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Joe Biden Wins 2020 Presidential Election
Joe Biden has tied down enough constituent votes to turn into the 46th leader of the United States, crushing President Trump and catching the White House after an unpleasant mission that uncovered profound partitions in the nation.
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Wednesday, September 23, 2020
Tech Books I Will Read Again
I have read a crap-ton of technical books, mostly on software, but some either more general or hardware related so I felt the need to generalize the genre to "technical" books. If you've been following my blog for the last year, you'll agree that especially recently, my reading rate has been arguably excessive. I'm reaching a point where I'd like to slow down and focus on some other things in my free time, but I'm also reflecting on all of the great and not-so-great tech books I've read. One of the defining factors in whether I think a tech book is excellent versus merely good is if I have the urge to read it again. (For anyone wondering, there is no distinction needed for the bad tech books.) This feeling might happen right after I finish it, or even while I'm reading it the first time. It also might take a while to percolate and rise back to the surface as a book I want to go back to. The bottom line is, a mark of a great tech book is that it's worth revisiting, so what follows is a list of tech books I've read that I thought were so great that I'm going to read them again.
This is a completely underrated book about software design, not in the sense that it gets poor reviews, because it doesn't, but it's not a very well-known book for how great it is. Other software design books, specifically Design Patterns, the notorious GoF book, steals all of the oxygen in the room, but I strongly prefer Object-Oriented Design Heuristics. While GoF is heavily prescriptive and mechanical in how it lays out the design patterns to use when writing software, OODH digs into the guidelines and rules-of-thumb that lie underneath those patterns. Instead of attempting to memorize a couple dozen patterns and their various applications, the reader learns why certain ways of organizing code work and naturally make the code easier to understand, debug, and change. It teaches fundamental concepts instead of lists of tools, and in the end knowing the fundamentals is much more valuable. In addition to being able to derive the tools you need without needing to remember them all, you can apply the fundamentals to new situations and invent new tools when the ones you have don't fully meet the requirements. The fundamentals are always worth revisiting.
Object Oriented Design Heuristics
This is a completely underrated book about software design, not in the sense that it gets poor reviews, because it doesn't, but it's not a very well-known book for how great it is. Other software design books, specifically Design Patterns, the notorious GoF book, steals all of the oxygen in the room, but I strongly prefer Object-Oriented Design Heuristics. While GoF is heavily prescriptive and mechanical in how it lays out the design patterns to use when writing software, OODH digs into the guidelines and rules-of-thumb that lie underneath those patterns. Instead of attempting to memorize a couple dozen patterns and their various applications, the reader learns why certain ways of organizing code work and naturally make the code easier to understand, debug, and change. It teaches fundamental concepts instead of lists of tools, and in the end knowing the fundamentals is much more valuable. In addition to being able to derive the tools you need without needing to remember them all, you can apply the fundamentals to new situations and invent new tools when the ones you have don't fully meet the requirements. The fundamentals are always worth revisiting.
The Pragmatic Programmer: From Journeyman to Master
The Pragmatic Programmer was a shoe-in for this list. It is the definition of short and sweet for a programming book, and every piece of advice contained within it is pure gold. So many concepts that I use every day are contained in these pages. DRY. Tracer bullets. The Broken Window Theory. It's all in here, and now there's the 20th anniversary edition. It's the perfect excuse to go back and read it again for the first time.
Clean Code: A Handbook of Agile Software Craftsmanship
Clean Code has a fair amount of overlap with the previous two books, but there's plenty that's unique in here and Robert C. Martin is such a great writer that it's worth it to reread this book, too. This book was surprisingly engaging for how deep it went into the minutiae of writing code. Like Object-Oriented Design Heuristics, it lays out guidelines and heuristics for writing better code, but it focuses a bit more on the specifics of how to name variables, structure functions, and write comments. It may veer more into the list-of-tools arena, but Martin reasons about everything nicely and it just seems to work for me in a way that GoF doesn't. It's always good to periodically refresh the concepts behind writing clean code.
