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Coffee Is Hard

stilldrinking.org

1–10 of 232 posts

Re: Coffee Is Hard

#2
It was so well written that he made me want to play his purposefully frustrating game and I'm still disappointed he didn't provide a link to download it.

Re: Coffee Is Hard

#4
This reminds me of Scribblenauts. There was an interview with one of the devs at the E3 before it was released and he discussed how much time went into the game simply to pad the internal "dictionary" and conjure up not just things, but also make sure that those things could interact with other things (e.g. "bread" should be able to interact with "toaster" to make "toast").

I don't remember if it was the dev talking about his own team, or if he was talking about players interacting with the demo, but he mentioned that some people were attempting to summon a list of ingredients (flour, eggs, sugar, milk, etc.) and throw them into a bowl and then into a heat source to see if they could make cookies within the game.

Re: Coffee Is Hard

#5
post #3

Probably worth noting that he also wrote the very well done "Programming Sucks" article, https://www.stilldrinking.org/programming-sucks and the original HN discussion https://news.ycombinator.com/item?id=7667825 . If you hadn't read that post, definitely worth it.

"Programming Sucks" is genuinely one of my favorite pieces of writing. If y'all haven't it's very much worth a read.

Re: Coffee Is Hard

#6
As a geek and a fan of 80s-90s PC games (not just Sierra but also LucasArts adventure games and so on), this was a super entertaining read on its own; but I also enjoyed some of these insights about life in general from it:

> Living is mostly a series of repetitive and unrelated tasks. It makes sense that the most tedious things to code are the tedious things that just have to be done. There are no life lessons or gymnastic skills involved in doing dishes, there’s no underlying theory of housework that will reveal itself after a thousand vacuum cleanings. Making coffee is a boring sequence of steps people feel stupid for getting wrong, even though they’re statistically doomed to screw it up now and then. The hard parts of of life are driving to work, eating properly, flossing, ....

Perhaps I found it particular insightful because I just became a parent a year ago. Prior to this, I thought I had optimized my life so well that most tedious work were gone from my life; with the peak being having switched to remote work and not having to even commute anymore.

Then I became a parent, and had to come to terms again with having to do a long series of repetitive and routine work every day -- washing bottles, dishes, changing diapers, etc. It was a bit of a cultural shock to my system since over the past 10 years I had slowly gotten used to / gradually removed or optimized aspects that are frictions / repetitiveness / tedious routines from my life; and suddenly it's 10x of it all coming back. Over the past year, I've come to realize this is what life is, which is exactly as the author said.

Re: Coffee Is Hard

#7
post #3

Probably worth noting that he also wrote the very well done "Programming Sucks" article, https://www.stilldrinking.org/programming-sucks and the original HN discussion https://news.ycombinator.com/item?id=7667825 . If you hadn't read that post, definitely worth it.

Absolutely my favorite (funny) thing about programming ever written.

Re: Coffee Is Hard

#10
I really like this guy's writing and am grateful that he shared some of the coding challenges. I'd really like to be able to program games like this, and while I'm not a programmer, I'd like to learn how. In TFA he shares some of the code to check the coffee "state":

>'LOOK AT COFFEE MAKER': () => { if( State.scene.state.coffeedrunk ) { return "The coffee maker has done its job and mercifully drained the last life out of the old and savaged grounds." } else if( State.scene.state.brewed ) { return "The coffee maker has a fresh pot of what is likely coffee in it." } else if( State.scene.state.brewing ) { return "The coffee maker is brewing." } else if( State.scene.state.waterinmaker ) { return "The coffee maker has fresh water in it, and is ready to brew a terrible cup of coffee." } else { return "Makes coffee. Whodathunk? There's no water in it, and you don't have any fresh coffee, but the grounds already in there have only been used twice and can't be THAT moldy." } }

This is JavaScript right? Is that how these sorts of games are coded? Would learning this be the best way to go about creating games? Thanks.

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