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Coffee Is Hard

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41–50 of 232 posts

Re: Coffee Is Hard

#41
Minor nitpick.. Tumble off his mortal coil... Looks like a play on "shuffle off this mortal coil" which doesn't mean standing on, and then shuffling away from.. it means removing the mortal coil, that is coiled around you, tying you to the earth.

Re: Coffee Is Hard

#42

Earlier quoted context omitted.

but you can take it at face value to mean what it is: most of life sucks. Boy, howdy, have you misinterpreted the Buddha. I believe most would agree that in context, Buddha was saying, "Life is suffering because $REASONS. But it doesn't have to be, because $OTHER_REASONS." A vast oversimplification, yes, but I feel that it is a much more accurate representation of the quote.

If that's the case you're right and I'm completely wrong about that quote. I don't pretend to be a Buddhist so you're more likely to be right than me. I have not bothered to verify this as of this writing. Another famous quote that everybody gets wrong because they cut it short: "Distance makes the heart grow fonder" That quote means separation is good for couples, but almost nobody knows the actual quote: "Distance…

The actual quote from who? That sounds like something that was retroactively added - like how people say the full version of "Great minds think alike" is actually "Great minds think alike, small minds rarely differ." It's an aphorism. There is no definitive source.

Re: Coffee Is Hard

#43
post #25

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 ou…

The original games uses a custom scripting engine that manages this called SCUMM. For a good description see: https://www.monades.dev/scumm-internals-syntax/

Ron Gilbert who wrote SCUMM has a blog. It’s kinda fun

https://grumpygamer.com/about

He also wrote a new adventure game and blogged about its development

https://blog.thimbleweedpark.com/

Re: Coffee Is Hard

#44
post #23

Earlier quoted context omitted.

At the risk of sounding hippie, "tedious" and "boring" are emotional reactions to the chores, and not attributable to the chores themselves. We don't have to do that. "Everything in life is miraculous. It rests within the power of each of us to awaken from a dragging nightmare of life made up of unimportant tasks and tedious useless little habits to see life as it really is, and to rejoice in its exquisite wonderfuln…

Not to sound too much like a hippie, either, but I learned (actually after having a kid as well) that when people talked about enjoying the ride, that's what they were talking about - the tedious stuff. I always assumed it meant travel more and look for adventure, but I have come to understand that 'enjoying the ride' in your life, not always just pursuing some next thing is about enjoying the tedium. Some of my favo…

Sisyphus may disagree. :)

* https://en.wikipedia.org/wiki/Sisyphus

Re: Coffee Is Hard

#45
post #37

Earlier quoted context omitted.

If that's the case you're right and I'm completely wrong about that quote. I don't pretend to be a Buddhist so you're more likely to be right than me. I have not bothered to verify this as of this writing. Another famous quote that everybody gets wrong because they cut it short: "Distance makes the heart grow fonder" That quote means separation is good for couples, but almost nobody knows the actual quote: "Distance…

The fact that there was an original version of a quote doesn't make the original version any more "true," so I've never quite understood the instinct of people to use it as some kind of gotcha. Indeed, if anything it seems like in general the opposite would be true, if common culture adapts a quote to more accurately fit their reality (irrespective of whether this particular quote is "true" or not). (Also, I can't fi…

Well shit :)

I didn't mean it as a gotcha, just that people will mangle quotes to support whatever idea they're trying to argue. Ironically it seems I have accidentally done the same thing.

Re: Coffee Is Hard

#46
post #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 gy…

> The hard parts of of life are driving to work, eating properly, flossing, ....

I disagree. Those are simple rituals that makes life enjoyable too. For instance, I know that after flossing, I'm good to go to bed. Or I know when I'm driving my car that I won't get interrupted and I can wander with my thoughts.

Re: Coffee Is Hard

#47
post #18

As an example of one of the more notorious puzzles in the Sierra games of yesteryear, in Space Quest, you have a sand skimmer (think Luke's sand speeder). When you get to where you are going, you need to sell it for money. If you get out without removing your keys, it is stolen. Then someone offers you enough money to continue on in the game. If you say yes, then much later in the game you die because you don't have…

Having played most of the Sierra and LucasArts games when I was much younger, I feel, though cannot confirm, that there was a shift in these kinds of games such that you couldn't actually progress too far beyond a fail state.

That is, by about Space Quest II or III, you could still take an action that would lead to your death within a minute or so, but you could no longer take actions that would lead you to dying/being unable to finish many, many scenes later.

Can anyone confirm this?

And I feel like the later LucasArts games (Day of the Tentacle, etc) you could never actually be in a fail state.

Re: Coffee Is Hard

#48
post #29
post #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 gy…

> a long series of repetitive and routine work every day...aspects that are frictions / repetitiveness / tedious routines...this is what life is Thanks. Just reminded me of this: "One always finds one's burden again... He too concludes that all is well... Each atom of that stone, each mineral flake of that night filled mountain, in itself forms a world. The struggle itself toward the heights is enough to fill a man's…

Alternatively, Camus thought too much and pushed boulders too little. :)

http://existentialcomics.com/comic/301

Re: Coffee Is Hard

#49
Waiting for a Haskell programmer to explain why this is an artifact of procedural languages and that making coffee should be abstracted as the death of coffee caused by hot water.

Re: Coffee Is Hard

#50
Always pining for more adventure games that remind me of the Sierra/LucasArts games of my youth. Can we start a thread here of great modern examples?

I recently played Machinarium, and enjoyed it a lot. My wife and I played it for many evenings on the couch, and computer games are not her thing at all.

I'm finishing up Infamous Machine on my Android phone. It's a fairly silly, small game, but a direct homage to LucasArts games like Day of the Tentacle.

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