Thursday, September 24, 2020
如何客观理性妥善的应对疫情对外贸的影响
Tuesday, September 22, 2020
Recruiting Co-designers / Assembling A Design Team
Here are a few of the designs I could imagine handing off to another designer at this point and letting them run with for a while, or working together with another designer on...
Well established designs that I could use help finishing:
* Automatown - worker placement/resource management game about building an army of robots (which are your workers)
* Odysseus: Winds of Fate - Adventure game about Odysseus on his way from Troy to Ithaca. Play as the Fates, who don't care what happens to Odysseus, but pass the time by betting on his progress (and then influencing it)
Established designs that still need work:
* Reading Railroad - Build words (a la Scrabble) to earn coins, spend coins to build track. Connect cities to earn pieces of set collection scoring
* Rondel Role Selection - Shared rondel / resource management / Role Selection game about splicing DNA to make hybrid creatures such as Hippogriffs
* Kilauea - Mancala game about spreading your people across an island, and sacrificing them to the volcano gods to control the lava flow
Monday, September 21, 2020
Verb-noun Vs Noun-Verb
I went to the Roguelike Celebration over the weekend and enjoyed Thomas Biskup's talk about Ultimate ADOM. Among the many interface improvements they're making based on user testing is they're simplifying the controls from the traditional roguelike controls to W A S D + E F. I don't know how roguelike game players will respond to that but I'm a fan! This reminded me of two things from my past, so I thought I'd say a little about those.
Sometime in my teens I got to meet Lord British (Richard Garriott) and Iolo the Bard (David Watson). My mom was shopping, and I went to the computer aisle to browse the games I couldn't afford. Richard and Iolo were talking about Ultima 6. Nobody else was there, so I got to talk to them for half an hour! I learned about OOP, UI, testing, systems thinking, and more. Really cool!
They told me about how they coded puzzles to look for the state of the world (nouns) instead of the player actions (verbs). For example, there was a puzzle where they expected players to cast Telekinesis (ᚩᚣᛕ ORT
POR
YLEM
) on a lever on the other side of a chasm. Instead, during playtesting, they saw that one player killed a party member, tossed the body over the chasm, cast Resurrect (ᛁᛗᚳ IN
MANI
CORP
), then have the party member pull the lever.
Wow! That wasn't something I had ever thought of in the simple games I had written at that age.
Another thing they told me about was the simpler control scheme. Previous Ultimas had a control scheme similar to what roguelike games have. W to wear armor, I to ignite a torch, K to klimb a ladder, D to descend a ladder, B to board a ship, etc. You specify the verb such as J to jimmy a lock and then after that you can choose a noun such as the lock to jimmy.
In Ultima 6 they reversed the order so that the noun came first and then the verb. This meant the game could tell whether you were trying to J jimmy a lock or B board a ship or K klimb a ladder because the game knew that it was a lock or a ship or a ladder. And that meant they didn't need separate keys for these verbs, but instead one key, U use object. There are times when they had multiple verbs for a noun but for the most part they could get away with just one.
I haven't closely followed Ultimate ADOM but I'm guessing they're doing something similar.
The noun-verb thing comes up in another context. After I stopped making games for a living I went into programming language research. My main topic was studying how functional programming languages and object-oriented programming languages can be combined. Something I noticed at the time was that the syntax for functional languages tends to be verb then noun: f(x)
, whereas the syntax for object oriented languages tends to be noun then verb: x.f()
. At some level these can be considered equivalent. You can express with one what you can express with the other. There's a big difference in usability though: auto-complete.
What happens when we auto-complete f(x)
? First we need to know all possible f
that are valid in this context. Since the programmer has just started typing in the expression, any function is valid, and that means there's a very long list to choose from. It takes many keystrokes to pick one. Second we need to know all possible x
that are valid in this context. These are usually local names, so there aren't that many. Knowing the type of f
narrows down the list but the list was already small, so there's not much to gain.
