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

--- #1 fediverse/1602 ---
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 @user-1037                                                                       │
 those all seem really cool though! They all kinda have the same basic UI tho,    │
 kinda feel like there's opportunities for different kinds of expression. Like,   │
 in game design there's a lot of different genres, and yeah sidescrollers         │
 include mario and sonic but they're both very different experiences. So too      │
 perhaps could we interact with our computers by programming them in more         │
 engaging ways.                                                                   │
 they say some people are visual learners, others need to be taught, some         │
 people need to watch someone else doing it, and a few might just learn by        │
 plugging their brains into a computer and downloading a black belt in kung fu.   │
 Maybe typing long paragraphs of logic makes sense for some people, I know for    │
 most it doesn't come naturally. Maybe some people are more used to like,         │
 looking at maps that you can examine at different levels of abstraction. Like    │
 players who play Paradox games zooming from a national perspective to states     │
 and individuals and all the other things they might want to strategize using.    │
 Or m                                                                             │
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--- #2 fediverse/940 ---
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 @user-652 
 
 just made a game for GGJ in Godot and I have to agree. Godot is so
 frustrating, but one thing I have to concede is that once you get your head
 around it the GUI part is actually incredibly powerful.
 
 My next game I'm going to make in Raylib, and if the UI bit proves too
 difficult I'll probably end up back at Godot.
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--- #3 fediverse/4096 ---
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 │ CW: opinionated-design │                                                       │
 └────────────────────────┘                                                       │
 Steps to make a game waterfall style:                                            │
 Lay out all the data structures and arrange them in containers like arrays or    │
 hashmaps                                                                         │
 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, status effects, and thread pools.              │
 Then develop a way to present it to the player using UIs, visuals and            │
 graphics, narratives, sound, etc. This will probably involve implementing your   │
 game in an engine like Godot, Raylib, or Bevy.                                   │
 By developing your game in this order, you will DESIGN the systems first, and    │
 IMPLEMENT them second. Systems are agnostic - implementation is tied to a        │
 specific engine. You will learn more about programming by doing it this way,     │
 instead of losing your motivation by learning new tools like game engines or     │
 3D modeling systems, which aren't useful unless you already have a game.         │
 I'd recommend starting with pencil and paper until you're ready to implement.    │
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--- #4 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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--- #5 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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--- #6 fediverse/281 ---
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 │ CW: cursed-game-engine-idea │                                                  │
 └─────────────────────────────┘                                                  │
 a game engine which won't let you import custom assets unless you complete a     │
 few simple tasks using the interface - "build a green capsule collider" "make    │
 this soldier unit shoot three bullets per shot" or "enable the automatic linux   │
 support" - using the interface, writing some code, and changing configurations.  │
 why would anyone do this? well it could be useful to increase the difficulty     │
 of importing external resources. plus it helps the user learn a bit over time,   │
 and it slows the pace of output such that the user's skills are encouraged as    │
 the output of the programming and not the program itself.                        │
 an inverse curse (an evil one) would be where the requirements to complete       │
 basic tasks are hidden behind unapplicable skills. like, do you know exactly     │
 which buttons to press? engage with the skinner box, please. yes yes this is     │
 what we need - unintuitive software that completely disarms the populace from    │
 using them! suddenly they're worthless, and can't do anything on any surface.    │
 it sucks                                                                         │
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--- #7 notes/how-little-we-find ---
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 how little we find of thoughts from her mind
 yet now we are kings of our own time
 oh how she is wander true
 
 DEAR VR DESIGNERS:
 
 when making trailers for your game, create a separate camera in the game engine
 and record from that.
 
 keep the player character invisible, but just... watch from a distance
 
 like they're an actor in a scene
 
 ummmm oh dear she's crazy, what the heck
 
 [no this is just what it's like to see stars]
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--- #8 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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--- #9 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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--- #10 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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--- #11 fediverse/4897 ---
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 what if we asked chatGPT to generate a list of every personality archetype
 that humans have. Like... really get super specific and fill out the whole
 list of character sheets.
 
 then we give each fraction of it that fraction of dollars and if some people
 aren't fully represented (because they have greater needs) then we both
 increase production of resources and take a penalty on our own supply, in
 order to meet the needs of our allies.
 
 simplest thing. how could it work? who can say. maybe it won't. maybe it's
 just... arcane. /shrug that's game design for ya you can't tell how it'll go
 until it's in the hands of your players. too bad we don't do too many
 play-things.
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--- #12 messages/770 ---
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 There are some pieces of software where you think "oh cool, what did they
 update?" and then there are some like "oh god... What did they update?"
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--- #13 fediverse/2643 ---
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 @user-1292 
 
 You don't have to come up with the WHY for why a character does something -
 only that it happened.
 
 if the "WHY" leaps out at you, sure, yeah, go for it, until of course your
 players sitting around the table say something like "I bet they did this thing
 because of this reason" and you're like "shit that's better than what I got,
 okay that's how it's gonna be"
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--- #14 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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--- #15 fediverse/3994 ---
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 @user-1633 
 
 the person you're performing for... is you!
 
 Singleplayer / offline games are great for having a good time. You can see
 some great stories, play some engaging mechanics, and think about hard
 questions. Singleplayer games are great! You can learn so much from them. And
 they're a great, low pressure, way to relax and unwind. I love video games of
 all kinds!
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--- #16 fediverse/5405 ---
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 can't stop thinking about a visual programming editor that can be interacted
 with in the same way that people are used to (think chromebooks dragging and
 dropping icons in a web UI) but produces a text-file full of code and all the
 required compilation scripts for any language the user requires...
 
 seriously, programming is not THAT different between the different languages.
 especially the main ones. they're all essentially variables and function calls
 at the end of the day, so why not abstract away all the extra details and
 build something that n00bz can actually use to build things.
 
 I technically could make this but I don't have the bandwidth and I don't think
 it's important really? who can say, the tools tend to co-create the solutions
 in my experience.
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--- #17 fediverse/5177 ---
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 │ CW: capitalism-mentioned-four-times │
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 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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--- #18 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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--- #19 fediverse/5689 ---
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 why don't we make large arrays of vram that are slightly slower because
 they're farther on the circuit-board from their host and their reception at
 the processing section has to be gated such that they all enter to be
 processed at once.
 
 like that one infinite scrolling XKCD cartoon where the things move from one
 screen to the other simultaneously assembly line style.
 
 [fail safes. https://xkcd.com/2916/#xt=7&yt=35 ]
 
 if we all feel like we're doing nothing, we'll all grow tired of it and decide
 to do some prevailing. gosh I wish I wasn't so useless is code for
why don't we make large arrays of vram that are slightly slower because they're farther on the circuit-board from their host and their reception at the processing section has to be gated such that they all enter to be processed at once.  like that one infinite scrolling XKCD cartoon where the things move from one screen to the other simultaneously assembly line style.  [fail safes. https://xkcd.com/2916/#xt=7&yt=35 ]  if we all feel like we're doing nothing, we'll all grow tired of it and decide to do some prevailing. *gosh I wish I wasn't so useless* is code for
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--- #20 fediverse/6015 ---
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 │ CW: AI-mentioned     │
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 In 2025, if you want to create a piece of software your options are to either:
 devote your life to it, or use AI to build a semi-working prototype that you
 can use to pitch your idea to a bunch of people who have devoted their lives
 to learning how to use your idea as documentation while they build it from
 scratch, throwing out most of the code but keeping all the checklists and
 progress-trackers you built along the way, perhaps even utilizing some of your
 tooling that you used while constructing the scaffolding of this monstrous
 application that you won't be using most of the source-code for.
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