Wedding site part 1: Getting started

Now that we have a date and venue, I can start really working on our wedding site!

As of now there’s still nothing on it, just some piggies and a coming soon message.  However, we’ve decided to do a one-page site with fancy parallax effects.  I’ve never done anything like that before, so this will be fun.  The goal is to have it done by August 15th, so it will be ready when we send save the dates the next week.  (Assumed in that goal is that we’ll have save the dates designed and printed by then – we’ll see…)

I found some pretty neat one-page parallax wedding sites as inspiration:

  • Judy and Z – I like the way the navigation bar works in this one.  It starts at the bottom of the main section, then sticks to the top as you scroll down.  It also changes the color of the link to the section you’re currently looking at, so you know where you are.  Something I’m kind of iffy about is that in some sections, you have to click something to see more – if it’s one big page, I’d rather it’s consistently one big page you can scroll smoothly through, without needing to stop to get information.  I am going to do that for a photo section though – although it will at least give you a preview of some photos, and you can interact if you want to see more.  In the case of the Judy and Z site, there is no information in, for example, the “About Us” section unless you click.
  • Casper en Danel – I can’t read anything in this one, but I thought the the timeline section was neat, with the text and photos coming in from the sides as you scroll.  I feel there’s a little too much movement though; it takes half of my screen height for the text to finish moving from the edge of the screen to its final position, so my eyes have to move a lot to try to read.
  • Vince and Mars – This one is cute!  I like the parallax clouds/stars and change with your mouse.  I also like the cute header with the navigation under it; however once you scroll it kind of gets in the way.  On my screen, that header takes up half the height, so as I scroll I can only use the other half to see the content.  I think I would like to do something like this with a cute header and navigation underneath, except that instead of having the entire header + navigation stick to the top, only have the header stick to the top – kind of like the first site above (Judy and Z).
  • Julia and Artem – This one is also so cute!  I love the hot air balloon idea, and that it lands when you get to the bottom.  This one, like the Casper en Danel site, also has text fly in from the side when you scroll.  However, it’s much easier to read because when it comes in, it very quickly reaches its final destination while it’s still near the bottom of my screen, so my eyes don’t need to move as far (only up and down!).  I just also love that at the bottom, it says “Design by the bride, programming by the groom”.
  • Helen and Josh – So unique!  It’s kind of the opposite of the hot air balloon landing – you start at the base of a tree, and scroll up to “climb” it.  This one doesn’t seem as practical though, as it doesn’t have any actual wedding information.
  • Jess and Russ – The text was kind of small and hard to read, but I really like the keyboard and moves into place as you scroll.  I also like the letter that slides out of the envelope at the bottom for guests to enter and RSVP.  Something about the art made it a little creepy though…

So now we’re sketching out ideas of what we want things to look like, and I’m also putting together a skeleton.  I’m going to keep everything on GitHub; I’m also going to take this opportunity to try using watson (apparently not capitalized)!  I found it a while ago and wanted to try it out but wasn’t working on any personal projects – you can add tags to your code, and it will pull them out and even add them as issues on GitHub!  I had a bunch of issues trying to get it working – I tried both the ruby and perl versions, and had a bunch of missing dependencies, things that weren’t high enough version, etc.  I finally got it to work though, and am trying it out now.

It’s kind of irritating for HTML because it takes the ending “–>” as part of the description of the tag.  It does specifically list that it supports HTML though, so maybe I’m just doing something wrong?  I’m also having trouble getting it to connect to GitHub, hopefully I can get that sorted out soon.

…and never mind.  Apparently the version I installed as a RubyGem was not the latest version.  Grabbed the latest version from GitHub and everything is awesome now.  I realized it when I tried to set my own tag format as described on GitHub, but my version said it was an unknown setting.  It successfully added my 4 todos to GitHub as issues!  Hooray!  This is neat.

watson

watson

Bonus: In the course of looking up parallax examples, I found Flat vs Realism.  I don’t know what to feel about it.

