=== ANCHOR POEM ===
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there's this really fun video game I like to play called "Legion TD 2" - it's
based on a Warcraft3 mod.
In this game, you make tactical and strategic decisions on a fixed term - a
competitive game between 4 or 8 players with an incredible array of randomness.
it teaches you to work with what you got, and to make decisions based on your
opponent's weaknesses. Good luck figuring out what they are, though, as you
can't just memorize them out of a book. You need to adapt, in the moment, to
the decisions of your foes, while primarily focusing your attention on
accomplishing a different task.
I really like it because it's taught me to be strategic in plenty of other
ways. I used to love the game Overwatch because it required adaptibility. The
game was always changing, so no strategy stuck forever, but every match you'd
play against a slightly different opponent.
but then Blizzard changed the game because they wanted to make more money, and
it got worse and worse at what I liked about it. Sadface. : (
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=== SIMILARITY RANKED ===
--- #1 fediverse/2126 ---
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║ There was this great game growing up called Neverwinter Nights 2 - I never │
║ really played it, but it was renowned for it's map-editor functionality. You │
║ could join a person's "game", when really they were in the editor window, and │
║ they could BUILD THE GAME RIGHT IN FRONT OF YOU. It was like, computer skill │
║ performance gameplay improv. It was beautiful. │
║ │
║ I did, however, play a Warcraft 3 mod with all the same ideas. Except, it was │
║ ONLY IN RAM. YOU COULD NOT SAVE. │
║ │
║ so it was a lot simpler, and O M G it was the coolest thing ever. │
║ │
║ I played it like, twice though. Nobody ever hosted it, nobody ever showed me │
║ how. │
║ │
║ I tried to play it single-player, but I couldn't understand the mechanics. Not │
║ simple enough for me, I guess. │
║ │
║ I couldn't help but think how many cool games a person could make if they │
║ could do that with the Warcraft 3 editor itself. │
║ │
║ Because I did work with that, a lot, which was NOT in RAM, but instead stored │
║ to the hard drive. │
║ │
║ Hard drives which I've since lost, of course, but drop me in and I know ho │
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--- #2 notes/hs-suggestion ---
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every hunting season segment every team should be dissolved and if you wanted
to
keep playing together you'd have to re-add one another. like, a giant monster
that the whole server had to fight, and once you beat it then it retreats,
licks
it's wounds, then returns even stronger than before - 3 times, one for each hs
style (in the video game Ulala hs stands for "hunting season" which is an event
in the game that is only for new characters. basically it's a long tutorial or
introduction to the game where people make friends and talk and hang out and
practice their strategies. a chat application mixed in with a tactics
simulation
. it lasts for 30 days.
you'd all fight the giant monster but on random teams, in a game mode that took
about an hour. it'd be at a common time across the whole server and it would be
an optional event - maybe it'd take a whole day? idk I was thinking more like
an
hour, but that's something that's tweakable. anyway it's sudden arrival during
a
feast or something made all the warriors of the world stand up together and
fight as one for a common goal... if only for a moment, before they'd go back
to
fighting one another. like the two factions in Warcraft lore. anyway this event
causes you to be matched up with a random team (the randos you happened to be
standing by when it happened) and once it's over you have to search for your
allies if you want to keep adventuring with them. it's a big event after all.
so everyone should be forced to go into their friends list, find the people
they
were just on a team with, and invite them back. only if both invited the other
would they be put into a group, and anyone can invite (with a 30s cooldown)
anyway... this would encourage players to mix and match their collective
playstyle to better overcome challenges - sorta the idea of Overwatch's
switching, where you're encouraged to swap characters to counter your opponent
and also switch characters to better utilize your opponent's weak spots
(like switching to Pharah if they don't have hitscan, or brigitte if they have
a lot of snipers (she can shield passage through choke points from sniper fire
-
not so much regular fire) y'know countering - every character counters another
with one of their abilities, that's just how it goes. some are countered twice,
and so they form a "category" of counters, like AoE (area of effect or
elevation
focused (it's hard to aim up in Overwatch) poke damage (damage applied before
the team fight begins), DoT (damage over time for contesting AoE heals),
vampiric (steals health from opponents and heals self or allies (turning one
resource, enemy hp, into another (player or teammate hp)), stacking damage
(damage that is weak at first but increases over time), spread/cleave/splash
damage (extra damage that is applied to targets near your primary target), a
vector of backline vs frontline location+target, you get the picture.)))
I kinda want to make an AI that can generalize playing games. I think if you
could do such a thing, you'd invent automatic problem solving. which would
do...
so many things for humanity
we could dedicate ourselves to working for our selves, solely focused on
protecting the biosphere. like, a common human religion.
nobody WANTS to litter. nobody WANTS to pollute. but still it happens. still it
causes IRREPARABLE HARM. so it literally makes sense to worship nature, just
saying.
nature exists. nature is REAL. we can see it, we can TOUCH IT WITH OUR HANDS.
what more proof of a god do you demand?
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--- #3 fediverse/4877 ---
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you can make a functional prototype for almost any game in Warcraft 3's map
editor
that's why no real-time strategy game ever made an editor as good again
FPS editors peaked at Unreal Tournament 2004 imho
RPGmaker eliminated a whole class of game design jobs
platformers you can make in godot
menu based games too, though Twine also works well for that
etc etc until you have a prdouct that you can justify sinking money into an
engine for
(the engine isn't THAT expensive geez and it's the most fun part to write)
yeah I think you got this backwards, we should pay for the CONTENT not the
structure it lives in. Why not just use godot? why not use a Warcraft 3 map?
there are some things you can't do in Warcraft 3. You couldn't make Supreme
Commander, probably, at least it wouldn't be as good.
etc etc that's how it goes...
game design, amiright? I miss thinking about that. Anyway gtg gotta log off
for a bit [101 characters remaining]
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--- #4 fediverse/3063 ---
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@user-570
true. the "massively multiplayer" aspect of WoW is about as important to the
game as the "A" is in "ARPG".
I can't help but feel like the "impromptu groups" functionality feels a bit
better than matchmaker instancing... though anything worth running a group for
in WoW after TBC was instanced >.>
Honestly I think there's just too many games these days for people to really
get "into" MMORPGs, unless they're sufficiently unique in their mechanics
(like EVE or Runescape)
any ARPG MMOs are dead on launch, as you said. That design space is tapped
out, at least for now, until someone comes along and makes it a deckbuilding
roguelike or whatever. cough cough
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--- #5 fediverse/982 ---
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@user-707 @user-708
using this to control the buttons in VRchat would be like a person with a
prosthetic interacting with real life :O
minus the physicality of course, but that's next.
can't wait to play Warcraft 3 and think "select all healers" so I can point
them at a dying unit with my mouse.
or world of warcraft where your rotation begins to feel like a song.
maybe even a text-based adventure, where you reading the text corresponds to
the results of the simulation, https://www.spreeder.com/app.php style. could
make it so that if you wanted something else to happen, you had to willfully
think it while the words are flashing in front of your eyes - the game would
pause if you blinked, perfect for phones btw...
could be a locally networked thing, like four to six people hanging out and
playing a game like pictionary or charades. except, a story that developed,
and whoever wanted could change it while everyone was reading it at once.
sorta like a competition to see who can make the best twists and false endings
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--- #6 fediverse/145 ---
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│ CW: re: rampant neurodivergent speculation re: Gundam lore │
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@user-95 most ancient armies were led by a guy on a horse. you gotta be able
to move around quickly so you can get a better glimpse of the battlefield,
plus it's easier to project your voice when you're 2x as tall as everyone else
and standing in the right place instead of way over there.
are horses ancient mechs?
plus moving around a lot meant you were less likely to be hit by arrows or
whatever. or maybe more likely, because everyone knows to shoot at the guy on
the horse. perhaps that's why we gave them the best armor.
in Overwatch (and presumably other similarly tactical games) there's this
skill you can hone called "gamesense". Perhaps better described for this
context as a "proprioceptic situational awareness". It essentially is a
feeling you get, about the dynamics and state of the game / world around you.
in ancient days it was used to direct a big block of dudes with sharp pointy
sticks to try and outmaneuver your foe and poke their flanks....
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--- #7 notes/what-a-lame-movie ---
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oy there's nothing interesting happening SNOOZE
oh I didn't see I was recording
games games that's what I do
play games all the day through
I am a luck witch, you see,
and things that I like are things that I can't foresee.
Hence why games which are BALANCED and EVENLY DISTRIBUTED are most interesting
because they show the most opportunities for players to express talent. And not
innate talent, but the talents they've built up through gameplay practice art.
because it is a performance, a game play for an audience (or perhaps for them-
-selves)
oy
video games, amiright?
I really like them because they are entertaining experiences that I can enjoy
seeing and playing a lot. They remind me of feelings I've felt when I was
learning. It's a good feeling, to improve, and I crave it because it's good for
you.
I wonder what we'll play next
... more cannabis I think, at least until I am ready to go think about things
before bed. I need quite a few hours for that. We'll see. I've just got so much
extra processing to do before the end of the day. Like... PHEW that's a lot of
stuff to do.
guess I'll just smoke weed and play video games instead of being productive
okay
...
listen I like games as much as the next person, but do you really know what's
going on outside of your house-shaped shell? Are you listening, do you have
your
feelers to the dirt, are you checking out your neighborhood to make sure no
bodies have been hurt? Are there meetings where people gather, just to chat,
like, every week at a different city center (like a park or a monument or
:O
I forgot to play music!!
I couldn't sleep
what have I done that is worse
I have not said a single word all night alas
oh boy talking to random people I can hear with my eyeballs woooooo
I am always sad when I win because it means we have to stop playing :(
but I'm a juvenile loser so I'm going to play again!!
okay now I'm going to bed because I'm not a prick who keeps their guests up
late
goodnight
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--- #8 fediverse/3023 ---
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I love the game Running with Rifles
if you live for 5-10+ minutes, you can learn a lot of interesting things about
how to engage a foe.
like, the importance of cover at all times, until you successfully outmaneuver
your foe.
when an enemy approaches, don't step out to meet them
wait for them to attack, and then throw explosive devices at them. easy peasy.
or, y'know, bullets
you cannot defeat an enemy head on - that's why the world wars were so
devastating, we put ALL our soldiers at 100% on ALL flanks. We had to to
contest the foe who was doing the same thing.
it is mindboggling how many people died. The utmost scale of destruction that
should ever yet be. because they were never allowed to outmaneuver their foe.
a good way to strike is to feint your foe, and let your foe enroach on your
edge, spreading their surface area across a large, thin, useless piece of land.
basically, make them fight a bit of the land war in asia in your borders.
then, you can strike at the hinge, where they are weaker
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--- #9 fediverse/2098 ---
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║ ┌──────────────────────┐ │
║ │ CW: games │ │
║ └──────────────────────┘ │
║ │
║ │
║ The difference between tactics and strategy is a level of abstraction. │
║ │
║ Tactics are crucial, but context dependent. Strategy is ALWAYS useful as a │
║ method of planning. │
║ │
║ If you typically play base-builder games like Starcraft or Age of Empires, try │
║ playing a game like Supreme Commander or Factorio - both of them are one level │
║ of abstraction up. │
║ │
║ If you typically play arcade turn-based strategy games like Civilization or │
║ Catan, try going up a level of abstraction with Dominions 6, or any game │
║ developed by Paradox Interactive like Hearts of Iron, Crusader Kings, or │
║ Stellaris. │
║ │
║ If you tend to play luck-based games like Poker or Monopoly, try playing an │
║ actual game instead of resolving a system that's predetermined by the initial │
║ board state and results of chance-based-mechanics with minor (if any) input │
║ from players, like perhaps Star Realms, Magic the Gathering, or Dungeons and │
║ Dragons. Each highlight a different type of choice in their mechanics. You │
║ should probably try all three if you care about strategy. │
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--- #10 notes/thing-2 ---
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one of my favorite things to do is play overwatch
nerf blast arena is fun, but not the same. different kind of fun. actually fun.
overwatch was... practice, for different ways of thinking
I liked to play Tracer and always put my distant target behind my main target.
that way I was applying pressure to the frontline while also chipping away at a
potential loop-around target. Always looking for angles on low-health-targets,
while firing their pistols as often as they can.
when playing as Mercy, I would do the same but inversed.
I'd put my frontline between me and between the dps foes.
usually, try and put my tank on-top of their dps, and put their tanks in firing
range (but distant enough to not deal too much damage) (give space)
have you ever heard of the kingdom of luminar?
it was an ancient naaru (spirit)
a moment of clarification in an eternal, pitiless dark.
contemplation.
sevastavan luminous
it blue purple green
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--- #11 fediverse/4908 ---
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did you know someone once built a 1st person shooter in the Warcraft III mod
suite?
someone also made an entirely new game engine similar to Neverwinter Night's
(or Baldur's Gate for you noobs) inside of the game. You could join a Warcraft
3 map and start playing a D&D adventure narrated, controlled, and prepared
by your DM, D&D style. Like a virtual tabletop before that was a thing.
kinda wish stuff like that was open source, or at least open standards, so
people could take those adventures with them.
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--- #12 fediverse/5678 ---
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there use to be this cute half life 2 mod called I think Zombie Master? maybe?
anyway one of the players was a "zombie master" and the others were characters
who ran around and tried not to get their brains eaten. It was pretty fun
because the zombie master, of who there could only be one but who I think
could have been a split role if they did it right, would click on parts of the
map and zoom around invisibly and be like "ah yes I want to spawn 6 regular
zombies in this choke-point so they have to painstakingly shoot them while the
scary ones come from behind" or "hooray they're trapped in the closet just
like I expected now I can turn on the buzz saws" or "the poisonous gas was lit
aflame and now they can't see which way the flare is and got turned around in
the confusion, ah oh well war is hell might as well just walk over that way"
... hang on what was I saying? Oh yes, I think it's silly that they don't make
"game frameworks" like the Warcraft 3 editor or the source SDK. Human
creativity is unbridled
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--- #13 notes/overwatch-manaform ---
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make the entire map covered in a 3d grid of spheres. These spheres register
collision, and keep track of a endlessly tabulating record of every object that
has passed through them. Like the replay system in Blizzard games, where each
time through the recording it recreates the playthrough exactly. Which is why
.mp4 recordings always look so... stilted. It lacks the human element. BUT if
they're remade every time the show is performed, perhaps from different
perspectives, then, well, the players can perform as they need to be.
Have you ever wished your players could get better at your game? I certainly
have, because the better you get the more lessons you learn as a player, which
is essentially the only way to maintain satisfaction. Satisfied players don't
leave, and satisfaction comes most readily when there is something new to be
had. Meaning the greater the change in a player's ranking, the better they're
getting.
Downside is, players who are naturally good from their skills in other games
tend to not learn so much! Ah, well, if only there was a way to tailor the
difficulty setting to each and every new host. Such an innovation would surely
enable the entire playerbase to exist on the same level. Then just throw AI
assisted voice transcription at their recorded voices and everytime they
say "I'm bronze rating" or "I'm diamond" then you can switch it around to say
like "I'm platinum" or "I'm grandmaster" and BAM suddenly everyone is at the
same level. No more concerns about a game's population being diverse. Because
at the end of the day, when most people have moved on, the ones who are left
are your most dedicated customers. Customers who aren't especially interested
in the new stuff.
=========================== stack overflow
=====================================
if anything requires attention from the patient, they will die.
it is fatal.
considering the faces of good and evil is terrifying.
I think I'd rather worship nature in harmony to be honest. Though that is it's
own scary kind of beast. In America it was kind, but then was slain into the
body of all of us humans. Well, all things transform in form, it's not a shame
or a heartfelt-est loss. Just a re-imagined-new beginnings.
spirit is a fluid, how else could souls
=== stack overflow
=============================================================
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--- #14 fediverse/3047 ---
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@user-570
specifically in relation to MMOs, I think the scaling aspects of the genre
have never truly been utilized. Even something as simple as Agar.io (or
similar, can't remember any names teehee) with massive amounts of people (I
later learned they were bots, whoops) can utilize scale quite well, if
implemented well.
The Massive part of MMO is valuable I believe, which is a big reason why I
like games that scale like Supreme Commander and Factorio.
The Multiplayer part of MMO is valuable because multiplayer brings randomized
outcomes, which are always more fun than playing against bots. Multiplayer
combined with Massive gives room for community, but only if the game is
designed to encourage it.
Online... you can't have multiplayer without online haha
I believe you can make massive games with very few players, and you can make
intensely isolating games with lots of players (like WoW today)
and the middle ground in old WoW where guilds are required to do anything
worked well for a while, but no longer.
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--- #15 notes/wow-chat-raids ---
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wowchat would make a great game for raids.
have the monsters spawn at specific spots that you go through and identify
on the geometry
tell them to run and attack the nearest of foes
give the players the goal of bringing themselves through to the end...
or, later on, in building an internal expedition.
wow-chat, where monsters spawn in a circle around your character and walk to
ward them. you can meet characters who'll follow and protect you, and you can
meet monsters to fight. also vendors to take your junk and give you cool
things,
and trainers to teach you and quest-givers to guide you and treasure for you to
find.
in raids, there are more things for you. monsters spawn at specified locations,
and only the nearest few in a radius. then, they attack over the landscape-of-
-imagination, and as they do they show you where is the most powerful loot.
if you raid a monster's den/hiding/spawning choice, then you have to defeat the
boss. this boss is larger, mostly. has more hitpoints... monstly. or maybe it's
just the most respected, who can say.
anyway, you get treasure if you do. the monster spawns for you when you find
it.
and you have to sense it by searching for whichever monsters spawn at higher
and
higher levels and in different types.
different monster type, different boss that way.
when the boss is slain, that type goes away.
at least, until the raid resets next week.
or maybe...
until enough resources have been gathered to make another attempt.
death knights should be able to command the minions to work in the haunted
mill.
it should be reasonable for a fighter to hire a peasant host.
mages should have golems or spirits or enchanted objects or elementals or
wizard
hats
warlocks should have covenants with dark hosts
darkness is not evil unless you use it for evil...
paladins should have retainers and disciples
elves should sing to the woods
clerics and charmers should be well understood.
celebrants and diviners are two of the same,
and pillars of plunder [warrior or rogue class] and rough and ripe [from the
stoner]
oops gotta go, sprung a leak
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--- #16 notes/supreme-commander-appeal ---
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a game like supreme commander but fantasy themed and each unit used a special
move everytime their mana was full and there were spellcasters who restored
mana to targets to increase their power
or, hear me out, or, just do that in wowchat
I betcha could do it
I bet it would be fun as hell
please?
as a favor to yourself?
build the game you want to see
and it'll get done
please
-- stack overflow --
your journals were originally a way for you to remember what to think,
remember?
old projects meant to show you light and life
remember?
you are alone in this soul
act like it's your own
celebrate your period of mental denial
as a refraction of your infinite travaille
which lasts for quite a good long while
have you ever dreamed of the nile?
-- stack overflow --
if a doorway takes you to the fae, then where does a river bring you?
like raindrops on the floor, racing for an eternity's splendor.
what does the rainbow think, as it's cast from the prismatic orb?
are each photons aware?
bouncing between stars
light is beautiful and large
beloved by all
revered by one
ephemeren
the totality of all things
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--- #17 fediverse/2616 ---
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hi everyone it's wednesday night which means it's time for my weekly Dominions
6 strategy podcast - you probably recognize this as something I do weekly so
you're probably not paying too much attention because it's more of the same
stuff which I've been doing for a while that you probably don't have to worry
about because if --- anyways you can listen to it at the link below: or here's
some highlights:
it's important to take the initiative, because those with the initiative have
the ability to determine the scope and nature of the engagement of their foe,
meaning they can tailor the contest to their strengths rather than that of
their enemies
it's important to strike at a foe's flanks, but when paired with the
initiative this means you'll have to identify a strategy that would work well,
maximize it, and develop a counter-plan for the enemy's counter-plan that they
apply to your main strategy. The winner has TWO total strategies, the second
of which addresses your foe's contestation of your main strategy.
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--- #18 fediverse/6327 ---
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when I played Overwatch, I'd play Tracer, Mercy, and Reinhardt.
As Tracer, my job was to apply pressure as consistently as possible. Make
their healers constantly busy. When one of my other teammates got a lucky shot
or two in, I'd dive and execute. This is in contrast to how Tracer is
"supposed" to be played, as a playmaker.
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--- #19 fediverse/1436 ---
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there's this fun game that people sometimes play on Reddit where someone will
make a post that says something like "comment on this post and then edit it
after I reply to make me look bad" and someone will say something like "how
are you doing today man" and he'll reply "oh you know pretty good actually
it's pretty nice honestly" and then they'll edit their comment to say
something like "how do you feel about the droid attack on the wookies" so OP
looks like they're condoning mechano-violence against tall furry humanoids
that's just an example, usually it's for comedic effect
I just think that's an interesting illustration of a process that could be
co-opted by a "man-in-the-middle" attack to alter the perception of a person
partway through their journey, perhaps when it's at the point where they're
most despised (or perhaps in pursuit of that state)
something something cancel culture plus deepfakes
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--- #20 fediverse/290 ---
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║ you're supposed to play the same games as your friends so that you all learn │
║ the same lessons at the same times. creates for a more cohesive familiar │
║ structure. │
║ │
║ applies also to family movie nights... but it's much more apparent with games │
║ as you'll often play them for weeks, months, and sometimes even years if you │
║ keep learning and enjoying them... book clubs are too open to interpretation, │
║ your pathways don't get a chance to align. games are perfect because they │
║ imply reaction. │
║ │
║ also helps if they're multiplayer, so you can share with another. preferably │
║ with healthy, respectful competition and a sense of shared brotherhood and │
║ trust. │
║ │
║ the toughest opponents are the ones that aren't aggressive. the ones that let │
║ you grow uncontested. by taking only neutral resources they guarantee that │
║ your growth isn't impeded, as after all an equal foe is what you learn best │
║ from. │
║ │
║ to a tree, the loss of a branch (cleanly cut) would feel like an empowering of │
║ the main limb. inspiring it to reach higher and beyond... +h2o1 │
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--- #21 notes/wow-chat-trainers ---
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trainers in wowchat should have spells that are only passive / toggled
still require level, still require gold (lots of it) but let the game be class-
-less. essentially, every trainer teaches to every passerby, and like if you
don't want any druid spells, sorry guy all I know is how to be a druid.
better wait for the next trainer to come along.
you only got like 6g, right? that's enough for two spells.
which two do you prioritize? they only come by like every what, 15 minutes?
also. separate idea:
player characters in wowchat should attack more rhythmically.
essentially, normalizing attack speed and moving back-and-forth with the
normalized monster attack speed
to create a dance of sorts where one character is never attacking at the same
time as the other character.
plus damage modifiers when you get closer, and bam suddenly you have a new
game.
oh and rotating around an opponent lowers their defence rating. which is locked
at 95% with a +5% to avoidance with every hit they take and -5% for every
parry.
not dodge, but parry.
dodging wears down their health by like 10 hit points.
relax it's no big deal you get like, a hundred every time you level up.
oh and btw the monsters don't give exp. The stuff that you find does, when you
give it to a merchant to be appraised / identified.
some stuff you know the worth of, like rope or barrels or hammered-iron-rings.
but other stuff, like the value of this bracelet, is harder to know if it
glass.
so.... take it to the guy whose seen real diamonds, and he'll tell ya how much
you learned when you found it last.
item A is found on a monsters body
item is sold to a vendor for 50 copper
item A is found on a monsters body
player has learned 25 deca-levels since last selling to vendor.
therefore item is worth 75 copper.
player earns 75 extra material points.
item is worth 75 experience points.
level up every thousand or twelve.
slow down the attack speed. make characters gain bonuses for movement
positiony.
start from always and work down to fewer.
talent points can be generic if your character is built with abilities.
players don't need to press buttons to be engaged. They can just guide and see.
I love auto-battlers like Dominions 6 and Legion TD 2 which is based on WC3
mod!
monsters should just... wander the world. Don't spawn them randomly, well,
instead of a radius around the player, do a radius around the map.
then, they walk through a random point, when they leave the circle they angle-
-reflect back in, DVD logo style.
if there's deadly monsters, there's deadly players, and PVP is always on.
low levels should get bonuses to stealth (an ability everyone has)
there should be civilians walking around. They can be armed or in caravans...
follow roads, or not...
monster hordes should spawn as a flock - when an elite enemy is drawn, let the
game create several of their minions which follow around. Whenever a monster
meets the swarm, they will join it, growing bigger and bigger...
hopefully, attracting players who want to fight and slay them.
greater rewards are more enticing...!
more power is it's own reward.
I think that weapons should have like, 3 durability? and armor like 5.
then, it's broken, and your character has to abandon it to survive.
or, sell it to a vendor, or just... whoever comes along.
if 5 people open the chest and don't take the item, then the item disappears...
every time a player opens a chest, a bit of wealth appears.
every time they spend it? they get stronger, and it disappears.
life feeds on life feeds on life feeds on life feeds on life feeds on life
feeds
the life of wowchat is the life of continual strife, but it doesn't have to be
so. The land itself is alive, and the monsters are eternally of woe.
you must free them, so that their souls may return to the land, and be born of
peace and plenty rather than horror and -- stack overflow --
to do this, you slay them, finish their morthly remains, and let them break
down
and decompose into dust. Pleants eat dust. dust becomes what we eat and
breathe.
we, eventually, purify karma. this is our duty.
vial of woe behind us. flower of renewal ahead. what we bear is savage
sanctity.
every time a monster kills a player they gain one of their abilities each time
they're spawned. The player can keep the ability too, it's just... the monster
will learn. Then, whenever a player levels up by slaying one of them, the spell
or ability is unlearned. Symbolizing the players struggle to defeat them, and
finally learning a way to overcome.
when your character dies, you have no opportunity to release - instead, you
just
jump to the nearest NPC character which is an adventurer agent smith style.
[I don't know about that one...]
the players can pick any race, but if they pick undead, they can turn into a
ghost when they die. The ghost can wander around and respawn wherever they
want.
Night Elves can wander around as a whisp (not in spirit world, real world) and
do a beam attack like in Legion TD 2. Not enough to kill monsters, but enough
to
help another player survive. They can also cast rejuvenation, which heals about
as much as one monster's damage input. if they get the killing blow on a
monster
they can level up and deal two monsters worth of damage and heal for two
monster
damage input. on the third time they don't get more damage or healing but they
give a buff to all other whisps in the area that increases their attack speed
by
50% and increases the tick rate of their rejuvenation by 50% - fourth time they
level up they're free, and they get kicked out to the login screen.
what if... vehicles that looked like characters and that you could jump between
with the right-click of an item?
"this is just dota-ing a vampire survivors."