Agile Principles, Patterns, and Practices in C#
This book covers much more ground than any of the previous three books, and it is subsequently much longer than any of them. It weaves together the topics listed on the cover quite well throughout the book, driving many of the chapters with simple, instructive examples. This book is where the SOLID design principles are laid out, along with a review of most of the standard patterns in GoF. Where this book does things better than the prescriptive GoF is in how the pattern discussions are example-driven and grounded in the design principles covered earlier in the book. The flow is so much better, and the reader comes away with a great understanding of why the patterns work, when to use them, and how to apply them appropriately.
Facts and Fallacies of Software Engineering
This is such a quick, sharp, and relevant read, that it's definitely worth a reread every now and again. You won't agree with every one of Robert Glass' facts and fallacies, (when does anyone agree with everything in a software engineering book?) but they will make you think and rethink your assumptions, which is always valuable for growth as a developer.
The Little Schemer and The Seasoned Schemer
These gems were such a joy to read the first time, there's no way they were not going to make this list. The quirky humor and self-guided Q&A format work perfectly. I can't think of a better way to refresh my basic programming skills with Scheme, and rewrite a Scheme interpreter, than to reread these books. Scheme is essentially a fundamental programming language, so in addition to these books being great to go back to, Scheme is a great language to go back to and polish up any rusty programming skills.
Structure and Interpretation of Computer Programs
While SICP is the polar opposite of The Little Schemer and The Seasoned Schemer, it's just as good for learning and reviewing Scheme and programming fundamentals. Most introductory programming books are not worth revisiting because they tend to focus on language syntax and mechanics, but that's not true here. Scheme doesn't have much syntax to begin with, so SICP goes deep into fundamental programming concepts and, well, how to structure programs. It goes so deep that it's probably only worth revisiting the first three of its five chapters (how often do you need to review how to build a register machine simulator?), but that still presents a challenging and valuable exercise.
Eloquent Ruby
If I had to pick a favorite language, it would be Ruby, and this book exemplifies why. Everything needed to write beautiful Ruby programs is contained in here, and it has none of the boring cruft of an introductory programming language book. Russ Olsen is also an excellent technical writer, so the book is an enjoyable and easy read. This is how all intermediate-to-expert level programming books should be, and it makes it a pleasure to refresh those Ruby programming skills.
Confident Ruby: 32 Patterns for Joyful Coding
This book is like an up-to-date version of Object-Oriented Design Heuristics for Ruby. It's a quick, enjoyable read, with Avdi Grimm writing in an approachable, conversational style. The content is superb, detailing the best ways to write Ruby methods that have a definitive purpose without stumbling over edge cases that often weaken code. It's a great book for reviewing how to write clean, concise, purposeful code, and it would probably work for any programmer, not just the Rubyists out there.
Rails Antipatterns: Best Practice Ruby on Rails Refactoring
The books on this list are here because they offer timeless advice, and this book is no different. It may seem like it's specifically about Ruby on Rails 3 programming, but the methods of refactoring the example antipatterns covered in the book—and why those antipatterns are bad in the first place—extend well beyond Rails. Bad code sucks for the same reasons no matter which programming language it's written in, and clean code shines in any language for the same reasons. It just so happens that Ruby and Rails are such pleasant vehicles for learning how to write clean code, and this book in particular uses a great style of showing how not to write code and how to fix that ugly code that was written before learning all of this great advice.
HTML and CSS: Design and Build Websites
This is hands-down the most beautiful technical book I've ever read, and after looking through it, it becomes obvious that this is the best way to present the HTML and CSS syntax. These are the languages of visual design for the web, after all, so it makes sense to show how all of the tags and attributes work with full color pictures and diagrams on every page. It's especially helpful when showing the differences between borders, padding, and margins in CSS, but really most HTML tags and CSS attributes translate well to this kind of presentation. It's also quick to page through every once in a while, and such an enjoyable experience that it's worth doing multiple times.
Don't Make Me Think (Revisited)
This book was an easy addition to this list, partly because I already have read it twice. It was just as good the second time around when the updated version came out. Don't Make Me Think (Revisited) is packed with examples of both the right way and the wrong way to design websites, but mostly the right way. Steve Krug has a quick wit and the full color page layouts are great to look through for ideas. All of this makes the book a fast, easy read so there's no excuse to not refresh your knowledge on website design best practices.
