=== ANCHOR POEM ===
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┌─────────┐ ┌───────────┐
│ similar │ chronological │ different │
╘─────────┴┴───────────────────────────────────────────────────────────────────────────┘
=== SIMILARITY RANKED ===
--- #1 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 │
╘═════════╧╧═════════──────────────────────────────────────────────────────────────────┘
--- #2 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 │
╘═════════╧╧═════════════════════════──────────────────────────────────────────────────┘
--- #3 fediverse/4363 ---
═══════════════════════════════════════════════════════════────────────────────────
┌─────────────────────────────────────┐
│ CW: politics-mentioned-AI-mentioned │
└─────────────────────────────────────┘
electoral college maps show how much area each population controls
popular votes show how many individuals worth of resources each side consumes
GDP shows how valuable each area is
rates of bachelor's degrees shows how well a population can adhere to a strict
orthodoxy of thought
rates of published experiments show how unique and/or bureaucratic their
decision-making processes are
meanwhile, neoliberalism comes in and said "noooo you HAVE to go to college
out of state, trust me bro"
who cares about AI the real struggle is whether or not people can obey those
who are more smart. like... in general.
I don't know about you, but I sure as heck respect the authority of someone
who knows who they are. Like... "I'm a doctor, I'm a king, I'm a
rose-gardener, I'm looking for this thing..."
they wouldn't be
┌─────────┐ ┌───────────┐
│ similar │ chronological │ different │
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--- #4 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.
┌─────────┐ ┌───────────┐
│ similar │ chronological │ different │
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--- #5 fediverse/4332 ---
═══════════════════════════════════════════════════════════────────────────────────
┌────────────────────────┐
│ CW: politics-mentioned │
└────────────────────────┘
direct action is not just methods of fulfilling our needs
it's about practicing the skills necessary to get things done
the homeless can't feed themselves if there's no war afoot. but learning how
to work with an organization to accomplish a real, tangible goal... that's the
beauty of it.
you do pushups, right? you practice your singing voice, and brush your hair
out at night. You clean up your carpets, you take care of a home, all these
are skills and routines that you practice, to practice doing little things
bit-by-bit.
It's okay if it feels untenable. Just work as best as you can. Tomorrow might
feel like unending, but there's always more for us to tend.
until, of course, it gets easier. And it will, in due course. Sooner if we all
cooperated, but still just enough for us to contend.
there are more of us than them. We don't all need to fight, we just need to
support and to tend.
Trust me. We're alright. It's going to get better before it's done.
┌─────────┐ ┌───────────┐
│ similar │ chronological │ different │
╘═════════╧╧════════════════════════════════════════════════════───────────────────────┘
--- #6 fediverse/3146 ---
═══════════════════════════════════════════════════════────────────────────────────
┌──────────────────────────────────────────┐
│ 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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│ similar │ chronological │ different │
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--- #7 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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│ similar │ chronological │ different │
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--- #8 messages/766 ---
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┌─────────┐ ┌───────────┐
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--- #9 messages/410 ---
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How about when you hire foreign labor (offshoring) you have to pay taxes on
every dollar cheaper the labor is when compared to hiring a similar domestic
employee. Those taxes are used to pay down the national debt specifically on
debt owed to the nation you're hiring from. If there is no debt, then it is
given as a gift, as a form of tribute to those who would develop such valuable
employees.
┌─────────┐ ┌───────────┐
│ similar │ chronological │ different │
╘═════════╧╧═════════════════════════════════════════════──────────────────────────────┘
--- #10 fediverse_boost/4121 ---
◀─╔═══════════════════════[BOOST]═════════════════════════───────────────────────╗
║ ┌────────────────────────────────────────────────────────────────────────────┐ ║
║ │ @user-1474 │ ║
║ └────────────────────────────────────────────────────────────────────────────┘ ║
╠─────────┐ ┌───────────╣
║ similar │ chronological │ different ║
╚═════════╧═════════════════════════════════════════════───────────────┴───────╝─▶
--- #11 fediverse/407 ---
════════════════════════════════════════════───────────────────────────────────────
@user-294
since the entire building is oriented around a central elevator shaft, you
could have a 2d map that wraps around if you go far enough left/right.
Traditional metroidvanias tend to be very vertical though, so you might have
to take some artistic liberties with the level design. Unfortunately each
floor in most office buildings tends to be fairly flat, topographically...
┌─────────┐ ┌───────────┐
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--- #12 messages/331 ---
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Humans were not designed for repetitive labor. You can see this manifest in
the way our muscles regrow after being stressed, strained, and trained. If you
do 500 pushups, your pushup muscles will be pretty exhausted and unusable for
the next day or two. However your abs will probably be fine, your legs too.
This shows that humans are meant to exercise different muscle groups on
different days, like one day catching fish, the next plucking fruit, the next
chopping wood, the next running with wolves.