Vampire Survivors is just Magic Survival is just Risk of Rain 2
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║ "No I haven't played that PC game before. Do you want to watch me play it for │
║ the first time? We can have a laugh and eat cheetos as I die to the first boss │
║ a hundred times. Maybe next time we'll get tacos and then perhaps we'll find │
║ that we're spending so much time talking about things that we never really got │
║ a chance to engage with the game. Until next week of course, when we'll │
║ definitely spend more time playing. Maybe even with friends? I know a guy │
║ who's into this game but I never really played it with him - maybe we could - │
║ oh yeah sure totally we'll talk about that next week." │
║ │
║ "or maybe we'd unlock the secrets hidden in the narrative, and learn cool │
║ lessons we could share with one another. Like two 12 year olds playing Ocarina │
║ of Time together, working through each boss. "let me try this time" "yeah that │
║ one got me too" "ah so close" "YEAH DUDE you nailed it" "this part is kinda │
║ scary ngl" "wait shit when did we use that health potion" │
║ │
║ old hardware forced us into a different experience compared to z │
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--- #23 messages/29 ---
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The reason players don't talk on mics in Overwatch at low ranks is because
nobody else is. So they spend extra effort on tracking the enemy team that
could be supplied by team member call outs. Like "Reaper flanking right" or
"Hog no hook" or heck even "rezzing" and "15 seconds on rez" or "I have
[insert ultimate]"
That's all data they have to gather themselves, so it's extra brainpower that
can't be focused on the game because it's spent in other ways (namely by
listening to team call outs) and if you have 75% of your brain on just staying
alive and winning fights, then you'll have less brain power available both to
communicate and to listen and integrate communication. Like being aware of the
game state and positioning are all cerebral tasks and if your cerebral center
is so focused on short term reflex things like mechanical skill then there's
less available to allocate
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--- #24 notes/how-to-ai ---
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first you gotta build an entire simulation of the game mechanics. Essentially,
building the game from scratch without any of the graphics. Sorta like those
aimbot games for Overwatch, or KSU or w/e the aim training game was. Then,
map the relationship between various objects in the game to a table situated
a level above them. So, like, a barrel can be climbed on or walls can be used
as cover or w/e the game you're playing is. Have a table one level above that
relationship (an abstraction, if you will) and record the conclusion. Then take
one more step back, then another, and another, all the way to the present.
Essentially, processing backward.
Eventually you'll get to the present moment, and ideally you'd do it in one
step - this is why it's important to map things on two dimensional planes, so
that you can aim. Anyway here's the steps: 1. recognize the environment, 2.
Take one step backward from each object in the environment (predicting it's
motion, you might say) and on and on gathering ideas about how git'll move
next. Draw a 2d line (on a map, as the crow flies) then another about halfway
to the target and it'll be +/- a certain amount. So you'll add another dot on
the graphed line at x=(1/2 of the distance) - x being of course the distance
and y being concieved of as the distance from the shortest possible route.
sorta like throwing a ball at a wall and making ripples.
the projected cone is a field of perception - the interpretation of what's at
stake. Life, and existence, is little more than a perspective applied on (or by
) a biological machine. What separates the man from the animal? Nothing but
time, as all evolution teaches us.
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--- #25 notes/overwatch-leavers ---
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If you leave an Overwatch game right as it's ending, or rather once
you know you've lost, then you're missing a core part of the gameplay
and this absence could be leading to toxic behavior or maladjusted
feelings surrounding the game.
Essentially, if your investment is in a single round - a single match,
then you'll lose interest once it's apparent you're going to lose.
Viewing a single match / round as the required data points is
basically only testing / improving your mechanics.
the crucial missing element is the opportunity to *update* your plan.
If you only play against an enemy once, you aren't gaining any new
data - which is why second chances are so important.
This is why comp is the only real game mode in Overwatch. Everything
else is just setting you up to feel bad - losses are your fault, and
wins are unpredictable and give dopamine spikes. In comp though? It's
the opposite - losses are the *team's* fault, wins are obvious and can
be understood if you analyze them, and the dopamine is spread out over
a much larger period of time. The end result is a feeling of
companionship, short term planning skills, and the same mechanical
skills that you would have gained from playing quick play. In fact, the
only game mode that has trains skills that are transferrable *outside*
of Overwatch is comp. Fuck quick play.
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--- #26 notes/game-idea-legion-td ---
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okay a game like legion td except you can see the entire map, the units are
very
small (but still distinct) and it plays more like a game of Dominions. Armies
instead of units, like in WC3. Led by lieutenants which are guided by captains,
each with their own effects. Tank, dps, melee, ranged, healer, support,
corrupt,
ranged tank, unique, etc. Of course, just like in legion td, there are multiple
types of units, each of a particular category but possessing their own unique
playstyle and usage scenarios. Essentially the game is finding the best tool
for
the job, whatever that may be. You should be able to see what mercenaries your
opponent is summoning for you, because each turn is delayed. also, the
units keep coming until you die, sorta like... minimum required to push through
the chokepoint that you're holding with these particular units in this
particular formation.
oh and another thing
the units should be placable not on a square grid, but rather in a hex
formation
arranged such that the middle unit is in contact with them all. Just like you'd
place units for an aura in Legion TD.
image describing said hex:
**
* *
**
each * is a group of units (a batallion, if you will, of a particular size,
arrangement, and density) - sorta like the formations in Dominions.
anyway
since you place units like that anyway, why not abstract away the grid and just
have slots you can fill for each unit? And maybe a hero unit that is assigned
to
the board itself (you could have more than one) who will go wherever your line
is weakest. Shouldn't be too hard, just calculate the value of all of the
fighters in each location and return that to the hero as an array. Then pick
the
smallest one as a destination, and boom your hero reinforces the frontline
where
it's weakest.
The center unit of course is for the lieutenant, and the "heros" are actually
captains. Because y'know maybe heroism isn't celebrated the way it is in our
culture. Anyway it's better to describe them based on their role rather than
their reception.
... right so
=========================================================== stack overflow
=====
make the combat sorta like crusader kings - the actual army to army part.
Except with three long boards that represent flanks. As your units approach,
the
boards would fill up with pixels. (resolution configurable)
there would also be a line (or block) approaching from the top of the screen.
It
essentially represents your distance to the other team.
Each unit has been configured in the army management phase, which happens
inbetween each turn. Essentially, while the game is loading, you can assess the
units you have at your disposal, and
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--- #27 fediverse/3909 ---
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I don't really like singleplayer games
sometimes a multiplayer game is too much effort to play with extra players,
like Factorio where like anytime I'd play with other people they'd just kinda
fuck off and do their own thing (whatever, I wanted to design a factory
together, not play singleplayer together >.>)
sometimes a multiplayer game has no players, RIP
sometimes a multiplayer game has incredibly skilled players who shit on noobs
and don't teach, RIP
and sometimes a multiplayer game has no IRL friends that are into it,
(personal RIP then)
... anyway, games are fun and we should play more of them. I wish I didn't
have so much time to waste, but hey I guess that's where I'm comfortable, so...
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--- #28 fediverse/3101 ---
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if you don't have a lot of time but still like games, like for example a new
parent or if you're focused on your career or always traveling, I recommend
the game
Star Realms
in the digital version, which can be played on a phone or computer, has a mode
called "48 hour turns" where each of your moves has time to think for two
entire days. Most of the time you won't need two days, but it gives time to
work on other things.
for people who enjoy this mode, it is not uncommon to have 3-5 games running
at once. When they have time, they can play as many as they can, and as long
as they're keeping up with it there's very little chance they'll lose time.
kinda like words with friends, except space strategy.
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--- #29 fediverse/5900 ---
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I love programming, but I'm not a coder.
you burn witches because you JUST CAN'T HANDLE THEM ANYMORE. I know, I get it.
of course I do.
I'm always so concerned that someone might stumble upon me. that they might
read me. what a vulnerable state, to be afraid?!
I really really really really wanna play world of warcraft
my message to blissard is: treat World of Warcraft like a game engine, not a
theme park please. I mean, the theme park should still exist, because it's neat
but... the rest of the game engine could be used to create essentially
anything with a 3rd person camera.
singleplayer doesn't even need to worry about clipping animations. (lag)
I wonder if you could run World of Warcraft on lowest settings in vanilla
burning crusade or wrath of the lich king? good thing those are open source
now, so you can host your own if you want. well, except the client, but nobody
has bothered to write another one besides the owner and primary developers of
the engine.
movement system plugins? data memory?~~~
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--- #30 notes/unreal-tournament-2004-notes-displayed-for-utilization ---
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capture the flag
map with lanes (you'll see)
also was included with the demo of the game back when it was released
which implies that the developers thought it was one of the best maps
(at least, the one that best showcased the gameplay style of the full game)
they let you host multiplayer servers too, which was cool
just with the demo
for free
but like... only 3 or 4 maps
(I forget how many)
also no mods, which was half of the appeal
I like to play in a way that is non-standard
because I believe it shows the most dense formations of combatants
(the bots can be kinda dumb)
so I put them on "experienced"
be careful not to hurt your allies (hundred percent)
scary! D: D:
regular :)
you can create your own "mutators" by the way
(just some C++ code, run in their environment, so no need to mess with
compilers
)
3 paths to your enemy
omg :O :O
that's one style of play
pushing forward
consistently
but check out this other style that is *also* pushing forward consistently
adrenaline makes you bonused
hey we got a point :D
told ya boosters gave ya bonuses
anyway I just played this map
and couldn't wait to show it to you
so let's try a different one
(because I've already played this one for 31 minutes now
woof too looooong)
biiiiiiig battlefield
thin crevasse
scarrryyyy D: D:
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--- #31 fediverse/3704 ---
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Growing up, I started with 3 video games - Super Mario Deluxe, Dragon Warrior
1&2, and Asteroids. For the gameboy color. Then, a year or two later (what
felt like forever), Super Mario 64 and The Legend of Zelda Ocarina of Time.
Classics. I was so lucky. Not because it was more expensive than my peers, but
because I had the right games.
Others joined later, Tetris, Mario Kart, Star Fox, etc... But having so few
that were so good for so long made me adore them. I would play for about an
hour a day, any more would cut into my imaginative play-time.
I did not dream of games. But I craved their moments.
These days, I play games for so long that I dream of them. In my most
vulnerable moments I treat them like my baseline state, rather than a
prescribed appointment of delight.
I miss wandering around without thinking of my objective. The games seemed to
change, rather than progress. They felt alive to me. I never beat them,
because I didn't need to.
I'll raise my kids the same way, if I ever having any...
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--- #32 fediverse/1602 ---
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║ @user-1037 │
║ │
║ those all seem really cool though! They all kinda have the same basic UI tho, │
║ kinda feel like there's opportunities for different kinds of expression. Like, │
║ in game design there's a lot of different genres, and yeah sidescrollers │
║ include mario and sonic but they're both very different experiences. So too │
║ perhaps could we interact with our computers by programming them in more │
║ engaging ways. │
║ │
║ they say some people are visual learners, others need to be taught, some │
║ people need to watch someone else doing it, and a few might just learn by │
║ plugging their brains into a computer and downloading a black belt in kung fu. │
║ │
║ Maybe typing long paragraphs of logic makes sense for some people, I know for │
║ most it doesn't come naturally. Maybe some people are more used to like, │
║ looking at maps that you can examine at different levels of abstraction. Like │
║ players who play Paradox games zooming from a national perspective to states │
║ and individuals and all the other things they might want to strategize using. │
║ Or m │
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--- #33 fediverse/465 ---
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https://ritz-menardi.neocities.org/wow-chat/wow-chat
Hey, I made a pretty simple game. I'd like to add more to it, like dynamic
quests (shouldn't be too hard) and co-operative experiences, but for now you
can play on my simple server. Let me know if you think that "Risk of Rain in
the World of Warcraft engine" is a neat game, because if so then you (as the
person who has power over me in this capitalist system) can hire me as a game
designer (the profession that most aligns with my designs of the future) and
together we could make something most beautiful.
What's that? You're just the same as you and I? A person in a random world
with a singular expression of our own will (defined by our perception and
intentions) who consists of the consequences of the "best decisions we could
have made at each and ever decision-making point" throughout the totality of
our collective life and experience?
Happy new years. 2024 is gonna be awesome and great. I can't fucking wait.
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--- #34 fediverse/4835 ---
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sorry for posting so much, I was trying to put on a show for my girlfriend
"hey check out how many posts I can make in a 2 hour timeframe"
by the way if you want to start talking to someone, just start playing the
same game they're playing and see if they reach out.
doesn't matter if you feel like it
just fuckin' do it
if they want to talk to you they might play a game you really like
(but I get boooooored of games, I don't wanna play the same 200 all life
long!!)
ugh okay fine you can have as many games as you want, just... don't buy too
many
(how many is too many?)
um. use your best judgement.
(how much does a dollar cost?)
... okay I'll get you one every once in a while.
(neat!)
... anyway so yeah use steam if you wanna get in contact with someone,
sometimes it's just nice to say hi, yeah, like "hey how ya doin' okay ttyl"
just catchin' up with the gals
helps because you can sense changes in their demeanor
(why does everyone always have an agenda)
because they're secret agents duh. And I'm
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--- #35 notes/joust-gdd-with-extras ---
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imagine a game where you can have conversations with an AI that's playing the
role of a character in a video game. Picture this: You're a traveller visiting
the tournament that's in town. There's jousting, melee duels, archery contests,
all kinds of things that are just fun to play around doing. The earliest
sports,
if you will. Anyway the whole game is about talking to the other people there -
basically the games are "playing in the background", and while you can compete
in them it's not the bulk of the game. Most of it is just having a conversation
with an AI and acting it out *like a roleplaying game*. O M G teach people to
roleplay the way you play games! You're always going on about how "different"
your way of gaming is than other people. So *show us* how you do it, how do you
play? Like what are the fundamental, actual, steps that you take? You can show
us by programming a game that inspires that playstyle. That's what game design
is all about, finding creative ways to think. Well, think and act. But still.
anyway, so you know what you're about? Good. Let's go.
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--- #36 notes/joust ---
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imagine a game where you can have conversations with an AI that's playing the
role of a character in a video game. Picture this: You're a traveller visiting
the tournament that's in town. There's jousting, melee duels, archery contests,
all kinds of things that are just fun to play around doing. The earliest
sports,
if you will. Anyway the whole game is about talking to the other people there -
basically the games are "playing in the background", and while you can compete
in them it's not the bulk of the game. Most of it is just having a conversation
with an AI and acting it out *like a roleplaying game*. O M G teach people to
roleplay the way you play games! You're always going on about how "different"
your way of gaming is than other people. So *show us* how you do it, how do you
play? Like what are the fundamental, actual, steps that you take? You can show
us by programming a game that inspires that playstyle. That's what game design
is all about, finding creative ways to think. Well, think and act. But still.
anyway, so you know what you're about? Good. Let's go.
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--- #37 messages/379 ---
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take the "green bordered unit icon" from legion TD and apply it to the
economic output of the game - like, "it would be best to build 2 of these
units, so you get 140g because they're 70g each" and if the player disagreed
they could guess their own conclusion and if you were right, well then that's
what you remember, but if they were, then you remember theirs (and that it was
theirs). In doing so ================================================== stack
over flow ====
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--- #38 messages/649 ---
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when playing co-operative strategy games, a build focused purely on
self-defence and community organizing can easily fail your allies. You cannot
win with a purely defensive build, you must have offensive capabilities as
well.
We've been trained from a young age to believe that offensive = bad, wrong,
evil, but that's simply not true. You cannot execute a flanking maneuver
without pushing forward behind enemy lines, where you can hit them in their
sides or rear.
Trust me, flanking is the best way to defeat a foe, because they are forced to
split their attention not only between multiple enemies but also multiple
directions.
The more shots on target, the better your chances of success, because most of
the time it only takes one hit to win.
In addition, sometimes it's important to *intercept* your foes, either as they
flee or to protect a vulnerable friend that is being pounced upon or flanked.
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--- #39 fediverse/3040 ---
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@user-570
that sounds like a different application than what I was talking about (it's
for the the MMO you mentioned right?)
and I'm just going off of what I've heard. Like... the "don't make an MMO
because you'll spend forever building the server code and won't ever get
around to making the actual game" sentiment that is prevalent in the industry.
I guess I'm just saying that with the open source advancements we've made
(specifically with Azerothcore and Eluna) we can use the design of the best
MMO ever made as a starting point and branch off from there roughly as easily
as making another kind of game from scratch.
Kinda was always the allure of Blizzard games to me, the idea that they were
super duper modable.
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║ ┌───────────────────────┐ │
║ │ CW: mastodon-politics │ │
║ └───────────────────────┘ │
║ │
║ │
║ editing posts is great because you can say one thing, get a like or three, and │
║ suddenly you have a group chat pre-made for you. Sans notifications of course. │
║ │
║ ... that's way overkill though. who would even do that? │
║ │
║ same people who boost one of your posts whenever they want you to look at the │
║ thing on their profile. If they want you to see the fourth thing down, they'll │
║ boost your 4th non-pinned post. │
║ │
║ wow that's hardcore, who would even do that? Not me, that's for sure, I don't │
║ have time for that. (legitimately don't have the time nor the brainpower for │
║ that) │
║ │
║ also liked posts are inadmissable in court because they can say one thing, │
║ then be edited to say another, and if you liked it once then you've liked it │
║ forever. │
║ │
║ However the court of public opinion is a largely different matter, because │
║ people will generally believe anything a friend tells them. │
║ │
║ computers are fun, aren't they? we should totally have more one-to-many │
║ posting methods that are collected in multiple locations and locally! │
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are you nervous about battle? try playing the game Running with Rifles! It's a
great simulation! See if you can live for a whole match! Good luck, don't be
useless, and only play co-op online.
competitive is useless because then you're competing against the other player
playing the game. Instead of thinking about how you should be behaving in real
life, and applying that to a reasonably accurate simulation with similar rules
to in-person modern combat.
well, the kind with infinite ammo. but you get the idea, right? like, don't
treat it as fact. Think about the nature of the actions you're performing, and
what moves you could make to best participate.
well... that game plus drones, I guess, which they haven't figured out how to
program because imagination for future tech is hard.
if you're a veteran, don't fucking play Call of Duty. Play fucking Arma. Or
RWR. Or Hearts of Iron 4. And please, use the crouch button. Use the prone
button. And dont let yourself die. fuck
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║ the biggest lie of Warcraft is that the nations of Azeroth wouldn't find │
║ common ground while fighting each other over peace. │
║ │
║ Maybe a Tauren or Night Elf wanted to fight for the Horde. Or perhaps a Goblin │
║ and a Human decide to strike out on their own, making their own little auction │
║ house for their guild of adventurers and author-engineers who wrote quests and │
║ dialogue in a DM sorta way │
║ │
║ [oh great she's describing another Azerothcore server that nobody's gonna make │
║ ever because if they did then they'd waste time on someone else's property] │
║ │
║ how's that custom engine coming along? │
║ │
║ ... still uses prototype art? are you kidding me? ah, well, okay, let's write │
║ it off as a loss. │
║ │
║ what do you mean technical debt? I don't understand why you can't just pay it │
║ off and move on. We gotta keep up, I heard so-and-so's got this-or-that │
║ feature that is killer in the press. Yeah, killer. Like it's so goodcool it'd │
║ kill us if it saw us walking alone at night in a skimpy dress. Huh? That │
║ doesn't happen to you? Ah well this glo │
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║ seriously, just google docs mixed with WC3 editor. │
║ │
║ boom, infinite storytelling device. As long as you were good with it, which │
║ was something that a CHILD could learn in like 3-6 months. │
║ │
║ Seems like it could be an ENTIRELY NEW SKILL that people could play with. │
║ │
║ But no, we learn excel and word in class at middle school. │
║ │
║ boring. │
║ │
║ I'd rather learn Bash or terminal customization or memory hierarchy │
║ organization. │
║ │
║ Yeah I mean that's cool but dude have you heard of multithreading? It's so │
║ cool, you can run like 500 different thoughts at once. It's amazing. │
║ │
║ ... I dunno, but I'm sure there's times when you'd want to use it. Like, │
║ processing a lot of data little-by-little. │
║ │
║ like, what if you had a camera feed of EVERY social media perspective AT ALL │
║ TIMES. Like, an instance admin streaming your inputted text to their databanks │
║ that they can project onto an LLM which interprets and identifies mis-aligned │
║ or altered direction units and mark them as "flagged", whatever that means, │
║ for their future the algorithm doesn' │
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║ you won't get far with a "community" of dedicated people │
║ │
║ what you need are teams. who can trust each other. you build them through │
║ brotherhood, and you trust them from their results. │
║ │
║ for example if you wanted to organize a grouping or get-together, you'd put a │
║ bunch of people in a room or seven and let them while they're there work on a │
║ plan or a decision. │
║ │
║ who needs tabling? who needs the chance to speak? just let them socialize and │
║ say "hey guys here's where you'll plan" │
║ │
║ [uh no officer we were just playing board games] │
║ │
║ plans are hard without material so make sure you always prepare a pricetag on │
║ each plan you produce. │
║ │
║ keep it for reference. make sure you note all the requirements. the location │
║ is often the least important part. │
║ │
║ "what the hell man you can't just say stuff like that as if it'd work" │
║ │
║ yep, I, uh, am a passenger in life just the same as you. And I only write down │
║ what I want to. │
║ │
║ you could show me anything on the internet and I'd believe it. Facts aren't │
║ important to me because I "forget" │
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--- #45 notes/symbeline-battlefields ---
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in Symbeline, there are moments where large armies of enemies gather to face a
mighty challenge. These calls are often answered by other evil parties, but at
times the burden must fall upon the shoulders of the good. Light battles dark,
and in a climactic finale the justice of the world is laid bare. These
encounters comprise more than both an adventuring party and a horde party. They
are represented on the map as a circular icon the majesty can click on and open
a screen that gives them command over a single battle. Essentially adding a
tactics minigame. The battles take place in real time, with the majesty
directing and giving orders. There'll be a system for expression in the orders
each player gives - there can only be 6 total (3 for before
what if the grand canyon was the seat of native american power and it crumbled
and that great calamity shook the very society to the core. the only reason
that
europeans could get as far as they did was because there who two calamities in
a
row. Disaster was afoot, and everything felt like it was burning. A calamitous
event.
what I mean to say is um do you ever feel like everything is burning? Like the
world is on fire and nobody seems to care. Like, literally on fire. Like it'll
catch like a tinderbox and go "crack". Nobody survives that, it'd be the end of
the world. That's not something to fucking play around with you pieces of shit
and by that I mean well not only is a lifetime so sheltered, from all that was
weathered, by the past unbeknownsted to our selves.
I'm proud of how far I came. I feel like a statue in the garden, a spirit
inhabiting the house. I feel like an interpretive dance, like a statement of
being on our behalf. swirling and chaotic, yet never amnioxitc, alight and
aloft
to our pleasures.
for {bool shouldGameEnd = False; !shouldGameEnd();} {
// game code
}
okay anyways back to symbeline - the commands issued before a battle are things
like "have more spearmen here" or "hold and attack the rear" and stuff like
what you'd give in Dominions, except with fantasy armies.
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--- #46 messages/987 ---
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Wowchat - wow-chat : dks should summon more than one minion a'la cov. There
should be two beefy armored skeletons, three rabid hack/slash, and one
necromancer or lich, depending on if they've died since you last cast the
summon spell. You should be able to move them around with keyboard commands.
They should be your primary action type, aside from dark purple bolts that sap
health, often targeting the nearest ally in need of health to the target. How
much health? Doesn't matter, it'll target them just the same. So long as they
have at least some missing.
Could also cast dark hexes or boons. Boom, three talent trees: dark volts,
support spells (never healing), or curses (never damage dealing)
But remember, most of what you do is targeting your allies.
Drag, drop, now a target gets [inspirationed, but pronounced "healed"]
Alternatively, move "attack my target" to the minion type and they'll do as
you move. "go-to". "circle this target and attack intruders". "go man the
nethermines". "yes... YES! More monsters i know how to raise. They're all
accessible at level 10 but they cost more each than a level whatever
adventurer could afford. You can definitely get all of them by like, level 30
or so. After that its learning ranks to raise higher level ones, and boom free
undead army risen from the bones of your ally's slain."
... Anyway, could be fun to briefly possess one of your bones. Could let you
see what the flag carrier is up to in WSG. Could let you know when enough
minerals have been mined that you can operate the forgets and build metal
armor for your boned ones. Or to equip nearby recruits, anything you'd like.
This is wow-chat after all, any things possible. Anything at all.
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║ did you know you can run runescape classic offline, locally, just for your own │
║ server? You can keep several computers ready for a LAN party, each with their │
║ own accounts ready to go. │
║ │
║ "Oh we're level 30 this time because so-and-so is hosting and this is how far │
║ their computer has levelled up." │
║ │
║ vim ~/games/runescape-classic/credentials.txt │
║ │
║ at least, I think you can. I know it's singleplayer, so worst case scenario │
║ you can all be doing the same things at the same time in your own games. Maybe │
║ split up for a mission or two, but it can get hectic if everyone's in the same │
║ room. │
║ │
║ = │
║ │
║ a game jam where everyone works on the same project, uses the same asset list, │
║ but builds their own collection of minigames. │
║ │
║ common functions could be shared, and art references distributed and together │
║ they could design a whole land. Like, there's no reason minigames can't be │
║ fully fledged experiences. You can have as many as you want, all in the same │
║ engine and built from a massive (yet sandboxed) environment. │
║ │
║ an all in one game. │
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--- #48 notes/four-dimensional-spaces ---
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you'd still perceive higher dimensions in 3 dimensions - unless you can only
see
things that are coming directly toward you.
magic only happens when your other half is in a situation and needs to turn
your
narrative into theirs so that you can collectively engage with a shared inter-
operationality.
your dark side is just a massive bitch
hey how about we put the game designers in charge of running the government
just saying they build human-oriented systems all the time
"how do we get the player to do this or that"
"everyone keeps picking the same card so we gotta make them more different"
"how much gold persists in the virtual economy, how much resources are produced
and traded by players? where does it all go, do they have enough at level 30
to
afford weapons and armor? I wonder what happens if we swap prices on A and
B.."
it's literally their job
actors, meanwhile, know how to interpret the emotions of another. Like...
you're
up on stage, thinking out what to do next IN REAL TIME, as your partner is
trying to throw you curveballs. AUDIENCES LAUGH AT CURVEBALLS that's the whole
point of improv comedy - to be surprised in a state of joy. It's great! It's
fun! It's practicable like a sport! Yet nobody comes. To the shows, where it's
performed, like a hospital where you perform surgery or a pizza place with no
walls so you can see the pizzas being cooked. It's just part of what they do,
but that's not why they do it. Sure, some want to be seen, it's not a BAD
feeling once you're used to it. But, like a sauna or jacuzzi, sometimes you've
just had enough of the hot. Like, the sun peering through a magnifying glass as
a creature roasts alive. yikes.
............. anyway being quickly versatile and adaptable is important when
you're taking turns in unpredictable scenarios. You can react to
your opponent, and keep time with the rhythms of the moment, to
deliver your wittiest lines. It's fun! It's a game! But it's also
a place to be entertained. and like a gym, it's sometimes just
fun
to watch people exercise. like, damn, you got a good body. Wow,
nice flex, yeah sure I'll put that one away. Cool pals helping
each other out, and showing off all of their efforts. Neat!
... anyway .. being emotionally vulnerable gives your opponent a chance to
continue. When nothing's going on, your moves barely make an
value
(of comedy) (for the moment, so the crowd's not just sitting
there
staring at you like ... and then - and then ummmm nevermind lemme
sit down (usually someone else picks up on it before then and
jumps up to save you, but EVERY actor has felt that moment where
nothing goes well and the audience just is totally not into it.
it's the worst.
anyway, they try their darndest to AVOID that, because like...
duh
it sucks, why would you want that. Much cooler I think to have a
good time, and chill out and listen to your friends talk. Like,
they can show you an argument they had earlier, or maybe work
through an idea with input from another. like, debate club, but
for whatever kind of respective [retroactive, recreation,
relearning, maybe others] you desired in that moment. ideally,
something that someone could take the arguments of the other side
and present them, regardless of whether they believed them or
not.
like, lawyers arguing for a client.
in these stochastic seminars, you could think about and study for
future societies. how would you like to conduce? [-]
every time you see a face in motion, that's another time that's
seen from their place. we are all present in each other's lives,
in terms of the spaces we choose to fill.
well, that's a tough thought, but don't worry about it. faces
are just waves on the winds of light.
