"Crafting Is (Kinda) Pointless" by Razbuten

This is a very interesting analysis of crafting in modern games. Crafting systems are everywhere but they are often just glorified menus. I agree with Razbuten a lot on this. So check it out!

Hades: a case study in storytelling for roguelike games

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I know, I know: everybody loves Hades, the Super Giant’s latest jewel. These days, it is impossible to read any online game magazine without reading articles about it. This game has been on everybody’s mouth since its official release on September 17th.

And for good reasons.

Hades managed to raise the bar of the roguelike genre just when the genere started to become stale and boring. There are many reasons for this success but, in my opinion, Hades’ greatest accomplishment is that it was able to provide a glaring example of a roguelike with a solid storytelling.

Property-Based Testing in Typescript with Fast-Check

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Property-based testing is probably the thing I missed the most from my time working with Haskel. It is such an elegant way of testing functionalities that it is hard to not use it. As you can imagine, I look for a Property-based testing framework in any language I have under my hands. Usually, unsuccessfully. However, in recent years I am working a lot with Typescript and, luckily, Typescript has a good property-based testing library: fast-check.

How to debug a Node.js application remotely in VSCode

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Debugging a remote Node.js application in VSCode is an elementary procedure. Here it is a small “how to” in case you are struggling with it. A quick answer because you want a solution, not the story of my life.

The Trolley Cart Problem is not an AI problem

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Every time there is a discussion on the future of AI-powered Autonomous Vehicles, somebody put the Trolley Cart Problem (TCP) on the table. And every time this happens, I am annoyed. However, recently, I saw some mutual followers studying AI and Computer Science talking about how TCP is a fundamental problem for the future of AI and autonomous vehicles. So I think it is time to speak it loud: ‌the Trolley Cart Problem is not an AI problem! Let’s see why.

Five Tabletop Games for Creating Stuff

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We already know that Procedural Content Generation (PCG) is a masterful tool for building games. But can PGC become a game by itself? This seems a silly question at first. After all, what is the purpose of generating something if we do not use it afterward?

However, if you think that a bit more, you know that there is something else. If you are interested in PCG, you know that most enjoyment comes from the creation itself.

Therefore, the question is easy: of course, that PCG can be a game! And to prove that, I am going to show you five of the most beautiful examples of that I played in recent years.

And so you want to choose a Fantasy Console

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Making a game on a Fantasy Console is one of the best activity for any game development enthusiast. This small, curated, nostalgic “emulators” for consoles that never existed can bring you back to a simpler time when hardware was less capable and developer needed to make every bit of memory and every pixel count.

There is always a reason to play with a Fantasy Console. If you are an experienced developer, Fantasy Consoles represents a good challenge. If you are a new developer, Fantasy Consoles allows you to focus on the game and on the basics of game development without being side-tracked by all the bells and whistles of modern game engines.

So, how can we chose the right one?

How to document a Kotlin/Spring application with Springdoc and OpenAI

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Here we go again with a new article derived from my work notes. As you already know, I am rewriting a backend application in Kotlin and — in the process — I am improving all the horrors of legacy code I can find. In this article, we will look at one critical aspect of software development (especially for REST applications): the documentation.

The Great Convergence of AAA Games

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Let’s be honest: nowadays, almost every AAA game looks the same. They are all action games with RGP elements and a crafting system and some kind of open world. It is almost like playing the same game over and over again. The latest God of War (2018) is a good example of this year-long trend in the gaming industry that I called The Convergence. Let’s talk a bit about this.

How to convert a Java/Spring project to Kotlin

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In the last week I converted a medium-sized legacy Java/Spring codebase to Kotlin. In this article I’ll discuss the pro and the challenges I faced during this transition.