Currently working on Levers and Chests, a dungeon crawler roguelike roguelite.

Joined August 2009
"how hard can it be" is how you build something never done before. it's an extremely useful delusion to have.
Funniest thing here is that this is a really experience person and they're STILL falling victim to the "how hard can it be" trap. This is why I believe all proof-of-concept projects are simply a waste of everyone's time. Everything works for the simple case
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Doing the gui in all html would clash a LOT with the art style, but since I assume players will be playing with a wiki page open any way, we could get ümlaût support without having dealing with 5*7 pixel glyphs, all while not clashing with the ACTUAL game experience. too meta?
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note to self: make sure the game looks cool next to spreadsheets
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/me buckles up
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I'd do a lucasart if I knew how. Hire talent just for the sake of creating art in the form of entertainment. Seems like a good time.
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That feeling of finishing a jigsaw you didn't even know you were building because it's been on your mind for so long your subconscious already made you provide a solution in the past.... sure. I like it. But why does everything feel like obvious trite the next day?
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Normal Golf Game is the best game about controls I've played since Baby Steps. Whatever they're putting in the water down there ("up here!" as they call it) in Australia is working!
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Got stuck on a puzzle for way too long (an hour+) because I forgot Order of the Sinking Star is not a turn based game. Maybe that's my fault for playing He Who Watches at the same time as OotSS... The timing works way different in that game, I promise!
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Watching Olexa play Normal Golf Game is almost making me want to pick up golfing. It can't be much harder in real life than it is in the game, potentially! Does real life golf come with developer sass as well? If so I'm definitely in.
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My very first round of Mr. Magpie's Harmless Card Game. You can see which cards are money cards even when face down as the numbers are so big they peek out.
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yellow bird habanero hot sauce is so good though
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Code rewrites are actually good because they prevent the onset of chaos by refocusing from scratch. This has rarely been deemed worth the cost in the past, neither in time nor patience Just get it in BEFORE you want to keep all the chaos.
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Update on the game: It's FAAR from done, and it's not what I would've been proud of in the past, as it's basically all vibe coded, but things sure are moving fast... in some direction. I might've caused some minor technological feature creep over palette cycling.
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I'm not saying I can make better graphics than real life, I'm just saying that a perfectly backlit cloud looks like an alpha channel error. Honestly, it'd be a bit sloppy in a game.
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-40 lbs just from quitting snacks cold turkey.
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Many years ago, when I asked why they suddenly made up lies about a man so he didn't get any awards, I got the answer "gaming hasn't had it's me too moment yet", as if that answer would make sense to me. The fact that it does to some is concerning.
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My two cents for people discovering that it's hard to write code that compares and rearranges entries in a list based on a comparison function, without having it accidentally turn into a sorting algoritm: duh
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I will admit, I am enjoying vibe coding. I may have been a teensy tiny bit wrong.
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In the original draft of Lord of the Rings, Mordor was just called Monslottir Indesekondegri.
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I don't know if there were any work disputes during the filming of the original trilogy, but if there was I hope someone shouted "the entire strike's back!" at someone.
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