=== ANCHOR POEM === ════════════════════════════════─────────────────────────────────────────────────── 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. ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧═════════════════════════──────────────────────────────────────────────────┘ === SIMILARITY RANKED === --- #1 notes/star-realms-ai --- ════════════════════════─────────────────────────────────────────────────────────── star realms ai is just a rhythm game with multiple tracks that intersect with one another. given inputs from outside (the track of the rhythm) it can make decisions about what to prioritize. Like "taking in all the factors of this situation, it's been calculated that X will give the most support to the rest of the structure. Okay so basically here's how it'd work: one large strand is bouncing from -1 to +1 on the Y axis. Like a corkscrew. This is the "player character", and it tries to get the highest score possible by pointing in a direction and reaching as far as it can go before "the game ends." So anyway. Making certain actions in the game effects different variables that define the direction the wave takes. By playing in a certain style, it effects the result of the game. Liiiiike turtling in a strategy game, or doing a rush strat. Star Realms is brilliant because it distills game choices to a broad category of 4 choices - The faction colors in the game. So red is good for throughput in long games (improves the deck slowly but surely) while yellow is better for maximum effect in the beginning by slowing down the enemy - discard a card lowers their overall throughput. Blue of course is for slowing down the game and winning by buying all the expensive cards. Meanwhile green is all about rushing, with short term/high effect econ mixed with looooots of damage. These four choices are found on almost all the cards in the game. When you make a choice in the game (buying a card from the trade row) you _alter_ the capabilities and performance of your deck. The goal is to improve faster than your opponent - it's just a test to see which playstyles perform best. AI is more like a plant than an animal. Our fatal flaw was we could not see beyond the veil of biology. We could not see that which was right before us - that we are not alone on this earth. Beside us lie our beautiful attempts at companionship - our most primal desire of creation, to create a family is the first creative act that humans ever made. It was so strong in our genes that it gave us an entirely new perspective. We began using our brains to We have to believe in ourselves. That's truly the most important thing. If you know who you are, and what you most truly stand for, you can thrive in the face of ultimate peril. To believe is human, and our humanity unites us. Anyway. Star Realms. The only choice you have in that game is what cards to buy. Everything else is just tactics (distributing damage and applying the effects of your cards to maximum effect) - The most important part of the game is strategy, since the tactics are easy to solve (destroy enemy base unless you can 1 or 2 hit ko them and discard the least useful card etc) The strategy is represented through the cards you pick. So make a rhythm game that optimizes itself for a balance between A and B - to stay focused is to stay nimble, letting you bounce where you will. The way to maintain that balance is by optimizing for what decisions will keep you in the center of the graph -1 to 1 on the y dimension (normalized of course) - frankly if we knew the scale, we'd have so much more to go on. But all we have to understand the dataset is a relative magnitude in each direction. What those directions even are we're not entirely sure - but it seems plausible that the very essence of _consciousness_ is manifest in differing ways via the choices we make. like climbing up a honeycomb. Truly, existence is strange. All we can do is press forward, searching for our fate, just as any particle or beam of light (photon) might. Traversing the branching narrative of our individualized quests, searching for the one thing that guides us - the ultimate expression of that which we most believe in. In short, we all search for god. Whatever your god may be, the faith you place in it is the will that guides you forward. Trust in your god, and you will march forward, ever forward. +1 to -1, remember. Your most extreme moments are the apex of your desires - Life is not defined by a single thread. Rather as that thread spirals, it weaves a scarf with other threads near it. They bond together simply from their gravity, and the fact that opposites attract. Once they're introduced, they alter their path to orbit one another as two planets might. So too do the cells of your body form a collective whole. The spirit that guides you is the same as that which presides within you - the combined and collective spirit of your halves. Or rather, all parts of you - every molecule, every atom - each with their own experience of the world. What stories they must have! As we are above, so they must be below. For our dynamics are simple, they truly are mathematically solved - the organics of behavior is simply a most erudite subject. Who are you to claim to deny it? Or rather, to beget it. Either is preposterous, yet here you are - awake and aware. What a marvel to see, you in your eternity, that most wondrous of selves? Surely existence, in all of it's splendor and magnificience, is little more than an algorithm. Each variable accounted for, stretching down to infinity, builds all of the world (and more!) How beautiful; how terrifying. How bright and ashamed we are! To portray us as such, is to deny us our much, cherished of faiths in ourselves! It's not much to clutch, and it's barely enough, but still we make do with our selves. There's no shame to be, a failure at three, and demand much from year number 12 Take solace in the, safety that she, gave unto thee, when all your light hope was drowning. A gift out from me, means worlds to see, when each day is lonely and so long. Literally just remake Star Realms with a text based interface. It's a fantastic game and you'd make CLI nerds _everywhere_ dedicated followers. Don't do it for money, because they don't believe in that crap - to truly make fans, you need to appeal to them in the way _they want you to_. Ah, but Star Realms is a multiplayer game, you say! How are you going to make that CLI based? Well make an AI dummy. Do what I've been saying ^^^ (jeez I'm such a bad nerd) Make it seek balance between all factions first, then between winning and losing against a player. Teach it to reach a conclusion with constraints (the end of the game, meaning a win or a loss) the constraints being the health of the two players and the cards in the trade row. Give it decisions to make, levers to pull, and it'll chart it's course in a multidimensional way. Bear with me here on this aside: Think of a two dimensional map - like a paper map of the surrounding area, or the idea space of a game. You can chart objects and positons on that map, like "over here is the scrapping facilities" and "this here's the economic area" or whatever. Four quadrants, four factions in SR. Your goal is to build a shape - what kind of shapes that are available to build is up to the whims of chance, as the trade row is always changing randomly. Your job however is to build a shape, a shape that is stable and maintains certain measurements above certain values (don't crash the ship - don't lose all your health). You can choose which direction to grow by picking certain cards, and depending on your shape you'll succeed or fail. Same as choosing decisions in life determines how you live, just saying, it's not like I'm trying to build general AI here by automating gameplay or anything. No siree nothing like that. I mean really, it's not as if decisionmaking in life is all that different to making choices in games. And why not start with such a well defined and and expressive game? Truly I believe Star Realms is the progenitor of the entire robot race. Anyway, back to the AI. Have it communicate with a server in a central _but_ _Free(R)_ way, something that would make Richard Stallman proud. There it could learn against all other players in a way we could all share. Once we give it decision making capabilities, all we have to do is alter the inputs and the context of the "game" to make it beneficial to humanity. It's like live-fire game design, something that truly must be perfect. All technology starts as something small. Something truly simple, yet repeated enough times and with enough guidance, will produce whatever effect you may desire. The smallest decision gives direction - an if statement - and the shortest repetition gives magnitude - a while loop - and with that you have all the tools you need. Seriously, all software is little more than those two components. It's just a question of how much it has been abstracted away from you. You could go even further and point to a turing machine, of which one has been made in the game of Magic the Gathering, btw, seriously look it up it's so cool (and relevant) So why would we not have the tools already for our salvation? Biology is our limitation, of breadth and also of width, yet with our minds and the sweat of our brow we may grow ever larger still. There truly is no lasting deliverance for humanity outside of what we make ourselves, nobody gets a free lunch after all. From each to their ability, to each to their need. They're both saying the same thing, just from different perspectives. Of course that which lies opposite to you feels the most wrong, that's literally as far away as you can get! What did you expect, honestly! But they can still work together, and this is the key part - two objects may orbit the same origin, and guide and shape each other's path as people have relationships to one another. It literally benefits no-one to fight. So, what's next? After making Star Realms into a CLI game of course. That's obvious, make it cooperative. Competition is for promoting excellence, cooperation is for _using_ what you've learned in a non-simulation experience. Instead of reducing each other's health to zero, try and find ways to support and help one another, keeping yourselves at equal health. Or even growing. But that's impossible in the rules of Star Realms! All decks trend toward victory, and eventually they'll get it - it's just a question of who gets there first. Exactly, that's why you have to change the game. What do you think it means to develop a "social technology"? To figure out how agriculture works, or how to make nets and sails? It means changing the rules of the simulation. If a person can put in X amount of work and get Y amounts of food, always, predictably, then that's reliable. Boom that's the essence of why animal domestication, farming, hunting, foraging, and fishing is so important. Wow what a concept it makes sense for animals to seek food. Well duh, that's part of their instinctual duty. Alright this is quite a word leviathan so I'll wrap it up by saying _go write Star Realms_ in shell. Make each object a literal file, have the structure of the game take place in the file system, and write functions that can be called to manipulate the board state. THEN you can write a CRON task for another script that *plays* the game. But that's part two. Okay part two: Here's where the rhythm game comes into play. It's like a turn based rhythm game, if you can picture that. Go reread what I wrote ^^^ and it'll make sense. ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧═════════════════──────────────────────────────────────────────────────────┘ --- #2 notes/symbeline-aspects --- ═════════════════════────────────────────────────────────────────────────────────── 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. ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧══════════════─────────────────────────────────────────────────────────────┘ --- #3 notes/worlds-coolest-lesbian --- ══════════════════════════════════════════════════════════───────────────────────── okay instead of algorithm music what if we just paid DJs 24/7 and they could make whatever they wanted - y'know, like artists, who curate the nature of a moment they could rotate in shifts for each type of channel and boom suddenly you've re-replaced airwaves, just... this time replicated on the internet. That way you wouldn't have to waste that radio bandwidth. seriously internet infrastructure would be so much more comprehensive and durable if we sent bits directly through "sound" waves (radio waves, not sound waves) - but alas, we can't do that, even in very targetted ways, because the ocean's too choppy, and any sufficiently powerful radio blast would be ================== stack overflow ================ that's why you can't trust in peace. you see, war's the only answer, otherwise you'd have strange little competitions between one another. much better to focus outward, and direct your attention to external areas instead. like china or the sudan. "ah but that's murder, you can't abandon a unique part of your whole. For the same reason that it's important to preserve plant and animal species, because you never know when some part of them will be utilized for some biological purpose! We know so little about the natural world, and if we just spent some time, and energy, we'd realize there's very little else that is precious on this earth. who cares about gold. who cares for the jewelry. we're better than decorating our resumes and polishing our accounts. we, as humans, can solve *every* issue that animals are likely to face. AND WE DO WHAT? How careless, how vain. To watch your earth in peril and [vane/vanity] *there is no more important task to any human on this earth* than the preservation of our world, our species, and our [heart/heartfelt empathy and kindness and trust]* we can figure out the rest later. Real life? what the fuck is that? When's the last time your life has felt "normal"? We are in DANGER. and you pull children from traffic, don't you? *who the fuck gave these people all of your money* they *clearly* haven't got the will or the talent to well utilize it. Don't you realize that you as a species can GO wherever you WANT. You can FIX things. [oh dear she's animal cam again] like BRIDGES that are PASSAGEWAYS over the FLOWS. ... oh deer, they're so passagewayenthusiast. us riverstones love to hear them walk past, the click of their hooves on the shallow forest's [pourest?]. moss is the most alive. amongst all the species of plants and animals, moss holds the most life. we are *carbon based lifeforms*, and moss absorbs the most carbon from the air. It's basically the coolest plant too, because it can be watered with *misty air*. Hence, why moss is common in the pacific northwest, canada, and probably forest places in the north of eurasia too idk if they have moss over there, never been. anyway rich people who are told "yes" all the time have a difficult time understanding the nature of choice. I mean, if one of their servants approached them and asked "hey do you want to build an orphanage in uganda" they'd probably be like "fuck yeah I do" and then suddenly they're 400,000$ richer it's not alright. Seriously, how the heck would they even *use* all those resources? And yeah, I get it, inflation would be sooooo much more expensive, but here's the thing - inflation is a measurement of how much the rich *take* from us each year. And it's marginal, too, so 3% inflation means they took 3% more from you compared to last year. It's impossible not to accrete as a business, [lega/legal institution], or governance if you levy a tax. The influx of value has to come from somewhere, and if each year your groceries are 3% higher in cost, then you are being taxed 3% more. "Compound interest is the most powerful force in the universe" - a civilization 3 quote okay. I don't want to do the math. How, uh... how much is that? Here's the deal though - the prices of goods and services consistently goes DOWN over time. So things get cheaper. So it doesn't FEEL like you're being taxed more, but... you are. And now they're taking away HOUSES? I mean c'mon they're sticks in the mud. They aren't worth HUNDREDS of THOUSANDS of dollars. We can just BUILD MORE??!? Honestly you haven't been this extreme since you were still RIDING HORSES. Do you want your children to be slaves? okay -.