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2018 programming video game

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Software Sessions
ChaelCodes on The Joy of Programming Games and Streaming (RubyConf 2023)

Software Sessions

Play Episode Listen Later Nov 15, 2023 43:53


Episode Notes Rachael Wright-Munn (ChaelCodes) talks about her love of programming games (games with programming elements in them, not how to make games!), starting her streaming career with regex crosswords, and how streaming games and open source every week led her to a voice acting role in one of her favorite programming games. Recorded at RubyConf 2023 in San Diego. mastodon twitch Personal website Programming Games mentioned: Regex Crossword SHENZHEN I/O EXAPUNKS 7 Billion Humans One Dreamer Code Rom@ntic Bitburner Transcript You can help edit this transcript on GitHub. Jeremy: I'm here at RubyConf San Diego with Rachel Wright-Munn, and she goes by Chaelcodes online. Thanks for joining me today. Rachael: Hi, everyone. Hi, Jeremy. Really excited to be here. Jeremy: So probably the first thing I'll ask about is on your web page, and I've noticed you have streams, you say you have an interest in not just regular games, but programming games, so. Rachael: Oh my gosh, I'm so glad you asked about this. Okay, so I absolutely love programming games. When I first started streaming, I did it with Regex Crossword. What I really like about it is the fact that you have this joyful environment where you can solve puzzles and work with programming, and it's really focused on the experience and the joy. Are you familiar with Zach Barth of Zachtronics? Jeremy: Yeah. So, I've tried, what was it? There's TIS-100. And then there's the, what was the other one? He had one that's... Rachael: Opus Magnum? Shenzhen I/O? Jeremy: Yeah, Shenzhen I/O. Rachael: Oh, my gosh. Shenzhen I/O is fantastic. I absolutely love that. The whole conceit of it, which is basically that you're this electronics engineer who's just moved to Shenzhen because you can't find a job in the States. And you're trying to like build different solutions for these like little puzzles and everything. It was literally one of the, I think that was the first programming game that really took off just because of the visuals and everything. And it's one of my absolute favorites. I really like what he says about it in terms of like testing environments and the developer experience. Cause it's built based on assembly, right? He's made a couple of modifications. Like he's talked about it before where it's like The memory allocation is different than what it would actually look like in assembly and the way the registers are handled I believe is different, I wouldn't think of assembly as something that's like fun to write, but somehow in this game it is. How far did you get in it? Jeremy: Uh, so I didn't get too far. So, because like, I really like the vibe and sort of the environment and the whole concept, right, of you being like, oh, you've been shipped off to China because that's the only place that these types of jobs are, and you're working on these problems with bad documentation and stuff like that. And I like the whole concept, but then the actual writing of the software, I was like, I don't know. Rachael: And it's so hard, one of the interesting things about that game is you have components that you drop on the board and you have to connect them together and wire them, but then each component only has a specific number of lines. So like half the time I would be like, oh, I have this solution, but I don't have enough lines to actually run it or I can't fit enough components, then you have to go in and refactor it and everything. And it's just such a, I don't know, it's so much fun for me. I managed to get through all of the bonus levels and actually finish it. Some of them are just real, interesting from both a story perspective and interesting from a puzzle perspective. I don't wanna spoil it too much. You end up outside Shenzhen, I'll just say that. Jeremy: OK. That's some good world building there. Rachael: Yeah. Jeremy: Because in your professional life, you do software development work. So I wonder, what is it about being in a game format where you're like, I'm in it. I can do it more. And this time, I'm not even being paid. I'm just doing it for fun. Rachael: I think for me, software development in general is a very joyful experience. I love it. It's a very human thing. If you think about it like math, language, all these things are human concepts and we built upon that in order to build software in our programs and then on top of that, like the entire purpose of everything that we're building is for humans, right? Like they don't have rats running programs, you know what I mean? So when I think about human expression and when I think about programming, these two concepts are really closely linked for me and I do see it as joyful, But there are a lot of things that don't spark joy in our development processes, right? Like lengthy test suites, or this exhausting back and forth, or sometimes the designs, and I just, I don't know how to describe it, but sometimes you're dealing with ugly code, sometimes you're dealing with code smells, and in your professional developer life, sometimes you have to put up with that in order to ship features. But when you're working in a programming game, It's just about the experience. And also there is a correct solution, not necessarily a correct solution, but like there's at least one correct solution. You know for a fact that there's, that it's a solvable problem. And for me, that's really fun. But also the environment and the story and the world building is fun as well, right? So one of my favorite ones, we mentioned Shenzhen, but Zachtronics also has Exapunks. And that one's really fun because you have been infected by a disease. And like a rogue AI is the only one that can provide you with the medicine you need to prevent it. And what this disease is doing is it is converting parts of your body into like mechanical components, like wires and everything. So what you have to do as an engineer is you have to write the code to keep your body running. Like at one point, you were literally programming your heart to beat. I don't have problems like that in my day job. In my day job, it's like, hey, can we like charge our customers more? Like, can we put some banners on these pages? Like, I'm not hacking anybody's hearts to keep them alive. Jeremy: The stakes are a little more interesting. Yeah, yeah. Rachael: Yeah, and in general, I'm a gamer. So like having the opportunity to mix two of my passions is really fun. Jeremy: That's awesome. Yeah, because that makes sense where you were saying that there's a lot of things in professional work where it's you do it because you have to do it. Whereas if it's in the context of a game, they can go like, OK, we can take the fun problem solving part. We can bring in the stories. And you don't have to worry about how we're going to wrangle up issue tickets. Rachael: Yeah, there are no Jira tickets in programming games. Jeremy: Yeah, yeah. Rachael: I love what you said there about the problem solving part of it, because I do think that that's an itch that a lot of us as engineers have. It's like we see a problem, and we want to solve it, and we want to play with it, and we want to try and find a way to fix it. And programming games are like this really small, compact way of getting that dopamine hit. Jeremy: For sure. Yeah, it's like. Sometimes when you're doing software for work or for an actual purpose, there may be a feeling where you want to optimize something or make it look really nice or perform really well. And sometimes it just doesn't matter, right? It's just like we need to just put it out and it's good enough. Whereas if it's in the context of a game, you can really focus on like, I want to make this thing look pretty. I want to feel good about this thing I'm making. Rachael: You can make it look good, or you can make it look ugly. You don't have to maintain it. After it runs, it's done. Right, right, right. There's this one game. It's 7 Billion Humans. And it's built by the creators of World of Goo. And it's like this drag and drop programming solution. And what you do is you program each worker. And they go solve a puzzle. And they pick up blocks and whatever. But they have these shredders, right? And the thing is, you need to give to the shredder if you have like a, they have these like little data blocks that you're handing them. If you're not holding a data block and you give to the shredder, the worker gives themself to the shredder. Now that's not ideal inside a typical corporate workplace, right? Like we don't want employees shredding themselves. We don't want our workers terminating early or like anything like that. But inside the context of a game, in order to get the most optimal solution, They have like a lines of code versus fastest execution and sometimes in order to win the end like Lines of code. You just kind of have to shred all your workers at the, When I'm on stream and I do that when I'm always like, okay everybody close your eyes That's pretty good it's Yeah, I mean cuz like in the context of the game. Jeremy: I think I've seen where they're like little They're like little gray people with big eyes Yes, yes, yes, yes. Yeah, so it's like, sorry, people. It's for the good of the company, right? Rachael: It's for my optimal lines of code solution. I always draw like a, I always write a humane solution before I shred them. Jeremy: Oh, OK. So it's, you know, I could save you all, but I don't have to. Rachael: I could save you all, but I would really like the trophy for it. There's like a dot that's going to show up in the elevator bay if I shred you. Jeremy: It's always good to know what's important. But so at the start, you mentioned there was a regular expression crossword or something like that. Is that how you got started with all this? Rachael: My first programming game was Regex Crossword. I absolutely loved it. That's how I learned Regex. Rachael: I love it a lot. I will say one thing that's been kind of interesting is I learned Regex through Regex Crossword, which means there's actually these really interesting gaps in my knowledge. What was it? at Link Tech Retreat, they had like a little Regex puzzle, and it was like forward slash T and then a plus, right? And I was like, I have no idea what that character is, right? Like, I know all the rest of them. But the problem is that forward slash T is tab, and Regex crossword is a browser game. So you can't have a solution that has tab in it. And have that be easy for users. Also, the idea of like greedy evaluation versus lazy evaluation doesn't apply, because you're trying to find a word that satisfies the regex. So it's not necessarily about what the regex is going to take. So it's been interesting finding those gaps, but I really think that some of the value there was around how regex operates and the rules underlying it and building enough experience that I can now use the documentation to