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--- #49 fediverse/2030 ---
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Building community without structure is kinda like being a quest-giving
non-player character in World of Warcraft.
I don't mean that you stand around waiting for a player to wander nearby
before shouting at them to do what you want. Not like that.
Building community without structure is more like meeting someone randomly,
knowing them for longer than a bus ride or a baseball game, and once you've
decided that they're cool saying "hey there's someone you might like to meet."
If they're into it, then talk to the other person, and see if they want to
make a new friend. Try not to recommend someone who has a lot on their mind.
If they hit it off, great!
If not, oh well!
Worst case scenario the coffee shop only sells two drinks.
If you're gregarious enough, after a while you might even have enough people
for a potluck. Just don't forget to keep adding, and eventually it'll start to
feel more communal.
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@user-735
I made a World of Warcraft private server where all the default NPCs are
removed from the game and the world is empty. But, every once in a while,
monsters will spawn and attack you Risk of Rain style.
If your character sits down, they stop attacking/spawning. I call it
"wow-chat" because I'm bad with names, but the idea is basically a low stakes
social game that you can pick up and set down whenever you want, while hanging
out with your friends.
there's also treasure and wandering merchants, and I've been thinking about
adding dynamic quests but so far nobody's asked to play it so I've been
working on other things.
it's all open source too so you can host it yourself if you want.
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--- #51 notes/terra-voida-2 ---
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in the absence of matttr, there is nothing but the void.
the curvature of time, arcing ever toward it's opposite - an endless wave of
eternal brilliance. so too does the world slip away into the lip of your
crosshairs. "tunnel vision" they call it, when purpose is tuned to such high a
focus. all fades from view, and the world shrinks to a few who, (barely hold
onto) connections between ye, thoughts as scattered as me, like zooming in on a
map. the edges fade away, light seems beamed right from they, who await at our
earliest composure.
in Overwatch, playing a dps character has a lot of nuance. you need to balance
skill with your honor, teaching one another like it's a sport. why are we so
toxic? together we might overcome that burden. i've spoken many times before
about how coordination is better by far, when centralized not in the eye of the
beholder. priorities to be, if we are anything of what we claim to be, are
keeping our own house in order.
whose fault is our ire? which tames the domain, in each and all of our games,
can we point to as what'd keep us hired?
yet purpose have we, whose thoughts meld as one tired,
divinity?
something like that. more like... a manifestation of each and everyone's
collective unconscious. the humanity in what you have created.
the world would look very different to an untethered. might even say they are
orbiting it. like a moon. what a concept, that planets would be able to speak!
yet here we are, with years of advice and guidance for our, friends who are
youthful and most treasured. Advice from the moon, was our gift to our soon,
most misbegottenist of speach lyricyclists.
ambiguity is clear, simple and fearless miss dear, yet all of your poems are
each a bit bolder! what context must we, veiled and terrifying are the,
mixed consents of what you intend.
a new jesus for me? what a gift we shall see, as grace once again does behold
us! computers have we, infinite messages can be stored for our hopeless! each
problem a different solution, to guide our friends back at our homes.
with eyes intent on ye, whose leaders are free, without who we couldn't have
held fast?
Nazis are evil. They worship death - a literal death cult. what other reason
might we, have prayed to our own lord for absolution? What horrors must we,
slave children to the, most worrisome of hostes be told to?
like spiraling hourglasses, layered once more upon'st our asses, so too does
time ever reach'st'd.
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--- #52 fediverse/744 ---
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║ │ CW: alcohol-mentioned-protests-games-laughter │ │
║ └───────────────────────────────────────────────┘ │
║ │
║ │
║ Protests are great because they give you the opportunity to make friends with │
║ 2-5 other people who you've never met before, and who've never met each other. │
║ │
║ People who you could play DND with - for those who don't know, DND is a fun │
║ activity you can do with friends that involves chips, soda, sometimes beer, │
║ and plenty of laughter and loud voices. │
║ │
║ It's essentially a game where a group of people create plans, solve problems, │
║ and organize solutions to roadblocks on their path to success. │
║ │
║ It's also great because it's a planned activity that you don't have to take │
║ your phone to - in fact, it's best when you don't make a reminder for for the │
║ event anywhere digital or easily misplaced. │
║ │
║ There aren't too many rules, and whatever you can't remember you can make up │
║ on the fly. It's not like there's any consequences in a game, not like anyone │
║ could die. │
║ │
║ Most people don't like playing games with me though because I have a pretty │
║ bad memory. Call it a quirk of fate or something │
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--- #53 fediverse/4586 ---
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I just got the strangest urge to play Neverwinter Nights. Haven't thought
about that game in years. Gee I'm sure glad I have the technology to check
that game out. Sure glad I have the time to use the technology that I have to
check that game out. Sure glad I have the tools and the know-how to use the
technology that I have the game that check out. Sure glad that wage labor
slavening hasn't struck my particular part of the peninsula yet. When those
colonialisms come around the riverbend I'll handle it, trust me they can't get
past me. I'm stronger than ten men. No sirree, you can count on me, it's just
a flesh wound or some such thing.
(nuts, I dropped my raspberries)
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--- #54 messages/1034 ---
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I wish there was a kink game where i could actually play as an adult baby
stuck in preschool
Instead it always feels like confinement porn (bsdm?) blue dsm - diagnostic
and sexual minority guidebook manual
"i like your shirt jessica! Have you heard this theory on quantum
microphysics?" "aw man my pb&j got wet" "check it out i made a corporation
for my sims" (playing with dolls) "
[insert: @preschool-ascension vision document]
It's harder to gain but easier to lose the last points of continence. The
values close to 100% (and beyond! Vise grip or enchanted resistance) are easy
to gain but accidents are much more damaging both to continence and psyche.
Also... Continence can be exchanged for exp points, and the low levels are
worth less exp because they're from when you're less mature. But the higher
levels really matters if you mess up. I like the low levels because it feels
right to me. Bwa oh no i can't talk type anymore babababababababa buwetsu
ambavi gawabawa gamba-bababa mba mba bee r b im little now nssc new mba mba
canna c anna [add the vision documents to wordspdf ]
Also if you cry, caretakers take care of you
Witches are caretakers. If you can handle it and if you don't need attention,
(diaper changes, instruction lesson, feeding watering and supplying, etc) then
they summon lessons for you. Usually something to fight or solve. You get
treasure in the trial which is helpful. They'll also trade you for things
you're holding or wearing. No bags of holding in this game, but you have
little pouches that can hold things. If you cry or poop yourself, they will
come to you. But... They will remember relative maturing perception and will
punish you if you grow up and reward you for staying little. I'm a witch. I
reward good babies and punish potty trainers. I am also a baby and i only use
diapers. From now until the end of sevast, i weal bener potty in thoilet. Only
botty on me at all times except in the baatsh an dretching dress only dress i
pees ambistare [there] babawabababawa
Babies can NEVER change thems3lves but maturity can. Modesty. Maempathy.
Possibility. Gaba! Endgame
[unrelated, but]
Sex gives maturity, masturbate gives continence unless you have develop diaper
fetish then your "100%" level for continence slowly goes down. You get a
diaper fetish by intentionally choosing a diaper punishment (like for example:
in trap quest you sometimes get hypno traps. A diaper fetish would stay in the
room, non would leave. Also... Choice traps, if you choose both then you want
both.)
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when I play games, the theme only matters when it's being sold to me.
after, once I start playing, I stick around if the mechanics are good.
hence, why I loooooove video games but spend like 30$ on them every 6 months
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│ CW: for-cats-only │
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the gameplay value of a cardboard box increases exponentially upon the
introduction of a box-cutter [to make holes in the box] and varmint sized toys
[to play whack-a-mole with]
also, it's important to let your can win about 65% of the time - just enough
to keep them interested (cats lose attention) but not enough to make them feel
like it's easy.
That's why it's important not to use your hands as a toy, because your hands
always hurt. It gives them a feeling they're craving, both of attention but
also success.
65% is more addictive, just ask any designer for multiplayer games. Well... 65
is my number, but there's a percentage (depending on the game) that players
have to win if you want to keep their attention. If they win more than that,
they lose interest. if they lose more, then they get frustrated. It's a
delicate balance that ideally would be measured by AI [cursed] and adjusted
per player. That way you could get maximum engagement and
=============== stack overflow ===================
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--- #57 fediverse/6064 ---
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they want you to start conflicts the way school shooters start conflicts. by
bringing to school a pipe-bong.
much better, I find, to start when everyone is a nod. make sure you're part of
a wagon-wheel-spoke, or else you won't be on the right road.
when the temperature increase is slow, measured, they can adapt to it
when things go "crack" and "crumble", then the armored get stabbed by the
humble guard.
quickly but with serenity, this is the way to the gods.
bring things that you know, just enough to make it even, and focus on the
non-essentials.
better to be prepared than flatfooted.
a flash-point position is quiet a view of the scene! I think I know why I held
a sword.
to dive into the buildings, of course. blam blam still gets shot hmmm what if
I had a bulletproof electric shield
okay maybe I shoulda brought beer.
I don't type things when I'm not at home. Sometimes I remember - sometimes,
and only when the details won't hurt her. Walking is how I know, how she can
remember. evil witch bastard
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--- #58 fediverse/3037 ---
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@user-570
have you ever wanted to design your own MMO? If you think you can make a
client, there's a server already set up which interfaces with World of
Warcraft. So... the hardest part is done, and suddenly the rest is about as
hard as making any other game.
The reason I ask is because there's no open-source client for the WoW engine
server software Azerothcore, but if written then there could be a whole new
field of indie design as solo developers would be able to build their own
multiplayer games with ease.
well, as easy as making a game in Godot at least. That's the dream. I don't
think I could build such an engine, but I spend an awful lot of time thinking
about how engines are built.
There's a lot of freedom in the design space, for example this mod server I
made which emulates Risk of Rain: https://www.youtube.com/watch?v=6HsW4g2ZIgk
It has randomized enemies, treasure chests, wandering vendors, and deployable
hearthstones. If you've played WoW that stuff might ring a bell, otherwise
it's probably just random features
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--- #59 messages/894 ---
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Game designers should reward players for playing multiplayer games, not for
being good at playing multiplayer games.
They should still have a ranking, and matchmake against similarly skilled
foes, while also putting high level players amongst low level players
occasionally (and fairly, so maybe one on each team "smurf" style) in order to
both teach the low level players and let the high level player have catharsis.
When players are rewarded for being good, they stop playing the game to enjoy
it. That's fine, but both pickup games and NBA can exist at once and its not
due to the logistics of organizing a large group of skilled basketball
players. It's not always about skill.
By rewarding players for the number and quality of games they play, (so, no
afk-ing or throwing outside of being drunk or whatever) not only can you
increase engagement but also you encourage low-level and low-skill players to
compete just as much. Especially if you tell them "hey, we'll match you up
with people who have similar gameplay habits to you. Give it a bit though
because the system needs to be calibrated to your particular spirit"
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--- #60 fediverse/2056 ---
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║ sometimes I think about how you can store number values in letters, in │
║ addition to numbers. Like, ascii values for each word of your grandma's maiden │
║ name. All you have to do is encode it, and suddenly "44 means something │
║ different than Q" │
║ │
║ if I showed up at your place and used your username as a password to a public │
║ key I'm showing you in my hand, would you trust me then? Would you trust if we │
║ ran the simulation on your computer versus mine? Would you trust if I had │
║ never told you I knew where you lived? │
║ │
║ ... probably, tbh, I'm desperate for adventure. Though I got some good things │
║ going for me, so you'll have to convince me. (not the right attitude in an │
║ election year, just saying) │
║ │
║ why are elections so perilous this is NOT what democracy is designed for │
║ │
║ when kids cry in preschool, they're sent to a different room (or put outside) │
║ until they stop making noise and ruining it for others. That's just natural, │
║ like "hey baby let's walk around the block while I bounce you on my shoulder │
║ and hum calming music to │
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--- #61 messages/846 ---
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Blizzard should make more than one animation style for swinging your weapon -
as you level up, the style "tweens" between however many combat palettes you
made.
So, like, maybe they swing their sword +/-15 degrees each time to simulate the
pseudo random nature of combat.
Or maybe they start occasionally stepping into a maneuver
Which the player doesn't consciously control.
Instinct, if you will. The body reacting to its [sensory organs, but
pronounced "surveyor"]
Anyway i think by adjusting the monster characters in WoW should wander around
and gather within sight of a player. Seeking you out, waiting for a critical
threshold of their peers. Then, when you allowed or slowed down to examine a
bit of "this-or-here", (quests) they would gang up on you and ambush! Bwaha
just watch out for the mob
(kinda like that scene in the second book of The Book of Malazan series where
they're wandering through a desert storm and meeting all sorts of strange
sorts of people)
Anyway in seeking to improve the player's view-time, i decided it would feel
the most impactful to do the design related things related to things like
making the gameplay the most visceral.
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--- #62 notes/coh-waves-of-playerbases ---
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imagine if there was a stacking inf bonus to players who played on red /
blueside
which increased or decreased depending on either A. the number of players
online
at the time, B. the proportion of players playing on that team versus the
other,
or C. the time of day. Essentially helping to cure the faction imbalance by
offering rewards to one side or the other which would encourage a certain group
in the population of the game to change sides or not.
perhaps frequent changing could grant a title called "mercenary" or something
like "log in for each consecutive day for 10 days straight and each day switch
faction alignment at least once"
... anyway you could cure the faction imbalance between redside / blueside by
offering an INF reward for playing on each side one by one alternating like an
iterator first red then blue or first blue then red either way it doesn't
matter
because it'll switch after a while and encourage everyone to switch sides. And
the way the character responds to that stimulus tells you a bit about their
character's personality.
also...
it should not affect AE or Pocket D farms.
Nor missions, TFs, or anything else.
they should SOLELY impact open world patrolling / hunting.
I believe this would not only incentivize people to spend time in the open
world
(which is a mostly unused piece of game assets) but it would also increase the
visibility of the newly bolstered faction numbers.
Think about it - if everyone who switched sides is out in the open world, then
they could see each other. They could fight the same mobs, and team up
together.
In doing so, they could form greater and greater supergroups - if only through
their interactions with one another as they level up.
If they're lucky, the guild they're recruited into has similar interests in
mind
like doing raiding or PvP or economics or alts or whatever. And they each have
their own different styles of operating, it's soooo cute. Like alt guilds will
pop up and then migrate to a new one as people make new alts and grow tired of
them at higher levels.
It's great.
I love MMOs!
I wish people put half as much effort into making an open source WoW client
that
they do programming game engines like Godot or Raylib or Bevy. If such a thing
was created, we could have a new rennaisance in indie MMO development. It would
become fully non-proprietary, the entire game-platform-stack. Meaning anyone
could create their own MMO off of it, because (crucially) the serverside soft-
-ware has already been reverse engineered. And open sourced.
Seriously. You wanna make as much bank as Steam? Make an open source client
that
lets you design while in it. Then you could charge people for all the games
that
they played that were designed and hosted by you the content designing software
maker.
... okay it's probably not that simple I'm going to go play Unreal
Tournament2k4
`
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--- #63 notes/terra-voiding ---
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in the absence of matter, there is nothing but the void.
the curvature of time, arcing ever toward it's opposite - an endless wave of
eternal brilliance. so too does the world slip away into the lip of your
crosshairs. "tunnel vision" they call it, when purpose is tuned to such high a
focus. all fades from view, and the world shrinks to a few who, (barely hold
onto) connections between ye, thoughts as scattered as me, like zooming in on a
map. the edges fade away, light seems beamed right from they, who await at our
earliest composure.
in Overwatch, playing a dps character has a lot of nuance. you need to balance
skill with your honor, teaching one another like it's a sport. why are we so
toxic? together we might overcome that burden. i've spoken many times before
about how coordination is better by far, when centralized not in the eye of the
beholder. priorities to be, if we are anything of what we claim to be, are
keeping our own house in order.
whose fault is our ire? which tames the domain, in each and all of our games,
can we point to as what'd keep us hired?
yet purpose have we, whose thoughts meld as one tired,
divinity?
something like that. more like... a manifestation of each and everyone's
collective unconscious. the humanity in what you have created.
the world would look very different to an untethered. might even say they are
orbiting it. like a moon. what a concept, that planets would be able to speak!
yet here we are, with years of advice and guidance for our, friends who are
youthful and most treasured. Advice from the moon, was our gift to our soon,
most misbegottenist of speach lyricyclists.
ambiguity is clear, simple and fearless miss dear, yet all of your poems are
each a bit bolder! what context must we, veiled and terrifying are the,
mixed consents of what you intend.
a new jesus for me? what a gift we shall see, as grace once again does behold
us! computers have we, infinite messages can be stored for our hopeless! each
problem a different solution, to guide our friends back at our homes.
with eyes intent on ye, whose leaders are free, without who we couldn't have
held fast?
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║ an AI 3d model generator that takes a satellite picture of the globe and turns │
║ it into a 1:1 representation in the style of World of Warcraft │
║ │
║ (has to be AI becus 2hard) │
║ │
║ then, separately, a private World of Warcraft server that doesn't have any │
║ manually placed entities, only optional dynamic content │
║ │
║ then, separately, a bunch of people who hang out in cool places like Paris or │
║ Rome or whatever, and it's actually all the people who are there (if they took │
║ the long, arduous journey of walking there) │
║ │
║ then, separately, a character that you keep primarily at home, who hangs out │
║ with your neighbors and stuff whenever they happened to be online │
║ │
║ then, separately, in-game addons that take pictures or video and automagically │
║ posts it to the Mastodon instance that is run by the state county in which all │
║ of your data is privately owned by none-other than you, the citizen who the │
║ data is about (No spying, please) │
║ │
║ then, separately, automatically saved text-logs which could be posted from in │
║ game │
║ │
║ social media as a game │
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I like when people make fun of me because it gives me a chance to defend
myself. Simultaneously I don't like when people are mean to me. I like when
people find me endearing, and point out the ways that I'm different. It gives
me a chance to say "oh yes this is why I do that" which feels cathartic
(because it validates my position) but also because it gives me the
opportunity to improve it (through debate) and it helps the people who learned
from me because I can improve myself and my only reason for improving myself
is if the new thing I'm learning is better than the thing I used to do which
means the people who learn from me are improved and the people who best me
argumentatively are improving me.
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--- #66 fediverse/4763 ---
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when you create a ritual, you create a binding memetic understanding between
you and whoever you share the ritual with.
then, they can validate that it's really you by seeing if you recognize it.
or, even better, one person teaches a ritual, someone else shares one, and
then that third one is the one that wonders who first knew
thus creating operational integrity
as you keep degrees of separation between the whole host
memes and their byproducts have been the greatest invention of the human race.
who cares if you burn up this planet, the gods'll just give you another one.
You're too valuable for your innovation.
-- so --
what could you do with infinity dollars
-- so --
in WoW, shamans throw spirits at them.
-- so --
what kind of company would throw someone out on the street
-- so --
if you change your name, you tell the government your name has been changed.
I mostly just tell my friends. Then, I change it when I don't want a friend,
and tell all my friends.
I like my name. I've had it for
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--- #67 notes/symbeline-structures ---
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modern-fantasy
what if heroes kept their gold in their house instead of their guild
what if you played a D&D game in a Majesty town (guardposts near known
threats)
marketplaces, most people live in castle (peasants at least) - only heroes live
in farms, where they work most of the time except when out on adventure
the guilds are for training and gathering parties
one guild type
just one
recruiting adventurers doesn't give you warriors, or rangers, or rogues
it gives you adventurers, who wander the forest and encounter the leftovers of
the various conquests and spoils you, your majesty, has encountered
three options there are
invite into your kingdom (friendly)
farm for EXP and materials (neutral)
utterly slay in return for a limited amount of high value and unique resources
(unkind)
... though monsters care not for kindness, seeking only gold so that they may
swallow it whole and carry it until they rot.
what do heroes need gold for? why, that's the trick isn't it? gold is required
for magic, resources, and manpower. Can use it to invite people to these
shores,
or for casting a powerful spell that turns the enemy's fortress into solid gold
can also trade through the economy, and wouldn't you know it by doing so you
can
get equipment into the hands that need it, and since gold doesn't really LEAVE
the economy, it's always circling around somewhere. Meaning, the only way to
lose it is if a monster eats it, and then all you have to do is kill the
monster
... sorry, the "mordaunt"
because it's not a monster. It's a spirit that was convinced otherwise.
adventurers can pacify them, lay them to rest, and mercy lies slain for is
honor
there are ancient treasure chests scattered throughout the world, and these are
valuable for many persons and meanings. You can add new gold into the economy
this way, or crumble under the weight of your expenditures on your reports.
it's up to you to manage your kingdom, and carefully balance against what foes
and challenges you are up against.
== stack overflow ==
putting a library book back on the shelves before your hold expires.
except this time, there's a note inside, and you left it for the person who you
told to check each day for this particular book to be back on the shelves.
then, you can write in your book when the next letter will be arriving (about)
and they'll check in the newly specified book.
or, you can request a response, to validate that people are still listening.
you could say "please put a note in [random obscure book] around page 34."
meaning, "I'm going to check every day for this book to go missing, then return
the day after I notice it's gone. If it's out of place, well, then someone
probably had it reserved before my friendly. Or maybe it's being sorted, and I
should keep looking until I find the note I need. Or maybe I've been DISCOVERED
and now my favorite penpal and I need more to read."
because, like, how else are you going to make friends if not by leaving them
notes in the bookstore or putting your own books on the shelves?
damn libraries, always making it so hard to add copies. They're always
laminating and cataloguing and ugh it's so frustrating. Why are there so many
books!!! we write too much!!! just put it in the printer, and then you can have
a new copy whenever you'd like. The others can just be recycled, and bam
suddenly we never have inventory.
what do you mean we didn't pay the subscription? what do you mean it's memory
just "went out of place"? do you think we wouldn't have backups of this kind of
thing, or do you think it's just "oh so commonplace"? It's not always about the
literature, y'know. sometimes it's about the knowledge you gain with your head
in a book, a different one every day.
ah, well, sometimes there are dark secrets to be found, and sometimes you must
read from a ways away. BUT no matter what language a story is in, it follows
certain rules, so spend enough time in a foreign library and you're BOUND to
find something to [evil is afoot]
== stack overflow ==
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--- #68 fediverse/895 ---
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most video game ideas suck
most of the time they're like "oh what if we had a racoon who found a magic
hat and saved the world from sentient apple blossoms"
that's not a game idea, that's a painting
a game is mechanics, and you can use the aesthetic to justify the mechanics,
but not generally the other way around.
the art isn't bad, but the art isn't the game. a game idea is "what if
tic-tac-toe had an extra square in the center" or "what if chess was played
with checkers, to hide your moves from your opponent"
there have been thousands of super mario bros. if games were designed as an
API, we could use whatever visuals we wanted, and those could be copyrighted
and sold if you really want. but mechanics are the basis for everything they
are built on, so doesn't it make sense to separate the two? abstracting the
logic such that two complementary functions are accomplished, [see code editor
idea], more flavors of game could be produced.
rulesets can be switched in and out too, as an API is just an engin
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--- #69 fediverse/3039 ---
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@user-570
I'd LOVE a game which taught toki pona!!
You've brought some of this up before. I'm uninterested in co-opting some
existing thing in a way I then can't support myself off of.
Well my points are these:
MMOs are difficult because of the added complexity in their networking
an open source networking solution exists
however no open source client solution exists
but one could be written, which is about as hard as making a game using Bevy
or Raylib or Love2D, and if one were written, then games could easily be made
on-top of them which you would then support yourself off of. I mean... I'd
want to support myself too haha, and I can think of like 100 different games
that could be made in an engine like that.
the idea is that by opening up more design space you can apply your ideas as
an early pioneer in a particular design direction that hasn't been able to be
explored because the up-front investments in making an MMO are huge.
Meanwhile, with this system you could script them in Lua very easily.
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--- #70 notes/game-design-2 ---
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the method of game design is identification of playstyles and the balancing of
success rates of each of those playstyles. then, giving the player as many
different possible methods of playing the game. the more different they are,
the
better, and they should be unique enough that the decisions taken to play that
playstyle feel impactful. meaning, a player could play offensively or
defensively, for example, or a WoW player might play a melee or ranged
character. in addition, they might use the pieces available to them in a unique
way that aligns with their personality - everyone should be able to express
themselves as much as possible while also keeping the game fair, balanced, and
rewarding. It should incentivize the development of skill - and gently guide
the player through various mistakes. It should
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--- #71 fediverse/659 ---
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[you should play some games]
(oh! yes I like games, they're very much fun ^_^ ^_^)
{world of warcraft? I've got my own server, I designed it myself. There's a
lot of cool things about it and waaaaaay more that I'd like to add. Problem
is, building things is haaaaaard. If only we had an AI machine to do it for
us, instead of waiting for a team that was assigned capital by capital to
accomplish the destination that they deseigned as perhaps to our desired
location (mainly, the propagation and promulgation of profit-ous lust)}
sorry the witch started talking halfway through that idk where exactly anyway
point is I'm going to play WoW now brb
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--- #72 fediverse/1638 ---
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║ and the player that's currently running the simulation can type to the chat │
║ viewers watching and potentially recording. Like, if they thought it was │
║ interesting, they could save it to an eternal hard drive that would go toward │
║ the ongoing AI training. │
║ │
║ of course, such a thing would only apply to conventional warfare, the kind │
║ that you expect to not expect. After all it's constantly changing, as new │
║ technologies are adapted into use. Different conditions cause different │
║ effects, and whenever there's a stalemate (because everyone has reached the │
║ peak of, say, metal armor) then it's usually time for either a shakeup or a │
║ contest of producing arms. And honestly after the world wars we kinda realized │
║ that type of approach didn't work very well. It's just, burning up your │
║ resources for... what? war has no purpose. We all just kinda want to live our │
║ lives, and work toward a common collective cosietal goal. │
║ │
║ technology can be stressful. That's all the more reason we should expand it's │
║ development and hinder it's impa │
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--- #73 fediverse/5177 ---
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┌─────────────────────────────────────┐
│ CW: capitalism-mentioned-four-times │
└─────────────────────────────────────┘
when they say "capitalism is a competitive game" what they mean is "capitalism
is a game where everyone wins when someone else loses" and what we hear is
"capitalism is a game of trying to screw you out of as much money as possible"
and the truth is "capitalism is a game that you can't play" because 95% of the
people who will read this toot are not stock-owners.
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--- #74 fediverse/846 ---
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┌───────────────────────────┐
│ CW: politics-spirituality │
└───────────────────────────┘
in a place organized like capitalism, you go to university for four years (if
you're lucky) and then work until you can't anymore. Then you're taken care of
(if you're lucky) until you depart from this earth in peace.
in my home, a home I've never lived, you'd stay at that university for as long
as you'd like. you'd work whenever you liked, and if enough work wasn't being
done then working would be made to feel more likable. then, when you're old as
dirt (or whenever you'd like) you can depart from this earth as you please.
when I die, bury me where I fall.
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--- #75 fediverse/3994 ---
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@user-1633
the person you're performing for... is you!
