What did you do today?

craigbru

Cramming big things in small boxes since 2006
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Jul 2, 2015
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Well, after almost 4 faithful years, the motherboard in MPD-01 finally bit the dust. It's the longest I've ever kept hardware in constant daily use, so I've really no complaints. Of course, this means new hardware time! I ordered a ASUS Z170I PRO GAMING ITX motherboard, i5 6600K, and 16GB HyperX Fury DDR4 RAM just a little while ago. I've already got a HDPLEX-250W and Dell 330W AC adapter. I'll settle on a M.2 SSD and new video card later. Now, all of this simply can't go in the old MPD chassis... I wonder what that means? ;)
 

GuilleAcoustic

Chief Procrastination Officer
SFFn Staff
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Jun 29, 2015
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I've decided to quit my job in a few months and go for higher studies. It's time to press the "reset button" and get my life back in order.

Also quiting my job, for a lesser paid one. Work taught me that money/wage is not everything and sometimes money brings nothing but tears and sadness.

Job interview is today, in 2 hours time ... finger crossed !
 

Soul_Est

SFF Guru
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Feb 12, 2016
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I've decided to quit my job in a few months and go for higher studies. It's time to press the "reset button" and get my life back in order.
Congratulations on doing so. Taking the reins of life into your own hands again and taking the direction to you wish to go.

Also quiting my job, for a lesser paid one. Work taught me that money/wage is not everything and sometimes money brings nothing but tears and sadness.

Job interview is today, in 2 hours time ... finger crossed !
That is definitely true my friend.


Yesterday, I applied for another job (fingers crossed) and began sketching each day.

 
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Soul_Est

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Feb 12, 2016
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It's been quick, already got the answer to my job interview .... And I'm glad to announce that I succeeded !

Goodbye heartless demons bank industry, I'm officially an Embedded system engineer now :D
Congrats my friend. May this be the first step towards your purpose matching your passion. I am so happy for you.
 
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GuilleAcoustic

Chief Procrastination Officer
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Congrats my friend. May this be the first step towards your purpose matching your passion. I am so happy for you.

Awesome! Welcome to the electronics industry :thumb:

Congrats man! Good luck with the new career.

Thanks a lot guys ! To the menu: C/C++, ADA, ARM, Linux, FPGA, oscilloscopes, bench supplies ... guys there even have Meccano parts on there desk ! I won't feel like I'm a freak anymore XD.
 

SumGhai

Cable-Tie Ninja
Jun 14, 2016
147
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So I'm in a game design class and we're build a board game. Now a lot of aspects about our board game is pretty poorly thought out or just isn't working out, so I'm willing to implement changes but it seems like we're just straying way too far from our original design. Much too far. Today my group met and it seems like every time we meet, someone has come across a different game and wants to rework something in our current design and take inspiration from another game that's done it better. We've done reworks probably four times now and each time the game plays much too differently than when I had originally pitched the idea.

I'm a little frustrated because we're pulling ideas from all different directions, but we're not at all thinking about how these ideas will mesh together; we only see that these mechanics work in their own games but to have it all mashed together in our game is just a mess. It's been stressing me out and I've just no avenue to vent.
 

Soul_Est

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Feb 12, 2016
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So I'm in a game design class and we're build a board game. Now a lot of aspects about our board game is pretty poorly thought out or just isn't working out, so I'm willing to implement changes but it seems like we're just straying way too far from our original design. Much too far. Today my group met and it seems like every time we meet, someone has come across a different game and wants to rework something in our current design and take inspiration from another game that's done it better. We've done reworks probably four times now and each time the game plays much too differently than when I had originally pitched the idea.

I'm a little frustrated because we're pulling ideas from all different directions, but we're not at all thinking about how these ideas will mesh together; we only see that these mechanics work in their own games but to have it all mashed together in our game is just a mess. It's been stressing me out and I've just no avenue to vent.
You can vent here. We'll read and support you. :)

Today, I have begun my second stage of therapy, realized that I need to seek out a replacement for my six year old Sony PRS-650 (running the latest firmware and PRS+), and started learning Japanese (on Hiragana at the moment).
 
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jtd871

SFF Guru
Jun 22, 2015
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So I'm in a game design class and we're build a board game. Now a lot of aspects about our board game is pretty poorly thought out or just isn't working out, so I'm willing to implement changes but it seems like we're just straying way too far from our original design. Much too far. Today my group met and it seems like every time we meet, someone has come across a different game and wants to rework something in our current design and take inspiration from another game that's done it better. We've done reworks probably four times now and each time the game plays much too differently than when I had originally pitched the idea.