fill in any gaps. Jeremy: So the crossword, is it where you know the word and you have to write a regular expression to match it? Or what's the? Rachael: They give you regex. And there's a couple of different versions, right? The first one, you have two regex patterns. There's one going up and down, and there's one going left and right. And you have to fill the crossword block with something that matches both regular expressions. Rachael: Then we get into hexagonal ones. Yeah, where you have angles and a hexagon, and you end up with like three regular expressions. What's kind of interesting about that one is I actually think that the hexagonal regex crosswords are a little bit easier because you have more rules and constraints, which are more hints about what goes in that box. Jeremy: Interesting. OK, so it's the opposite of what I was thinking. They give you the regex rules, and then you put in a word that's going to satisfy all the regex you see. Rachael: Exactly. When I originally did it, they didn't have any sort of hints or anything like that. It was just empty. Now it's like you click a box, and then they've got a suggestion of five possible letters that could go in there. And it just breaks my heart. I liked the old version that was plainer, and didn't have any hints, and was harder. But I acknowledge that the new version is prettier, and probably easier, and more friendly. But I feel like part of the joy that comes from games, that comes from puzzles, It comes from the challenge, and I miss the challenge. Jeremy: I guess someone, it would be interesting to see people who are new to it, if they had tried the old way, if they would have bounced off of it. Rachael: I think you're probably right. I just want them to give me a toggle somewhere. Jeremy: Yeah, oh, so they don't even let you turn off the hints, they're just like, this is how it is. Rachael: Yep. Jeremy: Okay. Well, we know all about feature flags. Rachael: And how difficult they are to maintain in perpetuity. Jeremy: Yeah, but no, that sounds really cool because I think some things, like you can look up a lot of stuff, right? You can look up things about regex or look up how to use them. But I think without the repetition and without the forcing yourself to actually go through the motion, without that it's really hard to like learn and pick it up. Rachael: I completely agree with you. I think the repetition, the practice, and learning the paradigm and patterns is huge. Because like even though I didn't know what forward slash t plus was, I knew that forward slash t was going to be some sort of character type. Jeremy: Yeah, it kind of reminds me of, there was, I'm not sure if you've heard of Vim Adventures, but... Rachael: I did! I went through the free levels. I had a streamerversary and my chat had completed a challenge where I had to go learn Vim. So I played a little bit of Vim Adventures. Jeremy: So I guess it didn't sell you. Rachael: Nope, I got Vim Extensions turned on. Jeremy: Oh, you did? Rachael: Yeah, I have the Vim extension turned on in VS Code. So I play with a little bit of sprinkling of Vim in my everyday. Jeremy: It's kind of funny, because I am not a Vim user in the sense that I don't use it as my daily editor or anything like that. But I do the same thing with the extensions in the browser. I like being able to navigate with the keyboard and all that stuff. Rachael: Oh, that is interesting. That's interesting. You have a point like memorizing all of the different patterns when it comes to like Keyboard navigation and things like that is very similar to navigating in Vim. I often describe writing code in Vim is kind of like solving a puzzle in order to write your code So I think that goes back to that Puzzle feeling that puzzle solving feeling we were having we were talking about before. Jeremy: Yeah, I personally can't remember, but whenever I watch somebody who's, really good at using Vim, it is interesting to see them go, oh, yes, I will go to the fifth word, and I will swap out just this part. And it's all just a few keystrokes, yeah. Rachael: Very impressive. Can be done just as well with backspace and, like, keyboard, like, little arrows and everything. But there is something fun about it and it is... Faster-ish. Jeremy: Yeah, I think it's like I guess it depends on the person, but for some people it's like they, they can think and do things at the speed that they type, you know, and so for them, I guess the the flow of, I'm doing stuff super fast using all these shortcuts is probably helpful to them. Rachael: I was talking to someone last night who was saying that they don't even think about it in Vim anymore. They just do it. I'm not there yet. (laughs) Jeremy: Yeah, I'll probably never be there (laughs) But yeah, it is something to see when you've got someone who's really good at it. Rachael: Definitely. I'm kind of glad that my chat encouraged and pressured me to work with Vim. One of the really cool things is when I'm working on stuff, I'll sometimes be like, oh, I want to do this. Is there a command in Vim for that? And then I'll get multiple suggestions or what people think, and ideas for how I can handle things better. Someone recently told me that if you want to delete to the end of a line, you can use capital D. And this whole time I was doing lowercase d dollar sign. Jeremy: Oh, right, right, right. Yeah. Yeah, it's like there's so many things there that, I mean, we should probably talk about your experiences streaming. But that seems like a really great benefit that you can be working through a problem or just doing anything, really. And then there's people who they're watching, and they're like, I know how to do it better. And they'll actually tell you, yeah. Rachael: I think that being open to that is one of the things that's most important as a streamer. A lot of people get into this cycle where they're very defensive and where they feel like they have to be the expert. But one of the things that I love about my chat is the fact that they do come to me with these suggestions. And then I can be open to them, and I can learn from them. And what I can do is I can take those learnings from one person and pass it on to the other people in chat. I can become a conduit for all of us to learn. Jeremy: So when you first decided to start streaming, I guess what inspired you to give it a shot? Like, what were you thinking? Rachael: That's a great question. It's also kind of a painful question. So the company that I was working for, I found out that there were some pay issues with regards to me being a senior, promotion track, things like that. And it wasn't the first time this had happened, right? Like, I often find that I'm swapping careers every two to three years because of some miserable experience at the company. Like you start and the first year is great. It's fantastic. It's awesome. But at the end of it, you're starting to see the skeletons and that two to three years later you're burnt out. And what I found was that every two to three years I was losing everything, right? Like all of my library of examples, the code that I would reference, like that's in their private repo. When it came to my professional network, the co -workers that liked and respected me, we had always communicated through the workplace Slack. So it's really hard to get people to move from the workplace Slack to like Instagram or Twitter or one of those other places if that's not where, if that's not a place where you're already used to talking to them. And then the other thing is your accomplishments get wiped out, right? Like when you start at the next company and you start talking about promotion and things like that, the work that you did at previous companies doesn't matter. They want you to be a team lead at that company. They want you to lead a massive project at that company and that takes time. It takes opportunities and Eventually, I decided that I wanted to exist outside my company. Like I wanted to have a reputation that went beyond that and that's what originally inspired me to stream And it's pretty hard to jump from like oh. I got really frustrated and burnt out at my company to I've got it I'm gonna do some regex crossword on stream, but honestly, that's what it was right was I just wanted to slowly build this reputation in this community outside of of my company and it's been enormously valuable in terms of my confidence, in terms of my opportunities. I've been able to pick up some really interesting jobs and I'm able to leverage some of those experiences in really clear professional ways and it's really driven me to contribute more to open source. I mentioned that I have a lot of people like giving me advice and suggestions and feedback. That's enormously helpful when you're going out there and you're trying to like get started in open source and you're trying to build that confidence and you're trying to build that reputation. I often talk about having a library of examples, right? Like your best code that you reference again and again and again. If I'm streaming on Twitch, everything that I write has to be open source because I'm literally showing it on video, right? So it's really encouraged me to build that out. And now when I'm talking to my coworkers and companies, I can be like, oh, we need to talk about single table inheritance. I did that in Hunter's Keepers. Why don't we go pull that up and we'll take a look at it. Or are we building a Docker image? I did that in Hunter's Keepers and Conf Buddies. Why don't we look at these, compare them, and see if we can get something working here, right? Like I have all of these examples, and I even have examples from other apps as well. Like I added Twitch Clips to 4M. So when I want to look at how to build a liquid tag, because Jekyll uses liquid tags as well. So when I'm looking at that, I can hop to those examples and hop between them, and I'm never going to lose access to them. Jeremy: Yeah, I mean, that's a really good point where I think a lot of people, they do their work at their job and it's never going to be seen by anyone and you can sort of talk about it, but you can't actually show anybody what you did. So it's like, and I think to that point too, is that there's some knowledge that is very domain specific or specific to that company. And so when you're actually doing open source work, it's something that anybody can pick up and use and has utility way beyond just your company. And the whole point of creating this record, that makes a lot of sense too, because if I wanna know if you know how to code, I can just see like, wow, she streams every Thursday. She's clearly she knows what she's doing and you know, you have these also these open source contributions as well So it's it's sort of like it's not this question of if I interview you It's it's not I'm just going off of your word that and I believe what you're saying. But rather it's kind of the proof is all it's all out there. Rachael: Oh, definitely if I were to think about my goals and aspirations for the future I've been doing this for four years still continuing But I think I