Every few weeks I think about a setting where the writers introduced a fascinating piece of lore late in the story that completely invalidates everything about the story and then just... never acknowledge it.
"Whoops, accidentally made our entire story the worst possible story we could have told in this setting. Lol. Lmao. Nobody will notice."
Or - and here's an idea.
Or you could tell A GOOD STORY. One your setting amplifies and supports.
@Craigp Another reason I like the Culture books. The status quo is egalitarian and utopian and boring; the most interesting stories are about the dirty manoeuvres needed to maintain it.
Watched a man eat a common thing in exactly the opposite way I do, and now I'm caught in the existential dread of knowing that one of us is a fuckin' idiot and not being sure which.
Ugh, I finally decided to grab some #unreal assets from the shop (free ones) and I can't figure out how to put them in a project.
The only way it seems I can is to "create a project" based on those assets in the Epic Games Store Shopfront (unrealenginetab), then manually export every fuckin' asset to a format I can import somewhere else.
@Craigp Create the project, load it up, select all the assets you're interested in then right click -> migrate and pick your other project content folder
Yesterday, I talked about the idea that player crafted goods in an MMORPG could give visual shows depending on how players created them. For example, eating a sandwich would have a kaleidoscopic particle effect representing the ingredients and prep.
It'd be something the players could control, not just a few canned options. So even if the stats are the same, you get different experiences.
Especially if you can see other people's, and if you do course-based meals, drinks, whatever.
If this month released the new Tropical Joys locations, that comes with a bunch of new paints, some new materials for brushes, maybe a new canvas material, and so on.
Those can all be used to paint the "same picture". The result will look the same (aside from maybe a small palette tweak) and will have the same stats.
But you can have an entirely new experience looking at it, because the new paints and such have different effects and progressions attached to them.
Watching a little old lady slowly start wobbling across the street because the light turned red. Screw the brain damaged traffic engineer that designed this light to turn red for one second before turning green again. I presume they enjoy screams and horns.
I hate this engineer so much and i will kick their shins if I ever meet them.
I think you could do the same thing with, say, art.
If the player paints a painting and hangs it on a wall, anyone that goes near it sees it "reach out" with effects that grow and swell if you hang out nearby.
Again, the effects depend on the player's choices and resource use while crafting the art.
Paintings can be hung in houses freely, so you can create a lightshow as players walk down a hallway, each painting reaching out in turn.
Obviously this can be reduced or hidden depending on options menu settings, but the point is that we can allow unique player content without allowing unique stats for player-crafted items by having non-stat uniquenesses.
Preferably in a form where players have a lot of control over nuance and progression, so they can really express themselves uniquely.
Forget INTJ or scorpio or whatever personality test nonsense you've been told. The real test is how you interact when you need to talk to someone but there's a language barrier.
@Craigp Not sure what you mean. You can have two Armatures with the same bone names in a blend file. The Armatures have to have different names but the bones' names can be the same. When I duplicate an Armature, I do not get different bone names. You couldn't have the same Bone names for the same mesh with two Armature modifiers because the vertex group names have to be unique.