Envisioning Information, Visual Explanations, and The Visual Display of Quantitative Information
This is another set of books that's easy to kick back with and peruse at your leisure, this time with a focus on how to display information in a way that makes insights jump off the page. These books are full of excellent advice and ideas on how to present information in charts, diagrams, and pictures so that the relevant information is clear and obvious instead of confusing and obfuscated. How data is represented is as important as the quality of the data itself, and reviewing these books will help drive your imagination to show that data in the best light for consumption and the spread of ideas.
Data Smart: Using Data Science to Transform Information Into Insight
I enjoyed this book way more than I was expecting to. John Foreman has a great sense of humor that really comes through in his writing, and he's able to take a normally dry topic and make it, dare I say, entertaining. He runs through a bunch of data science algorithms using real data and everyone's favorite spreadsheet program, Excel. Really. He develops all of these algorithms in Excel, and yes I meant entertaining. It's not a typo. A spreadsheet is actually a natural fit for learning about these algorithms because you can see every step in the process all laid out before you in black and white. It was so good, I'm planning to read the book again the next time I need a refresher course on K-Means Clustering or regression models.
Data Science From Scratch: First Principles With Python
This is another great book about data science that teaches the reader how to implement a number of data science algorithms and supported with an excellently dry wit. Instead of using Excel as Data Smart did, this time we're doing everything in Python. More than anything, rereading this book would be for the sake of deliberate practice. It's great for practicing programming, problem solving, and algorithmic knowledge because the book is building up data science from first principles. The more comfortable you are with the fundamentals, the easier everything else gets.
Python Machine Learning
Okay, it may start to be feeling like this list is getting a little data science and machine learning heavy, but there's a reason for that. These are great books for developing analytical thinking and problem solving skills in the context of programming. Most programming books are either introductory books that aren't worth reading again once you know the language, or they're programming craftsmanship books—like the first part of this list—that are definitely worth reading, but don't flex the analytical parts of your brain much. These machine learning books do work your analytical brain more, and that goes for Python Machine Learning, too.
Professional CUDA C Programming
I found multiprocessor parallel programming with CUDA to be fascinating, and this was the best of the three books I read on the subject. It was well organized and understandable with nice, clear writing on a complex topic. It will be excellent practice to work through this book again.
The Annotated Turing
If we're going to talk about the fundamentals, we can't get more fundamental than Alan Turing's paper on computability. Charles Petzold did an amazing job parsing out Turing's paper and making it accessible to more people. This is still a challenging read, but incredibly rewarding and thought provoking. Of all the books on this list, this book will be the one that I get the most out of with a second reading. The topics covered here are so deep and subtle that it would be foolish to think that one reading would be enough to absorb everything sufficiently. I'm looking forward to another round with this book in the near future.
Notable Omissions
People may notice some popular programming books missing from this list. First, I'll say that this is my list, and I'm not making any apologies for it. Wanting to read a book more than once is some of the highest praise I'll give for a book. Reading a book a second time is a rare occurrence. There are so many potential other good books out there yet to be read! Having said that, here are a few books I purposely didn't include.
Code Complete, I felt was too long and dry for my tastes. I much preferred Pragmatic Programmer, Clean Code, and Agile Principles, Patterns, and Practices in C#, and between the three of those books the same topics were covered in a more enjoyable way and even in less pages!
Refactoring was just a slog to get through. I thought it was worse than GoF in its itemized drudgery. Much of the same material is present in other books on the list, but those books teach the reasons and motivations behind good refactorings without listing them out ad nauseum.
Introduction to Algorithms maybe should have been on the list because I did read this book twice, but the second time was such an exercise in tedium with not much reward that I wouldn't recommend it to anyone other than aspiring CS professors. There have got to be more accessible algorithms books out there to brush up on this subject.
Seven Languages in Seven Weeks is a book that I would put on any best tech book list because it's an excellent book that's definitely worth a read, but probably only once. I don't have much desire to read it or any of the other Seven in Seven Weeks books again, even though I thoroughly enjoyed them all on the first read.
