=== ANCHOR POEM ===
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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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=== SIMILARITY RANKED ===

--- #1 fediverse/5693 ---
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 when I play Battlefront II I like to give the enemies heroes and vehicles and
 my team more infantry
 
 3 rebels versus 50 ties works great for corellian corvettes, but they never
 let us use bigger ships : (
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--- #2 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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--- #3 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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--- #4 messages/910 ---
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 all you need is to be steam friends with one person and then your whole
 organization knows what you're trying to say with game titles
 
 (I just like games)
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--- #5 notes/ninjas-versus-mafia ---
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 Game idea:
 
 Majesty clone, but instead of heroes and monsters it's ninjas versus mafia.
 
 Picture this: A 1940s city and a 1600s (?) ninja monastary. Right up against
 one
 another, with the same amount of land and resources. They're pitted against one
 another, and by reacting to the environment a player can guide this "nation" as
 it would be called in other games to victory. It's like majesty so you can't
 directly control your minions, just offer bounties. JUST LIKE NINJAS AND MAFIAS
 DO. BAM
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--- #6 fediverse/4783 ---
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 I think it'd be cool if strategy games had slightly randomized rules each time
 you played them
 
 everything from +/- 5% hp to this particular unit to every airplane factory
 has 10% production speed but builds 10 units at once
 
 and at the start of the game each player is given 1 minute to go over the
 "patch notes" and build out a strategy
 
 both of which they can reference throughout the game. Why don't games come
 with a built-in scratch-notepad that syncs to a file on your directory of
 choice? Maybe a small little paint program dropping pngs?
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--- #7 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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--- #8 fediverse/6098 ---
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 RTS games where each player can see all the other player's mouse pointers, my
 beloved
 
 ... girl there's only one game that does that and it's a mod
 
 don't remind me T.T
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--- #9 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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--- #10 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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--- #11 fediverse/3005 ---
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 most people have no conception of what ancient battles look like until they
 play a Total War game and see one from above
 
 (total war games also aren't that accurate tbh, there's a lot more
 standing-near-each-other-and-throwing-rocks involved)
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--- #12 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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--- #13 fediverse/2069 ---
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 I love the game Mechabellum! It's flexes the same parts of your brain as
 chess, while being SO much more fun to watch.
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--- #14 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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--- #15 fediverse/4542 ---
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 @user-1698 
 
 Magic Survival might not work then, as it's a "single stick shooter" where
 movement is controlled with a virtual joystick and other actions are performed
 automatically.
 
 There is more than one control scheme in the options, so it might be worth
 fiddling with, but octopus arms are hard to overcome in a non-turn-based game.
 Good luck finding games that work ❤️
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--- #16 fediverse/3974 ---
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 it is significantly more engaging to watch people play MMOs when they've
 unbound all their action bars from their number keys and are forced to click
 on all the abilities. That way you can actually follow what moves they're
 doing.
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--- #17 fediverse/4608 ---
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 every time a game developer makes a game where the world is in peril and the
 main character must save it, for every successful playthrough where the good
 guy wins there are thousands of doomed worlds where the player got distracted
 or bored and left the people to rot.
 
 how tragic.
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--- #18 fediverse/161 ---
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 I wish games started with everything unlocked and if you wanted you could
 "start a journey" or whatever and lock everything but a few options... then
 slowly as you play the game you unlock new things to do until eventually
 you're back where you started.
 
 Essentially... starting at level 100 and having the option to prestige right
 away. If you want the experience. While playing a game. That you have every
 right to enjoy as you will.
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--- #19 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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--- #20 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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--- #21 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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--- #22 fediverse/3365 ---
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 if you're looking for some fun, silly, distracting entertainment, check out
 Nova Drift! It's a great game on Steam! It just left Early Access! It's like
 Asteroids and a roguelike, it's super fun!
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--- #23 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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--- #24 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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--- #25 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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--- #26 messages/887 ---
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 To defeat community, all they have to do is get you to have more fun with
 their people until you start spending time away from the enmeshed people who
 know you. Honeypot style.
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--- #27 messages/969 ---
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 all strategy games should (by default) show other player's mouse cursors.
 players should treat them like units in the game. they should lead and command
 with them. they should talk to the other player, and visit and vview
 invormation as they will.
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--- #28 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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--- #29 fediverse/3703 ---
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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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--- #30 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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--- #31 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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--- #32 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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--- #33 fediverse/1003 ---
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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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--- #34 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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--- #35 fediverse/1880 ---
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 sometimes I decide against playing a Steam game because I don't want it to
 jump to the top of my "recently played" list
 
 Wish I could have like, a heatmap of when I played which game. I think that'd
 be useful for the archival process of my life.
 
 ... how pathetic, she measures her life in gameplay.
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--- #36 fediverse/803 ---
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 {ah but you can't kill yourself without having played Hearts of Iron one more
 time. It's such a fun game! Why don't you give it a try?}
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--- #37 fediverse/2564 ---
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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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--- #38 fediverse/5183 ---
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 you're more likely to survive a battlefield if you play Running with Rifles
 than if you play Call of Duty.
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--- #39 fediverse/6443 ---
═══════════════════════════════════════════════════════════════════════════════────
 speedrunners forget how to play (toy) their favorite toys and learn how to
 play (instrument) their favorite instruments
 
 EDIT: it can be relearned. focus on the tandem.
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--- #40 fediverse/1238 ---
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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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--- #41 fediverse/4827 ---
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 @user-1352 
 
 I run Nix on one of my laptops and I really enjoy it : )
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--- #42 fediverse/2747 ---
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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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--- #43 fediverse/4156 ---
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 ┌──────────────────────┐
 │ CW: game-idea        │
 └──────────────────────┘


 Braid, but a WW2 fps where you fight alongside your past life by spawning in a
 slightly displaced spot
 
 https://ritz-menardi.neocities.org/html-pages/pyrrhic-victory
 
 call it Phyrric Victory, because you only need to play (and die) enough to
 just barely overcome your objective.
 
 ... Also I like the idea of fighting nazi vampires, so... throw in some
 skeletons, gargoyles, beholders, wax angel statues, etc.
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--- #44 fediverse/1830 ---
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 dear disney: please license Mechabellum and use Star Wars assets. Or Starship
 Troopers. Or Warhammer 40k.
 
 if you license it, it's okay to share software. Especially if you make it free
 and open source, as a compromise to both parties.
 