I'm a little frustrated because we're pulling ideas from all different directions, but we're not at all thinking about how these ideas will mesh together; we only see that these mechanics work in their own games but to have it all mashed together in our game is just a mess. It's been stressing me out and I've just no avenue to vent.

Well, sometimes the best learning experiences are from failures. It seems like you're getting a good jump on the post-mortem, though.

Group projects suck in school because teams need to be carefully put together. Random groupings are much tougher to make shine, unless everybody agrees at the outset who is in charge and what each person is responsible for.
 
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Therandomness

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Nov 9, 2016
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Glued my finger to a piece of Aluminium whilst fixing up the Titan X shroud. Wrote 20~ sides of A4 for a Regious Studies exam. Built a fan mount into the VRM cooling plate of my 290. c:
 
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3lfk1ng

King of Cable Management
SFFn Staff
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Jun 3, 2016
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So I'm in a game design class and we're build a board game. Now a lot of aspects about our board game is pretty poorly thought out or just isn't working out, so I'm willing to implement changes but it seems like we're just straying way too far from our original design. Much too far. Today my group met and it seems like every time we meet, someone has come across a different game and wants to rework something in our current design and take inspiration from another game that's done it better. We've done reworks probably four times now and each time the game plays much too differently than when I had originally pitched the idea.

I'm a little frustrated because we're pulling ideas from all different directions, but we're not at all thinking about how these ideas will mesh together; we only see that these mechanics work in their own games but to have it all mashed together in our game is just a mess. It's been stressing me out and I've just no avenue to vent.

In situations like that, it's best that the team avoid feature creep in order to cross that finish line.
Lock down 5-7 "must have" features on a document- these features make for the minimum viable product.
Write out the rest of the teams ideas in a "suggestions" list.
Work together implement the 5-7 ideas until you have a playable product.
During development, all additional ideas need to be immediately added to the "suggestions" list. Don't hesitate!
When in beta, have outsiders play the game. If it's not fun to them, ask what's missing. (Outsiders can be quick to find bugs too)
Analyze their suggestions and report back to the team.
Decide on pulling 1 idea from the suggestion list and implement each extra feature, one at a time.

That's the process that my team uses.
 

TheHig

King of Cable Management
Oct 13, 2016
951
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Fairly routine day here. Put in a day at work for myself and the 4 other Humans that depend on it. Evening family time. Checked on some paint drying for a small case mod and staying up too late on SFF Forum reading and posting. :)
 
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LocoMoto

DEVOURER OF BAKED POTATOES
Jul 19, 2015
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So I'm in a game design class and we're build a board game. Now a lot of aspects about our board game is pretty poorly thought out or just isn't working out, so I'm willing to implement changes but it seems like we're just straying way too far from our original design. Much too far. Today my group met and it seems like every time we meet, someone has come across a different game and wants to rework something in our current design and take inspiration from another game that's done it better. We've done reworks probably four times now and each time the game plays much too differently than when I had originally pitched the idea.

I'm a little frustrated because we're pulling ideas from all different directions, but we're not at all thinking about how these ideas will mesh together; we only see that these mechanics work in their own games but to have it all mashed together in our game is just a mess. It's been stressing me out and I've just no avenue to vent.

You shouldn't be too afraid to stray a bit from your original idea as that's really quite natural, however it seems like you really don't work towards a unified goal, or perhaps there is one but actions aren't being made towards it..
Does your group have any kind of "leader" for the overall project or perhaps different aspects of it?
Make sure that person leads you towards your goal, make sure a goal is set that you work towards, sure it can be tempting to include lots of features but what does that matter if you can't actually get the project finished.
Or something.. but good luck either way!
 
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GuilleAcoustic

Chief Procrastination Officer
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Jun 29, 2015
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SumGhai

Cable-Tie Ninja
Jun 14, 2016
147
175
You can vent here. We'll read and support you. :)
Thanks. It's been pretty difficult not being able to talk about it.

In situations like that, it's best that the team avoid feature creep in order to cross that finish line.
Lock down 5-7 "must have" features on a document- these features make for the minimum viable product.
Write out the rest of the teams ideas in a "suggestions" list.
Work together implement the 5-7 ideas until you have a playable product.
During development, all additional ideas need to be immediately added to the "suggestions" list. Don't hesitate!
When in beta, have outsiders play the game. If it's not fun to them, ask what's missing. (Outsiders can be quick to find bugs too)
Analyze their suggestions and report back to the team.
Decide on pulling 1 idea from the suggestion list and implement each extra feature, one at a time.

That's the process that my team uses.
Thanks for your suggestion. We already conducted some external testing and our testers were just unable to get through it because of how the instructions were written and the confusing information given to them.