We’re still alive!!!

BaconFriedRice has been neglected for a long time.  We’re still using this ugly theme I randomly picked a long time ago, even though I was working on making one over a year ago… Jack hasn’t posted about games or anime, and I haven’t posted about books or worked on anything in my spare time like I used to.

Biggest reason – we have no spare time!  Work is awesome, but we put a lot into it and it takes up almost all of our time.  When I’m free on the weekends I’d rather just sit around doing nothing than work on anything.  I’ve sadly even dropped the things I was doing while I had nothing to do at my previous job – I used to read books all the time, and now my reading has slowed so much that it took me over a year to finish reading Crowdsourcing (don’t even ask when the post about it will be!).  I’ve only finished two other books since then (I Am Jackie Chan and Nine Algorithms That Changed The Future), and I never learn – I start new books without finishing my current ones, and still keep buying more!  One day I’ll get through all the books I have… and one day I’ll post about them all… in the meantime, I’m still keeping track of my books on my Books Trello.

I’ve also stopped working on all the projects I had been working on… and learning the new languages… I have nothing made with Node.js, haven’t even finished one language in Seven Languages in Seven Weeks, have not finished the BaconFriedRice redesign (started May 2012!), stopped playing around with random parallax things… just stopped learning stuff on my own like I used to.  I’m sad and I want to keep working on stuff, but I’m just so tired when I get free time now :(  I need to somehow motivate myself to do things again.

In other random life news… My hair has purple highlights, we are buying a condo that will be completely constructed around December/January… and that’s about it.  My life is boring.  Hopefully you’ll see a post about a book or a project soon.

Fate/Zero

Allison and I watch a lot of television shows while eating. As we started to run out of “real” TV shows to watch, I started to watch Anime and Allison didn’t seem to mind. This means I’ve actually gotten the time to watch anime from 2012 while simultaneously fulfilling my “spend time with Allison” daily quota.

http://i.imgur.com/lCmFfVQ.jpg

Fate/Zero is supposed to be the best anime of 2012, according to several web sources and a random candidate I interviewed at work. When it first came out I was very hesitant to watch it as it’s a prequel to Fate/Stay Night, an anime I consider to be awful. However, having heard all the great reviews, I finally watched it and was very pleased by the results.

So the story is essentially the same as the original, 7 masters summon heroic spirts of the past to fight to the death over the Holy Grail, an object that can supposedly grant wishes. The only difference is that it’s executed ten times better. The animation is top notch, with everything looking crisp and detailed. There were some fantastic and memorable scenes, like the fight between Emiya and Kotomine and of course all the Noble Phantasms.

The biggest improvement over the original anime was just how much more serious everyone was about the entire ordeal. The #1 thing in the original anime that pissed me off was that every master was essentially a random highscool kid or some other irrelevant character. In Fate/Zero, most of the masters are adult mages who have trained for years to prepare for this event. I cannot stress how much of a difference this makes in the overall feeling of the anime. It adds so much impact to the motivation and tone of the story, compared to a bunch of kids that randomly got dragged into a fight. Fate/Stay Night would never have serial murdering of small children but an atrocity like that completely fits the tone and motivation of the characters in Fate/Zero. And yes, there are a lot of little kids getting killed in this. It sounds awful but it fits and I’m glad they didn’t shy away from something like that simply because it’s too shocking.

The main characters are very well developed, and Emiya Kiritsugu has a fantastic back story and personality. I really liked the direction they took with the main character, as he would frequently shock you with his brutality, yet it would always fall into his “ends justify the means” philosophy. What was really fun was looking at the wiki and reading about the real-life characters that the heroic spirits were based off of. I was surprised how much actual history went into recreating the personalities and motivations of the heroic spirits.

http://i.imgur.com/aOPGa1H.jpg

Unfortunately, Fate/Zero is still plagued by the annoying fact that it has to be 25 episodes. Thus, we get to see people employ the “teleport away before I lose so that we can drag the fight on to another episode.” There are probably 3-4 times when two people decide to not finish the fight because it’s not honorable, it’s unfair, or they’re just tired.