would like to get to the point where I don't really have to interview. Where an interview is more of a conversation between me and somebody who already knows they want to hire me. Jeremy: Have you already started seeing a difference? Like you've been streaming for about four years I think Rachael: I had a really interesting job for about eight months doing developer relations with New Relic. That was a really interesting experience. And I think it really pushed the boundaries of what I understood myself to be capable of because I was able to spend 40 hours a week really focused on content creation, on blogging, on podcasting, on YouTube videos and things like that. Obviously there was a lot of event organization and things like that as well. But a lot of the stuff that came out of that time is some of my best work. Like I, I'm trying to remember exactly what I did while I was at New Relic, but I saw a clear decrease afterwards. But yeah, I think that was probably close to the tipping point. I don't for sure know if I'm there yet, right? Like you never know if you're at the point where you don't have to interview anymore until you don't have to interview. But the last two jobs, no, I haven't had to interview. Jeremy: So, doing it full -time, how did you feel about that versus having a more traditional lead or software developer role? Rachael: It was definitely a trade-off. So I spent a lot less time coding and a lot more time with content, and I think a little bit of it was me trying to balance the needs and desires of my audience against the needs and desires of my company. For me, and this is probably going to hurt my chances of getting one of those jobs where I don't have to interview in the future, but my community comes first, right? They're the people who are gonna stick with me when I swap between jobs, but that was definitely something that I constantly had to think about is like, how do I balance what my company wants from me with the responsibility that I have to my community? But also like my first talk, your first open source contribution, which was at RubyConf Denver, Like, that was written while I was at New Relic. Like, would I have had the time to work on a talk in addition to the streaming schedule and everything else? Um, for a period of time, I was hosting Ruby Galaxy, which was a virtual meetup. It didn't last very long, and we have deprecated it. Um, I deprecated it before I left the company because I wanted to give it, like, a good, clean ending versus, um, necessarily having it, like, linger on and be a responsibility for other people. but... I don't think I would have done those if I was trying to balance it with my day job. So, I think that that was an incredible experience. That said, I'm very glad it's over. I'm very glad that the only people I'm beholden to are my community now. Jeremy: So, is it the sheer amount that you had to do that was the main issue? Or is it more that that tension between, like you said, serving your audience and your community versus serving your employer? Rachael: Oh, a lot of it was tension. A lot of it was hectic, event management in general. I think if you're like planning and organizing events, that's a very challenging thing to do. And it's something that kind of like goes down to the deadline, right? And it's something where everybody's trying to like scramble and pull things together and keep things organized. And that was something that I don't think I really enjoyed. I like to have everything like nice and planned out and organized and all that sort of stuff, and I don't think that that's Something that happens very often in event management at least not from my experience So these were like in -person events or what types of events like I actually skipped out before the in -person events. They would have been in -person events. We had future stack at New Relic, which is basically like this big gathering where you talk about things you can do with New Relic and that sort of stuff. We all put together talks for that. We put together an entire like. Oh gosh, I'm trying to remember the tool that we use, but it was something similar to gather round where you like interact with people. And there's just a lot that goes into that from marketing to event planning to coordinating with everyone. I'm grateful for my time at New Relic and I made some incredible friends and some incredible connections and I did a lot, but yeah, I'm very glad I'm not in DevRel anymore. I don't, if you ask any DevRel, They'll tell you it's hectic, they'll tell you it's chaotic, and they'll tell you it's a lot of work. Jeremy: Yeah. So it sounds like maybe the streaming and podcasting or recording videos, talks, that part you enjoy, but it's the I'm responsible for planning this event for all these people to, you know. That's the part where you're like, OK, maybe not for me. Rachael: Yeah, kind of. I describe myself as like a content creator because I like to just like dabble and make things, right? Like I like to think about like, what is the best possible way to craft this tweet or this post or like to sit there and be like, okay, how can I structure this blog post to really communicate what I want people to understand? When it comes to my streams, what I actually do is I start with the hero's journey as a concept. So every single stream, we start with an issue in the normal world, right? And then what we do is we get drawn into the chaos realm as we're like debugging and trying to build things and going Back and forth and there's code flying everywhere and the tests are red and then they're green and then they're red and then they're green and then finally at the end we come back to the normal world as we create this PR and, Submit it neither merge it or wait for maintainer feedback. And for me that Story arc is really key and I like I'm a little bit of an artist. I like the artistry of it. I like the artistry of the code, and I like the artistry of creating the content. I think I've had guests on the show before, and sometimes it's hard to explain to them, like, no, no, no, this is a code show. We can write code, and that's great, but that's not what it's about. It's not just about the end product. It's about bringing people along with us on the journey. And sometimes it's been three hours, and I'm not doing a great job of bringing people along on the journey so like you know I'm tooting my own horn a little bit here but like that is important to me. Jeremy: So when you're working through a problem, When you're doing it on stream versus you're doing it by yourself, what are the key differences in how you approach the problem or how you work through it? Rachael: I think it's largely the same. It's like almost exactly the same. What I always do is, when I'm on stream, I pause, I describe the problem, I build a test for it, and then I start working on trying to fix what's wrong. I'm a huge fan of test -driven development. The way I see it, you want that bug to be reproducible, and a test gives you the easiest way to reproduce it. For me, it's about being easy as much as it is about it being the right way or not. But yeah, I would say that I approach it largely in the same way. I was in the content creator open space a little bit earlier, and I had to give them a bit of a confession. There is one small difference when I'm doing something on stream versus when I'm doing something alone. Sometimes, I have a lot of incredible senior staff, smart, incredible people in my chat. I'll describe the problem in vivid detail, and then I'll take my time writing the test, and by the time I'm done writing the test, somebody will have figured out what the problem is, and talk back to me about it. I very rarely do that. It's more often when it's an ops or an infrastructure or something like that. A great example of this is like the other day I was having an issue, I mentioned the Vim extensions. If I do command P on the code section, Vim extensions was capturing that, and so it wasn't opening the file. So one of my chatters was like, oh, you know, you can fix that if you Google it. I was like, oh, I don't know. I mean, I could Google it, but it will take so long and distract from the stream. Literally less than 15 minutes later a chatter had replied with like, here's exactly what to add to your VS Code extension, and I knew that was gonna happen. So that's my little secret confession. That's the only difference when I'm debugging things on stream is sometimes I'll let chat do it for me. Jeremy: Yeah, that's a superpower right there. Rachael: It is, and I think that happens because I am open to feedback and I want people to engage with me and I support that and encourage that in my community. I think a lot of people sometimes get defensive when it comes to code, right? Like when it comes to the languages or the frameworks that we use, right? There's a little bit of insecurity because you dive so deep and you gain so much knowledge that you're kind of scared that there might be something that's just as good because it means you might not have made the right decision. And I think that affects us when it comes to code reviews. I think it affects us when we're like writing in public. And I think, yeah, and I think it affects a lot of people when they're streaming, where they're like, if I'm not the smartest person in the room, and why am I the one with a camera and a microphone? But I try to set that aside and be like, we're all learning here. Jeremy: And when people give that feedback, and it's good feedback, I think it's really helpful when people are really respectful about it and kind about it. Have you had any issues like having to moderate that or make sure it stays positive in the context of the stream? Rachael: I have had moderation issues before, right? Like, I'm a woman on the internet, I'm going to have moderation issues. But for me, when it comes to feedback and suggestions, I try to be generous with my interpretation and my understanding of what they're going with. Like people pop in and they'll say things like, Ruby is dead, Rails is dead. And I have commands for that to like remind them, no, actually Twitch is a Rails app. So like, no, it's definitely not dead. You just used it to send a message. But like, I try to be understanding of where people are coming from and to meet them where they are, even if they're not being the most respectful. And I think what I've actually noticed is that when I do that, their tone tends to change. So I have two honorary trolls in my chat, Kego and John Sugar, and they show up and they troll me pretty frequently. But I think that that openness, that honesty, like that conversation back and forth it tends to defuse any sort of aggressive tension or anything. Jeremy: Yeah, and it's probably partly a function of how you respond, and then maybe the vibe of your stream in general probably brings people that are. Rachael: No, I definitely agree. I think so. Jeremy: Yeah. Rachael: It's the energy, you get a lot of the energy that you put out. Jeremy: And you've been doing this for about four years, and I'm having trouble picturing what