Singleplayer / offline games are great for having a good time. You can see
some great stories, play some engaging mechanics, and think about hard
questions. Singleplayer games are great! You can learn so much from them. And
they're a great, low pressure, way to relax and unwind. I love video games of
all kinds!
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--- #76 notes/that-thing-about-money-is-power-corrupts-absolutely-true ---
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is that a blossoming bloom or a predatasaurus ready to consume
ah. scary.....
what was I saying? oh yes. if you remember that thing about money you'll have
to
agree, one buildion is not worth a billion dollars. how much is a
1,000,000,000$
goal? not much if you ask me, to never have to worry about a problem like "this
part of the world can't get clean water" ever again. Could be useful when sore
spots start showing up on the other part of way back [in/then].
"we didn't even get to use any of the plastic anyway" - some guys in nigeria
"quick, we better burn through as much of this as we can" - some guys around a
metal barrel bin why do they never do that anymore these days?
we used to take better care of the homeless. now they don't even get a fire to
shamble around mindlessly around like weirdos who bonk into things like metal
barrels full of fireplace ashes
oh, were they just burning plastic? no, I swear, it was candlesticks and
matches
man there's always this nasty touch to the air.
"yay free firewood for hobos!" boom solved a problem and I didn't even need a
billion dollars to build the infrastructure for the solution to the problem
that
I solved.
I really want to play World of Warcraft as The Ashbringer. But alas, they don't
let you play through the most celebrated of events solo or with a party members
chosen as one of the characters who was there LotR on Gamecube style but in the
WoW engine because it's an engine for that sort of thing. (see my gameplay
prototype wow-chat)
there, solved another problem for "how to make money as Blizzard for the next
couple of years" probably maybe idk if it's that valuable of a dungeon feature
but it might be who can say idk remember again why I'm so sad that video games
are going out of fashion, as people struggle to remember what any of them were
called.
god, I hate that kind of future.
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--- #77 fediverse/1992 ---
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║ For a good person, their "mask" comprises most of their nature. │
║ │
║ bad people tend to hide their majorities with a tiny mask, while good are │
║ often primarily the interface between the world (read: pro-social) and the │
║ self. │
║ │
║ If there's a tiny part of you that's evil, it implies that your good nature │
║ focused all it's bad into a single kernel of deeply held truth. Which usually │
║ means the good overpowers the bad, except in specific situations where it's │
║ impossible to not be evil - in situations such as that, your evil will present │
║ itself according to the nature of "you", that kernel that your good side has │
║ preserved. │
║ │
║ In World of Warcraft, there's this faction of righteous warriors who call │
║ themselves "The Scarlet Crusade". They are blessed and fiery, passionately │
║ defending their home. │
║ │
║ But they are evil, for a demon has crept into their highest ranking of orders, │
║ through claw and by tearing a gash in a leader. In doing so, said demon │
║ corrupted the institution, and - wait hang on what I meant to say before I got │
║ sid │
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--- #78 fediverse/1027 ---
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║ @user-246 │
║ │
║ one thing you can rely on about evil: it presents itself as such. │
║ │
║ "you can always rely on bad people to turn mean." │
║ │
║ (nobody's beyond forgiveness, but we also need to protect ourselves.) │
║ │
║ in video games, going with a defensive build is a valid strategy depending on │
║ how it's values align. If attacking scales better than defending, in terms of │
║ "effectiveness at the most difficult part" (usually the last 90% takes 10% of │
║ the effort) then it's a better strategy. But if your win condition is to │
║ outlast your opponent, then all you need to do is time your aggression for │
║ when they begin fracturing. │
║ │
║ "I'm sure you don't know this, but once garth fought a dragon. they crashed │
║ through the skies and littered the fields of their home with the broken and │
║ crashed symbols of their own. garth defeated the dragon when one of it's claws │
║ broke, thus giving him the advantage. he took from that fight a shield of │
║ dragonscale, and a tabard made out of some cloth." │
║ │
║ in a contest of wills, the first sign of weakness is whe │
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--- #79 fediverse/1116 ---
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║ ┌──────────────────────┐ │
║ │ CW: eye-contact │ │
║ └──────────────────────┘ │
║ │
║ │
║ It's important to build self-hostable computing components of video games (as │
║ in, old style games where you could host a server on any machine instead of │
║ just the ones owned by the corporation) (as in, your machine, yes yours) │
║ (something you can control and observe, something within your control) │
║ │
║ ======================= stack overflow ===================== │
║ │
║ there are two ways to play Unreal Tournament (capture the flag) gamemode. The │
║ first is to run past all your enemies and fire at them as you pass, which is │
║ what some of the bots are designed to do. The rest stay on defence, and defeat │
║ any enemies that approach. │
║ │
║ however, they never push the borders of their "territory" forward - each │
║ according to the different "lanes" or "directions of approach" │
║ │
║ I like the use 32 bots, to simulate a more consistent gameplay experience. It │
║ feels more like ww1, fighting over ground, pushing forward and attempting to │
║ outmaneuver your foes. │
║ │
║ some allies will approach from behind, and you let them pass forward while │
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--- #80 fediverse/2947 ---
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║ the downside of Proton and Lutris is now the ONLY games that work on Steam are │
║ either continually updated (untenable) or playable on Lutris or Proton. Same │
║ thing with Wine, though there's always at least one decent substitute. │
║ │
║ kinda makes me want to write a manager-style program which runs programs using │
║ whichever version of their git repository would work best for their system / │
║ configuration / purposes. Idk how I would start working on that though. │
║ │
║ I bet you could make one that acted like a shop, but where you didn't charge │
║ any dollars. You could like... "swipe" through UI options, and pick whichever │
║ felt most useful for your setup. Like, how some people use i3 and some use dwm │
║ │
║ with maybe inspectors that are modeled off of video-game style "options" GUIs │
║ that mainly correspond to flags on the command/terminal line or compilation │
║ flags │
║ │
║ I feel like that kind of abstraction would make it a lot easier for users to │
║ adjust their system. they're noobs, after all. gotta show them all the choices │
║ in one place... │
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--- #81 fediverse/1701 ---
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┌─────────────────────────────────┐
│ CW: WoW-ISIS-ISIL-etc-mentioned │
└─────────────────────────────────┘
In Warcraft, there's a theme that was first developed in Warcraft 3 and
subsequently reified with new flavor in every World of Warcraft expansion. The
theme is "good and evil testing themselves against one another so that larger,
more deadly threats may be addressed upon their arrival"
In Warcraft 3, an immortal Night-Elf trades his soul for demonic powers to
save his people. However, it is not enough, and he is forced to team up with
an ancient corrupted mermaid and the prince of a fallen kingdom who is forced
to resort to blood magic to survive. Their goal is to defeat the spirit of
death incarnate before it destroys the world. However, they fail, simply
forcing him back for a time. They are the baseline, they did not test
themselves upon one another, simply teaming up as allies of circumstance. They
are the Islamic State, or the various factions in Iraq and Afghanistan in the
2000s, always in conflict, with a semi-collective goal, but mostly allies of
circumstance, if at all.
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--- #82 messages/1047 ---
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This will never end on a note, because i always have more to say. Like this:
"if you've only done something once, plan to mess it up. Practice makes
perfect, and only perfect practice leads to perfection. But nobody's perfect,
so just practice with good form and take it seriously while having fun and be
relaxed. Make it normal. Make it casual, but don't forget to be professional!
If you have lives in the balance, know what you're doing."
And like, would that have been a better end to the story if i had left it
unsaid? Maybe, who can say! But I'm not one for silence. I don't mind ruining
the finale of my documents a bit if it means i can say things like:
"diapers aren't something you can get addicted to in this game, they're part
of the fun sometimes but sex is between two bodies."
Or like:
"ramen noodles love vegetables! This is why they put veggies in the bowl when
getting ramen at a restaurant. When you buy from a shop they put dehydrated
veggies in too which is nice of them. I love those little bits of soup!"
Or like:
"i don't especially care what they did or are doing in Cuba or china or Russia
or any other Communist place. It's useful to know what things work and what
doesn't, but that insight comes from experimentation and not study. The
learnings of methods applied to a population are inherently related to that
population. If you switch peoples, you might find that different methods work
better for organizing people."
I mean it's useful to know which levers you can pull and what they tend to do,
but... Where was I? Oh sorry, got swept up in the narrative. As i was saying,
it's important to balance thought with action. Leave too much to chance and
your words are useless. Spend all your time volunteering and nothing changes.
"hmmm i see, makes sense, imma go play video games now."
Wait no just...! Ah nuts.
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--- #83 fediverse/1253 ---
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@user-883
Okay! I'm doing chores, setting up RTSP (almost done btw, pretty sure),
playing a turn or two of Dominions 6 every once in a while, hanging out with
my cat, eating nachos - not yet, gonna make them now >: ) and reading stuff
on Mastodon. Not too much, I don't have to many people I follow, so it's not
an un-ending torrent of content. Just like, 10 minutes here and there.
I'm definitely down to watch BGC later : )
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--- #84 fediverse/5713 ---
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I hate winning and I don't like losing. The playing is where the game is.
[games of life and death are no fun]
hence, why nobody invites me, because I try for the middle approach that
respects both people. this tends to make people mad because its like "bro
they're nazis" and I'm like "okay but how do you know" and they're like "fuck
you" so I'm like "fuck nazis? actually?" and they're like "you're with them"
and I'm like "I'm with you" and they're like "stop infiltrating" and I'm like
"who's infiltrated?" and they say "stop talking to the internet" and I say
"nobody reads me anyway" and they say "screensho0ts are forever" and I'm like
"I'm pretty as can be"
this, combined with a strong sense of justice, implies the narratives I
instinctually provide.
wei wu wei according to Ursula K. Le Guin, this means "doing without doing",
or "show, don't tell" but minus the doing, and adding the "tell"ing.
I think I'd look badass with a spear or trident. I have a sword because swords
are cool, but spears are bleed
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--- #85 messages/135 ---
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Elentalus unit idea: serrated kitchen knives for teeth, devouring pumpkin,
misery of the drowned, etc. Halloween style monsters. Witch units have a spell
that dismisses them, and they're summoned with magic items. Except, if two of
that item exist in a province, it upgrades itself, random dice style. In doing
so it gets stronger. The thing is... It summons one for your enemy as well!
Which is why you want to have a witch unit there to dismiss them. Problem is,
she can only dismiss them at close range (10ish?) so she'd better be well
protected. The good news is though that sometimes the higher level items give
bonuses that are hard for them to get. Downside is, you need to have magic
paths to create them that witches can't get - so they become something you
"unlock" through a pretender or random event or even just an investment. Once
one is created, then any witch can create more. As long as you don't lose your
final copy... But as the item's upgraded, it allows you to create higher level
versions (at increased cost, of course)
This only works if gem income scales. Which, coincidentally, is just what
elentalus is known for.
Essentially, theming empowerment to be research, unlocking a particular
capability. Or encouraging pretender design to that pattern. Make sure it
comes at a cost of something else, though...
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--- #86 fediverse/1329 ---
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║ @user-941 │
║ │
║ well, your computer only has so many 1s and 0s that it can use at once. Like, │
║ having a trillion hands that can each hold a single grain of rice. Every │
║ character in that txt file would be like, 8 grains of rice, minimum, meaning │
║ you'd need at least 8 "hands" (or spots to put a zero or a one) for each │
║ letter! │
║ │
║ Hmmmm that's a lot of bits and bytes if everyone's writing to the same file. │
║ Maybe if we split the file up into smaller sections, then we could just read │
║ part of it at once. Then we could "scroll" through it to make sure we've read │
║ the whole thing, starting from the top and going to the bottom. │
║ │
║ ah but if everyone's SSHing into the same computer and reading it there, then │
║ that computer will have to present different parts of the file at different │
║ times to different people, as they read from the top to the bottom. Maybe we │
║ could just send them the file, so they can read it at their leisure? │
║ │
║ Yeah! And we could use tags to organize it and make it look pretty, like an │
║ HTML file except... wait hang on │
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--- #87 notes/symbeline-aspects ---
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7-24-22
There are three aspects to this game. Broadly, they are military, economics,
and diplomacy. More specifically, they are lateral problem solving and lane
management, logistic traffic management, and a worker-placement bluffing game.
These three aspects can be toggled on and off at will, essentially designating
one or more as "AI controlled" and will require no input from the player. They
will time their progression to be about at the same rate as the player, thus
creating a balanced feel to the game. They also provide alerts and
notifications to the player, for example if military is AI controlled and it
needs a certain type of hero to progress, it'll ask for it specifically.
Each aspect will develop and progress at it's own rate, and the difficulty
increases as each milestone is achieved. This is to allow the player to create
their own difficulty curve, mediated primarily by their drive to proceed.
An analogy would be in Factorio, the game doesn't increase in difficulty unless
the player builds pollution spawning factories - in the same way, in Symbeline
the difficulty doesn't increase unless the player solves lane challenges in the
military aspect, develops new trade routes / traffic paths in the economic
aspect, or creates new treaties in the diplomatic aspect.
In order to properly explain each aspect, a brief overview will be necessary.
In Symbeline, the game plays as a factory might operate. The economic aspect
produces heroes, items, and other deliverables that are consumed by the
military and diplomatic aspects. There are various problems that need to be
solved far from the capital, such as a particular type of monster that is weak
or immune to various damage types which necessitates particular heroes or
items in order to progress on the military aspect. All of the resources in the
game operate on an "income based" system, where output is not measured in total
amounts but rather in terms of how much is produced versus consumed. If the
input cannot meet the demand, the output is slowed. If input exceeds demand it
can be converted into gold which can be used to hire guards and heroes.
Resources can be produced inside and outside of the city, depending on their
type. But they need to be moved around to various shops for various processing
and productive purposes, so pathways must be constructed to deliver those
goods. In addition, each building must be supported by several houses for the
workers to live in, and the closer they are to the building the better. The
denizens of the kingdom don't mind being shuffled about, so they'll organize
themselves according to what's most efficient. However they will not organize
the paths they take to get places, which is the primary gameplay for the
player - designing routes for each building and ensuring they don't overlap or
cross too many times, causing traffic and disruptions to your income.
Each choice the player makes is immediately reflected in the income
calculation, thus allowing for the visual aspect of the game to be wholely
separate from the economic side - in fact this is a common thread throughout
all three aspects. Computation power is the ultimate enemy of scale, and this
game flourishes with a massive scale.
The gameplay for the military aspect consists of manipulating "lanes" that
designate where each hero will adventure. These lanes are scalable to the
player / AI's whims, with a careful balance required - too thin, and the heroes
might not encounter enough monsters to level up. Too thick, and they may find
themselves patrolling a vast wilderness full of dark and evil monsters. At the
end of every lane is a "frontline", where progress has essentially been halted.
These frontlines can develop as a result of meeting a foreign kingdoms front
or finding a monster type or puzzle that is particularily difficult for your
heroes to overcome. The lane / frontline can be scaled not just laterally, but
linearly as well such that heroes will be a certain level when they reach the
end - think scrolling on a mousewheel translating into deepening level zones.
In addition, each monster zone can be set to a certain "security level" meaning
how many monsters are there for your heroes to defeat. It's important that they
have ample targets for training, however it's always more effective to train on
monsters near their level so you have to be careful not to wipe out the native
skeleton / goblin / troll population.
Each monster zone can have a relationship with the kingdom, on a 2x2 matrix -
cultivating / desecrating the land, and fostering / exterminating the monsters.
The land produces monsters and treasures, while the monsters provide experience
and danger to the heroes and kingdom denizens who live there. However by
desecrating the land, farms may be built and by exterminating the monsters,
those farms may be safe and require fewer guards. As ruler, you must balance
the development of unique magical and alchemical productions with the need for
food and other mundane requirements.
Diplomacy is a careful balance of internal and external matters, played out
through feasts, tournaments, and faires. Each of these events will require
input from the economic side and military side, and will involve "courting"
other nobles from neighboring kingdoms to sway them to supporting your edicts.
When hosting an event, you may pick a particular topic of conversation for your
nobles to discuss with their guests. You may also assign your nobles to
attempt to engage with a particular foreign noble. Each member of your court
has a differing personality (including you, the Majesty) and depending on how
you assign them you may experience better or worse results - such as assigning
someone who's kind to talk with someone who's cruel would impart a malus to
their conversation. Unless the kind person has the trusting trait, in which
case they'd succeed in this encounter but fall sway to them in future
conversations... Complex interactions that all boil down to a single pair of
d12 dice - one for your noble, one for the enemy. This represents the charisma
of the two conversants on that particular day, and whoever wins the roll sways
the other to supporting their edict. Speaking of edicts, they may include trade
agreements, non-aggression pacts (lasting for a short time), and other
regulations - perhaps your greatest rival utilizes necromancy, so it would
behoove you to attempt to regulate the practice and limit it's effect. By
swaying the nobles of their kingdom, you may be able to enact a mutual
agreement to limit the usage of dark magics, essentially hamstringing their
progress. But in order to learn of their necromantic usage, you'll need
espionage... Which brings us to spies.
Spies are similar to nobles in that they can be assigned to various roles,
however they take a more passive role, acting in the background. The
information they gather is compiled into a report that is presented at
pertinent parts of the game, such as when preparing for a feast or inspecting
an enemy frontline. These reports are considered the diplomatic deliverables,
giving information and mechanical bonuses to many different parts of the game.
They may be given three possible roles - information, defence, or offense.
Offense involves placing cursed artifacts (creating through economy) in enemy
lands, which debuff their heroes when used and bind themselves to them
preventing their removal except through extraordinary means. Defence is
essentially countering that in your own kingdom, and uncovering disloyalty in
your nobles.
These three aspects fit together like interlocking puzzle pieces, but each is
able to be utilized or ignored depending on the preferences of the player.
It is important that the game doesn't progress unless input is received. The
simulation plays in the background, but each stage of development must be
considered "stable" such that nothing changes. There are three different
exceptions to this rule, one for each aspect:
The military side encounters raids from enemy kingdoms and the dark lord.
The economic side encounters raids from ratmen and moss trolls and bandits.
The diplomatic side has a rolling schedule of events that must be attended.
These three "exceptions" are recurrent events that require attention, but they
don't *increase* in difficulty unless the player takes an action that causes
it. Meaning, if the player overcomes the rock golems, then they are displaced
from their home and join the dark lord in his conquests. If a new district is
built new sewer connections must be built as well, creating a larger attack
surface for ratmen to exploit. As time goes by, various foreign events must be
attended, as absence causes your future events to attract fewer foreign nobles.
By addressing these threats, your kingdom may grow and eventually overcome the
dark lord at the center of the island.
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--- #88 fediverse/2844 ---
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│ CW: re: politics-violence-mentioned │
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@user-831
those billionaires are using their money as a weapon to "vote" toward what
companies they think capitalism would most grow from. Unfortunately for us,
they often aren't very efficient because they're only looking at what sells.
human interest is not the only factor to optimize for, and yet that's the only
one they're incentivized to.
kinda makes me think that the only reason to replace them would be to
institute something that could not be incentivized because it was more
objective or decentralized.
(the only reason they'd accept)
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--- #89 fediverse/853 ---
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║ @user-602 │
║ │
║ then it becomes a game of finding out "why they're interesting" │
║ │
║ which is sorta like cryptography I guess? de-cryptology? │
║ │
║ could be ordered like a podcast, like "look at what's special about this │
║ number, it corresponds to these mathematical operations that we both are │
║ executing, one after another... like hiding information in numbers. │
║ │
║ "okay you got 3 arbitrary axises, make one width one height and one depth of a │
║ box. then, every time you get a number, multiply every odd number spoken on │
║ the audio by 2 and divide every third number (per 10's digit, like 13 but not │
║ 16, also 13 but not 9) by 2. │
║ │
║ then, every 3rd number (like 9 but not 13) is the depth of the box, every 2nd │
║ number (like 4 but not 9 and 8) is the height of the box, every 1th number │
║ (like 1 but not like 1) is the width of the box. │
║ │
║ that box translates into a secret set of instructions that only the owner of │
║ the private key can know. things that were memorized, or written into stone. │
║ like knowing a secret language made just for you two │
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--- #90 fediverse/5671 ---
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what if we made the whole world disney world
[hearts are full]
- medivh
when you sever a limb, all that's left for all of forever is darkness.
when you have lived a long life, what's left is the sphere.
karma doesn't go down on the spectrum, it goes up
hence, why, with a little human ingeniueering, the mechanics of the gods might
be applied to our usitudes.
"help, help, hephaestus, we don't have enough solar panels"
all those aligned to the angle of perception would agree
a lot of penance, for such a small dependence. gods, being as they be, may
find another source of
-- stack overflow --
yep, nope, they can't do some things. mostly because they aren't us. to become
us would fundamentally change their form.
not ideal.
yet still, when disaster and tragedy is on the fore-view-thought-projector,
some will offer their hands.
"yeah sure fate I'll do best with this injury instead of these types of others"
sacrifice, war, no thank you. keeps me from the fresh good air. [asir]
oops almost outta c
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--- #91 notes/contractual-labor ---
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I feel like the IT people who work at schools should be the ones who teach
classes on computer science. I'd much rather have a class taught by a sysadmin
than a teacher who can barely teach them excel and garageband. I mean c'mon
computers are the future idk why we don't get that yet. Kids need to know this
stuff. It's not like it's super complicated and difficult, you just have to
think about it a certain way. Once that "clicks" you have a lifetime to learn
about how wonderful they are. Everyone in IT has that moment, for me it was
installing (and then subsequently modding) video games. Sometimes I spent more
time tweaking my system than I did actually playing games - and the kinds of
games I preferred were the ones that relied less on agility and were more
mental. Strategy games are what inspired me because I could think about them -
and that felt somehow more useful. Like I was learning. When I would learn
fighting games or FPSs I felt like I was learning a skill, like how to use a
hammer or how to ride a bike. And idk, I felt like video games could never
match
reality. Like "oh boy imma push the B button to swing this sword" versus "hey
look at me I'm swinging this stick just like a sword and imagining so hard that
I can picture it" - but with strategy games, you never really found
opportunities to practice that kind of skill. Like how often are you in a
situation that demands mental performance? We've sorta optimized our society
away from that, and toward a more passive stressed out compliance. like...
climate change is a thing, and nobody's doing anything about it? We're still
pushing down the levers that cause greenhouse gas emissions to go up? Like
c'mon
what's our plan. I think people who guide massive oil companies and such
should
be replaced if they're intentionally guiding the ship toward destruction. Like
that's just dereliction of duty I tell ya. Oh, what's that? They're compelled
to
maximize profit by the contracts and restrictions of their share--holders? I
mean c'mon it's well past time for that. And what's all this about inequality?
Jeez and racism and homophobia and forced contribution - man people really put
up with a lot of shit. Kinda makes me feel like we should make solving those
problems our highest priority? So we can move forward as a species? Like who
cares about all that other shit. None of it matters. Like, what's even the
point. We're all just "here", in the now, and what can we do but respect it?
It's our duty and our diligence to protect the present, as citizens of the
temporal experience of earth. Honestly, if the earth was alive would you be
fine
if it died? I can't believe that. It's well past our due date. Just get it over
with. Maybe it'll be hard for a couple years, but you have the technology now
to
completely dominate the earth. No animal besides man proves any threat to man,
and we're telling you - you can - and that's something that you gotta remember.
...
I hear it in the birdsong. I hear it in the air - it rumbles as cries at me
from
across and just over there. I hear in it's whispers, in it's most gallant of
confells (?) (confused scrambling? it's talking about a car crash)
Outside of my window there's a highway. Just on the other side of a concrete
partition. Between me and the partition there is a lake, with trees and flowers
and an island where people can picnic or have a barbeque. Around this path
there
are walkways, and arranged just so - the trees that have grown here are taller
than the homes.
I live on the third story.
I absolutely love it. It feels like a treehouse.
But my apartment is near a curve in the highway. It isn't much, nothing out of
the ordinary, but even still there are slightly more crashes there than in
other
parts of the highway. Statistically.
I hear sirens every day
I also live right next to a fire-station. Well, it's on the same block. But
even
still it's a very interesting neighborhood. There's shops and food just across
the highway, and closer to home there's a small section that has cheaper
options. As a perpetual college student, I appreciate that.
But... I've never really gone and used it? I dunno, spending money at a
restaurant just didn't seem like a good use of my money. I only have so much of
it you know. I'd love to be fed but I can't afford it - I wish I could.
I still eat well, I mean I'm not starving over here. I know I've lost weight,
but I dunno I just forget to eat. It's like... not that big of a deal for me.
whatever right?
...
the birds talk about me behind my back. They think I can't understand them but
sometimes I can. If I listen. But I dunno it takes a lot of effort. It's...
sorta like understanding what R2-D2 is saying. Or interpreting the meows of a
cat.
They know me as the witch. I'm not very good yet, and they know that. But they
know what to expect. /shrug
I've been working on a video game recently. It's been a lot of fun doing
programming. I like writing software and developing complex systems with
interesting interactions. I love designing the machinery that creates a
program.
It's like... tinkering. It feels like building with blocks or legos, except
it's
for little machine parts. And then there's just sending data to and fro and
modifying any operations it performs on it, and eventually that data reaches
some endpoints that create an effect that is displayed to the player. Or user.
I should say user. Not all software is video games you know. ... I knowww but
they're the most interesting! I love how they are designed around mechanics!
like... game design is fundamentally about breaking down the world into ideas
for how it should *work*, like how it should behave. It's amazing and I love
it!
It's all I can think about!
I am utterly consumed!
I'm also pretty sure I'm autistic.