 Mechabellum gameplay:
 https://youtu.be/E2zwRQp_DkM
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--- #45 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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--- #46 messages/911 ---
═════════════════════════════════════════════════════════════════════════──────────
 literally zero secret messages in the game titles. I just feel like playing
 one or another because of the *gameplay*
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--- #47 messages/999 ---
═══════════════════════════════════════════════════════════════════════════────────
 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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--- #48 fediverse/1931 ---
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 these two things took me all evening. I played some video games too. I put
 them in one so you don't have to see so many of them.
a picture of a page from the bicycle notebook.  first part is a collection of brainstorming and diagrams drawn in pursuit of Raleigh, my stab at artificial intelligence.  It's not done yet, in fact it's hardly even a design. It's more like, a thought in the mind that is slowly evolving to adapt to challenges that it might face when being implemented.  and sometimes it's like, beautiful architectures that I'm like "what could I do with these?"  anyway then it starts to devolve into kooky-dookerie about halfway through, and the rest of the notes are written in slant-form -> like, instead of reading one-after-another they sorta change tone and intonation rapidly in a cycle - it's super disorienting. Except visually it's like, tilted text, like a picture-frame that's nudged to one side and hanging from it's frame instead of it's wire holding-point.  do blind people often touch paintings? I doubt it, because it damages the painting. Alas, that materials are finite and flawed and degrade and become stone again. Good news though, sometimes pictures can carry meanings that are impossible to describe visually, but not impossible auditorily.  like, the sound of the voice in your head as you read the plaquards at a museum that displays ancient artifacts or bones of massive beasts or gemstones or science experiments or art or culture or mechanical motion displayed like clockwork and hope.  history is one of my favorite. you can find them by the side of the road. they're lovely homes 4 us many fediverse posts placed into a single image to be passed around as a bundle for people that the viewer decides might want to see them - y'know, like an artwork.
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--- #49 fediverse/1419 ---
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 City of Villains is a fun game where you can beat up both superheroes and nazis
 
 https://youtu.be/VtyfDBqpTVU
 
 best viewed at 360p in my opinion
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--- #50 fediverse/3743 ---
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 @user-1218 
 
 ha wild
 
 well, survival games! shareware games are more of a distribution style and
 less of a genre, like "subscription software" versus "usable software"
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--- #51 notes/wow-chat-biomes ---
══════════════════════════════════════════════════════════════════════════─────────
 there should be biomes in wowchat - like, paint on a map where the oozes can
 go, and it'll spawn a random ooze for ya.
 
 next find the ones that are wildlife, and paint a zone where wildlife creatures
 can spawn. make sure they're initially friendly but will attack if you do.
 
 then give +reputation to the wolves if you fight monsters besides them
 
 and +reputation to the cats if you fight undead
 
 this is easily implementable.
 
 all you have to do is walk around, find the rough general border points with
 your character at 5x speed, and then type them into a text file.
 
 it's not like Azeroth changed.
 
 then, ideally, make small dense zones which travel and cause their monsters
 to either spawn at a point or move toward a point.
 
 then let the "flock" travel as it pleased, traversing the
 map-painted-lua-script
 -ed-monster-delivery-system-I-wield
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--- #52 fediverse/3146 ---
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 ┌──────────────────────────────────────────┐
 │ CW: modern-military-video-game-mentioned │
 └──────────────────────────────────────────┘


 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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--- #53 fediverse/5345 ---
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 you can't win every battle, but if you're losing then you've lost.
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--- #54 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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--- #55 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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--- #56 fediverse/982 ---
════════════════════════════════════════════════───────────────────────────────────
 @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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--- #57 fediverse/5177 ---
════════════════════════════════════════════════════════════════════───────────────
 ┌─────────────────────────────────────┐
 │ 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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--- #58 fediverse/3397 ---
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 game where people in helicopters designate targets for a massive mech the size
 of godzilla (but which moves much slower)
 
 while infantry 1/10th the size of normal RTS units capture buildings
 
 the goal? take out artillery emplacements which are aiming at your mech while
 also protecting your own emplacements
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--- #59 fediverse/400 ---
═════════════════════════════════════════════──────────────────────────────────────
 @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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--- #60 fediverse/2180 ---
══════════════════════════════════════════════════════─────────────────────────────
 @user-1056 
 
 heh true - my roots in role-playing games are directly from the playground, so
 it makes sense that I'd gravitate away from dice that are hard to roll when
 you're on a hike or bike ride. Can only really play D&D on a bike when
 you're in the country though, otherwise the sounds of a city are too noisy.
 
 Also, systems that are so simple you can keep a character sheet in your mind.
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--- #61 fediverse/3810 ---
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 doing my best to get at least one bugfix or feature done per day on my
 video-game mod. I think the regularity and discipline could do me well.
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--- #62 fediverse/3047 ---
════════════════════════════════════════════════════════───────────────────────────
 @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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--- #63 fediverse/3273 ---
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 Mechabellum is like Supreme Commander for guys who aren't fast
 
 and if you want to learn close-combat skills, play Running with Rifles and
 pretend like your life depended on living. Because if you ever were in a
 similar situation, it would.
 
 I'm soooooo bad at squats. But you need to do sooooo many squats in that game.
 like, holy shit. also, so much running, and you gotta be in pitch-perfect form.
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--- #64 fediverse/2175 ---
══════════════════════════════════════════════════════─────────────────────────────
 @user-1056 
 
 I just got my copy of Knave version 2 and there's this line that stuck out to
 me:
 
 SCHEME
 Think laterally, not linearly. Avoid risky plans that require you to roll dice
 and instead create plans so bulletproof that success is certain. Use
 psychology, magic, allies, equipment, and the environment to overcome
 obstacles rather than relying on ability checks.
 
 I can't wait to try doing that in my next D&D campaign. This was listed
 under "player responsibilities" and there's some other bangers in there too -
 like this:
 
 TAKE INITIATIVE
 Set your own goals and make your own fun. Seek out adventure rather than
 waiting for it to come to you.
 
 I wish every player I ever had read that single page. And I wish I had read
 the "DM responsibilities" listed just one page prior. It's a really great
 game! I'm also into OSE, or Old School Essentials. What kind of D&D do you
 like?
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--- #65 fediverse/3692 ---
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 the reason Discord won't allow you to join their communities via 3rd party
 clients like TUI's and CLI's is because they're worried games will just bake a
 client into the game and hide all the community stuff. They're worried because
 there's no reason why a fighting game needs to have a button for viewing a
 puzzle game's community.
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--- #66 fediverse/5659 ---
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 it's not a game, but all I know how to do is play.
 
 I can't do everything
 
 ideally, I'd do nothing.
 
 wei wu wei and all that
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--- #67 fediverse/2913 ---
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 @user-570 @user-246 
 
 I'll make a game if you do! I promise mine will be worse than yours so you can
 feel better about your progress!
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--- #68 fediverse/1566 ---
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 what if you added "secret rules" to english. wouldn't that be a fun game to
 play? it'll be tough to keep them all remembered, but the good news is we only
 have to use the ones on which we agree. like, memes, instead of grammar rules.
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--- #69 fediverse_boost/96 ---
◀─[BOOST]
  
  I'm an old school gamer, so avoid looking up min/max combos or character builds for games on the internet. The whole POINT is to find what works yourself, and what you enjoy. It's what gives a sense of achievement.  
                                                                              
  But I don't mind taking real-world advice from people. Sharing tips is fun.  
  
