Posts in Gaming (20 found)
underlap 4 days ago

Improving my Go

Three months ago I started playing Go again, both online and at Winchester Go Club. Most Wednesday evenings I enjoy sipping a Guiness 0.0% at The Black Boy pub and getting completely absorbed in games against stronger players. Some of my recent games are as follows: Since there’s supposed to be one handicap stone per difference in rank, that puts me at around 13 kyu, although I’m still trying to break the 19 kyu barrier online. My more recent games are as follows: I’ve already acquired far too many Go books. Although they are all supposed to be for beginners, some of them make me feel out of my depth. I’ve subscribed to “Go Magic” which has excellent videos combined with exercises and puzzles. I’ve enjoyed some of Nick Sibicky’s YouTube videos ( categorised list ). He recently admitted “Go is so hard and so complex that you never know what you’re doing.” which shows some humility for a strong player. I’ve also watched some of Dwyrin’s “Back to Basics” series on YouTube. I found lugging my beautiful 4.3 kg goban to the club rather hard, so I’ve purchased a thinner/lighter board. I’ve never been very good at reading in Go, which means working through sequences of moves in your head. Generally, I’ve tended not to try to keep much in my working memory and have found ways of working around this. But, especially when playing in person, there’s no alternative to reading out some positions to determine the best move. I wonder if it’s even possible for me to improve my working memory significantly. According to Handicap for smaller board sizes , a handicap of 4 on 13x13 corresponds to a rank difference of 8-10 kyu. If I’m 13 kyu, that might put Angus at 21-23 kyu. ↩︎ Nigel (10 kyu) gave me a 3 stone handicap. I won. Wayne (6 kyu) gave me a 7 stone handicap. I won. Marcus (12 kyu) gave me a 2 stone handicap. I won. Mike (4 kyu) gave me a 9 stone handicap. I lost, but it was close. Marcus (12 kyu), even game. I lost. Phil (4 kyu) gave me an 8 stone handicap. I lost. Angus (? kyu [1] ) on 13x13. I gave him 5 stones and lost and then gave him 4 stones and won. According to Handicap for smaller board sizes , a handicap of 4 on 13x13 corresponds to a rank difference of 8-10 kyu. If I’m 13 kyu, that might put Angus at 21-23 kyu. ↩︎

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Unsung 4 days ago

“It’s unclear how Sopwith escaped to the general public.”

Sopwith is a 1984 videogame made by David L. Clark for the original, seminal IBM PC model 5150 . It sports the distinctive 4-color CGA palette and an equally distinctive PC speaker soundtrack. It’s also one of the oldest videogames still in active development, and I was surprised how enthralled I was learning about it. = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/its-unclear-how-sopwith-escaped-to-the-general-public/1.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/its-unclear-how-sopwith-escaped-to-the-general-public/1.1600w.avif" type="image/avif"> (First of all, you can play Sopwith in a browser . Choose “single player” and then “novice” first for the game to tell you about its unusual keyboard control scheme.) The current maintainer of the effort is Simon Howard. He wrote about Sopwith’s interesting history ; I love appreciate this kind of approachable and caring preservation of obscure titles. The history is worth a read. From that, I learned a fascinating factoid. The game was intended as a demo for networking hardware, and the original author didn’t realize the game was “in circulation” for many years: Intended as a trade-show demo, it’s unclear how Sopwith escaped to the general public. David L. Clark didn’t even discover until around 2000 that it had “gotten out”. Little did he know, Sopwith had been circulating for years in collections of early games for the IBM PC. Only a couple of years after the first version was released, ads were appearing in magazines like PC Magazine advertising Sopwith for sale as part of collections of games for the IBM PC The modern edition started by Howard is called SDL Sopwith (SDL being a cross-platform graphics library ): SDL Sopwith is directly derived from the source code to the original DOS versions, and still includes changelog comments that date all the way back to 1984. What I particularly liked about the contemporary Sopwith is its guiding document/​philosophy page , also worth checking out in full. Here are some choice principles: There is something in all this that I feel a lot of software could learn from – not just vintage games. I appreciated Howard being thoughtful about growing Sopwith without forgetting its roots, but also with understanding that some things have changed since 1984. You could imagine remixing “The goal is to be a great old game rather than a mediocre modern game” to something like: Better be a great focused app than a mediocre sprawling app. Lastly, how did I learn about Sopwith? Howard shared this charming installation visual with me: = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/its-unclear-how-sopwith-escaped-to-the-general-public/2.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/its-unclear-how-sopwith-escaped-to-the-general-public/2.1600w.avif" type="image/avif"> #change management #games #history #software evolution Sopwith has a long history that deserves to be honored and preserved. By default, the game should always play like the original DOS version. That means the gameplay in particular should be the same, without any significant differences. Someone who has just discovered the project should find it to be a delightfully accurate recreation of the game they may have played when they were younger. […] Some new features can be enabled by default, as long as they are subtle, unintrusive, carefully considered and can be turned off. An example is the medals feature. The game will never try to be “something it’s not”. This means that it will always have four color CGA graphics, PC speaker sound effects and a low resolution display. It will never add (for example) hi-res sprites or 3D models, digital sound effects or MP3 music. The goal is to be “a great old game” rather than “a mediocre modern game”. New features should be fun and recognize the comical aspects of the game. Features should be carefully considered before being incorporated, not just added arbitrarily and thoughtlessly.

