• 5 Posts
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Joined 1 year ago
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Cake day: July 1st, 2023

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  • The hassle and delay is part of how it works. If there was a seamless catch all then it wouldn’t be feasible to make it secure.

    Having a second physical factor, as much as it can be a hassle, is much better than any single factor.

    Your password can be breached, brute forced, bypassed if there’s an issue somewhere.

    Your biometrics can’t be changed so anything that breaks them (such as the breach of finger prints in databases, etc) makes them moot.

    A single physical token can be stolen and/or potentially cloned by some attack in physical proximity (or breach of an upstream certificate authority)

    But doing multiple of those at the same time. That’s inordinately much harder to do.

    I will say the point/gist of the article is a good one. The variety of types some used here and others used there does make it a hassle to try to wrangle all the various accounts/logins. Especially in their corporate and managed deployment which isn’t saving passwords and has a explicit expiration of credential cache (all good things)





  • I don’t write games but a lot of people that do often say something similar. Do play tests for the concept/mechanics.

    This way you don’t spend time/energy and resources on art and assets that won’t be used, etc.

    Similar to a minimal viable product in regular dev or, perhaps a better analogy, technical demos.

    You want to write a site or app that fetches API data for GPS, calendar and Weather and show them together? You don’t start with the UI. You start with:

    • Can I get the GPS coordinates
    • Can I call another API and get the weather for those coordinates?
    • Can I get the coordinates or other info for some future location?
    • Can I send that to get the weather?

    Once you know you can and that it “works” you build around it.

    So like you said. I have boxes, and this other box (or static PNG of a cat) moves around them and when I move this way it drops the box down on another box.

    Does that work? Does it feel “fun” to arrange them? No, it feels tedious or can’t get the collision right? Then let’s try a different angle or taking the part that did work and iterating on it.

    This also leaves you open to random bugs that end up being “fun” when you lean into them.

    Game Makers Toolkit has some good videos on his journey making “Mind over Magnet”. Here’s the playlist.

    https://youtube.com/playlist?list=PLc38fcMFcV_uH3OK4sTa4bf-UXGk2NW2n

    There’s also PirateSoftware whose entire stream is devoted to “go and make games”








  • Roll for intelligence… 16. The progress of the one hit BEG killing spell is 33%

    <many turns later>

    Roll for intelligence… 3. The progress of the one hit BEG killing spell is 96%. That’s the only action you can take on your turn. You better hope the party can stop the army from hitting the power source of this spell before it finishes.

    Roll for intelligence… 5. Since that would be more than 100 the progress of the spell rolls back to 91%.