it's even like, you know, you've never done a stream and you decide I'm gonna turn on the camera and I'm gonna code live and, you know, like, what was kind of going through your mind? How did you prepare? And like, what did, like, what was that like? Rachael: Thank you so much. That's a great question. So, actually, I started with Regex Crossword because it was structured, right? Like, I didn't necessarily know what I wanted to do and what I wanted to work on, but with Regex Crossword, you have a problem and you're solving it. It felt very structured and like a very controlled environment, and that gave me the confidence to get comfortable with, like, I'm here, I have a moderator, right? Like we're talking back and forth, I'm interacting with chatters, and that allowed me to kind of build up some skills. I'm actually a big fan of Hacktoberfest. I know a lot of people don't like it. I know a lot of people are like, oh, there are all these terrible spam PRs that show up during Hacktoberfest and open source repositories. But I'm a really big fan because I've always used it to push my boundaries, right? Like every single year, I've tried to take a new approach on it. So the first year that I did it, I decided that what I wanted to do to push my boundaries was to actually work on an application. So this one was called Hunter's Keepers. It was an app for managing characters in Monster of the Week and it was a Reels app because that's what I do professionally and that's what I like to work on. So I started just building that for Hacktoberfest and people loved it. It got a ton of engagement, way more than Regex Crossword and a little bit, like those open source streams continue to do better than the programming games, but I love the programming games so much that I don't wanna lose them, but that's where it kind of started, right? Was me sitting there and saying like, oh, I wanna work on these Rails apps. The Hacktoberfest after that one, And I was like, OK, I worked on my own app in the open, and I've been doing that for basically a year. I want to work on somebody else's app. So I pushed myself to contribute to four different open source repositories. One of the ones I pushed myself to work on was 4M. They did not have Twitch clips as embeds. They had YouTube videos and everything else. And I looked into how to do it, and I found out how liquids tags work, and I had a ton of other examples. I feel like extensions like that are really great contributions to open source because it's an easy way with a ton of examples that you can provide value to the project, and it's the sort of thing where, like, if you need it, other people probably need it as well. So I went and I worked on that, and I made some Twitch clips. And that was like one of my first like external open source project contributions. And that kind of snowballed, right? Because I now knew how to make a liquid tag. So when I started working on my Jekyll site, and I found out that they had liquid tags that were wrapped in gems, I used that as an opportunity to learn how to build a gem. And like how to create a gem that's wrapped around a liquid tag. And that exists now and is a thing that I've done. And so it's all of these little changes and moments that have stacked on top of each other, right? Like it's me going in and saying, OK, today I'd like to customize my alerts. Or like, today I'd like to buy a better microphone and set it up and do these changes. It's not something that changed all at once, right? It's just this small putting in the time day by day, improving. I say like the content gears are always grinding. You always need something new to do, right? And that's basically how my stream has gone for the last four years, is I'm just always looking for something new to do. We haven't talked about this yet, but I'm a voice actress in the programming video game, One Dreamer. And I actually collaborated with the creator of another one, Compressor, who like reached out to me about that Steam key. But the reason that I was able to talk to these people and I was able to reach out to them is rooted in Regex Crossword, right? Cause I finished Regex Crossword and Thursday night was like my programming game stream. And I loved them, so I kept doing them. And I kept picking up new games to play, and I kept exploring new things. So at the end of it, I ended up in this place where I had this like backlog in knowledge and history around programming games. So when Compressor was developed, I think he's like the creator, Charlie Bridge is like a VP at Arm or something. And okay, I should back up a little bit. Compressor is this game where you build CPUs with Steam. So it's like Steam Punk, like, electrical engineering components. Ah, it's so much fun. And like, the characters are all cool, because it's like you're talking to Nikola Tesla, and like Charles Babbage, and Ada Lovelace, and all this sort of stuff. It's just super fun. But the reason he reached out to me was because of that reputation, that backlog, that feedback. Like, when you think about how you became a developer, right, it's day by day, right? when you develop your experience. There's a moment where you look back and you're like, I just have all of these tools in my toolkit. I have all of these experiences. I've done all these things, and they just stack to become something meaningful. And that's kind of how it's gone with my stream, is just every single day I was trying to push, do something new. Well, not every day. Sometimes I have a lazy day, but like, but like I am continuously trying to find new ground to tread. Jeremy: Yeah, I mean that's really awesome thinking about how it went from streaming you solving these regex crosswords to all the way to ending up in one of these games that you play. Yeah, that's pretty pretty cool. Rachael: By the way, that is my absolute favorite game. So the whole reason that I'm in the game is because I played the demo on stream. Jeremy: Oh, nice. Rachael: And I loved it. Like I immediately was like, I'm going to go join the creators discord. This is going to be my game of the year. I can't wait to like make a video on this game. What's really cool about this one is that it uses programming as a mechanic and the story is the real driver. It's got this emotional impact and story. The colors are gorgeous and the way you interact with the world, like it is a genuine puzzle game where the puzzles are small, little, simple programming puzzles. And not like I walk up to this and like I solve a puzzle and the door opens. No, it's like you're interacting with different components in the world and wiring them together in order to get the code working. The whole premise is that there's an indie game developer who's gone through this really traumatic experience with his game, and now he's got the broken game, and he's trying to fix it in time for a really important game demo. I think it's like, it's like Vig something. Video game indie gaming. But what happened is I started following the creator, and I was super interested in them. And then he actually reached out to me about like the Steve workshop and then he was looking for people to voice act and I was like me please yes so yeah that's how I got involved with it yeah that's awesome it's like everything came full circle I guess it's like where you started and yeah no absolutely it's amazing. Jeremy: And so what was that experience like the voice acting bit? I'm assuming you didn't have professional experience with that before. Rachael: No, no, no, no. I had to do a lot of research into like how to voice act. My original ones were tossed out. I just, OK, so there's one line in it. This is going to this is so embarrassing. I can't believe I'm saying this on a podcast. There's one line that's like, it's a beautiful day to code. It's like a, because I'm an NPC, right? So like you can keep interacting with me and one of the like cycling ones is like, it's a beautiful day to code. Well, I tried to deliver it wistfully. Like I was staring out a window and I was like, it's a beautiful day to code. And every single person who heard it told me that it sounded like somewhat sensual, sexy. And I was dying because I had just sent this to this like indie game developer that like I appreciated and he replies back and he's like, I'm not sure if there was an audio issue with some of these, but could you like rerecord some of these? So I was very inexperienced. I did a lot of practicing, a lot of vocal exercises, but I think that it turned out well. Jeremy: That's awesome. So you kind of just kept trying and sending samples, or did they have anybody like try and coach you? Rachael: No, I just kept sending samples. I did watch some YouTube videos from like real voice actors. To try and like figure out what the vocal exercises were. One of the things that I did at first was I sent him like one audio, like the best one in my opinion. And he replied back being like, no, just record this like 10, 20 times. Send it to me and I'll chop the one I want. Jeremy: So the, anytime you did that, the one they picked, was it ever the one you thought was the best one? Rachael: Oh gosh, I don't think I actually like, Wow, I don't think I've gone back over the recordings to figure out which one I thought was the best one. Or like checked which one he picked out of the ones that I recorded. Oh, that's interesting. I'm going to have to do that after this. Jeremy: You're going to listen to all the, it's a beautiful day to code. Rachael: The final version is like a nice, neutral like, it's a beautiful day to code. One of the really cool things about that, though, is my character actually triggers the end of game scene, which is really fun. You know how you get a little hint that's like, oh, this is where the end of the game is, my character gets to do that. Jeremy: That's a big responsibility. Rachael: It is. I was so excited when I found out. Jeremy: That's awesome. Cool. Well, I think that's probably a good place to wrap it up on. But is there anything else you want to mention, or any games you want to recommend? Rachael: Oh, I think I mentioned all of them. I think if you look at Code Romantic, AXA Punks, Bitburner, is an idle JavaScript game that can be played in the browser where you write the custom files and build it and you're going off and hacking servers and stuff like that. It's a little light on story. One Dreamer, yeah. I think if you look at those four to five games, you will find one you like. Oh, it's 7 Billion Humans. Jeremy: Oh, right, yeah. Rachael: I haven't written the blog post yet, but that's my five programming video games that you should try if you've never done one before. 7 million humans is on mobile, so if you've got a long flight back from RubyConf, it might be a great choice. Jeremy: Oh, there you go. Rachael: Yeah. Other than that, it can be found at chael.codes, chael.codes/links for the socials, chael.codes/about for more information about me. And yeah, thank you so much for having me. This has been so much fun. Jeremy: Awesome. Well, Rachel, thank you so much for taking the time. Rachael: Thank you.