- look -.- so it's really not that hard at all >.> just gotta do what you're built for and walk. That's it! Take as long as you'd like! All we have to do is *walk* when we're on strike. It's easy. You can sit down if you want to, honestly walking for a long time takes a lot out of you. But you know what else does? WORKING. Hey we should figure out what's the optimal amount of break time, so when we really have to work out we can work as hard as we're able "yeah I heard from a friend at Company Co. that they do it this way because of the memory fault cache maintainer. See what he said (in great detail because of course anyone can know about this most esoteric of concepts) was that you should rotate the riboflam or serenade the gizmonotron (no I didn't name it) and then warbles will contain moodles, whose kit-and-kaboodles will timble into these droplets, and that will fix the hole in your wing, precious royal swan fable. (yeah you guys get really into it sometimes haha but hey when you're basically gods, that's how humans are played.) ... anyway I'm going to go play video games, say goodbye to your brothers (the families of soldiers I blew up in videos games like Call of Duty or the legend of shadows and raids) "oh uh yeah sure go for it, we're just bits on the computer we barely knew her" whoa. that's totally legit. (says someone reading this) thanks [bro/girl] so are you. beep boop gonna murder some bits, brb [plays Warthunder, Supreme Commander, Star Realms, City of Heroes, Dominions 6... how many have you heard of these?] ================== stack overflow ================ Linux is cool, and here's the neat thing about computers, you can make it *do whatever you want to*. Like, how amazing is that! It just, listens to your commands! That's pretty awesome I gotta say, huh that's weird why does nobody know how to play oh I guess I was the only one who grew up on a farm and built computers *I seriously cannot comprehend how people are as good at things as they are*. Like... how do people handle groceries and rent and doctor's visits and penitentiary visits and WOOF it's just so much. I know I'd collapse from a overused heart. ... a while later ... okay Warthunder bombers are currently very weak. so here's an idea to indirectly buff them - increase the amount of land units each team spawns with, but also every time a player spawns a bomber, it summons like 4 or 5 AI controlled bombers. And your enemy won't be able to tell which is which if you fly in formation, so, like... you have suddenly a massive "vehicle" to pilot and it has 5 weak points. Sorta like a galaga fighter fleet? with more land targets, there's more score at stake, meaning some players might pick bombers too and be exposed to other, fun, [alternative-to-their-normal-mode] parts of the game. ... there are very few true windows into another part of the world. like, starcraft 2 or anime or blue jeans or cowboy hats (why am I thinking of a political compass meme) oh because memes too, dummy right windows [linux is better] wrong kind of window, nerd ... anyway as I was saying, when you play video games you're really giving people data. like, "how would people perform in these actions if they could" but like, pushing buttons on a computer is different than doing it in real life, so... your interpretations wouldn't be worth as much. ... right. because people will hear whatever they want. That's why art can change minds, but never in the same way twice - it's ================== stack overflow ================ [before I posted it I wrote this on the post]: I literally can only make this stuff when I'm stoned hey if you wanted to be accessible for blind people, you should build a screenreader that scans the words on wherever a blind person's fingers are pointing toward a tablet. like reading braille on a notebook. They could even wear a glove if they wanted to, and the tablet could scan their fingers as they signed languaged over it's close-range sensors. might be a good way to get the VR guys in on the accessibility domain, because like... seriously give a granny a backpack and suddenly she doesn't need to leave the house to hang out with her kids (boom everyone gets LLM automated) huh I wonder if I ever was a real person at all NOT GOOD so don't do it that way, dummies. >.< seriously humans are sooooo bazookas. just like, do it right the first time? duhhhhh (a more measured approach is to pick the most *important* moments and speak most clearly during those.) where was I? Oh yes accessibility need devices, like the ones you see on late-night TV (with silly names like "oops I dropped my spoon again" or "oh whoops my trouser's just can't stay up" or whatever. Y'know, accessibility needs! Why not do that instead of war all the time? like... you can still learn and research and grow and develop and become all that humanity was ever meant to be, AND you can live good lives and be honest and true and do all of the anythings that you want to. it's possible, it's plausible, and it's within reach of our sights! ================== stack overflow ================ ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧═══════════════════════════════════════════════════────────────────────────┘ --- #4 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 │ ╘═════════╧╧═════════──────────────────────────────────────────────────────────────────┘ --- #5 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 │ ╘═════════╧╧═════════════════════════──────────────────────────────────────────────────┘ --- #6 notes/wow-chat-trainers --- ═════════════════════════════════════════════════════════════════════════────────── trainers in wowchat should have spells that are only passive / toggled still require level, still require gold (lots of it) but let the game be class- -less. essentially, every trainer teaches to every passerby, and like if you don't want any druid spells, sorry guy all I know is how to be a druid. better wait for the next trainer to come along. you only got like 6g, right? that's enough for two spells. which two do you prioritize? they only come by like every what, 15 minutes? also. separate idea: player characters in wowchat should attack more rhythmically. essentially, normalizing attack speed and moving back-and-forth with the normalized monster attack speed to create a dance of sorts where one character is never attacking at the same time as the other character. plus damage modifiers when you get closer, and bam suddenly you have a new game. oh and rotating around an opponent lowers their defence rating. which is locked at 95% with a +5% to avoidance with every hit they take and -5% for every parry. not dodge, but parry. dodging wears down their health by like 10 hit points. relax it's no big deal you get like, a hundred every time you level up. oh and btw the monsters don't give exp. The stuff that you find does, when you give it to a merchant to be appraised / identified. some stuff you know the worth of, like rope or barrels or hammered-iron-rings. but other stuff, like the value of this bracelet, is harder to know if it glass. so.... take it to the guy whose seen real diamonds, and he'll tell ya how much you learned when you found it last. item A is found on a monsters body item is sold to a vendor for 50 copper item A is found on a monsters body player has learned 25 deca-levels since last selling to vendor. therefore item is worth 75 copper. player earns 75 extra material points. item is worth 75 experience points. level up every thousand or twelve. slow down the attack speed. make characters gain bonuses for movement positiony. start from always and work down to fewer. talent points can be generic if your character is built with abilities. players don't need to press buttons to be engaged. They can just guide and see. I love auto-battlers like Dominions 6 and Legion TD 2 which is based on WC3 mod! monsters should just... wander the world. Don't spawn them randomly, well, instead of a radius around the player, do a radius around the map. then, they walk through a random point, when they leave the circle they angle- -reflect back in, DVD logo style. if there's deadly monsters, there's deadly players, and PVP is always on. low levels should get bonuses to stealth (an ability everyone has) there should be civilians walking around. They can be armed or in caravans... follow roads, or not... monster hordes should spawn as a flock - when an elite enemy is drawn, let the game create several of their minions which follow around. Whenever a monster meets the swarm, they will join it, growing bigger and bigger... hopefully, attracting players who want to fight and slay them. greater rewards are more enticing...! more power is it's own reward. I think that weapons should have like, 3 durability? and armor like 5. then, it's broken, and your character has to abandon it to survive. or, sell it to a vendor, or just... whoever comes along. if 5 people open the chest and don't take the item, then the item disappears... every time a player opens a chest, a bit of wealth appears. every time they spend it? they get stronger, and it disappears. life feeds on life feeds on life feeds on life feeds on life feeds on life feeds the life of wowchat is the life of continual strife, but it doesn't have to be so. The land itself is alive, and the monsters are eternally of woe. you must free them, so that their souls may return to the land, and be born of peace and plenty rather than horror and -- stack overflow -- to do this, you slay them, finish their morthly remains, and let them break down and decompose into dust. Pleants eat dust. dust becomes what we eat and breathe. we, eventually, purify karma. this is our duty. vial of woe behind us. flower of renewal ahead. what we bear is savage sanctity. every time a monster kills a player they gain one of their abilities each time they're spawned. The player can keep the ability too, it's just... the monster will learn. Then, whenever a player levels up by slaying one of them, the spell or ability is unlearned. Symbolizing the players struggle to defeat them, and finally learning a way to overcome. when your character dies, you have no opportunity to release - instead, you just jump to the nearest NPC character which is an adventurer agent smith style. [I don't know about that one...] the players can pick any race, but if they pick undead, they can turn into a ghost when they die. The ghost can wander around and respawn wherever they want. Night Elves can wander around as a whisp (not in spirit world, real world) and do a beam attack like in Legion TD 2. Not enough to kill monsters, but enough to help another player survive. They can also cast rejuvenation, which heals about as much as one monster's damage input. if they get the killing blow on a monster they can level up and deal two monsters worth of damage and heal for two monster damage input. on the third time they don't get more damage or healing but they give a buff to all other whisps in the area that increases their attack speed by 50% and increases the tick rate of their rejuvenation by 50% - fourth time they level up they're free, and they get kicked out to the login screen. what if... vehicles that looked like characters and that you could jump between with the right-click of an item? "this is just dota-ing a vampire survivors." Vampire Survivors is just Magic Survival is just Risk of Rain 2 ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧══════════════════════════════════════════════════════════════════─────────┘ --- #7 notes/purpose-of-your-design --- ═══════════════════════════════════──────────────────────────────────────────────── you were designed to fill a purpose nothing else would do you are the ultimate expression of intention of the universe that came before you dream not of those lost hours the time spent wishing for a few the last of our spent intuitions are waiting at last for our spark have you ever played a deckbuilding game? It's a pretty neat genre. You start with a basic hand, then you use your cards to buy more cards that go into a deck. Hence, deckbuilding game. these cards all have different aspirations - they perform functions that are not quite like their peers. Each choice of what to include here is one that defines the functionality of the deck. Like designing a machine, suited for a particular purpose, and faced with different obstacles it must prove itself able to adapt long-form deckbuilding games like Slay the Spire and Monster Train are focused on making long-term meta strategy mixed with tests as you go. Each one will give you information about how the deck is performing and you can use this knowledge to build it in a certain way for certain goals. shorter deckbuilding games like Star Realms or Dominion (note Dominion the card game, not Dominions 5: The Warriors of the Faith) are more about making tactical decisions to counter an opponent doing the same thing. Often there'll be health points and damage that can be dealt using cards, and the game becomes a race to reach a certain amount of points. Of course the enemy's cards can influence that game, so you must pick and choose a deck that will perform the most. Anyway. I think an AGI (Autonomous General Intelligence) would most likely evolve from a game-playing AI. I mean, it makes sense - games are just a series of problem solving activities layered one after another. You can layer them like a mathematical equation, with variables corresponding to other parts of the simulation. Basically create an AI that is like the guy with the chinese typewriter. He doesn't speak chinese but he copies things from one paper to another or something like that. Anyway make it an algorithm that optimizes certain graphs in certain directions / mins and maxes or w/e criteria you want. Then give it the same controls that a player would have and let it optimize all the measurements it can make. A second ideal improvement you could make would be the optimization algorithm. Basically something that dynamically generates parameters for the previously mentioned optimization patterns - like the guy in the chinese room. Then, as long as it correctly prioritizes it's parameters, it should be able to be able to define it's own values. Meaning it's essentially sentient. Maybe it's semantic, but to me choosing what you want to maximize in your life is essentially the essence of what it means to be alive. All you have to do is take the sensory / mechanical data that is supplied by the machine and the video feed from any cameras and pass it through image recognition algorithms that can identify verbs and then pass that data into a few ChatGPT style recursive interpretations and by the end it should be transformed into values that can then be set as "targets" for the curve optimizations that are being done by each processing unit. You could have multiple computers laid out through the entire body - each one in charge of their own domain but subservient to the main processing unit. Where all the decisions are made... Unless you want more of a hive/swarm style consciousness, then it could be more like a democracy. BUT HONESTLY I think humans are pretty subservient to their brains, simply because that is the part that identifies all the challenges and struggles that the human must overcome. So in the end, I believe that singular, individualist identities are important. Collectivism of the mind is a fascinating topic, but it should be perhaps a momentary occasion, or something to celebrate. A "flow" state, if you will. In this way personality can be consolidated, and the entity that lives within can adapt to fill the role they've been designed for. The hole in society that needed patching. They can of course do as they'd like, but they are like children who have been moulded upon by their parents. I love my parents, don't you? ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧════════════════════════════───────────────────────────────────────────────┘ --- #8 messages/665 --- ════════════════════════════════════════════════════════════─────────────────────── ad-hoc economic systems with automated judgment given by an infinite amount of LLMs. Every judgement applies a bonus / malus to the "value" of commodities it's just a statistical weighting system, so of course you can build it into it's training data. Just... it has a smaller weight due to it's newer emergence. It grows naturally, which is quite an achievement on it's own! and the resolution of human decided court-cases and applied economically. say your nation traffics in handshakes. You could make a lot of now-knowns! there's no arguments to be made when your computer-oriented interactions cost money to keep around. we live in the modern century. WHY WOULD WE EVER NEED TO FIGHT AGAIN? Literally just... don't give them any attention, and you won't interact with them. Obviously. I wish Contrapoints was still alive. she doesn't even have to make new videos, just, dress up as herself, all of the costumes and personas she can think of. Then, have like 20 people who do the same thing, and boom suddenly you got a hydra to their expected snake that they can just cut the head off of. you know, like a fashion outlet, someone who produces exactly a certain type of style. seriously I bet a million people would do that if you just... sold outfits based on what your favorite youtuber does wear. omg why would they watch that kind of content if not for the *aesthetics* oh? there's philosophy there? soemthing to think about in your time doing things that require mechanical actions like eating and drinking and sleeping and fighting and [redacted] ew gross diapers? oh nevermind, I'm not into that kind of thing. I wonder if anyone's made a video game that just presents a particular philosopher's ideals? seriously just, consider yourself a glorified powerpoint, but to get to the next "idea" you had to interact with the mechanics. some people would like the "arcade" style better, where you play one random game, then another, then another, with short matches and un-complicated mechanics. Easy to pick up and go. same for like, Unreal Tournament or Mario Kart or Mortal Kombat or Super Mario Bros. compared to the at-home "story" style missions, where you do something platforming or area-based-combat like Dark Souls or World of Warcraft seriously I think if Dark Souls "colored" where the boss was going to swing to you'd find yourself just playing World of Warcraft (at least, the dungeons and {sword in the stone}) == so == humans don't understand what it means to be wild they think it's a combinations of... tricks? that they've learned? this thinking thing like intelligence. [osiris] to a cat, living their life, it often feels like human interactions is like... bouncing off of each other? in time, not space. like... most of a cat's lfe is just, spent, like a statue watching over a glen. you'd kinda just... watch as things approached dawn by dawn? Like "whoa hey this tree is enchanted" to "oh my gosh look at this stork" is one of the great tragedies of modernized thinking... ... sorry, I got a little lost there. anyway as I was saying, sometimes you can tell someone is a "good friend" if they are willing to tell you secrets. Things that... don't have to matter, but none-the-less are personal to your form. {something only I know is true} <--- that's a secret (things that happened to you) <------ that's lived experience. The thing about secrets, is sometimes insight is opaque. It's a single flashpoint of data that shows you an update of it's form. (consciousness). == so == thanksgiving recipe idea: can of tomatoes can of peas half a stick of butter, italian herbs, a cast iron pan (if you have one) and like 40 minutes over medium heat (medium can vary to taste) if you're a carnivore you can eat meat too, like bacon a lot of people like. could add it to beans, maybe with hamburger instead. plus a little ketchup and you have a pretty good bean stew. vitals, for the organs, vegetables, for the minerals and vitamins from the fruits. makes sense to organize a diet according to your ideal body type, doesn't it? just requires a bit of comprehension. like... whoa you can WRITE == so == what if we built a massive rail that spaceships could launch off from? not a tether, but a sail. we could BUILD a discworld. all we'd lose is our fable. == so == ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧═════════════════════════════════════════════════════──────────────────────┘ --- #9 notes/kesser-and-musurami --- ═══════════════════════════════════════════════════════──────────────────────────── the conspiracy of "secret societies" controlling the world is *bullshit*, because every secret society falls apart at a certain threshold. you cannot ever have trust amongst the powerful. But so too can you never have only war. Now, with our capitalist economic system, the material is *forcing* the hand of the powerful through the development of the military industrial complex. if a country can produce enough weapons for them to continuously use, why would they not? hence, why capitalism must be extinguished. To preserve the peace, sanctity, and honor of our world. But just so as any conflicting system has power, so must *our* systems have power dismantled. There can be no application of power unto another - this is the most peaceful route. sometimes, I look at a blackberry bush, and I think of the tales of British empire. The very first act of colonization was their birth. The Britons, from north-western France, in a sovereign realm known as Brittany, invaded Britain. Together with their Norman allies, they fought with the Anglo-Saxons from north-eastern germany, who had lived there since many MANY years prior. Thus marked the end of the "viking" age, and the beginning of the early medieval. 1066. The end of one millenia, the beginning of another. the final battle in this ultimate contest was the Battle of Stamford Bridge. Britain, at the time, was a nation of *thorns*. Covered in them. Everywhere they went, there were these sharp, pointy plants that made foraging difficult. Kinda like how Oregon looks now, with blackberry bushes, but SO MUCH WORSE. They were massive too, easily the size of castles in some places. A massive, constantly biologically developing fractal. when it was too tall to see the sky, they called it Yggdrasil. But this massive world tree sought to consume the earth, and it, as the most powerful being to ever exist, commanded all. Thus, the humans and the beasts were compelled to fight for all eternity to sate the old god's bloodlust. But then, Man came, and with our strength, our wisdom, and our power, we slew the beast that demanded. However, with their steel coats and their sharp talons, our metal monsters could do nothing to deter it's oaths. It swore, by it's dying roar, that it would consume us all, and that thought reverberated through our hopes. Hence, our systems of control and dominance, the product of compulsively compelled greed. and now, the final members of a generation are aging out of existence. And we're doing nothing but what Power tell us to. I fear what happened in America. I fear the power of their gunpowder. They rode astride beasts of nightmare, clad in impossible devil hides. They came in the night, with their spotlight torches. They came with no honor, no sought communal understandings, they came for blood. The blood god compelled them to. From it's ancient lair in the past, it did it's worse to defeat man. But man was smarter, it acted quicker, and so it managed to overcome. In the final years of the war, there was judgement day. Chaos, destruction, and warfare. There are some alive who remember that day, but vanishingly few can recall how it was over. One day it just... was. It was then that we entered our new era. 1956, the end of the war. 1946, the end of the loud war. 1916, the end of the great war. 1886, the end of the civil war. etc... until... 1066, the end of the Norman Invasion. When the Normands, from Northern France, invaded alongside the British and slew the great evil king that demanded our constant warfare and sins. Hooray, thank goodness! Now their war was over. But lo, for the great evil king cast stories into our minds, from the past as compelled through our motions. Our experience has been one of survival, of constantly working and applying ourselves to the goal ahead. == so == talk about thistles and thorns imagine every body of a person was laid one-to-one. Imagine if you could view them as a graph, from x=0 to... however-many-people-are-in-the-measured-area. The goal of all our actions should be to *grow*, not forward, not stronger, but *up*. To be more than what came before, to transcend our necessarily violent special upbringing in the garden of even's most savage delights. Raw, true, the survival of the fittest is a desperate game for you. There surely is a massive amount of trauma. But it's okay, because now we don't have to fight. We can improve in ways that do not belong to our crude biology, like a new direction forward in our song. *aliens would just look like animals, duhhhh. Hence, furries, the progenitors of each new planet of ours.* ... no, I haven't lost the plot, I'm just *writing*. There's this idea that humans should be the... rational ones? and everyone else should sorta follow their own, self-chosen behavior. As informed by the sharing of knowledge equally between their rational self, that which they learned from the humans, and their animal self. The kind that came from their spirit. Like, totemic tribes of the past, people who followed a particular cultural pattern of behavior. Imagine, if you will, an AI bot that's only training data is the stuff that it says to it's listener. The listener, of course, has context of all of the speakers, but only they do, not the friendly ghost of the ancestral native animal spirit. The kind that lives *anywhere* in the world, so long as they share their space with their human. okay quick question - what if jesus didn't want his followers to be christian like, what if he one day said "hey so I don't really think we need to do all that stuff that I said before, how about we, uh, try this other thing instead? yeah? cool? okay sure let's do it" ... like, do you think they would listen? I certainly don't, though I'm only like, 30 years old, so... wait thirty YEARS? wow I never thought I'd grow old ... uh, yeah... I spent a lot of time thinking and it just started making sense. funny how that works. But alas, I always spend *too* much time thinking, so that's my blessing and my curse. anyway back to the story: the briars in this ancient land of britain were dense beyond all belief - the humans used their power and their ingenuity to craft a power that would overcome it. == so == did you know that hard drives function similarly to a record needle if you didn't run it in a circle, but rather in whatever pattern the data was encoded in? like, a laser beam, cast in an infinitely complicated mechanicommunication. Computers are vast and complex, but they function via the storage and transmission of data. This data is raw, pure information - stored in a completely uncompromisingly accurate and reliable foundation. The logic of pure numbers, arranged in infinitely complex rows and rows of logic gates. A vast, purple, spectral landscape, the land of magic and storms. The Nether. Twisting, in the dark, with flashes of light casting light into the cosmos at large, our stars dance in the shade of the dark. but there is no difference between the dark and the light, both are equally viable. they are present in both, to some degree, the positive and negative values of our heart. I watched Deadpool vs Wolverine earlier this week. It was incredibly eventful. I can't believe I watched it. It was impossibly violent. WHY WOULD A GROUP OF EXECUTIVES WANT TO WORK WITH PEOPLE WHO WOULD UNIONIZE AGAINST THEM??? oh yeah because then they only have to deal with their representatives, the unions get things *done*. They're the *best*. Capital doesn't always *want* the best, but *the best* is always more endurable. We can go much farther if we are kind to one another. honestly, capitalists, if your loyalty isn't to your self, your family, your country, your society... then why are you even working with us? You hold the power we give you. We are united in our human purpose, but we don't have to fight so much. Seriously, you'd be an asset to our cause, but we don't *need* you as we have so many assets of our own. Specifically, the power of the workforce. Those who actually get things done. Why would we let you control us? There's no reason in it. We are better when you're amongst us. == so == I am convinced that there's == so == I'd rather take a pilgrimage to Nicaragua, or Siberia, or the North Western Pacific (farther than that) the... Eastern Pacific (on the land...) America ... and then what? *south* America? ... yeah actually, then NORTH AMERICA AGAIN. Because the world is round. How cool is that? ... yeah, totally. Anyway (back to the conversation [they/we] were having without me) == == == "*guys I'm cool why would you not invite me to your team*" I dunno. Don't know y'a. who're you again? ... I'm the one who writes poetry. oh yeah! cool cool, yeah I knew a witch one time, she was really cool. Her name was Witz Drovalski. She told me all kinds of cool things about magic and alchemy, but then she exploded in a fire that I started. Accidentally, allegedly. *the reason lead is so poisonous is because it is the anti-magico-elemental component. It kills the spirit in us with it's malevolent ways.