Humans are not designed to do the same thing every day. It hurts not just our
bodies, but our minds as well. Repetitive thought patterns such as "welcome to
[store] can I take your order" dig grooves in our brain that are difficult to
unlearn. And the abstraction of a man to a machine in the hands of capital is
profane and strange to the watchers within. But hey, gotta do what ya gotta
do, rents gotta get paid, and nobody wants to scrub toilets. But it's gotta
get done if you want hospitals and supercomputers.
┌─────────┐ ┌───────────┐
│ similar │ chronological │ different │
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--- #13 fediverse/2690 ---
══════════════════════════════════════════════════════─────────────────────────────
┌───────────────────────────┐
│ CW: uspol-drugs-mentioned │
└───────────────────────────┘
are you a software developer making at least 6 figures?
Consider adopting a useless lesbian! or a trans person who sucks at
everything! or a cute-as-heck femboy! these rascals sure can't take care of
themselves, and it's only natural to try to keep them off the streets.
after all, at least in my country, you can be arrested for sleeping on the
streets. in public places - yes you heard that right, places owned by the
people cannot be slept in by people. Kinda feels like an infringement on
collective property rights, but HEY what do I know right? It's not like they
were kept safe by our citizen's militia after all, it's basically a warzone
out there after dark in the streets full of fentanyl zombies!
ADOPT TODAY! the perfect catgirl is waiting in the window for you, right next
to the autistic puppyboy eager for pets.
┌─────────┐ ┌───────────┐
│ similar │ chronological │ different │
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--- #14 messages/487 ---
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Why are you buying bumper stickers and flair? You could be spending that on 3d
printers!
Unrelated, but companies are wasting their time at pride. Wanna know how you
can help? Pick 15 attendees and pay for their entire Amazon wishlists. Then,
have a competition with all the other companies for fame and prestige of who
bought the best gifts (that are explicitely asked for and randomly assigned)
while they work to secure the rest of the things they need. The things that
can't be bought, the things which utilize gifts from Amazon shopping lists,
the organizations and groups of people working toward a common goal. The
common goal that queer people share, the liberation of all of mankind.
Corporations could actually help them work toward that by tangibly improving
their material conditions. Like by buying everything on their Amazon
wishlists. (that's just an example, doesn't have to be amazon, but that kind
of vibe. Giving them everything they have previously had need of, but couldn't
access. The idea being that they would then implement those newfound
capabilities, through their own usage or in the guided manipulations of
another's will. Like a teacher to a child, bringing forth understandings the
child may use in their future lives, people may be given new capabilities and
taught how to use tools that the teacher might have placed on their Amazon
shopping list, and were subsequently provided by a corporation sponsoring a
small segment of pride, but did not possess the time to use. They may possess
the functionality (skills and muscle memory and such) yo utilize those new
tools, but without the time to do so they cannot. So, they might teach
another, who then might provide the same impulse that the sponsored person
(with the fulfilled Amazon wishlist) was initially guided. (by). Like, if
bought a 3D printer, I might spend a hundred hours learning how to do it, I
might spend 50 if I was taught one-on-one. But someone who already knows how
to use it could use it (have it instead) and fulfill the need that I had which
initially encouraged me to reach for a 3D printer I neither possessed not
owned nor could operate. The need remains, and may be fulfilled by the person
who was given the 3D printer who can use the 3D printer by the person who was
fulfilled it from their Amazon wishlist by the corporation who believed in the
same common goal as the queer liberation of humanity and eternity.
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│ similar │ chronological │ different │
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--- #15 fediverse/1984 ---
═════════════════════════════════════════════════════──────────────────────────────
"mili" versus "mega" is a question of which direction you want to go.
"mili" is less abstract - milimeters are smaller than meters.
"mega" is more abstract - megabytes are bigger than bytes.
we use "mili" terminology to describe things that are often considered small
(like bacteria or sub-plutonic inches, or number of microbes in a vat)
we use "mega" terminology to describe things that are often measured from
small to large (like bytes to megabytes to kilobytes to gigabytes to terabytes
to petabytes to... wait shit)
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│ similar │ chronological │ different │
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--- #16 fediverse_boost/4503 ---
◀─╔════════════════════════[BOOST]═════════════════════════──────────────────────╗
║ ┌────────────────────────────────────────────────────────────────────────────┐ ║
║ │ │ ║
║ └────────────────────────────────────────────────────────────────────────────┘ ║
╠─────────┐ ┌───────────╣
║ similar │ chronological │ different ║
╚═════════╧══════════════════════════════════════════════──────────────┴───────╝─▶
--- #17 fediverse/5978 ---
══════════════════════════════════════════════════════════════════════════─────────
For now,
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--- #18 fediverse/3704 ---
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Growing up, I started with 3 video games - Super Mario Deluxe, Dragon Warrior
1&2, and Asteroids. For the gameboy color. Then, a year or two later (what
felt like forever), Super Mario 64 and The Legend of Zelda Ocarina of Time.