GAMETHING
Interview with Zach Barth (1986)

GAMETHING

Play Episode Listen Later Aug 22, 2023 71:00


In which we talk to Zach Barth (1986), designer of SHENZHEN I/O (2016), EXAPUNKS (2018), and many other genre-defining “programming games.” Zach insists the Zachtronics catalogue isn't meant to teach you anything. Pippin agrees to disagree. David is accused of having a substandard laptop. These, and other GAMETHINGS. Zach Barth was developed and published by his parents in 1986.

pippin zachtronics exapunks zach barth shenzhen i o
GAMETHING
EXAPUNKS (2018)

GAMETHING

Play Episode Listen Later Aug 8, 2023 47:35


In which we play EXAPUNKS (2018), and try to find the cure for the common code while being blackmailed by an edgelord AI. Pippin hacks the rainbow. David sounds it out. These, and other GAMETHINGS. EXAPUNKS was developed by Zachtronics and published by Zachtronics in 2018.

ai pippin zachtronics exapunks
Level Cap Radio – Der Gaming Podcast
Gefährliches Halbwissen: Was Gaming-Leaks mit uns machen

Level Cap Radio – Der Gaming Podcast

Play Episode Listen Later Sep 28, 2022 67:59


David & Meru sprechen über Leaks und ihre Folgen. Außerdem geht es um Exapunks, You Suck at Parking und Horizon Forbidden West. Hauptthema: 00:31:00 Musik: David Albus Twitter: @LCRPodcast Paypal/Email: levelcapradio@gmail.com

GameBoys
Saints Row Anmeldelse

GameBoys

Play Episode Listen Later Sep 13, 2022 54:00


Dagens Program:(02:20) I dag tager GameBoys et kig på sandbox, open world, tredjepersons shooteren Saints Row. Asgar er bestemt ikke tilfreds og har en del stikpiller at sende afsted https://store.epicgames.com/en-US/p/saints-row(36:50) Der kommer også endnu en indieanbefaling fra Andreas Michagin som denne gang har taget et hacker kodningsspil med i dag som hedder Exapunkshttps://store.steampowered.com/app/716490/EXAPUNKS/Værter:Asgar BuggeDagens Gæst:Andreas Michagin (Indiespils ekspert)GIVEAWAY:https://gleam.io/rODLK/toptier-gamer-giveawayDiscord:https://discord.gg/AYr7tqSancInstagram:https://www.instagram.com/gameboysdalle/?hl=daTwitch:https://www.twitch.tv/gameboysshow

Hack the Planet
Zachtronics

Hack the Planet

Play Episode Listen Later Aug 10, 2022 122:05


In this episode of the Hack the Planet Podcast: We talk with Zach of Zachtronics, creator of some of the best video games of all time, about his philosophy of … Continue reading "Zachtronics"

Origin Story
Matthew Seiji Burns (Eliza) on Our Connection to Technolgy and the Allure of Interactive Fiction

Origin Story

Play Episode Listen Later Aug 5, 2021 63:30


Matthew Seiji Burns is a writer, director, composer, and game designer. With the help of Zachtronics game studio, he created Eliza a visual novel about an AI counseling program, the people who develop it, and the people who use it.Prior to Eliza, Burns worked on a variety of games. He's the creator of the interactive fiction projects Apology Simulator, The Writer Will Do Something, and The Arboretum. He's also worked with Zachtronics to write and compose for titles such as EXAPunks, Opus Magnum, and more.Burns has also worked as a producer at Treyarch, Bungie, and 343 Industries on titles such as Halo 3 & Halo ODST.We talk with burns about our complicated, sometimes worrying, relationship to computers and why he's attracted to interactive novels. Hosted by Phillip Russell and Ben ThorpCheck out Matthew's website here.Learn more about Eliza here.Try out this recreation of Eliza chatbot here.Visit our website: Originstory.showFollow us on Twitter @originstory_Do you have feedback or questions for us? Email us theoriginstorypod@gmail.comCover art and website design by Melody HirschOrigin Story original score by Ryan Hopper 

I Forgot I Owned That!
Tooth and Tail & EXAPUNKS

I Forgot I Owned That!