Well, there you have it. A complete list of tech books that were so good that I'm planning to read them again. They all have a common thread running through them in that they teach the fundamentals of whatever topic they're covering, and they do it really well. The fundamentals are extremely important in any field, and it's worthwhile to constantly revisit them and refresh your skills. Doing that with books that are engaging and enjoyable to read makes the whole process that much easier, and that is another defining characteristic of the books on this list. I imagine I'll add a few more books over time, but probably not too many. It's a rare thing to find a tech book worth reading multiple times.
Code Complete, I felt was too long and dry for my tastes. I much preferred Pragmatic Programmer, Clean Code, and Agile Principles, Patterns, and Practices in C#, and between the three of those books the same topics were covered in a more enjoyable way and even in less pages!
Refactoring was just a slog to get through. I thought it was worse than GoF in its itemized drudgery. Much of the same material is present in other books on the list, but those books teach the reasons and motivations behind good refactorings without listing them out ad nauseum.
Introduction to Algorithms maybe should have been on the list because I did read this book twice, but the second time was such an exercise in tedium with not much reward that I wouldn't recommend it to anyone other than aspiring CS professors. There have got to be more accessible algorithms books out there to brush up on this subject.
Seven Languages in Seven Weeks is a book that I would put on any best tech book list because it's an excellent book that's definitely worth a read, but probably only once. I don't have much desire to read it or any of the other Seven in Seven Weeks books again, even though I thoroughly enjoyed them all on the first read.
Well, there you have it. A complete list of tech books that were so good that I'm planning to read them again. They all have a common thread running through them in that they teach the fundamentals of whatever topic they're covering, and they do it really well. The fundamentals are extremely important in any field, and it's worthwhile to constantly revisit them and refresh your skills. Doing that with books that are engaging and enjoyable to read makes the whole process that much easier, and that is another defining characteristic of the books on this list. I imagine I'll add a few more books over time, but probably not too many. It's a rare thing to find a tech book worth reading multiple times.
Tuesday, September 22, 2020
The Battle Of Little Bluephoam River.
Since this was essentially a test of the revised board and the revived rules, I decided to just go with a straight encounter battle. Two forces vying for control of a bridge seemed as good a scenario as any, classic really.
It took a while for the armies to march on and deploy, (about 1/2 the game) but once they did, things quickly heated up. |
Each side rushed reinforcements into action and the fighting became heavy across the board. |
Encouraged by the appearance of their Spirit Cat, the Rebel infantry poured across the river and closed with the enemy. |
An attack by the Grenadiers on the farm was easily repulsed and things were looking dark for the Dominion forces. |
The battle was not yet lost or won though and the Hochelaga Fusiliers renewed the assault. |
The Dominion right flank had taken horrendous casualties but the men rallied and held their ground. Finally the Blue wave halted and one flank began to give way. |
(In other words, at the end of 15 turns, Red had a secure foot hold on the other side of the river while Blue had a very insecure one and had also suffered more units lost and most of his units were only 1 hit away from breaking. The GM declared it a marginal win for Red.)
z
Wednesday, September 16, 2020
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Saturday, September 12, 2020
Putting A Pin In Lavender Town
Hiking down from the Rock Tunnel, Pokémon Tower juts out above the rocky hills that nestle the Lavender Valley. This prominent feature of Lavender Town was where Pokémon owners came to mourn and often inter their deceased Pokémon. I really didn't have much of an interest in visiting a Pokémon graveyard, but it was hard not to be awed by the dominating tower as you approach the town. Even after entering the sleepy little town, there wasn't much else remarkable about Lavender.
Emails from Professor Oak indicated there was a chance the local Pokémon expert had discovered a new type of Pokémon here in Lavender. That was pretty exciting! I had a chance at being a part of something new. There was a problem, of course. This local expert, Mr. Fuji, was nowhere to be found. No one had seen or heard from him in days. I spent an entire day poking around Lavender Town, talking to the locals, but no one had seen or heard anything from Mr. Fuji. The town was quite abuzz about "ghosts" in the tower, however. I wondered if these ghosts be the Pokémon that Professor Oak had sent me to investigate.
