Thursday, September 24, 2020

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Tuesday, September 22, 2020

Recruiting Co-designers / Assembling A Design Team

Ever since I recruited my friend Rick to work on Apotheosis (FKA Worker Learning), that game has made a lot of progress where it would certainly still be sitting in my notebook otherwise. That arrangement is working so well that I would really like to recruit other designers to help me progress my other stalled or (or un-started but promising) designs.

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
* Moctezuma's Revenge - push your luck / deduction game about looting temples, but some are cursed

Early stage designs that still need a lot of work:
* 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
* Joan of Arc - Bag building game with shared piece movement. Play as a voice in Joan of Arc's head, vying to get her to accomplish your goals.

Idea stage designs that sound promising:
* Dynasty - Spread your villages across China, upgrade them to Cities, and fill your player board with Culture. You'll assimilate other players' culture, and they yours. When someone becomes Emperor, the winner is the player who's culture is best represented.
* Scourge of the High Seas - Deckbuilder along the lines of Ascension, with 2 buy rows (Tortuga, where you buy crew, equipment and ship upgrades, and the High Seas, where you spend crew and equipment to plunder ships)


Any takers?

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

Hi!

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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【员工总是对薪酬不满意怎么办?】
1、员工永远不会对薪酬满意,甚至会因为比较而去抱怨。
2、大部分的员工都认为自己干得多,公司给得少,觉得公司问题。
3、让员工为自己干,自己的收入自己创造,所以老板得设计机制。
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5、让老板最省心的薪酬机制:股权激励

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Thursday, September 17, 2020

《股权激励与布局》两天解决人才、合伙、融资、员工积极性等问题(请老板详细观看)

我们能帮您解决以下几个问题:
一、人才的问题:
调动员工积极性,吸引外部优秀人才。人才是企业经营的根本,导入股权激励之前企业的人是人手,导入股权激励之后企业的人是人才,这就是差距。
具体操作方法:
1.超额利润激励法 (超出的部分拿出来分享)
2.在职分红激励法(享受分红但未有表决权)
3.1-3-5渐进式注册股激励法(由虚转实,循序渐进)
4.期权激励法(合理定价、数额及行权时间)
5.裂变式创业激励法(放得出去,控股变成子公司)
6.子公司转集团股激励法(股权置换把心收回来)
7.金色降落伞激励法(怀柔政策释放老员工权利)
二、合伙融资(资源、资金)的问题:
解决资金、资源紧缺的问题,打通产业链、整合外部资源让公司可持续盈利变得值钱。
具体操作方法:
1.上下游股权激励法(整合上下游打通产业链)
2.股权众筹法(消投推三者一体)
3.股权溢价融资法(投大钱,占小股)
4.股权并购重组法(整合资源拉升企业估值)
5.股权置换法(内外部置换共担共赢)
 三、公司控制权的问题:
多层次布局放大公司控制权,协议章程作保障,三会一高顶层设计好。
具体操作方法:
1.股权布局法(主体、集团、资产、执行、项目五层次布局)
2.公司章程 (同股不同权及创始团队的议事权利规则)
3.协议控制(一致行动人计划协议、投票委托协议、有限合伙协议、股权代持协议、对赌协议等)
4.三会一高(绝对股东会、董事会、监事会、核心高管经理层)
5.股东性质及持股比例(同股同权/不同权)
华一世纪《股权激励与布局》峰会,[讲座形式] 专业知识+实操案例解析+现场互动+一对一咨询 ,让您带着困惑来,拿着方案走

【以下是最新9月份全国部分排课表】 
9月19日—20日 深圳 长沙 广州 重庆
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添加WeChat咨询10月份以后的课程时间安排:13005663459

优惠名额:原价报名1280/人,提前报名优惠价980/人(包含场地费+学习资料费+茶水费+咨询费)
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Saturday, September 12, 2020

Black Future 88 Free Download

Black Future '88 is a Synth-Punk roguelike 2D action Shooter. Vertically climb an always evolving procedural tower to reach the top and kill its insane owner…before your heart explodes. Shoot, slash, dash and upgrade yourself to survive the endless waves of deadly traps, homicidal AI, crazed junkies and colossal Wardens standing in your way in a stylish alternative version of 1988.

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.


Black Future 88 Free Download
http://pasted.co/af29b5ae

INSTRUCTIONS FOR THIS GAME
➤ Download the game by clicking on the button link provided above.
➤ Download the game on the host site and turn off your Antivirus or Windows Defender to avoid errors.
➤ Once the download has been finished or completed, locate or go to that file.
➤ To open .iso file, use PowerISO and run the setup as admin then install the game on your PC.
➤ Once the installation process is complete, run the game's exe as admin and you can now play the game.
➤ Congratulations! You can now play this game for free on your PC.
➤ Note: If you like this video game, please buy it and support the developers of this game.

SYSTEM REQUIREMENTS:
(Your PC must at least have the equivalent or higher specs in order to run this game.)


Minimum:
• 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
Supported Language: English, Italian, Spanish, Polish, Russian, Portuguese-Brazil, Simplified Chinese language are available.
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

FPKG | CUSA06210 | Update v1.02 | 

  • Release Date: Out Now
  • Genre: Action / Fighting
  • Publisher: BANDAI NAMCO Entertainment Inc.
  • Developer: CyberConnect2 Co., Ltd.









With more than 13 million NARUTO SHIPPUDEN™: Ultimate Ninja® STORM games sold worldwide, this series has established itself among the pinnacle of Anime & Manga adaptations to videogames! NARUTO SHIPPUDEN: Ultimate Ninja STORM 4 Road to Boruto concludes the Ultimate Ninja Storm series and collects all of the DLC content packs for Storm 4 and previously exclusive pre-order bonuses! Not only will players get the Ultimate Ninja Storm 4 game and content packs, they will also get an all new adventure Road to Boruto which contains many new hours of gameplay focusing on the son of Naruto who is part of a whole new generation of ninjas.
• All Ultimate Ninja Storm 4 Content in One Edition – Includes the Ultimate Ninja Storm 4 game, 3 DLC packs from the Season Pass (Gaara's Tale Extra Scenario Pack, Shikamaru's Tale Extra Scenario Pack, and the Sound Four Extra Playable Character's Pack), the all new Road to Boruto DLC, and all the previously exclusive pre-order bonus content
• New Generation Systems – With development made specifically to leverage the power of PlayStation®4. Road to Boruto will take players through an incredible journey of beautifully Anime-rendered fights!
• Huge Character Roster and New Hidden Leaf Village – Additional playable characters including Boruto, Sarada, Mitsuki, and Sasuke (Wandering Shinobi) and a new setting of a New Hidden Leaf Village
• New Collection and Challenge Elements that extends gameplay


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:

  • 1.1 stable from 2006
  • 1.2 beta from 2009
  • 1.3 inofficial alpha from 2018

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.

I really gotta compliment on the music in Xonotic. And the visuals.

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.

Smokin' Guns actually has a bunch of license uncertainties. But it looks like there's an effort to modernize it and liberate it.

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