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Simon Willison 4 days ago

One-shotting a Raccoon Heist game using Claude Fable 5

Back in 2024 I tweeted screenshots of a game concept generated by GPT-3 and some concept "art" created using DALL-E. Today, on the fourth anniversary of that tweet, I decided to see if Claude Fable 5 (running in Claude Code for web ) could build the entire game from the content of that tweet. It did a pretty good job of it! You can play the game here . Here's the GitHub repo , and a short video demo: Your browser does not support HTML5 video. This is the August 5th, 2022 tweet : My GPT-3 prompt back then was: This was in the text completion days, where you asked GPT-3 to complete the rest of the text. It completed: In "Raccoon Heist", you and your team of thieving raccoons are tasked with pulling off a series of daring heists. From robbing banks to stealing priceless art, no job is too big or too small for your furry crew. You'll need to use your wits and your skills to avoid the police and make a clean getaway with the loot. With exciting gameplay and a charming cast of characters, "Raccoon Heist" is the perfect game for anyone looking for a light-hearted caper. My prompt to DALL-E was short: Today's experiment: can I dump those screenshots into Fable 5 with a prompt telling it to write a game, then leave it to its own devices and get a working game at the end? A frustrating thing about Claude Code for web is that it can be hard to test what it's working on while it's still working. I've been using GitHub Pages to work around that limitation, and found it to work really well. Here's my process: That's all it takes! Within about 30 seconds of each push the latest content will be visible at . If you do this with a private repo, anyone who can guess the name of the repo will be able to view the published content. I don't worry much about this myself. Here's the prompt I gave Fable 5 (written in the notes app on my phone - this entire project was conducted on mobile). I accompanied it with the two images from the original tweet. I didn't make any technology choices. I assumed (correctly) that it would probably use Three.js based on previous experiments. Giving Claude access to an OpenAI key turns out to work really well for filling in gaps in its capabilities - in this case we needed some way to generate images to use as textures. Fable is very good at prompting image generators! I said "Work independently - do not ask me to make any further design decisions" because I wanted to see if it could produce a full, working game without any further input from me. I also said "Commit and push as often as possible so I can preview your work". When you use Claude Code in the Claude iPhone app you give it a GitHub repository and it works in a branch. Telling it to "push as often as possible" means commits start landing in that branch straight away. I like asking for as a bit of added flavor - here's that finished file , and the entry it made when it added the dog: New escalation: from night 3 the yards get a patrolling guard dog — a low-poly brown hound with a spiked red collar and a wagging tail. It wanders between random spots, and within 12 units it catches your scent and tracks you by smell (line of sight is irrelevant — it's all nose, shown by a 👃 over its head and barking). It gives up if you open a 17-unit gap. Getting caught messages are now source-specific: guard / headlights / hound. Verified wander → track → caught with an automated test. You can access the Claude Code shared session , and I also used my claude-code-transcripts tool to export my own HTML version which you can find here . Fable started with an index page, vendored a copy of Three.js, then wrote its own gen_textures.py script ( copy here ). It generated the textures and spot-checked them to make sure they looked OK. The metal.jpg file it generated for the trash can looks like this, though I don't think it was applied exactly right in the game itself: The raccoon, dumpster hideout, and both crew raccoons are now perfectly visible on mobile. Committing this critical fix. It decided to generate a title screen, which it did using this gen_title.py script. Here's the prompt it used for that: And the resulting image (which Claude thought was "gorgeous" ) - though I note that when it's shown on desktop it gets cropped to just the top third without the raccoon! Then my favorite change: it added the dog : And did a round of testing on it using Playwright, including another screenshot . It made a