blip

joined 1 year ago
[–] blip@beehaw.org 7 points 2 weeks ago

Two weeks truly isn't enough. I know it's not standard everywhere, but 3 months ought to be the minimum. The first 3 months of an infant's life is a huge learning curve that requires lots of time and attention. If you are able to split parenting duties, it will make the whole experience a lot more manageable and enjoyable.

Since it sounds like your company doesn't have a well defined policy, try asking your hr for a longer paternity leave. It's way too common for paternity leave to be short changed, or for fathers to opt for shorter leave.

[–] blip@beehaw.org 3 points 3 months ago (1 children)

Just existing as a first time parent. I have a huge amount of respect for anyone that has two or more children, because one is already stretching me to my limits. To get anything accomplished requires stealing time from something else. So over time, everything is in a state of being half-assed, overdue, or forgotten.

[–] blip@beehaw.org 4 points 11 months ago (1 children)

Could you elaborate on what issue you take with that headline? Genuinely confused here.

[–] blip@beehaw.org 2 points 1 year ago* (last edited 1 year ago) (1 children)

I remember this game too! The live action cut scenes were really creepy as a kid. I distinctly remember the hands trying to press through the painting and the ghost luring you deeper into the maze. My dad and I got stuck at the one Othello style puzzle with the amoebas. We went out and bought a guide to get past it, only to learn that the author of the guide couldn't solve it either.

[–] blip@beehaw.org 2 points 1 year ago* (last edited 1 year ago) (1 children)

I'll grant you the first point, the whole game is centered on space travel simulation, but it's also the only game I've seen that handles what you're describing. You definitely need to consider atmospheric density though. Managing your speed, angle of attack, and parachutes to avoid overheating is one of the major skills you learn while playing. Some are Earth like (Kerbin), other are thinner (Moho), and some are surrounded in an atmosphere so thick that it makes any return mission a huge achievement (Eve).

[–] blip@beehaw.org 1 points 1 year ago (3 children)

Kerbal Space Program?

[–] blip@beehaw.org 1 points 1 year ago* (last edited 1 year ago) (1 children)

To me, a pan for a lazy cook means easy to clean, and you don't need to worry about what you cook in it. I wouldn't care about what types of utensils you need, because a true lazy person would simply throw out all of ones you can't use.

With that in mind, I think an oven-safe ceramic nonstick pan is your best bet. The nonstick is great for both cooking and cleanup, and unlike a cast iron you don't need to worry about acidic foods or reseasoning. If all you own are silicone utensils, the only downside is that you can't crank the heat up too much. And even then, all that does shorten the lifespan of its nonstick properties, at which point you're no worse off than a steel pan.

[–] blip@beehaw.org 8 points 1 year ago* (last edited 1 year ago)

I really loved the system used in Firewatch. It was similar to the Telltale system where you have a set of dialogue options, a limited time to respond, and silence is a valid option, but the game didn't "pause" to let you choose. You could continue walking around and explore your surroundings during these conversations, which is very nice in a game about walking around in the woods. It also took into account context from earlier conversations to make later ones feel more specific and personal.

The developers gave a great talk about the dialogue system in GDC17: https://youtu.be/wj-2vbiyHnI

[–] blip@beehaw.org 13 points 1 year ago

I agree. Even when the megathread included a list of posts relevant to a topic, whatever nuance was there gets lost in the grand comment thread. We really need a tagging and filtering system so that users can opt out of topics.

That way, it's not incumbent on mods to make a Megathread, or make a judgement call on whether there are too many posts on any one topic.

[–] blip@beehaw.org 1 points 1 year ago

I really like this system as well. It also makes more narrative sense, in that, you "learn from experience", and you learn more when things don't go exactly how you expected them. It does seem odd at first that players are essentially rewarded for failing, but the fact they've put themselves in a position where failure is possible means they can't just rest in their laurels (or seek out numerous easy challenges to "grind" xp).