Indie Game Developer working in the San Francisco Bay Area.

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Joined 1 year ago
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Cake day: June 8th, 2023

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  • I have a pretty basic org-roam setup I think. I keep my org files all in a directory called “org” that I sync with syncthing (previously I used Dropbox), and whenever I setup a new machine, I just grab that folder and put it at my user root (with Dropbox I would just symlink the folder from “~/Dropbox/org” to “~/org”).

    Now no matter what machine I am on and where I make my changes I have them all up to date.

    I generally have large nodes that contain all my knowledge, and I split them up as they get too big. E.g I used to have a single UnityEngine node, but over time I have split it up into many different nodes: EditorWindow, ScriptableObjects/UnitTesting/etc…

    I have at least one node for each of my projects, and there is a “Tasklist” heading in each of those project nodes which contain all my TODOs, those project files are tagged with the name of the project, so that I can easily write an org-agenda search to grab all the TODOs from a single project into a single view without anything else I have stored in the file (which includes a project synopsis, architecture notes/UML diagrams, general notes, etcc…).

    Since I am already in emacs when I am writing code, this keep it very simple for me to have this information as accessible as all my code files are. When I discover a new language feature or have to look something up, I just open up the node for that language, and put that new information in, linking to the source where i grabbed that snippet, or where the full MSDN documentation is stored if I need to go more in depth that my short description I write it. Copying down the information helps me internalize it, and I can easily just search through that file for information I have stored. This means that even if I don’t have internet access, I have access to all my previously looked up information I maybe have forgotten.









  • 600ish hours in Hunt at this point, and while you can give away your position to the idle players, that only matters at the top end of the Matchmaking system where the “bush-wookies” lie. With the self-revive for solos trait that got added, it helped even the playing field a lot. Previously getting hit by a sniper was a game-over for solos while for a duo/trio it was the start of an encounter, with your teammates able to revive you after they kill or chase the sniper off. With self-revive you have a chance of popping up when they aren’t watching, or when they are pushing to your body from their perch, and either fighting or retreating.

    Also I wouldn’t say the developers have a toxic relationship with the player base at all. They are constantly making fun changes to the game and adding in new features to change things up. They also test out new features during temporary events and see how people like them before implementing the into the game wholesale. And this is done via looking at gameplay statistics, not just listening to the very vocal subset of people who hate any change to the game.