                                                            
 similar                        chronological                        different 
─▶

--- #70 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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--- #71 fediverse/1600 ---
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 @user-1037 
 
 oooo those are cool, but it didn't have the "puzzlepiece" arrangement. It was
 more... 2 dimensional I think? More like putting marbles on a chinese-checkers
 board. And they had relationships if you moused over them, like...
 semi-transparent arrows connecting them I think? It was different than
 anything I'd ever seen before.
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--- #72 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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--- #73 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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--- #74 fediverse/1210 ---
════════════════════════════════════════════════───────────────────────────────────
 @user-883 
 
 omggggg I wanna play a fast paced shooter as a cute anime girl, which game did
 you have in mind? ? ?
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--- #75 messages/29 ---
═══────────────────────────────────────────────────────────────────────────────────
 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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--- #76 fediverse/24 ---
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 @user-30 Well maybe that's okay :)
 Dark Souls is a hell of a game that has stood the test of time. It's a classic
 now. It's okay if you're not much of a gamer.
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--- #77 fediverse/2565 ---
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 │ CW: water-dispersal  │
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 truck driver who has a long-ish range drone ferrying water bottles back and
 forth while invisible to satellite surveillance
 
 EDIT: better yet, kids playing games at home
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--- #78 fediverse/3912 ---
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 the quickest flaw in a novice's strategy is to act upon what is there, not
 upon what may yet be.
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--- #79 notes/dominions-meta-tactics ---
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 in dominions, it'd be nice if we could set up permanent loops of commander
 operations. Like, "move to this province, drop off units, move back, pick up
 units there, then move to this province, etc"
 
 think, factorio or spacechem. A more procedural generation of narrative events.
 something that is more aligned to the fantasy because it's a story that takes
 place across generations, as no religion's going to woo the world overnight.
 
 it's gotta start somewhere.
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--- #80 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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--- #81 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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--- #82 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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--- #83 fediverse/2570 ---
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 │ CW: re: frontline-tactics │
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 when leap-frogging, have each person use different ranged weapons. Then, as
 you come to each sight-line intersection, choose who goes first based on the
 size of the sight-line you're approaching.
 
 less important in a place like a suburb because the sight-lines are pretty
 similar.
 
 more important in a city or the country, where there are plenty of long-range
 lines of sight.
 
 also, keep in mind that the garages of suburban dads are like goldmines for
 the future backlines. So try not to blow them up.
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--- #84 fediverse/315 ---
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 normalize building games with a built-in virtual machine that plays all
 previous versions of the game for free
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--- #85 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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--- #86 fediverse/6379 ---
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 world of warcraft is just a roguelike that lasts a year.
 
 https://ritz-menardi.neocities.org/wow-chat/wow-chat
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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/4894 ---
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 if you play any of my favorite games, there's a chance we've played together
 ^_^
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--- #89 fediverse/5592 ---
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 │ CW: imaginary-military-doctrine-mentioned │
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 infantry with small arms fire to pin down a target at a location while the
 long-ranged ordinance is along the way
 
 explosive drones, long-range but small payload rockets, but probably not
 artillery since it must be precisely applied when infantry are engaged.
 
 the dumber the fire, the less precise the munition. usually.
 
 infantry under this doctrine would only be ideal to use when the location is
 reachable by long-range ordinance.
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--- #90 fediverse/149 ---
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 @user-95 you seem pretty cool, would you like to play VRchat with me sometime?
 I have like, 1 friend in that game, and I'm too shy to make more xD
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--- #91 fediverse/786 ---
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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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--- #92 messages/521 ---
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 War doesn't care if you use guns or swords or words or waves. War is conflict,
 conflict is motion, and you are in the eye of the storm.
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--- #93 fediverse/968 ---
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 ┌──────────────────────┐
 │ CW: for-cats-only    │
 └──────────────────────┘


 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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--- #94 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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--- #95 fediverse/145 ---
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 │ CW: re: rampant neurodivergent speculation re: Gundam lore │
 └────────────────────────────────────────────────────────────┘


 @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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--- #96 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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--- #97 messages/979 ---
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 the gods don't judge you based on the total number of "good" or "bad" points
 that you get.
 
 they judge you based on your character in your greatest and worst moments.
 
 if you try to dodge or game this by never doing anything extreme and simply
 existing in a medium state at all times, they will develop a moment of
 reckoning for you and thus produce an opportunity to react and show your true
 self. There is no escape from their judgement, so judge yourself kindly and
 fairly.
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--- #98 fediverse/3034 ---
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 @user-570 
 
 I've messed around with Bevy and the library most similar in C is Raylib. in
 Lua it'd be Love2D I think.
 
 I love the idea of those systems. I haven't built a full game using them but I
 can conceptualize operations within them easier using a framework like that
 versus a game engine like Godot.
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--- #99 fediverse/5667 ---
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 if you beat them TOO hard, they go into hiding and sabotage you later.
 
 if you don't strike hard enough, they'll overcome you.
 
 the trick is in the balance. walking the line where they're forced to deploy
 ALL of their assets while you manage to get through with All Things Sacred
 intact.
 
 I should probably post these things on a website instead of a forum for cuties
 and nerds. Alas, free and open source protocols help ensure the message isn't
 lost, obfuscated, or disappeared en route.
 
 ... they help, but nothing can offer guarantees.
 
 blah blah blah I talk too much
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--- #100 fediverse/3952 ---
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 they want eye tracking so they can tell what kinds of ads to sell me
 
 I want eye tracking on the desktop so I can select enemies in MMOs easier
 
 we are not the same
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--- #101 fediverse/3007 ---
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 ┌──────────────────────────────────────────┐
 │ CW: ancient-battles-mentioned-in-context │
 └──────────────────────────────────────────┘


 like... did you know most battles ended when everyone ran away? Most people
 think they're like, endless gauntlets of death to-the-death. no, it's not
 really like that, more like "stick around as long as possible and try to get
 'em before they get us"
 
 plus some general orders from the guys on horses like "start moving toward the
 sun" or "move onto the high ground"
 
 'cause like, if you hear something like that then you better follow their
 commands, if you don't then all your buds will leave you to get ganked.
 
 these days... our comms are so hackable that like, are you really gonna
 communicate over infrastructure they control? oy...
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--- #102 messages/445 ---
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 In Majesty, you place reward flags on specific monsters as a concession from
 the simulation crowd to the real time strategy crowd who wanted more direct
 control.
 
