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Cramming 'Papers, Please' onto Phones

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21–30 of 187 posts

Re: Cramming 'Papers, Please' onto Phones

#21
post #6

If you see a devlog post from Lucas Pope you know it's going to be a goldmine. No matter the topic. Dude has a real knack in writing these, clearly describing the problem and the thought process on possible solution. And making it all very interesting so you yourself start thinking how would you address it or what other cool thing could be built instead. Here's some of his other huge devlogs on TIGSOURCE: 1. Papers,…

Yes - I remember even coming across those before Papers became a bigger thing. So thorough

Re: Cramming 'Papers, Please' onto Phones

#22

Earlier quoted context omitted.

> From the article: "Now, here, in 2022, desktop computers no longer exist and all computing is done via handheld mobile telephone." They're kidding, right? Nobody in their right mind actually believes that, do they?

All is hyperbole, since the ergonomics on a laptop are terrible, and there will always be a segment for which that's a showstopper, but it's already true for certain segments of the population. Especially among the less privileged where there may not even be a desktop computer available or only at school/library, mobile phones are increasingly where work is done. Writing essays and emails, and filling out important f…

I was stunned when I went to a writing circle and saw college students using their phones.

Re: Cramming 'Papers, Please' onto Phones

#23

I’m always amazed at how many programming languages there are. I’d never heard of Haxe, I don’t think it would have crossed my mind to look for something like it but here it is powering a highly successful game with, from what I can tell, a vibrant eco system around the language as well. Perhaps I’m not curious enough to go exploring for these languages. I’ve used a few smaller ones in my years (usually because of an…

> I’d never heard of Haxe Well it was born in France in a web game company (some of their games were pretty famous domestically) as an internal language, and the main selling point at first was the multiple compilation targets (PHP, JS) which included Flash. It wasn't something developed in English in the open at first like a lot of new languages are nowadays, so obviously it took some time to get some international…

Wait, you mean Motion Twin?

Re: Cramming 'Papers, Please' onto Phones

#24

The productivity of solo indie game devs is just really impressive. While I’m aware of the “go fast alone, go far together” quote, I’m depressed by how inefficient app/ui development is at big tech companies compared to game studios, especially short staffed indies. Really makes me wonder about the “engineering excellence” that tech leads and “architects” pride themselves in when games are developed much more quickly…

I've had my eyes opened recently onto the world of modern game editors (Unity, Unreal, Godot, etc.) by watching gamedev streams. The productivity of these environments, and their associated asset stores, is amazing. You can't help but think that other domains would also be well-served by a fully-integrated experience like this. Surely the universe of "webapps" or "unix-y network services" is at least as constrained as "3D games" is (possibly more?).

I would certainly be interested in a "Unity for line-of-business apps." I guess this was VB6 lol.

Re: Cramming 'Papers, Please' onto Phones

#25
Find his work endlessly inspiring not just in terms of how good it is, but also in the way it has proved there's an audience hungry for the experimental and conceptually quite challenging games he makes, too -- carved a path and set the bar for artistically inclined game-devs (and game-dev inclined artists)

Re: Cramming 'Papers, Please' onto Phones

#26

> I created Papers, Please in 2013 specifically for desktop computers with mouse control. This is interesting to read. When I first played it I was dying for touch controls. It seemed like such a natural fit for the gameplay of sliding papers around.

It's largely a speed game, so you need mouse.

Re: Cramming 'Papers, Please' onto Phones

#27

Earlier quoted context omitted.

> I’d never heard of Haxe Well it was born in France in a web game company (some of their games were pretty famous domestically) as an internal language, and the main selling point at first was the multiple compilation targets (PHP, JS) which included Flash. It wasn't something developed in English in the open at first like a lot of new languages are nowadays, so obviously it took some time to get some international…

Wait, you mean Motion Twin?

Yes, who are famous in large part for Dead Cells. One of the developers even went on to lead Shiro Games, which has done stuff like Dune and Northgard.

Re: Cramming 'Papers, Please' onto Phones

#28

I’m always amazed at how many programming languages there are. I’d never heard of Haxe, I don’t think it would have crossed my mind to look for something like it but here it is powering a highly successful game with, from what I can tell, a vibrant eco system around the language as well. Perhaps I’m not curious enough to go exploring for these languages. I’ve used a few smaller ones in my years (usually because of an…

I came of age in an era in which it was often important which version of a language you were programming in. Not all C code could compile with all C compilers (which was part of the motivation behind the C preprocessor), likewise with Pascal, BASIC, FORTRAN, etc. IBM had two different Pascal compilers for VM/CMS named, confusingly, VS/Pascal and Pascal/VS which were almost but not quite identical in functionality and features. On timesharing systems, you might discover all manner of legacy languages lurking on the (dishwasher-sized) hard drives. I checked out a book on SNOBOL from the library to understand what was happening in some SPITBOL code that I found on UIC’s mainframe that was part of the source for a C compiler. Most personal computers came with some version of a Microsoft BASIC in ROM, but there were differences from one platform to the next so you couldn’t necessarily just type in a program written in AppleSoft BASIC and run it in QBASIC under DOS. The fact that in 2022 JVM languages run identically anywhere and that Rust is (almost) platform-agnostic is, to be honest, kind of miraculous.

Re: Cramming 'Papers, Please' onto Phones

#29
post #8

The blog post is really top tier. Consider how much time some engineers spend considering details when they're just being contracted to do a job (I've work with lots) and how this indie game project is being explained, nitpicked, loved and cherished. The blog post alone makes you want to purchase whatever this person has been working on based on how much passion is oozing off the explanation of how it's made. Side no…

IMO you should absolutely buy what he produces, partly as you say to support a genuine craftsman, but also because (unsurprisingly) the games he produces are really good. I also think of my purchases as a donation to keep his blog posts coming.

Re: Cramming 'Papers, Please' onto Phones

#30
I played through Papers, Please back when it came out on desktop, and at the time I remember wondering: "why is this fun?" I enjoyed it tremendously, but on the surface that didn't make any sense. Who wants to play an immigration officer sim? Getting this peek behind the curtain helped me understand all the little decisions that add up to an unexpectedly fun experience.

The level of thought given to tiny UI interactions here is wonderful. Details like being able to swipe around to "play" with the dangling pull chain. Any other dev would just make it a static image and call it a day. But these little bits of magic working together transform one of the most boring possible topics into a real gem of a game. This post should be required reading for interaction designers.

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