What happens when we auto-complete x.f()
? First we need to know all possible x
. The programmer has just started typing, so any local name is valid, but there aren't many. Typing just one character can narrow down the list to one or two elements. Second we need to know all possible f
that are valid in this context. These are methods defined on the type of x
, so there aren't that many compared to all possible functions. Knowing the type of x
narrows down the list substantially, so there's a lot gained.
The two syntaxes seem equivalent in theory but they aren't in practice. I wonder if people who use regular text editors end up believing the two syntaxes are equivalent, whereas people who use IDEs prefer the object-oriented syntax, even if they're not taking advantage of object-oriented programming (inheritance, subtyping, etc.).
This asymmetry is orthogonal to whether you're using functional or object-oriented programming. It is better for programmers if they can choose from two medium length lists than to have to choose from a very long list (where a lot has to be typed before it's useful) and then a very short list (where not much is gained). You see this in other contexts too. Command line interfaces like DOS, VMS, and Unix shell typically specify a verb first and then the noun(s). GUIs such as Mac and Windows typically specify a noun first by clicking an icon, and then the verb by choosing from the right click menu. In text editors, vim's commands like d0
are verb then text selection (noun), whereas in more conventional text editors (including Emacs) you'd first select some text (the noun) and then invoke a verb like delete. Kakoune is a modal editor that uses noun-verb instead of verb-noun.
In games it seems like it'd be better for players to first choose an object from the environment and then choose from a small set of actions, than to first choose from a large set of actions and then choose from a set of objects. However I haven't surveyed enough games to see what's more common. The next time you're playing a game, look at the structure of commands to see if it's verb-noun or noun-verb.
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Saturday, September 19, 2020
Commercial offer
Unfortunately, I have some bad news for you.
Several months ago, I got access to the device you are using to browse the internet.
Since that time, I have been monitoring your internet activity.
Being a regular visitor of adult websites, I can confirm that it is you who is responsible for this.
To keep it simple, the websites you visited provided me with access to your data.
I've uploaded a Trojan horse on the driver basis that updates its signature several times per day, to make it impossible for antivirus to detect it. Additionally, it gives me access to your camera and microphone.
Moreover, I have backed-up all the data, including photos, social media, chats and contacts.
Just recently, I came up with an awesome idea to create the video where you cum in one part of the screen, while the video was simultaneously playing on another screen. That was fun!
Rest assured that I can easily send this video to all your contacts with a few clicks, and I assume that you would like to prevent this scenario.
With that in mind, here is my proposal:
Transfer the amount equivalent to 1500 USD to my Bitcoin wallet, and I will forget about the entire thing. I will also delete all data and videos permanently.
In my opinion, this is a somewhat modest price for my work.
You can figure out how to purchase Bitcoins using search engines like Google or Bing, seeing that it's not very difficult.
My Bitcoin wallet (BTC): 16EuKQaCEEeba1Us68P9RwKjc8HTT4zWRR
You have 48 hours to reply and you should also bear the following in mind:
It makes no sense to reply me - the address has been generated automatically.
It makes no sense to complain either, since the letter along with my Bitcoin wallet cannot be tracked.
Everything has been orchestrated precisely.
If I ever detect that you mentioned anything about this letter to anyone - the video will be immediately shared, and your contacts will be the first to receive it. Following that, the video will be posted on the web!
P.S. The time will start once you open this letter. (This program has a built-in timer).
Good luck and take it easy! It was just bad luck, next time please be careful.
Friday, September 18, 2020
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Thursday, September 17, 2020
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Saturday, September 12, 2020
Black Future 88 Free Download
The world is reeling from a nuclear cataclysm, created by Duncan, the tower architect. The First of his bombs fell in the summer of 1988, and by December they had blacked-out the sun with endless rain. We decided to stop keeping time after this, and it's been 1988 ever since. Everything that lived through the initial attack will die in the extreme floods that followed. These are the times after, where there are no more months, or even weeks…everything is measured in minutes left to live.
