Here's another advert spotted in the subway. The last one of these was remarkable just because of its sheer absurdity, but this one gives completely the wrong message to me.

The caption off to the side, which I couldn't get in the picture for fear of falling on to the subway line, happily declares "Good thing he has health insurance". So rather than being an encouragement to get health insurance so you don't end up paying more out of your taxes (which, while I'm on the subject, is a pretty stupid idea)... it says that it's a good thing because if you knock down one of those annoying cyclists with your giant monstrosity from Bloody Enormous Motors Ltd. with enough force to dent your number plate and front bumper, at least he can pay for the repairs to the remains of his knees and bicycle!
We've almost abandoned office now. The minute we managed to get someone to agree to buy our furniture in preparation for moving out on May the 16th, the building we work in decided to do something about the lifts, and sent all the office managers an email about how fantastic they were going to be. However, I came in from one of my 11 possible remaining visits to the sushi place across the road to find that they'd missed the point by several hundred thousand miles.
Rather than operating any more quickly, or having any of the grinding noises or worrying bouncing removed, the big change is that they have wood panelling on the sides. The change is comical - they've only stuck these bits of decorated plywood on to three of the walls, and left the scratched doors and intermittently working button panels completely intact (in the same state that they look like they've been since the Cold War). In fact, the only effect of this is to make the lifts slightly smaller - and also slightly heavier, so if the cable can't keep up this might just be enough to finish them off for good.
This illustrates quite a large reason why we're moving out. I don't think anyone here's going to survive for much longer.
We've almost abandoned office now. The minute we managed to get someone to agree to buy our furniture in preparation for moving out on May the 16th, the building we work in decided to do something about the lifts, and sent all the office managers an email about how fantastic they were going to be. However, I came in from one of my 11 possible remaining visits to the sushi place across the road to find that they'd missed the point by several hundred thousand miles.
Rather than operating any more quickly, or having any of the grinding noises or worrying bouncing removed, the big change is that they have wood panelling on the sides. The change is comical - they've only stuck these bits of decorated plywood on to three of the walls, and left the scratched doors and intermittently working button panels completely intact (in the same state that they look like they've been since the Cold War). In fact, the only effect of this is to make the lifts slightly smaller - and also slightly heavier, so if the cable can't keep up this might just be enough to finish them off for good.
This illustrates quite a large reason why we're moving out. I don't think anyone here's going to survive for much longer.
You really need to plan a game of any decent size from the beginning if you want to finish it within your lifetime, and Crystal Towers 2 has gone through a lot of changes that would have been much easier to cope with if they were in from the start, so I'm performing a great refactoring to speed up the rest of the game and this time really have something I can just add on to. Initially, the game relied on itself for its data - abilities, items that monsters could drop, and so on - with a couple of external plain text rules files for things that I wanted to be able to change easily, like the missions for each individual level. That was fine at first, but as the game began to balloon up beyond all proportions that I ever imagined it to have, I started an Excel spreadsheet detailing all the data in the game as well. And as I realized I kept having to replay the game to keep track of where I expected the player to be in terms of progress at each point, I then wrote a Java solver that used yet another version of the data in the game to tell me the possible "moves" from each position (with a completion of a level or gaining of a new item counting as a "move"). So up until last week, I had to keep four copies of the game's data up to date with each other, with only a slight link between two of them offering any sort of intelligent reuse of information. This is what we in the computer science world call "a nightmare".
So this is roughly the alternative communication between files that I have going on now - everything is connected and sourced from the same place instead of having each part hovering around looking lost. Thanks to a bit of planning ahead when I converted the save files over to a better system, I also have the option of encrypting the data and making it uneditable while still allowing the game to load it (which will be very important for the online scorecard system) - this happens through a separate MMF translation application. The parts of the game that used rules files already have been easy to convert, as all I've had to do is write a translator in Java to gather them from the database and put them in a form that the game can use. There have also been parts that relied directly on data in the game, which were more difficult to convert as I had to come up with ways to externalize them.



