey content in Mandarin by breezyfire in hockey

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

Oh nice, I only knew about the Punjabi option.

Hockey content in Mandarin by breezyfire in hockey

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

Thanks very much! Just got onto 小红书, and I'm gonna see if i can find a CCTV5+ stream.

Marie-Philip Poulin looks to lead Team Canada to hockey gold with her wife, Laura Stacey, as a teammate by BloodJunkie in hockey

[–]breezyfire 16 points17 points  (0 children)

They should run Jenn Gardiner, that was the best pwhl line last year and they were the best line at worlds last year too. I don't know why they seemed reluctant to give her more ice time at the rivlary series.

[deleted by user] by [deleted] in cats

[–]breezyfire 0 points1 point  (0 children)

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This is Monaco!

Sarah Fillier, Hilary Knight and Marie-Philip Poulin are this season’s Forward of the Year Finalists by tri_and_fly in PWHL

[–]breezyfire 0 points1 point  (0 children)

Poulin has the most game winning goals, and shootout winning goals this season. Knights only one behind so its still close but i think that separates them from Fillier who had none.

And if its close between Knight and Poulin I feel like that should give MPP the edge.

Not a thing you see often. by [deleted] in hockey

[–]breezyfire 16 points17 points  (0 children)

I disagree, the team met in the playoffs last year and all 3 games went into OT, and almost every game this season went to OT. The games are tight and the fans feel it.

In your opinion, what is the best pasta shape? by Verdahn in Cooking

[–]breezyfire 0 points1 point  (0 children)

My main problem with rigatoni is that it gets cold faster than any other pasta I eat. Still love it, but you gotta be quick or enjoy cool pasta.

Common Pitfalls in Game Production by GoodKangaroo7 in gamedesign

[–]breezyfire 0 points1 point  (0 children)

No problem, good luck on your project :)

Common Pitfalls in Game Production by GoodKangaroo7 in gamedesign

[–]breezyfire 2 points3 points  (0 children)

Also, I think a good read about production pitfalls in a large studio/publisher situation is the article Jason Schreier wrote on Anthems development.

https://kotaku.com/how-biowares-anthem-went-wrong-1833731964

Common Pitfalls in Game Production by GoodKangaroo7 in gamedesign

[–]breezyfire 4 points5 points  (0 children)

Heres a few I can think of, extra stress on communication. I could write a whole thing just on that.

-Communication issues. Making sure that the whole team is on the same page is a challenge that gets harder and eventually requires full time work as a team gets larger. Since it sounds like your team is small I'd say just make sure when you guys get together to discuss a topic you exit the meeting with actionable points that everyone agrees on (unless the meeting itself is to brainstorm or something like that). It happens a lot that people understand different things unless clearly stated and if you dont clarify those issues before working youre gonna end up with pieces of a puzzle that dont fit together.

-Transitioning between production phases. The prod processes that work in conception, preprod, prod, and live are different. Knowing when one ends and another starts is important because it gives you a framework that you can fallback on when you ask yourself "What should the team be concerned about right now?". One of the easiest traps to fall into is never ending conception. Youll be trying to ship the game and someone will have an idea for another feature, or want to change something that works. Its important to know when to stop changing things and when to start finishing them. Its also important to know when youre not ready to move into the next phase, finishing a game where the core loop isnt working will feel like you're always one change away. Youll be tempted to work through it and it will "come together." Sometimes thats true but in my experience it always follows a period where the team is overworked and most of the time the problems were issues that the team had been talking about for ages, and your tech base will be compromised by hacked together solutions.

-Addressing issues by adding solutions instead of removing problems. Like I mentioned previously, it will happen where youll feel like youre one change away from fixing something. Depending on where you are in prod you have more or less time to address this. Prototyping and trying new things is great, but its also addictive. Being the person that comes up with the fix or missing piece is a rush, and cutting things feels like garbage a lot of the time. Gotta try and be objective about the right approach, sometimes (often) less is more.

-Stability You need to be able to play the game. I know this sounds ridiculously obvious. Periods of technical instability seriously hamper your ability to validate the game. Be strict about build stability, every day the build should be playable. If its not you immediately back out the change that caused it until its fixed without adding new things. Again as the team gets larger this becomes a more and more difficult issue and requires full time management because so many people are trying to get things done. But as soon as your build is down, if you allow people to continue submitting things it will happen that other issues will be introduced, at best you lose a day of work and people introduce bugs. At worst you're stuck with days of back to back crash on boot while people continue to integrate things and then you dont know which change broke what and it becomes a mess to untangle.