Regardless, I was very pleased with Fate/Zero overall. The fantastic action and engaging story make up for the anime dragging it’s feet. It’s definitely a must watch and one of the best animes I’ve seen in the last few years.

Happy 4th anniversary! And late Halloween pictures

We’ve been neglecting BaconFriedRice for a while.  Since I’ve started my new job, we’ve been really busy.  Jack and I work at the same place now, so we end up staying later than we want, as often I’ll be waiting for Jack to finish something, but by the time he’s done I’ll be in the middle of something, and so on…

This also makes it hard to make things for each other for our anniversary, since we leave for work together, are at work together all day, and come home from work together.  No time to work on secret presents!

Now that I’ve made my excuses, here is all I was able to give Jack.  I was stuck at work until midnight last night waiting for him to finish, so I didn’t have many supplies.  I even ran out of lead for my pencil, and all I could find were whiteboard markers and highlighters, so I just stuck with my pen.  It’s also unfinished, since he came back before I was done.

Jack gave me this: Piggy as an Assassin!  Based on Ezio.

And now, our late Halloween pictures.  I was based on the splash screen of one of Storm8‘s games, Castle Story.

And Jack was Faust from Guilty Gear:

Terrible Design and The Cat That Opens Doors

We moved to a new apartment on Saturday.  That night, we heard this annoying periodic beeping, so Jack went to check out what it was and turn it off.

This is the security system that is in our apartment.

See that long On / Off button?  Doesn’t it look like the top would be On, and the bottom would be Off?  Jack pushed Off just in case it was the security system making the beeping.

Instead, he accidentally turned the motion sensor on, and set it off at midnight.  It was going for around 10 minutes before he finally managed to get the alarm to shut up (no one had told us the passcode when we moved in).  Thank god it’s not connected to the police department!

This system is so poorly designed – apparently that long button is actually an On/Off toggle button, so instead of turning it off, Jack turned it on.  First of all, why would you make it an extra-long button and label the top and bottom separately if the entire button does one thing?  That is not intuitive at all.  Why wouldn’t they be separate On and Off buttons, to make it clear?  Furthermore, why can you turn on the alarm system without a passcode?  The system in our old house in Virginia required a passcode both to turn the system on and off – no chance of accidentally turning it on!

In addition, my friend Rosemary had the following to add to the list of how terribly unclear this system is:

  • What in the world does FUNCTION do?
  • And what about BYPASS?  Does that mean you can bypass the system without a passcode?
  • RESET?  INTERIOR?  INSTANT?
  • Is the phone number for customer service or emergency information?
  • What does that warning light mean?  Was there a break-in?  Or is there an error with the system?  12 errors?
  • What do all the numbers mean?
  • Why in the world do the 7, 8, and 9 buttons spell FAP?

In other news, we are settling in to the apartment.  The first few days, we kept the cats in the bedroom so that they wouldn’t get in the way while we rearranged and unpacked all our items.  Unfortunately, Jokulhaups is TOO SMART and figured out how to open the door.

Apologies for how blurry the photo is.

We ended up having to tie the bedroom door handle to the bathroom door handle so he couldn’t pull the door open.

Since I haven’t started my new job yet, I spend the days following the kitties around with a spray bottle and teaching them where they’re not allowed to be.  Jokulhaups has already figured out how to open the cabinets and drawers in this apartment.  In the old apartment, we Velcroed the cabinets shut, and he was still strong enough to open them.  In this apartment, there isn’t enough overlap between the cabinet body and cabinet door to add Velcro – I have no idea what we’re going to do!