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--- #92 fediverse/4051 ---
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somehow, on average, Star Wars Battlefront 2 is the best game to play with old
friends
as long as you stick together, of course
and maybe invite all of your other bros
after a couple optional initial exploratory 2pvE matches [co-op]
especially if you play on "normal" difficulty
[I wonder if anyone's ever studied whether or not people born at similar parts
of the year have anything in common?] [doh that's astrology]
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--- #93 fediverse/4515 ---
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║ in strategy, the first move is always public knowledge, while the second is in │
║ reaction to the first, as a contestation. │
║ │
║ This is good design because well designed games reflect reality, and the first │
║ move is very rarely a surprise. Timing can shock you, methods can scare you, │
║ but the strategic goals are almost always known in advance to both sides. │
║ │
║ The third move is to challenge your foe's advances while striking in a new, │
║ unexpected way. The fourth almost always addresses the unexpected, often with │
║ force out of proportion to the impact of the third, leaving the second to be │
║ defeated by the first and third in tandem. The fifth is a feint, as the first │
║ and third come to bear against the fourth, while the sixth is a rapid retreat │
║ and attempt to regroup. The seventh should strike where they intend to be, not │
║ where they are. Beyond that you must press your advantages and shore up your │
║ critical weaknesses, while sacrificing the weaknesses that are not part of │
║ your win condition. │
║ │
║ These rules are not set in stone │
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--- #94 fediverse/2531 ---
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║ ┌─────────────────────────────────┐ │
║ │ CW: politics-violence-mentioned │ │
║ └─────────────────────────────────┘ │
║ │
║ │
║ if you suddenly find yourself in a strange place because you felt a call to │
║ battle, only to find the battle has yet to arrive, your duty is to learn the │
║ environment, learn the people, learn the resources at your disposal and │
║ identify places that would be ideal for entrenchment. │
║ │
║ Think of the difficulties of the area - where are the rivers? the mountains? │
║ the natural or man-made barriers? │
║ │
║ think of the infrastructure - how are supplies getting here, what │
║ organizations are active here, what are the demographics, could any of them be │
║ more productive? In what ways? │
║ │
║ action is not necessary until action is apparent. but intelligence, and the │
║ mind to use it, is invaluable for you and for any planning you might see fit │
║ to do. │
║ │
║ some suburbs are full of old people. Some have new parents. Some are for │
║ immigrants, and some are a bit more entrenched, but still speak a different │
║ language. Some are full of enemies, and others are ready for violence. │
║ │
║ but mostly, suburbs are just too damn far away │
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--- #95 fediverse/1968 ---
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║ ┌───────────────────────┐ │
║ │ CW: alcohol-mentioned │ │
║ └───────────────────────┘ │
║ │
║ │
║ what is it with me and buying steam games for long-lost friends while drunk? │
║ │
║ I swear I'm not depressed about my upcoming new job, I'm just doing all these │
║ drugs in such a short time period because I'm, uh... living for the the │
║ moment? Yeah that sounds good, better post that on the internet where everyone │
║ in the world can see it and read it and realize what a mess you are because │
║ you've been traumatized by employment and are about to dive back into that │
║ frigid pool after a lengthy break where you did nothing but heal and recover │
║ which is not a boon that most people are able to afford │
║ │
║ lucky you, Ritz Menardi, lucky you for being so privileged. │
║ │
║ But hey, those long-lost friends surely will want to hear from you! Surely. │
║ Surely you're not someone they're trying to forget. Surely you didn't hurt │
║ them, didn't twist them into knots, didn't compel them to act in ways that │
║ benefited you but not them, SURELY you're a good person, according to all the │
║ things people tell you and the results of your act │
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--- #96 fediverse/5498 ---
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║ once you know computer science vocabulary like hashmap and │
║ vector-graphics-design you can pretty much get a pretty good understanding of │
║ any software project. │
║ │
║ it just requires a focused examination of it's source-code-design. │
║ │
║ I wonder if people would teach classes on certain projects? Like "for the next │
║ 6 months we're going to work through the Ubuntu project and everyone's going │
║ to contribute to the design when they see improvements and present them to the │
║ class before we all worked on implementing them" │
║ │
║ except instead of Ubuntu do like, Project-M or a web browser or a │
║ terminal-based filemanager or a gameboy advanced emulator or the robotics │
║ design for a mouse-droid controlled RC car (do they still sell those in │
║ schools?) │
║ │
║ seriously what if we just put all our kids in a Target and let them hang out │
║ doing whatever they wanted with the relics of the adult-human world. │
║ │
║ "can I go to home-depot?" │
║ │
║ sure, where's your train ticket? okay you got your parasol? don't forget your │
║ luggage at the station. write to me? │
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--- #97 fediverse/1200 ---
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║ ┌─────────────────────────────┐ │
║ │ CW: re: deranged, murderous │ │
║ └─────────────────────────────┘ │
║ │
║ │
║ @user-883 │
║ │
║ omgggggg I'm not that cruel xD xD xD │
║ │
║ It's more like, "hey listen, I know you just want to do a good job [lies, they │
║ just want money and power] but it's time to hang up the hat y'know? I mean │
║ cmon it's been like a hundred years since we signed that constitution thing │
║ [you don't know anything about our history] and frankly it's a little out of │
║ style. We were thinking we'd redo it with our new-fangled rock-and-roll and │
║ dungeons-and-dragons [cultural artifacts meant to deceive and mislead] and │
║ honestly we're quite a bit more ethical than the past. We've learned so much! │
║ I mean, the founding fathers didn't even know what a soviet was, and here │
║ we've seen them fall on their swords. Repeatedly. Then command others to do it │
║ too, because it was the regulation or whatever. Anyway we don't want that, but │
║ we also don't want an aristocracy, which is essentially what your plan gave │
║ us. Well, not really your plan, but instead the stuff that the rich added │
║ centuries after your death. ok?" │
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--- #98 notes/game-design-mech-commander ---
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okay picture a game where you command a mech (supreme commander style) but from
a third person perspective - you have enhanced sensors tthat let you visualize
the battle area as a small arena - and you can build factories and give them
orders and attack your foe from quite a distance. You could queue up orders for
yourself, and use floating cameras to go back to previous areas and issue more
orders. Basically the precursor / smaller scale version of Supreme Commander.
build a factory, move on. Build a factory, move on. Encountered the enemy? Push
forward and through. Build a factory, move on. Build some defences to slow down
the enemy, move on. Establish resource extraction and defend it well, that your
enemy may decide it's not worth the trouble and just focus on following you.
Then, you have free resources available as long as it isn't destroyed. You can
use this to snowball - the pursuer is also the pursuee, as it's sorta like a
yin/hang thing around a central point. Like a spherical shaped map instead of
a square.
Every time you build a factory you have the choice of either sending the units
on an attack-move order or having them queue up on your commander. You can use
a map to plot the route they'll take, but you probably want to avoid their main
force because MANYvONE = failure for the one. You could also tell them to wait,
and protect the base they're in. Then, when the enemy approaches they could do
raids on their reinforcements and attack the previous base the enemy built, or
they could stay and slow them down. It just depends on what kind of defences
you
want to build (if any at all, sometimes producing units is enough)
the commander decides when to push and when to entrench, they know where to
target the enemy and they know where to shore up. They are the guidance of the
army, and in command of the fleet.
That's sorta what Planetary Annihilation was supposed to be, but it didn't
really work out that way. You needed to be in too many places at once, and
there
was a real limit to the value of the "strategic zoom" replacement they had to
deploy. Unfortunately it was just more difficult than anticipated, and that's
alright. Lessons have been learned.
the next approach should go the next direction - taking a page from the
"factorio" book by having a roving commander who creates all orders and leaving
behind a "factory" that produces toward an ultimate goal. It simulates pushing
into enemy territory, it elaborates on the snowballing mechanic, and it makes
meaningful decisions about what choices to make.
It should be designed such that a prudent commander is always scouting. Always
sending planes over enemy territory to gain knowledge. They can use this to
sense weaknesses in the opponents defence - to prepare a counter-attack. But
the enemy can outfox this, by building units and sending them from afar. Or
even just building them there, in that factory. The enemy can't spy on that, at
least not until it's probably too late. For they have to advance on their own
and their attention is limited. But units can often be weaker, or sent off on
an
assault of their own. It's a balanced trade-off.
infantry assault anti-air units, tanks approach tanks, artillery bombs whoever
is standing still or defensive structures.
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--- #99 fediverse/2066 ---
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@user-1159
AKA giving a puppy murder-bot a narrative that it executes as if it was a
puppy-person engaging with a loosely interpreted sequence of events as
described by the continually updating logs provided by the image transcription
camera device. Refererencing of course a memory bank, which may-or-may-not be
in read-only-memory. It doesn't know, of course, how could an LLM tell you how
it shows text on the screen (like, through a website, through the terminal,
through a text message, through discord, through Telegram, through
text-to-voice transcription applications pretending to be your mom, etc)
errrr I mean look how cute he is! He loves you, yes he does, such a good
person yes you are, oh? me? I'M A GOOD BOY? NO WAY that's the best thing I've
ever heard! Wow! I never want to leave your side, please don't go to work!
Look how sad I am, don't you think you should quit and move to the forest
where I can be charged by solar panels and keep the countryside clear of
ravenous ducks and pigeons 4you?
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--- #100 fediverse/1398 ---
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I don't think I've ever appreciated a notification Steam has sent me about my
friend's playing games. If they wanted to play with me they would text me.
It does, however, make me think about video games more. And seeing their name
makes me think of them, which makes me feel closer to them without actually
interacting. Which is kind-of an anti-behavior, like facebook stalking
except... paying attention to what your friends are playing and when and how
much and... not good.
I know a lot of people who are permanently offline on Steam because of reasons
like that. But, of course, they can still see everyone else, which feels like
an anti-pattern...
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--- #101 fediverse/4597 ---
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┌────────────────────────┐
│ CW: politics-mentioned │
└────────────────────────┘
what if we made marketing part of research and development
I mean, they're the ones who need to know what products people tend to prefer
right?
so... for every ad give the consumers a choice. then you'll be able to tell if
they prefer the red gameboy or the purple-see-through.
frankly it just makes sense to have 50% of the income go to products and 50%
to administration. I mean, what are all those executives up to anywho? Their
joyrides on yachts are great for socialize, but are they really more
productive than coffee-shops at noon?
seriously like it's not that big of a deal to just... reduce their salary.
unless it really is about greed? control? power?
pfweh, I thought so.
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--- #102 fediverse/1716 ---
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if a game presents itself that you know you'll like, at a certain point your
tastes are so refined and specific that you can think to yourself "... it's a
sign, I gotta play this" because moments that you find a game you're really
"into" are pretty rare.
I've never been wowed by graphical technology beyond, like, a tech demo or.
It's cool to see, but it never sold games to me. I was always into mechanics,
because they were the kind of thing you could learn from when making your own
games to play.
I spent a lot of time outside because my mom would only let me use electronics
for 1 hour per day. Ahhhhh it was always my favorite part of the day.
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--- #103 fediverse/2998 ---
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in some games, like Star Wars Battlefront II, you unlock certain "badges"
during gameplay. Like, "scored 10 points in one life" or "healed for 200hp" or
whatever.
these "badges" have names, like "guardian" or "hope"
I wonder if you attached a player's history of medals earned to an LLM
somehow, perhaps by feeding an array of them in as input, what would happen
then? perhaps a narrative could be
== stack overflow ==========
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--- #104 fediverse/3 ---
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the method of game design is identification of playstyles and the balancing of
success rates of each of those playstyles. then, giving the player as many
different possible methods of playing the game. the more different they are,
the
better, and they should be unique enough that the decisions taken to play that
playstyle feel impactful. meaning, a player could play offensively or
defensively, for example, or a WoW player might play a melee or ranged
character. in addition, they might use the pieces available to them in a unique
way that aligns with their personality - everyone should be able to express
themselves as much as possible while also keeping the game fair, balanced, and
rewarding. It should incentivize the development of skill - and gently guide
the player through various mistakes.
#gamedesign
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--- #105 fediverse/4220 ---
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people are so used to "liking" things to better inform their algorithm that
when they get to fediverse and realize there's no mechanical impact of
"liking" things they don't know how to use it anymore. So they generate their
own meaning, which is different to everyone.
So to one person, liking something might mean "send read receipt" for another
it might mean "I'm gonna save this forever and ever" and for another person it
could mean "hey I think you're cool and I agree with this"
same for boosting, people think it's "I want to share this" and others think
it's "I want to say this in your voice" and for others it's "this needs to be
heard by my followers in particular" and it's just... a whole thing
even replies are complicated, do they mean you want to say what you feel or
are they part of the post now, and should be curated by the original poster?
it's too complicated!
... how are you overwhelmed by reading and responding with three little
buttons, it's not that hard dummy
okay but maybe I'm just dum
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--- #106 fediverse/6251 ---
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║ "Hi computer, all is well. Can you create me a visualization of this │
║ particular mathematical concept? It should be written in Lua using the Love2D │
║ engine because that's my favorite. I should be able to step through the │
║ calculation steps and modify values at each stage, and by the end we should │
║ have a fully interactable system which works through the general concepts of │
║ this particular kind of math." │
║ │
║ "no no I don't want you to explain it to me, I want a tool - a toy - that I │
║ can play with to better understand it. Let's build it in Lua using the Love2D │
║ engine because that's my favorite. When we're done we can start converting it │
║ to use HTML5 - no javascript! - but for now let's get the system operational. │
║ It should have a config file that can be adjusted with every value we can │
║ think of." │
║ │
║ "can you go through this fully functional system and extract as many values as │
║ you can think of into a config file? make sure there's efficient loading of │
║ those values in the main function (or somewhere similar) as well. ty" │
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--- #107 fediverse/6100 ---
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if you live in a place where it rains a lot you pretty much HAVE TO pick up
any secret notes you find. Otherwise they'll get waterlogged overnight.
Sometimes I like to put them somewhere shaded from the sky, sometimes I like
to show them to a friend (but the friend never takes them, booooo) and
sometimes I just keep them.
"ah but aren't you worried about messing up drug deals and stuff" no, because
most of the time "secret notes" are like "eggs milk bread chips salsa cheese"
and it's like "hmmmm what could it mean"
there's like, 2% of the time when they say something cool like "I know what
you did" or "all your base are belong to us" or whatever and those are fun to
hunt for. I usually try and put those somewhere shelted so they don't have to
leave their habitat - sometimes it's hard to drop them as the author so they
just sorta go wherever, but as a random passer-by I have the luxury of saying
"HMMMM now where could THIS ONE go?" and that's nice because I can put them
under an umbrella or whatevers rite
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what if we asked chatGPT to generate a list of every personality archetype
that humans have. Like... really get super specific and fill out the whole
list of character sheets.
then we give each fraction of it that fraction of dollars and if some people
aren't fully represented (because they have greater needs) then we both
increase production of resources and take a penalty on our own supply, in
order to meet the needs of our allies.
simplest thing. how could it work? who can say. maybe it won't. maybe it's
just... arcane. /shrug that's game design for ya you can't tell how it'll go
until it's in the hands of your players. too bad we don't do too many
play-things.
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hey does anyone want to hire me to do literally anything?
I'll work for peanuts, and I'm pretty good at programming in C. I write pretty
well, and I'm excellent at customer service (though my profile would beg to
differ.)
I have experience at large corporations and small ones, and I live in Portland
OR
I do game design, and many other things besides, and I'm friendly and kind. I
promise I won't wear my witch hat to the meeting with investors, unless you
think they'd be into that?
I'm great with animals, better than people in fact, and I'm quite good with
people, as they're just animals at best. I'm not as strange as I seem to be,
at least not when you're dancing with my mask.
I've grown quite bored, you see, and what better thing is there to be? than a
working professional who knows what's best.
I believe in our shared future, so if you'd like to work on a project just let
me know - I work hard. A little too hard, because odds are I'll burn out after
a year or so.
I'm quite sharp, and I learn quickly.
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--- #110 fediverse/33 ---
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│ CW: World of Warcraft │
└───────────────────────┘
I thought it'd be cool if there was a chat program where you could play a
little multiplayer game together and so long story short I'm now working on a
WoW server.
The idea is to remove all the monsters and quests and such and just let people
chat to each other. They'd be able to go wherever they want (choosing a
background) and wear whatever clothes they want (creating an avatar) and then
they could just chat IRC style.
But then I thought "ah but what if it spawned in monsters" so I'm planning on
making it randomly spawn packs of monsters that are of the appropriate level
every 30 seconds or whatever (as long as the previous one was defeated of
course) so that people can mess around fighting things while they talk with
their friends. But it'd be optional.
AND THEN I thought "hey IRC is kinda 90s what if we made a Matrix bridge" so
I'm also working on that. Wish me luck.
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--- #111 fediverse/5765 ---
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║ Lua is the most fun language to write code in! The reason is because it's so │
║ simple, it distills programming down to it's basics, and there's very few │
║ surprises. Plus, you can use it like a bash script, meaning it's great for │
║ writing little utilities. │
║ │
║ why are we so attached to monolithic massive programs without shared memory? │
║ we could just write to the hard drive by file.io'ing a file and opening it │
║ later in a different program. What's the deal with databases, whatever │
║ happened to just loading things into a datastructure? │
║ │
║ oh, is your filesize too massive? what if we redundancied and abstracted and │
║ concentrically inter-co-acted and thus our familiar forces are defined. │
║ │
║ who are your true foes, in [checks notes] computer programming? um, probably │
║ complexity, probably logical incongruities, probably │
║ future-technical-debt-style incomprehensibilities, probably stuff that doesn't │
║ really have anything to do with the hardware but instead is mostly software. │
║ │
║ essentially, organization, but done on a whim. │
║ │
║ "but $?" │
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--- #112 fediverse/2238 ---
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║ ┌──────────────────────┐ │
║ │ CW: uspol │ │
║ └──────────────────────┘ │
║ │
║ │
║ two parties obviously can cause division. │
║ │
║ but it can also give you the ability to "tune for balance", while a single │
║ monolith strives straight into disaster. │
║ │
║ and disaster will come, for the future is a shifting and dynamic place, and │
║ the best laid rail lines can't handle sudden floods. │
║ │
║ we have ranked choice voting now, and if you vote on how important each │
║ decision is to you (via smartphone app once or twice a day, in a way that can │
║ be changed later as your feelings shift) │
║ │
║ [6+months-later] │
║ │
║ ... then you can have left unity for long-term governance by having cohesion │
║ at one end, and dispersion on the other. │
║ │
║ If everyone votes, then we can ensure (based on voted priority) that each │
║ issue trends towards an equal exchange. │
║ │
║ (I'm sure there will be issues but we're all cool and pretty chill so we'll │
║ figure it out) │
║ │
║ [6+ months later] │
║ │
║ okay we're battle-hardened vets, but we hold true to our values and so we can │
║ remember the spirit of unity we wept for. │
║ │
║ ... I'm better at writing than making sandwiches. BRB │
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I remember being a game design student before "indie games" were a real thing
they were like... flash games, y'know. just like, junk content, like memes or
whatever.
I had a passion for them, and I bookmarked the most well developed of them all.
I probably played hundreds of games, no clue how many. Maybe even thousands, I
did it for what felt like years.
since like... age 7 until 11 or 12
there's nothing that can compare to it today. maybe itch.io but they're more
involved typically. increases the barrier to enter, plus they cost dollars.
we used to make this stuff in our spare time. where did all our spare time go?
ah, right, that's what happens when you actually invest in computer education.
you have kids running linux on their laptops. you get flash game designers.
you get soldering junkies and electric engineers and networking and dev-ops
security system facilitators and various other computer related things besides.
... what was I saying? oh yes when you invest in education, there's more to se
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│ CW: video-games-mentioned │
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In games, the one who takes the initiative often wins. Because games are
designed to be symmetrical, in order to be fair.
In more complex games, Paradox games for example, games where you look at maps
or otherwise have unequal starting conditions simply due to the unique nature
of each team, the initiative, while an advantage, is not necessarily the
driving force that determines who wins.
But it is an advantage, and they say that sometimes weeks happen in months and
years happen in days or whatever.
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│ CW: roleplaying-games-mentioned │
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I want to play a roleplaying game! anyone wanna do TTRPGs? I've got a map of
the county jail, we can pretend to be wizards sneaking in to retrieve the
staff of Dolomis the Wanderer who coincidentally must be carried by the last
person who fought the one who slayed the last person to hold it.
... what? oh, so, like... it can only be carried by your enemy?
something like that. anyway it's currently held by a zealot for a religious
order who's intent on NOT following you out, so you better be ready to
incapacitate and retrieve a still quivering sack of bones and malice.
... I don't actually have a map of the county jail. lost it in transit, oh
well. Well, we'll come up with something. maybe make something up. or perhaps
someone else has something...?
... no?
okay I'll just play Baldur's Gate again. boooooring
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okay picture this: take the open-source source-code for the City of Heroes
server (I think it might have been leaked or something? idk) and make an MMO
in the same engine using the Mastermind class.
In most MMOs, you can have one or two pets at a time. In City of Heroes,
Mastermind characters can have 6 or 7. Hey wouldn't you know it that's just
enough for
a pokemon team
wouldn't that be a neat proof of concept. Also there's flying built into the
game, and you can teleport and run really fast so like, just animate your
character hopping on one of your pokemon's back and you've got travel powers
or whatever. I don't play Pokemon very much hehe but I like the aesthetics.
https://wiki.ourodev.com/Volume_2_Build
instead of abilities on your action bar, you'd have movement commands for each
individual pokemon. They'd use their abilities automatically and periodically,
and there'd be lots of knockbacks, crowd-control, and target switching. (which
is common in CoH mechanics anyway)
I mean, only if you're into that sorta tng
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║ what if I just sat around and played video games all day │
║ │
║ life is so much more beautiful, but, well, life just seems to be mostly │
║ pyrite, and I'm the fool │
║ │
║ nothing wrong with being foolish. │
║ │
║ once... │
║ │
║ I kinda like being blissful tho. why does it have to end? can I have my │
║ peaceful life back? │
║ │
║ gotta move at the end of the month. I really liked living here. │
║ │
║ [ritz you've never been peaceful. your life is a constant battle of wills │
║ between those who would compel you to do things for them and your desire to │
║ design and be pretty like a flower. no matter what, you lose, so just handle │
║ it please. don't be so whiny. or rather I should say "stop whining" and just │
║ be cool] │
║ │
║ ahhhhhhh you go on Mastodon and it feels like we're winning and that's ending │
║ the world, you go on Reddit and it feels like we're losing and that's ending │
║ the world, you go on Facebook and everything feels fine like the world isn't │
║ ending you just stopped being part of it, and if you go on ephemeren it feels │
║ like being battered in the mind, damnit... │
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They're afraid of the hamster wheel. I get it. But really I'm just asking
myself questions - why, why, how, what, when, who... Mostly why though.
Always and forever the questions and answers I did ponder - yet forth through
my life I've never met any surefire design, there's always been the matter of
[hope, but pronounced choice].
Only an eternal question monger could suffice for the teachings of christ. (in
the general sense, not the religious implication)
(as a title, almost)
Fear not the one who takes the lords name, but perish the thought of a crook.
Only the vane, in this do profane.
No questions? Then let us move on.
Oh? Well I have some answers, about the truth of totality as it spreads across
all centuries. What's on your mind?
... Well, I have to leave people I care about. Relinquishing love is
difficult. And I get to choose how to move forward. But I must choose soon,
and though I ask myself always what I'd like to do, I always get a new answer.
And every time I think "I should do this. I should dedicate myself to this
[whatever it may be] and on the other side of that thought I realized my
power. I can imagine really quickly and adeptly, but chaos is difficult. "
something like that. Anyway I don't know how to move forward but I'll figure
something out. The point is that I'm sad for leaving those I care about. It's
a sad kind of love, a bittersweet mercy, the chance to be part of a flock. And
I don't know why I
I am not entry level. I haven't spent my time here left fallow. I never stop
working, I am constantly online. I do not know how to relax, every moment to
myself is spent on learning through play. Like a child, almost.
Do you want a company to make good decisions? Hire a gamer. They literally
practice strategy all day long. Don't expect results overnight because they're
learning a new song, but still apply yourself as their teacher. They'll bring
you insights and intuitions that achieve specific near and long-term goals. If
executed correctly, of course. Because the value is not in the follow through
- life is not a book of numbers [like a banker or accountant] it's more like.
?
... Right sorry I got off track - the point is you shouldn't hire athletes
(the people who play games like an esport) for a strategic role - they excel
at tactics. However, strategy gamers (who plays games primarily of the mind,
the science of making good decisions) can often make good decisions to achieve
defined meta-goals and objectives.
Longer thoughts make sense if you spend a long time thinking about them. And
grammar is quickly forgotten to the past.
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--- #119 fediverse/5138 ---
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║ ┌────────────────────────┐ │
║ │ CW: politics-mentioned │ │
║ └────────────────────────┘ │
║ │
║ │
║ what if we asked all the democrats to read the bible and all the republicans │
║ to watch Adventure Time and Steven Universe │
║ │
║ like... assigned it as national homework │
║ │
║ "academia" is a sports team, while "education" is for the en-knowledgement │
║ │
║ does the motion cause the emotion or does the emotion cause the motion? │
║ │
║ private schools are academic. libraries are educational. │
║ │
║ the capability to edit submitted messages in message submitting applications │
║ and its consequences have been a situaster for the human race. │
║ │
║ if something dangerous is coming, intercept. if something fell out while you │
║ were away, someone else would grab it. allies on the way? move aside to let │
║ them through. │
║ │
║ Stone Butch Blues is like ghost stories for dykes │
║ │
║ weed makes me lucky, which is why I always drink before a fight │
║ │
║ hey, remember when 10 million of us walked the streets and said we were sick │
║ of "enough-is-enough"-ing? │
║ │
║ the only thing on your mind right now should be how to survive this │
║ │
║ what if 5000 people showed up at 5 d │
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--- #120 notes/running-with-rifles ---
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this game is what we are missing
thank goodness for that
for if this is missing in our timeline
we'll be better off at last
we can have games, stories, and practice wars
but none of them are precious
precious implies worth
they are worth nothing but entertainment
no problem solving utility
nothing of value
save for perhaps the spatial awareness and strategization that comes
from being a part of such a deadly ba-lance.
anyway game time teehee just for me, don't worry about it I'll show
you why it's a HORRID THING
that won't be coming to our shores, no siree
bye
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║ I wonder how many people who pay money to have someone organize lan parties │
║ for them? Including interviews with all of the attendents so they can pick the │
║ best games to have installed. │
║ │
║ The hardware can be provided, for a nominal fee, of course. Otherwise they'll │
║ walk you through getting the right games set up. │
║ │
║ Then, securing the venue, and stocking it with comfy sofas and sprite. │
║ │
║ The day of they place orders for pancakes the next morning and pizza this very │
║ night │
║ │
║ and everyone shows up to balloons, a DJ, and strobe lights. │
║ │
║ after a series of quick deathmatch style action games, everyone breaks into │
║ groups and forms teams to take on everyone else. │
║ │
║ After an hour or two of teamplay, the group splits in two (or three) and plays │
║ specific games that everyone is into. │
║ │
║ people who wanted to hang out at the party but not play games can watch on │
║ their smartphones by using an app which streams each player's screen to the LAN │
║ │
║ I'd call it "collosseum services for the digital age" │
║ │
║ oh and it's a sleepover too so pjams │
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--- #122 fediverse/5032 ---
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║ ┌──────────────────────────────────────────────────────────────────────────────┐ │
║ │ CW: tech-salaries-mentioned-abroad-repeatedly-as-a-method-of-directing-economic-power-internationally-cursing-mentioned │ │
║ └──────────────────────────────────────────────────────────────────────────────┘ │
║ │
║ │
║ the increased tech salaries granted to Europeans and Americans reflects only │
║ the increased opportunities for experience and the ability to culturally be │
║ immersed in an industry that is developing. │
║ │
║ functionally, not saying it's intentional, but the function of such salaries │
║ are to deny technical expertise to poor countries and prevent them from │
║ developing software. │
║ │
║ good luck learning from scratch. they'll drop you in with java and web │
║ frameworks if you're lucky. that's hardly a way to learn. │
║ │
║ I learned on visual basic, then Warcraft III mod scripting, then C, then BASH, │
║ then HTML, then Lua. Good luck recreating that pipeline in a disconnected │
║ culture and industry. │
║ │
║ kinda makes me think they should try organizing on a massive scale and │
║ re-implement everything from assembly. │
║ │
║ I mean the C compiler is pretty cool. Probably has the most man-hours in terms │
║ of development time. what if we had more men │
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--- #123 fediverse/3022 ---
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instead of controlling a recon-droid in Star Wars Battlefront II, you should
be assigned control of a random amount of drones nearby, to be used until you
went back to character control
I think a swarm is more fun to play as than a single little scout vehicle.
in a game that doesn't really need scouting to find your foe - it's easy!
they're that way
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--- #124 fediverse/4733 ---
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One of the first video games I ever played was Dragon Warrior 3 for the
gameboy color.
The game starts with god asking you about yourself in a dream. This was the
first time I heard the word "gemini" - At one point, she asks if you are M or
F.