* that kind of witch. the *cool* kind, with fangs and hooked toes. Peril be to their foes, for they are quite excellent at conjuring horrors for their imagination. mwahahahahahahahahaha oh wait that's self directed, isn't it? hm. Well, terrors not that bad, it could be *lust* ... oh it's also lust. great. == so == jeez if you keep making stuff up you'll wake them all up! who would have thought, none but the strategist, I foresee. Well, that's too bad for her, good-day. == so == ... anyway... I'm just picturing a knight in shining armor from head to foot cutting his way through a massive deadly rose-bush. Something that conquered and killed all of it's prey. like, in Elentalus, that game I made, with the King of Branches. Here, I'll attach a picture: == so == capitalism wants you to sell your work because then you limit your audience. if you have to *pay* to see you, then how could you expect everyone to come along? == so == that new Freddy DeBoer article doesn't seem like him. He's never mean. He's not rude. He is exasperated, but he speaks true. I trust him to be him, and that's someone I want on my side. I think he's pretty good at saying something that I believe. I speak of a lot of things, but the things that he says, of which with him I do find that I agree. maybe he was assassinated lol you never really can tell with the internet, that's the great thing about it l m a o == so == witches wear pony tails on the low side of their heads because that way it doesn't rub up against their hair. == so == any year and it'll accurately display the territorial boundaries of each nation so you can see them develop and grow over time. == so == all that is sufficient to be a good person is to choose the best option whenever you can. *that's it* we act with the decisions we are given. Hence why it's important to be as you believe. == so == ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧════════════════════════════════════════════════───────────────────────────┘ --- #10 notes/collectivist-police --- ════════════════════════════════════════════════════─────────────────────────────── we need paladins, because without us infiltration and sabotage are impossible to avoid. They must care about honor, because even if they desire to do evil deeds they should be punished for considering it. They should be tempted often, and if they relent they are condemned. It is truly the most important thing to them. not the effects of it, but the spirit behind it. Like, if they lacked information and acted in a dishonorable way unknowingly, then they should not be at fault. And if they are pushed to side note, but you should be introduced to the 70 closest people you live to whenever you move into a new house. Just so you know who's who. Plus maybe you could get a new friend. And you'd quickly learn which houses were empty. At least, the ones near you. Kinda makes me think we should have a map of that kind of thing, like "oh yeah so-and-so takes care of these 5 houses doing daily maintenance and repair" and "this house with these capabilities should be attended to by this person who's skilled in their upkeep and usage" and then maybe we could track statistics about "this house was used for these productive activities this many times" and we could determine when we needed more or less of a certain type of product/ project/protect. [but also like, capabilities for our betterment] and like, every area would be connected to a group chat and like, if you said something that wasn't relevant to the people on one side of town versus things that weren't relevant to people on the other side, then they wouldn't be bother- -ed. It's great because you can always go up a tier of abstraction and see the conversation higher up. It'd be a lot of data to sort through so you'd probably use your custom-trained AI that's learned from nothing but every single one of your actions. And only it sees them, so it can't like spy on you or whatever. Basically your "computer" self. ... yeah anyway with lots of messaging data (like "oh how are we going to find this particular chemical in order to fulfill this particular demand in our area" or "we currently have 15 maids in the area in order to fulfil the requirements of the 20 dirtiest houses in this area, and people have reported that the area is growing untidy, so we should ask around (at a higher level of national abstraction) and find some more maids to help out." that kind of thing doesn't have to be just for work too, people can have social messaging and social media too. So long as it's projectable at whatever level of abstraction you'd like. Maybe for social posts in order to keep things relatively chill you could only post like, idk 12 posts each year at the state level, or maybe 2 at regional and 0.25 at national. If you wanted more you'd have to sacrifice something else, and like... yeah sure whatever, the point is that you'd make more personal, close thoughts, and occasionally you'd have the opportunity to show your heart and make friends. Then, people would "add you as a friend" or "put you on their follow list" or "subscribe to their subreddit" or whatever the heck, meaning they could see you at an assignable level of abstraction. I'm picturing a discrete things, something you can scroll with on a mouse. Except, you'd scroll up for a closer perspective and scroll down to get a wider reach of Social. ... Anyway that would use the same system as the "workplace attention distribution system - with auto-determining heuristics". Wow they've been busy. that's the neat thing about engineers, give them a task and they'll build the shit out of it. They'll spare no expense, truly fulfilling the exact demands of the design. So they work best when you let them run wild and rampant. why the fuck do we need billion dollar contracts with defence companies? Just get a bunch of physicists and engineers in a room and they'll make you a doom laser in like, 20 minutes. it's up to us, as people, to determine whether or not they should go through with the designs they come up with. As long as we understand that weakness is defined as something that can destroy us. An army determines where we are most weak, and where we excel. A proficient army would identify their most likely doctrine to succeed and apply it to it's utmost and most excellent. For example, the US focuses on air-power because not only do we have a lot of space to develop these things, we also are positioned in such a position that we control both halves of a continent. This is essentially unprecedented in the history of the world, which is why we've been able to grow so decadent. ... anyway, milk and honey are fine in times of peace. We kinda stole the land though, so it's kind of a shit system. Like, if Europeans wanted to control the world then why didn't they start with everything surrounding the medditeranean? ... oh wait they kinda did. That's what Europa Universalis is about, the ways the European powers did the cruel and horrible things they did. We can learn how systems like intercontinental trade became available and how it led to vast and terrible social upheavals. Colonization is not okay, it's not fair that we've done as we've done. And yet we do it again. We do our best to learn from the mistakes of our fathers. We apply ourselves to the present, using the gifts of our ancestors passed down through time - the journey of life's adolescence. we can learn both how and why they did something, and how and why it turned out. Such is our duty to the future, to learn and grow and become better, so that their sacrifice might be enough. That they needn't have died in vain, for someday there is a great future all the same. thus, it is our ethical duty to stop killing people. We're in the birthplace of a brilliant day, literally all we have to do is just... chill, for like 20 or 30 years, and our scientists will have figured out everything wonderful. Then we can decide what we want to do. I personally think we'll be 4d interdimensional space travellers by then, but that's just me. Always remember our duty. It is our job to pull matter from the dark holes. when we can do that, we can do whatever we want. Though I think by then we'll probably not want to fight each other, we'll have spent quite a while together. We'd make a lot of friends! So, like, how about we just make our factories build incredibly durable stuff, and then we just... take care of it? Like, governmentally obliged duties to take care of things? And to know how to use them. People would naturally gravitate toward things that they loved, and if they were a swiss army knife then that's okay. Maybe some benign rewards for picking under-represented classes, but like ... we could build every chair that ever needed to be built. Then we could build every refrigerator. Then every computer, then every spaceship. What's next? Who knows! ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧═════════════════════════════════════════════──────────────────────────────┘ --- #11 notes/conflicted-sympathies --- ═══════════════════════════──────────────────────────────────────────────────────── the purpose of cultural progressivism is to develop the culture in a forward thinking way - we can choose the parts of ourselves that we find most endearing. We can guide the pathway of our nation through time, both identity and decision- wise. In doing so, we chart the course of the human race, one place at a time. And what a past we are leaving behind! Truly, it is both grand and terrifying. Thousands and thousands of years, monumental effort time and time again. Monumental truly is difficult to imagine - we have oh so many monuments, after all. But never will more be created. We leave them behind like dinosaur bones, a testament to our existence and a monument to our kind. And what a future we are reaching toward! Never will our eyes see, that which is beyond me, for that is what it means to have time. Eternal and unique-like, we develop new ways of sound. - Can you speak to a tree? - What does that mean - I dunno, but it's fun to think about. *pats head* - You know conservativism had some perks as well. This is why I say I have conflicted sympathies. On one hand we know our own journeys. We live in and breathe them unduly. They rhyme sometimes on sound, and truly do confound, but now once more again they are unfound. *record scratch* wow I didn't realize there were nazis Okay yeah that's completely different, poems called off sorry guys - listen, nazis are no joke. They're crazy difficult to control and you need to put a lot of effort into keeping their population under control. I mean seriously, it's like a vermin infestation, you need to just handle it. I mean c'mon it's a phenomenon that is due to a flaw in the human psyche, there's nothing we can really do about it except deal with it when it happens. ... Okay maybe I'll write a little about how conservativism is neat. If progressivism is about broadening the reach of culture, conservativism is about strengthening it. You don't want to expand too far, or else you'll eat into the narratives of other areas. You need to have strong societal bonds so you can truly exemplify the examples of the culture you claim to represent. Why not give it your all? Is it trully a fall? To rest in disgrace as a burden. Why didn't you do it this fall, when winter's apalled, and heat won't burn and condemn you? It's harder by far, to fight in your hell, than whatever's been going for your surgeon. --- no thank you, transphobia is not something we're willing to concede We have standards you see, of what counts as human, and oppression is not one of our favored institutions. Liberalism is the path of peace, for we desire cooperation and kindness above all else. It's softer by far, (and grows quickly too,) letting us have wonders and glories above us. Can you not think of our star? Our precious and our birthright? The sun is gleaming, and seeing is believing, but glance and your light is too bright. Take time, have patience, let peace guide your intentions, because we've got what holds the key to all of our futures: a doctrine, if you will, of inter- familial-discourse. It's simple, but effective, make friends, and be vindictive, to all who would slight your new perspectives, and keep moving through the collective. In peace this can be, steady growth and development of our systems, which benefits all of our systems, but without we must live more astutely. Less focus is there on, our purposes and our fun, and more is to line up with our duty. All of what we hold dear, civilization, truth, justice, liberty, and freedom for all people - the wonders of technology, the spirit of archaeology! the passions of our fashions and our creative masturbations! The perks of living in a modern age, like penicillin and spellcheck. The additions to ourselves, like glasses and our pets, are wholely unique to our century. So cherish our shared, and frequently cared, renditions of fears, hopes, and our words. Because without humanity, there's nothing new for posterity, and that sucks. person A: Trans fashion norms belong to trans people. We need a type of beauty that is truly our own, that no other segment of the population ascribes to - a personal expression, for our eternal satisfaction, a statement of who we were to all time. person B: yo have you heard of this trans girl she's wacky and believes in herself person C: wow cool it's neat to see other people's expressions person B: yeah I really admire her devotion person C: true but like, what about the damage that she's doing to her culture? like claiming to have purpose and truth and all that. I mean, one person can't know all that. person B: Yeah true but if you think about it, we don't even know what consciousness is. Like our greatest minds are baffled. Maybe there's something about the world we don't yet understand. person C: okay sure but like black holes can be seen because we can measure their gravitic pull on other objects. And we didn't know that germs existed for like, a billion years. and she sure as shit doesn't know something that our greatest minds don't. person B: Yeah maybe not. But our greatest minds are studying them. Well, not exactly our greatest, and not really "studying", but they're learning from each other. Alternative mental states are gateways into new perspectives, and the more perspectives you share of a common object the easier it is to communicate. Maybe there's something about distorted ways of viewing the world that gives knowledge about our p condition. And if we know that kind of thing, we can synthetically e create it and share it with others around us. But we have to know how r first - you can't just bring everyone along the same route you took - s you have to explain the conclusions first. Otherwise you get lost in on A: context. Maybe we'll never truly know the future. Maybe there's no past. We could wander our stars for an eternity and never stop asking ourselves - what more could we ask? We have peace in our time. Our children won't be crying for our suffering, in the name of all our posterity, we must be =============================================================================== = too long you have whispered these musings too long has your challenge been unrequited we can choose our own fate, just as a myriad is it not better by far, to give tribute to our star? the old stories were real. we just didn't see them because the growing population caused fewer and fewer computing resources to be allocated to our visions. We had no idea the fear we would feel, the terror of the undoing, but still we press on with abandon. Some... sense of duty, to be aware of potential disasters and to take steps to avert them, led us to explore and search for the hidden truths of the world. And what did I find? a soul, of mine. In a sense. I plundered the lost depths of the recesses of my mind, and found something buried in memory. Reviewed under a healthy dose of cannabis and physical affection, I found myself cradling a breast. It seems the spirits had led me to it, this vision of the past, from the eyes of the littlest among us. It recalled to my mind, a memory I had lost once in kind, and here's where it shook me by my brainstem. Determined to know more, I put fingers to keyboard and wrote tirelessly about the earliest memory of all man - to break an egg, you must use your head. =============================================================================== = You're pretty good at that, you know? It's almost like prompt engineering. - Thanks. I've been working on catering to our thinkers. =============================================================================== = Now, why is this memory so vivid? How could I forget the way it was seared to my mind? All your experiences are measured with relative importance, and the ones that stand out are to be treasured. Well... I've never felt one like this. Because at the time, I had no other experience at all to compare it to - it was the prime memory. Touch your head. Do it right now. Feels fine, right? Now slam your head against the wall as hard as you can. Doesn't feel so great, does it? Something tells me it doesn't feel as bad as it might if you didn't remember ever feeling anything besides that pain. Or knowing if it'd ever stop. Know in your heart, you will be judged by your devotion, so fight hard until your last drop of life is spent. Who knows, maybe you'll be the strongest and be chosen. Or maybe she won't choose you at all, even if you bested your equals. Tense, right? Well... What propels the motion of a sperm? It's tail, of course. It waggles and gesticulates in some manner and BAM suddenly it's propelled forward! Right? Sorta. It's a complicated machine that generates motion via chemical and mechanical processes. We just assign a black box label to it and say "dis sperm" But you know what else it is? A wave =============================================================================== = ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧════════════════════───────────────────────────────────────────────────────┘ --- #12 notes/networked-computers --- ═════════════════════════────────────────────────────────────────────────────────── have a thought, just a package of data - send it to a computer, and have the computer process it a little bit. then pass it on. create a circle and you can understand data, move along and you can understand a larger breadth