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I was aware of that. I posted it in the sense that I'd try and pose an alternative challenge. And I've already sort of jacked the thread, and turned into a "creature" thread.Apologies for the confusion, I was referring to Mr. Greenidge's work in my previous post. Didn't mean to thread-jack from your fantastic stories ShootMyMonkey
These stories have gone around. There was a similar thread on Flipcode a few years back (the so-called company still existed at the time). And more of us who experienced these stories were there to participate. One of them actually went by the handle "EmbarassedToHaveWorkedThere". And they're apparently read enough that various people still email me about it. A few folks at Ritual have emailed me that they sprained their wrists falling out of their chairs.Your stories sound so crazy with this..."creature" that I sometimes get the impression that you are just messing with us
Smaller than a planet, sure... smaller than a ship? For that matter, a ship that's larger than a planet is in itself... a problem. And if it's collapsing down to a black hole (or say, if it was a neutron star rather than a dwarf), are you really going to be walking around on the surface of it? I'd actually commented at the time that the ship was enormous and the star was tiny... It simply responded 'dwarf' as if to shut me up about the scale.Oh before we begin, Mr. It is correct. A White Dwarf can be very small (before they collapse to become a black hole).
Not on that basis, no. Mainly because one thing I learned was that the creature had less short term memory than goldfish are believed to have. Case in point --Wow, thanks for sharing. Awesome stories. Werent you terrified that he could fire you at any moment when you corrected him?
Mainly, I concentrate on what I got out of it as a developer. Namely, working with some commercial engines, rewriting some render backends from the ground up, implementing pretty much the entire effects system, implementing a fairly huge chunk of gameplay code on top of it, loads of shader work, etc. In spite of everything, we still got some real work done, and I'm all the better for it, so it wasn't a completely bad experience. Just dealing with the creature was all bad.How do you explain the time spent there in your CV?
I wouldn't say that. Yes, there was the immeasurably stupid side, but there was more to it than that. There was a maligning, racist, exploitative, criminal side to it as well, and I've avoided much of that in these stories. The whole wealth=inherent superiority attitude gets under your skin, but that was the least of it.We should feel sorry for it, it needs professional help...
[maven] said:On another note, what are sure signs your game has been in development too long?
- You still have a software renderer in your engine
- You have seen 2 generations of artists come and go
- The major DirectX version has changed 4 times, each requiring more or less extensive changes to what originally was a pure software engine
- It is one of the few games on the market that uses the stippled transparency of the Matrox Mystique cards correctly...
Graham said:I was taken aside.
Following the financial officer, she eventually led me into a storage closet.
Shutting the door behind her, she whispered to me:
Were there any really "good" stories? I mean, sure, mine gave everybody a good laugh, but at the same time, they were all signs of a totally dysfunctional employer being the proverbial gremlin which sabotages the machinery that is a team. Hardly "good" for those of us who were there. For that matter, I even mentioned a story where the creature prints out some of maven's code and claims it as its own as if to try and convince us it's actually competent. Not that I'd expect maven would care seeing as how the creature just did it to try and fool us as opposed to loads of people... but I wouldn't put that scenario past the creature. Its general attitude to crime was simply that the ability to get away with it is a reason to do it (and yes, the creature has said as much)And I thought this was going to be a "good" story
I think you missed the joke.ShootMyMonkey said:Were there any really "good" stories?
[maven] said:He's a decent guy, though; very good at ""selling" a product to publishers and getting it financed. On the other hand, very prone to feature creep ("game X just came out and has feature Z, we need Z, too!", completely ignoring that Z doesn't bloody make sense for our game).
On another note, what are sure signs your game has been in development too long?
- You still have a software renderer in your engine
- You have seen 2 generations of artists come and go
- The major DirectX version has changed 4 times, each requiring more or less extensive changes to what originally was a pure software engine
- It is one of the few games on the market that uses the stippled transparency of the Matrox Mystique cards correctly...
Jon Brittan said:You're not working on Duke Nukem Forever, are you?![]()
ShootMyMonkey said:Were there any really "good" stories? ...
she eventually led me into a storage closet.
Shutting the door behind her, she whispered to me
Alstrong said:I think 3dcgi got what I was getting at.
doesn't this sound suggestive in any way?![]()
^^ Evidently, the do them right in their cubicles.zsouthboy said:/fap fap fap
DudeMiester said:^^ Evidently, the do them right in their cubicles.![]()
It doesn't really work out too smoothly because of the relative proportions of the population. Most programmers aren't exactly social folks so their ability to comport themselves in a rational fashion in the presence of attractive members of the fairer sex is quite limited (to say nothing of their ability to actually rouse a feminine libido), and I've yet to meet a single gay programmer (at least among those who remained programmers for the better part of their lives).I'm guessing the "quickie in the closet at work" probably doesn't happen too much among programmers.. though i'd love to be proven wrong.