magic_lobster_party

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  • 23 Comments
Joined 8 months ago
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Cake day: March 4th, 2024

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  • Haven’t properly watched the videos, but I don’t think OOP is that bad. I even think encapsulation is one of the core strengths of OOP.

    I’ve worked with systems where no thought was put into encapsulation, and those are often incredibly difficult to work with because everything is heavily interconnected. Can’t make a change in a small thing without risking breaking something else at the other side of the program.

    I like to see encapsulation as a workspace. It defines the tools we have direct access to. Changing one thing in a workspace shouldn’t affect anything on the other side of the program. Makes it much easier to collaborate in large teams. Minimizes the risk of interfering each other’s work.


  • I think applying design patterns blindly without understanding what problems they’re supposed to solve is often more harmful than not using them. It can lead to difficult to manage code bases because the program is over engineered for problems that don’t exist.

    My general rule of thumb is to write code that can be easily adapted to unexpected changes in requirements. Avoid writing code that paints yourself into a corner. Simple solutions are often easier to work with than complex solutions. If what you’re doing adds a lot of complexity, take a step back and seek other options. Maybe you’re overlooking an obviously simple solution to the problem?

    I think inheritance almost always has this “painting yourself into the corner” tendency. Once the design is set, it’s often difficult to break free from it. Composition along with interfaces is generally the better choice. Often not even interfaces are needed.

    This comes with experience. You learn what works, and what doesn’t. Often you do it the hard way.

    Databases are tricky. I have no good advice for that.









  • I think you should give HL2 a chance. It can be enjoyed even without the first game. You have already played the first game a bit, so you know the deal (experiment gone wrong, aliens everywhere). HL2 takes place 20 years after the incident.

    There’s fewer annoying platforming sections for instance. The puzzles also involves proper Havok physics, which is easier to manage.

    The story is also a step up, with proper named characters. The baddies are also better developed and has a better reason to be the baddies.


  • HL2 is probably the game I’ve replayed the most. It’s just as amazing every time.

    When I played it for the first time almost 20 years ago (gosh!) I expected all games would have this level of immersion onward. It was such a leap forward. Things I normally could expect from the real world applied to HL2 as well.

    Oh, there’s roller mines hurtling towards me? Obviously I’m supposed to throw them down the cliff using my gravity gun. No explanation from the game about this. It just felt like I would do the same in the real world.

    Is this immersion the future of gaming? I can’t wait to see what the future will bring!

    Turns out 20 years later that HL2 was a one of a kind game. Other games might have better graphics and physics, but no game is HL2.






  • The thing I remember most of my impression playing it was that I constantly had the thought: “that opening village fight was really fun, I wonder when they will pull that off again”, and then they never did. So that expectation left me a bit of a sour taste.

    This was maybe 15 years ago. I might have a different impression if I would play it again, but I haven’t done it.


  • I’m probably in the minority, but I didn’t enjoy RE4 as much as others when I played it. Don’t get me wrong, I think it’s a great game. Just not to the standards people hyped it up to.

    I think my main issue with it is that it has a masterful opening sequence, but then it never really builds on it after.

    First fight in the village was truly ahead of its time. It gives not only the player lots of options, but the enemies have lots of options to counter you. It puts the player into many unpredictable situations. It’s a very dynamic fight and really sets a unique mood for the game.

    Then the rest of the game turns more and more into a corridor shooter, especially after the village act. Still a good corridor shooter, but I hoped to see it build more on the open combat we saw in the opening section.

    It was a great while ago I played it, but that was the impression I had back then.