few more tweaks, then declared itself done : Raccoon Heist is built, tested, and pushed — 7 commits on , all verified with automated Playwright playthroughs on desktop, portrait-phone, and landscape-phone viewports. The game: You're a masked raccoon sneaking out of your crew's dumpster hideout into a moonlit cul-de-sac. Grab coins, gems, rings, donuts, and fish (they visibly stack on your back and slow you down), then waddle home and bank them before dawn. Each night raises the goal and the heat: night 1 has one flashlight-sweeping guard, night 2 has two, night 3 adds a scent-tracking hound that ignores line-of-sight entirely. A police cruiser sweeps the street with headlights, homeowners randomly peek out of windows, a seagull periodically dive-bombs your unclaimed loot, pizza slices trigger a 6-second speed FRENZY, and a rare golden TV is worth 120 points if you can haul its weight home. Win ranks: TRASH PANDA ⭐ → CAT BURGLAR ⭐⭐ → MASTER OF DISGUISE ⭐⭐⭐, with your best run saved to localStorage. How it's built: Vendored Three.js (no CDN), procedural low-poly characters, and a procedural WebAudio soundtrack (sneaky walking-bass jazz plus all sound effects — zero audio files). All seven ground/wall textures and the title-screen hero art were generated with gpt-image-2 and committed as static assets, so the deployed game makes no API calls. Mobile gets a dynamic touch joystick (appears wherever you touch) plus a DASH button; desktop uses WASD/arrows and Space. Testing caught two real bugs worth mentioning: the canvas rendered at 2× size on any real phone (a assignment was wiping Three.js's inline sizing — desktop DPR-1 tests masked it completely), and the win screen's star-rating div inherited the title screen's full-screen CSS and silently swallowed every tap on the "next night" button. Both are fixed and regression-tested, along with pickup, banking, chase/caught, dawn, night progression, and lose/retry flows. has the full build log. The game is live on the branch — just serve the repo root and open . It's an impressive starting point, but it's not a good game. You move your raccoon around a yard collecting items - donuts, fish, gold coins, jewels - while avoiding guards with flashlights and, in later levels, a dog. You have a limited carrying capacity, and once that's full you need to drop stuff off at the dumpster. If you pick up a pizza slice you get a temporary speed boost. There are no team mechanics at all - there are two other static raccoons next to the dumpster but they're purely decoration. It gets slightly more challenging as the levels progress - the dog introduced in level 3 is the most interesting new mechanic - but it's very, very easy to beat. It's also pretty boring - each night has a fixed duration and you can collect all of the items and then have nothing else to do while waiting for the dawn. I was impressed by the implementation. It's fully 3D, there are trash cans, the flashlight illumination cones are fun, and it has a reasonably coherent visual style. It works on mobile. The music ("a procedural WebAudio soundtrack (sneaky walking-bass jazz plus all sound effects — zero audio files)" according to Claude) is simple but feels about right. As a finished game project, it's mediocre. As a starting point from a single prompt I think it's very impressive. I've vibe coded up quite a few games now. They've all been deeply disappointing from a gameplay perspective - it turns out designing games that are fun remains a uniquely human trait, and one which requires significantly more skill and experience than either Claude or I can bring to bear. That said, I thoroughly recommend tinkering with game development projects as a way to explore the capabilities of agents. It's a fun, low-risk way to try out new things. If you stick at it long enough you might even produce something that's worth playing! You are only seeing the long-form articles from my blog. Subscribe to /atom/everything/ to get all of my posts, or take a look at my other subscription options . Create a new repository for the project at https://github.com/new - this can be public or private, the trick works equally well for both. Start a Claude Code for web session, in the Claude iPhone or Desktop apps or in the browser at https://claude.ai/code Tell Claude what to work on, and encourage it to commit an page as quickly as possible. This will create a branch with a name like Navigate to the Settings -> Pages area for the repository ( in my case), select "Deploy from a branch", pick the branch name, and hit Save.