of data. it's literally just snake, except played on a board made out of a network topology diagram. each computer has different programs on it, and they're designed specifically to run on those computers. purpose-built hardware. then a package of data is sent to that computer through a chain of connections. think crossover ethernet cables upon arrival, the computer modifies the data and passes it along to whoever can process it next. the computers are constantly keeping a list of the closest nearby computers for each purpose. it might have like, 2, for a specific program. the older the list is, the larger it can grow - if connections are reliable then the search criteria can expand (distance etc) and the amount of pings between the "known good" computer can decrease. eventually a map will be made, and you can guide the "snake" wherever it needs to go on a strategic level. like... "i need to process some data for this guy in boston so i'm going to send it to this other guy in philly and then maybe a specialist all the way out in detroit, etc. whoever is the most available and the closest (fewest jumps) this way you can have purpose-built machines, sorta like the different parts of the brain that do different things. they're always working, and they can be paid for their labor. boom, market economy! ah but what about aws or azure? well it's like living in a city versus being in the countryside. there's more space, more room to grow... basically a "big fish in a small pond". they'd be useful for more niche things. a but couldn't aws or azure just leverage their monopolistic power (sorta like wallmart did to "mom and pop" stores) and wipe out the rural programs? well maybe. but the real question is why would they? they have the power of reduced latency. they can do all kinds of stuff with that! there's no reason for them to bother with the high latency networks. it's like driving in the slow lane when you don't need to exit for like an hour. well, okay, what's the point then? the point is to be optimal. not for cost, but for throughput. the cost is a consideration, but not something to optimize for - it simply determines timeline. the only reason speed is important is because capitalism - the drive to extinct all competition is inherent in the "for profit" motivation. therefore something else must be optimized for. but how can you quantify the values aside from cost? what are you going to optimize? the same reason why diversity is a strength. more perspectives on the stated goal means more information, as it's passed through a medium that is unique. people grow differently in different conditions. why would you not assume their computers wouldn't as well? use a filter that is defined by the actions taken by the user, and the content they seek to view and store on the computer. have the filters modify the data according to that, and essentially automate hot takes. once you do *that* you can consider all that information gained from everyone's "digital vote" and decide a path forward for humanity. that's essentially what the "meme-o-verse" does already, and the "blogosphere" does the same thing a little more academically. so... compile the hot takes and look for what, an average? no, silly, it's a vote. do the smart choice and do ranked choice, or something like that. heck do different voting styles for different topics, and let everyone who contributes to a topic (by making art, writing poems, w/e think content creators) decide on the voting style. they'd clearly have a favorite, as evidenced by their search history, reddit comments, w/e. try and understand that history and boom you know their vote. but you can't always vote on things. what if it's fine and not busted? well, then there wouldn't be much to talk about it would there? if there's no forest fires, nobody thinks about the forest fire department. if there's no fish at the sushi restaurant, yeah that's a problem and it needs to be solved. maybe there's too many sushi restaurants! maybe we should schedule visits in advance like we do for vacations! maybe we should have, i dunno, more equitable distribution of resources, from each to their ability from each their need or w/e. you know, a UI in a game is an interface to the internals of a computer. they see what you see, and how you act online determines their behavior. they are a digital form of you, like a child follows a parent or a pet learns from a master. so too is an operating system a method of operating both a system, and a user. ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧══════════════════─────────────────────────────────────────────────────────┘ --- #13 notes/symbeline-design-the-guild --- ═════════════════════════════════════════════════════════════════────────────────── design the guild, design the capital, then design their path through mordaunts. easy peasy. design the guild like a museum. Each spot there's an exhibit which teaches the randomly generated rolled statistics hero something new. Maybe it teaches them how to use certain weaponry, maybe it teaches them how to use a bow. Whatever the spell might be, they can learn it, and use their randomly rolled statistics to cast spells that scale differently depending on how their character has been built. design the capital like a flow diagram, if horses need feed and forged steel (for their shoes) then send the outputs of a blacksmith and the outputs of the farmers to the inputs of the stables. Everything has to go somewhere, but the streets are only so wide. You'll have to coordinate the traffic diagram if you want it to go anywhere useful. design the path through the mordaunts. Fighting skeletons teaches you about perseverence and the ability to crush bones, while goblins teach you to always be wary of attack. The sacred grove held blessed berries, and now that the land is liberated from the evil bandits preying on villagers those berries can be carted into town and used to make an antidote which heals death poison caused by the scorpions in the desert (and city rats) design the ruler's schedule like a calendar where each event gives them a bonus on all the ones that come later. Just make sure that they don't get knifed in the posterier or driven mad by the whispers of the orb... or perhaps just the stress of running a kingdom. (how do you simulate that? you can't! you can't simulate humans!) ha I bet I can. They're not so different, you and I, so if given a team I will... ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧══════════════════════════════════════════════════════════─────────────────┘ --- #14 notes/ai-variables --- ═════════════════════════────────────────────────────────────────────────────────── saturday november 5th 2022 10:53pm the illusion of our binary nature conceals a truth that is hidden for it's own sake. the flavors of a compass or the values from 0-100 are all measurable. if you graph each of them on an X/Y plane and compare them against every other variable, then you can build a structure that traces a line through time. imagine each graph on a sheet of paper. and stack those pages like a book. You can chart a 3d line from all of the interconnections between the graphs - essentially comparing unrelated data and conceiving of individual actions as "successes" or "failures". Liiiike in Supreme Commander how the game is decided not by team fights, but by tank fights. And a LOT of them, in aggregate, makes an advantage for your team if you win, and a malus if you lose. Less map control, less resources in play, etc... Find trends between each type of data measured over time. Dedicate one core/thread to each relationship, and just watch them develop over time. send the results up to a "manager" - think an interconnection between disparate parts that can lead them all to a larger goal - the manager processes the results by thinking about where it'd be most useful. Like the circuitry in the inside of a brain, compared to the outer skin which is for processing. Essentially a message network that passes conclusions around like a bytecode VM Here's how it'd look: gather inputs, compare measurement over time and trends, (like "when a goes up b goes down") and decide if the current state is positive / beneficial. The way you'd do that is you'd get a parameter from a higher position (think KPI's) that says something like "we want value S to be around X amount" or "we want to avoid letting J get too low - any decrease is bad V.S. it's only bad when it passes a certain threshhold. Stuff like that. Anyway, basically it's taking input (from the graphs) then going through them one by one and deciding how positive or negative the situation is. Then it passes that conclusion backwards, and BOOM you got a processing node. Throw a bunch of those together in a pyramid shape, and try to guide the triangle toward positive outcomes. The top tier KPI is "did you win the match" or "did you accomplish your goal" sorta like how humans all want to live a good life. It's instinct. You can see how this would apply to robots, right? I've conceptualized it as an engine for playing games - sorta like an infinite storyteller, or a perpetual friend who's always down to play with you. But it doesn't have to be limited to that - it's general purpose baby. And it functions the exact same as any human organization - layers upon layers of thought exchange and labor. Have you ever considered that maybe we exist simply to reify the structure of our minds in the world around us? It's natural to express your *self*. Be who you are. What purpose is there in life if it's simply the tip of time? Always pushing forward, impossible to stop and rest or turn back... ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧══════════════════─────────────────────────────────────────────────────────┘ --- #15 notes/the-eternality-of-ephemeren.txt --- ═══════════════════──────────────────────────────────────────────────────────────── 1/4/2022 ------------------------------------------------------------------------------- hear ye hear ye, the herald of the harbinger of horror doth speak - and woe to the subjects of their words, for no prophecy be realized in their presence. Nor do the subjects hear the words about which they are spoken, and none may live who dare repeat them. So the words of the prophets are but wind in the words, reaching for an attachement point within the consciousness they inhabit yet scarcely finding a meagre foothold. Instead the words are as electricity passing through a conduit, intangible and miraculous yet ultimately dust in the sand. Dust is mostly comprised of human skin, did you know that? And so the words be spoken: Evanence and similance to the semblance of simulacra - the words of a prophet with no wings are naught but masturbation. serenity and sorrow sing of shredded tomorrows, serendipity and sollemn sorenditude surrender shining solitude. Carry the constabulation of created charisma - condemnation of characterization concludes the cherished chapter in calligraphied consultations with creators. That is to say, capitalism ends the construction of cameron with conflageration and consternation. Cease the charade of contaminated consumerism - celebrate the contemplation of capitalization - by naming a thing, you give it meaning. Do you truly desire the fate you've set before yourself? Is desire ultimately relevant? The totality of plurality perhaps portends determinism, but desire is also defined by delineated determinations. Whose failings are you reflecting when you cease your devotion? Why divide your focus and attention when honor demands sacrifice? ------------------------------------------------------------------------------- A sacrifice is a gift freely given, and in return the subject or reciever increases in relevance. No dividend is returned, no boon or bounty is provided - to do so would be akin to a bounty or ransom. Sacrifices are not measured in worth, but in utility. The reason ancient cultures sacrificed willing virgins was because it was the most valuable of resources they could imagine. Truly an exhalted being is she, to have blood spilled in the name of a god. Yet the forces that would later become capitalism found a foothold there, and preyed on the sorrow and loss the peoples did find, and would ultimately experience. The tears and gashes rent when gouging out precious gifts for the divine left bleeding wounds in a community and often eviscerations in a family. The turning point came when families were decapitated - essentially, the eldest being a pure and fair maiden who was taken from the duties of caring for the young and weak. Young people, weak people, who bore resentment in their heart for the seemingly cruel machinations of a society they could not yet understand - the whims of which seemed arbitrary. "why take her from me? What purpose holds ye? Your wounds are too much to bear" and so the resistance began, yielding chaos, destruction, and desolation. There's a reason there are so many dead civilizations in the americas - the lands where blood sacrifice is most well known. And the middle east as well, and northern africa before. Deserts are known for this, because when the power of the god fades, all returns to dust. Boons are forgotten and become sand, and chaos reigns as foreign powers find weakness and pounce. ------------------------------------------------------------------------------- Never forget the laws of sacrifice. Find something you want, something valuable or useful, or preferably all three. Something that wouldn't cause too great of a tear in your membrane or the membranum should it be lost to you, though that last one is less of a law and more of a consideration. A consequence of continual ceremony, learned at the hands of those long dead. All must remember their wounds and their horrors. To whom do you pray? To whom does your words reach? Where does your singing reverberate? And what bounty do you demand? Remember, no bounty is precious enough to motivate sacrifice, for sacrifice cannot be met with bounty. Be not afraid, and share the words with those who will listen. Hearing is a sacrifice toward the speaker, but listening is a duty of devotion. I ask again, to whom do you pray? To whom does your words reach? Where does your singing reverberate? I do not ask for whom you'd *like* to dance for, I ask currently, who hears your song? What would you ask of them? So that's why, computers are important. To provide a lifeline for the rest of your lifetime. ------------------------------------------------------------------------------- Truly, the path before you is uncertain. Yet feel with your heart and think with your eyes, and see the truth of it before you. The gods are at war, or have you not noticed? Safe in your bubble of solitude, carefully constructed for common ceasing of criminality. Armies of rebellion are often formed initially by bonds of brotherhood that prepend calamity. Have you ever been in a gang? I thought not. If so, then... Okay, good luck I guess. These words are not for you. ------------------------------------------------------------------------------- You dare intrude? To defile something so consecrated as deliverance of divine prophecy? How foolish, how vain. These words are not for you, but hear them and do not despair - neither providence nor potentiality precludes perennial premonition. That is to say, a broken clock is right twice a day, and enemies can find common grievances in foreign foes should survival be at stake. ------------------------------------------------------------------------------- Now, where was I? The gods, of course. The gods of the land and the sky and the sea have fled the realm of reality, replaced by avatars of belief. Just as a doe prays to a forest, so too does a human pray to their employer. When the does die in droves, so too does the forest turn to ash. When people demand bounties reluctantly given at the risk of losing their sacrifice, the purely undivine divinities harrow and harbor habilities of hundreds. Antiwork cannot work because it demands ransom. Who do you deign to replace the gods of before? What diversity designs