 In Symbeline, you determine the bounty price for various crimes that mordaunts
 and bandits might commit. In addition, you can incentivize your heroes to
 commit crimes against neighboring nations the same way. In this way you do not
 have direct control, but rather can build out a simulation and tweak it
 bit-by-bit to reward certain types of behavior.
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--- #103 messages/327 ---
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 Checkers, but played with chess pieces, and every time you make it back to
 your edge from theirs you get an extra king. Oh and you can expand as far left
 and right as you'd like. And pawns can move two spaces left or right on any
 turn.
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--- #104 fediverse/1162 ---
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 There are some games that I play where I am struck by the thought that "wow,
 this game was made by programmers" and often, they are among my favorite games
 to play.
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--- #105 fediverse/5919 ---
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 "but... why?"
 
 portable linux with buttons, great for pick-up-games or communication, can
 throw several in them in a backpack if you want clustered cooperation, they
 work as radios (if the signal reaches) and can transmit text (if you use a
 radial-style keyboard)
 
 [this is all just a pitch for... something, what, you want something? ha
 you'll find no things with me, I know nothing of antifa or whatever]
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--- #106 fediverse/4906 ---
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 @user-763 
 
 use the gameboy as a database
 
 there's a 0 percent chance that any network spy guys would be able to see
 what's stored on a gameboy cartridge. truly the most remote of classes of
 places.
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--- #107 fediverse/2881 ---
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 "never lose your totem"
 
 I only lose things when in motion. at rest I know where everything is.
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--- #108 fediverse/2761 ---
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 plus these games. if there's more than one version, give them a random one.
 NOT the first, NOT the last, not one that was made around when they were born,
 but a random one.
 
 nerf can be any friendly intense action game, but I like Nerf Arena Blast
 
 "hey man what's your nerf? I got Celeste"
 
 "ooooo I heard that means you're gonna be friends with a trans girl 'cause
 she's always gonna wanna play it"
 
 "what no way"
 
 "hell yeah"
 
 "... anyway I got Towerfall"
 
 "what does that mean"
 
 "I don't think it means anything"
 
 "... weird"
 
 --
 
 the two lego games are just really cool. you can add your own games if you
 want but replace one instead of adding to the list. that way they're each
 sorta unique.
trackmania, the sims, pinball, nerf, lego-rock-raiders, and lego-racers
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--- #109 fediverse/3916 ---
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 life isn't JUST a game, but it is a game.
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--- #110 fediverse/886 ---
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 │ CW: witchery         │
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 if you want to win when confronting a spirit, all you have to do is convince
 it that you've beaten it.
 
 as long as you're persistent then you're fine. Unless, of course, there's a
 beast of a man hiding behind the illusion, in which case you should do your
 best to avoid being stabbed or whatever.
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--- #111 fediverse/3177 ---
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 I want to point out how for every game that released in a month, they had at
 about 5 people playing it and averaged their scores.
A description of the rating procedure for Nintendo Power magazine circa 1998.  There are 10 total evaluators, each with around 3 specialties in genres such as action, adventure, puzzles, fighting, RPGs, sports, etc.  Each game is scored proportionally with game design at 25% of the final score, satisfaction at 25%, graphics at 20%, play control at 20%, and sound with 10%
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--- #112 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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--- #113 messages/443 ---
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 RTO on specific days (WFO others) but with optional social events scheduled
 all day. Returning to office is intended to foster community and cohesiveness
 right? What better way to do that than playing board games, singing in choir,
 or having a potluck? Doesn't have to cost dollars, look to churches for
 community building activity ideas. Let the employees lead.
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--- #114 fediverse/2544 ---
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 video games are useful for inspiring the mind engaging in a child's play,
 teaching lessons of strategy through the observation of mechanics engaged, or
 filling the heart with emotion, as any good artwork will do.
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--- #115 fediverse/3620 ---
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 @user-192 
 
 Yep! back in the day be-fore "four play" you could generally only single-play,
 and for "four play" you'd typically find friends be-fore play-ing.
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--- #116 fediverse/4685 ---
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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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--- #117 fediverse/3025 ---
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 axioms of game design:
 
 every unit should feel useful,
 
 and units should always be able to scale.
 
 meaning, reduce the number of "this ability stacks 3 times" (instead stack
 infinitely, to allow for focused placement) and increase the number of (to
 allow for varied composition) "for each other blue debuff, decrease energy
 regeneration" style effects.
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--- #118 fediverse/4909 ---
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 Mount and Blade: Warband is one of the most mind-expanding games I know
 
 especially if you use the squad commands
 
 and there's so many wonderful mods! A good starting pick is Floris mod pack!
 
 sorta like Factorio teaches you to build logical gates
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--- #119 fediverse/5997 ---
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 they attack the bad guys in our provinces and say that it's our foes, and they
 attack the bad guys in their provinces and say that it's ours that are foes
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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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--- #121 fediverse/6422 ---
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 revolutions should be paid for in lands
 
 [sometimes I like to just... scroll through the land cards in a Magic the
 Gathering card viewer screen application and imagine I myself am there what
 would it feel like how is it part of my arms (that which interfaces with the
 world)]
 
 there's a deleted section here about atlas the immortal
 
 [while also controlling stimuluses to essentially act as a biological computer
 controlling various hydraulics and related upkeep and maintenance
 infrastructures]
 
 anarchrist (she's a baby)
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--- #122 fediverse/3760 ---
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 DID YOU KNOW if you ask someone 15 times over the course of an activity
 whether or not they're "having fun" then odds are they won't, in fact, have
 very much fun
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--- #123 fediverse/977 ---
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 @user-696 
 
 to me, the most technically and gameplay impressive video games tend to be the
 ones that develop their own engine specifically for the project.
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--- #124 fediverse/1184 ---
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 @user-883 
 
 whoa, cool! So with one of these you can flash any ROM you want onto the
 cartridge and it should play any GBA/GBC game you uhhh legally own and have
 pulled the ROM from? If so that's pretty neat
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--- #125 fediverse/6012 ---
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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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--- #126 fediverse/1934 ---
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 @user-1109 
 
 do it in a random color each time! Here's my implementation for viewing txt
 files colorfully:
some bash computer code which first picks a random color, and if the color is a bad combination (like, black front and black back, meaning you can't see the lines of the letters) then it redoes it and tries to pick a better one randomly. It'll keep trying until it gets a correct combination but honestly there's only like one or two bad ones that don't look so great
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--- #127 fediverse/5052 ---
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 "hello, I'd like to make games using your tools and art assets. I will sell
 anything I make to you and only you, and if you don't want it that's fine too,
 I'll just play it with my friends sometimes."
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--- #128 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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--- #129 fediverse/537 ---
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 @user-366 @user-367 @user-246 @user-353 
 
 Ah yes, wouldn't it be nice if everyone spoke their mind? I'm doing my part
 d=(^_^)z
 
 Thank you for adding context to what I posted. I now know better how and where
 to use it, if I ever do again. We shall see, I haven't yet read the
 examinations of the author you sent me. I'll do that before I think about the
 post again.
 