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Unsung 1 weeks ago

“Next up? You know it. You hate it. It’s the invisible wall.”

Tangentially related to the previous post , this 8-minute video from CrowBranch is a fun tier list of various ways games try to keep you in bounds: = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/next-up-you-know-it-you-hate-it-its-the-invisible-wall/yt1-play.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/next-up-you-know-it-you-hate-it-its-the-invisible-wall/yt1-play.1600w.avif" type="image/avif"> The limits here are I believe unrelated to precision, and rather to wanting to keep the player within a controlled, designed environment. (We once covered a story of this backfiring horribly , and also talked about skyboxes and streaming .) The video also made me want to see people – especially designers with less experience slash less baggage than I have – doing a tier list of e.g. common interface elements. Or maybe I should make such a video… #errors #games #youtube

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Grumpy Gamer 1 weeks ago

Thimbleweed Park 2

I have good news and bad news. First the good news. The good news is that we just started production on Thimbleweed Park 2, due out in early 2028. We will self-publish with the help of a private investor. Mark Ferrari, Gary Winnick, David Fox, Octavi Navarro, Robert Megone, and others from the original team will be back! Wishlist on Steam! I’ll be starting up a Thimbleweed Park 2 dev blog like we did for Thimbleweed Park and posting regularly to keep everyone up to date. Now the bad news There is no bad news, it’s all good news. P.S. Thimbleweed Park 1 is on sale on Steam, Switch, iOS and Google. But I suspect all my readers already own it. P.P.S Steam doesn’t show it yet, but there will be Mac, Windows and Linux. P.P.P.S There will be a GOG version.