When we took them to the vet, Dragon was weighed at 8 pounds, and Jokulhaups at 15 (the doctor said he isn’t overweight though).  He’s almost twice her weight!

Jiro Dreams of Sushi

I’d been hearing bits and pieces about Jiro Dreams of Sushi for a while and drooled over the trailer a few times, but never really got around to watching it despite its 98% on Rotten Tomatoes.  Last week, however, a foodie friend posted about it on Facebook, and I ended up having some good sashimi on Sunday, so I finally decided I need to watch this!

The first thing I have to mention is that the order of the topics in the movie didn’t completely make sense to me.  I was typing some interesting points on my phone as I was watching, and reading back on them now, they seem kind of random.  They would bring up Jiro’s sons, then talk about daily fish purchases, mention his apprentices, talk about his personal life again, then talk about his daily rice purchases… I’m going to reorder topics in this post in a way that makes more sense to me!

I never realized so much went into sushi – or perhaps this much only goes into really good sushi.  I liked watching his hand movements while sculpting a piece of sushi, as they were very deliberate and consistent, but also very artistic and beautiful.  I’ve commonly seen people in the US mix wasabi into their soy sauce and dip the sushi in, but from what I’ve read and heard, that’s not the “accepted” method in Japan.  In the movie Jiro put wasabi between the fish and the rice, then brushed soy sauce on top, and it was expected that you just eat the entire piece of sushi in one bite as is.  It puts so much trust and pressure on the chef to prepare food perfectly the way everyone enjoys!

It looks like it would be intimidating and maybe a bit awkward to eat there – he places one piece at a time on a plate in front of you, so you have to keep up with his meal pace, and he is always there in front of you.  I don’t know what I would do if I didn’t like one of them – I wouldn’t want to show it to him, and I’d have to eat it since the meal is so expensive (over 300 US dollars)!

I had never thought about where the fish comes from before.  One of my favorite parts of this movie was when they talked to the tuna dealer.  I find it so interesting that he specializes in tuna – all he does all day is select, buy, clean, and sell tuna.  The dealer said he could tell if the tuna will taste good by its texture – I can’t even imagine knowing anything so well.  The tuna auction looked so chaotic but exciting at the same time, and it was neat to see all the huge tuna lined up on the floor.

Shrimp, octopus, rice… everything they select and buy in the morning for that day!  He said that they massage the octopus for 40-50 minutes – it blows my mind that they pay that much attention to everything, just to serve one small piece of each type of sushi to each person.  I wonder if the octopus was alive while massaging though… and if not, if they massage before or after cooking.  They were slicing the eel while it was still alive; they staked it behind its head to the cutting board then sliced the body in half.

The movie mentioned that apprentices are under Jiro for 10 years.  For how much of a perfectionist the movie kept painting him as, he wasn’t as mean or strict to the apprentices as I expected – unless he acted differently for the movie, of course.  I don’t think I would be able to handle doing the same thing every day all day for 10 years.  With my personality, I can’t handle doing the same things every day!  The biggest thing that caught my attention, though, is that the apprentice said that one of the last things they are allowed to do is to make the egg sushi.  The highest honor isn’t even to make sushi involving fish!  I am now certain I don’t understand the art of sushi at all.

The one thing that irritated me about this movie, though, was gender bias, both by Jiro and in the focus of the movie itself.  At one point he tells his customers that he makes smaller pieces of sushi for the females, so that the meal moves at a consistent pace and everyone finishes pieces at the same time.  Such bullshit!  I want just as much sushi as anyone else.  And some women can eat more than some men.  I understand Japanese culture does still put more emphasis on sons and child order (his oldest son is still working under him since he is expected to take over for his father, but his second son got to open his own separate restaurant), but I thought Jiro himself might not be as traditional, since at one point, he says something like, “Why should I respect my parents, they never did anything for me!”.  The movie never mentions his mother or wife, and Jiro himself only mentions his wife once.  In fact, I’m still not sure if she is alive or not.  I googled “Jiro Ono wife” to find out and I just got a bunch of reviews talking about the lack of mention about those two females in his life.