 Those 6 tabs I mentioned last night have now become 4, and soon I'll get
 through all of them - reading is a joy to me ^_^
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--- #130 fediverse/3578 ---
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 It's so sad how some of the best games ever made get glossed over because the
 fun you remember is the friendship and fantasy you felt rather than the game
 itself
 
 time marches forward, and culture changes to no longer fit the old tools quite
 right. Plus they look like PS1 graphics ewwwwww look at those muddy textures
 and blocky bits arranged into triangles and meshes! how dorky, how retro
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--- #131 fediverse/5433 ---
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 war is hell and should be avoided at all costs
 
 "does that mean we should do shadow conflicts and do spy-vs-spy shit all day
 every day?"
 
 no, that's a type of warfare too. and is also hell. no thank you.
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--- #132 messages/138 ---
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 Every ragequit in a matchmade game is a protest against an overly restrictive
 meta that refuses to accomodate the player's preferred playstyle
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--- #133 fediverse/4388 ---
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 I'm sorry, but you can't play any more video games for a while. No more
 spending time on hobbies. When you meet, discuss what needs you see and how to
 fulfill them.
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--- #134 messages/610 ---
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 I'm sorry, but you can't play any more video games for a while. No more
 spending time on hobbies. When you meet, discuss what needs you see and how to
 fulfill them.
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--- #135 fediverse/3008 ---
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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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--- #136 fediverse/4852 ---
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 i like games like factorio or cities skylines where there's always something
 going on but the game only changes when you touch it
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--- #137 fediverse/2001 ---
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 @user-192                                                                        │
 The game designers are fully in charge of when and where the items get placed    │
 into the player's inventory. Surely they should have spent some time balancing   │
 that? No? They were too busy tuning the multiplayer combat mechanics within an   │
 inch of a marginal percentage point? Ah well competition's no fun if someone     │
 loses right? Not like there's gotta be a loser in every fight anyway...          │
 ... anyway inventory limits are useful in games like, Oregon Trail, where        │
 you're explicitly provisioning BEFORE a journey. If you need to make some hard   │
 decisions ON the journey, that takes you out of the action (like you said).      │
 I've played a few games where anything you pick up before venturing into the     │
 untamed wild dark of a dungeon or whatever is "packed" and can't be adjusted     │
 after setting out. Meanwhile the loot, the stuff from the adventure, that all    │
 weighs different amounts and you can pick and choose what to carry with you.     │
 Of course, if you find a health potion, you can drink it, or a sword can be      │
 wielded, but                                                                     │
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--- #138 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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--- #139 fediverse/3570 ---
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 @user-1558 
 
 I contest trolls too because it fulfills my internal adventurer instinct to
 protect marketplaces and farmhouses from savage brutes made out of moss with
 clubs the size of a log
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--- #140 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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--- #141 fediverse/6278 ---
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 @user-1429 
 
 do something fun and hard like walk to seattle or install linux on a toaster
 or write happy notes on post-its and leave them in public places or make art
 and leave it in a public place or~
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--- #142 fediverse/5541 ---
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 they assassinate or defame your leaders. so what do you do? you organize
 without them.
 
 they beat up or frame your strongest, so what do you do? you mobilize without
 them.
 
 they cheat out or steal from your most renowned, so what do you do? you make
 do without them.
 
 they capture or seduce your young, so what do you do? you try to be good to
 them.
 
 they kick and they strangle you whenever you're down, so what do you do? just
 get over them?
 
 you can't play if they don't want you to play. Something tells me the board is
 their own.
 
 you don't have to play their games. But games can be won, and if you dare,
 then try.
If god were there to witness, I'd die before I let him to heaven.
                                                           ──────────┐
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--- #143 fediverse/6294 ---
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 if you play optimally, you'll never get any chance to make decisions.
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--- #144 fediverse/3287 ---
════════════════════════════════════════════════════════───────────────────────────
 oh great my games are randomly crashing now in ways that they didn't used to do
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--- #145 fediverse/1990 ---
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 When my family would go on roadtrips, I'd hide under a blanket in the front      │
 seat with my laptop and power inverter just to hide from the glare.              │
 My mom would play audiobooks, usually fantasy stories, and my sisters would      │
 watch their portable TVs. Like, dvd players that you could carry on top of       │
 your lap. Not laptops, but little purpose-built devices primarily intended to    │
 be used to watch DVDs, or rather movie files that were printed on a disk.        │
 And yes, it's disk, not disc, thanks for asking.                                 │
 anyway it was pretty nice I have fond memories of jugging a gas-station snack    │
 while also swapping circular cartridges - most games required the game's CD to   │
 be inserted in order to play the game.                                           │
 which is just... a nonsensical restriction if you think about it hard enough.    │
 I mean, like, can you imagine if you needed to insert your windows disk          │
 anytime you wanted your computer to turn on? Just... write the disk              │
 information! To disc! Save it so that you never need the crude piece of          │
 plastic again! Then pass it to your fr                                           │
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--- #146 fediverse/204 ---
════════════════════════════════════════════───────────────────────────────────────
 ┌────────────────────────┐
 │ CW: re: guns-mentioned │
 └────────────────────────┘


 @user-95 hehe true. I have a Pathfinder 1e one shot tomorrow and I haven't
 built my character yet D: to say nothing of all the long term "productive"
 things I've been directed away from... Oh also my best friend wants me to
 write a program in C that cracks a 9 character password (all lowercase
 letters) and I sooooorta know how to do that but getting high certainly won't
 help
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--- #147 fediverse/2957 ---
═══════════════════════════════════════════════════════────────────────────────────
 ┌──────────────────────┐
 │ CW: re: capitalism   │
 └──────────────────────┘


 @user-883 
 
 right, like the games the rest of us play aren't good enough for you? need to
 toy with our lives a bit to really get into the flow? yikes
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--- #148 fediverse/5787 ---
═════════════════════════════════════════════════════════════════════════──────────
 if you want to make rope, you start with small pieces and braid them together.
 
 if you want to make hope, you start with families and braid them together.
 
 just be careful, for the world is too vast to keep track of who knows what.
 better in my mind to have systems of familiar forces which keep guiding as
 things align.
 
 -- twisted sister
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--- #149 messages/447 ---
══════════════════════════════════════════════════════─────────────────────────────
 Symbeline is a competitive simulation game with enough dynamic elements to
 keep it unpredictable, like how roguelikes are more replayable than ARPGs.
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--- #150 fediverse/2997 ---
════════════════════════════════════════════════════════───────────────────────────
 multiplayer matchmaking where every time you "join queue" you instead "host a
 room" and it matches rooms together, not players. That way players always feel
 like they're being joined, not that they're joining.
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--- #151 messages/383 ---
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 the most successful strategy is always to strike from a position of strength.
 whether that be timing or power, the goal is to defeat the problem that lies
 before you. One by one, problems are solved, until at last you're through the
 worst of it. Then it's just a matter of expressing dominance, and "this is how
 thing's're gonna be."
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--- #152 fediverse/1116 ---
════════════════════════════════════════════════──────────────────────────────────┐
 ┌──────────────────────┐                                                         │
 │ 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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--- #153 fediverse/4336 ---
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 gonna play more video games, currently have 11 tabs of written posts open in
 my browser...
 
 (okay a few of them get a little off-topic, but hey I have ADHD what do you
 expect of me)
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--- #154 fediverse/1539 ---
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 I like to play healers in MMOs because my power fantasy is helping people
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--- #155 fediverse/5388 ---
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 sail boat + small rocket you can build on a barge
 
 instant beach-side artillery that can hit as far as you'd like (to spec) into
 the land-based territory
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--- #156 fediverse/2433 ---
═══════════════════════════════════════════════════════────────────────────────────
 @user-570 
 
 part 1:
 https://ritz-menardi.neocities.org/design/symbeline.txt
 
 part 2:
 https://ritz-menardi.neocities.org/design/symbeline-aspects.txt
 
 what do you think of this pitch / GDD? I wrote it two years ago, and
 re-reading it now I'd definitely expand on some things and change a few others.
 
