+ Lorem ipsum dolor sit amet consectetur adipisicing elit. Placeat, porro itaque labore, facilis,
+ assumenda sunt cum distinctio corporis excepturi iure corrupti aliquam? Quidem provident
+ pariatur repellat nemo culpa possimus quia.
+
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@@ -0,0 +1,412 @@
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Implications of Deadline - blackshibe
+
+
+
+
+
+
+
+
Implications of Deadline
+
+
Have you ever had a game blow up at the age of 13?
+
+
+
+
Intro
+
+
+
+
+
+
+ Deadline is a first person shooter released and in-development on the Roblox platform. In this
+ article I will talk about my side of the development effort, though i couldn't achieve this
+ without my friends - ScrubLord and GravityDefier being the biggest helpers.
+
+
+
+
+
+ For a while I've been meaning to write something about Deadline - what it means to keep working
+ on for myself and others involved, especially since this game has been here ever since i hit
+ puberty.
+
+
+
+
+
+ The reason for that is because i have personal regrets related to this game - things we all
+ could have done better in hindsight, despite the fact this is the first game i've led, start to
+ finish.
+
+
+
Gamedev takes effort, actually
+
+
+
+ Deadline began development in April 2019. I was fairly new to programming at the time, having
+ done things only as a hobbyist and a 12 year old, and with only about a year of experience with
+ Roblox. A friend named zfexer got me and scrub together to start working on a shooter of some
+ kind.
+
+
+
+
+
+ I'd like to stress just how little we knew about game development - What is a core loop? What's
+ the most important aspect of a game? How do you make it fun... we had ambitions but no answers.
+
+
+
+
+
+ We quickly went through 3 iterations of the game. We always had the theme of something
+ methodical and in-depth in mind, but never an exact plan. We had fundamentally no idea how to
+ design a game, so we did what felt right. The first two versions weren't much of note - We
+ started, and we finished development rather quickly, never really having the time to even
+ implement a gamemode.
+
+
+
+
+
+ It was "Deadline v3" that turned into the version that is enjoyed by millions today, but it
+ carries our sins from the past on its back - to start, we never went through and did a proper
+ design pass on anything we did, because we did it for fun.
+
+
+
You need to plan your game, actually
+
+
+
+ Roblox is full of projects just like Deadline - the main incentive of Roblox for many young
+ developers is that you can easily get into developing your own game and have a shot at creating
+ something popular at little to no cost of your own.
+
+
+
+
+
+ Now, ignoring issues with trapping kids on a platform that pays them less than 20% of what their
+ work is actually worth with no option to sell their game elsewhere, the problem is that
+ developing for the fun that you get out of writing core systems OF a game simply isn't the same
+ as developing to finish A game.
+
+
+
+
+
+ You can see many projects on Roblox made just for fun - I think the entire 'gun testing' genre
+ of games, as well as most up and coming game projects for Roblox are really just made because
+ it's fun to write them. It doesn't take much looking around to see evidence of this - there is a
+ ton of people who really just develop the "boilerplate" for a game, over and over again, like
+ the gun viewmodel, and focus on detailing what they enjoy working with instead of what they
+ should do to get a functional game. Sure, good gunplay should be perfected early, but it
+ shouldn't be the first and only focus. Why doesn't anyone make a functional gamemode first?
+ Depending on the game, it can be arguably more important.
+
+
+
+
+
+ This has wasted us years - we could have reached the same point we're at now far sooner, with
+ the hindsight to just sit down and think. I think the hardest part of development wasn't
+ learning the shitty Roblox language and API, but breaking through and actually doing what I have
+ to do to help the game grow without procrascinating it.
+
+
+
+
+
+ As for the consequences - the biggest one that comes to mind is the progression system. when the
+ 0.22.0 update released, we decided to announce the progression system coming to the game sooner
+ or later.
+
+
+
+
+
+
+
+
+
+ This video details the shitshow that happened as a result. The game has become free to play
+ since the incident.
+
+
+
+
+
+ The whole announcement was poorly received because people grew to expect a gun sandbox from
+ Deadline - something this game wasn't. While we intended to make customization feel more free
+ than in any other game, we by no means meant to keep every gun part and every gun free. We also
+ failed to plan out the progression system properly, having found some parts of it unnecessary
+ when implementing it.
+
+
+
+
+
+ Before 2024, we had no plan - progression was just a roadmap bullet point i kept shoving aside
+ because I found no fun in implementing it. I was busier with other things. But In 2024, we ran
+ out of time.
+
+
+
+
+
+ We noticed how much we fucked up in planning this game, and 5 years in development led to a game
+ that barely broke ~700 USD a month in revenue after taxes for all of us. Starting January I
+ found a job that paid ME personally over twice that as a programmer, and we couldn't really
+ afford to keep development going for another year like this. It wasn't worth the time and my
+ passion for this game is already exhausted enough, which I will talk about later.
