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@zigfrak-blog
A software system is a living organism.
The metaphor of a living system gets bandied about a lot in software engineering. Often it’s in the pejorative sense — something we say in exasperation but don’t really (really?) believe.
Well it’s all true. Software systems are alive and evolving, for all intents and purposes.
The recently-coined adjective “teleonomic” describes a system that evolves and changes but does not pursue any specific goal. A waterfall is one example of a teleonomic system. The water and the landscape beneath it both had to arrive at a very specific point in space and time in order for a waterfall to exist in that spot, at that time. The predictability of the waterfall’s behavior make it a thing. Waterfalls are durable, permanent. Yet the waterfall has no sense of self — it does not “want” or “need” to exist. Yet it persists and further, adapts to changes in its environment.
Christopher Alexander (the proto-architect of object-oriented software design) characterized the sense of living permanence in a place as “the quality without a name (QWAN).” “Teleonomic” is a scientific term that means the same thing as QWAN.
A teleonomic system is a system that is living and interacting with its environment without necessarily being “alive” in the sense we learn in Biology class. A flock of birds is another example of a teleonomic organism. The birds certainly are alive in the classic sense, but how to describe the flock which is not itself alive and whose existence depends on the undirected cooperation of numerous birds? Flocks of birds are teleonomic.
Software systems do not plan, they do not think, they do not remember the past. But everyone knows: they act like they do. And it turns out that science says: yes, for all intents and purposes software acts like it’s alive because it is alive. Software systems are observed to act like living organisms because they are teleonomic systems.
Until the 21st century everyone thought of software as a mechanical product “constructed” out of bits. Software is assembled, tested, shipped and replaced. For four decades the industry labored under this assumption. But after living with “home computers” for a generation, people started to realize that software isn’t so much assembled as it grows and then sticks around. No one expected COBOL to be running in production 60 years into the future. No one predicted the love people have for their old devices. Because no one expected people to respond to software the way people respond to living things.
But now it makes sense. Software programs tend to stay in existence once created. And people tend to form deep lasting relationships with software. And that’s good. That describes Google and Apple, for a start. And that’s Nintendo and Amiga, too. Those systems live and we live with them.
All software has that living quality. Not just at 3am when the server acts like it’s trying keep you awake. Not just when Nagios eerily picks exact worst moment (again). Today, software engineers are starting to listen to their systems all the time, not just during emergencies. Listening to our systems all the time is called “Normal Failure Theory” and it’s the philosophy that at the heart of the devops movement.
Software systems do, for all intents and purposes have teleonomic “minds of their own.” And most of the time, they do the right thing. Sometimes they do things we don’t want. Sometimes they try to teach us things. Far from being a factory product, software has turned out to be a living collaborator. The challenge of computer science in the next 50 years is to learn to trust and learn to listen.
You see, while we all know that unmastered complexity is at the root of the misery, we do not know what degree of simplicity can be obtained
I would therefore like to posit that computing’s central challenge, viz. “How not to make a mess of it”, has not been met. On the contrary, most of our systems are much more complicated than can be considered healthy, and are too messy and chaotic to be used in comfort and confidence. The average customer of the computing industry has been served so poorly that he expects his system to crash all the time, and we witness a massive worldwide distribution of bug-ridden software for which we should be deeply ashamed.
—Edsger Dijkstra, 2000
Nothing much has changed in 15 years, either :-\
Fun fact: If you use twice as much soap, you’ll smell twice as minty.
Work-in-progress screenshot from a minor Xenoid run-in earlier today.
Zigfrak 1.02 Preview! (Now with 100% moar lunix)
Currently testing the hell out of our next release, and you can too! Super interested in feedback from Linux players, please take a look:
Details: http://forum.zigfrak.com/?p=/discussion/57/zigfrak-1-02-testing-123
Downloads: http://zigfrak.com/bleed.html
Sup Tumblr!
Hello to my 8 loyal Tumblr followers and other innocent bystanders:
I'm sorry I haven't been writing more. Since I last checked in, Zigfrak was released, and now I'm trying real hard to make people vote for it on Greenlight.
Lately, updates are appearing in the form of announcements on the game's Steam Greenlight site. Here is the one I just posted, and I really think you should read it:
http://steamcommunity.com/sharedfiles/filedetails/updates/108218615/1358290661
You may now resume your regularly scheduled Tumbling
Please enjoy this semi-drunken speed run through Zigfrak beta 8.15 (part one)
Changing it up
Most announcements about the game will now be happening on Zigfrak's new super minimalist forum. Please log in and say hi; don't be shy now!
http://forum.zigfrak.com/
The Beta 8.15 changelist has been heavily revised, and the build will be available shortly.
http://forum.zigfrak.com/?p=/discussion/4/beta-8-15-changelist
I still love you, Tumblr, and will share big news here too. Hugs!
Beta 8.15 - Tentative Changelist
Lots of fixes, optimizations, improvements, and what have you. Hope to push this out by week's end; here's what's cooking:
Bugs... in my beta? It's more likely than you think.