Play Episode Listen Later Jun 7, 2021 39:12


It is hot girl summer for Bianca and Trent! Bianca seizes the means of production in Tooth and Tail. Meanwhile, Trent gets into the weeds of EXAPUNKS immediately after promising he won't.We will be taking a brief break, but will be back the first week of July!We have socials!Follow us on Twitter: @ifiotpodcastFollow us on Instagram: @ifiotpodcastCatch a twitch stream: @iforgotiownedthat(Explicit)Intro and outro music composed by Trent Henry.Cover art by Anna Martin (@amma.nartin)

tail tooth anna martin exapunks
Waypoint Radio
Episode 371: The Bitcoin Corruption of Austin Walker

Waypoint Radio

Play Episode Listen Later Jan 15, 2021 93:37


There comes a time in every PC owner’s life where you have to make some tough decisions. Well, for the better part of the last two years, one Rob Zacny has been slowly stemming the oncoming waves of failing computer components but his PC has finally bitten the dust. That means he’s spent the last week exploring the world of Cloud Gaming, and found that landscape treacherous. Austin’s way of saying “new year, new me” is to finish off some old games, revisiting Hitman 2 and Star Wars The Old Republic to finally put those to bed. Patrick is learning the beauty of HDR with new forms of streaming games to his phone, Cado is becoming his best hacker self in EXAPUNKS, and Rob is finally in on a little known rogue like deck builder called Slay the Spire.Discussed: Rob’s Streaming Adventures 3:12, Hitman 2 40:04, Star Wars: The Old Republic 43:00, 13 Sentinels: Aegis Rim 56:19, Demon’s Souls 1:01:50, Persona 5 Strikers 1:03:00, Slay the Spire 1:13:04 See acast.com/privacy for privacy and opt-out information.

Waypoint Radio
Episode 369: The First Week of 2021

Waypoint Radio

Play Episode Listen Later Jan 8, 2021 103:30


Austin, Patrick, and Cado start this podcast off by talking through their feelings on the events of January 6th, when white supremacists stormed the US Capitol building. After the break, Patrick is learning the limits of streaming services by playing Assassin's Creed: Valhalla on Stadia, Austin's checking in on new Monster Hunter Rise demo, and we take some time to reminisce about Flash games.Discussed: US Current Events 1:25, Assassin's Creed: Valhalla 21:32, Detective Season 1 33:12, Monster Hunter Rise 37:37, Super Meat Boy Forever 52:03, Flash Games 57:28, Carto 1:16:31, Airborne Kingdom 1:19:57, Exapunks 1:23:48, Cyberpunk 2077 1:26:15, Politics Moment 1:32:37 - 1:33:16 See acast.com/privacy for privacy and opt-out information.

שורפים משחקים | Game Burning Podcast
ניגוד עניינים (פרק 11.03) | Contradiction

שורפים משחקים | Game Burning Podcast

Play Episode Listen Later May 25, 2020 65:37


שורפים משחקים, הפודקאסט לגיימר העצלן, על כל המשחקים כולם. השבוע גלינו מה קורה כשמשלבים בידוד בזמן מגפה ופגרה לתוכנית – ערן משחק יותר מידי משחקים! יחד עם דסי נדבר על משחקי חקירה FMV וכמה משחקי לוח. גיא יוסיף לדיון סביב Chimera Squad שזכה לאזכור כבר בשני הפרקים הקודמים. שורפים משחקים – תוכנית מספר 203 – הוקלטה בתאריך 21/05/2020. משתתפים: ערן אבירם, דסי אלבר־אבירם, גיא ביטון ואביב מנוח. הערות הפרק באתר הרשמה לרסס שלחו לנו מייל כל הפרקים -- Arkham Horror: The Card Game, Borderlands 3, Contradiction, EXAPUNKS, Farm Together, Night Call, SHENZHEN I/O, Summit: The Board Game, Tabletop Simulator, The Outer Worlds, The Shapeshifting Detective, This is the Police, Train Valley 2, Tyranny, XCOM: Chimera Squad

Jogabilidade (Games)
DASH #109: A Voz nos Jogos

Jogabilidade (Games)

Play Episode Listen Later Aug 26, 2019 120:00


Quais os primeiros jogos a usarem voz? Como limitações levaram às mais criativas soluções? Como a popularização da mídia ótica mudou a preocupação da quantidade para a qualidade? E afinal, quais nossas aplicações favoritas de vozes em jogos?E o que você tem a dizer?Deixe seu feedback acessando o post deste podcast, ou mande um e-mail para contato@jogabilida.deLinks Comentados: Vídeo: Macintosh Falando Painel: Síntese de Voz para Jogos Vídeo: Voz Recriada do Joe Rogan Vídeo: Máquinas de Voz Antigas Vídeo: Voder Vídeo: JoyCon Tocando Música Site: Commodore SAM Vídeo: Origem dos Gritos de Golden Axe Vídeo: Rivaldo Sai Desse Lago Vídeo: Comercial Dercy Blocos do Podcast: 00:02:40: Apresentação da Convidada 00:04:21: Máquinas Antigas 00:13:13: Síntese e Digitalização de Vozes 00:23:26: Primeiros Jogos com Vozes 00:43:19: Vozes com Limites 01:00:56: Vozes sem Limites 01:25:56: Nossos Favoritos 01:40:33: O Futuro Trilha do Podcast: "Getting Started" de Exapunks "Prototyping" de Shenzen I/O "The Robots" de Kraftwerk "Keep the Groovin" de Streets of Rage "My Loved Ones Are Gone (OCRemix)" de Wolfenstein 3D "Green Greens (Remix por Qumu)" de Kirby's Dream Land "Joy (In the Labyrynth)" de Persona Q "Poltergeist Mix (OCRemix)" de Ghouls'n Ghosts "One More Time" de Rockman X3 "Theme" de Clay Fighter "Yume de Owaranai" de Tales of Phantasia "Two Days Ago" de Animal Crossing "Hot N Cold (Simlish)" de Katy Perry "Girlfriend (Português)" de Avril Lavigne "Succumb to the Wilderness (OCRemix)" de Wild Arms "Ace of Spades" do Motorhead "Rhapsody in Poo (OCRemix)" de Conker's Bad Fur Day "Theme of Laura" de Silent Hill 2 "True" de Silent Hill 2 "Hope (Instrumental)" de Grand Chase "The Summit" de God of War "Want You Gone" de Portal 2 "Bound Together" de Pyre "My Only Chance" de The Toxic Avenger

Shiba Station
4: Спойлерим Spider-Man, Stranger Things 3, Джармуша. НЕ Спойлерим Паразитов, Exapunks, Baba is YOU