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Brain Baking 1 weeks ago

The 2026 Board Game Shelf Analysis

The yearly recurring thing called the Board Game Shelf Analysis didn’t recur in 2023 and didn’t in 2025. I guess I don’t really like odd-numbered years but I do like to write about this now deemed as a biennial event during the summer. In 2024 , I still had to make due with the smaller hallway closet. Since last year everything was moved to a bigger Kallax that’s still riddled with gaping holes: enough space left to welcome new boxes. But first we have to say our goodbyes to a few ones. Take a look at the photo of the above linked post to inspect the state of the board game shelf in 2022 and 2024. Below is the updated 2026 version, just before selling the culled ones. Please ignore all the baby toys that seem to find their way up, under, and inside every single piece of furniture in our house. The board game shelf, summer 2026 edition. The top right box contains games that should leave the collection. I’m trying to figure out a system starting from the left (in) and ending to the right (out). The idea was also to have a few spaces on eye level where I could place the games that deserve more plays/attention. So what’s gone and what’s new? As mentioned in the 2024 post, we own too many small box 2-player only games that my wife no longer likes to play. Glasgow , Caper , and/or Paris are my next culling candidates. Again, the columns are defined as follows: game name, BoardGameGeek average score ( ), own score ( : Great!, : Good, : Average, : Bad, : No Score, see my grading systems discussion ), BoardGameGeek weight ( ), estimated plays (From ; played a lot, to ; barely played). The table is sorted by plays (most to least). I left out two new dice for Railroad Ink that I have yet to touch and the Kingdom Legacy: Distant Lands expansion that’s also still in shrink wrap. Ouch. That list is longer than I anticipated… Only Fliptown is from 2026 though, the rest is from last year. You might also notice the correlation between a game that gets played and the BGG weight: the heavy hitters sit at the bottom. See my posts on parenting as to why. I’m already more than happy that my wife likes both Dorfromantik: Sakura and The Dice Chambers . It’s really cool to play a tile-laying campaign/legacy style game: the last time we managed to open a new box and envelope and we were really excited to see what’s inside! I got Earthborne Rangers for my 40th birthday last year from a friend. We attempted to start the campaign and played again with more than a month in-between and already forgot most of the rules. He since has moved on to other games he’s into so I think I’ll try and get a solo campaign started instead as I really liked what I saw but I can’t seem to get it on the table. The unopened Spirit Island I got for Christmas is another painful one. I don’t really want to share these stats: in 2024, I wrote Since our baby turned into a rebellious toddler we’ve had to dial back hobby time significantly . Well guess what we had another one and that one loves screaming and kicking around lately. It looks like 2026 is an all-time low when it comes to logged board game plays. The BGG Play Stats in 2026, so far. We’re trying to more actively play something small together after the kids are off to bed which is nice. Writing summaries like these help me ground myself: it seems that I have more than board games enough to cover the next few years. And yet backed versions of Sail Legacy and Dark Venture: Battle of the Ancients still have to make their way to our doorstep. I still read Board Game Quest’s Kickstarter summaries but more cautiously evaluate whether it’s worth it. Click A Tree was a good learning lesson. Today my friend & I played Castles of Burgundy: Special Edition and The White Castle with the expansion. It was a great afternoon to unwind outside (even though we had to seek shelter from the heat after the first game). Related topics: / boardgames / By Wouter Groeneveld on 29 July 2026.  Reply via email . Nightfall was already “culled” in 2024 but I can’t seem to make a sale on that one. It’s out of print and I don’t charge a lot. That is one persistent box! Dungeons, Dice & Danger (Richard Garfield made a roll & write and it’s not very good) French Quarter is just not as good as Three Sisters and I can’t justify owning both Ora & Labora is the one that got felled as I own too many Uwe games and want even more Speaking of which, Click A Tree is a disaster, I wish I didn’t back that one. I also gutted Framework and Robin of Locksley in 2025. Yes I have/had too many Uwe games, I told you. And Nusfjord is on my wishlist. Perhaps also Hallertau ? Conservas is a neat little solo bag building game. I finished the campaign and it has not a lot of staying power after that.

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Unsung 2 weeks ago

“Something seems to be going crucially wrong with the frame rate.”

Let’s Game It Out is a YouTube channel where Josh Knoles occasionally grabs a modern videogame and tries to play it in a particularly creative way – finding bugs, breaking things, doing an action more times than anyone thought possible. What makes it even more fun is that what’s tested often are early access , unfinished games. Here’s an example 27-minute video of a game called Parking Tycoon: = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/something-seems-to-be-going-crucially-wrong-with-the-frame-rate/yt1-play.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/something-seems-to-be-going-crucially-wrong-with-the-frame-rate/yt1-play.1600w.avif" type="image/avif"> There are many more . I could tell you that occasionally putting one on teaches me something about bugs or lets me put myself in the mind of a very inventive user. Sure, occasionally, perhaps. But mostly these are just fun to watch. = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/something-seems-to-be-going-crucially-wrong-with-the-frame-rate/1.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/something-seems-to-be-going-crucially-wrong-with-the-frame-rate/1.1600w.avif" type="image/avif"> #bugs #games #humor #youtube

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Kev Quirk 2 weeks ago

📝 2026-07-20 08:10: Yup. Goat-proofing the chicken door really worked a treat. FML. 🤦🏼‍♂️

Yup. Goat-proofing the chicken door really worked a treat. FML. 🤦🏼‍♂️ Thanks for reading this post via RSS. RSS is ace, and so are you. ❤️ You can reply to this post by email , or leave a comment .