Overall, a very enjoyable mouth-watering movie.  I need to go have some sushi this week now.

Analyzing Drinking Games

Like Mew2King, I take games very seriously. While this usually applies to the video variety, it inevitable carries over to drinking games as well. Drinking and drinking games have always been a particular interest of mine. Not because I’m an alcoholic (although I do occasionally enjoy a good binge drink) but because drinking has such interesting effects on people’s behavior and personality.

One of the things I frequently think about while drinking is the design behind the games. I ponder over what makes drinking games I’ve played before fun and exciting. In addition, I note down when situations become boring or inconvenient and think of how I would improve them. This includes not just the game mechanics itself, but the logistics and setup that is often unique to drinking games.

Easy learning curve

Most people are generally stupid and have a difficult time learning new games. This tends to be magnified even further when drinking. Therefore, the rules of any drinking game should be easy to explain. Any physical actions should be simple to perform and players should not require extensive practice to complete the basic goals. Drinking Magic the Gathering might be a great idea, but good luck trying to teach a drunk person the “stack”.

Accommodating a flexible number of players

Drinking is a social event and typically happens around a large group of people. It’s important that the number of participants in any game is flexible. Nobody wants to be left out and forced to “wait” till the next round. Beer Pong is a game that suffers immensely from this problem. The game typically allows for a max of only four players, and anyone who has been to a crappy frat party can tell you how long the waiting list typically is.

Allow players to enter and exit with no break in action

One of the absolute truths of drinking is that everything you consume eventually has to come out. Whether that be through one end or another, people will constantly be getting up to go to the bathroom. Drunk players are also easily distracted, whether it be by the cute guy or girl that just walked into the room or some friends coming to talk. A player that needs to step out for any reason should never stop the game. You’ll see this happen in a variety of games where all the players of the game are required to progress.

Losers should be punished more

The loser(s) of the game should drink more than the winner. While some people may not consider drinking more as “losing”, the truth of the matter is that drinking games exist to force someone to drink. Without that factor, you might as well just sit around and drink casually. Flip Cup is the most egregious violator of this rule, as the losers inherently drink less than the winners.

Standardized penalty

The amount you drink must be a pre-defined constant. This means no “sips”, “seconds”, “drinks” or “gulps”. A cup should be filled with a quantity of liquid, and that cup must be finished completely before the game continues. The point of a drinking game is to force drinking when one would rather not. If you give players control over how much they can drink, you always end up with 10 second drinks consuming absolutely no alcohol.

Luck and Skill

A game should require some sort of skill, whether it be mental sharpness, a quick reaction, or good hand eye coordination. However, there must also be a high level of luck involved so that newer players have a chance of defeating veterans. Nobody wants to play drinking chess. Beer Pong is a fantastic example of a good luck vs skill balance. The game takes an incredible amount of skill to play well. I can attest to that, since I used to practice shooting ping pong balls at a single cup of water in my basement. However, the weight and size of a ping pong ball make it very difficult to shoot consistently. I’ve read online that there are professional players with insanely high shot percentages, but even the most skilled players I have ever met (I knew someone who won the CMU Inter-fraternity Beer Pong League) wouldn’t shoot higher than 25%.

Opportunity for low chance but high impact actions

With a lot of luck comes a lot of opportunities for incredible “one in a million” plays. Nothing is more exciting in a Beer Pong match than coming back from a large deficit in redemption. These are things that happen rarely but are statistically likely to occur after enough play. Human memory tends to focus on the single, exceptional moment, while conveniently forgetting the mundane hour leading up to it. By adding very impactful but difficult mechanics to a drinking game, it makes the game feel more exciting than it really is.

Creating a sense of rivalry and competition

Games should allow one player to target another and also allow players to team up against one person. This creates drama and tension that completely random drinking lacks. Teams and temporary alliances creates camaraderie between players, resulting in more interaction.

