@djlink my experience of a lot of dev in the US is that a lot of places focus on faster to develop over end efficiency. All our software is bloated web crap now. And US dev salaries have been inflated for years. It doesn’t surprise me in the slightest that someone could do it faster & cheaper by just actually trying to do that
Notices by The Seven Voyages Of Steve (sinbad@mastodon.gamedev.place), page 2
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The Seven Voyages Of Steve (sinbad@mastodon.gamedev.place)'s status on Tuesday, 28-Jan-2025 19:16:56 JST The Seven Voyages Of Steve
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The Seven Voyages Of Steve (sinbad@mastodon.gamedev.place)'s status on Tuesday, 28-Jan-2025 08:36:09 JST The Seven Voyages Of Steve
@psychicparrot42 and there way me losing my shit when a sector light flashed on and off in Doom
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The Seven Voyages Of Steve (sinbad@mastodon.gamedev.place)'s status on Tuesday, 28-Jan-2025 08:31:56 JST The Seven Voyages Of Steve
@Craigp oof
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The Seven Voyages Of Steve (sinbad@mastodon.gamedev.place)'s status on Tuesday, 28-Jan-2025 05:15:47 JST The Seven Voyages Of Steve
@Craigp I’m really hoping this one is less impenetrable when done, I loved the idea of the original but hated every moment of the hour I gave it
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The Seven Voyages Of Steve (sinbad@mastodon.gamedev.place)'s status on Tuesday, 28-Jan-2025 05:12:51 JST The Seven Voyages Of Steve
@scrivolical I remember is having a huge pop tart phase in late teens (they were new). I distinctly remember the burned tongues and sugar crash hangovers
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The Seven Voyages Of Steve (sinbad@mastodon.gamedev.place)'s status on Tuesday, 28-Jan-2025 04:34:41 JST The Seven Voyages Of Steve
I’d prefer that no-one was scraping everyone else’s content and burning power and water to turn it into stochastic bullshit machines, but I’ll at least enjoy the schadenfreude of the bottom falling out of stupid valuations due to someone else doing it cheaper
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The Seven Voyages Of Steve (sinbad@mastodon.gamedev.place)'s status on Tuesday, 28-Jan-2025 03:18:30 JST The Seven Voyages Of Steve
@bbbscarter don’t worry, I self-identify as an old man these days (although I prefer BluRays 😉)
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The Seven Voyages Of Steve (sinbad@mastodon.gamedev.place)'s status on Tuesday, 28-Jan-2025 02:20:23 JST The Seven Voyages Of Steve
@landelare Interesting, any examples?
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The Seven Voyages Of Steve (sinbad@mastodon.gamedev.place)'s status on Tuesday, 28-Jan-2025 00:42:34 JST The Seven Voyages Of Steve
Did too much in Blueprints again, had to rip it out and replace it with C++. I should know better, but in my defence it was very user-facing "UI like" code, just using actors, and I normally do UI code in BPs. But like always it hit a complexity wall and I had to unpick it
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The Seven Voyages Of Steve (sinbad@mastodon.gamedev.place)'s status on Tuesday, 28-Jan-2025 00:17:28 JST The Seven Voyages Of Steve
If only
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The Seven Voyages Of Steve (sinbad@mastodon.gamedev.place)'s status on Monday, 27-Jan-2025 23:02:43 JST The Seven Voyages Of Steve
@wolfr @bbbscarter @dormouse759 kids just bash everything until something happens, learning by massive amounts of trial and error. It’s nothing to do with intuitiveness
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The Seven Voyages Of Steve (sinbad@mastodon.gamedev.place)'s status on Monday, 27-Jan-2025 21:50:52 JST The Seven Voyages Of Steve
@markuslatvala @jonikorpi I've known some good visual designers, and some good UX designers, and it's absolutely not the same skill. Sadly web & phone app design has completely elevated the former at the expense of the latter. It goes all the way to the top too, e.g. Jony Ive making some terrible design decisions in the pursuit of the clean lines and thinness that undermined usability badly
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The Seven Voyages Of Steve (sinbad@mastodon.gamedev.place)'s status on Monday, 27-Jan-2025 21:22:32 JST The Seven Voyages Of Steve
@jonikorpi I think it’s worse, I think designers deliberately threw this away because they prioritise things looking pretty & “modern” over being intuitive
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The Seven Voyages Of Steve (sinbad@mastodon.gamedev.place)'s status on Monday, 27-Jan-2025 07:23:16 JST The Seven Voyages Of Steve
@armstrong I’ve had to write that “tap” means “a short touch with the tip of your finger, not the nail” based on previous experience with older folks
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The Seven Voyages Of Steve (sinbad@mastodon.gamedev.place)'s status on Monday, 27-Jan-2025 07:20:14 JST The Seven Voyages Of Steve
@lisyarus ahh yeah - I quite like it
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The Seven Voyages Of Steve (sinbad@mastodon.gamedev.place)'s status on Monday, 27-Jan-2025 07:19:38 JST The Seven Voyages Of Steve
@andrewwillmott yeah, huge fall from their original ideals
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The Seven Voyages Of Steve (sinbad@mastodon.gamedev.place)'s status on Monday, 27-Jan-2025 05:37:06 JST The Seven Voyages Of Steve
@GeekAndDad yeah, and these days Apple are leading the way in design that sacrifices obviousness for prettier looking devices
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The Seven Voyages Of Steve (sinbad@mastodon.gamedev.place)'s status on Monday, 27-Jan-2025 05:28:03 JST The Seven Voyages Of Steve
@lisyarus assigning to flowx / flowy functions weirded me out at first but they both return references I guess? I haven’t really seen that pattern before but I guess it’s better than raw array access (assuming inlined)
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The Seven Voyages Of Steve (sinbad@mastodon.gamedev.place)'s status on Monday, 27-Jan-2025 05:17:02 JST The Seven Voyages Of Steve
Take this post. How do I know the flat icons underneath the post are buttons I can press, and yet this icon:
➡️
is not? Only because I already know the context rules. I have to know them to know what’s interactive and what’s not. The amount of pre-knowledge UIs expect these days would make UI designers of old spin in their graves -
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The Seven Voyages Of Steve (sinbad@mastodon.gamedev.place)'s status on Monday, 27-Jan-2025 05:08:54 JST The Seven Voyages Of Steve
Old intuitive interface design was rooted in the concept of “affordance”, in that things did what they looked like they did, or felt they did when you touched them. Buttons were raised and went down, knobs turned, sliders only went back and forth. Now, nothing looks like what it does; everything assumes a meta knowledge, something that is completely the opposite of intuition