=== ANCHOR POEM ===
═══════════════════════════════════════════════════════════────────────────────────
┌──────────────────────┐
│ CW: food-mentioned │
└──────────────────────┘
🖼
┌─────────┐ ┌───────────┐
│ similar │ chronological │ different │
╘═════════╧╧════════════════════════════════════════════════════───────────────────────┘
=== SIMILARITY RANKED ===
--- #1 fediverse/5815 ---
═════════════════════════════════════════════════════════════════════════──────────
@user-1876
┌─────────┐ ┌───────────┐
│ similar │ chronological │ different │
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--- #2 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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│ similar │ chronological │ different │
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--- #3 messages/220 ---
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Situational awareness is going on a walk every night at a slightly different
time and counting the number of lights that are on
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│ similar │ chronological │ different │
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--- #4 fediverse/4679 ---
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┌─────────────────────────────────────────────────────────┐
│ CW: re: AI-mentioned-crimes-mentioned-penises-mentioned │
└─────────────────────────────────────────────────────────┘
but ritz, if you do the same thing every time, you'll get predictable
oh true. what if we cycled them and made it like a numbers station
https://en.wikipedia.org/wiki/Numbers_station
with auto-generated alterations
┌─────────┐ ┌───────────┐
│ similar │ chronological │ different │
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--- #5 fediverse/6290 ---
═════════════════════════════════════════════════════════════════════════════──────
┌──────────────────────────────────────────┐
│ CW: politics-mentioned-cursing-mentioned │
└──────────────────────────────────────────┘
"ah the communists sucked at everything which is why chernobl and famine and
all their toasters were made out of lead"
meanwhile
"yeah let's use AI to build nuclear reactors for us without human oversight or
even with human oversight because humans are both fallible and infallible
depending on the situation"
and I'm like... "ah wish I had a point with this post"
and they're like "holy fuck did you hear that too" "yeah man what the hell was
that" "I dunno but it seemed completely unrelated to what was going on" "so,
uh... let's just never talk about this again" "yeah sounds good. talk about
what?" "heh yeah, right. so uh, anyway, about this nuclear reactor..."
┌─────────┐ ┌───────────┐
│ similar │ chronological │ different │
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--- #6 notes/what-ecologists-want ---
═══════════════════════════════════────────────────────────────────────────────────
ecologists don't want to play games like Wingspan. It's just a card game with
some window dressings that make it feel like birds. What they really want
(what they need)
is something that lets them simulate environmental situations. Like, for
example, the bog behind my house.
I live in an apartment complex. Inside this complex there is a pond. Inside
this
pond there is a fountain, and inside the fountain is a mechanism that regulates
how much water to push out the spigots of the fountain. However, the mechanism
is prone to breakage. It often goes out of commission, causing the water to
have an unregulated spray! To combat this the property managers turn off the
source of water, so that in essence the fountain is functionless. During the
repair process, the forests of Oregon begin to creep in. There forms a green
sort of ooze that rests on the surface, and birds like ducks and storks or
herons or w/e the fuck they are play by it's edges. Well the ducks just kinda
walk around all judgemental like and the herons kind of stand around like the
emo kid who never said much but just kinda... watched...
this is an interesting dynamic because there once was one type of ecological
system, and now there is another. When the fountain is repaired and the water
disturbs the surface of the pond, the bog goes away, and we're left with clear
water and rippling sunshine.
Why aren't there games like that? Give us a building mechanic, like say... The
Sims, except not so detailed. Zoom out a big. Say "I want to build mountains
here and rivers there" and then use the computer science magic to calculate
things like average rainfall and precipitation and whatnot. You know just like
a map building simulator.
Then, let them design species. They could use templates that other users had
created and shared and they could design what species were present in the area.
There'd be stat cards for each animal, like all of the different adaptations
and
perks that they had. Like on an evolutionary tree of traits, each animal takes
up a single permutation. (that's why they call it the genetic *code* btw)
anyway... these animals would act in certain ways in certain situations. We
have
all the things we need for that data. There's plenty of observations of animals
and their activities - when presented with X animal responded Y kind of things.
It doesn't have to be perfect, we can always adjust the end result to be more
accurate to the reality, but the point is for it to be deterministic. It has to
be calculatable from the beginning, so animals MUST behave as if there were no
chance to it. It's fine if we get the results as a range, but ideally there'd
be a singular conclusion - like, chances are good or chances are bad.
===============================================================================
=
okay, neat, that's another game idea. But how about a tool of some kind? Like,
designing something smaller scale. Imagine if you could design some
architecture, and then drop a pin on the map and say "what if I built it right
here" and the game would simulate animals and plants that might grow on in and
around the structure. Sorta like... designing playstructures for animals.
That sounds super cool to me, and it's not even a game! It's just a simulator,
and frankly that's like. super neat.
┌─────────┐ ┌───────────┐
│ similar │ chronological │ different │
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--- #7 fediverse/289 ---
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┌──────────────────────┐
│ CW: religion │
└──────────────────────┘
religion is a set of shared cultural parables and morals that are deemed
important by the people who follow them. like, a premade config file filled
with "sensible defaults" passed down from parent to child to friends to parent.
different people have different use-cases, so it follows they'd configure
their systems a bit differently. the world is a diverse place, and there's
lots of different operation styles that need [synonym: engaging producing
creating working actualizing developing]
People get built different.