+
+
+
+
+
+ Our team got together and sketched up a progression design that ended up rather inadequate for
+ the rest of the game. This is what we announced - It certainly didn't help that the wider
+ community reaction was to assume we'd make the game some form of "grindy" just because we were
+ making people work for their guns despite our emotional attachment to making something fun, as
+ we do actually care about this game.
+
+
+
+
+ I still find this reaction to having to pay for a game asinine and it's a part of why i fucking
+ hate roblox
+
+
+
+
+
+ 2 months later we stepped back from our original design plans, and have since left the
+ progression model as It's implemented. You can buy any gun and any attachment provided you have
+ the money, and it's relatively accessible given the playerbase earnings average of 4200$ per
+ match. To add to this, microtransactions from selling currency are an extremely significant
+ revenue stream which means we'll be able to keep feeding our mouths for a while, though we still
+ can't earn a proper salary.
+
+ The 80% Roblox revenue cut, taxes, and 3 people to pay a consistent salary means we
+ individually still don't get shit.
+
+
+
+
+
+
+ In the end the gameplay we did plan ended up not rewarding enough to play with the gun builder
+ locked away, which breaks the fun balance between the core loop: You play the game, you make
+ money, you upgrade your gun. This is important because a lot of people spend most of their time
+ in the gun editor - This causes a sort of domino effect where you often join the game only to be
+ faced with lobbies where a map designed for a 20v20 is actually holding a 5v5 despite the server
+ being full. As a result, people turn to the gun editor or leave because of the resulting issues
+ with spawncamping and game balance. The game part of the game isn't fun enough, and it makes it
+ less fun.
+
+
+
+
+
+ Progression is the industry-standard way to make people pay and come back. Everybody does it -
+ Leaving the game as it was was just the equivalent of a playground, which can be great, but in
+ this case it wasn't - We could have implemented this years ago, and made tens of thousands of
+ dollars more, meaning we could've advanced development FAR faster than we did without creating
+ false expectations for our fanbase. As for the fanbase...
+
+
+
Community management is draining, actually
+
+
+
+ If you follow Deadline you might have noticed the Discord server closed. A lot of people assume
+ this was a sudden decision but It wasn't. I'm not meant to be a community manager, and I'm not
+ personally willing to let someone else do the managing at the moment.
+
+
+
+
+
+ The benefits of having an official community also seem extremely overrated - The Discord, at its
+ peak was 30K members with under a thousand active users in a game that reaches 300 thousand
+ people monthly. This meant we were reaching a pretty small but active part of our userbase,
+ which effectively made it an echo-chamber for getting any opinions and a mediocre announcement
+ tool at best. The negatives on my personal mental health and the implications of managing the
+ digital equivalent of a kindergarten aren't as negligible, though.
+
+
+
+
+
+ The server initially closed opportunistically because I was simply pissed off at the community.
+ These people have been leeching off of my hard work, and now that I want to put a framework in
+ place to be compensated for my effort, they forsake me. I'm not sure what I expected, but I
+ didn't expect this.
+
+
+
+
+
+ The primary two reasons for permanently closing the server were how fucking bad It was for me
+ personally to deal with, and how toxic it was. The moderation team I was responsible for
+ building was pretty bad at dealing with trolls, which ended up creating a loop of making things
+ even worse. It doesn't help that the average person there was about 15 years old.
+
+
+
+
+
+ Reading hurtful things about the game was affecting me long term. It's hard to ignore people
+ calling the game shit over a single issue that I fixed in the development branch over and over
+ again. On top of that It was about the same complaints, over and over again. I could deal with
+ it sometimes, but sometimes I couldn't and ended up lashing out. Over time, I developed the
+ attitude of treating fans of this game like some sort of mass rather than individual people
+ because of how similiar everyone seemed to act. The same things that bothered me happened over
+ and over, and they cut deep when I was already down. What didn't help is the ego I built up for
+ the game - All I really had to keep going for was the belief that Deadline had some hidden
+ redeeming quality, that it was actually great, because we certainly hadn't reached any
+ substantial recognition and were making basically no money off of it.
+
+
+
+
+
+ I also kept most responsibility for moderating bug forum channels which I mismanaged pretty
+ badly. Most of my social media use is based around Discord and Signal, so It became extremely
+ annoying to get regular DMs from random people asking for stupid shit on top of people blatantly
+ disregarding both server and forum rules when making posts. I also didn't put in any effort into
+ making sure people would see the rules. Even though they were there, people clearly weren't
+ bothering to read them, so I took the knee-jerk reaction of instabanning whoever seemed to act
+ like an idiot in my eyes. I'm not sure whether this Discord gave me this attitude towards
+ strangers or whether I was born an asshole, but in the end the result is the same. Is becoming a
+ worse person worth the community?
