I didn’t, but should I ever feel the need to try it I have already watched the tutorial video.
My school did something similar. It recommended I become a fish monger.
They are updating the app at some point, which is removing the watch together feature. I wonder what else may disappear.
At this point I would think most people know, but for those who don’t:
I believe the initial intention was that it was going to be a live service game, where they would add more content and cosmetics over time and continue to support it, but after the backlash of their monetisation method (after people had already purchased the game) they got it to a 1.0 state and moved on to I’m guessing Monster Train 2.
It’s a shame because Inkbound had an interesting foundation there and I believe they could have figured out a better model to keep the game alive.
I got some good hours out of Inkbound, but something rubbed me the wrong way about how they handled it. It’s as though following backlash on their monetisation they decided to wrap the game up and push it out the door and essentially abandon the game.
I loved MT, and that’s why I grabbed Inkbound, but I’m optimistically cautious about MT2. The demo for MT2 was great, I’ll just have to wait and see.
I’m sure I remember when PA was first announced it was the first ludicrously overpriced game for early access, and they said the reason was that they only wanted people truly invested in the game to give feedback. It was a clear attempt at a money grab from those most excited. Given this is the same people I’m not surprised by their tactics.
Perhaps a modal the first time someone visits that shows the different UI options and directions on where to switch
I’m in my late 30’s and I’m a junior dev, having been in the role for just over a year. If you are persistent you can do it. From my experience it has been a hard and at times frustrating job simply because there is so much I don’t know, but that comes with the reward of the eureka moment, where when something works it is one of the best feelings.
Now in terms of doing a school, if it’s a scheme where you pay for the training and they say they’ll get you a job at the end, please be cautious. I have a few friends that went down this route and they say they were the lucky ones to land jobs, but in their groups everyone else was left out in the cold at the end.
This was just my process but I did the Java MOOC course that taught me enough to get going, I was doing this at the same time as working in IT. It’s completely free. For frontend learning I’ve been using Scrimba which has free content but also a paid for subscription, it has been alright and the way they merge the recordings with the IDE is good and the free content feels more substantial than what you’d get with Codecademy.
I’m still just a noob at all of this, and there is so much I don’t know but I’m happy to try and answer any questions you have.
Thanks for this, almost every day can be a challenge but that’s what I signed up for when I switched to software development! I’ll keep what you’ve said in mind and try to put it to practice 🙂
Over a year in as a junior dev and I’m still in the second stage. I did 6 months backend and now I’m now entering my 6th month as frontend. I still know so little, but I know more than I did yesterday.
My biggest challenges:
I just keep on trying, try to understand what I can and ask for help when I feel I’m at a blocker.
This is well deserved. When the game first launched I could tell something was off about it. It obviously had a dreadful launch.
I can’t remember how many years later I was in the mood for a space exploration and saw NMS had an update. I grabbed it for about £8. Since purchasing it seeing constant substantial updates has been amazing. Every time one comes out I think “Ok guys, you’ve redeemed yourselves, you’re allowed to stop now!”
I like to work on a £1 per hour with my games, I’ve played 85 hours (I know, rookie numbers compared to what some people have) and I’m really pleased with my purchase.
Seeing the pride they have in their game and the efforts they have gone to to make the game they wanted and the lessons Hello Games have learnt, it leaves me looking forward to Light No Fire.
I had to turn the music off as it got repetitive, but the rest of the audio stays on. The sound effects are so satisfying as everything is counted after playing a hand and you’ve got a bunch of jokers and cards triggering and then flames begin to build up.
I’m guessing the top management didn’t learn that crunch is perceived negatively and doesn’t always yield quality results. I’m so glad I never backed this game all those years ago.
I’m still in those early cautiously optimistic stage where I hope I can make a positive change that will help those who come after me. How long does it take for the pessimism to set in? 😂
Thanks for this. As part of onboarding I have been trying to update where I can. There are times I wonder if I am adding to docs what others may perceive as fluff as it may be something obvious to them. I like to work with a “If we’re all on a bus that goes over a cliff, does someone new have everything they need?” mentality.
At present the team is using GitHub Pages, which almost feels like a hurdle itself in updating the documentation quickly and keeping it organised and consistent. Being a junior I personally prefer a WYSIWYG. From your experience is there any pros/cons in using a WYSIWYG vs Markdown?
Thank you for those links, it has given me a great place to get stuck into!
spoiler
Great job!