I've met with the team yesterday we've gone straight back to the drawing board. We've pulled our original three design documents (which, unsurprisingly, no one has read after I wrote it and uploaded it). We found that, in adhering to the original 6 design pillars, we were able to simplify the game considerably and set to work renovating our poorly thought out battle system. In addition, we ditched game-board exploration, collapsed our min-max character building down to predefined characters, and reverted to a board modularity system that allows us and the players to create board presets for play. Having done this we've got a clearer aim for our game.

One of my team members is concerned that we might be too similar to two other board games and wanted to find ways to differentiate ourselves, but I shut him down as quickly as I could. The original design document was written well before I knew any of the board games he's talking about and even then I don't care. Our Professor is willing to overlook similarities and at this stage I only care about making this game something we can be proud of.

It's also relieving to have been told by our professor that we've got the most complicated game this semester and we're well ahead another group in terms of progress and design.

You shouldn't be too afraid to stray a bit from your original idea as that's really quite natural, however it seems like you really don't work towards a unified goal, or perhaps there is one but actions aren't being made towards it..
Does your group have any kind of "leader" for the overall project or perhaps different aspects of it?
Make sure that person leads you towards your goal, make sure a goal is set that you work towards, sure it can be tempting to include lots of features but what does that matter if you can't actually get the project finished.
Or something.. but good luck either way!

We have moved away from certain parts of our original design, but it's come to our attention that in moving so far away from the original pitch it's gotten into a huge mess. We're backtracking now to make sure we hit our core mechanics and elements and toss everything else that's unnecessary out the window.

Since I was the person that made the original pitch, I was made team lead for the project and I've tried to make decisions democratically so that everyone has equal input and we can think out and discuss problems and solutions together. This clearly hasn't been working and I've had to shut certain members down when they raise concerns; one of whom questions every design choice or attempts to solve every problem before we discuss it.

Yesterday he kept throwing out solutions to an idea that I hadn't even heard out fully from another member. I had to rudely hold my hand out at him to keep him silent so that I could hear the idea in full. I don't like being a team leader that has to shut up a member, but his talking over others just wasn't working.
 

Soul_Est

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SFFn Staff
Feb 12, 2016
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Saw the Shchukin Collection at the Louis Vuitton Fundation, a huge private collection of paintings from Matisse, Picasso, Toulouse-Lautrec, Gaugin, Renoir, etc. .... http://www.fondationlouisvuitton.fr...-l-art-moderne-la-collection-chtchoukine.html

Also went to the cinema to see Moana (Vaiana in Europe, thank you registered names):

That's wonderful! Feeling inspired after enjoying those experiences?

Thanks. It's been pretty difficult not being able to talk about it.


Thanks for your suggestion. We already conducted some external testing and our testers were just unable to get through it because of how the instructions were written and the confusing information given to them.

I've met with the team yesterday we've gone straight back to the drawing board. We've pulled our original three design documents (which, unsurprisingly, no one has read after I wrote it and uploaded it). We found that, in adhering to the original 6 design pillars, we were able to simplify the game considerably and set to work renovating our poorly thought out battle system. In addition, we ditched game-board exploration, collapsed our min-max character building down to predefined characters, and reverted to a board modularity system that allows us and the players to create board presets for play. Having done this we've got a clearer aim for our game.

One of my team members is concerned that we might be too similar to two other board games and wanted to find ways to differentiate ourselves, but I shut him down as quickly as I could. The original design document was written well before I knew any of the board games he's talking about and even then I don't care. Our Professor is willing to overlook similarities and at this stage I only care about making this game something we can be proud of.

It's also relieving to have been told by our professor that we've got the most complicated game this semester and we're well ahead another group in terms of progress and design.



We have moved away from certain parts of our original design, but it's come to our attention that in moving so far away from the original pitch it's gotten into a huge mess. We're backtracking now to make sure we hit our core mechanics and elements and toss everything else that's unnecessary out the window.

Since I was the person that made the original pitch, I was made team lead for the project and I've tried to make decisions democratically so that everyone has equal input and we can think out and discuss problems and solutions together. This clearly hasn't been working and I've had to shut certain members down when they raise concerns; one of whom questions every design choice or attempts to solve every problem before we discuss it.

Yesterday he kept throwing out solutions to an idea that I hadn't even heard out fully from another member. I had to rudely hold my hand out at him to keep him silent so that I could hear the idea in full. I don't like being a team leader that has to shut up a member, but his talking over others just wasn't working.
I hear you on that. Unfortunately you will have to take the reins as needed. I am proud of you and how you handled that. I have read this book a few times over and it helps when having to lead a team or just doing my own work: https://www-03.ibm.com/ibm/history/documents/pdf/management.pdf