dumpsterlid

@dumpsterlid@lemmy.world

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dumpsterlid,

I mean, I love Star Trek, but I love it because it has heart unlike most other scifi, not because it is “smarter” than other scifi. 99% of other scifi shows/movies spend all their time trying to be “smart” about how war will mechanically work in space or the far future… and completely bungle representing the human condition with any degree of heart or depth.

Star trek can be as dumb as it wants, it will always be better than 99% of other scifi just for the reason that it has heart and isn’t obsessed with technology for technologies sake.

I mean… look at the current crop of techbros who watch dystopian scifi’s and think “this looks COOOOL, lets make that!”, it really speaks to how flawed most scifi is at actually engaging with humanity beyond a superficial, aesthetic or “big picture ideas” level.

Red Dwarf from this article does look like it has heart too though, I will definitely have to give it a try.

dumpsterlid,

I play with tilesets only, but oh my I love this game. ESPECIALLY with the sky islands mod, that completely elevates the game for me.

dumpsterlid,

I don’t find Slay The Spire that ugly artwise, I don’t find it beautiful… but what I do find ugly is how terribly Slay The Spire uses screen space. It has an AWFUL UI in terms of using space intelligently for important bits of gameplay information and I would love to play it on mobile (I play other deckbuilders on mobile a lot) but I will never touch it on mobile for that reason.

dumpsterlid,

I dunno compared to other games of a similar or younger vintage like UT2004, that I had a ton of fun with at the time but looking back they have aged like milk in terms of aesthetics and core gameplay… I think the quake games actually have aged very well.

dumpsterlid,

You can not like the art style of Stardew Valley, but calling it ugly in the way DF, TOME, DCSS or other games that have very rudimentary graphics styles are I think is missing the point in this context. A lot of effort and production time was put into Stardew Valley’s graphics, it is undeniably not “ugly” the way other games that developers focused all their time on gameplay instead of graphics are.

dumpsterlid,

Go drive one around in a video game, all the fun without actually having to be an asshole.

dumpsterlid,

Thank you so much for your hard work! I deeply appreciate it.

dumpsterlid,

Without diversity we are just a bunch of assholes yelling at each other about things we all already know.

dumpsterlid,

One way to think of it, anybody has a right to selfhost an instance of fediverse software and say whatever toxic trash they want, but being part of the broader fediverse is a privilege (not a right) predicated on not using the platform that comes with that privilege to hurt others.

dumpsterlid,

I don't think the beehaw block of lemmy.world is a permanent one necessarily, it is based on much different circumstances than the block of exploding heads (differences in growth philosophy vs hatespeech/nazis). At some point in the future lemmy.world and beehaw may federate again.

dumpsterlid,

Come to think of it, are there any libertarian "no rules, block users if you can't handle it" social networks that haven't catastrophically collapsed into toxic hellholes? ....like are there ANY examples of this idea even working?

The thing free speech absolutists never understand is people have tried their plan PLENTY of times, in fact it has been tried over and over again in an exhausting cycle of amnesia. It never works, running a community fundamentally requires choices and moderation.

dumpsterlid,

An abstracted patrol system that creates a sense of dynamism outside the reality bubble. For example when a migo scout tower is spawned a path several map tiles away around the tower would be generated (not visible necessarily to the player). A group of migos would patrol this path, importantly they wouldn’t just be a random spawn, the game would keep track of a value for where the migos are on the patrol route (in an EXTREMELY abstracted sense of a single value for how far along the path the patrol is in terms of time, not actually somehow pathing each migo outside of the reality bubble) and if the player happens to cross the patrol path when the migo patrol is calculated to be at that point of their route then the game would spawn in a migo patrol. The migo patrol would spawn headed towards a series of waypoints that lead out of the reality bubble in the direction of the patrol route.

If the migos spot the player or another creature while in the reality bubble, they would break off patrol and attack. One of the monsters would be designated the “captain” of the patrol and once the captain drops out of the reality bubble from the player running away a timer counts down (say an 15 minutes) at which point the patrol despawns and the patrol route progress parameter resumes counting. The patrol routes wouldn’t have to be actually feasibly traversable, who cares if the patrol spawned in and got blocked by an obstacle from proceeding, the patrol would just despawn 15 mins later and continue abstractly along the patrol route.

To keep calculation simple, disturbances to the schedule of the patrol routes wouldn’t even have to be tracked, they could just be reset after the “disturbed” patrol despawns. Patrol routes progress also wouldn’t have to be stored and tracked permanently for every instance of a migo scout tower (or other monster patrols), they could just be forgotten once the player is a certain distance away on the overmap and began again once the player enters the region again. Destroying some piece of equipment in the migo scout tower or killing a “commander” migo in the scout tower could delete the patrol route from the game files.

The reason I want this is because I love the idea of creeping up to the edge of a field and seeing it is clear at the moment, but knowing that I have seen migo patrols go by in the past. I could then lie and wait until I saw migos pass by and then continue after they passed knowing I was safe to cross or chance it and cross sooner if time was of the essence. I want open spaces to feel vulnerable to enemies stumbling upon me by accident (in a way I can’t easily outrun) just because they were passing by but I don’t want it to feel unpredictably random. I love the idea of having to sneak across a busy, dangerous patrol route.

Further down the line a skill of tracking could be added where the player can perceive the well trodden path of a patrol route and perhaps how long ago creatures passed by on that route.

When I have suggested this before people always freak out about how silly it is to try to extend the distance of the reality bubble (exponentially increasing calculations and all), but this isn’t really doing that, it is more like just keeping track of a single “patrol route progress” variable for each path, and only paths in the same general region on the overmap. No other information would have to be calculated outside the reality bubble.

dumpsterlid,

Yup, I imagine it isn’t easy to do at all, hence me snapping my fingers to magically implement it!

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