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Joined 1 year ago
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Cake day: June 9th, 2023

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  • What I like about it is that I don’t need to delve into second hand shopping to get some old classic games.

    I’ve always wanted to get into getting retro games, and I would get different consoles, but as a matter of money and space I’ve found it difficult unless I get into only one system, and I find the evercade as a compromise for getting a variety of collections from different systems.

    Of course, emulating ROMs would give almost the same experience, but the physical releases with their little manual got me.






  • The behaviour you mention is from npm install, which will put the same exact version from the package-lock.json, if present. If not it will act as an npm update.

    npm update will always update, and rewrite the package-lock.json file with the latest version available that complies with the restrictions defined on the package.json.

    I may be wrong but, I think the difference may be that python only has the behaviour that package-lock.json offer, but not the package.json, which allows the developer to put constraints on which is the max/min version allowed to install.


  • I’m liking it a lot. I’ve never finished Bioshock, but I’ve played a few hours of it, so it may not be a fair comparison, but the environment feels bigger and more convoluted, everything is less linear. It’s more similar to Prey than Bioshock.

    Also, the progression of the player is based on gadgets and weapons, there are no powers to level up by using points.

    And with Baldur’s Gate I’m playing a thief which a master on almost every skill, but not the best in combat jajajaja.





  • I’ve always felt that pair programming is more useful on early stages of a task, where there is enough doubt about implementation details and discussing them is worth.

    This way it felt more of a meeting between two persons discussing details first, while testing them live to check if we were on track second, instead of programming first and discussing second.

    By the time we stand on the screen without talking too much we just stepped aside and separate the task if needed.

    Any other kind of forced pair programming feels wrong, either because the task was already planned enough to no create enough discussion, or because it was small enough and the discussion was not worth. I’ve found myself on situations where “we needed” to make a task in pair programming and was dull as you say.




  • Mascarade, a board game. It’s a game of hidden indentities, where everyone can lie to try to get all the money and win the game. I’ve had A LOT of fun playing with as much as 10 people. The game can be played between 2 and 13 players, but less than 4 I think it’s not that worth.



  • rgalex@lemmy.worldtoRPG@lemmy.mlWhich RPG is on your wishlist?
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    6 months ago

    I think I’ve been lucky building an horror atmosphere, because the only one I played was for Call of Cthulhu and was with a combination of casual DnD players and new players to TTRPG in general. So, explaining to them the kind of game keep them on the mood since first minute, since CoC has pretty hard rules about sanity and the posibility of dying, and there is a lot of emphasis on not beign combat focused.

    Then, the adventure I played had a lot of elements that create a build up for the sessions. Things I can identify that helped where:

    • That the players where given a clear objective as a premise, but then an aircraft accident happened and they were completely lost. The whole adventure is escaping from the town were they are after the accident, the premise was a lie, and this gave them a sense of constant danger and a direct problem that they can not just forget about.
    • In the adventure, language was a barrier. They were on a town where everyone spoke an old romanian dialect. Their only way of communication they had were trying to use their hands or talk to only one person in town which could translate their requests. This augmented the isolation factor.
    • With the first two points, everything else flowed, because if they found, like, signs of blood somewhere, or strange paintings, talking about them ment using this one character that could translate their requests, but they didn’t trust them, because everyone on that town felt like an enemy, so everything else exponientialy grew in possible theories because trying to just grab information felt dangerous in itself.

    This may be too much specific, but could be translated in other contexts by using those kind of barriers and immediate unavoidable problems that felt real, that augment a normal spooky scene you can imagine, supported by a game system that danger is a real threat in the rules.