(I was giving him about half a scoop as a serving, so I'll try it with a quarter-scoop)
Promiseland
- Fetian
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- .oO: Look at me, still talking when there's science to do
- Fetian
- Posts: 3965
- Joined: Sun Jun 26, 2022 7:33 pm
- .oO: Look at me, still talking when there's science to do
- Fetian
- Posts: 3965
- Joined: Sun Jun 26, 2022 7:33 pm
- .oO: Look at me, still talking when there's science to do
- Fetian
- Posts: 3965
- Joined: Sun Jun 26, 2022 7:33 pm
- .oO: Look at me, still talking when there's science to do
- Fetian
- Posts: 3965
- Joined: Sun Jun 26, 2022 7:33 pm
- .oO: Look at me, still talking when there's science to do
Re: Promiseland
Did manage to sleep through the migraine but I feel pretty braindead now. Just gonna chill out and do not a whole lot for the night I think
- Fetian
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Re: Promiseland
Food ball went without incident today. We will maybe increase the serving in it over time or maybe we'll keep it at a quarter-scoop
Oz also spent some time this morning playing with it despite not wanting any of the food that came out of it (because it's Cael's food and they don't like each other's food much)
- Fetian
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- .oO: Look at me, still talking when there's science to do
- Fetian
- Posts: 3965
- Joined: Sun Jun 26, 2022 7:33 pm
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Re: Promiseland
A productive Satisfactory! I experimented with how I want the Skybridge to function, then built an elevator as tall as it will go in the exact center of the map (according to Random Steam User) to be my starting point. Then I dismantled the original skybridge (left a memorial at its original starting point), put signs all over the elevator, made a blueprint to use in constructing the skybridge, and now whenever we get back into the game I will be ready to just build the thing for a couple hours
Fun fact: You can build an elevator to go higher than the point where you will start taking out-of-bounds damage, and then you are trapped in an elevator while you slowly die
Dave also did a bunch of stuff, he says we're on track to start using plutonium as an energy source. Unfortunately he is out of state next week so we won't be Satisfactory-ing then. But when he comes back! We will accomplish our goals!
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Re: Promiseland
He did plan on stopping playing around midnight instead of one or two and then we ended up playing until two anyway. I've let Cael wander around now, I'll close up for the night when he comes back in. But I've also opened the gate for the other cats, so they aren't cooped up all night themselves
- Fetian
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Re: Promiseland
So a couple weeks ago I got the Braid Anniversary Edition and a few days ago I cracked it open and listened to all the commentary in it, first during a playthrough and then in the dedicated 'commentary levels' area to catch everything not in the playthrough commentary. It's fascinating -- Jonathan Blow (developer) has an extremely strong sense for design principles and it's very interesting to listen to his thoughts, whatever else you may think of the man. There's also considerable commentary by the main artist for the game, who turns out to have been the artist for a webcomic I used to really like and then completely lost track of and was unable to find again until last year when I happened to find it in the 'other webcomics' panel on another old webcomic (the internet used to be so much better), and he also has very interesting thoughts about his process and the symbolism &c included in the backgrounds &c. Honestly really bummed that the Anniversary Edition apparently sold so poorly that Blow's company couldn't afford to pay the people who worked on it. Even given that I am a little hesitant to recommend it at full price -- $20 is just a little heavy for a game you probably already own, though the updated graphics are gorgeous and there's a solid amount of completely new content in it (like new levels and puzzles), clearly a lot of work went in to it.
Anyway, so, I spent a few days basically locked in to listening to a making-of documentary because it turns out that there is 15 hours of commentary to listen to, and I didn't want to start it and then drop it for weeks as would definitely happen if I didn't hyperfocus on it until I was finished with it. But I'm out of the mines now and going to find something else to do with my time
I really need to get back on Japanese study -- first class is August 25th I think, and going to be Monday/Wednesday from 4:30 to 6:30 PM. I have done almost no study for like a year so I am super underprepared for it -- goal is going to be to Pimsleur every day to get the first course of that done and to review the textbook, also every day. Hopefully I will have a solid foundation again in a month.
I also want to learn how to develop in Godot (game engine), so I've been musing over a first game to try to make in it. I eventually want to make R&DM in it, possibly, part of this is a desire to assess if that's a good fit, but I'm first thinking about making the keit clicker game. I'm also considering pivoting that away from clicker/idle game and into more of a resource management simulator, like ... what was it called, Rebuild. Where you're in charge of a base during a zombie apocalypse and need to manage resources, citizens, so on. I'd always planned on including some elements of that in the clicker game but now I'm thinking I'll lean more that and less clicker. We'll see -- the primary goal is to have a game that's comfortably playable without being able to read any of the text in it, because the goal is for it to be written in teket, and a Rebuild-alike might not be super feasible under those conditions, whereas a clicker game could mostly be buttons with like "+" to make more meat happen. I certainly usually play Shark Game without reading any of the text at all.
But first I need to learn about godot in general, because I know very little about how to develop in it. I've got a couple tutorials open to watch as I have focus to spend on it, which will hopefully be easier tomorrow when my sleep patterns are a little more normal again. Which is the main goal tonight, is to go to bed at a decent hour.