No night ending penalties

While forcing the loser to chug an enormous amount can be amusing, it is generally better to have multiple small losses that slowly add up. Alcohol is best taken in manageable amounts, consistently throughout a night. Games like Kings, which accumulate alcohol in a central cup over the course of a game, typically end with the loser stepping out of the game, passing out, or worse. You want everyone to eventually become drunk, but it should happen at the end of the night once the game is over, not in the middle.

The Pinnacle of Design

I lived for a few years with players from the CMU Rugby Team, and there is only one useful thing I can pull from that experience. They played a variation of Quarters where players sit around a table with 2 shot glasses, a central glass of alcohol, a refilling pitcher, and some quarters. 2 players attempt to bounce a quarter off the table into the glass, and when successful, pass the shot glass to their left. If a shot glass is passed to you while you still have a glass, the glasses are stacked and you have 1 chance to make this double shot. If you do, the double stack is passed to your left for the next player to make. As soon as you miss the double shot, the player to your left takes the top glass and continues shooting. You must then drink the central cup, refill it, and then continue shooting. If you manage to bounce the quarter into the shot glass on your first shot, you can pass it to anyone not already holding a shot glass.

Why is this game so well designed? Outside of some hardware requirements (a table, 2 shot glasses, and quarters) it satisfies every single positive aspect I listed above. The game can accommodate any number of players from 4 up to 10+ by simply adding a 3rd or 4th shot glass into the rotation. Individual players can leave and re-enter the game at any point and the rotation continues like normal. The game has a standardize central cup as a penalty, and players can fill it as much or as little as they want, allowing for extremely tense moments when a full cup is at stake. The game is very skill based, but luck still players a heavy part in the bounce. The double stack shot provides constant chances for a “low chance, high impact” moment for everyone to cheer at. Passing the glass to anyone if you make it on your first shot allows you to target specific players.

I’ve played a very wide range of drinking games and I’ve found that this variation of Quarters provides the highest combination of entertainment, competitiveness, drama, and fun. Try it out some time if you’ve never experienced it, and I’m certain you’ll agree with me. And on another note, I have my Quarters table ready anytime someone wants to come play. Yes, I went to Ikea and bounced quarters on every one of their tables until I found the optimal one to buy.

Diablo 3

I finished Diablo 3 on normal with Allison. I was playing a Barbarian and she was playing a Wizard.

All I can say is that normal mode is repetative and boring, with little to no challenge. It is like playing World of Warcraft except they took out all the interesting elements and left in the boring grinding.

The game is unreasonably simple. WoW was already pretty mundane because you never really needed more than 7 or 8 of your skills. Diablo 3 decided to limit you to 6 skills, and you probably only need 3-4. In the case of my Barbarian, I could get away with just 3 skills for normal mobs. The entire time you fight things you just left click nonstop and everything dies in front of you.

Bosses were pretty much big trash mobs with more HP. I didn’t find a single boss interesting or unique, and almost all of them involved just standing in place and left clicking them until they died. For example, when we faced Diablo, the final boss in the game, I was grouped with two other wizards. Somehow, both of my companions died and I was left soloing a final boss that was buffed to handle 3 people. I quickly modified my strategy to stand in one place and left click him. Sometimes, I would shift to the left a few inches to avoid a red circle on the floor. Every now and then, he would grab me and take me to under half health. I pop a 15s cooldown shield wall and lifesteal back to full. Having no party members actually made it somewhat easier, as Diablo stayed in place instead of chasing after the other 2 people. After a few minutes, Diablo died and I beat the game, without even using 2 of my long cooldown skills which I was saving in case I came close to dying.

Overall, I don’t find Diablo 3 to be particularly interesting. However, I feel that I might continue playing it solely because my friends are playing it. I also assume that nightmare will be more interesting.