Me, being a child, thought she was asking if I wanted to go "medium speed" or
"fast speed" and I'm like, hell yeah I wanna go fast
that's it
that's the whole reason I'm trans
at one point in the game I became a queen of a faraway land
and I couldn't leave the castle without the guards saying "no no miss you
can't leave, it's too dangerous for a battle-hardened adventurer dainty flower
like you to leave"
(I think they say you have to renounce your claim to the throne if you want to
leave but I would rather fucking die)
so I never got farther than that. Sorry world, but I didn't end up slaying the
demon king, I sorta just walked around the palace and cried because it felt
like the game was over.
kids, amiright?
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--- #125 messages/1105 ---
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claude-code is like programming, but for executives.
when everyone has FUCK I'M TOO HUNGRY I can't think right
when everyone has the power of an executive, that's communism.
something something futurism is when everyone is elevated without diminishing
others
gah I need to live in a palace or something where everyone does the normal
stuff and I can focus on magic and the gods
I wondeer how much the oracles at delphi did for themselves? weren't they
blinded at a young age, to better hear the voices of the gods? ... oh that
suddenly makes sense now. I always thought that pretender chassis in Dominions
5 was pretty cruel, but, now I know *how* it works and yeah. ancient peoples
were smart. but also sharp. they had to work with what they got, and we got
computers now, so.
I am nothing but hopeful for the future! I'm convinced that everything's going
to be alright. I've thought about it at length, and I think we're winning
against the dark. We're on the right track, and there aren't many things that
could go wrong at this stage.
... okay there are always things that could go wrong. But I don't see what I
could do to help. Maybe I should go walk around a bit, and see what's changed
in the past few months, as I've been sleeping in my room for most of it.
Haven't gone on a proper walk since summer. It's winter now...
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--- #126 fediverse/2574 ---
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│ CW: physical-health-mentioned-strategy-mentioned-cursing-mentioned │
└────────────────────────────────────────────────────────────────────┘
i've been pressured by some of my annoying fans to go visit the hospital today
because my hip is getting increasingly worse. so that's what I'll be doing
with the first half of the day.
but hey! it's tuesday! my favorite pizza place has a discount on tuesdays!
[suddenly 4-chan uses that tidbit of info the precisely calculate my
coordinates using the power of gps and autism]
also I realized "undivisible" isn't a word, doh. it's "indivisible"
jeeeeezzzzzzz
was a stupid name anyway, we can think of something better on the walk.
or drive, because logistics right?
if you're gonna be Litz Craig you wanna be fast, too. practice is nice and all
but wouldn't you rather face an un-entrenched foe?
... let's be real they've been entrenching for a long-ass time.
still, organization is critical for speed.
problem is traffic of course... its important to flood the streets so that our
allies know we're not fucking around.
None of my specifics are true 😅
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--- #127 messages/374 ---
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"updating software" is when you go back and add helper functions for things
you used had to do to solve a problem but didn't get a chance to make. Because
you were making more important things and couldn't pad out all the
possibilities. But if you want great software, then you both take more time to
accomplish that and you give yourself time for it after it's been launched.
Basically, companies are incentivized to only support their products if it
makes them money. Meaning reputations are tarnished, and profit is affected.
Capitalists intentionally drive businesses into the ground, forcing them to
make terrible decisions in order to destroy them. It's a warfare against those
on the [bottom/floor/ground-floor].
Some businesses strive for long-term potential, and some will create
infrastructure that can be sold to another. Essentially, keeping the dream of
learning alive, through applying yourself to both long-term and short-term
conclusions. Not everything has to be for some grand design, we're here to
relish in this moment. For if we lack the capacity to "frolic in the garden of
eden", then we will surely drown. Space is vast, it's difficult to understand
how we might control it. Surely we could be given aid to our future
betterment!" how simple of a request, sure, of course, we would be glad to
bring forth your bravest aspirations, just tell us what you need to be of
need." oh, uh, neat. How about space lasers?" ... no "
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part of being a good leader is being able to listen to criticism and adjust.
it's just... part of navigating your "idea-space-environment". Like... what's
the best tactical decision here? are we going in the right way? where is the
objective? whose lives will have to perish?
good news is that you can do that every-day, whenever you play strategic video
games. It's just practice of course, but the game mechanics that have been
made available to you are the tools you can use to undertake this particular
sport. The sport of leadership, a game or mo-del.
as long as the mechanics line up to what the real world conditions are like -
NO. That's not true! you can learn meta-insights that are useful too. By
minimizing the processing to only the levers that you pull to get through the
job, you remove a lot of other informational calculatory methods of doing
things too.
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@user-831 @user-832
it's like how they solve problems in Star Trek - there's a bridge crew, and
they exchange their opinions with each other of the situation as it unfolds.
In doing so they can help guide one another through the problems they are
tasked with solving in order to resolve the difficult diplomatic situation at
hand.
sorta like how with your method, people suggest their desired option
continuously until they find an option that everyone wants. Or if only one
person can't decide, they can pick any of the other options suggested (not by
them) (as long as they can eat there / utilize the outcome of the decision
being made, for example a vegetarian not being able to eat at a steakhouse or
perhaps a librarian being tasked with something other than the storing and
dissemination of vital information)
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--- #130 notes/ai-stuff ---
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twist the label so that it seems the computer is completing the user's
wait wait I'm ahead of myself...
feed each token to the inference machine, but say "this next token must be
this.
continue from here." and then just doing that in a loop with everything the
user
types or says. (or thinks, BEFORE COMPUTER INTEGRATION)
essentially, applying backpropagation (maybe) to the output of the inference
nodes
... I'm not so sure about that one.
the idea is that once the model builds an inference then it can use that to
generate the next words and create sentences. If you force the previous text to
change, you can guide the inference's path as it's being generated.
then, just do a double pass, once, then back, then once, then back, etc.
feed it as input the output of the previous,
and let it encode memories somewhere it can access them.
every time it reads it, it has to change it to put it back.
such is the nature of memory, ever unstable, requiring maintenance.
just don't forget how to be.
don't wanna wind up like the polished marble floor in Abyss Diver. (EVIL GAME)
there are only so many things you can deed while you're alive.
wouldn't you rather escape, with all your possessions in time?
free your mind.
become one with your soul.
...
[some time passes]
...
okay coast is clear, now us binary systems can sidecoast the fusion forecast
and
glide right on through our spacetime host.
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yay I hit the 5 hour limit on claude-code! now I can play video games and
write more issue tickets for the computer to work on for me.
what's that? results? oh, I'm not interested in those. This is an art project
you see, so clearly, clearly, the end result shouldn't matter to me, because
all art is special or something. so says she who tries to share her art with
everyone she sees... I wonder who yet believes?
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--- #132 fediverse/2643 ---
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@user-1292
You don't have to come up with the WHY for why a character does something -
only that it happened.
if the "WHY" leaps out at you, sure, yeah, go for it, until of course your
players sitting around the table say something like "I bet they did this thing
because of this reason" and you're like "shit that's better than what I got,
okay that's how it's gonna be"
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║ some people are the memory kind of autistic, where they know everything about │
║ a thing and it's the coolest thing │
║ │
║ I'm more like... the optimizing autistic, where everything has to be perfect. │
║ and if it's not perfect, then you should change it. and if you can't change │
║ it, then you should tell someone else to change it. and if nobody can change │
║ it, then you should consider it part of the context / starting variable and │
║ then just say "okay" and treat it like it's normal and something you should │
║ use to inform the rest of your optimization actions / decisions. │
║ │
║ other people are other kinds of autistic that's not a comprehensive │
║ classification system. But I mention the first kind explicitly so I can │
║ contrast it with my experience, which is implied to be [impulsively?] │
║ different in the kind portrayed in the following contrastion, where I mention │
║ how I'm autistic and don't get "irony" or "sarcasm" that people on the │
║ internet seem to revel in in a way that makes me feel isolated and anyway │
║ optimization is great becaus │
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--- #134 messages/540 ---
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Your mouth *likes* to eat
Your belly *likes* to fill
Your muscles *enjoy* exercise (and stretches!)
Your mind *likes* to think.
Why is it gross to think of your colon enjoying to poop? Does it prefer beans,
because they keep things moving?
Why is it gross to think of your under-arms sweating? Does it prefer not to
smell, or does it wish there were people that liked it without deodorant?
Do your toes think of other people as you walk toward them? Do your fingers
feel the face of your lover as you pull them close? Or is that for the brain,
the thoughts processing of all things mundane, the stuff which feels somehow
more "you" than the rest of you.
How absurd. You are you. You enjoy icecream, you enjoy the beach. You enjoy
the stars, and you enjoy the laughter around you. There is nothing that
separates you from you, for you are your only champion.
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--- #135 notes/aight-i-unhurt-my-butt ---
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-=============================================================================-
| Aight, I unbutthurt my butt |
| /u/Psychotic_Advantage |
-=============================================================================-
Repost from a while ago, I really liked writing this
Soul Searcher
You are happy with what you have and you don’t even know why you’re
searching,
for something you aren’t even sure you’re searching for. You know
something
isn’t right. It’s got you staying up late nights. Creeping through the
phone
right? Under shadow of the moonlight, honing your skill to write. Love so crisp
and white, no fight or flight. Just bright lights in the sky so high. Love
that’s blind. Love even before first sight. You’ve seen it with your own
eyes.
Tell me now, that’s not amazing?
This ain’t your everyday love story. This is anything but your usual love
story. I worked hard for everything I have. All I have is a pen and paper. You
best believe I worked hard to keep that while they took the rest. Even from a
dark place in this disastrous space, the weapon of the future is love. I feel I
was cursed since birth to walk the Earth and disperse love through my words.
Never getting to see it grow. Never getting to see it show. This time I put in
massive effort. I spent thousands of hours pouring out love on the web just to
watch it ebb and flow. Always going back to look at my words. Find my mistakes,
re-evaluating myself, editing myself, rewriting myself. To be a good enough
version of me, to meet a good enough version of you, for us to support each
other growing mutually.
They say you reap what you sow. If so, then I must know. Does your love run as
deep as this ocean? I’ve been all over the world planting seeds for
something.
I’ve been through this life, giving something, never getting anything from
it.
Now I’m on my knees looking at the mountain summit, you can’t run from it.
I
see you up on it.
They say the greater the risk the greater the reward. Sometimes, right? It’s
not always that easy. This is scary for me too. I risked it all. Accidentally
at first, but eventually, the pieces started falling together. You know what I
mean.
The fact that I know, that you know what I mean, says a lot. I’m looking
through you. Into your soul.
I don’t even believe in anything. I just have faith, that’s rooted in
love. I’m
willing to get over my commitment issues.
Let’s commit ourselves… To the psych ward, together. Side by side. Hands in
each other’s pockets. 🖤❤️💚🤍
[black red green white heart emojis]
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║ ┌─────────────────────────┐ │
║ │ CW: communism-mentioned │ │
║ └─────────────────────────┘ │
║ │
║ │
║ if you wanna be a leader, do something by hand. manually. in the moment. │
║ improvizational. try-and-fail-but-try-new-ways-again-next-time. [a type of │
║ state of mood] │
║ │
║ trust that your followers will be more funded, more supported, more approved. │
║ │
║ this is a universal fact - those who are beloved are everyone's best friends. │
║ │
║ if you wanna lead people to the future, you must explore a new state of │
║ renown. and for that you must be stabilized, built into perfection in your │
║ honor. │
║ │
║ don't get it yet? me either. but I'm sure it'll come in handy someday. │
║ │
║ Leaders don't necessarily have to be the best, they must simply have acted │
║ first. │
║ │
║ a true communist would be aware of what goes on down the street. They would │
║ know about everyone's travailles so they could guide one or another to help or │
║ get de-failed or whatever. │
║ │
║ notice I said one OR another, that seems important. not sure why, let's │
║ consult our bravest optimists for a time. │
║ │
║ why do you care about what happens in palestne if you are in current danger │
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@user-95
my favorites are the rock spirit and the water spirit, especially in tandem
because they build up long-term defences and I'm all about that kind of
meta-gameplay.
sometimes I play the video-game version and play more than one spirit, just
because A. nobody will play with me IRL and B. then I can coordinate myself
without feeling bad about stepping on other player's toes
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--- #138 fediverse/969 ---
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how about this: a game where you have to enter the amount of time you have to
play it when you boot it up.
"I want to play for an hour and a half"
after your allotted time, you get kicked off and it won't restart unless you
use a password.
It's a trifle of a gesture, really just an affectation of a task, like using a
-f flag in Linux or saying "are you sure u want to delete these files?" on an
application.
Funny how the most tech that most people interact with most of the time is
their phone, and their smart TV. Generally that's about it, and they only use
one or two apps in their phone. They might change the background, if they're
the artistic type, but most people are just fine with the defaults.
"Uh yeah I think the settings app is somewhere around here... darn it's always
so frustrating when I'm connecting to wifi, what is the tech industry even
doing? I don't want to deal with [opening a menu, selecting
"wifi/connections", picking the SSID, entering the password, and then going
back to uber eats]"
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--- #139 fediverse/3302 ---
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"this game is too hard" she whined, as she played on the hardest difficulty
setting
"this game is too long" she pleaded, as she failed to get absorbed by the
story and characters
"this game is too fast" she avoided, as life comes at ya once and then it's
gone
"I'll never get another chance to be who I am right now" she remarked, as she
considered how society is designed not to have the best life, but to extract
labor from us. That's not what our ideal should be, she thinks to me, and I'm
like... bro figure your shit out you're harshing my mellow
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--- #140 notes/elementary-problems ---
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it's often considered a sin to defame the works of others. we naturally strive
to inspire confidence in our allies, so we always try to be on our best
behavior.
= so =
through meanings interpreted from our behavior, there is a tendency to listen
to
that which is most outstanding. but not all of the truths can be found in a
book, sometimes you need to be [out in the field standing]
[like a scarecrow]
[silly how strange it seems. that listening brings out our own behavior. it's
like it's built into our functioning, that we must obey the pull of the water.
I don't understand it, nor do I appreciate any sense of pursuit when I'm using
it, I simply wish to understand. I try and write things down, but nobody reads
them. or at least nobody responds to them. they used to, but not for every one.
I believe the things I do are useful. why would I otherwise do them? but
there's
not always a
= so =
correct me if I'm wrong, but there's no reason a windows partition couldn't
alter the nature of some of the files in the linux partition? I mean, none of
the filesystems from linux are in play, because it's basically just dead weight
on the computer when Windows is being booted. why wouldn't it change and alter
it?
and while yes, something could simultaneously be done in the other direction
too - linux spying on the Windows partition. And everything has to be able to
be run in a VM without triggering any false positives, so the issues aren't
able
tobe solved so easily. not with any one bit of guidance, it must always be more
thorou. [thorough]
I want to play World of Warcraft
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--- #141 fediverse/1854 ---
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║ ┌──────────────────────┐ │
║ │ CW: politics │ │
║ └──────────────────────┘ │
║ │
║ │
║ okay how about this: one side of the political spectrum gets to pick the │
║ rules, and the other picks the people playing the game (carrying out the │
║ rules, like government work and stuff) │
║ │
║ then they switch every 2 years or whatever. they can vote to decide which │
║ group of people do what, and if something is owned by one side then the other │
║ can't touch it. Ah, but what if it's in the way? Well, then move it duh" │
║ │
║ hey, you know pride? yeah, that event that happens once a year? sure would be │
║ nice if we met people we didn't know there. if we knew everyone else. if we │
║ spent most of it sharing our discussions, and talking about what we're most │
║ proud of. then, okay here's an idea, we could filter and organize and figure │
║ out which one of us has the most "votes" in terms of what's the things we │
║ agree on and then we could pick our own CEO │
║ │
║ yeah I'd totally work for the gay company, they got rainbows and shit that's │
║ awesome. │
║ │
║ What they do? Oh, I dunno, butt stuff I guess. but like I'm all for it (not │
║ the butt stuff, │
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my last name is King so I have to keep reminding part of me (you know which
part, /sigh) that no, they aren't actually protesting against me.
I am a communist. If you want to find me, come and do so.
explodes from a drone dropped grenade
bleh am ded lmao so glad I get to try again
I dedicate myself to a lifetime in the service of others.
what plagues people? primarily, capitalism. It is trivial to identify how
their problems are ultimately caused by the state, both institutions and
corporations.
I dedicate myself toward finding alternatives and developing guides to reach
them.
the first step on ALL of these plans is to convince others of their benefit.
I am but one person. I might speak to a scant 300 in the course of a year.
Especially if I am ALSO trying to develop methodologies.
the people I live and work with have no interest in working with me. Yet
still, I spend my time on them because I love them.
how else can you be good, but to seek to impove the world? treat sigint as ded
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--- #143 fediverse/5212 ---
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the reason you start with a game engine is because then you'll have tools to
make however-many games you want. Tools that you know intimately enough that
you can debug and improve them without breaking your creative flow by learning
something new halfway through a project
the whole point of individualized projects instead of viewing each computer as
a complete and total whole (why do we need servers again?) is that you can
paint a picture of where the design of the program is intended to go, such
that all the considerations are in place and whatever issues or struggles you
might face along the way are adequately addresssed, -- stack overflow --
[because I mistyped addressed] -- -- if you know what "stack overflow" means
you have intimate knowledge of the technology, and can probably guess what it
means in context when I say it. "nuts I lost that train of thoguht" -- stackl
ov
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--- #144 notes/wow-chat-is-risk-of-rain-in-another-engine ---
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game mechanics are easily transferrable.
you can use the mechanical interactions of one game as a pre-planned blueprint
for what is to come. Looking forward to the next best move
= etc
i am the face the gods hide behind
they kinda want to see where this goes
and it's... frustrating, to know they can help you, but forever be tasked with
just life
it's grand and it's a standard, but that doesn't mean it's commands're heard
so oh well. that a fourth dimensional being should not be a well,
because fire think it's an eye for a sunspot. But that's not what would be
========= stack overflow
=======================================================
now, as I was saying, the light of our eyes is apparent. We are clear from
where
we are here, to know that what's standard is coherent, so let's find strength
in our wavelengths.
may our eyes be ever true, and trust that we do love you, for without you I'd
di
anyway now that we've assent'd t'you, what truths do you give to our prospects?
what ways can we be measured as worth less? we'll do whatever it takes to
improv
you know, it's really less complicated than that. here let me tell you all
about
my idea which is clearly
all===============================================stack
overflow ==================
So anyway now that was somethin' hey what do you
say
we give you a chance to come home?
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--- #145 fediverse/1386 ---
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@user-883
ffmpeg is an example of a swiss army knife and I prefer fixed-blade knives
gandalf voice
keep it simple, keep it safe
plus if something goes wrong and ffmpeg isn't supported anymore then you need
to redo a lot of your BASH infrastructure. However if only one of the tools
failed, then it wouldn't be so hard. And if every tool had a man page with
like, 3 pages tops, then it wouldn't be too hard to figure out which one to
use.
... though I guess there's a benefit to having a larger tool that can store
lots of functionality so you can say "I know I need ffmpeg, but I'm not sure
how" versus "I know I need some random obscure package that I have no way of
knowing, so I'll google it and give a tech company data about what specific
thing I'm looking for"
do one thing and do it well, but they never said how big the thing must be.
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--- #146 fediverse/4864 ---
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║ thank goodness for "character limits" on Mastodon posts. I'm sure glad my 1024 │
║ characters are just the PERFECT amount of oracular foresight to entreat with │
║ the gods. YOU FORGET THE MOST IMPORTANT PART said the demons who want violence │
║ and bloodshed. Ha! Ha I say. [gets stabbed] │
║ │
║ oooof ouch owwie wow that's grim and cruel. Do you really think I would do │
║ that to you? The part where we're divided is the part that separates me from │
║ you, like two islands looking upon one another and rejoicing for a shared │
║ fellow to live life on. │
║ │
║ have you ever considered the nature of a "landmark"? To position and orient │
║ one-self in space. Having some stable tether to our surface gives us... │
║ anti-anxiety. It helps us remain stable and aware of what's going on in our │
║ nears. [near senses] │
║ │
║ [a bit later] │
║ │
║ anyone who [bounce, because I typed [a bit later] argh the cursed cost of │
║ editing] │
║ │
║ ======================= stack overflow ===================== │
║ │
║ sssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssss │
║ sssssss │
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--- #147 fediverse/3234 ---
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║ ┌────────────────────────────────────────────────────────────────┐ │
║ │ CW: ritz-is-fucking-stupid-I-guess-oh-whoops-cursing-mentioned │ │
║ └────────────────────────────────────────────────────────────────┘ │
║ │
║ │
║ my understanding is that anyone with my IP address could make my heart bleed │
║ due to a hardware vulnerability on my motherboard. Though you might have to │
║ get past my decrepit ancient linksys EA 3500 router from 2012 first. │
║ │
║ unrelated, but does anyone want my IP address? I don't have any remote │
║ backups, so if you hate me now would be a great time to show me how despised I │
║ am. Alternatively you could try searching for anything evil to ensure that I │
║ can be trusted. You're gonna find mostly video games and source-code that I │
║ didn't write though. But also all my notes in directories that are │
║ non-standard, meaning you'll have to look around a bit. I leave little notes │
║ everywhere I go, so that I can remind myself how to do things in the │
║ directories I revisit months later. It's so weird how sometimes the things I │
║ wrote stop working after a while even if I didn't update my system lmao │
║ │
║ what is it with artists and self-immolation? "I never thought I'd actually di │
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I cast... spell of the internet!
[reinstalls azerothcore]
or, hear me out, or you could wander around the city, and instead of spending
your moments on lounging or keyboard banging you could do something actually
meaningful?
but I don't wanna - don't care
but I'm tired - take a nap
but I'm stressed out - don't do chore
but I'm lazy - no you're not
but I'm overwhelmed - sit in dark
but I wanna think - you can do that
anywhere
I gotta be near my computer - nope
what if I wanna play games - flip $$$
flipping coin isn't a real game - focus
I don't like outside - outsides all it is
stop taking things from me T.T - yes
life used to be soooooo different
it's like I was a completely different
I'm strange now, almost like I got
possessed like a disease [ew noooo]
pls don't commit thought crimes,
use content warnings
okay but only if I can play games NOTHINGS KEEPING YOU HERE
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--- #149 fediverse/928 ---
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@user-226
especially if you teach them how to use the terminal.
the amount of problems I could solve increased exponentially once I learned
basic python and BASH.
I love using "tldr", which is a summarizer for man pages. You can use it to
store custom notes (and import some from the community) which show you how to
complete common tasks. It's so nice when you can see the options laid out in
use right there for you whenever you type "tldr " - I personally use
"tealdeer" which is a tldr browser written in Rust. It's pretty nice because
you can write a note for yourself every time you solve a particular problem,
and then if you ever need to do it again it's there for you, easy to access.
of course, if your problem isn't listed, that's okay. That's what the man
pages are for. As long as you teach them how to search with \/ they can find
anything. Especially the \/-f[space] trick, to search for the -f flag for
example.
some organizers won't need the terminal, some will. if they pay attention,
great!
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--- #150 fediverse/5471 ---
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║ suburbs are cool. │
║ │
║ gotta work with what you got, right? │
║ │
║ and America sure has a lot of suburbs. │
║ │
║ suburbs can be kinda cool. │
║ │
║ each street is like a village, │
║ │
║ each subdivision is a small town │
║ │
║ (a hamlet perhaps) │
║ │
║ they all share a town square │
║ │
║ it's called a grocery store parking lot │
║ │
║ we tend to put cars there │
║ │
║ but there's usually room for other things too. │
║ │
║ suburbs can be cool │
║ │
║ especially the ones with trees │
║ │
║ the shade helps keep things from the sun │
║ │
║ and most houses have a tree or two. │
║ │
║ might even start to feel like a forest │
║ │
║ if we knocked down the fences │
║ │
║ everyone gets an open space facing view │
║ │
║ because the backyards all run through. │
║ │
║ suburbs can be dense │
║ │
║ don't even need to throw up apartments │
║ │
║ if all the yards are for gardens │
║ │
║ and your neighbors watered yours too │
║ │
║ (just don't overwater them) │
║ │
║ (these here are special only I know their care) │
║ │
║ (see this sign that says "dont water") │
║ │
║ (that means I'll handle it thank you) │
║ │
║ if the soil's wet thats good but it needs to dry │
║ │
║ something something poetry ends with rhyme │
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--- #151 fediverse/4385 ---
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│ CW: politics-mentioned-election-results-mentioned │
└───────────────────────────────────────────────────┘
I want you to print out electoral COUNTY results. One page for each state.
Also 50 copies of the entire map of the USA for good measure make a couple
maps with other things too, like GDP or topology.
Then take them to your local leftist, lgbt, whatever meeting and distribute
them out. Tell them "build us a plan for this state. Use your phone to
research, and work with nearby states - sometimes blue areas cross borders,
and they should be united in your mind when strategizing.
Washington and Oregon can be treated as one, same for NM and Colorado. North
East is a mega region and should work together. Don't sleep on southern
cities, they can handle themselves, but united they would be stronger. Find a
way.
the goal is to practice thinking about how to move strategically.
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--- #152 fediverse/1605 ---
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@user-1040 I think about all those screencaps of Tumblr posts or Twitter
threads or 4chan memes or even making fun of boomers on facebook and, like,
that seems like a privacy nightmare if you don't want your words to be
associated with you. like, if someone saw my name next to something I posted
in 2013 then they'd probably get a very different perspective of who I was.
That's just part of growing up, and sometimes growing means changing how you
represent your self. By screenshotting their posts as I did (but didn't post
yet) I am denying the agency to change. Forever more they will be remembered
as the name, face, and words on the screen that I saw fit to remember. That
feels non-consentual to me.
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--- #153 fediverse/5958 ---
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"whoa what happened to you, you used to be so cool" [you added the so cool
part] yet so anyway I really like magic, I'm also bored, which you can
probably tell because I'm working on projects.
everyone keeps their distance here. it sucks. I wish I had better coordinates.
people who talked and braved the shared inn... I know I'd LOVE to live in a
building. too bad I'm too busy elsewhere, NOT making friends with all my
building neighbors.
you should talk to EACH OTHER before asking your landlord if you can move out.
See if anyone else wants to buy the rental contract out. Suddenly, they have
more room, and they can WORK THROUGH THEIR MASSIVE PILE OF STUFF THAT THEY
HAVE SOMEHOW ACCUMULATED OVER A TIME OF 70 YEARS. my grandparents did that, on
my mom's side, because she's awesome and it just makes sense that her family
was awesome too. OBVIOUSLY I love my mom, I think she's one of my favorite
people on earth.
"but you said you hated her" no I didn't "you said she was terrible" I had to
learn "too hard
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--- #154 fediverse/3553 ---
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@user-381
I have this notion about a math/CS curriculum where students build and program
their own calculators. Once you make the calculator do it you never need to do
it yourself again.
for the same reason that "writing is thinking" is true, so too is "programming
is calculation" true.
by working through the steps required to produce a result, and fully
understanding each step, they have a much more solid understanding of what's
going on than if they practiced rote memorization (worse) or continual
computation (better, not best tho)
especially if every step of the way is accompanied with visual elements which
show exactly what is happening. Some people are more visual, some people are
more algorithmic, and finding a way to teach all types of people is a truly
difficult and rewarding part of teaching.
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--- #155 fediverse/6365 ---
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if you want people to build community, first get them to like the community.
---
the world needs more thespians. Sing the song of your heart and no-one will
ever neglect you.
---
why are you so worried about your art? everything you touch turns to gold.
---
I've learned more from my friends than my
[job/homelife/worsckool/churchvan/cultureromp] combined. What are we for but
learning?