+
+
+
+
+
+ I developed a disregarding attitude where I was no longer really listening to what people said
+ or their genuine interest for the game, just looking for a reason to get them the fuck out of my
+ sight - I had a long-standing reputation for "unjustified moderation actions", too. I started
+ the Discord when I was 15 so spamming slurs, muting people for fun, or making jokes at other
+ people's expense were all just sort of natural, at least in the early stages before we reached
+ any level of recognition. I regret it all deeply.
+
+
+
+
+
+ Despite this, I do wish to reopen the server sometime. I'm just afraid of making the same
+ mistakes - The "community reactions" aren't going to go away, and I don't know If I'll ever be
+ able to just shrug them off.
+
+
+
+
+
+ I'm an asshole and It bothers me to be put in a place of power like this. I don't want to hire
+ someone to manage the official Discord, I'd rather instead leave the whole process to people who
+ wanna create their own communities out of choice rather than necessity.
+
+
+
+
+
+ Despite everything, I've met some life-changing people through this community. best friends,
+ industry connections, game buddies, mentors, love.
+
+
+
+
+
sometimes the Discord wasn't as bad as I thought.
+
+
Losing passion happens, actually
+
+
+
+
+
+ I no longer believe in what made Deadline exist. Roblox is a constant limitation to what we can
+ and can't do, and we have clearly outgrown this engine in more ways than i can count with all
+ the fingers I have. I never wanted to create a free to play game, and I never really wanted to
+ make something as void of meaning as Deadline.
+
+
+
+
+
+ The choices I made 5 years ago are still affecting me every day - We started on Roblox, we are
+ finishing on Roblox. We started without a plan and we've only now changed course.
+
+
+
+
+
+ On the topic of meaning - It might surprise you that I'm barely even a gun nut. I grew up
+ playing singleplayer story horror games and some shooters like phantom forces or GTA, never
+ really caring how an AR15 operates in detail or whatever. GravityDefier gave me an interesting
+ perspective regarding the FPS genre in general, too - What are we really doing this for? What
+ are the implications of writing an FPS shooter? Are we just developing militarism propaganda? We
+ never gave this game lore, or some deeper meaning, or something to make it feel special in the
+ way my childhood games did. To me, It isn't art. It's just a game, and It isn't what I want to
+ spend the next 10 years of my life doing.
+
+
+
+
+
+ My biggest concern is that It might just turn into another kind of office job. When I was young
+ I wanted to avoid that at all costs - though I didn't consider the deeper implications behind
+ that. Can you call working on Deadline a kind of office job? I don't answer to a boss - I don't
+ have to make up reports or fill in my working hours and we're all mostly responsible for what
+ happens to the game instead of some fucking moron with a college degree doing it for us, but the
+ past 6 months have shown me an office job isn't just sitting in a cubicle.
+
+
+
+
+
+ I've worked on 4 separate games this year, and none of them mean what really got me into games
+ in the first place. SOMA, The Final Station, Lost in Vivo, Minecraft, Receiver 2 are all games I
+ hold close to my heart, yet I haven't come close to showing the world anything like them. I just
+ turned 18 - A choice awaits to finally jump ship and start a Godot repo that'll finally grow
+ into something new in my life, and something new to show the world.
+
+
+
+
+
+ We stuck with a middle school fun project that most people would have abandoned, and It changed
+ us. What comes next isn't clear. I always learned as I went.
+
+ Got too much disposable income and a taste for the 80s? This guide will tell you the basics of
+ shooting modern Polaroid cameras.
+
+
+
+
+
Intro
+
+
+
+
First time I went for a photoshoot with my Polaroid Now
+
+
+
+
+ This guide is going to sound negative - Anyhow, It's a lot of fun to do Polaroid photography and
+ I like this hobby - but I do want to educate about the process and drawbacks of shooting photos
+ with a Polaroid.
+
+
+
+
+
+ Film is complicated and quirky. CMOS sensors are a blessing of their own - Phone photography may
+ seem like a joke nowadays but It's light years technologically compared to instant film.
+
+
+
What you need to know about film
+
+
+
Film is volatile. This means a few things:
+
+
+
+
- You need to learn when *not* to shoot
+
+ Polaroid film is highly dependent on the light settings and temperature when taking the
+ photo. You are bound to run into mistakes when guessing what the camera will do with the
+ exposure settings. You will also have to fight with things like not including too much
+ of the bright sky, or weather that just isn't good for shooting photos. Sometimes you
+ just shouldn't take the photo, too.