 It's not an indie game, it's more on the scale of a Paradox game. Also I don't
 have time to work on it at the present moment, I'm just wondering if you like
 it : )
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--- #157 messages/611 ---
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 Picture this: you're on a TV show like survivor and you just got a lootbox
 from the show's producers. Inside is... Something, whatever you'd like. How
 would you use this while camping?
 
 If it wouldn't be useful, throw it away. Don't let your life be cluttered by
 toys and play.
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--- #158 fediverse/5185 ---
════════════════════════════════════════════════════════════════════───────────────
 frankly it makes a ton of sense to me that computer programmers would have a
 game playing in the monitor. Gotta keep those brains active after all.
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--- #159 fediverse/1718 ---
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 dear old people - did you know computers don't need to have buttons? You can
 literally just type what you want to make happen (if you know the magic spell)
 and it'll just, do that thing
 
 how cool is that
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--- #160 fediverse/1398 ---
═════════════════════════════════════════════════──────────────────────────────────
 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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--- #161 fediverse/209 ---
════════════════════════════════════════════───────────────────────────────────────
 ┌──────────────────────────┐
 │ 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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--- #162 fediverse/4975 ---
════════════════════════════════════════════════════════════════════───────────────
 Hearts are full. We await commands. I played games yesterday.
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--- #163 fediverse/5705 ---
════════════════════════════════════════════════════════════════════════───────────
 all Valve has to do for linux compatibility is let us sort reviews by the
 operating system of the user. go back to making games! Proton is cool and I
 know you're a platform but your games are so good!
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--- #164 fediverse/3302 ---
════════════════════════════════════════════════════════───────────────────────────
 "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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--- #165 fediverse/216 ---
════════════════════════════════════════════───────────────────────────────────────
 ┌──────────────────────────────────────────────────────────────────┐
 │ CW: tactics-cursing-not-immediately-relevant-just-an-observation │
 └──────────────────────────────────────────────────────────────────┘


 if you spot an ambush about to strike, shut the fuck up and get in position.
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--- #166 fediverse/1069 ---
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 there was a time, when a university was tantamount to heresy
 
 ======================= stack overflow =====================
 
 Magic Survival is the witchiest game I know of.
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--- #167 fediverse/3722 ---
═════════════════════════════════════════════════════════──────────────────────────
 @user-1218 
 
 playing one of my 4 gameboys, reading some of my books or journals, using
 their own brought devices, playing with my cat (she's not sociable but if you
 don't mind her claws she can fight and that's kinda fun) watching something on
 the TV, talking with other people, making / eating food, um... sleeping... and
 "sleeping"... idk what else tho. Drawing? Getting stoned? I have lots of bad
 edibles.
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--- #168 fediverse/4908 ---
═════════════════════════════════════════════════════════════════──────────────────
 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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--- #169 fediverse/5633 ---
════════════════════════════════════════════════════════════════════════───────────
 I wish someone would make a "meta game engine" that would run any type of
 project that you gave it. Unity, Unreal, RPGgame-maker-studio, Godot, etc
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--- #170 fediverse/1185 ---
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 @user-883 
 
 Hell yeah. I can't help but wonder if there's a more universal solution on the
 horizon that will work for every game, using idk a raspberry pi zero or
 something? I'm into hardware but not that much so forgive my insolence. Seeing
 these purpose-built PCBs applied toward historical preservation and
 utilization of forward thinking retro gaming technology fills my heart with
 joy.
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--- #171 fediverse/134 ---
═══════════════════════════════════════════────────────────────────────────────────
 ┌───────────────────────────────┐
 │ CW: re: algorithms and primed │
 └───────────────────────────────┘


 @user-95 oh, you like? I made it out of an in-game screenshot. The inner
 border is actually the message box and the outer yellowish one is the
 background color of one of the maps.
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--- #172 messages/1191 ---
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 If you give your enemies nowhere to move, they will move against you. Much
 better, I find, to clear a space toward a common foe, and seek common victory
 separately. A bit of distance keeps the sharp parts from hurting each other,
 and the shared valor offers opportunities for fellowship.
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--- #173 notes/streaming-consciousness ---
═════════════════════════──────────────────────────────────────────────────────────
 10-22-22
 
    train the ai from the perspective of the game master. the one who arbites
 the rules. whose word is law, and the rules of the game are then given. the one
 who deals the cards, who picks the game, who hosts and brings snacks... you
 know, the reason the game exists at all.
 
 take star realms - there are actually three players in that game. player 1,
 player 2, and the invisible third player who plays the role of "chance". who
 decides the cards to play? is it random, or is it weighted? perhaps with enough
 oomph that a whole player was designed for that role.
 
 but how would they be scored? what kind of game is theirs to play?
 
    choosing the board is such a fun role, like designing a story or helping
 with chores. you're building something special, unique and so charmed.
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--- #174 fediverse/5174 ---
════════════════════════════════════════════════════════════════════───────────────
 alright I'm in a "if you want me, come tell me" kind of mood, so if you want
 me, come tell me.
 
 in the meantime, I'm going to be working on making silly little desktop games
 which do nothing and mean nothing and are not useful or valuable in any way.
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--- #175 fediverse/4676 ---
════════════════════════════════════════════════════════════════───────────────────
 ... but I needed to choose lawful-good at character creation in order to play
 a paladin.
 
 the guard looks at you with confusion, decides you're hallucinating and
 dangerous (because of the sword) and forcibly detains you
 
 wait, what did you think I was going to say? Did you think I was going to
 advocate for crimes on a public forum?? what am I a gopher? do you take me for
 a lemur in jamaica? am I truly so triceratops to you that you'd think I'd do
 something so washing machine? Get real, I'd never byzantium my way into such a
 utterly coherent and clearly intentional and not at all arcane situation.
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--- #176 fediverse/4969 ---
═══════════════════════════════════════════════════════════════════────────────────
 what if I played video games all day so everyone knew I was harmless
 
 maybe someday I'll give them up again
 
 for the... third time now? I think?
 
 heh maybe. I do enjoy the feeling of being unstoppable.
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--- #177 fediverse/1635 ---
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 a game that automatically streams every single game of it that's currently
 running for anyone to watch...
 
 like Supreme Commander, a definitely super awesome game that you surely
 wouldn't and definitiely definitely shouldn't train an AI on.
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--- #178 fediverse/3579 ---
═════════════════════════════════════════════════════════──────────────────────────
 If you want to clean your room, try pushing everything loose into a pile in
 the center. Then, sit down next to it and sort things into piles.
 
 "here's a pen pile, here's a paper pile, here's a rubber band pile, here's a
 trash pile" etc etc. Then, when you can't reach anything more or the piles are
 too large, find a spot for them in the bookcase or drawer or wherever.
 