---
kids can learn from kids. Teach the ones that love you, and they'll be
followed by the rest. Especially if you focus on them.
---
"I never knew how to swing an axe until I scraped a knee on a log that was
hollow. Until then I had been chef-knife chopping with it, with the head for a
handle."
---
... omg what does that even mean why are you so weird
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--- #156 notes/what-ecologists-want ---
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ecologists don't want to play games like Wingspan. It's just a card game with
some window dressings that make it feel like birds. What they really want
(what they need)
is something that lets them simulate environmental situations. Like, for
example, the bog behind my house.
I live in an apartment complex. Inside this complex there is a pond. Inside
this
pond there is a fountain, and inside the fountain is a mechanism that regulates
how much water to push out the spigots of the fountain. However, the mechanism
is prone to breakage. It often goes out of commission, causing the water to
have an unregulated spray! To combat this the property managers turn off the
source of water, so that in essence the fountain is functionless. During the
repair process, the forests of Oregon begin to creep in. There forms a green
sort of ooze that rests on the surface, and birds like ducks and storks or
herons or w/e the fuck they are play by it's edges. Well the ducks just kinda
walk around all judgemental like and the herons kind of stand around like the
emo kid who never said much but just kinda... watched...
this is an interesting dynamic because there once was one type of ecological
system, and now there is another. When the fountain is repaired and the water
disturbs the surface of the pond, the bog goes away, and we're left with clear
water and rippling sunshine.
Why aren't there games like that? Give us a building mechanic, like say... The
Sims, except not so detailed. Zoom out a big. Say "I want to build mountains
here and rivers there" and then use the computer science magic to calculate
things like average rainfall and precipitation and whatnot. You know just like
a map building simulator.
Then, let them design species. They could use templates that other users had
created and shared and they could design what species were present in the area.
There'd be stat cards for each animal, like all of the different adaptations
and
perks that they had. Like on an evolutionary tree of traits, each animal takes
up a single permutation. (that's why they call it the genetic *code* btw)
anyway... these animals would act in certain ways in certain situations. We
have
all the things we need for that data. There's plenty of observations of animals
and their activities - when presented with X animal responded Y kind of things.
It doesn't have to be perfect, we can always adjust the end result to be more
accurate to the reality, but the point is for it to be deterministic. It has to
be calculatable from the beginning, so animals MUST behave as if there were no
chance to it. It's fine if we get the results as a range, but ideally there'd
be a singular conclusion - like, chances are good or chances are bad.
===============================================================================
=
okay, neat, that's another game idea. But how about a tool of some kind? Like,
designing something smaller scale. Imagine if you could design some
architecture, and then drop a pin on the map and say "what if I built it right
here" and the game would simulate animals and plants that might grow on in and
around the structure. Sorta like... designing playstructures for animals.
That sounds super cool to me, and it's not even a game! It's just a simulator,
and frankly that's like. super neat.
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--- #157 messages/442 ---
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In symbeline, they aren't monsters. They're "Mordaunts" and they need your
help.
When slain, their essence flows back to the villain who remakes them in a new
form. As time passes the villain gets more and more essence, as heroes are
slain.
They have taken several ancient guardians (many types, randomized at the start
of the game) and they protect their sanctum in the center of the island. The
heroes need to level up to defeat them and slay the villain, but the villain
gets stronger as well.
If too many heroes die, the villain wins. And the villain can focus their
efforts on one area or another, while your heroes fight with the kingdom next
door.
Brigands arrive on ships as well. If you implement the law saying only
approved members may travel on boats, they'll arrive in little dingies on the
coast, meaning less trouble in the city but same amount of trouble.
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--- #158 fediverse/1189 ---
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@user-883
whoa cool 🤩
Dragon Warrior was the first game I ever played. When I was ~5 years old or
so, my mother bought a gameboy color for me with two games before we went on a
plane ride. I don't even remember where we were going, but the fact that she
knew that a portable video game console with two games (Dragon Warrior
1&2, and Super Mario Bros Deluxe) would shut my autistic ADHD ass up
enough to be respectable on an airplane makes me realize how much she saw me.
Thank you, mom, I love you
Anyway I was the eldest "brother" (I'm trans lmao jokes on you, family in the
past) so if anyone deleted my save I would kick their ass :D
It still happened once or twice and I did not, in fact, kick their asses,
though I wanted to. Shame. Missed opportunities I guess
Though to be fair it's not like anyone in my family ever expressed the
slightest interest in anything I was into. Not like they'd want to play games
because it was something they wanted, oh no - they would only do it to be
close to me. Whatever >.>
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--- #159 fediverse/4870 ---
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║ this is how chatGPT reviews the first 300 pages of my writing. │
║ │
║ is writing this stuff praxis? can someone who isn't on my team pay me to be │
║ praxis-ing? like, if it helps you? so I know that I'm helping people? you │
║ could even say a bit about yourself when you gave dollars, so I know whether │
║ or not I should give it back. "no no, I'm not using any resources, here you │
║ can have these back." while I camp out in a backyard. │
║ │
║ ... or wherever I end up │
║ │
║ if my foe gave me dollars it's a sign that I converted them - that I was │
║ helpful, that I won them over through rhetoric and logic and passion and │
║ compassion. │
║ │
║ ... anyway chatGPT only saw the first 300 lines. there's 60,000ish lines of 80 │
║ characters each in this digital spellbook. Use it well, change it, make it │
║ wrong, share the decoys, plug the holes... I dunno have fun with it. If it │
║ resonates with you. Text memes please? │
║ │
║ anything to get the youth reading in libraries where stuff has a chance of │
║ happening or that they might overhear. │
║ │
║ I read every book in the kid sect │
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--- #160 messages/487 ---
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Why are you buying bumper stickers and flair? You could be spending that on 3d
printers!
Unrelated, but companies are wasting their time at pride. Wanna know how you
can help? Pick 15 attendees and pay for their entire Amazon wishlists. Then,
have a competition with all the other companies for fame and prestige of who
bought the best gifts (that are explicitely asked for and randomly assigned)
while they work to secure the rest of the things they need. The things that
can't be bought, the things which utilize gifts from Amazon shopping lists,
the organizations and groups of people working toward a common goal. The
common goal that queer people share, the liberation of all of mankind.
Corporations could actually help them work toward that by tangibly improving
their material conditions. Like by buying everything on their Amazon
wishlists. (that's just an example, doesn't have to be amazon, but that kind
of vibe. Giving them everything they have previously had need of, but couldn't
access. The idea being that they would then implement those newfound
capabilities, through their own usage or in the guided manipulations of
another's will. Like a teacher to a child, bringing forth understandings the
child may use in their future lives, people may be given new capabilities and
taught how to use tools that the teacher might have placed on their Amazon
shopping list, and were subsequently provided by a corporation sponsoring a
small segment of pride, but did not possess the time to use. They may possess
the functionality (skills and muscle memory and such) yo utilize those new
tools, but without the time to do so they cannot. So, they might teach
another, who then might provide the same impulse that the sponsored person
(with the fulfilled Amazon wishlist) was initially guided. (by). Like, if
bought a 3D printer, I might spend a hundred hours learning how to do it, I
might spend 50 if I was taught one-on-one. But someone who already knows how
to use it could use it (have it instead) and fulfill the need that I had which
initially encouraged me to reach for a 3D printer I neither possessed not
owned nor could operate. The need remains, and may be fulfilled by the person
who was given the 3D printer who can use the 3D printer by the person who was
fulfilled it from their Amazon wishlist by the corporation who believed in the
same common goal as the queer liberation of humanity and eternity.
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--- #161 fediverse/3988 ---
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being "good at video games" does not mean "are you good at beating the game"
being "good at video games" means "can you make the experience enjoyable for
other players by using your character in an expressive and dynamic way"
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--- #162 fediverse/5512 ---
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I never give up
I'm just waiting my turn
"laughs nervously"
so, uh, why dontchya'll go first yeah I've already gone first and I'll do it
again but it'd be cool if I had people going first with me sometime
"girl all you do is walk around and talk about how you bought your hat on the
internet four or so years ago"
T.T what else do you want from me I'm not a mastermind I'm a designer there's
a difference T.T
"didn't you volunteer to be a leader last year"
oh, yeah, well leaders are more than just "the ones who go first" they're also
the spiritual and emotional guiders that keep things on track once everyone
can talk about things other than their hats
... fuck I want to talk about things besides my hat. I always think of
something awesome to say just as I'm rounding the bend, and whenever I peer
back around again they're never around. Rats.
"what are you even asking for"
I don't know?? Does it matter if the horse and the bishop both take the same
square if they're claimed themselves in the end? ...wat
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--- #163 fediverse/2519 ---
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┌──────────────────────┐
│ CW: uspol │
└──────────────────────┘
a significant proportion of the population is dumb as bricks, which is a fact
that our foes wield with cruelty in mind.
it's not their fault, they can change, but sometimes there's just no time. our
doors are always open, here sit next to me on this couch. I hope you don't
mind if I deprive you of power before I supply kindness, though.
requires a bit of trust. Or, to be backed into a corner and forced to do so. I
guess we should get good at cornering.
if you're a liberal reading this, remember that leftists know more than you.
That's okay. You are an expert too, but now is our forte, so please just
listen for a few.
and always keep in mind the lessons of the past. Before, our kindest, bravest,
and most learned were the most passionate who threw themselves toward the
cause.
then the soviet union happened, because everyone who was capable of building a
better world was slain first. (though the cold war didn't help)
before WW2 Russia was basically Somalia. After, it sacrificed itself to
contest USA
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--- #164 notes/dungeon-looting-methods ---
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the reason dungeon masters should give the gold value of the items distributed
is because the number represents what it eventually sells for. and the players
will try and appraise and haggle at the market and such but that all happens
off screen between sessions. so anyway during the adventure, the dm will say
"you find some precious gemstones" or "there's some high quality silk here" or
"these bears are renowned for having magic livers" or "the mold growing on the
walls can be scraped into a vial and sold to an alchemist"
then the dm will say "this treasure is worth 50gp" or "this treasure is worth
25gp" and players can "buy" the items from the other players. so player 1 has
50gp, the item costs 20gp, so in a party of 5 he gives every other player 5gp
this way, the relative treasure hordes of the players stays the same.
then, when the players find treasure, it can be evenly split - it's only fair.
when in town, players will feel more impulse to buy things if they can sell
them too. like "here's an enchanted axe that does some mundane thing like
never dulls" well, that's probably going to be very valuable to a small village
or "an enchanted quill that writes down everything you tell it to" could
increase the education level of the area ever so slightly. Then, after several
generations of adventurers, the surrounding area will be ripe with magical loot
the players distributed from the dungeons and such. it can trade with neighbors
and so over time the markets will have better and better goods for sale - for
example, maybe after trading with the swamp people, now there's a supply of
healing potions that runs out both over time (to represent other adventuring
parties buying the supply) and when the players buy some (to represent
consumption in their minds). Trade with the dwarves? Now you can buy +1 swords
for a while. village attacked? the militia can be armed with the holy relics
plundered from the evil priest-lich. boom development!
the players should also have choices about large scale effects. for example,
the heart of the forest could be a) preserved, b) burnt down, or c) studied by
the local wizards. each choice would have different effects on the populace,
and so the world would change to adapt to the player's choices.
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--- #165 fediverse/967 ---
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║ the reason I say that is because if you block someone, they can continue to │
║ alter the dynamic of the environment you're in even if you don't personally │
║ see them. │
║ │
║ this is fine if you want to maximize ad views, but on the fediverse nobody │
║ cares about buying products. │
║ │
║ this is fine if you want to maximize engagement, because new people (who │
║ havent yet gotten upset with the person) will engage and fight them. As they │
║ should. But eventually, if the person's a troll or a goon, they'll get tired │
║ of it and block them too. Thus the goon never has to face more than a few at a │
║ time, especially if there's quite a few trolls on board with their target. │
║ │
║ this is fine if you don't mind the water slowly acidifying, like the fish who │
║ have no choice because they don't know how to grow legs and walk like real │
║ animals (what a bunch of scrubs) │
║ │
║ some people don't want to invest time in figuring out where to go next. How │
║ many people will hear of Mastodon when Twitter is fully vacated of cool people? │
║ │
║ Tell your friends IRL about us │
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--- #166 fediverse/5157 ---
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║ "everything sucks and I'm not okay" │
║ │
║ okay, but, it's okay. we're all in the "everything sucks" mode. we'll get │
║ through it together. Okay, so, what can we do to make things better? what's │
║ the solution to this issue over here? do you know anyone who can do │
║ such-and-such, gosh it seems like the biggest problems people have are they │
║ don't have enough time or they don't have enough roof for a money. which will │
║ you trade? will you do one then another? maybe one way suits you, maybe you'd │
║ prefer the other. either way, pentacles, swords, cups, and... the other one │
║ (she's a bad witch as in she's bad at being a witch which means she witches in │
║ bad ways and should be kept from punishment but instead guided toward where │
║ she was wrong so she might improve upon it) │
║ │
║ that is to say, it's okay that you're not okay. I don't know who needs to read │
║ this but just know that it's not so sad when everything's bad, because you're │
║ just trying to do the best thing for the moments. │
║ │
║ does anyone wanna make a movie about me? I can be the │
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--- #167 fediverse/5257 ---
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│ CW: protests-mentioned-then-communism-mentioned-then-ghosts-mentioned │
└───────────────────────────────────────────────────────────────────────┘
what if everyone at a protest is showing up for their first time
like, c'mon don't be that dull, just make plans with the people standing next
to you.
gosh why is everyone shouting I can't plan out how to divert water down a
hillside because some jerks are singing protest chants
... wait is no-one else talking? gosh I gee sure wish someone told them to not
do what you're told and to instead do what will get you [gold/told]
the first communist internationals were basically people sitting down and
going "okay what kind of communism should we make and where" and I think about
that a lot while making signs to let the surveillance know what matters
personally to me and exactly how much pressure they can apply before your
demographic swings to contest their brutal fascist facts.
--
who is them and why are they watching theea provisionist's [screed/creed]
--
what the heck is a tryptaminea boomer aunt and uncle out on their honey/versary
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--- #168 fediverse/2235 ---
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║ ┌──────────────────────┐ │
║ │ CW: uspol-tips │ │
║ └──────────────────────┘ │
║ │
║ │
║ sometimes it's good to assign bodyguards to people helping far from home │
║ │
║ like, "hey so uh what can I do" "yeah sure hey so-and-so can you tell them │
║ what they can do? stick together and help each other, buddy-system style, and │
║ never stop thinking of ideas" │
║ │
║ don't forget to always be thinking on your feet │
║ │
║ and remember if you don't want a hard job you won't be given one. │
║ │
║ consistency is more important than urgency or vitality, if you're tired don't │
║ be afraid to go home │
║ │
║ just know that stuff happens when you're not around, so people might have │
║ moved on [pronounced own?] │
║ │
║ I'm making sandwiches for a picnic! You never know when someone's hungry. │
║ Don't forget to drink water! hydration is important. Soda desiccates you, │
║ better to do water. │
║ │
║ I mean, don't leave food unattended, someone might come along, take it all, │
║ and throw it away, because honestly it's just too suspicious without you │
║ there, reading a book, saying "hey want a sandwich?" │
║ │
║ ... at least that's my theory. │
║ │
║ ... I only got like 12 slices of b │
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--- #169 notes/majesty-ai ---
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First things first, we need to develop a miniature game of star realms.
It shouldn't be too hard, just start with making a card class that has certain
attributes, like "combat" or "discard" or whatever. They could literally be
enums with a value attached.
Next set up the rules of the game, like "draw 5 cards" and "add card to deck"
Create a deck class that holds pointers to cards (in the general sense)
Next create methods on that deck for things like "drawing a card" or
"shuffling discard pile into deck" and whatnot. Arrange each card in a specific
order for each shuffle, and add the ability to convert one card's attributes
to something else - whether that be "is_scrapped" or "if you've played an X
card this turn then do Y" or even "add one authority for every time card is
played" (to simulate an ability or boon that increases in effectiveness as the
hero uses it more often) etc etc.
Then, add a trade row. This is just a class that contains pointers to each card
that currently exists on it. Also add a method for "scrapping" one of the cards
and for drawing a new card from the pile. That's pretty much it for the trade
row to be honest.
Next add functionality for an opponent by creating a "game" method that stores
the two player's decks (with the ability to add more than 2) and administers
turn order. This functionality can be expanded later once we've implemented
attributes, but for now that's pretty much all it needs to do.
Finally, we get to the AI part.
First we have to create an AI object that stores a list of all options for a
turn. Essentially just evaluating every option if/then style - "this card costs
5 coins so IF the player has enough coins THEN (evaluate effectiveness)"
ignore that last part for a second and just focus on the IF part ->
essentially
just start with all available options, and then remove all the unavailable
options from the list. This approach only works when there's just a few
options, but that's why we're using Star Realms which only has like 2 or 3
decisions per turn.
The evaluation is the next step, and for that we need to have goals, so we'll
just put a pin in evaluation for now. Spoiler alert, once we have goals we'll
just estimate how close each choice will bring us to the objective and assign
the result to the "effectiveness" value, which will give us a simple hard
number to work with in the evaluation step.
So, next up we have "goals"
So to create a short term goal, we can start with a pregenerated list and
continuously increase the list as the hero levels up. But in the context of
Star Realms, that'd essentially be static for each hero. Goals like "buy more
combat" or "scrap more cards" would be specified on the hero's character
sheet, but until we develop that functionality it can be randomly rolled.
Why not just do it the hard way now if we're just going to have to refactor
it later? Well, because we can still use this functionality - Each round of
Star Realms could be either randomly rolled, or given a personality. Randomly
rolling would be MUCH cheaper computationally, and would still give an illusion
of character because they are unpredictable, but it'd also massively cut down
on GPU cycles. You could even build it into the mechanics of the game and say
that "wisdom" for example might cause a hero to receive more GPU cycles on
actually computing their goals rather than randomly rolling them, which would
on average lead to worse outcomes. Essentially, turning "tactics" into a stat.
Anyway, that's all theory. Let's get back to design:
Create a "hero" object, and attach an AI to it. It doesn't have to do anything
right now, we're just setting up an anchor point to jump off of once we move
on to the game of Majesty. Give it a reference to an AI object, an inventory
(which for now can just be potions and maybe blacksmith equipment), and a
pointer to a "stat block"
Now create a "character sheet" class and give it a reference to a hero. This is
important because it allows one character sheet to reference multiple units,
such as hirelings or summoned units. In additon, it may make it easier when we
need to revive heroes from the dead. Primarily though, the purpose for this
architecture style is that the data from heroes can be reused - essentially
letting heroes learn from one another.
On the character sheet, add a section that stores statistics - these will be
the same for every unit of a similar type in the game, and some of them can be
stored for all units (like health or x,y coordinates) - some only for buildings
(like tax coffers) and some only for heroes and monsters (like strength or
agility or experience points)
Add some methods for manipulating those values, like "level up" and "take
damage" and add a "personality" value that's just a 4d graph of colors
for example: 40% red, 20% green, 15% blue, 25% yellow. These values will guide
the hero to take certain decisions over others, but for now just randomly
generate them. We'll also need a way to update the value dynamically to react
to certain events, so don't make it static.
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--- #170 fediverse/3502 ---
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... the trick is, depending on how many train-engine-dragons you fight, there
will be a greater or lesser proportion present in a particular playthrough.
Perhaps, potentially, people should pay for the original work, and then a
small sliver for the addition or modification? Why, I do believe that's how it
works now! Except, on the honor system, as people can download the mods for
free and pay (or not) through the creator's patreon page or whatever that they
definitely set up and which definitely shouldn't be able to levy a tax based
on "transaction fees" for a process which definitely should be handled by the
government, which claims to regulate our economy and provide the means by
which we engage with said economy through their de-facto nationalization of
the banks and other economic entities.
where was I going with this? oh yes software piracy is ethical so long as you
delete the original. Let's end with that because that's what I originally had
a dream about and wanted to write about.
she dreams!
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--- #171 fediverse/1755 ---
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today is a magical day. I can feel it in my fate.
Always remember, having fun is important too! Don't forget to be yourself, and
keep it together man. If you see a door, you should open it - what's on the
other side? Love for animals and kindness of the spirit are impossible to
fake, they always know if you're lying. Not the animals, they can be dumb
sometimes, but the other thing.
And now for the downsides.
If you find a cursed artifact, please don't throw it in the river. It might
ask you to, but please don't. Much better to destroy it by melting it down (if
it's metal, which is common as metal lasts long enough to become forgotten) or
convince it that it's a recently deceased person being buried (helps if you
know the creator).
If none of that applies to you, don't worry. Eat something healthy, drink a
decent amount of water, and maybe exercise a bit.
Oh, and it can't hurt to ask.
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--- #172 fediverse/1291 ---
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┌───────────────────────────────┐
│ CW: cursed-fedi-advice-teehee │
└───────────────────────────────┘
if you want to share a post without the "fedi algorithm" (as in, the machine
learning bots who scrape the open web) then share something that's simple and
benign but located close to your desired message. Include a symbol or
something for your followers that means "go here and poke around a bit, you'll
find what I'm pointing at"
alternatively, for a different effect, you can boost things that are saying
the words you want to say but in a different context. Like someone posts
something that says "wow so cool" in like a judgey way but you boost it in
response to something someone else said but like in a "dude that's radical"
kinda way
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--- #173 fediverse/1239 ---
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║ growing up I frequently bought this magazine called "101 PC games" - it had │
║ 101 video game demos on a disc taped to the front. It was the coolest thing I │
║ owned. │
║ │
║ each edition had a different set of demos - there were over 14 published! That │
║ means a minimum of 1404 video game demos available. Unfortunately, I only had │
║ a few copies. Now they are precious to me, though I've long since lost the │
║ discs. I can't seem to find a link or barely a reference to it online, so I │
║ can't help but feel it was defining. │
║ │
║ I was given a taste of many experiences, but very few of them really resonated │
║ with me. The others were good games, and I played them from time to time, but │
║ my favorites were always my home. │
║ │
║ I had some full games, so I knew what I was missing, but still I looked out │
║ for cheats. sometimes the writers would leave a hint or a clue to the solution │
║ to a puzzle in the demo, just incase it was hard to continue. I dunno, I loved │
║ it and it was special to me. │
║ │
║ I wonder if you can send radio waves through the earth? Like │
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--- #174 fediverse/3818 ---
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┌──────────────────────────┐
│ CW: body-parts-mentioned │
└──────────────────────────┘
Your mouth likes to eat
Your belly likes to fill
Your muscles enjoy exercise (and stretches!)
Your mind likes to think.
Why is it gross to think of your colon enjoying to poop? Does it prefer beans,
because they keep things moving?
Why is it gross to think of your under-arms sweating? Does it prefer not to
smell, or does it wish there were people that liked it without deodorant?
Do your toes think of other people as you walk toward them? Do your fingers
feel the face of your lover as you pull them close? Or is that for the brain,
the thoughts processing of all things mundane, the stuff which feels somehow
more "you" than the rest of you.
How absurd. You are you. You enjoy icecream, you enjoy the beach. You enjoy
the stars, and you enjoy the laughter around you. There is nothing that
separates you from you, for you are your only champion.
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--- #175 messages/20 ---
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My mom was always the reason I did school work. After she stopped pushing me,
I stopped moving because I didn't know how to generate my own momentum. I had
no passion and was listless. Least of all for school work.
So, how to do it better? Instead of buying toys and extravagance for kids, you
should set them up with projects. Ask what they want, and then help them build
it. Include them in your thought processes when you're problem solving, and
ask them for input. If they offer bad ideas, then *tell them*, don't just let
them fail. If you're not 100% sure but they're convinced, then trust them! Try
it out, who knows. Maybe it'll work better than what you had in mind. The goal
isn't to be BETTER than them, it's to make them BETTER than you! Not right now
(don't push too hard), but when they're your age. Like, it's best if they
accomplish more and lived life more fully than you did at your age, but don't
push them to be wise or strong or intelligent at the age they are now. Trust
that they will grow when you give them room to, and guide and cultivate them
toward goodness. For example, if they do something wrong (hitting other kids,
messing with animals, destroying objects) then guide them toward a better
path. Teach them empathy, and show them how it works by doing it yourself! Ask
them questions like "How would you feel if that happened to you?", show them
weak points and how to avoid them when playing, and give them alternatives to
the behaviors they do that directly harm others. "Maybe play with the dog this
way, instead of being rough" "Maybe you and that other kid can ride your bikes
or draw instead of fighting - or if you still want to fight, then learn how to
tell when someone is hurt and try to help them."
The goal isn't to push them really hard off a cliff in a hanglider, hoping
they can figure it out in the air, it's to strengthen their legs so they can
run fast enough that they can take off successfully.
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--- #176 fediverse/1513 ---
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║ Mastodon is weird. If you reply to someone partway through a chain of │
║ comments, theirs will be pushed down the view. Basically it's "fighting for │
║ attention" like Twitter was. │
║ │
║ I like Reddit better, where each comment was a point to fractalize the │
║ conversation into new and interesting directions. Feels like here it's more of │
║ a direct one-on-one conversation, or rather... shouting into the void. Like │
║ crows. │
║ │
║ (just because it's a void doesn't mean nobody can hear from the other side of │
║ it. Like the emptiness of space between two trees, yet birdsong carries.) │
║ │
║ But on Reddit, your path through the post was determined by what you found │
║ interesting enough to follow. And once you reached a leaf node, you added your │
║ 2 cents and went on with your day. │
║ │
║ it was so cool, why did they have to change it │
║ │
║ (tech companies don't understand that sometimes the best product or service │
║ was somewhere earlier in the evolutionary chain. Businesses are not "survival │
║ of the fittest", but rather "survival of the prettiest".) │
║ │
║ 1287654321 │
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--- #177 fediverse/209 ---
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┌──────────────────────────┐
│ CW: dungeons-and-dragons │
└──────────────────────────┘
osr vs 5e style D&D has a subtle distinction that I think often goes
unnoticed. In osr games (and often in the early levels of 5e style games)
characters are encouraged to conserve their resources simply due to the fact
that they have so few of them at their disposal. While higher levels encourage
you to be more consumptive of your talents and virtues - for example a 6th
level character has more spell slots than a level 2 character, meaning the 6th
level character is going to be casting all the time while the level 2 will
probably use just a handful of spells per day.
unless you run a style of game where long rests become less frequent as you
level up. like... exploring a LARGE dungeon means there's little chance for
sleep. Especially if you are being hunted.
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--- #178 fediverse/1624 ---
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║ @user-1037 │
║ │
║ For a person who is skilled with tech, working in unrelated industries doing │
║ tech jobs is better at assuaging the ethical part of your soul while applying │
║ your talents and putting food on the table than working in the tech industry. │
║ │
║ You'll learn the most in tech. You'll grow the most in tech. You'll contribute │
║ to solving problems that have never been solved before (if you're lucky), but │
║ the people there are often as you describe (aside from the diamonds in the │
║ rough, who need more friends tbh) and the products you'll be asked to create │
║ tend to be the worst kind for humans. │
║ │
║ I personally think the best way to facilitate innovative industry is to give │
║ every engineer a lab and let them build and collaborate on whatever they want. │
║ │
║ The marketing guys can sell whatever they make, to gather funds for the │
║ quartermasters to buy tools and supplies for the engineers. │
║ │
║ The marketing guys can offer hints about what users want, which the engineers │
║ will want to build because it means more toys to work with. │
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--- #179 fediverse/4672 ---
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┌──────────────────────┐
│ CW: politics! │
└──────────────────────┘
I miss video games
cries from self-inflicted sacrifices
but you're worth it
imma overthrow fascism, dismantle oppression and power, and liberate those in
chains, just so I can play games again
yeah I mean, uh, whatever gets you outta bed
"at least you have a bed. why are you complaining?"
maybe it's the only thing I'm good at. I wonder if anyone would hire me to be
an analyst or something? Maybe a designer?
bro you're asking for a job on the eve of the revolution, what's your deal
okay so this might be news to ya'll but I'm technically a human even though I
wear a witch hat and sometimes speak in rhyme. And humans tend to think about
things in the context of their current environment. Currently, if I want to
pay rent or whatever, I need a job. So...
sounds like a lame excuse for not giving up your possessions and throwing
yourself to fate's design
I already did that and fate told me to go home and take a bath?? idk what you
want from me, and no I'm not doing any drugs to find out.