Despite having very little interest in wandering around a vertical graveyard, eventually the Pokémon Tower was the last place I had left to search for Mr. Fuji or new Pokémon sightings. It was early evening when I approached the tower. I figured if I was going to find any ghosts lingering about it would be after the sun set. Mind you, I really was skeptical about ghosts in the tower. The locals seemed to be deathly afraid of the place since recent sightings. They rarely left the ground floor if they went to mourn and no one would be caught inside after dark. Apparently, Mr. Fuji wasn't the only person to go missing in relation to this tower at night. It was certainly mysterious, but I didn't believe in ghosts.
"Yo." A voice called out to me as I made my way up the steps to the tower which was settled on a small, rocky hill. I looked up from my feet to see the young trainer I had met many weeks ago in Viridian City outside the Viridian City Gym. "We haven't been properly introduced," he said as he made his way down the stairs towards me. "I'm Blue."
"I've heard of you," I muttered. Blue was one of the trainers competing aboard the S.S. Anne, but I had not seen him in Vermilion City. I had only heard he was doing exceptionally well in the advanced trainer bracket. "I'm Fox," I offered.
"Yeah. I know. Gramps has you out here working on his Pokédex. Same as me." Blue pulled a Pokédex out of his pocket with a scowl. I could tell from his look that Pokémon research bored him to tears. "He also sent me to this tower - same as you, I assume."
"Yeah," I admitted.
"Well, don't bother. There's nothing we can learn here." He began descending the stairs again, nearly pushing me out of his way with his shoulder as he passed by. "Come on. Let's battle."
"Right here? Now?" I asked as I turned to follow after him.
"Yeah. There's something I need to see for myself." Blue spoke without turning to look at me. He was singularly focused now.
Official Art of Blue |
"I want to do this a bit differently, cause I don't have a lot of time to waste on rookie trainers like you," Blue said. "You pick your best Pokémon. We'll do a one-on-one battle. Your best against… one of mine I think I can beat you with. I need to see how much you've improved."
Wow. I was amazed at his cockiness. I knew Blue was a rising star in Pokémon training in Kanto, but I couldn't believe the size of his ego even then. I pushed that aside and accepted his challenge. I thought carefully about which Pokémon to choose. Dustin the Hypno was clearly the strongest on my team, but Royal - now a formidable Gyrados - was tempting. I held both Poké Balls in my hands and thought about the pros and cons of each one. Ultimately, I decided on Dustin. He had far fewer weaknesses than a Gyrados, and with Dream Eater had a way to convert the psychic energy of his opponent into his own power.
"Let's do this," I said firmly as I tossed out Dustin.
"Interesting," Blue offered. "I didn't think you would have such an advanced Pokémon." He seemed pleased, though it was difficult to tell. "Hmm. Charmeleon." He flicked a Poké Ball in my direction and a large Charmeleon appeared between us.
Blue's Charmeleon was fast. It rushed in and slashed at Dustin who was hit hard. Dustin launched a psychic attack aimed to confuse the Charmeleon, but it only inflicted some psychic pain. Charmeleon reared back and spit a ball of fire out of its maw which slammed into Dustin's chest, scattering embers all around us. All the while Dustin was slowly, methodically swinging his pendulum that he held in his left hand. Before Charmeleon could land another blow, he was lying on the ground sound asleep. Dustin ambled forward and crouched down near Charmeleon to begin devouring his dreams.
"Enough." Blue was done. "I've seen enough."
"That's it?" I asked.
"You will win. Your Hypno is well trained. That's a powerful combination. I don't need to see any more. Charmeleon doesn't need to suffer. But now that I know what you're capable of, I need your help." Blue withdrew his Charmeleon and matching him I withdrew Dustin.
"What kind of help?" I asked.
"Something big is going down in Celadon City. I need you there."
"What about the research Professor Oak wants done?" I asked.
"Who cares? Gramps will live. This tower isn't going anywhere, and besides I told you its pointless right now. Right now, we need you in Celadon City."
"What's in Celadon?" I asked out of curiosity.
Blue stepped in close. "Team Rocket," he stated.
"What?" I took a step back in surprise. At first I thought he was trying to recruit me. I thought that Professor Oak's grandson was perhaps a member of a criminal organization.
"I want to take them down," he stated casually. "Not just me. There are other trainers involved. Some gym leaders, too. It's going to be big and we need all the able trainers we can find to help out. I just need everyone to be in place when we hit them and make it clear they aren't welcome in Kanto any more."