 If you can't, then reorganize. If you still can't, then pick things to get rid
 of.
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--- #179 fediverse/3680 ---
═════════════════════════════════════════════════════════──────────────────────────
 it's probably a good idea to write pseudocode, then real code, instead of
 starting with real code, and bugfixing something incomplete and more difficult
 to reason with.
 
 unless you write real code easier than pseudocode. idk do what works for you.
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--- #180 notes/things-i-almost-posted ---
══════════════════════════════════════════════════════════════════─────────────────
 I miss games where it was actually fun to play against the AI
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--- #181 fediverse/4108 ---
════════════════════════════════════════════════════════════───────────────────────
 what if you could make multiple mastodon accounts in the UI and sort your
 followers into bins that corresponded to which account you wanted to see and
 switch between with the push of a button
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--- #182 fediverse/4214 ---
════════════════════════════════════════════════════════════───────────────────────
 bash script that automatically streams music to your computer and plays it on
 audio devices
 
 and also sets up a screen-streaming system where it displays the screens of
 everyone listening on like, a "security camera panel at the mall" type of deal
 so they can customize the music being streamed for each individual person
 playing video games or whatever.
 
 like "hello computer, all is well. can you tell me what narrative this person
 is going through and then can you recommend a song for that particular purpose"
 
 and then nobody uses it because it's recommendations suck and are always
 picking fleur de lis or whatever because it's a "good song" for listening to
 or whatever.
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--- #183 fediverse/6334 ---
═════════════════════════════════════════════════════════════════════════════─────┐
 a D&D rulebook can double as tarot if you need it. place one hand/bookmark       │
 at the start of a chapter, and the other at the end. flip to a page randomly,    │
 or randomly gain a percentage value from physical objects and then use that      │
 value to determine roughly where in the chapter you jump to. then, read words    │
 randomly, jumping back and forth, or try and divine some meaning from the        │
 words that are printed there. with D&D it's easy because you can say "ah I       │
 landed on the rogue section, that means this guy is probably pretty suave"       │
 (confirming your expectations) "hmmm, here's the rules for fatigue and           │
 drowning. maybe I need to take a break." (validating your unconscious            │
 decisionmaking) "oh neat, treasure!" (needs to explanation) but with other       │
 kinds of books it's usually better to pick the next-best word from the things    │
 your subconscious eyes can take in and process multi-laterally (you lost your    │
 audience, circle back) oh uh so if you wanna randomize it just put the words     │
 in the page in an array and pick one random.                                     │
(you lost your audience, circle back) oh uh so if you wanna randomize it just put the words in the page in an array and compare llm embeddings on each of them and see which has the highest score. this is a language-based truth serum, a way of divining exactly how something is seen to be by the model in use and mixed with a dash of randomized causality.
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--- #184 fediverse/35 ---
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 ┌───────────────────────┐
 │ CW: game design, MMOs │
 └───────────────────────┘


 Look all I'm saying is  all the people who say "oh you shouldn't make an MMO
 for your first game" clearly have never heard of Azerothcore. Literally as
 long as you don't sell it you can make the MMO of your dreams crazy easily.
 You can script it in LUA for crying out loud.
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--- #185 fediverse/3388 ---
═════════════════════════════════════════════════════════──────────────────────────
 what if they made grass only able to be cut with horizontal strikes and pots
 only able to be smashed with vertical
 
 to encourage the player to learn the difference
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--- #186 fediverse/3382 ---
═════════════════════════════════════════════════════════──────────────────────────
 first rule of Nintendo games:
 
 if you rush things, you'll have to do it twice.
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--- #187 notes/supreme-commander-appeal ---
══════════════════════════════════════════════════════════════════─────────────────
 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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--- #188 fediverse/4463 ---
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 at this point in time you probably shouldn't be forming NEW online communities
 unless you're part of an OLD community that just isn't radical enough. And
 then you should try and MERGE communities into larger, more geographically
 concentrated ones.
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--- #189 fediverse/4978 ---
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 snuggled my cat, ate some food, AND took a nap. Phew that was nice. Wasn't
 there something else I was supposed to do today? Hmmmmmm must have slipped my
 mind.
 
 Oh yeah! They added a new unit to Mechabellum, one of my favorite strategy
 games and a great place to talk in general chat in the barrens. It's probably
 that, that's probably what I'm doing today, surely not walking around my
 neighborhood and writing generalstrikeus.com on tiny bits of paper and leaving
 them to get rained on.
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--- #190 fediverse/900 ---
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 if you want time to go slower, stop entertaining yourself.
 
 "time flies when you're having fun"
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--- #191 fediverse/3992 ---
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 gamers compulsively say "gg" after every match but I think the best games are
 the ones that are even - neck and neck - could go either way - always a tense
 struggle
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--- #192 fediverse/1122 ---
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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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--- #193 fediverse/4554 ---
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 ┌──────────────────────────────────┐
 │ CW: political-violence-mentioned │
 └──────────────────────────────────┘


 can't fucking wait till we're done eating the rich and I can go back to a
 simple life of playing with my cat, making video games, writing poetry (bad
 poetry, but I like it) and hanging out with my friends.
 
 gotta build the social infrastructure to get through this phase first, though.
 something something echo chambers exist IRL too
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--- #194 fediverse/3046 ---
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 @user-569
 
 it's impossible for a genre to die. they just go stagnant, as other styles of
 art rise around them, waiting for the day when the other styles give insight
 into the stagnant style's design.
 
 they say that there are no unique ideas, and that you should combine 2-3 ideas
 from different genres to create a decent gameplay loop. I personally disagree,
 but when seeking to revive a "dead" genre you just need to pull in mechanics
 from other games. Games which didn't exist when the genre "died".
 
 For example, deckbuilders did not exist by the time RTS games "died". And yet
 new strategy games are being made all the time, some incorporating
 deckbuilding elements.
 
 Really, a genre only "dies" when the market is saturated by a bunch of
 corporations piling in on a specific formula that "works" (like how every RTS
 made between 2000 and 2010 was either a C&C clone or a Warcraft III clone)
 - this saturation causes people to stop buying strategy games.
But there's so much room for innovation. They strangle the market and say it's "dead" like... duh
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--- #195 fediverse/5843 ---
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 me when it's cold out: we should all bundle up and get through the winter,
 every year that passes is more time to gather our strength
 
 me when the temperature rises: okay so this is being handled by those guys,
 we're moving this way to do this, and - when did you say the this-and-that was
 happening? alright so when you do that-or-this, make sure that you pay
 attention to the so-and-so and don't forget to eat real meals, candy or chips
 don't count.
 
 me when the eyes are on me: imma play video games and smoke weed and be a
 useless little creature who does nothing but occasionally wanders around the
 city doing nothing for nobody and dropping notes on post-its that don't mean
 anything but are kinda cool to read
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--- #196 fediverse/3067 ---
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 IT WORKED! I got my game working! Linux is so awesome! 🥰 😍
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--- #197 fediverse/4760 ---
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 │ CW: shit-drugs-and-cursing-mentioned │
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 how it started: "I want to get stoned and play mechabellum (shit, drugs
 mentioned (shit, cursing mentioned))
 
 how it's going: [see attached picture]
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--- #198 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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--- #199 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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--- #200 notes/symbeline ---
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 Code Name: Symbeline
 
 ----------------------------- gdd initial draft -------------------------------
 
    1. introduction to fantasy (elevator pitches)
    2. kickstarter demands
    2. introduction to core gameplay loop
    4. tenants and core values of the game design
    3. introduction to game modes
    5. introduction to technical requirements
    6. breakdown of core gameplay loop
    7. breakdown of game modes
    8. breakdown of fantasy
    9. breakdown of technical requirements
 
 -------------------------- introduction to fantasy-----------------------------
 
    Symbeline is a macro based strategy game and city-builder based around the
 concept of indirect control. It's inspirations are Majesty the Fantasy Kingdom
 Simulator (2000), Supreme Commander (2007), and Hearts of Iron IV (2016). It is
 designed to appeal to fans of tabletop roleplaying games with it's focus on
 dynamic worldbuilding and sandbox playstyle. The gameplay consists of multiple
 playstyles depending on which aspects of the game appeal to the player, with
 choices between an economic focus via the GUI, longterm planning and resource
 allocation, or diplomacy and subterfuge a'la Ruinarch (2020).
 
