Jamini Posted March 9, 2015 Share Posted March 9, 2015 Ckey/BYOND Username: Jamini Position Being Applied For (coder, mapper, spriter): coder (though I do enjoy mapping and spriting on the side) Past Experiences/Knowledge: C++ (1 year), Java (5 years, but I'm hella rusty), DM (2 years, most applicable. Virtually all of it SS13 code), some python and php. Examples of Past Work: https://github.com/Jamini/NEVUnity Preferred Mode of Communication (Skype, Steam, etc.): Skype (Yhonix), Steam (Jamini) Additional Comments: I can be terminally lazy, intermixed with massive bursts of activity and bugfixes. I've programmed a (really bad) engine from scratch, as well as a totally unique away system utilizing randomized variables for map generation, and I've done up a few working game modes (derelict mode redux). Some of the smaller things that I specifically programmed that have become a staple of baycode (and by proxy aurora) are: Dialysis, Cryogentics pods(at least the base code for it.), and a fairly large number of minor bugs. Link to comment
Skull132 Posted March 11, 2015 Share Posted March 11, 2015 Apologies for the stalled reply, certain things have been taking priority. Right, on target. There are a few issues I have to raise. First off would be, as you admit yourself, laziness. Basically, how attentive to detail do you think, you are on a normal project? The thing that caught my eye was the copy-pasta of MD overlays for EMTs, and not modifying them. It's a nitpick, I agree, but catching and running up details like that before committing means less hassle on projects, and less hassle for me plus Scopes. The second is, I'm having a bit of a rough time picking out individual things you've made. Most PRs authored by you on Bay are map modifications, ergo, not evaluated. And the NEV Unity build looks to be primarily BS12 import based, and I'm having to take some time tomorrow or the next days after to root through the personal commits you've done to it. In order to make that run faster, perhaps I can offer you another task, and use the results from there, plus your EMT pull, to gauge abilities and attentiveness? A third point is MO and attitude. I mean no offence with what follows, but it is something worthy of note in a small, relatively tight knit coding team. You come off as someone rather. Firm, in situations where humility may be required. Mostly, despite not being fully aware of a situation, you have in a few instances jumped to conclusions, despite them being incorrect. This can lead to a rather uncomfortable environment at times, where one side is forceful despite there not being a need for it. Thoughts on the matters presented? Link to comment
Jamini Posted March 11, 2015 Author Share Posted March 11, 2015 Apologies for the stalled reply, certain things have been taking priority. Right, on target. There are a few issues I have to raise. First off would be, as you admit yourself, laziness. Basically, how attentive to detail do you think, you are on a normal project? The thing that caught my eye was the copy-pasta of MD overlays for EMTs, and not modifying them. It's a nitpick, I agree, but catching and running up details like that before committing means less hassle on projects, and less hassle for me plus Scopes. I miss details often, but I'm quick to go back and fix things that are missed. Most details I correct before they go live, however no matter how thoroughly you test, you will always miss something. (Not a single person noticed the access on medlocker3 being surgery until it was tried on a live server, for example) I do heavily test things locally before I fully commit and for major projects I routinely include others in testing to help me catch things I would not have considered or missed. The MD overlay of EMT was put in before I had added the EMT items, and I did not think to backtrack and check it. I was more focused on getting the job itself functional before adding their uniforms. That's also often why I avoid large-scale projects in favor of smaller changes, for the most part. Tweaking an existing system to work better is less likely to negatively impact player experience than throwing it away for an unknown. The second is, I'm having a bit of a rough time picking out individual things you've made. Most PRs authored by you on Bay are map modifications, ergo, not evaluated. And the NEV Unity build looks to be primarily BS12 import based, and I'm having to take some time tomorrow or the next days after to root through the personal commits you've done to it. In order to make that run faster, perhaps I can offer you another task, and use the results from there, plus your EMT pull, to gauge abilities and attentiveness? If you check the commit history of Unity, you'll see that about 90% of the commits there were mine, and quite a few of them were not BS12 imports. Feel free to toss me a small project if you'd like to check my abilities. A third point is MO and attitude. I mean no offence with what follows, but it is something worthy of note in a small, relatively tight knit coding team. You come off as someone rather. Firm, in situations where humility may be required. Mostly, despite not being fully aware of a situation, you have in a few instances jumped to conclusions, despite them being incorrect. This can lead to a rather uncomfortable environment at times, where one side is forceful despite there not being a need for it. Thoughts on the matters presented? Yes, I am rather hardheaded and uncomfortably stubborn. I'm aware of how I am. I know what I like, and what I don't like, and I've had to deal with a number of people like me in the past in positions of power who have treated both myself and friends of mine rather roughly needlessly. Occasionally I do jump to conclusions, I would argue everyone does occasionally. (I will also point out that over text communication it is very easy to misinterpret tone. I can come off far more "firm" than was originally intended simply by how I write, at times, which is annoying.) That said, I do not let my personal feelings factor into how I code. Nor do I attempt to change things without consulting others first. If something is large enough to potentially impact the game as a whole, I try and gauge how people feel and gather opinions before even beginning on a project. I'm fully aware that my opinion is not the end-all be-all, and if I am clearly in the wrong about something then I will not hesitate admit so. Link to comment
Jamini Posted March 11, 2015 Author Share Posted March 11, 2015 Also, if you are looking for projects specifically by me: https://github.com/Jamini/NEVUnity/tree/2b888654254598ab88dfd90de698a404fec366ca/code/modules/navigation It's horribly hackey in points, but that was mine. Also, I will point that porting things from B12 was not trivial to do. Most of it had to be done by hand after BYOND updated to the beta client. We couldn't cherry-pick commits. Link to comment
Guest Posted August 15, 2015 Share Posted August 15, 2015 Application denied as the user went on to work on their own project and left the community. Link to comment
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