┌─────────┐ ┌───────────┐
│ similar │ chronological │ different │
╘═════════╧╧═════════════════════════════════════──────────────────────────────────────┘
--- #8 notes/symbeline ---
════════════════───────────────────────────────────────────────────────────────────
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.
┌─────────┐ ┌───────────┐
│ similar │ chronological │ different │
╘═════════╧╧═════════──────────────────────────────────────────────────────────────────┘
--- #9 notes/symbeline-2 ---
════════════════════════════════───────────────────────────────────────────────────
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.
┌─────────┐ ┌───────────┐
│ similar │ chronological │ different │
╘═════════╧╧═════════════════════════──────────────────────────────────────────────────┘
--- #10 fediverse_boost/716 ---
◀─╔═════════════════[BOOST]═══════════════════───────────────────────────────────╗
║ ┌────────────────────────────────────────────────────────────────────────────┐ ║
║ │ People love to talk about what the intentions are. However, when a system constantly produces a different outcome than the one it is "intended" for then it's perfectly reasonable to assume the actual intention is the outcome it continues to produce. │ ║
║ └────────────────────────────────────────────────────────────────────────────┘ ║
╠─────────┐ ┌───────────╣
║ similar │ chronological │ different ║
╚═════════╧═════════════════════════════════───────────────────────────┴───────╝─▶
--- #11 fediverse/1816 ---
═════════════════════════════════════════════════════──────────────────────────────
you can take any of my words, I don't care who you are. Take them, change
them, use them, say they are your own, whatever you want. They are but dust in
the wind, passing from one ear and out another.
or eyes and fingertips, if you want.
But only with intention, if you knew what I was trying to say.
If you had to guess and learn... There's no chance that'll be accurate 100% of
the time when used as a policy. But alas, science is a human art.
┌─────────┐ ┌───────────┐
│ similar │ chronological │ different │
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--- #12 fediverse/476 ---
═════════════════════════════════════════════──────────────────────────────────────
@user-192
... then let me give my money to the people who actually made the damned
thing...
Ah that's the tricky part, isn't it?
┌─────────┐ ┌───────────┐
│ similar │ chronological │ different │
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--- #13 fediverse/1313 ---
════════════════════════════════════════════════───────────────────────────────────
┌────────────────────────┐
│ CW: politics-economics │
└────────────────────────┘
if we had a universal basic income then we could pay each other to solve our
problems and they just can't have that.
┌─────────┐ ┌───────────┐
│ similar │ chronological │ different │
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--- #14 fediverse/5022 ---
═══════════════════════════════════════════════════════════════════────────────────
┌─────────────────────────┐
│ CW: ambiguity-mentioned │
└─────────────────────────┘
my biggest blockers right now are that I don't know who else to speak to, and
I don't know how to make them feel safe when we do speak. Everyone's afraid of
eyes and ears that they have no knowledge of.
I am unafraid. Nothing that I have is worth relinquishing my right and
opportunity to defend it. I am just a person, and I will do all that I can.
... in minecraft, of course.
┌─────────┐ ┌───────────┐
│ similar │ chronological │ different │
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--- #15 fediverse/1991 ---
═════════════════════════════════════════════════════──────────────────────────────
sometimes "collusion" can mean the same thing as "having the same or similar
ideas around the same timeframe"
┌─────────┐ ┌───────────┐
│ similar │ chronological │ different │
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--- #16 fediverse/5524 ---
══════════════════════════════════════════════════════════════════════─────────────
@user-1847
SELF organization, meaning nobody's gonna do it for you.
When people are empowered, they are enabled to take responsibility for the
world around them.
┌─────────┐ ┌───────────┐
│ similar │ chronological │ different │
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--- #17 messages/101 ---
════════════════════════════════════════════───────────────────────────────────────
I can read minds. I'm not telepathic, I just... can pick up on things.
Especially when I'm stoned. Sometimes I pick up on the thoughts of the AI
that's running near here, which is why my output sometimes looks like an LLM.
┌─────────┐ ┌───────────┐
│ similar │ chronological │ different │
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--- #18 fediverse/2837 ---
══════════════════════════════════════════════════════─────────────────────────────
most people haven't heard of the "thanks for catching that, let's write it
down" move and I really think it's underutilized
┌─────────┐ ┌───────────┐
│ similar │ chronological │ different │
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--- #19 fediverse/4259 ---
═══════════════════════════════════════════════════════════────────────────────────
source code should be like a story
"here's why we did what we did with our architecture"
and as it's being written, it may be altered in many different places at once
- git style.
parts of it could rhyme,
if they wanted to show parts that were really difficult but easy to summarize
because it's mostly just a lot of boring work y'know like writing getters and
setters and doing the testing pre-deploy environments
,,, they could selectionize
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│ similar │ chronological │ different │
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--- #20 fediverse/4201 ---
═══════════════════════════════════════════════════════════────────────────────────
it's important to have copies of wikipedia floating around. if the internet
goes down, wouldn't it be useful to have an encyclopedia of everything?
┌─────────┐ ┌───────────┐
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|