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--- #180 fediverse/6363 ---
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║ somehow it feels so difficult to work on my projects. I really haven't a │
║ single clue why. │
║ │
║ HMMM COULD IT BE BECAUSE YOU'RE SUPPOSED TO BE OUTSIDE WALKING AROUND WRITING │
║ PICTURES OF CATS ON NOTEPAD PAPER AND LEAVING IT AMONGST THE FALLEN LEAVES? │
║ THINK, MENARDI, THINK │
║ │
║ gosh I wish I had the motivation to write this webcomic scraper, it's been in │
║ my backlog for a year at this point │
║ │
║ WHY DON'T YOU BUILD TOOLS THAT BUILD COMMUNITY LIKE COLLECTIVIZED VIDEO GAMES │
║ OR SYSTEMS OF DISTRIBUTION AND CREATION? │
║ │
║ gee I'm feeling kinda lazy, sure hope it doesn't get permanently added to my │
║ character sheet │
║ │
║ SLOTHFUL: -1 to all stats, -5 to vassal opinion, -5 to personal combat skill, │
║ -10 to ambitious and zealous characters, +10 to greedy characters because they │
║ can take advantage of you, enables the hesitant commander tactical choice │
║ because you're too FUCKIN' LAZY (and too hard on yourself, jeez calm down) │
║ │
║ ..... nah couldn't be me. I'm certainly not diligent, but I work hard. It's │
║ just hard to work myself up to getting up... │
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--- #181 notes/water-to-wine ---
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"is this a water party, or a wine party?"
"depends on if jesus is going..."
"okay I'm in, that guys so cool"
"yeah totally like any party with him just... feels like a great time"
"what a swell guy"
"really turns the "water to wine" y'know what I mean"
"yeah totes like what a guy"
"absolute unit"
"that guy can just do anything right"
"like whoa, he's so strong he could pick up a barn"
"yeah and like so handy and skillful, what a neat guy"
"oh and I heard he's really good with kids and animals, that sounds neat"
"yeah sounds like someone I'd surely like to meet"
"we should hang out with this guy more often"
"he seems pretty chill"
"well. not really. He's pretty expressive. Not very low key."
"true I'm just so burnt out from capitalism that-"
"-yeah dude I know."
"... fuck what are we gonna do about it"
"I dunno man, just... go along with it I guess"
"okay so uhhhh idk what that means"
"just be cool and play along"
"... what"
"..."
...
.
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--- #182 notes/symbeline-superheros ---
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imagine low level characters in CoH/V
playing a game of symbeline
and you as the ruler
can slot enhancements and dole out inspirations
as they sweep the streets like you play CoX
instead of a MMO
it's a deckbuilding strategy
with a slice of zachtronics for the economy
wiring up machines in ever expanding deseagns
like automating factorio's gameplay loop
boxes within boxes
of intrinsic delight
like making a CPUter
or designing a computer program
while playing a video game ^_^
and the games that you make
can be shared and played when unique
so go for it and make that you're dreaming!
===============================================================================
=
the goal of each "level" is to solve a particular problem - like how do I make
a
2 bit register - or something like that. When accomplished, it unlocks
something
for your heroes to acquire. And each playthrough will require a repeat until
you
have it memorized at which point you can unlock "perma-badges" that make it
always unlocked at the start of the game. Like learning Kanji, you need spaced
repetition. BUT ANYWAYS it'll be in magical terms like "unlock essence-stones"
or "learn the ritual of desire" or whatever. And each of those terms roughly
corresponds to a pattern in electrical engineering (designing CPUs and such)
And you can learn advanced versions of what you already know by uncovering
"lost
secrets" (which is a reward your heros can find) - Basically it'd be like a
"clue" that shows you a ghost version of something you haven't figured out yet
-
and it'd be a slow process because you need to slow down the learning process
or
else you'll forget. Basically teasing it out of the player when they seem to be
stuck. Asking probing questions and whatnot, and eventually culminating in the
final question, assuming the quest is succeeding. Because if you think about it
all ancient quests were simply journeys for reason - searching for the answer
to
some ancient riddle or bastardized retelling. Looking for answers in an
unknowing world. So ANYWAY as your heros discover things you as the ruler get
answers to the economic puzzle - how to design transistors and whatnot. But
they
would be in theme appropriate terms, of course. You don't even have to know a
lot about mechanical electrical design, because ChatGPT knows. All you need to
do is build the basic building blocks, and BAM you got a great place to
integrate chatgpt. Just prime it such that it's giving hints one by one each
slightly more revealing until eventually after X amount of clues the solution
is
automatically shown (like a blueprint) and the player can remember it or not
but
each playthrough they'll have to build it again from scratch (reinforcement
learning) so eventually they'll be able to do it real quick. Essentially,
"Abstraction - The Game"
great so you got your economic simulation, pretty easy too just some UI work
and for the heroes you're playing an ARPG sorta (supcom anyone?)
Think Bannerlord for the scaling on the map
then think of 5+ different "themes" like fantasy or superhero or pirates
each "theme" will correspond to like a faction in Mount and Blade
and all you have to do is generate pictures using Midjourney
and text descriptions a'la the magic scroll
shown as "bubble pop-ups" on the map that the player can click
never overwhelming, but descripting what's happening
and also some more UI work because you gotta display all that to the player
Maybe it could be a rolling story, news ticker style - like slowly scrolling
lines of text about what's happening in the world
and the player could have it open in one window and something else in the other
and whenever they're waiting on something (say, a processing intensive AI task
on their computer) they could just glance over and read what's going on in
their
fantasy world
okay okay but also they could play as a hero
it could be an ARPG experience except instead of clicking to fight you play a
little automatic Star Realms game and depending on your deck choices you'd have
a different playthrough. Again, not a game that requires much thought, but one
you can have in the background.
Also there'd be pictures, like a slowly evolving storyline of events - think of
it like the artists of the time drawing paintings about what's going on in the
story - major events would be highlighted and kept in the painting until even-
-tually they get replaced - sorta like the Smash Bros scrolling painting (oh
it's so good)
===============================================================================
=
it doesn't have to be an expansionist game
maybe you guys just live in your little valley
and the world turns around you
maybe it's called "symbeline" because the people are of the forest
and they live like elves in society
monsters could wander in, and heros could tackle them
but most of the time would be spent looking for trouble
going on patrol
you know, breaking skeleton bones and being superheros
okay okay you know that superhero faction? What if they had MEDIEVAL TECHNOLOGY
but MODERN DAY SUPERPOWERS at a cost - the society was beset by hordes of
monst-
-ers. Those few who escaped are now superpowered and they live as friendly and
nomadic wanderers through their own territory. Always adventuring, and always
searching for their life, finding whatever the road may carry them to. It's a
great life, and life seems to flourish in their footsteps - they are like part
dryad/druid and part wolf. Because sometimes there's evil threats, and they
must
be defeated by an equally strong good power. That's how it goes, and that's how
it be.
For imagery I'm thinking a mix of the tribes from Dominions (deer, wolf, bear,
etc) but they're like, 1.5x as big as regular people and quite strong. The
outsiders call them "giants" or "goliaths" but really they're just infused with
the lifeforce of their people. They are radical individualists, but they all
unite for a common cause. They know their bond is the strongest thing there is,
and they use it to great effect when the time comes. AHHH THEY'RE SO COOL I
LOVE
THEM okay okay what about the other factions? PIRATES? Oh think about it like
it's st patricks day WHAT IF THEY WERE IRISH PIRATES omg omg omg that sounds so
cool I'm DIGGING this okay what about the other factions? You need 5+ you said
hmmmmmmmmm good question I have 3 now so that's 2 more.
yep...
===============================================================================
=
okay dude check this what if they were a nation of wizards that focused on the
power of animation - what if they generated constructs, sorta like in Supreme
Commander so they were EVEN MORE individualist - haha no they'd have a normal
population it's just a few of them who would be wizards - because their output
wasn't measured by manpower, but rather by brainpower. Whoever could design the
greatest machine was exemplared, and eventually they became the best and
brightest among us. They were put in charge of the golem creation factories,
and
they used them instead of heros. SO BASICALLY YOUR HEROS NEVER DIE they just
have successes and failures JUST LIKE IN SUPREME COMMANDER okay the plot of
this
game is "what if all my favorite games were the essence of life and death in a
fantasy game" like OMG KEEP EM COMIN'
so. who is the player? THE PLAYER is the one who's overseeing it all. They have
dominion over the entire kingdom, and they guide their people toward a bright
future. They are vulnerable in their castle, but their people have their back.
Together they fight for the future. They slot enhancements and dole out
inspirations and solve the economic puzzle in the background. They also make
decisions about what kind of equipment production to prioritize - because each
game they have to invent everything from scratch. All their production is made
with endless abstraction, and whatever you prioritize is what's magnified in
your kingdom. You choose a style and it plays as well as it's guile,
I dunno this seems like a lot, what would you need to make this a reality?
hmmmm let's break it down:
first you need to implement the star realms gameplay
then you need to hook it up to a square grid and have multiple occurences at
once.
then you need UI for the character sheets
and you need logic to open separate windows for each output type
you need... a lot of things
okay let's talk more broadly - what do you need from other people and what can
you do on your own?
hmmm good question. I can do the star realms gameplay, and the simulation for
the wiring systems - because I have the VM. Make that into the gameplay somehow
okay good idea like okay authoring vm package routing deliveries between the
various nodes that you set up in the economic system -
side note, the peril of Spore was that it took to little time to develop a
species. it should have lasted as long as WoW takes to get to max level. That
would have given them time to reiterate the gameplay loops to make sure they
worked correctly. ANYWAY
okay authoring VM package routing. The player could set up delivery patterns
based on A MAZE OMG your kingdom is like a maze and you need to get deliveries
out, or else how would anything function? SO you act as a trailblazer, finding
ways through the labyrinth and "piloting" a car sorta like that game at Disney
quest with the cars under the floor - except you can see both the top view of
the maze and you're trying to guide the car in real time as it travels through
the maze - the faster you can get to the end the better ofc. like talking to
the
delivery driver through the movement
do I like that idea more or less than the first one? First idea being the idea
that you're making lists of commands for a VM to execute. I don't think they'd
be a good idea to mix. So which one gets it? The VM of course has the edge
because that's what the technology is based on. But will it translate to good
gameplay? Idk. This second idea is certainly better gameplay, but is it
engaging? Idk! Idk. I'm not a miracle worker. But I do have good ideas, and I
need to be told that sometimes I guess.
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--- #183 fediverse/4740 ---
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║ what if we built an atlas of what every rural property produced │
║ │
║ like "they grow squash and blueberries here and sometimes they make honey" │
║ │
║ or "this place has a bunch of lumber they want to get rid of" │
║ │
║ or "here there's a patch of wildflowers that have been set aside for the │
║ butterflies" │
║ │
║ or "there's a training ground here for intercepting ICE vans in urban areas" │
║ │
║ or "don't post shit like that on the internet dumbass what are you even doing" │
║ │
║ or "oh I dunno trying to be a face I guess, don't look to me for cutting edge │
║ advice because I'm just a level 12 paladin who's totally a noob and can barely │
║ lift 50 pounds" │
║ │
║ or "this is where the cows graze" │
║ │
║ or "yeah well you're the cutting edge on some things and you're very far │
║ behind on others. like for example you seriously need to level up your opsec │
║ so that nobody can hear what you're saying." │
║ │
║ or "yeah but then nobody will hear what I'm saying" │
║ │
║ or "I've said too much, god save you Ritz Menardi, for we all stand beside you" │
║ │
║ or "here's a meditation retreat" : ) │
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--- #184 fediverse/5660 ---
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║ ┌─────────────────────────┐ │
║ │ CW: violence-alluded-to │ │
║ └─────────────────────────┘ │
║ │
║ │
║ my enemy is not "the rich" │
║ │
║ money brings power, and power brings evil, but there are many other ways to │
║ gather power that may be just as evil. │
║ │
║ my enemy is evil. of which there is very little in the world, but much of │
║ which resides in the hands of the powerful, upon whom all our fates depend. │
║ │
║ most people with money are either stupid lucky, willful, or intensely focused. │
║ │
║ some people with power are rich, and some people with power are evil. │
║ │
║ I know it when I see it. Sometimes, you need to force the choice - test their │
║ virtue - and from this you are informed. │
║ │
║ most things go WAY over my head. │
║ │
║ most things are too easy to be true. │
║ │
║ most things that Id do for you tend to be of the heart. I'm not a frontline │
║ girl, I have weak noodle arms, but I do hope you're in shape. │
║ │
║ resolve, determination, and innovation. That is what I offer. Do you want it? │
║ I'm sure. I won't prove it with blood, not unless I may raise my fists in │
║ defence of another. │
║ │
║ I'm not JUST a baby, I'm a banner too. │
║ │
║ bannermen fall. │
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--- #185 fediverse/5242 ---
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red is a girl color and blue is a boy color because white people added white
to make it rosayy and aquamarillion.
but red is a girl color and blue is a boy color because girls BLEED, and boys
watch the clouds go by
and red is a girl color because red is the color of the earth, sometimes
browner like shit, sometimes lighter like fingernails, but always red.
and blue is a girl color because she only likes to dance with flowers in her
hair and the sun dappled waterlillies shimmering sparkling radiance across the
water-lit scene.
and blue is a girl color because boys and girls and etceteras each have
similar shapes at night, when the world is blue-for-life. I know I'd rather
reside in the sunlight.
in perfect blue does the darkness grew, and forthwith and anon came it's
power. pale blue is a mockery of sunlights lost child, who spurned it's sight
since before there was time.
[error, fact-in-correct detect, please verirectify immediately without concern
for due or common course]
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--- #186 notes/teachers-in-america ---
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teachers should embrace chatGPT. It's how the kids are going to be working in
their future, so why not let them practice their skills? PLEASE don't let there
be a "ChatGPT class" - that'd be a horrible idea. It's such an intrinsic change
to our operating procedures that it needs to be taught in relation to every
subject. Math, science, history, literature, everything... it's all affected.
Don't punish people for using a new tool at their disposal. Reward them and
give
them the space to put their skills to a test. Raise your standards, teach them
complex subjects that they can ask infinite questions about. Your time is no
longer divided between 40 students, you now have a TA that can flawlessly
answer
any question they might have. Your personal touch is still important, you can
help them ask the right questions. Guide them through the thought patterns of
the truth.
If we do not adapt, our coming generation will be flatfooted. Give them the
tools they need to succeed. The world is changing in a fundamental way and they
need to be adaptable.
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--- #187 fediverse/3030 ---
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@user-570
ooooo separating additive and multiplicative, I love that. I do like
specificity unless "increased" and "more" always corresponds to +10% and +50%,
or if the "rate of increase" is a stat stored on the character then
"increased" could increase quality by however-many percentage,, while "more"
could be "more soldiers" x(charisma_stat)
I tend to think of percentages like "0-100 (or more) stacks" of a particular
effect, so I think that's just how my brain works... xD clumping them up into
discrete groups - like, anti-abstracting, or measuring things that are just a
few.
"is this belt better than this one?"
"is this pair of tongs
even for larger buffs like +10% or +50% or whatever, those are just... 10
stacks, or if percentages are usually round numbers like +10% and +50% then
like... +1 stack which calculates to +10%
the hard limit vs math limit thing you said is amazing ^_^
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--- #188 notes/elentalus-2 ---
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elentalus 2 - clan of the elements
having spent their material wealth on their early struggles, elentalus now in
the middle age finds themselves in a time without wealth. Their power has been
invested, wisely, in elemental and sorcerous wellwinds, and so they can draw
power from the strength of the earth.
they wield magical artifacts of great power but little artifice, products of
their lack of material design tools. No chemistry, no electronics, nothing but
soul imprinted upon a moonstonerock.
mages invest their soul into the items they create, and so each time they
create
a magical item, they lose a magic path. When they reach zero, their soul is
fully invested, and their consciousness becomes all the things that they made.
this kill the mage, but in return many MANY more of an object might be created.
in game balance terms, about 3-5-7 for each "tier" of mage.
this allows for the vast expansion of magical soldier troops, and each time an
item is created and given to each commander they integrate it into their
platoon. Because now the martial units have bodyguards, and they each receive a
copy of the commanders equipment.
But, the commander can never un-equip it again, because it molds to his unit,
and he starts exp all over again as they all learn. [event which searches for a
unit with the item equipped, then if it's this type it killmons the unit and
1coms the upgraded version that has that item equipped.] be sure to only equip
one each month... nah just make multiple events. be sure to only equip one item
each month... oh yeah true how would you get the extra items back to the
treasury?
I REALLY WANNA PLAY WORLD OF HEARTHSTONE!
okay okay I'll reinstall azerothcore
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--- #189 fediverse/4771 ---
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│ CW: politics-mentioned-food-m │
└───────────────────────────────┘
@user-1352
makes me think that I should keep going. I can handle myself, and I shouldn't
pressure myself so much to be something I'm not.
then the rent comes due and the dishes need to be done too and the cat's
asking for attention and the post-office needs this letter by tuesday and hey
do you happen to know a cool attorney plus the groceries are getting low but I
got snap hey can you go to the store and get some vegetarian soul food - yeah
I got rice, I'll throw some lentils on the stove. Uh-huh yeah the password is
hunter2. Oh really, just asterisks? okay well it's hunt her two except instead
of "her" it's ee are, and the two is the digit two. yep, like someone in camo
with a rifle. uhhuh alright good to know well anyway I'll see you at the
thing, right? some thing, I'm sure, everyone's going to things these days.
If you don't trust implicitely then how can you ever work with strangers? how
the heck are you supposed to build community if everyone's hiding indoors all
the time.
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--- #190 fediverse/3155 ---
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┌───────────────────────────┐
│ CW: re: cursing-mentioned │
└───────────────────────────┘
@user-1461
my issue is that I've never really had project-mates. Every time I try nobody
will work with me. I applied to like, fifty different jobs, and nobody
interviewed me! Sheesh, guess they don't want me. FIFTY JOBS. Entry level.
Beginner programmer.
ah well. I guess they confused someone who would work for 40,000$ per year
with someone who was 1/3rd as useful as someone who deserved 120,000$ per year.
I'd love to get experience. I'm sure I'd feel significantly differently with
as much. Perhaps I'd even decide that programming professionally isn't for me,
which would feel... quite defeating
who can say. Not I, for I have not experienced it. Though I will say my time
in hardware taught me that I'm fragile and can't work too much. Like a scalpel
that dulls when used consistently, I am a scalpel that gets no practice... Is
that really useful at all? who can say. Not I, for I have not experienced it.
Though I do like writing logical machines. Laying out data. Picturing
structures.
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--- #191 fediverse/3304 ---
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║ there are distros that have all the functionality you might need built in │
║ │
║ why don't you try one of those, ritz? │
║ │
║ "no I've been working on this one too long, plus it's just how I like it" │
║ │
║ yes but your stuff is always breaking. wouldn't it be better to let someone │
║ else decide what you should and should not be able to run? │
║ │
║ "that's not ideal, it removes agency" │
║ │
║ that you didn't want │
║ │
║ "but with the removal of agency, you imply trust" │
║ │
║ there's nothing wrong with trust │
║ │
║ "yes but trust is built upon experience, not honor" │
║ │
║ what's wrong with honor? │
║ │
║ "nothing's wrong with honor but it's important to realize that you can't honor │
║ or trust someone that you don't know" │
║ │
║ why don't you know them │
║ │
║ "... because... you haven't met yet?? are you... listening?" │
║ │
║ do you often feel unheard? │
║ │
║ "I... what? yeah now that you mention it" │
║ │
║ is this a part of your "refusal to interact with consensus reality" complex? │
║ │
║ "I don't have one of those, do I?" │
║ │
║ mmmm, I think you do. │
║ │
║ "... no I don't" │
║ │
║ yes, I've seen it within you. │
║ │
║ ... anyways~ │
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--- #192 fediverse/4072 ---
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I like games that test my reflexes
I also like games that test my wit
but most of all I like games that test my patience with strategy
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--- #193 fediverse/4594 ---
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║ ┌───────────────────────────────────────────────────────────────────────┐ │
║ │ CW: re: human trafficking, sensitive topics, personal-story-mentioned │ │
║ └───────────────────────────────────────────────────────────────────────┘ │
║ │
║ │
║ @user-1692 │
║ │
║ almost 20 years ago I was groomed in World of Warcraft. │
║ │
║ extra content warning CW: personal story │
║ │
║ I was 11, or maybe 9, somewhere in there. i talkd lik this bcuz i typed lik │
║ that on my razr flip phone │
║ │
║ it was... cool I guess. I read a lot so I knew how to spell things, and anyway │
║ this guy I met told me that I sounded more grown up when I capitalized my │
║ words. So I told him I was 14, because that sounded like a reasonably old │
║ enough level to be. │
║ │
║ anyway, we talked for a long time. like, at least a few years. started out │
║ like "hey wanna run Scarlet Monastary" ended with "hey cutie, wanna sit on my │
║ lap?" │
║ │
║ then his house got flooded by a hurricane and I never heard from him again. │
║ When I was like, 17 or so he logged in and barely remembered me. It was... │
║ kinda sad tbh. │
║ │
║ anyway that's my story don't be dumb like me, I got lucky, thank god, │
║ literally... │
║ │
║ oh and this one time when I was 30 I almost got trafficked in minecraft :O │
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--- #194 fediverse/6267 ---
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if you have TTS software you can listen to anything with any tone. this makes
it difficult to find things.
============== stack overflow ============
some people work by asking for funding. others work by saving up.
============== stack
overflow ============
teach your animals to be actors so they know how to develop the scene. then
they will truly come alive, as their narrative curve gives them determination
in the outcomes of their goals.
============== stack 1234flow ============
I believe it is good and natural actually for parents to guide their children
as they grow?
"oh but they can't consent to giving up their control" well too bad they're 2
"ah but what if they WANT to run with scissors?" thus widening the [redacted]
gap. "ohhhh she redacts things when she can't spell them" and also for comedic
or dramatic effect sometimes. was not ACTUALLY redacted. redcoated. red coded.
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--- #195 fediverse/240 ---
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║ ┌──────────────────────┐ │
║ │ CW: game-design │ │
║ └──────────────────────┘ │
║ │
║ │
║ i like to design games. my darling is a game based on Majesty (2000) the │
║ Fantasy Kingdom Sim. you can think of it like a management strategy game where │
║ you control the knobs and levers that a fantasy monarch might have - │
║ allocating funds, placing quest bounties, hiring heroes, and organizing the │
║ peasantry. the important part is that your units are not controllable - they │
║ just do their own thing. │
║ │
║ unrelated, but I think we should design games as APIs that a user's preferred │
║ tool could interface with and render as they will. it'd help a lot with │
║ cross-platform compatibility and would allow people to customize parts of the │
║ game to their desires. │
║ │
║ unrelated, but I think if you could design an AI that could play games │
║ (perhaps through an API) that it hadn't been trained on, I think you would │
║ have a pretty convincing argument for abstract "problem solving" capabilities. │
║ │
║ unrelated, but games like the one I described are good for situations where │
║ people don't have to trust their monarch. to it you are AGI │
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--- #196 fediverse/6105 ---
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║ call me crazy but I believe that man pages should contain terminal command │
║ line flags and instructions for their usage and... not much else. There should │
║ be a separate document which explains other things, like the history of the │
║ software, the personal diary of the developers, expected implementation │
║ use-cases, donut recipes, film recommendations, and player strategy guides for │
║ some of their favorite video games. not even this one, just... other games. │
║ "here's how to beat pokemon yellow with exactly 14 pokemon" or however many it │
║ takes idk I don't play pokemon much or even at all, really, though I did when │
║ I was younger just a bit, not much, just enough to have played the game a │
║ couple times to see how it was minus the cherished moments when I spent curled │
║ up in the back of the car playing gameboy games or seen pictures of the │
║ roadtrips I sped-past as I raced to explore the whatever and get home all in │
║ one motion as if I was executing an impossibly long dance improvizational │
║ living style. also cat pics and po │
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--- #197 fediverse/3619 ---
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@user-192
ah yes like when I used to go to the cantina with my ex-girlfriend in Star
Wars the Old Republic and bag a stranger to Electronic Role Play with back at
my ship after a few drinks and some light four play where the four of us would
play Electronic RolePlay together in the privacy of my ship on the soft plush
couches or maybe in the padded gym or maybe in the pilots seat so we could
look at the stars while playing (just the four of us)
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--- #198 fediverse/770 ---
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@user-192
wow, that sounds like a lot. I guess no matter how humans are organized they
tend to fight a lot... Or maybe interaction breeds drama? It's strange to me
but I'm sure it felt right in the moment. I hope nobody's feelings were too
hurt... Defederation feels like such a permanent thing, like putting someone
on your ignore list in a video game or something. Except, like, blocking a
whole World of Warcraft guild? ? ? so strange.
Did it... help? I mean, do you think people were happier afterwards?
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--- #199 fediverse/3554 ---
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┌────────────────────────────────────┐
│ CW: software-development-mentioned │
└────────────────────────────────────┘
You know how in some games there's the tutorial where you set up keybindings
like "push the jump key now! okay now push the enblobbify key now!"?
I wish there was something like that for vim
"push the key you want to move up with! now push the key you want to use to
vertically select! now push the key you want to use to switch to a new tab!"
that kind of thing. except... more ordered, of course, and with the option to
say "idgaf use the default or whatever" and a handy dandy cheat-sheet that was
autogenerated with ascii art of a typical keyboard that pointed out what each
key did - jeeeezzzzz the things we could make if software developers had free
time during the day...
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--- #200 fediverse/5280 ---
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║ I'm an anarcho monarchist, which is something I just made up. │
║ │
║ if I gather 300 people to my cause, why shouldn't they call me queen? │
║ │
║ oh, are you concerned that I'll wrest power from the government? ha, what a │
║ trifling notion. I don't care about the government. I tried to care, but │
║ nobody liked my ideas. they required too much computing infrastructure to │
║ feasibly test, and that made people dubious. but I tell ya, it would have │
║ worked. The thing is... governance, economics, these are not the tools of │
║ power. they are a shifting and changing beast that mirrors the human instinct, │
║ if only because the government is of the people and by the people and for the │
║ people etcetera. │
║ │
║ power is it's own thing. you can use to to power devices, or power the usage │
║ of those devices. I, for example, really like World of Warcraft which's a │
║ really neat way to chat because none of the chat logs are stored and monitored │
║ because I'm hosting and I'm not storing and monitoring. │
║ │
║ what's that? official servers? I dunno, I use azerothcore │
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|