Classics. I was so lucky. Not because it was more expensive than my peers, but
because I had the right games.
Others joined later, Tetris, Mario Kart, Star Fox, etc... But having so few
that were so good for so long made me adore them. I would play for about an
hour a day, any more would cut into my imaginative play-time.
I did not dream of games. But I craved their moments.
These days, I play games for so long that I dream of them. In my most
vulnerable moments I treat them like my baseline state, rather than a
prescribed appointment of delight.
I miss wandering around without thinking of my objective. The games seemed to
change, rather than progress. They felt alive to me. I never beat them,
because I didn't need to.
I'll raise my kids the same way, if I ever having any...
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--- #19 bluesky#18 ---
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dragons, in their miniature form, also known as a "draggen", or in some
cultures a "jragen" or "dragin"
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--- #20 notes/algorism-neighborhood-distribution-network ---
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Algorism is a system designed to work for any level of organization. It scales.
It accomplishes this by abstracting individual needs into communal needs at a
certain level of size or complexity, and in doing so it enables people to take
responsibility both for their individual lives, but also the lives of the world
around them. This increased level of "stake" that people "hold" in their lives
will encourage them to develop their surroundings in a healthier way, thus
leading to a safer, saner, and more productive society for all.
How is this accomplished? There are many aspects to Algorism, and this note is
an examination of one particular facet - specifically, the requisition system
which delivers goods and services to entities larger than a single individual.
It may be best illustrated with an example. Consider a neighborhood - or, even
simpler, a suburban street, lined with houses. There may be 20-50 families on
that street, depending on it's length, so let's say there's around 30. These
families hold a common cause together - they all want their surroundings to be
generally pretty nice, clean, and decent. They may share many other things
besides, but these are things that most people can agree on.
These 30 families need supplies and infrastructure in order to have a good life
lived in their small little "town". Some common ideas for unification
activities
include knocking down the backyard fences and letting them relish the shared
safe space for children, gardens, and nature. This is an example of a cultural
method for building a "good life" for them, however they need to have some sort
of "economic" method of good-life-building as well. The reason I say this is
because no matter what level of complexity you reach, there are always
economics
involved, for an individual distributing blood cells to each of it's fingertips
all the way up to families sharing the food on the serving plate at dinner. Go
up higher and you have perhaps neighborhoods sharing commonly used tools or
resources, then cities and states and countries sharing people, talents, and
brotherhood.
Economics are a symptom of systems, not power. Power is coercive, it compels
others to obey thine will or else face retribution, but systems do not require
power in order to function. A system could be as simple as "you scratch my back
I scratch yours", which is a simple way that our ancestors learned about basic
cooperation. Systems can scale of course, and they need not be comprised solely
of verbal, mental, or legal agreements - computer systems, economic systems,
spiritual systems, systems of math or physics, all of these things are based on
the philosophical discipline known as "logic". Logic is fallible of course, it
is certainly possible to create systems of logic which are completely unsound
or invalid and which fall apart upon being used for the first time. However,
when considered with a scrutinous eye for detail, and referenced to the results
of the real world and it's endless permutations, logic can be an excellent tool
for developing organization and structure. Both of which are invaluable for all
humans when they seek to cooperate or coordinate.
If thirty people who lived near each other wanted to cooperate or coordinate on
the goal of "building a good life", they might reach for a logical method of
developing their surroundings toward how they feel is most suited to their
needs
and demands. In order to do so, they'll need supply and infrastructure. The
question of acquiring such supply and infrastructure is ultimately up to them,
but the Algorist way of doing so is to utilize the queue system.
This system is related to queues as typically understood only in name and in
technicality, for the additional structures built on-top of the queues are more
than sufficient to differentiate it. When you, dear reader, hear the idea that
you'd have to wait in line in order to get your food at the cafeteria, you may
shudder and think about how you'd prefer anything else. After all, that's how
they did it in the Soviet Union, and there are plenty of horror stories about
how it took 10 years to buy a car, or how the factories were graded based on
weight so they'd sneak lead into all their lamps or whatever in order to seem
like they were doing well. They gamed the system, in a word.
However, America in 2025 is not as simple as the USSR in the mid-1900s. We have
computers now. We do not need to coordinate using paper and pencil. This
enables
us to create things like web-UIs for Amazon, a world-wide distribution network,
or to build SQL databases full of every record we could imagine and store it on
a computer the size of a brick. There is no end to the power that computers may
bring to us, but with great power comes great responsibility, and the pragmatic
programmer will work tirelessly to reduce complexity of scale.
A queue is a system where the entities who are to be served, delivered, or
otherwise operated on are placed in line, and those which are placed first are
focused on with priority over those that entered the queue later. There are
many types of queues but this is the one we will use for this note. Using this
basic definition, we can see that there are many opportunities to implement
additional mechanics
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