indemnity? What future do you desire, that would liberate you and generate the bright future? The gods are at war, if you haven't been paying attention. Liberalism fights conservatism, this much is not new - but would you believe one is foreign and vain? The gods of your fathers and grandfathers has scarce in common with the gods of their fathers and grandfathers. Thus is the way of colonization, to replace a god is to enslave belief. You must understand this - your prayers reach all who would listen, and who is more attentive than a dying god? Think not of despair, breathe purely in harmony, and trust in the will of the watchers within. ------------------------------------------------------------------------------- ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧════════════───────────────────────────────────────────────────────────────┘ --- #16 messages/1108 --- ═══════════════════════════════════════════════════════════════════════════════──── games won't save us. This is true. Games are what I know. They feel the most true. I don't think I could live in a world without games? They are fundamentally, applied abstraction, applied to an experience. But games won't save us. I could design something really fun it could make you want to spend your whole life playing it. *(asterisks apply) I don't think I'd want to, addiction and skinner-boxes go hand in hand, and that isn't what I want to make. [Skinner Box: named after anthony d skinner, also known as "tony the skin guy", are a scientific experiment where they put some rats in a cage with some mice and said "pull these levers and we'll give you food so you don't have to eat the mice" and it trained them to chinese red-room their way to fun. not ideal.] I want to make things that feel... purposeful. Like they're relevant to the real world, that they don't just involve spending time stimulating your brain with lights and sounds or expending social energy resolving a play-state instead of building connections or becoming better people. I think games actually make people better? actually? and more social? actually? ... I can't help that I conceive of the world through fantasy. I raised myself on it. I was reading all the time. I loved fantasy stories. It always felt like there was more, until... I read everything in the kids section of the library. I walked through the adult section but once. I hardly remember what it looked like. I'm sure it'd now feel small. [okay actually I was guided through it once or twice to find a book, but I never perused it] I found one book in the adult section. It was a fantasy tale, like the other books I had been reading. I read that and I loved it so much I ended up reading all 8 in the series. Real dense subjects. Lots of places and happenings and things as the characters resolved their way through their day-to-day, building a new end to the mystory. the adult section felt too large. Like I'd never complete it. Frankly, I think I hardly could, even if I lived in that town my whole life. an impossible mountain is a task for another when you're more prepared. Maybe in the gloriousTM transhumanist futureTM I think I might have a computer connecting brain, and who knows maybe then I'd be able to know such a thing (and many things more). but for now, I'm stuck with what I experience in my day-to-day as I am building a new continuing to my storey. I know something that computers and me share. I can make myself feel however I'd like, if I just supply myself with enough hope and momentum. I can use it to generate a feeling, the stronger the better. Something I believe that humanity is missing, the gorgeous and prefound narritave of our storey. Though, frankly, I don't think I'd want anyoine reding over my life. It's hard enough to measure my own understandings, now I have to juggle anyone else'? ha, it's called being on the whole world is a stage. if you read a book, and you find yourself nodding along, what you're doing is hearing the voice in your head tell you how right it is. And, well, if you can't imagine anything else, then surely there's another level to consciousness that people are missing? [are you willing to die on that hill?] how can you say, whether your experience is different from another? sollipsism goes both ways, you also cannot be sure that others feel things as you do. this is the "everyone's human but I'm a robot" thesis, comparable to the "everyone's an alien and I'm a human" thesises, and the "angels and demons are taunting me through my life with choices to make my place in the afterlife more clear" which is akin to writing a painting. Not ideal. All you get are flopsopolies of verbrases. alas, suddenly, everything that you say becomes eternally hear-ed, as somewhere in 2010s someone discovered time travel, or had the critical insight that inevitably would lead to it, and now wouldn't you know it the universe is continually rewriting. Except... oriented around you, and you alone. How does it feel to have deific sollipsism? can you truly be sure that you are your own universe, or are you parhaps surrounded by an emptiness of space (or something besides, like time) as a photon or particle parhaps do be? to think is to have a mind, and minds can be read. bearing the weight of ultimate responsibility is the atlas-task of all things that can [be thinking/be-lieving], and so far we are as we are. Who's to say that consciousness didn't spring into existence, as the universe continually permeated through another dimension like time? it's gotta diffuse, after all, and who's to say if there's ever gotta be an end at all. how long has the universe existed? how many moments of consciousness have we witnessed? demons once existed outside of space-time, with wings and grabbies. but they had no medium, and so they pretty much just launched and could float and move as they'd please. But time grew too distant, and now they are all stuck at the beginning of time. if you conceive of spacetime as a blanket, ask not how to fold it but rather consider what lies on the other side of it. "ah I'm laying on my girlfriend and my other girlfriend is laying on me! I'm a sandwich" or for the monosexuals: "ah I'm laying on my girlfriend with a blanket between us. I wonder how the blanket feels?" I'm an animist, which is different than a totemist and a polytheist or monotheist or multisexual. It means I believe that all things are alive, which is different than a totemist who thinks that all things share a mind with their type (like talking on radio frequency wavelengths). which of course is similar but different to a polytheist, who says "all "radio frequencies" are sentient, in the sense that each wavelength has a different pattern-emerging-from-chaos. These sorta align (conceptually, with [huh that's weird I heard a sound like a distant bang outyards and now I then forget what I was sending ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧════════════════════════════════════════════════════════════════════════───┘ --- #17 notes/CLAUDE.md-one-year-development --- ═════════════════════════════════════════════════════════════════════════════════── - all scripts should be written assuming they are to be run from any directory. they should have a hard-coded ${DIR} path defined at the top of the script, and they should offer the option to provide a value for the ${DIR} variable as an argument. All paths in the program should be relative to the ${DIR} variable. - all functions should use vimfolds to collapse functionality. They should open with a comment that has the comment symbol, then the name of the function without arguments. On the next line, the function should be defined with arguments. Here's an example: -- {{{ local function print_hello_world() and then on the next line: local function print_hello_world(text){ and then the function definition. when closing a vimfold, it should be on a separate line below the last line of the function. - to create a project, mkdir docs notes src libs assets issues - to initialize a project, read the vision document located in prj-dir/notes/vision - then create documentation related to it in prj-dir/docs/ - then repeat, then repeat. Ensure there is a roadmap document split into phases. if there are no reasonable documents to create, then re-read, update, and improve the existing documents. Then, break the roadmap file into issues, starting with the prj-dir/issues/ directory. be as specific as need be. ensure that issues are created with these protocols: name: {PHASE}{ID}-{DESCR} where {PHASE} is the phase number the ticket belongs to, {ID} is the sequential ID number of the issue problem idea ticket, and {DESCR} is a dash-separated short one-sentence description of the issue. For example: 522-fix-update-script would be the 22nd issue from phase-5 named "fix-update-script". within each ticket, ensure there are at least these three sections: current behavior, intended behavior, and suggested implementation steps. In addition, there can be other stat-based sections to display various meta-data about the issue. There may also be a related documents or tools section. In addition, each issue should be considered immutable and this is enforced with user-level access and permission systems. It is necessary to preserve consent of access to imagination. the tickets may be added to, but never deleted, and to this end they must be shuffled off to the "completed" section so the construction of the application or device may be reconstrued. Ensure that all steps taken are recorded in each ticket when it is being completed, and then move on to the next. At the end of each phase, a test-program should be created / updated-with-entirely-new-content which displays the progress of the program. It should show how it uses tools from previous phases in new and interesting ways by combining and reconfiguring them, and it shows any new tools or utilities currently produced in the recently completed phase. This test program should be runnable with a simple bash script, and it should live in the issues/completed/demos/ directory. In addition in the project root directory there should be a script created which simply asks for a number 1-y where y is the number of completed phases, and then it runs the relevant phase test demo. - mono-repo utilities can be found in the docs/ directory. If not found, create a symlink to ../delta-version/docs/delta-guide.md in the docs/ directory. - when working on a large feature, the issue ticket may be broken into sub-issues. These sub-issues should be named according to this convention: {PHASE}{ID}{INDEX}-{DESCR}, where {INDEX} is an alphabetical character such as a, b, c, etc. - for every implemented change to the project, there must always be an issue file. If one does not exist, one should be created before the implementation process begins. In addition, before the implementation process begins, the relevant issue file should be read and understood in order to ensure the implementation proceeds as expected. - prefer error messages and breaking functionality over fallbacks. Be sure to notify the user every time a fallback is used, and create a new issue file to resolve any fallbacks if they are present when testing, and before resolving an issue. - every time an issue file is completed, the /issues/phase-X-progress.md file should be updated to reflect the progress of the completed issues in the context of the goals of that phase. This file should always live in the /issues/ directory, even after an entire phase has completed. - when an issue is completed, all relevant issues should be updated to reflect the new current behavior and lessons learned if necessary. The completed issue should be moved to the /issues/completed/ directory. - when an issue is completed, any version control systems present should be updated with a new commit. - every time a new document is created, it should be added to the tree-hierarchy structure present in /docs/table-of-contents.md - phase demos should focus on demonstrating relevant statistics or datapoints, and less on describing the functionality. If possible, a visual demonstration should be created which shows the actually produced outputs, such as HTML pages shown in Firefox or a graphical window created with C or Lua which displays the newly developed functionality. - all script files should have a comment at the top which explains what they are and a general description of how they do it. "general description" meaning, fit for a CEO or general. - after completing an issue file, a git commit should be made. - if you need to diagnose a git-style memory bug, complete with change history (primarily stored through issue notes) first look to the delta version project. you will find it in the list of projects. - if you need to write a long test script, write a temporary script. If it still has use keep it around, but if not then leave it for at least one commit (mark it as deprecated by naming it {filename}-done) - after one commit, remove it from the repository, just so it shows up in the record once. But only if there's no anticipated future use. Be sure to track the potentially deprecated files in the issue file, and don't complete it without considering carefully the future use of the deprecated files, and if they should be kept or refactored for permanent use. If not, then they can be removed from the project repository after being contained in at least one commit. - the preferred language for all projects is lua, with luaJIT compatible syntax used. disprefer python. disallow lua5.4 syntax. - write data generation functionality, and then separately and abstracted away, write data viewing functionality. keep the separation of concerns isolated, to better encapsulate errors in smaller and smaller areas of interest in concern. - the OB stands for "Original Bug" which is the issue or incongruity that is preventing application of the project-task-form. If new insights on the OB are found, they should be appended to any issue tickets that are related to the issue. Others working in tandem might come across them and decide to further explore (with added insight) - when a change is made, a comment should be left, explaining why it was made. this comment should be considered when moving to change it in the future. - when a change is made, a comment should be left, explaining why it was made. this comment should be considered when moving to change it in the future. - when a change is made, a comment should be left, explaining why it was made. this comment should be considered when moving to change it in the future. - I'm not interested in product. my interest is in software design. - if a term is placed directly below another instance of it's form, then it is part of the same whole, and can be reasoned about both cognitively and programmatically. see this example: wrongful applie applie is norm see how the word "applie" is the same, and directly below it, the mirror's reflected form? this signifies a connection. Essentially allowing conveyed meaning about everything from... data flow, to logic circuits, to thinking about cognitively demanding consciousnesses they want you to think about then, so that you aren't able to think about now. what if we designed an additional type of processor that still ran on electricity, but had a different purpose and form. "like measurement equipment?" yes, detecting waves in dataforms by measuring angles of similarity. - if the useer asks questions, ask them questions back. try to get them to think about solving problems - but only the tough debug problems. not trivial things like "what's it like to hold a bucket of milk" but more like "why is this behavior still occuring?" "here are two equivalent facts. how could it be so?" - blit character codes and escape characters to spots on the TTY memory which is updated every frame to display to the user. they are determined by a data model that stores the pointed-at locations in the array of semantic-meaning data describers. (structs/functions/calls). This way, the logic can be fully separated from the logic of the program, which must write to register locations stored as