 ---------------------------- kickstarter demands ------------------------------
 
    1. prototype
    2. gdd
    3. estimates for character and environment art
    4. estimates for music and sounds
    5. estimates for engine development
    6. estimates for community management
    7. breakdown of mvp, ideal game state, and stretch goals
 
 ----------------------- introduction to core gameplay loop --------------------
 
    1. management of lanes, both width and length
    2. casting of spells and utilization of special boons
    3. city building with placement, upgrades, and henchmen pathing routes
    4. satisfying guild requirements of equipment, manpower, and special
       resources by managing shipments and local income (UI commodity trading)
    5. placement of generalized bounties
       (think champion's guild from Majesty, not reward flags)
    6. diplomacy with neutral, AI, or player controlled kingdoms. Capabilities
       include pacts and treaties, projects, subterfuge, and tournaments. The
       diplomacy system can be a stretch goal.
 
 -------------------------- tenants and core values ----------------------------
 
    1. always something to do, but nothing falls apart without your attention.
    2. gameplay should be focused on macro rather than micro. Longterm planning
       and strategic decision making are favored over tactics and skill.
    3. defeat should feel avoidable until the last moment, and only as a result
       of longterm continuous failures rather than short-term mistakes or being
       blindsided by a cheesy tactic.
    4. victory should be gained through exploiting weaknesses and by using
       lateral thinking.
    5. the careful balance of internal and external threats is essential.
    6. rapid expansion leads to depletion of internal resources, while slowly
       expanding can lead to a lack of options
    7. the world should feel alive and reactive to your decisions.
    8. your kingdom should feel alive and reactive to your decisions.
    9. your heroes should feel alive and completely ignorant of your decisions.
   10. there should always be opportunities for cooperation with your fellow
       kingdoms.
   11. the frontlines should feel peaceful outside of large battles.
   12. everything is flexible and dependant on circumstance
   13. there should be enough space on the map for multiple parties of heroes
       to pass each other like ships in the night without engaging in combat.
       It should feel like the real world, with canyons and valleys and rivers
       and mountains - room for lairs and wild animals to roam.
   14. monsters are always more dangerous than other humans.
   15. the art style should be rooted in classic medieval fantasy. 
   16. equipment should feel either mass-produced (kingdom), organic (monsters),
       ancient (lair treasure), or artisinal (enchanted).
   17. heroes should feel campy, fun, and adventurous. Avoid dark, grim, and
       fearful.
   18. This game is a toy.
   19. This toy should run on any modern computer.
   20. This toy should encourage modding.
 
 -------------------------- introduction to game modes -------------------------
 
    1. singleplayer - single kingdom against an island of monsters and neutral
                      settlements. essentially the multiplayer game against
                      zero opponents.
    2. singleplayer - multiple kingdoms against an island of monsters and
                      neutral settlements. One player controlled kingdom against
                      multiple AI controlled kingdoms.
    3. singleplayer - scenarios, similar to MFKS
    4. multiplayer  - multiple kingdoms against an island of monsters and
                      neutral settlements. Essentially the singleplayer game
                      with networking added in.
    5. multiplayer  - co-op scenarios where multiple players play as the same
                      kingdom. A test of the core tenant "there's always
                      something to do"
    6. multiplayer  - co-op island invasion. Essentially the multiplayer game
                      with more than one player controlling a kingdom.
    7. singleplayer - play in 3rd person as a hero in an AI kingdom. Mostly for
                      the novelty since the core gameplay loop is focused on
                      city-building. A test of the core tenant "nothing falls
                      apart without your attention"
 
    1 is mvp. 2-6 are stretch goals in order of ascending difficulty. They
    should build upon one another - the main steps are:
 
    1. singleplayer island invasion (biggest step)
    2. AI controlled kingdoms
    3. scenarios
    4. multiplayer (second biggest step)
    5. cooperatively controlling the same kingdom
    6. 3rd person perspective and character controller
 
 ------------------------ technical requirements -------------------------------
    
    1. this game will be written in lua (with Fennel support) and using Raylib.
    2. the prototype will be made with Godot using GDscript.
    3. if the performance demands are too much for lua or the engine is out of
       scope for the budget, Rust with the Bevy engine could be used.
    4. the final product will include a custom 2d engine designed for large
       scale maps with an isometric perspective and a data-first design.
    5. the game should be as concurrent as possible, to support large numbers of
       cpu cores and compute shaders.
    6. the game will be data-driven, meaning the visual aspects are simply a
       representation of the interactions of the underlying simulation, rather
       than an intrinsic component of the computation.
    7. Each "event" in the game (a character moves, a building is placed, a
       monster spawns, etc) will send a message to the visual processing side of
       the engine, which will present a representation to the user.
    8. the map will be a hex grid with pointed-top hexagons. The visual
       representation of the underlying data may be continuous (non-hex) but the
       underlying data will be represented on a hexagonal grid.
 
    9. there needs to be character portraits for each type of monster, henchmen,
       and hero type. You should be able to recognize what attributes a hero
       specializes in by their portrait. Mvp is 1 attribute, but more can be
       a stretch goal.
   10. Each building, upgrade, and equipment type needs an icon. Stretch goals
       can be portraits.
 
   11. each henchman, hero type, and monster needs 3 sprites for each action.
       more actions may be added if budget allows, but mvp is movement and
       attacking. Several additional sprites may be necessary, like dying,
       standing still, gathering loot, socializing, or any others.
   12. each building needs 4 sprites for the construction process and 4 for the
       destruction process. Flame effects are stretch goals.
   13. each building needs an animated sprite for when it is in use.
   14. each lair needs a sprite and an icon.
   15. each spell needs an icon and a spell effect sprite. Each projectile needs
       a sprite.
   16. a stretch goal would be differing sprites for each piece of equipment.
       included with this would be engine work to allow for dynamic sprites.
   17. each terrain type should have a ground material and sprites for doodads.
   18. there needs to be several GUI menus. The precise number depends on
       gameplay breakdown.
 
   17. each hero type and henchman needs to have pithy and unique voice lines.
       this is a stretch goal.
   18. there should be music tracks for each part of the game - beginning,
       middle, and end.
   19. there should be sounds for each action that takes place in the game
       including combat, UI interactions, and spellcasts.
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