My (tech) company just posted a photo of the Leadership Team for Leadership Week, and tagged everyone. Every face but one is young, white, and male. No women.
A woman from the Creative side of the company posts a link about diversity and says "Food for thought ;)"
I'm currently in the process of leaving my company, and I guess they like me because they're holding me hostage based on the terms in my contract (105 days!)
Something tells me if I had been a bit shit they might have let me go a month early, which is what I asked for 💀
@reidrac I would get my days if I work the full length of the contract. It's the fact I'm trying to duck out a month early that opens the door to negotiation.
It's also a bit of a gray area actually. Companies in Germany must tell each other how many vacation days I took, to avoid "double dipping" if I switch companies part way through the year.
My next company is Icelandic though and they don't care! So I would be *technically allowed to take all 31 days in a row.
@reidrac Essentially I'm only working 6 months of the year so "fair" would be 50% of my vacation.
It's only because my next company doesn't care about PTO that I can scrape out a technicality and take 100% of my PTO for the year with my first company.
@beeoproblem Haha, they DO look a bit like that (I had to google it).
My weakness is definitely animation more than illustration. I will need to do some more tests with more complex creatures to see if the art style is viable.
I find this most relevant with UI. For example a label that displays the name of the current level. I don't WANT to create and organize a separate .gd file for this. I want the script to just be owned by the node as part of the tscn file.
Cluttering the file system with one-off files that won't be reused doesn't feel the cleanest to me.
Note: What I'm looking for is something like inline resources. Isn't it nice that you can create e.g., a LabelSettings inline, and aren't required to create a new .tres file for this resource?
Imagine if scripts worked the same way, and you would only need to save the external .gd file when you were ready to extract the code into something reusable.
You wouldn't even need to name these inline scripts. They're just... a property of the node.
@SirLich you can check the "Built-in Script" checkbox. It will store the code of the script in the .tscn file itself. The internal editor handles them "magically", external editors struggle with them tho because they are just text in a scene and not an actual script file.
What if people were semantically versioned? I think I would be on version v4.1.0rc3 (third release candidate for the first minor update in the 4th stage of my life)
In Unreal there is usually 10 ways to do something. It's very surreal to be asked a lot of questions about methods you're aware of but haven't used extensively because there is a perfectly good alternative that you prefer for whatever reason.
It's best not to stress though. I'm confidant in my abilities, and if that doesn't come across in an interview, then that's something I can work on separately.
I'm creating a turn based game with random enemy spawns, telegraphed with a sigil on the floor one turn prior.
What do you think about having a few sigils, representing difficulty (minion, normal, elite, boss), rather than making all the sigils unique (or all the same?).
For example if you see en 'Elite' sigil you won't know whether it's a heavyweight (better to stand back), or a lich (better get close to kill quick).
@SirLich How about not making them different initially, then later, depending on character skill, the player sees different symbols.
This does a few things: makes it a skill of the character, not (just) the player. It simplified the game early stages. And if your game has RPG or learned skills, it adds rewarding tactical detail when the player invested in that skill.
@j5v Even better! I'm trying to add lots of roguelike elements, but struggling to come up with good skills. I like the ability of having some passive perception abilities
Currently what I'm considering doing is defining a bunch of "events" (probably signals, maybe callbacks) at the entity level.
So things like on_take_damage or on_idle or on_death. Whatever.
Then I can create some scripts that listen to these events (e.g., death_effect.gd). I guess the idea is these scripts could be attached to different graphical elements, placed into each enemy? So you reuse the logic, but define fresh visuals?
@0x0961h Thanks! I'm going to try adding some rogue-like aspects to it (essentially more levels, more enemies, and some power-progression for the player), and see where it goes :)
@SirLich This is really a good base you have on your hands, so yes, more good and modern stuff with some visual polish and bam, you are ready for Steam. 😁