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Thomasorus 3 weeks ago

Fighting games tournaments can still be great

Last week I took a plane to Lyon, France, to participate in a Street Fighter 3: Third Strike tournament. You might have notice that I wrote a a few notes about the game recently, but I also wanted to write my feelings about the tournament. Street Fighter 3 is a very peculiar game in all its aspects. First of all, it doesn't feel, play or even functions like a traditional Street Fighter game, even according to its creators: Its first version (New Generation) had a very rocky development (as narrated in this article ) and the last one, Third Strike was purposely a swan song of the Capcom fighting game arcade era, with the next entry in the series only releasing almost 10 years later. Surprisingly, 24 years later, its creators hopes are realized. We still play it on arcade cabinets and had more than 100 players at the tournament (a first in Europe!) ; and if the game is kind of "solved" and well discovered and documented, players keep looking for answers and solutions on their own personal journey with the game! I'm not a serious Third Strike player, I just have fundamentals in fighting games, but I love playing this game in a tournament setting even if I lose all the time. There are multiple reasons for why specifically this game, and that's what I wanted to write about today. First of all, the game is fun. The parry mechanic is intoxicating and makes you want to bet your whole life bar on a single risky read. The characters are diverse and charming, both in look and gameplay . Also the game is incredibly well animated, pretty, and its soundtrack is a banger. Secondly, the game is notoriously known for its unbalanced roster. What could be an issue actually acts as a filter. In recent years complaining about perceived unfair game balance has become standard due to social media, consumer culture and professionalization (it's always capitalism). It undermines my enjoyment of this whole genre of games, and going to a tournament knowing that noboby will complain about it felt super great . The other thing that felt great are the side effects of the hardware. Most fighting games tournaments are run on consoles provided by the tournament organizers, and each player brings its controller. When the tournament is not running, players freeplay on available stations. But it takes a bit of time: players have to plug their controller, go back to the character select screen, check if their buttons are configured properly, pick a character, and finally the match starts. It may not sound much, but it takes usually 2 to 5 minutes, and a fighting game fight rarely lasts longer than that. So quite logically, people run sets. First to 3 or 5, best of 3 or 5. The players waiting behind have to announce they will play the winner of the set, or the already installed players won't move. Newcomers often find this situation anxiety-inducing, as you are interrupting people who are often better than you and asking a person to leave. But Third Strike has not satisfactory console ports, so all tournaments are held on arcade cabinets (most of the time the Sega Astro City ) running the 1999 original dedicated arcade boards . Quite logically, nobody brings a controller, everyone has the same button config, and the game automatically falls back to the character select screen after each match. You just sit, pick the character and play. And in a true arcade culture fashion, you only have a single chance to prove you're the best. If you win, you stay and play against a new opponent. If you lose, you stand up, go back in line and wait for your turn. That may sounds harsh but it's actually a blessing in disguise. The dynamics of play are very different. You have to get into the game fast, commit on your actions, reflect on what went wrong or you'll lose all the time. But even when I lost, I did not wait long to play again due to the 20 (!) arcade cabs. It actually was one of the fighting games events where I played the most in my entire life . And finally, it was not an e-sport event, which means it excluded a whole bunch of annoying things that became standard when capitalism immersed itself into fighting games tournaments. There was no money to win, no sponsor to announce, no ad breaks, no ugly jerseys, no external pressure to perform, no fanboys, no autograph sessions. The tournament was self-funded and organized by two non-profits, but still managed to bring an impressive production value to the table with an amazing scene, a stream that regularly rolled commentators from different countries so everyone felt included, and prestigious guest players from Japan. Going there, I was not expecting much. I just wanted to hang out with friends and see folks I missed for years, maybe visit the city. But when the first day ended, my roommates and I talked at length during the night about how fun and great fighting games are . It was a feeling of enjoyment I had forgotten, as if I had finally reconnected with a lost friend. The sudden realization that yes, fighting games tournaments can still be great, and that I missed them so much.

