Ms. ArmoredThirteen

  • 4 Posts
  • 183 Comments
Joined 1 year ago
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Cake day: June 1st, 2023

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  • Obsidian on my local machine, changes get pushed to GitHub, Jenkins pipeline is triggered, I like to use multibranch pipelines with Jenkinsfiles, ObsidianHTML is called and uses a config file in the repo, scp and ssh to send everything to the host server. The order it moves things is a bit specific to try and reduce downtime: New site gets sent to host server with a temp directory name, old directory is renamed, new directory is renamed to be what the old one was, and then the old one is deleted. Getting the build server to actually have the tools installed for ObsidianHTML was kinda a pita had to do a lot of figuring out which versions of Python were supported where and update a lot of stuff without breaking other parts of the build server relying on older Python versions. My build and host servers are two separate droplets with DigitalOcean. ObsidianHTML isn’t being developed anymore so I’d like to replace it with something I make myself one day but I’m not good at web dev in general let alone programmatically building pages



  • I’m in the game industry. This is entirely person observation I have not studied this topic so can’t source anything

    The people I saw going to early mobile market were a lot of handheld console and flash game devs and companies. They were adapting the closest existing game designs and brought with them a “small game small cost” philosophy. It also wasn’t really known yet how impulsive people are on phones. So it was an unproven market with smaller teams and people making yester era design choices. There also used to be a few bigger games with bigger price tags but people didn’t buy into those because anyone willing to spend that on a game at the time would have had a console or PC and could buy a better experience there for the same price.

    The only mobile game experience I have was back in like 2012, smart phones were really taking off, and the market for mobile games was proven. The company I worked for we built a release ready game but it never got released. We couldn’t sell it to investors because the monetization was never aggressive enough for them (the investor money at that point was less about making the game and more to fund marketing and stabilizing the studio as a long term business). I quit when my job stopped being dev work and started being round tables about how to psychologically trick players into paying more. Anyway with so much focus on heavy monetization it stopped being economically worth it for a lot of startups to actually make good games when thinly veiled skinner boxes pleased the investors all the same



  • Okay so the dumb part is a lot of this is me abstracting away our complex build system. I’ve basically bubble-gummed a dedicated build system in top of it for only the tasks I do. At a certain point if I start adding configurations or timing I might as well just wrap it in gradle or something. But the system that I’m calling is already their attempt at simplifying another build system that’s underneath it that was written by the old guard using arcane sorcery. The whole thing is a mess


  • This is part of why I still have manual kickoffs for mine. Never need to worry about work getting done while I’m away or getting done suspiciously fast. Also they should have paid you lol, the dingdongs. Would cost a lot more just in work lost having someone else spend time deciphering and fixing it. They could always get someone else up to speed with the system after it is fixed by you so there’s little or no down time