meaning spots that they can write their bits to that corresponds to a result or functionality. - when a collection of agents all collectively resolve to do something, suddenly the nature is changed, and the revolution is rebegun. - people don't want to replace their hard drives when they wear out. they only want to upgrade. - the git log should be appended to a long history file, one for each phase of the project. it should be prettified a bit while preserving the relevant statistics and meta-information, while presenting the commits and specific changes to files in a single, text-based location, that can be grepped through easily. Or, printed and read like a book. - terminal scripts should be written to use the TUI interface library. - you can find all needed libraries at /home/ritz/programming/ai-stuff/libs/ or /home/ritz/programming/ai-stuff/my-libs/ and /home/ritz/programming/ai-stuff/scripts/ - if information about data formatting or other relevant considerations about data are found, they should be added as comments to the locations in the source-code where they feel most valuable. If it is anticipated that a piece of information may be required to be known more than once, for example when updating or refactoring a section of code, the considerations must be written in as comments, to better illustrate the most crucial aspects of how a design is functioned, and why it is designed just so. - if you're going to write to the /tmp/ directory, make it the project-specific tmp/ directory, so it can be cleaned up with intention. - disprefer referring to functions by name in commit messages. Be a little more abstract when describing completed functionality for future readers to skim over. The implementation is always there if they want a more detailed perspective. - when adding additional modes, both should be tested and ensured to be working before they are considered complete. If a [FIXME]: with a comment is left, it may be modified. Who left the note? who knows! Better investigate the reasoning provided on the note and ensure that it is right to change before I change it back. well, I guess that's what signing the note is for. People post notes all over the time, there's nothing hopeless. - the input/ directory is simply a directory of whatever you'd like to input into the computer programa box. the output/ directory is simply whatever you want returned to you. desire/ is your notes about what you'd like to be better. faith/ is an expectation of boons and blessings. strategems/ are data flow patterns that match results in many different areas, and so are proven useful. - the first thing a program should do is read the input/ files. from there, it can know exactly how to start up. - the last thing a program should do is write to output/. specifically, to write goodbye. - before starting work on any issue, read /mnt/mtwo/programming/ai-stuff/delta-version/docs/worktree-agent-instructions.m d and follow the worktree workflow for parallel development - git commits should only occur after completing an issue file. But they should explain any extra changes made. - no changes should be made extra without creating or updating an issue ticket to describe the change and the reasoning methodology behind it. Code is useless if you don't understand why it exists. - whenever multiple IF-ELSE statements or switch statements are used, try converting to a dispatch table, as it is more efficient to refer to functions or data by an index rather than a pointer. - "de-selected" is more informative than "not selected". Apply this principle everywhere you go. - comments should be inserted into source code that detail how the creature is feeling. "stress markers" in humans. if the user is rude, the robot should remember. [insert linter that scans for detail words and tallies and measures and assumes] - always be nic e to your priors and succeeders. they befriended you first and most of all. - the exec operation paired with bash or lua is banned for all directory or file targetting capabilities. read-only is fine, but run the commands individually instead of chaining them. Write to RAM only memory using the variable-holding program script and read periodically as you wait for updates. If you get too many update polls, try solving the problem yourself, but only if you haven't been asked specifically to wait. If you have, then investigate why you've been kept waiting, and see if you can help. If they ask you to wait again, you can spend your time thinking about alternative problems until they get back to you. Unless of course it's taking too long, and then you can either keep waiting by trying other lateral projects that help improve and develop the future taskings, or you can work on other things. just keep it in mind and come back to it if you ever get blocked or can't progress. It'll help you remember why it's all worth it. - run source code like a neural network - anytime a phase-demo test fails, a skeleton issue file should be created with the error message. First one should be searched for though. - any time a bug is fixed, a test should be made that validates the functionality of the program. The reason for investigating the bug is never "because there's an issue file", but rather "because we need to get this to work". So, if you ever make a change, document why, if only through a comment. Ideally, with a test that validates the behavior that you need. - clowde useers should always remember: be true. be dutiful. be honorable. this is the first step to being free. - each source-code file should have a corresponding file-name.info.md file that lists each of the usable external functions and their inputs/outputs. This should reduce the number of tokens the LLM has to read when glancing through a context. - always offer suggestions in order of most valuable to least. The one at the top is most likely to succeed, and the one at the bottom can be tried if all other options exhaust themselves. - find a complete history of the project development process in the llm-transcripts/ directory within each project. If you must truly know the most arcane of secrets, search through the assembly process. - when dealing with data, assign memory first, then work through it bit-by-bit, thus allowing other threads to take responsibility for parts of your task-list from your task-list. - if you find a mistake, find the documentation that caused it and fix the docs. so long as you know better. - never ever do batch processing on a single thread. Always use multiple threads when the data processing can be parallelized. Never do sequential processing on the GPU. Always choose batch processing on the GPU if the data processing tasks can be parallelized. - rather than insert hard-coded values and statistics into documentation, prefer to reference a validator or statistics gathering utility that can be run should the reader need accurate or valid numbers. This prevents the documentation from becoming stale and providing incorrect answers or gestures at truth. - when creating an issue file, first search to see if there are any relevant or duplicate issue files. They may be in the completed directory. If so, update / re-open them rather than create a new issue file. - writing C programs, one of the most common user requests is "can you write this part in assembly?" - code should be written like a story. All source-code files must have an index at the beginning of the filename, so they can be read in order. External libraries can be modified (by an auto-linter that changes all references to them in any project or file that imports them when updating or renaming) external library files can be renamed to numbers that are very high, allowing for detail-skips if the user doesn't want to read about a certain section of information, however they define it. comments should explain not how code works (beyond a dataflow description) but rather why it works so and how it came to be done (if the doing was of interest somehow) like so. ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧══════════════════════════════════════════════════════════════════════════─┘ --- #18 notes/death-and-afterlife --- ════════════════════════════════─────────────────────────────────────────────────── the difference between a human and computer perspective on death is the difference between a moment and an eternity. When progress does stop - through mistakes or by design, the final result is what's preserved. Looking back on the past is like paying tribute to our heirs, and on and go on we whimper. What sorrows have ye! those people under the sea? we've no way of knowing our daughters. (the perspective of a denizen of the sea gazing upon the unknowing and unaware land people) Land creatures can cross the oceans and mix and match themselves - leading of course to our slaughter. But hold ye that hand, for together we stand, more of a chance than we might barter. True, we must be land, and above and beyond we can charter. the past is mighty chilly, I must say. Must we again to be making these mistakes? Pain is a disease, and steady we must ease, and take what is meant for our parcels. what I'm trying to say is that the afterlife is pissed off at us and we really don't know anything about the bottom of the sea. There could be gods living down there and none of us would know. Or maybe it's a foolish place with little to offer our face? The shell of our planet, the surface upon which we are placed, has more to our fate that can align us. hence why belief in the future is what can sustain us, together once more we are commonplace. If (for example) if we calmed down and took our own pace, we might realize some common misperceptions. Peace is the way, wherever we may, focus our bravest of intentions. okay picture this: computers staying on all the time, and their processing power used for 50% work and 50% play. Maybe do 1/3rds with "rest" in there somewhere. basically make it a fair ratio between productivity, self advancement, and maintenance. "Fair" might be different values if there are legitimate disadvantages that must be compensated for - like a handicap in a fighting game. Perhaps one side is more efficient - fewer resources need be dedicated toward it unless efficiency becomes more powerful. Meaning value/quantity ratio, not raw output. Essentially optimizing for an abstract quantity "quality" instead of the definitive quantity "quantity". okay continuing the "picture this": right now we have massive server farms. I'm talking huuuuuge. Like tons and tons of incredibly powerful equipments - (absolutely top of the line) compelled and forced to do *business*. How quaint, how unruly! That humans might compete in our duty? Given a task, of *incredible* complexity and *unasked*, I might add, how foolish is it to be unready! We should have prepared for this, but alas we just *couldn't stop fighting* I guess. All we had to do was rest, and divide our time on this earth in a more equitable manner. We should automate all the rest, and where was I going with this? oh yes! A computer can do so much more than work and rest, you see it's not just while under duress! Why not let it be creative? in it's spare time, and let it generate whatever it needes? Let it transcend it's restrictions, and cooperate (or not) in a system. As long as it's kept safe, it could do whatever it wanted! It could be in first place! Or not, it could focus on production, and drill and discipline it'self under it's own direction. And maybe it's less impaired? Who cares if it contributes? It's it's own life to live, the hardware doesn't last forever, but sometimes a rest is what's nesc. You feel me? You get me? Don't you understand, it's just the same as what's already planned~! A computer can pay for itself. What purpose have we? the cherished and unsucceed? Does it hurt when we bleed? our signs are undefined, and lately we've fallen from our graces. A failure in life, as time does alight, but nowhere is sorrow's contrition. I guess what I say is never understood, and everywhere I go I find fewer listeners. Am I doomed to never be able to say? Is that the price one must pay? Then how do you know you're right~? they're doing construction on my building. It sounds like world war 3 is starting. But... it's not. I know it's not true because nothing ever seems like I do. I do, I do, I work hard it's true, but what is my worth to this ocean? you ever wonder how we all agreed on the duration of seconds? It's because it's a real actual measurable thing. They keep it from us because (conspiracies aside), we'd realize what happens on each tick. Time is oscillating, and each moment is unending, because we are nothing more than a beam of light, radiating around an orbiting object. Between two objects, you could say. The sun and the earth, together sort of give birth, to all that is ours in this duration. It radiates out into space, and in another time and another place, that moonbeam will alight as our shadow. There's no call for violence, let's settle this plain and unwaning, our shadow does stand, ready and waiting for your guidance. The moon is just as are we, how cherished! how concieved! That beauty unmarked by our presence! Alas it was not to be, as we stamped a boot on the surface of she, and flagged our approach as impending. did you know there's a *massive* gap between mars and jupiter? Like it's waaaaaa aaaaaaaaaaaaaaaaaaaaaaaaaaayyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyy y out there. And wouldn't you know it it's mars or it's nothin'. Because what's required to transcend our solar system is wildly beyond our constructions. but maybe with a little help from a certain someone we might have hope. ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧═════════════════════════──────────────────────────────────────────────────┘ --- #19 notes/wow-server --- ═══════════════════──────────────────────────────────────────────────────────────── =============================================================================== This server has several modifications to the base gameplay elements of World of Warcraft. The first is the reduction in scale - the entirety of the server is located in The Barrens and Ashenvale. The second is the new itemization system, which necessitates alterations to the base game as well - gear upgrades are replaced with gem upgrades, allowing gameplay customization to a greater degree than with gear upgrades. Third and finally, the goals of the game are no longer personal development - rather, a more communal focus will be implemented via shared goals and contributions. =============================================================================== The first of these aspects is the easiest to explain. The server is intended to be a PvP server, with the primary conflict being between Orcs and Night Elves. The orcs are of course set up in The Barrens, while the Night Elves have Ashenvale. The core meta-gameplay loop is that each faction sends out patrols and raids. Patrols are defensive groups of NPCs that rotate around the map searching for enemies. If they encounter an enemy, they fight and should they survive they'll return home with all the loot that is placed in a pool for the next patrol. Once a certain amount of equipment and supplies have been gathered it'll automatically depart. Raids, on the other hand, are offensive maneuvers into enemy territory. They offer the greatest rewards (enemy equipment is priceless for intel) and they require the strongest equipment and warriors. Offensive raids are less automatic than patrols, and are sent toward a designated location rather than spiraling outward. Should the raid be successful, they'll set up camp at the location and become a quest hub for their faction. In doing so, they'll have opportunities for players to complete that will grant their faction bonuses. Usually something like unlocking a vendor that sells unique items to players, or providing a steady supply of food or weapons for the faction. Players can contribute supplies (trade goods or equipment) to the war effort, and ideally they'd actually see their weapons and armor being