=== ANCHOR POEM ===
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 easiest way to solve an entire class of accessibility problems: in the
 tutorial, instead of having button prompts, have keybinding confirmations.
 
 "what button do you want to use to jump?"
 
 "super triple mega backflip spin-dozer needs three jumps and a kick"
 
 "use the boost to get through! [game pauses] (which button do you want to use
 to boost?) [displays a map of previously bound keys]"
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=== SIMILARITY RANKED ===

--- #1 messages/740 ---
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 had a dream that we gamified all work and then put them into one single
 mega-game so whenever you wanted you could work on an arbitrary project and it
 would spin up a new game and take your inputs and use them to accomplish
 whatever was happening
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--- #2 notes/star-realms-balancing-tradeoff=2 ---
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 what if I use equal signs instead of dashes, so prevent people from assuming
 they're duplicates?
 
 hmm okay.
 
 right so anyway the star realms balancing tradeoff between combat and authority
 is measured against the duration of a hand (does it fit balanced between other
 cards of it's playcost) instead of balancing it for the duration of the game
 (how long does the player want the game to go on for) one of which is just
 inverse combat damage / healing, and the other of which is an enablement of
 different strategems.
 
 put this in symbeline-gen-realms please
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--- #3 fediverse/330 ---
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 if you want to understand me, play Majesty the Fantasy Kingdom Sim (when you
 have time and are bored (very important combination)) - start on beginner
 difficulty and click the right buttons.
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--- #4 fediverse/5072 ---
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 I like to play with the camera zoomed in all the way and by only using my
 mouse. no keyboard. just clicking noise.
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--- #5 fediverse/3703 ---
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 │ CW: D&D-mentioned    │
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 if the map you present to the players in session 0 had a mountain range on the
 OTHER SIDE of another mountain range, you need to zoooooom in. Unless your
 characters are all dwarves, a game should start in a valley or on an island.
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--- #6 messages/574 ---
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 Steps to make a game waterfall style:
 
 Lay out all the data structures 
 
 Build methods which manipulate those structures (think getters and setters)
 
 Then build machinery which operates upon those structures using those methods,
 like game loops, cooldown timers, and status effects
 
 Then develop a way to present it to the player using UIs, visuals and
 graphics, narratives, sound, all that junk that's probably someone else's job
 anyway
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--- #7 fediverse/84 ---
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 Life is just a series of minigames for your primate brain to solve that are
 generated by an impossibly complex algorithm with a dash of ethical
 value-based choices thrown in.
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--- #8 fediverse/3210 ---
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 @user-1209 
 
 well, every boomer shooter is about moving as fast as possible and shooting
 with pinpoint accuracy, so... that's-the-game.jpg : )
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--- #9 fediverse/2564 ---
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 │ CW: frontline-tactics │
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 pretend like you're playing leap-frog
 
 one person goes up to a sightline, watches with bated breath, another
 cautiously advances through the area covered by their teammate, before
 covering their back-to-forth advancement. first one, then the other, watch out
 for flanks.
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--- #10 fediverse/1156 ---
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 why the heck do GAME engines not include a skippable tutorial that lights up
 UI elements and explains how everything works by navigating you through
 building an example project one step at a time
 
 like, game jam material, nothing fancy
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--- #11 fediverse/97 ---
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 @user-110 Exactly! I play games to practice strategy and empathy, not to stand
 triumphant over a virtual foe. Why should I care for the lessons of others
 when mine so often go unlearnt?
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--- #12 messages/999 ---
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 Okay bear with me, but, what if we took the AI that they use to play games
 (like, the kind that memorize the best way to play space invaders or whatever)
 and instead of A and B and start and select they could use programming
 languages to try and recreate exactly a winning move, which in this case is
 just the exact behavior that is created by the test case playthrough of Super
 Mario Bros or Space Invaders. Free open source everygame!
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--- #13 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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--- #14 fediverse/5962 ---
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 all you need for mouse buttons is alt ctrl and... shift
 
 then bind shift to everything that you can.
 
 can also bind backspace and delete if you have enough keys
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--- #15 fediverse/3257 ---
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 whoa
 
 cool
 
 do you... turn the sensitivity up so you don't have to move your hand very
 much so it can remain in position with it's thumb on the enter key?
 
 ... now I want to try that. Mine doesn't have enter, there's no numpad. So I
 have the arrow keys.
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--- #16 fediverse/5696 ---
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 hey does anyone wanna go over my code for this text adventure game thingy that
 I spent 2 days on so far?
some computer code some computer code some computer code some computer code
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--- #17 fediverse/3811 ---
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 this is how I write trello cards or tickets.
 
 and yes, before you ask, modding this game is a constant struggle because the
 mod tools are... minimal... so you must work around various challenges by, for
 example, adding 1680 different "events" that must be checked every single turn
 for every single province on the map.
A trello card describing a proposed change to a video game mod that has only one person working on it. It's essentially documentation. It is written in a professional style with several sections - the first lists the "current behavior", the second shows the intended behavior (with a small section for the intended effects of the intended behavior), and the third major section lists the proposed solutions in as much detail as possible without writing the code itself.
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--- #18 fediverse/400 ---
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 @user-291 
 
 You're welcome! I forget how, but there's a way to change the settings such
 that each player has more "rubber" and I recommend doing that because it makes
 it more forgiving and allows you to make a few mistakes without dying
 immediately.
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--- #19 fediverse/2750 ---
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 @user-246 @user-570 
 
 or "what button do you want to use for "yes I want to configure my keybinds"?
 Push "start" to use the default"
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--- #20 fediverse/3381 ---
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 @user-1520 
 
 After a certain point you realize there's little to be done with that design
 space that Star Fox didn't do better!
 
 Also I think people tend to associate them with arcade "gun games" which are
 tbh more fun than clicking with a mouse or whatever since they're tactile and
 physical.
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