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Author archives: Melissa

Exploit: Zero Day Update to 0.23.0 - Scryp Galore!

Exploit: Zero Day Update to 0.23.0 - Scryp Galore!

We've updated Exploit: Zero Day as part of our Alpha Two phase of development.

Changes:

  • Scryp implementation for solving home cluster systems.
    • Players will earn scryp when playing systems in others' home clusters.
    • The creators of home cluster systems get a kickback when other players solve them.
  • Fix system timer ...

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DevOps in Game Dev: (Blameless) Retrospectives

DevOps in Game Dev: (Blameless) Retrospectives

(This is part 3 of a series on applying devops principles and practices to game development. The main post is here and all posts can be found under this tag.)

In our post on devops philosophies, we emphasized the continuous process of learning and revising, and said that a good place for that to happen is in retrospective (or post-mortem) meetings.

So what is a retrospective?

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DevOps in Game Dev: The Philosophy

DevOps in Game Dev: The Philosophy

(This is part 2 of a series on applying devops principles and practices to game development. The main post is here and all posts can be found under this tag.)

If nothing else about this series proves directly useful to you, take this one thing home:

Don't get stuck in a local maximum.
Michael DeHaan, creator of Ansible

Keep moving and keep improving.

Very often, we find a system for ourselves that works and stick with it. We just get used to things that are initially annoying or rough, even if we know there might be a “fix” for it. As a result, we accept failure in some areas, telling ourselves “that's just how it is.”

We shouldn't just accept those irritants and move on. We should continuously reassess whether those need to continue to be rough spots.

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