Take on the mantle of one of the last remaining misfit survivors, and fight your way to the top of the tower to kill the architect and stop the endless nuclear rain. Ascend to die, and die to survive.
GAMEPLAY AND SCREENSHOTS :
DOWNLOAD GAME:
♢ Click or choose only one button below to download this game.
♢ View detailed instructions for downloading and installing the game here.
♢ Use 7-Zip to extract RAR, ZIP and ISO files. Install PowerISO to mount ISO files.
INSTRUCTIONS FOR THIS GAME
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjnq5g-iMtJn3_Ave-SeDhTtn7GyvZDdhdvkYCnI8xpnfYyXmygRIL6LEEj1cwF-G5TAWUFe-JI2rTZNrGbBggbRvlApBWMUbJuj-fD15ffbToIZ8Qxa00cOLOkZfej7YsWL63gvX-s/s1600/wink.gif)
SYSTEM REQUIREMENTS:
(Your PC must at least have the equivalent or higher specs in order to run this game.)
• OS: Windows 7 or later
• Processor: Intel Core 2 Duo E6320 (2*1866) or equivalent
• Memory: 2 GB RAM
• Graphics: GeForce 7600 GS (512 MB) or equivalent
• Storage: 2 GB available space
If you have any questions or encountered broken links, please do not hesitate to comment below. :D
Download Naruto Shippuden Ultimate Ninja Storm 4 Road To Boruto For PS4
Download Naruto Shippuden Ultimate Ninja Storm 4 Road to Boruto For PS4
- Release Date: Out Now
- Genre: Action / Fighting
- Publisher: BANDAI NAMCO Entertainment Inc.
- Developer: CyberConnect2 Co., Ltd.
DOWNLOAD LINKS
Thursday, September 3, 2020
10 Best Open Source FPS Games
Time for another overweening list - the SEO godesses demand it!
Tremulous has 1.1 stable, 1.2 dev and 1.3 third party dev versions. It's a mess. Getting bots to run is a mess. Yet I love this game. I am only capable of playing 50% (can't handle moving aliens at all) yet I had the most fun building bases in Tremulous.
So you want to download and play Tremulous? HA! HA I SAY! Pick your poison:
I still don't know which is the most useful for either finding servers with bots or humans. (1.3 has zombie game mode servers with bots is all I know).
Unvanquished is Tremulous 2.0 and a little more complex and hardware requirements. If you can find a better-looking FOSS game I'm all ears and eyes. Uvq has bots built-in.
OpenArena is Quake 3 Arena with strictly freely licensed assets, some of which likely satisfy niche fetishes. Who doesn't know OpenArena?
Rexuiz is really interesting because it takes care to not split the community. Assuming Nexuiz classic has a community? It also publishes on itch.io and any open source FPS is at least 10 times better than any Unity3D-made FPS on itch, so that's a really smart move - if your team has the time to make nice thumbnails/screenshots.
Red Eclipse is still in development and has movement that is quite different from all the Quake descendents thanks to its doublejump and innovative weapons. I can't get over the blurry look though (I guess it's mostly the particle effects, maybe I could tweak them to be... sharper?). Additional microrant: some of RE music I like, some not much.
I like Trepedation's original game mode (Trepedation) but I have yet to try it against human players but at least the characters and levels seem to be hand-made for the project.
Sauerbraten is today minus 2013 years old and still popular, by comparison. And I gotta say: instaCTF is fun! To heck with the "flag dropped" sound though. Sauerbraten is partially non-free-as-in-freedom asset-wise.
FreeDoom is an entire single-player campaign. So is Blasphemer. Amazing amount of content! Once configured with mouselook and advanced sprite upscaling, it's nearly as good as an actual 3D FPS.
- Get the engine: https://zdoom.org/
- Get the game: https://freedoom.github.io
- Get the other game: https://code.google.com/archive/p/blasphemer/
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This post was retrieved from freegamer.blogspot.com.