Shiba Station

Play Episode Listen Later Jul 18, 2019 87:43


В 4 выпуске дичайше спойлерим Спайдермена, новый фильм Джармуша и Stranger Things 3, Оками расскажет про корейский фильм "Паразиты", а Дима К. чувствует себя тупым в Exapunks и Baba is You Дима К. https://twitter.com/cyberpunk148 Оками https://twitter.com/CherrySakuYuuka 00:01:33 Человек Паук 00:16:35 Exapunks, Baba is You 00:35:27 Джармуш и "Мёртвые не умирают" 00:51:30 Stranger Things 3 01:18:15 Паразиты

Jogabilidade (Não Games)
Linha Quente #84: Pregas Poderosíssimas

Jogabilidade (Não Games)

Play Episode Listen Later Jul 17, 2019 45:10


Oferecemos um pouco de nossa extrema erudição sobre assuntos que passam pela ausência de diálogo, azeitonas rosas, cabeças peculiares, sermões em personagens fictícios, o futuro e uma inversão no trato digestivo.E o que você tem a dizer?Deixe seu feedback acessando o post deste podcast, ou mande um e-mail para contato@jogabilida.deLinks Comentados: Pesquisa: O Futuro do Linha Quente Trilha do Podcast: "Tiger Balm" por Bob Bradley/Noel Dennis "Behind the Scenes" de Exapunks "EXA Power" de Exapunks

Game the System Podcast
Ep 42: Feedback from The Readers! Plus Mortal Kombat 11, More EXAPUNKS, and Live on Discord!

Game the System Podcast

Play Episode Listen Later May 30, 2019 67:44


Game the System Podcast Episode 42! We read feedback from you, the readers, with more detail about Spider-Man's balls than anyone ever needed to know. John finishes Mortal Kombat 11 and lets us know what he thought. Matt finishes EXAPUNKS and has something in his pants. Plus live broadcasting on our new Discord channel, Master System top 25 from Retrogamer magazine, and a bunch more! Intro music from www.bensound.com Our new Discord channel, join us! https://discord.gg/y2g6S7F Evan Weston Twin Galaxies https://www.twingalaxies.com/evn/rankings#scores Benn Banasik Twin Galaxies https://www.twingalaxies.com/bennbanasik/rankings#scores Tenka Speedrun.com https://www.speedrun.com/user/Tenka 1989 Arcade Bar http://1989.com.au/ Dennis Edmunds Twin Galaxies https://www.twingalaxies.com/dedmunds/rankings#scores Retrogamer Magazine https://www.retrogamer.net/ Mortal Kombat 11 https://en.wikipedia.org/wiki/Mortal_Kombat_11 Marvel vs Capcom: Infinite https://en.wikipedia.org/wiki/Marvel_vs._Capcom:_Infinite Street Fighter IV https://en.wikipedia.org/wiki/Street_Fighter_IV EXAPUNKS https://en.wikipedia.org/wiki/Exapunks Atari Patches https://www.atariage.com/2600/archives/activision_patches.html Kaboom https://en.wikipedia.org/wiki/Kaboom!_(video_game)

Jogabilidade (Games)
DASH #106: Emulação & Preservação

Jogabilidade (Games)

Play Episode Listen Later Mar 29, 2019 87:59


Recebemos Gus Lanzetta e Pedro Falcão (diretamente da Socidedade História de Vídeogames do Brasil) para discutir um pouco da história, conflitos e desafios da emulação e seu importante papel na preservação dos vídeo games.E o que você tem a dizer?Deixe seu feedback acessando o post deste podcast, ou mande um e-mail para contato@jogabilida.deLinks Comentados: Visite: SHVB Visite: Video Game History Foundation Podcast: Export Report Veja: Dollynho no BOTW Veja: Steve Jobs apresentando Emulador Veja: Nintendo Baixou uma Rom Documentário: Paralelos Documentário: História do GOG Palestra: Frank Cifaldi GDC Review: Zeebo Trilha do Podcast: "Helix Nebula" de Anamanaguchi "Getting Started" de EXApunks "Network Exploration" de EXApunks "Пасьянс" de EXApunks "Behind the Scenes" de EXApunks "To Be Free" de Information Society

Electronic Wireless Show
Electronic Wireless Show Ep 72 - What are our favourite puzzle games?

Electronic Wireless Show

Play Episode Listen Later Feb 20, 2019 55:33


A ten-sided shape appears in your hands. It's this week's podcast! And it's all about puzzle games. John enjoys number puzzles like Hexcells and Globesweeper. Matt enjoys the Jindosh box of Dishonored 2. And Brendan likes being a pretend hacker in Zachlikes. But we’ve also played non-puzzle games. Apex Legends has been keeping Matt happy with its bullets and crows. While John is liking the unserious shooting of Far Cry: New Dawn. Brendan still just wants to punch people in Yakuza Kiwami. Links: Here is John’s Globesweeper review: https://www.rockpapershotgun.com/2019/02/13/globesweeper-review/ And his Tametsi review: https://www.rockpapershotgun.com/2019/02/20/tametsi-review/ And his Hexcells review: https://www.rockpapershotgun.com/2013/09/13/wot-i-think-hexcells/ And Pip’s review of She Remembered Caterpillars: https://www.rockpapershotgun.com/2017/01/19/she-remembered-caterpillars-review/ And here’s Tom Francis on Opus Magnum: https://www.rockpapershotgun.com/2018/02/27/what-works-and-why-opus-magnum/ And Alex Wiltshire on on Exapunks: https://www.rockpapershotgun.com/2018/09/12/how-exapunks-represents-hacking-without-limits/ And John talking about 7th Guest: https://www.rockpapershotgun.com/2012/02/09/bad-old-games-the-7th-guest-is-unleashed-once-more/ And a video featuring Dishonored 2’s ‘Jindosh box’ puzzle: https://www.youtube.com/watch?v=z7oTKmQMJP8 And here’s our review of The Witness: https://www.rockpapershotgun.com/2016/02/04/the-witness-pc-review/ And here’s a nine hour playthrough of Gabriel Knight 3 for masochists: https://www.youtube.com/watch?v=fPByLdCYPpo And this is Freeways: https://www.rockpapershotgun.com/2017/09/18/freeways-is-a-puzzley-road-builder-from-desert-golfer/ And Matt’s Apex Legends review: https://www.rockpapershotgun.com/2019/02/19/apex-legends-review/ And his Far Cry New Dawn review: https://www.rockpapershotgun.com/2019/02/14/far-cry-new-dawn-review/ And Brendan’s Yakuza Kiwami review: https://www.rockpapershotgun.com/2019/02/11/yakuza-kiwami-pc-review/ Okay, that’s your lot

Jogabilidade (Games)
DASH #103: Os Esquecidos de 2018

Jogabilidade (Games)

Play Episode Listen Later Jan 25, 2019 127:26


Nos juntamos para relembrar o que foi esquecido, o que nos decepcionou e o que ainda queremos jogar do já longínquo ano de 2018. Aproveitamos também para definir o tema do ano e apostar no que vai rolar em 2019!E o que você tem a dizer?Deixe seu feedback acessando o post deste podcast, ou mande um e-mail para contato@jogabilida.deLinks Comentados: Review de Full Metal Furies Review de Chasm Planilha para acompanhar as apostas (em breve!) Blocos do Podcast: 00:04:17: O Tema de 2018 00:19:41: Os Esquecidos 00:20:14: Full Metal Furies 00:22:49: Chasm 00:27:53: Iconoclasts 00:30:46: Moonlighter 00:35:41: Death's Gambit 00:37:24: Yoku's Island Express 00:40:17: Unworthy 00:43:25: Monster Boy 00:49:21: Unravel Two 00:50:42: Wandersong 00:53:02: Overcooked 2 00:56:00: Onrush 00:59:20: Omensight 01:01:09: Kingdom Come: Deliverance 01:03:44: Déraciné 01:09:56: Florence 01:14:13: Chuchel 01:20:09: Exapunks 01:27:25: The Missing 01:34:05: Queremos Jogar 01:44:12: Decepções/Ruins 01:54:29: Previsões Trilha do Podcast: "Fields of Hopes and Dreams" de Deltarune "Tite Mites" de Astro Bot "Network Exploration" de Exapunks "Mirror Temple (Mirror Magic Mix)" de Celeste "When the Morning Light Shines In" de Far Cry 5 "Old War Machines" de Into The Beach "I'm Yours Forever" de Tetris Effect

