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coaleh@lemmy.worldto Games@sh.itjust.works•Valve finally unveils Deadlock on Steam, access is still "limited to friend invite" via playtestersEnglish1·1 year agoI’d be happy to take an invite code off of someone’s hands (and then share the friendship some more!) :)
coaleh@lemmy.worldto Games@lemmy.world•Steam Next Fest is currently ongoing - which demos did you like/dislike?English9·2 years agoShapes 2 for the factory game!
coaleh@lemmy.worldto Games@sh.itjust.works•THE FINALS | Season 1 | December 2023English31·2 years agoIt’s good fun! The rounds are very dynamic with all the different weapon types and destruction! Needs more modes though
coaleh@lemmy.worldto PC Gaming@lemmy.ca•The Day Before - Steam EA launch: mostly negative (22% on 444 reviews while 37K playing...)4·2 years agoPlayed the game for an hour and can confirm it’s bad! Not terrible… Just poor combat, systems, gameplay loops and server performance. I think even if it was polished I just wouldn’t like the concept they’re going for. Dying very easily and loosing everything just isn’t for me!
coaleh@lemmy.worldto Technology@lemmy.world•Satya Nadella 'furious' with blindside ousting of Sam AltmanEnglish13·2 years agoAnd then he hired him!
coaleh@lemmy.worldto Experienced Devs@programming.dev•How do you balance rapid iteration and merging/upgrading?English2·2 years agoI’d say the ideal thing to aim for is case 2-ish. Building in isolation isn’t great and dog-fooding your lib (via their projects) can help reduce the amount of future breaking changes (getting things right the first time). I.e. Ideally your helping people upgrade when needed and seeing their problems. Even if your forking their projects to try your experimental changes out for them and then provide a PR? That’s probably a lot easier said than done though xD
A dependecy management system to let consumers know when a new version is available could go a long way, or you pushing for them to update by talking to them (as this is all internal?).
Basically reducing the distance between teams and getting the tightest possible feedback loops should be the goal.
That’s my rushed 2p while waiting for a haircut anyway ;)
Surprised nobody has mentioned Wildgate. It’s really fun! Different take on the Jumpship idea with a lot better execution (but they’re at different stages of dev to be fair!).