"Oh!" I said in surprise. "Wow. That's … not what I expected."
"Yeah. No one is going to expect a bunch of kids with their pets to flush out a massive criminal organization, but we're sick of them and we're sick of how they treat Pokémon and how they crap all over League rules and traditions. They have to go. Once everyone is in position, we're going to hit them hard at their base of operations in Celadon, and there are others trying to get into Saffron to see what's going on there, too. Are you in?" he asked.
Being completely honest, the whole thing felt way out of my league. We were just teenagers! How were we going to stand up to gangsters? What was the plan? What did Blue want me to do? It was pretty overwhelming, but at the same time I thought of losing Nibbles. I thought of Saffron City on a constant lock down. I thought of the trouble caused in Cerulean when I had been passing through. Team Rocket was a Kanto problem, but even so their reach had affected me as well. If Blue thought I could help, shouldn't I help? I don't know what I was thinking, but Blue's confidence was infectious. "I am in. I'll head to Celadon tomorrow morning."
"Good," Blue said and then brushed past me again.
"Smell ya later, Fox."
Current Team:
Attacks in Blue are recently learned.
Bill's Storage: Kiwi (Pidgeotto) & Vesper (Zubat)
Old Man Daycare: Charlie (Pidgey)
SOMA - Two Years Later
It's over two years since we released SOMA, so it's time for another update on how things have been going.
First of all, let's talk about sales. As I've said many times before, sales are not straightforward to count, and the number you come up with is reliant on many different factors. For instance, SOMA was part of the Humble Monthly Bundle, which meant that everybody subscribing to that service was able to download a copy of SOMA. These are not really "sales", so should we count them? It's also worth noting that pricing differs a lot between different sales. A single unit sold at full price means more than one sold when the game is 75% off. I think it's important to think about these things, and remember you can't directly compare the sales of two games.
With all that said, what I'm going to do here is to basically take every single download of the game as a sale. Doing so gives us a total of 650 000 units, a 200 000 units increase since the the same time last year. This is a very good result.
It's interesting to compare how sales have changed across the two years for SOMA. The normal day-to-day income, when there are no discounts or anything, is 33% of what it was the same time last year. However, when the game is at a discount (such as a Steam summer sale), the generated income is about 75% of what similar events generated last year. This means that discount events are extra important this year.
Taken as a whole, the sales that we make from all our games will cover all our expenses every month, and even make us a profit. This is quite amazing. Given that we currently have about 16 people working with us full time, we have a pretty high burn rate, and to still be able to support all that on your ongoing sales is great.
This means that we still have a good buffer from our launch sales. While it will by no means last forever, it gives us peace of mind and lets us take the time we need. While we'll continue to generate income next year too, I'm not so sure it'll be enough to cover all our costs. This is when that initial buffer comes in handy, and will let us continue working on our projects without any monetary worries. To put things in perspective, it is worth noting that most companies start using up their buffer just a few months after release, so we are in no ways in a dire situation right now - quite the opposite!
However, this also makes it very clear that we need to be able to release games at a more regular rate. We were lucky that SOMA was a hit, and that the money is easily able to sustain us for the time we need to complete our next project. Had SOMA been a flop, the situation would have been a lot worse now. That's why we are focusing on becoming a two project studio, and the goal is to be able to release a game every two years. Had we managed to set that up prior to SOMA, we would be in the process of releasing a game right now. Needless to say, it would makes us a lot more financially stable, and able to handle a less successful release. In turn this should allow us to take greater risks, which I think is a key element in being able to create great games.
This leads me to another thing that's been on my mind. A few months back someone asked me: "How do you get people to buy your game?". This is a fairly basic question, but it really made me think. When it comes to sales made during launch, the answer feels quite self-evident. We generate a lot of buzz, there are reviews, let's plays and so on. There are a number of fairly obvious ways that people learn about our game.