The next tier of content is pretty much ready to go, and it is pretty fun stuff. I will have a changelist ready to go as soon as possible.
I'm investigating some troubling reports from the field involving saved games getting munched, and being unable to complete certain missions (sometimes being unfortunately stranded in a distant galaxy). I will be inserting some failsafes and additional error handling in the next build to try to get to the bottom of these issues, or at least attempt to work around them in a way which does not leave the player screwed.
Please bear with me, this is why we Beta! Thanks to all who have supported the game so far, and please keep the reports coming. I reply to all support messages directly (usually within 24h), and you have my utmost attention.
Beta 8.05 incoming!
Here are the changes for Zigfrak Beta 8.05, which will be available at http://zigfrak.com/ later today. This was kind of a stepping stone release.
Major changes to how units and items are spawned caused many other things to not work right. Cleaning up the fallout from those changes took way longer than expected. This work was painful, but necessary. The result is a much stronger platform to release the remaining content on.
Tier 4 content is not yet available, but random scenarios were turned back on and become available at level 10. The starting content was overhauled for faster playthrough. There is some fun stuff coming in 8.1, and the wait should be much shorter this time.
We are giving this build a final tirekick here before turning it loose. Hope you will enjoy it.
----------------------------------------------------------------------- Beta 8.05 Release Notes - December 4 2011 Several 8.1 features are not yet available, but 8.05 has improved technical quality in many key areas. What is *not* new? - Tutorial content was overhauled for faster playthrough, rather than being totally replaced as per the original plan. - Tier 4 missions are not yet available, but there is some new stuff to do at level 10 if you are in the right place at the right time. - Ship customization and voiceover support, planned for 8.1, are not yet activated. Do I need to reset my character? - If you are resuming a game from beta 7 or older, *please* reset! - Tutorial mission flow was improved quite a bit. Players who are resuming a saved 8.0 game from these early missions should reset, or they will be missing items required for completion of certain missions. I promise it will go faster this time. - If you've already played through all 8.0 content tiers, there should not be a need to reset your progress. You won't have the new Universal Remote item, however -- see notes later in this changelist for how to obtain one (you want it!) - All players are encouraged to reset, for beta testing purposes! - To reset your character, choose "Reset Game" at the main menu. General - Spawning of ships and items was overhauled for efficiency. Loading is much faster, with less "loading bar" interruptions during gameplay. When there does need to be a loading bar, it zips along faster than in previous builds. - increased default field of view from 60 to 75 degrees. this can be modified via the options menu. - camera now begins at a closer position to the ship -- use the Zoom Out command if you prefer the old perspective. - fixes to keep the command toolbar from sometimes crapping out. - when jumping to a space station, players now arrive facing the station. - fixed a bozo bug where inverting the vertical keyboard axis was negatively impacting AI navigation. - Dark Pods now have a greater chance to contain exotic ammo. - fixed incorrect tooltips for several items - fixed incorrect loot drops for several enemy ships - several ships were incorrectly flagged as capturable; fixed - replaced several console fonts for readability Missions - starting content was overhauled to take less time. - random scenarios have been turned back on, and begin at level 10. Many scenarios were updated. Several are still works in progress, but were included anyway. Tractor Device - Players now begin with a tractor device(!!!). Mission hub at The Deimos now upgrades your existing device upon completion. - Small Object Manipulator range increased to from 100k to 125k. Universal Remote - new "Universal Remote" item allows interaction with many objects from great distances. It is rewarded early in the first hub. - look for opportunities to upgrade your remote control, beginning at level 5, at most friendly stations. - if you are resuming from an 8.0 saved game (or skipped training) and are level 5 or greater, you can obtain your Universal Remote at no cost, via the "upgrade" missions posted at most friendly stations. Options Menu - to assist with navigation, crosshairs are now displayed all the time, by default. you may toggle the old auto-hide behavior via the options menu. - added options for keyboard sensitivity and mouse steering inversion - fullscreen toggle option was fixed (requires you to click "Apply") - Old "Invert Y" command was removed from the command menu. All input customization now lives in the options menu.
TB's run through Zig is up!
Beta 8.1 changes in progress
Here's a short and tentative list of what's cooking for Beta 8.1. It should be ready within a week or two. If there are any must-have changes not listed, let me know and I'll see what can be done.
Also, just a reminder-- you can win a cool shirt and free license code through the Zigfrak screenshot and video competition. Deadline will be here before you know it, so send your submissions in ASAP!
Download Zigfrak Beta 8.0!
Changes in progress listed after the cut.
8.1 changes in progress:
Replace several console fonts for readability
Targeting reticule always on by default, may be toggled via game options
Re-activate and overhaul random scenarios
Voiceover support, probably with placeholder recordings for now
Add option to flip vertical mouse axis
Add keyboard sensitivity options
Add customization of player ship texture and colors
New instant-action training scenario for new players
Next tier (tier 4) of high-level mission hubs
Ships should arrive facing station when jumping