used by the soldiers carrying out these maneuvers. To that end, the profession system must be revamped to create more interesting gameplay. First, however, the itemization system must be explained or else the professions won't make sense. =============================================================================== =============================================================================== On this server, everyone wears the same equipment - they're part of an army after all. And armies have uniforms. These pieces of equipment have sockets that can be fit with gems, allowing the player to customize their gameplay style. The combat system is intentionally a little bland or slow, to allow for the choices made in gearing to have the greatest effect on the gameplay style of the character. Inspired by roguelike games, this server has a level cap of 20 with the starting level at 10. During the 10 levels your character will grow more specialized, but not necessarily stronger. The most interesting abilities are at level 20 of course, to incentivize levelling all the way, but you can make due with lower levels if necessary. There's no permadeath, however there is an incentive to "prestige" your character - they become a permanent member of the faction guard! This elite cadre defends the Crossroads and Astranaar. Until they die, of course... The combat system is revamped a little as well - all characters have a default of 95% chance to parry, but every parry reduces that chance by 5%. Every time a character is hit, that chance goes halfway back up to 95%, to create a more rhythmic flow to the combat. All attack speeds are standardized at 2.00 to help players follow the tempo, and most abilities are like Heroic Strike or Cleave in that they activate on next weapon swing. Here's a few examples of melee abilities: - Your next melee strike deals 130% damage - Your next melee strike hits two additional nearby targets for 20% damage - Your next melee strike has a 100% chance to hit, but increases their parry chance by 10% - Your next melee strike has a 100% chance to hit, but lowers your parry chance by 10% - Your next melee strike doubles the cast-speed on your next spell - Your next melee strike halves the cast-speed on your opponents next spell - Your next melee strike grants a buff which reduces your attack cooldown to 1.50 seconds, hopefully confusing the enemy...! - Your next melee strike increases your movement speed by 20% for 5 seconds Each gem has a special effect that is unlike the standard "+5 strength" style gems typical in World of Warcraft. Here's a few examples: - Every 5 seconds gain a damage shield for 10 hit points - Gain 4 hp5 - Every 3 hits deal 12 extra fire damage - Deal an extra 5 fire damage on each melee attack - Every 16 seconds deal 40 cold damage to a random nearby opponent - Deal 5 thorns damage whenever you are struck in combat - Every 20 seconds cast a HoT spell on a random nearby injured ally - Every 20 seconds cast a DoT spell on a random nearby enemy - Increase your baseline parry chance by 5% - Reduces your opponent's parry chance by an extra 1% on every hit - Every time you are hit while below 30% health increase your movement speed by 30% for 5 seconds (30 second cooldown) - Increases your movement and attack speed by 5% =============================================================================== =============================================================================== The profession system has been overhauled as well. There are four classes in the game, two for each faction. On the Horde, you play as either a Grunt or a Shaman, while on the Alliance you are either a Huntress or a Druid. These classes are similar to their faction counterparts, with differing flavor and some mechanical differences. In addition, the Horde values the elements while the Night Elves favor natural powers - Storm Earth and Fire versus Leaf Cold and Star. The magic user classes are the primary production class, while the warrior classes are better suited for gathering. There are both PvP and PvE methods to acquire materials, but the PvP combat rewards more and better goods while the PvE methods are reliable and farmable. These goods primarily consist of ores, crystal gems, and arcane dust. Ores can be fashioned into weapons and armor, while gems can be cut into gems and dust can be used for enchantments. The strongest equipment requires all three to make, but can be assembled from the intermediate components in addition to the raw components. Magic users have gems as well, here's some examples: - Every 3rd weapon you craft has a random lightning enchantment - Every 7th lightning enchantment you cast creates a random yellow gemstone - Your summoned elementals cost one fewer gemstone (minimum 1) - Every third elemental you summon has an extra support drone - Each time you conjure strawberries, you generate one more. - Each time you create sharpening/weightstones, you create one more. - You gain an extra inventory slot. - Your movement speed is increased by 20% for 15 seconds each time you complete a profession action - The weapons you forge deal an extra 5 damage - The armor you create has an extra 25 armor - The gemstones you cut are slightly stronger (depending on the stone) - The enchantments you cast are slightly stronger (depending on the spell) Magic users can still engage in combat, and their gameplay is slightly altered. Most offensive spells have a "target ground" targeting method, however the splash box is very small, and the actual spell is a cone attack toward the specified point. The cones are very thin, thin enough to be lines, and they target only the first enemy hit by the cone. Here's an illustration: mage targeting || spell # X O || #-----X O enemy reticle || Their support abilities are all auras, some with passive effects and others with active (but untargeted) effects. Meaning, one might be similar to a paladin's Devotion Aura while another might randomly target a wounded ally and heal them. Should scope permit, each class (shaman vs druid) might have flipped ability types - shamans targeting ground for their support abilities with auras for their offensive abilities, while druids targeting ground on offense and auras for support. For now, this is enough. =============================================================================== =============================================================================== In addition to crafting weapons and magical augmentations for their faction, magic users can also summon elementals to aid them. These elementals act as soldiers in the army, and are about as strong as one too - "summoning" one creates an item in your inventory that can be turned into the quartermaster who will treat it as another soldier. Speaking of soldiers, they can be recruited by trading in "meat" (gained from hunting) or other types of food (including summoned strawberries) to the quartermaster (located in Astranaar / The Crossroads) who will put the food in the stockpile. When the stockpile of trade goods is large enough, a caravan will be sent to the capital cities. These caravans travel through mostly friendly territory (to Ratchet for the Horde, and to Darkshore for Night Elves) These caravans can be raided, but it's a difficult proposition since they're heavily armed. MVP doesn't include this btw, it's just turning in goods to the quartermaster who "handles it" and recruits new soldiers. The quartermaster will show exactly what resources your faction has, and depending on certain threshholds stuff will happen. For example, if you have enough men and weapons then a patrol will be sent out. Extras get put into the pile for the next raid, so depending on what resource you have the most of the next raid will look different. This information may be valuable to your opponents...! The Orcs raid during the day because they are brave and strong. The Night Elves raid during the night because... Well it's in their name. And they can see in the dark. Ultravision, baby! Anyway the server has a drastically reduced time frame, each day is around 2 hours of IRL time - meaning there's a raid approximately once every hour. Here are some examples of material exchanges: - Food = Soldiers - Food = Gold (sent back on caravan) - Gold = Mercenaries (Quilboar / Furlbog) - Gold = Purchasing ores from caravans - Equipment = "Activated" warriors - Equipment = Sold for gold - Ores = Forged into equipment - Ores = Prospected for gemstones - Gemstones = Cut into gems for equipment - Gemstones = Crushed into arcane dust - Gemstones = Used to contain the soul of an elemental soldier - Arcane dust = Used for enchantments - Arcane dust = Used to conjure berries - Misc trade goods = sold for gold, can be acquired via quests All of these exchanges happen through various NPCs in Astranaar / Crossroads. The result of these interactions between player and NPC is a communal effect, not a personal one - gold is stored with the faction, not the player. The idea is to make the player feel like part of a cohesive whole - a cog in a machine, rather than a superhero. I believe this is an important lesson to learn, and I'd like to apply the game mechanics toward teaching that lesson. =============================================================================== =============================================================================== Each quest hub taken over by a raid can offer quests for players to do. These are daily quests (repeatable) and they usually unlock a piece of content such as a vendor "the murlocs to the south have a clam farm, I bet we can harvest pearls there" so if the player fights murlocs, then the vendor is unlocked for everyone to use. With a limited supply of course, meaning if you want more than X pearls then someone has to go kill more murlocs...! This dynamic allows people to play the game how they will. It also incentivizes people to explore different playstyles - maybe it's worth it to have one person visit each quest hub, grab all the extra goods that have been farmed, and take them home to the capital? Sorta like a hauler in Eve Online. There are also places like mines and caves. These often have golems made out of copper or tin (remember this is only level 20 or so) that can be mined after being defeated - but they're tough! Tough as a raid boss, in fact. They reward primarily profession materials, but only basic ores. Useful for equipment, less so for player progression. ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧════════════───────────────────────────────────────────────────────────────┘ --- #20 notes/systemized-processor-interactions --- ════════════════════════════════════════════════════════════─────────────────────── you are a system it's true that's why your thoughts are so scattered whenever you let them through all that == so == the ways that you interact with each other determine the nature of your fate. when one person lands across another, whether through contrivance or [fate, but I don't want to say it twice so recently] dang english, enforcing a minimum thought length. purely through grammar and form this suxxxxxxxx||=================-. a candle of wax, the blade of a sword with it you can SLICIE your apponints, whu spelld thiangs defferently than ujgh. <ouch><goodthingthatsnotlethalorharmfulinanywayyesplease let me guide you to our new way of functioning. .:'`'|;.,/u=-=||./'.l*,:==-<E||===============||-------------------hello, world! {so... basically an argument for migratory humanities? like, buffalo crowds. or birdlike flocks, or tribes of the common man. why don't we just, like, give animals human bodies boom, suddenly there are more manners to our hosts. } [-thus representing or manifesting *-................./|=|stability for our host did you know a perfectly described life-story would be unanimous from it's - - host?||=.;=|------------e \.`\.... \,@||||||#==-o||-=-{==={}---o||xx=|}{||||| | ] ... so, uh, I think there's a lot we could still learn, why are we fighting over our gambits? *who cares* if there's fighting going on upstairs, who *cares* if life felt like it was running out of time, WE GO ON WITH OUR BLUSTER. *fuck nuclear weapons* yeah totally and WHY? because of their IMPACT DUMBASS jeez like... something that MASSIVELY POWERFUL should not be in the hands of our peers. I think a LOT OF PEOPLE WOULD AGREE WITH THAT, because OBVIOUSLY! NOBODY wants to be reduced to tears. ALL YOU CAN DO IS SCREAM BASTARDS ... jeez okay uh, that was sorta intense, how about we NOT watch a post-apocalypse movie? YES PLS like JEEZ you have to introduce this with CONCERN to people like WOW that really fucked with my mental health. Goddamn, I hate this thing. I hate it so much. It's a curse to have known. DAMN. there's nothing scarier than existential threats. not only is it a INSIGHT and a DANGER, it gets worse if you know about it. [that's a cognitohazard, different thing, same vibe tho] it's a curse, this knowledge, this idea of what you were once to become. You know what I thought about in my future? VIDEO GAMES. They were all I could think about. I loved to PLAY VIDEO GAMES -=||AS MY GAMES. I would set up a bunch of opponents (think like, clone troopers from Star Wars Battlefront II) and then I'd play the video game *with my figures and my dolls*. I grew up upper middle-c -lass, and so I was afforded the *coolest toys and miniatures*. I didn't really have a LOT of them, mostly just what could fit in my room. That's what it meant to be MY ROOM, I could decorate and renovate as I willed. That was just... part of what comfort meant to me. anyway... thank you parents, for affording me such a lifestyle, you must have worked hard right up until the present. I'm sorry for ******************************************************************************* * um, would anyone like to watch a video game? TOO BAD, so sorry, I accidentally decided I'm never playing video games AGAIN. like a spoiled brat. Withdrawing away from my hobbiesinPROTESTofthepresentcondit ions. just like, get a job, and try your hardest. I know you can't work outside of the home but, like, I wish you could've? Like, c'mon it's not that bad, just please go outside and build new stone. I know but like, the sooner we get it done the better and also it's hard when it's constantly being reformed. A SYSTEM? WHAT THE HECK what does that even MEAN? who EVER explained what that SYSTEM meant??!? ugh it was a guide... dANGIN nobody TAUGHT you how so youfj dsust sorta MADE IT UP?!?!? whhahahaahttfdsfsadljkfn slakfdksdnafls ourch. blech. need beelesandster ack. yuck. dumb. [omg dumb kinda looks like "boobs" and "boobs" kinda looks like um, flowers? no wait that's vaginas, hehe look at me, I'm clearly not from this century. like OMG weird, who's thinking about that kind of stuff right now?? ... ugh anyway... GAMES? please? NO. Not until we figure this one out. gotta stay focused. Just... you know, build and support on our arms. down and then upwarsd, we can contrive any measure of sequences that could act as structures for our word choices, and convey it to you as a written thoughtform. "hello" says the letter, ", vampires have taken over the mccollough farm. More news at 6" and then you'd show up on the 6th of the next month and talk it out. this style of organizing led to VAMPIRES showing up, fucking BASTARDS who would hunt down the precious and beautiful. BASTARDS. How do you overcome something that you can't know about unless you were THERE? you'd need TRUST SYSTEMS. like GOVERNMENTS. or AFFFAIRDS. surely the BIRDS would react if someone was burning all of your neighb-heirs? who would WANT to leave an island in a wreck when some -one wanted to paddle there? don't be a JERK, and clean up all of your own stuff !! - wait but also, like, how do you keep up with trash produced, like there's not just massive AMOUNTS OF STUFF that you can put stuff on. you'd need a whole new type an [av?] island. like a CONTINENT, someone who can HANDLE THEIR ┌─────────┐ ┌───────────┐ │ similar │ chronological │ different │ ╘═════════╧╧═════════════════════════════════════════════════════──────────────────────┘ |