But what about the customers that buy our game two years after release - why do they do it? That's a much harder question. I think most of this is via word-of-mouth recommendation. When the right circumstances arise (e.g.: "I feel like playing a game tonight") and when external influence (e.g.: "your friends said they liked our game") is strong enough, that's when a sale happens. I know that Steam and other stores have some forms of discovery tools, but I don't think they play a major factor. What really matters is not a single source, but the slow build-up of good will around a game - eventually this will make a player consider buying it. Discovery tools, such as "you might also like"-adverts, surely help, but they are just part of a much larger process [1].
Because of this, and considering the sheer number of games that are currently being released, I think the best strategy is to focus on unique experiences. You want to create the type of experience that is not only hard to get elsewhere, but also leaves a mark on those who play it. This is now a core philosophy here at Frictional. I guess we sort of always had it unconsciously, but we have now made it official. Our goal is to create games that are more than forgettable escapism. We want people to come out of their experiences feeling changed. A lofty goal? You bet. While it'll be impossible to make sure every single player has this type of experience, it feels like the perfect thing to strive for.
Now I will round of this post with a brief discussion on the status of our current projects.
The first project is in full production, and about 80% of the team is currently working on it. The focus for most of this year has been on creating the first few maps of the game to create a solid vertical slice based on our experiments last year. However, we recently came up with some new avenues that we wanted to explore. The stuff that has come out of this recent detour is feeling really great and I am certain it'll make the game feel very special. All of this came out of what I just discussed: our focus on making games that leaves a mark on the player. I'm not sure we would have gone down this route if we hadn't explicitly stated that goal, which makes me confident it's a really good way of thinking. I'm afraid I can't go into any details on this, other than to say that the project will be horrific in nature. There will be no release this year, but we hope to announce something during the first six months of next year.
As for the other project, that's also going well. We've been a bit delayed due to new tech taking longer than anticipated to develop [2]. The upside of that has been that the game has had more time in pre-production than any of our previous games. This has been incredibly valuable, as the things we aim to tackle in this game are quite difficult, and allowing it all to brew for a bit has meant many of the basic aspects are clearer for us. This game will be less about direct, visceral horror, and more about the player gaining an understanding of different concepts. This can, as we know from working on SOMA, be quite tricky to get right and requires a slightly different approach than when working on a more direct horror game. Release for this game is quite far off though, so don't expect to hear any concrete details in the near future.
That's it for this update. I'm incredibly excited about the things that we have planned, and I'm very eager to give you all more updates. I also want to thank everybody for the support over the years, and rest assured that while we might not reply to every single mail, tweet, etc. that you send us, we make sure to read every single one!
Notes:
1) For games that are heavily based around online communities, such as a Rocket League, I think things work slightly differently. There is still a word-of-mouth zeitgeist going on, but a lot of it comes from your game become a habit for your players, something that they participate in on a daily basis. This forms a feedback loop that helps drives new buyers, which I think is quite different from how our games work.
2) We are currently working on the fourth iteration of our HPL engine for this game, and due to some of the things we need to be able to do for the game, we've been required to make some major adjustments. These things take time, but luckily we have most of it done now.
Friday, September 4, 2020
Out In The Shadows: Dark Mod 2.07 Released
The hide-and-seek simulator The Dark Mod (TDM) has had a new release as of last week. For those who don't remember, TDM is a Doom 3 mod-gone-standalone that aims to recreate a similar game experience to that of Looking Glass Studio's Thief series. It is known amongst both stealth game aficionados and free software enthusiasts as a project of exceptional quality, with a dedicated community of content creators. The latest release 2.07 focuses on stability and performance.
Since we last reported on this amazing project, the game has progressed leaps and bounds both in content and quality. The extensive loading times and performance irks that plagued the initial standalone releases, from the project's early emancipation from Doom 3 game asset and codebase requirements, are now mostly a thing of the past, and are set to be improved even further, as multi-core support has finally been added to the engine (albeit as an experimental feature). Future updates will bring the game to OpenGL 3.3, transferring processing power from the CPU to the GPU.
On the graphics department, the implementation of advanced shadow maps promise near real-life shadow behavior. Improved antialiasing will generally upgrade looks for those with more powerful machines.
The release has also seen the addition of more Creative Commons licensed assets (under CC BY-NC-SA 3.0) and map modules, which are free to use in either TDM fan missions or in any other mod or game project. Many fan missions are available under the same license, with incoming releases almost every month. They can be downloaded through the in-game GUI or by accessing the mission portal.
