A weekly newsletter of what I've seen in (mostly) tech & games and thought was interesting. This week: harbingers, sex toys, and cat videos…
A weekly newsletter of what I've seen in (mostly) tech & games and thought was interesting. This week: harbingers, sex toys, and cat videos…
This summer I bought a new full-frame camera (a Panasonic S1). Since then, my interest into photography and the desire to learn more have grown quite a bit. I started carrying a small camera with me at all times. This has gradually turned into a small street photography project I would call “Commuters”.
A weekly newsletter of what I've seen in (mostly) tech & games and thought was interesting. This week: drunk shopping, slot machines that walk in bars, and Lush Lava…”
Any game that has a competitive element will face the problem of how to select the right opponent for a player. This does not only apply to video games. Chess, Tennis, Champions League etc. all apply varying methods of measuring the “skill” of a player or team and aim to provide a good match.
The goals can be different. In tennis, for example, it is more exciting to see a final match of Federer against Nadal rather than seeing them face off in the first round. In chess, a game of pure skill, you want to have a worthy opponent for an interesting match. The alternative would be a match in which you beat your opponent in 10 moves – or vice versa.
The problem then is: how do I measure the skill of a player? There are a variety of systems that aim to do so.
When it comes to idea generation, particularly in teams, we immediately think of brainstorming as the go-to technique to generate lots and lots of ideas. However, teams suck at this. Given that this is a very common activity in the games creation process, I thought it might be useful also for others to summarize what I've learned about it through research and using it.
Tom Whitwell has been sharing his “52 things I learned” lists for a few years now on Medium. They are truly a treasure trough of surprising, intriguing, shocking, and funny facts and figure and I enjoy them a lot.
The beauty of a static website is course its simplicity: you don't have to deal with SQL servers, rights-management yada yada.
The problem with resurrecting your old webhosting site is, of course, legacy.