"I don't want to be brave I just want to be myself. I don't want to be alone anymore" the fact Morgana didn't want to be alone and yet by season 5 has pushed away all the people who cared about her and genuinely loved her causing her to be completely isolated and alone in the world I'm not ok
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game dev/design tips you didn't ask for, at random:
don't start by designing your game around the engine; come up with/refine/design/test your core mechanics INDEPENDENT of an engine and then FIND AN ENGINE that suits your game's purpose! (aka the Reverse Dragon Age Inquisition)
Fun Fact: The devs of Mass Effect said that, roughly, even though there's an equal amount of Paragon/Renegade (aka "good"/"evil") content in ME, 90% of players just chose all the Paragon options every time. Take this shit to heart!! Design choices that go beyond "good" or "bad". Design choices that are interesting and would make an "all good" or "all bad" etc player actually HAVE to choose between more than one option that's VIABLE for the character they're roleplaying! Like, in BG3 terms, no "tiefling village vs goblin camp" choices. I wanna make you choose between keeping Lae'zel and Shadowheart in your party permanently. Don't be afraid to cut off content that players can't all access in one playthrough, but DO hint that the other content is ABLE TO BE ACCESSED if you make different choices!
Don't forget about sound design, especially UI/UX feedback. That shit makes or breaks an environment. Never QA test with your sound off, I can feel my old boss breathing down my neck RIGHT NOW
Organize your production pipeline, no matter how small of a project! I use Trello for producer shit and Jira for my bug list. Familiarizing yourself with how to properly log your own bugs by component and priority is key, especially with more than one team member! (I might actually make a QA megapost sometime ahdjks)
When you do something in the game that you wanna reward your player for (e.g.: selecting a dialogue choice that an NPC approves of! succeeding a skill check! new DM from your crush! you just looted 1 goblin bong! etc), remember to include JUICY FEEDBACK! This is a very unfortunate industry term wherein the JUICY refers to the actual crunchiness of the feedback: A textural response from the player that Feels Good. Like, Candy Crush has the juiciest feedback. Remember: Feedback should include UI/UX/a visual element, sound, be a clear result of a player action, and give a sense of WHAT you just accomplished at the correct SCALE (bigger bang feedback for, like, killing a world boss vs opening a lockpick chest). (You can Pavlov's Dog players into getting hype at repeated sounds by ensuring your feedback retains notes of the same sound or foley, or even just using the same sound fx across different progression points. Like layering in the same chimes with a level-up noise AND when you do something that gets you closer to leveling up, like earning XP)
When designing elements, remember: What does like LOOK like? What does this SOUND like? What does this DO to the world state of the game? What else does this AFFECT? Be cognizant of how stuff can chain affect the tone of the rest of your game!! QA often!!
Achieving a balance between HIDING all the numbers/systems/guts of your game vs having the player be aware of the systems and how they work can be a tightrope to walk! I personally err on the side of Hiding Too Much, but checking in with your testers or players to see if they can "feel" how the game works, or if it makes them get too minmaxy, can be super helpful! Remember to keep your design choices in line with your "x statement" (aka one-sentence directive about what you want YOUR game to be/feel like).
Save a fucking backup zip file of your dev environment RIGHT NOW and put in a separate place from your main PC. Like right the fuck now
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Not so long ago, Tennessee was not merely a more bipartisan state but a model of bipartisanship, an example to others. Keel Hunt, a columnist for the Tennessean newspaper (and a Democrat who once worked for a Republican governor, Lamar Alexander), wrote a book about the 1980s and ’90s, an era when moderate Democrats and liberal Republicans ruled the state; when Tennessee sent Alexander, Howard Baker, Al Gore, and Jim Sasser to the U.S. Senate; and when many of the decisions that paved the way for Tennessee’s current investment boom were made. The book is called Crossing the Aisle: How Bipartisanship Brought Tennessee to the Twenty-First Century and Could Save America. So much has changed since then, Hunt told me, that the book “might now qualify as an obituary.”
I think that most of the center-left's horror at what is happening to the right of the aisle is well founded, insofar as right wing people, en masse, have clearly gone insane.
However, and I say things to this effect regularly to the many leftists I know in my embodied life, their bewilderment astonishes me. They genuinely have no idea, or at least very consistently and adamantly profess to have no idea, what has gotten into the Right to make them act this way. They really seem to think on a fundamental level this is coming out of nowhere. They don't display the slightest impulse to reflect on why it might be that the Right seems so angry and so hard to work with. Usually when pressed they can offer explanations that I think are accurate, but this knowledge clearly makes no actual impression on the pillars of their mental universe. They continue to behave instinctively as though this has all essentially come from nowhere.
I would respect them more if they could be honest--for example, they could say transgenderism and its associated gender ideology, to pick one issue, is here to stay, and anyone who thinks otherwise is no longer in the boundaries of civil society, and we have no interest in compromising with them on this issue. But even this would have to admit that the terms for admittance to civil society shifted. They demonstrate no capacity for this level of reflection, it seems beyond them even to notice that things have shifted dramatically in the last ten to twenty years.
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We had a lunch party today. The company president and the CTO each gave speeches. To paraphrase the CTO's speech slightly:
I know a lot of you come from academia, where every publication in some sense represents a world first. But I want to you understand that when we say [the work we did on my project over the past three weeks] represents a world first, this is a very big deal.
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And then some of the engineers, who'd just gotten a new engraving toy, made commemorative badges for the key people on my project. Mainly just because they only just got their toy working yesterday and wanted any excuse to use it.
Unfortunately I can't show you my cool commemorative badge or tell you what the project is--not just because I'd be doxxing myself but because the information is still embargoed by the government. But over the next six months, as you read news about cool new quantum technologies, maybe one of them will be my project.
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On a personal level, the amazing thing about it all is that in the crunch over the past three weeks I've still only averaged about 45 hours a week. I did have a couple long days--I had two 10-hour days in a row last week, and another one this week. But still, it's really not been bad!
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dc is currently on my lap and in about twenty minutes i'll have to put her in the pet carrier because she has an appointment to get chipped
the absolute betrayal she's gonna feel
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