Malditos Games
23: Malditos Games 23: Below, GRIS, CSGO: Danger Zone, Kingdom Two Crowns

Malditos Games

Play Episode Listen Later Dec 21, 2018 116:19


En este episodio pre - Navidad el equipo completo se reúne para debatir largo y tendido sobre lo más caliente en materia de fichines. Maxi, Rippy, Guillo y Chopper te cuentan todo sobre Below, el esperado juego de Capybara, además de la maravillosa aventura independiente GRIS y el estratégico Kingdom Two Crowns. ¡Pero hay más! También jugamos Exapunks, Desert Child y una ronda de recomendaciones de juegos ideales para el celular, para que no dejes de jugar ni siquiera en las reuniones navideñas. ¡Atento! Que la semana que viene llega el episodio especial donde elegimos los mejores juegos de 2018. Malditos Games sale todos los viernes. ¡Suscribite, seguinos, recomendá y dejanos tu review! No olvides buscarnos en www.malditosnerds.com, Facebook, Twitter, YouTube, Twitch e Instagram.

Deaf & Dumb
Episode 146: Get ‘em Dead

Deaf & Dumb

Play Episode Listen Later Dec 3, 2018 59:09


This week Dan and Dudley are talking about quality beans and the ambiguity of language in Red Dead Online. Dan is still exploring the wasteland of Fallout 76 and coding up a storm in ExaPunks.  

Deaf & Dumb
Episode 145: Not So Neighborly Super Mutants

Deaf & Dumb

Play Episode Listen Later Nov 26, 2018 61:07


This week Dan bought a bunch of stuff on sale, including, Old Man’s Journey, Nimbatus, and ExaPunks from one of their favorite companies, Zachtronic. Dudley talks about doing thinky things in Little Alchemy 2. And Dan has done something to anger the locals in Fallout 76.

The Level
Episode 262: Live Every Phase Like It's Blast Phase

The Level

Play Episode Listen Later Oct 30, 2018 133:16


Kole, Ben, Dennis, and David talk about the PlayStation Classic lineup reveal, Super Mario Party, and we ask you about the dumbest ways you've died in video games. The Brief: The PlayStation Classic game roster is underwhelming. Harmonix is working with Twitch to make a streaming karaoke game. No Man's Sky goes under water with The Abyss. Resident Evil 4, the REmake, and Resident Evil 0 are coming to Switch. The Multiplayer: What's the dumbest way you've died in a game? The Grind: Dennis: WipeOut Omega Collection (VR). Darkest Dungeon. Frozen Synapse 2. Atlas Reactor. David: Middle-earth: Shadow of War. EXAPUNKS. Ben: Super Mario Party. Red Dead Redemption 2. Kole: Hellblade: Senua's Sacrifice.

Everybody's Talking At Once
REPL PUNK, with Zach Barth

Everybody's Talking At Once

Play Episode Listen Later Aug 25, 2018


ETAO Podcast, Episode 36. Zach Barth is back to talk about EXAPUNKS, and the cyber-lanche (always create new hyphenate words, in accordance with the WIRED style guide) of questions that the game raises: Do we miss something by wringing our hands about privacy when what’s really at stake in an increasingly computerized world is agency? … Continue reading "REPL PUNK, with Zach Barth"

punk wired barth repl exapunks zach barth
The Crate and Crowbar
Episode 250: Close Your Eyes And Grind For Boltor

The Crate and Crowbar

Play Episode Listen Later Aug 17, 2018 153:51


It all goes a bit wrong as Chris, Tom, Tom and Alex return from a week off to talk Red Dead and Doom news, EXAPUNKS, Warframe, Unavowed and Monster Hunter. Plus: Horse Up Displays, 90s FPS ASMR, Resident Evil 2 by The B-52s, why it’s good when the spaceships do it, sensible missiles, the Mamma [...]

Electronic Wireless Show
Electronic Wireless Show Ep 55 - The worst endings

Electronic Wireless Show

Play Episode Listen Later Aug 16, 2018 69:11


Good end, bad end, noncommittal end. But what are the worst endings of all time? Matt reckons the big ol’ fart noise at the end of Mass Effect 3’s deserves a mention. And Noa thinks Dragon Age: Inquisition’s final moments were rubbish. Meanwhile, Brendan doesn’t like the ending of Tacoma. What? Shut up, Brendan. But we’ve also been polishing memories in Finding Paradise, hacking chocolate bars in Exapunks, and punching the money out of people’s faces in Yakuza 0. Super. Links: Mass Effect 3’s sythesis ending: https://www.youtube.com/watch?v=m6u8QIqLSmU Deus Ex Human Revolution ending: https://youtu.be/DibJL1F6S5k Layers of Fear endings: https://www.youtube.com/watch?v=fcvYAG0s_fE Dragon Age Inquisition final boss and ending: https://www.youtube.com/watch?v=H5dYgKNqY-g Tacoma ending: https://youtu.be/_diIY626Z5A?t=6m20s Wall-e ending: https://www.youtube.com/watch?v=4KUBX5GwV3M Far Cry 5’s endings: https://www.youtube.com/watch?v=7yKREaJk-OQ Forbidden Siren’s ending: https://www.youtube.com/watch?v=pYk-2pt2evo And the Siren: Blood Curse counterpart: https://www.youtube.com/watch?v=QmZk9BFNx7s Do not open the box: https://youtu.be/AnqRXUwxmXQ?t=3m Half-life 2 Episode 2 ending: https://youtu.be/_zbrkhcF4_8?t=6m15s Walking Dead Season 1 ending: https://youtu.be/_w9Ba5KhciE?t=20m51s To The Moon ending: https://www.youtube.com/watch?v=XUFLrr2yK88 John’s Finding Paradise review: https://www.rockpapershotgun.com/2017/12/14/finding-paradise-review/ Yakuza 0’s streets are full of everyday life: https://www.rockpapershotgun.com/2018/08/14/gallery-everyday-life-on-the-streets-of-yakuza-0/ Takashi Miike movies: https://www.imdb.com/name/nm0586281/ Exapunks is about hacking peanuts: https://www.rockpapershotgun.com/2018/08/09/exapunks-hacking-early-access-launch/ Overwatch’s Hammond (a hamster): https://www.rockpapershotgun.com/2018/07/24/overwatch-adds-new-character-wrecking-ball/ Silent Hill 2’s dog ending: https://www.youtube.com/watch?v=GUDcSeUvkOw Silent Hill dog song: https://www.youtube.com/watch?v=d1nDafqdH9o You should be playing Amnesia: A Machine for Pigs: https://www.youtube.com/watch?v=KVKxrWDbhPY Some things we like in We Happy Few: https://www.youtube.com/watch?v=NbIBc6gHyOk And some things John doesn’t like: https://www.rockpapershotgun.com/2018/08/15/wot-i-think-we-happy-few/