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iDiallo 3 weeks ago

Deleting Systems You Don't Understand

When I was a kid, my father bought a family home computer and placed it in the living room for all to see. When guests came to our house, they would stop by the computer and admire its marvel without even turning it on. While everyone else was careful with the computer, treating it like an important investment, I quickly started inserting discs and installing games. One thing we take for granted today is how cheap and abundant storage is. Our family computer had a single hard drive with a whopping 2 gigabytes. That's 2 GB for Windows 95, Office 95 (Word, Excel, PowerPoint), Encarta 95, all my father's work documents, and the million games I had installed. I borrowed a disc from a friend that had a few dozen games on it. I installed them all. Before I knew it, I ran out of space. The computer became extremely slow, and I couldn't install any more games. I figured I needed to delete some games, but I was ten years old. I was not going to delete my games. I couldn't delete my father's stuff either, so I decided to explore the hard drive. I noticed that in the Program Files folders, every application came with a bunch of text files. Some of them were large, and they didn't look that important to me, especially the ones ending in . So I went from one folder to the next, deleting those files. There's satisfaction in gathering all those files in the recycle bin, emptying it, then watching your storage space increase. I deleted so many files that I was able to install an additional game on the computer. It was one of my most satisfying accomplishments. I had a problem, I explored the computer, and I found a solution. I played the new game until I got tired of it. In the 90s, when you were done using the computer, you clicked Start → Shut Down → Confirm Shutdown. The computer would think for about two minutes, then display in big orange letters: And I shut it down. You can imagine what happened next. The computer wouldn't boot again. Those files seemed unimportant to a child, but they are configuration files used by several applications, including the operating system. While the Windows Registry did exist in Windows 95, files were still commonly used. When I deleted them, any application or process that relied on them failed to load and simply crashed. Anyone who had anything of importance on that computer lost it. Everyone except my father, who carefully kept copies of his documents on floppy disks. He knew I was up to no good. Throughout my career, I've seen many people make this same mistake. When something doesn't look important to them, they delete it. Whether it's a programmer deleting a function that "looks stupid," or a DBA dropping a table or a single field they assume no one will miss. It's all the result of the same mindset: "I don't think this is important." It makes me think of DOGE, the real yet fictional Department of Government Efficiency. The team supposedly tasked with combing through government programs to find waste never looked deeper than the surface. Just like ten-year-old me, they looked at a department they didn't understand and decided it wasn't important. They uprooted how the entire country works just to save money, the same way I destroyed the family computer just to save storage space. Whether DOGE actually saved us any money is still hotly debated, especially when weighed against the pain and suffering it caused. Anyone with half a brain could have seen their failure coming from a mile away. The same way anyone who understood how computers work could have told me those configuration files were important. At least, all we lost in our household was time and some saved games. The American people can't say the same.

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9 months in: building an advanced StarCraft reporting tool with Go & Claude

The story of how I built screpdb, an advanced StarCraft: Brood War replay reporting tool, using Go & Claude over 9 months, and what AI could and couldn’t do along the way.

