Spookydonut - Coder application

Locked
User avatar
spookydonut
Registered user
Posts: 457
Joined: 13 Oct 2017, 02:08
Byond: spookydonut

Spookydonut - Coder application

Post by spookydonut » 04 Jan 2018, 08:31

Byond ID: Spookydonut

Age: 29

Gender: M

How would you define yourself? (Coder, Mapper, Spriter): Coder

If Coder, what languages? C, C++, C#/.NET, PHP, Perl, Some assembly

Any previous experience developing with SS13? Just mucking around with DM to figure out how to edit maps and such.

Proof of any previous or current work: I worked a lot on a program called Garpa Topographical Survery, a mapping/plotting program for eve online, as part of the 'secret' GARPA group in goonswarm federation, my name is still in the credits and looking around the program I see a few hints here and there that have survived 5-6 years of additional development. Obviously it was some time ago, but the biggest things I remember working on were implementing A* algorithm for finding routes along with a LOT of performance tweaks and improvements, it used to take like 5 minutes to open (and crashed a often), when I was done it opened in about a second and crashes rarely if ever happened. https://i.imgur.com/x5ktelu.png <<< Here's me in the latest version I could find. It's closed source and releases aren't public unless they leak. It's done primarily in C#/.NET, and was a group project with objectives to meet in a collaborative atmosphere, especially when the crunch was on to get it finished and working with the constant changes to the game. When we started getting info on how upcoming changes would affect things like jump changes as a team we were able to get a version released at the same time as they went live in the game.

Even older than this was the time I spent on and off working on LinuxPMI, a fork of openMOSIX, It's all C with some assembly to allow process migration between separate computers, a type of clustering that doesn't require any modification to the software being run. The increasing number of cores and speed of the cores of individual processors killed this idea stone dead, I can't really find anything of it surviving.

I almost finished my degree in Computer Science, if not for some administrative issues I'd have completed it.

I'm almost certain once I hit submit on this post I'll remember a bunch of other things I've worked on but these are the ones that stand out in terms of "Used Git" and "Collaborative project"

How well do you know Git? Fairly well, I migrated GTS from svn to git.

Your primary job is server development, not policing the server. You may be given Moderator-level of access but you should *not* be invoking any administrative actions unless there are no moderators or Admins online. Do you understand? (Yes/No) Yes

Anything else you'd like to add? Nothing I can really think of, ask NGGJamie for my play hours in December (heh)

User avatar
SecretStamos (Joshuu)
Registered user
Posts: 1291
Joined: 15 Oct 2014, 12:32
Location: Stars & Stripes

Re: Spookydonut - Coder application

Post by SecretStamos (Joshuu) » 04 Jan 2018, 09:44

Hi there.

I handle the sprite applications typically (so I really have no bearing on you), but if could add one feature to the game, what would it be?

Which of these do you see yourself interested in: adding features, implementing assets, fixing bugs, optimizing code or managing balance?

User avatar
Bmc777
Donor
Donor
Posts: 195
Joined: 18 Jul 2016, 14:13
Location: Florida

Re: Spookydonut - Coder application

Post by Bmc777 » 04 Jan 2018, 15:56

If accepted, there will be situations where you may think something is a good idea, but other Devs may disagree. The way this normally goes is we have a conversation about it and either you would convince the others that your idea is the way to go, or if they don't come around to your way of thinking, you would have to give in and accept that the majority rules.

There will also be situations where you push your code and, after review by Phil and/or myself, you will need to make changes that we view as more efficient or that better suit our code style. A lot of coders are very protective of their code so it's important that you are not one of those and are willing to make the changes when asked to.

The last thing is that the Dev team operates under a very light and friendly atmosphere and it's very important that is maintained, since it helps with moral and motivation. From my personal conversations with you I don't think that will be a problem at all, but it's worth mentioning that there is zero tolerance for crossing the line in a disagreement to a hostile argument.

Does this all sound agreeable to you?

User avatar
spookydonut
Registered user
Posts: 457
Joined: 13 Oct 2017, 02:08
Byond: spookydonut

Re: Spookydonut - Coder application

Post by spookydonut » 04 Jan 2018, 21:35

SecretStamos (Joshuu) wrote:
04 Jan 2018, 09:44
Hi there.

I handle the sprite applications typically (so I really have no bearing on you), but if could add one feature to the game, what would it be?

Which of these do you see yourself interested in: adding features, implementing assets, fixing bugs, optimizing code or managing balance?
That's a tough question, but after consideration it would have to be some sort of QoL improvement, like a way for marines to hear/speak (but not see) when they're in cryobags so they can still RP.

All of them, though I'm definitely most interested in fixing bugs and optimizing code.
Bmc777 wrote:
04 Jan 2018, 15:56
If accepted, there will be situations where you may think something is a good idea, but other Devs may disagree. The way this normally goes is we have a conversation about it and either you would convince the others that your idea is the way to go, or if they don't come around to your way of thinking, you would have to give in and accept that the majority rules.

There will also be situations where you push your code and, after review by Phil and/or myself, you will need to make changes that we view as more efficient or that better suit our code style. A lot of coders are very protective of their code so it's important that you are not one of those and are willing to make the changes when asked to.

The last thing is that the Dev team operates under a very light and friendly atmosphere and it's very important that is maintained, since it helps with moral and motivation. From my personal conversations with you I don't think that will be a problem at all, but it's worth mentioning that there is zero tolerance for crossing the line in a disagreement to a hostile argument.

Does this all sound agreeable to you?
Yes very agreeable.

I've worked on projects that have 5-10 different code styles and they're a nightmare to deal with. Coders that are super protective of their code are either bad coders and/or mad geniuses and are not easy to work with, in my experience.

Given that this is a volunteer project on a free game I can't ever see myself crossing that line.

User avatar
Bmc777
Donor
Donor
Posts: 195
Joined: 18 Jul 2016, 14:13
Location: Florida

Re: Spookydonut - Coder application

Post by Bmc777 » 04 Jan 2018, 22:00

Great, please complete this test in whatever time you need, no rush at all: https://docs.google.com/forms/d/1NiGEBS ... s=599b22b5

User avatar
spookydonut
Registered user
Posts: 457
Joined: 13 Oct 2017, 02:08
Byond: spookydonut

Re: Spookydonut - Coder application

Post by spookydonut » 06 Jan 2018, 00:07

I've submitted by test answers.

User avatar
Bmc777
Donor
Donor
Posts: 195
Joined: 18 Jul 2016, 14:13
Location: Florida

Re: Spookydonut - Coder application

Post by Bmc777 » 07 Jan 2018, 18:45

Test answers look good. I'll be sending you an invite to the Dev channel in just a moment.

Locked