For further information you can access the full changelog here.
Code License: GPLv3
Assets License: CC BY-NC-SA 3.0
This post was retrieved from freegamer.blogspot.com.
Sunday, August 30, 2020
CSRF Referer Header Strip
Intro
Most of the web applications I see are kinda binary when it comes to CSRF protection; either they have one implemented using CSRF tokens (and more-or-less covering the different functions of the web application) or there is no protection at all. Usually, it is the latter case. However, from time to time I see application checking the Referer HTTP header.
A couple months ago I had to deal with an application that was checking the Referer as a CSRF prevention mechanism, but when this header was stripped from the request, the CSRF PoC worked. BTW it is common practice to accept empty Referer, mainly to avoid breaking functionality.
A couple months ago I had to deal with an application that was checking the Referer as a CSRF prevention mechanism, but when this header was stripped from the request, the CSRF PoC worked. BTW it is common practice to accept empty Referer, mainly to avoid breaking functionality.
The OWASP Cross-Site Request Forgery (CSRF) Prevention Cheat Sheet tells us that this defense approach is a baaad omen, but finding a universal and simple solution on the Internetz to strip the Referer header took somewhat more time than I expected, so I decided that the stuff that I found might be useful for others too.
Solutions for Referer header strip
Most of the techniques I have found were way too complicated for my taste. For example, when I start reading a blog post from Egor Homakov to find a solution to a problem, I know that I am going to:
Rich Lundeen (aka WebstersProdigy) made an excellent blog post on stripping the Referer header (again, make sure you read that one first before you continue). The HTTPS to HTTP trick is probably the most well-known one, general and easy enough, but it quickly fails the moment you have an application that only runs over HTTPS (this was my case).
The data method is not browser independent but the about:blank trick works well for some simple requests. Unfortunately, in my case the request I had to attack with CSRF was too complex and I wanted to use XMLHttpRequest. He mentions that in theory, there is anonymous flag for CORS, but he could not get it work. I also tried it, but... it did not work for me either.
Krzysztof Kotowicz also wrote a blog post on Referer strip, coming to similar conclusions as Rich Lundeen, mostly using the data method.
Finally, I bumped into Johannes Ullrich's ISC diary on Referer header and that led to me W3C's Referrer Policy. So just to make a dumb little PoC and show that relying on Referer is a not a good idea, you can simply use the "referrer" meta tag (yes, that is two "r"-s there).
The PoC would look something like this:
- learn something very cool;
- have a serious headache from all the new info at the end.
Rich Lundeen (aka WebstersProdigy) made an excellent blog post on stripping the Referer header (again, make sure you read that one first before you continue). The HTTPS to HTTP trick is probably the most well-known one, general and easy enough, but it quickly fails the moment you have an application that only runs over HTTPS (this was my case).
The data method is not browser independent but the about:blank trick works well for some simple requests. Unfortunately, in my case the request I had to attack with CSRF was too complex and I wanted to use XMLHttpRequest. He mentions that in theory, there is anonymous flag for CORS, but he could not get it work. I also tried it, but... it did not work for me either.
Krzysztof Kotowicz also wrote a blog post on Referer strip, coming to similar conclusions as Rich Lundeen, mostly using the data method.
Finally, I bumped into Johannes Ullrich's ISC diary on Referer header and that led to me W3C's Referrer Policy. So just to make a dumb little PoC and show that relying on Referer is a not a good idea, you can simply use the "referrer" meta tag (yes, that is two "r"-s there).
The PoC would look something like this:
<html>
<meta name="referrer" content="never">
<body>
<form action="https://vistimsite.com/function" method="POST">
<input type="hidden" name="param1" value="1" />
<input type="hidden" name="param2" value="2" />
...
</form>
<script>
document.forms[0].submit();
</script>
</body>
</html>
Conclusion
As you can see, there is quite a lot of ways to strip the Referer HTTP header from the request, so it really should not be considered a good defense against CSRF. My preferred way to make is PoC is with the meta tag, but hey, if you got any better solution for this, use the comment field down there and let me know! :)
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