+
+
+
+
- Film needs proper handling
+
+ You need to keep it in the fridge, you need to use it 12 months after its' production,
+ you need to make sure you're buying from someone who actually keeps it in a cool place.
+
+
+
+
- Film sometimes just doesn't come out right
+
+ This doesn't happen often with modern Polaroid film in my experience, but I've had a
+ case where the film just isn't spread properly and the photo comes out completely
+ destroyed. Mishandling like scratching the photo too much or letting it fall into snow
+ can also ruin it.
+
+
+
+
- Film is *expensive*
+
+ The most unfun part about Polaroid is telling people every photo costs 2$.
+
+
+
+
- Film needs to be stored well
+
+ Modern film takes a day or two to dry after taking a photo, and should be kept in the
+ dark when not viewed to avoid damaging them.
+
+
+
+
+
+
Some photos I gave to my friend, displayed on his wall
+
+
Taking good photos - Exposure
+
+
+
+ The Now+ and Now instant cameras have a light sensor - It's the main thing that decides how long
+ the shutter stays open. Other than that, you can also hold the flash button and click it again
+ to adjust exposure by 1/3 stops manually.
+
+
+
+
+
+ General lighting has the most to do with exposure. Polaroid needs a LOT of light. Here's a photo
+ on what I would call a relatively bright day:
+
+
+
+
+ The streaks are the bottom are just Polaroid being Polaroid. The left is a scan of the Polaroid
+ photo done with a mediocre quality printer and the right is the same scene but with a Fuji
+ digital camera.
+
+
+
+
+
+ That same day, I went out to take a photo of my childhood home. The sun was beginning to set, so
+ the photo came out completely dark. This story repeats itself quite often in the photos i take.
+
+
+
+
+
+ Generally, you're gonna wanna judge the "light range" in your scene - Your subject should be in
+ sunlight if most of the scene is in sunlight. If you're trying to take a picture of a shadowed
+ spot while half the photo will have the sky visible, you will get bad results.
+
+
+
+
+
+ Overcast days also make shooting not really worth it sometimes. They make the sky bright - but
+ they also don't light the ground enough for most purposes. Some photo examples on an overcast
+ day:
+
+
+
+
+ Every photo but the ones on the right side were taken on the same day. You can see the
+ top-middle show ideal photo conditions: I'm not showing any of the sky so the camera can just
+ expose what it needs to. In the rest, the ground is poorly lit and the sky is very bright so the
+ camera deals with it poorly.
+
+
+
+ Generally, warm sunny days are the best ones. Sometimes the colors just really end up popping.
+
+
+
+
These make Polaroid worth it.
+
+
Taking good photos - Indoors
+
+
+
+ Turn on the flash. I mean it. My first photo came out completely black because it was indoors.
+
+
+
+
+
+ Another thing is to avoid shooting at mirrors or windows that may reflect the flash, and to keep
+ in mind the range of the flash - If you capture an object up close, anything behind it will
+ receive significantly less light, leaving the camera confused.
+
+
+
+
There's supposed to be a person behind that BB pistol.
+
+
Taking good photos - Temperature
+
+
+
Polaroid film changes color based on temperature. Here's some examples:
+
+
+
+ Left is below freezing. Middle is in "operating temperature" - Something like 7 to 28 degrees
+ Celcius. Right is above 30 degrees Celcius. You can see the tint go from blue to red.
+
+
+
+ This isn't terribly interesting, but do mind photos lose a lot of contrast if they're taken in
+ extremely cold conditions. Keep your camera warm and keep your photos warm after taking them -
+ Some people have suggested hugging it with your body and keeping the photos in your pocket.
+
+
+
Taking good photos - Focus
+
+
+
+ Just don't try to take photos of letters or text or whatever. If you're taking a photo of a
+ screen, make sure it's a big one, and you're about a meter away from the screen itself.
+
+
+
+
+
Anything up close will inevitably come out blurry.
+
+
Taking good photos - Film damage
+
+
+
+ Film may just come out bad from the factory. I've shot about 130 photos and had it happen twice
+ so far:
+
+
+
+
I don't know what happened here.
+
+
Taking good photos - B&W
+
+
+
+ You may want to invest into black and white Polaroid film if you like that kind of photography.
+ Some people say the photos are better quality but I personally don't believe it.
+
+
+
+
+
+ When shooting B&W you lose a lot of detail. You also have to keep in mind the film chemistry is
+ very different.
+
+
+
+
This stuff is even more contrasting than the color film.
+
+
To wrap up
+
+
+
This is most of what I've learned over time. Good luck getting that perfect photo.
i first installed fl studio in 2021 apparently. this page has (most of) the shit i've exported
@@ -56,7 +56,6 @@
i doubt any of what i've released will become popular but i hope it will serve as inspiration
and perspective for how much work you don't see in someone's hobby or career.