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Playtank 4 weeks ago

Game Design Stages Part 1: Ideation

Part 1 of 6 on the six stages of game design . Back in 2021, I tried to formulate the six stages of game design as I’d observed them. Aspirational more than definitive: I was hoping to solve observable problems through structure. The stages are: The crucial bit of added texture is linearity : once you pass Commitment, you can’t go back to ideation or exploration until your next project. The reason is that I’ve seen so many projects get delayed, made complicated, or even cancelled because designers would simply never stop ideating. Even with a fraction of the schedule remaining, a new idea or a new “what if?” could flop onto the schedule like a severed limb, bleeding on everything from art production to menu flow. This makes it necessary to be specific about what you want from each stage. This six-post series starts with some tools for how to make your ideation productive. You can find more of these tools in my book (linked on the About page), and I’ve kept the overlap between book and post to a minimum. Let’s have ideas! “Ideation: the activity of forming ideas in the mind.” Cambridge Dictionary Few things say game designer quite like having ideas. Even within the profession, we run into the occasional “ideas guy” (it’s usually a guy). But having ideas is the easy part — telling the rest of your team how to execute on them is the hard part. Good ideas are informed, concrete, and practical to communicate. The first and possibly most important element of good ideation is positive communication. Not saying no — never shooting things down. Instead, borrow a page from improvisational theater: the trusted “yes, and …” When someone has an idea, you start by accepting it, and then you build more on top. “What about space ships?” Says the first designer. “Yes! Space ships, and they have like 1,000 people onboard.” This process is not there to give you a finished design, but to let you ideate without anyone feeling shot down or left out. It’s also a good way to train your collaborative communication. It’s not uncommon that your spontaneous “no” comes more easily than your spontaneous “yes,” so exercising your “yes, and …” does real collaborative work with limited effort. The greatest achievement of positive reinforcement like this is that you avoid pushing people into the defensive mindset that often takes over when you say “no” or insist on your own ideas. Gains of “yes, and …”: Indie developer Tomas Sala mentioned this, and I think it’s some of the best advice there is when it comes to ideation: “Lots of young developers want to make what they love. They want to make what they play”, he said. “My first step is get rid of that, because you’re replicating what you are, you’re not being an authentic creator that is adding to the field. That is not interesting to a publisher or an audience.” More cynically, if you plagiarise your fandom, you’ll risk making a worse version of something better. No matter how much I personally love Thief: The Dark Project , I’m probably not the person to make a first-person thief game. By all means, be inspired, but find ways to channel your inspiration into something that is yours. This is harder to do, and it will take longer than copying something else, but the more you do it the better. Gains of getting out of your fandom: In journalism, there’s an idea that you should actively work to keep yourself out of your reporting. You may be political, progressive, conservative, or have something specific you want to say; but you shouldn’t rub the reader’s nose in it. You should actively strive to keep yourself out . You do this by providing three or more sources whose combined image of a story allows the reader to draw their own conclusions. The sources should be one for, one against, and one that’s observational or represents an expert opinion or a neutral but related party. In cases where someone has done something bad, you let them speak their mind as a contrast against the words of the victim; then you get a lawyer or expert to chime in with a third angle. You can also bring in friends, relatives, coworkers, and so on, to flesh out the story even more. Like journalists, game designers should allow players to make up their own minds too. Since a game can become anything and be played by anyone, it’s impossible for you as the game designer to decide how a player will feel as they play your game. The thing you intended to be a feelgood reveal may carry emotional baggage for a certain demographic, but the imagery may cause disconnect for someone else. This doesn’t mean that everything needs to get equal terms, however. But you leave the conclusions for the players to make. An anti-example of this is the mushroom man in FarCry 3 . First time you meet him, you learn he locked one of your friends in his attic. As he unlocks the door, and reveals she’s drugged out of her senses, he seemed a total creep to me. Then the character I was playing proceeded to thank him for this treatment — I wanted to shoot him. That is the kind of disconnect that happens when the player isn’t able to “own” the experience. Gains of keeping yourself out: Theory crafting and intellectual discussions on emotions, design principles, and much more is a huge and important part of ideation. But it can’t be the only part. To “think with a controller,” you pull one out and you imagine yourself playing the game you intend to make. Which buttons you press, how frequently, and when. If there’s some interface needed to tell the player how a certain thing works. This is of course a metaphor, since it can be physical components of some other kind than a controller, but the simple act of physically interacting with your game even at this extremely early stage will help you flesh out your ideas. Gains of thinking with a controller: If you want to make games, you can’t wait to find your muses. You must be able to do the work. In ideation, the tendency is to never stop ideating, making you stay in conversation mode for longer than you should. Getting things on a page pushes you towards both the literal page, writing things down, and towards the exploration stage, where you will be challenging everything you just came up with. The effect the blank page will have on the typical writer sets in for game designers too. The dreaded block! To get out of this blank page effect and avoid getting stuck on details that are not actually important yet, you can try to just get something on the page. Gains of getting things on a page: Brainstorming and spitballing is great, but complete freeform ideation is very much a hit/miss process and often leans too much on seniority or other soft credentials. Enter intrinsic ideation! The term comes from a NoClip documentary on the making of Horizon: Zero Dawn , and the way they phrase its use is that “everything has to come from something you already established as true.” In other words, you take the facts defined for your game, and you only bring the new thing being discussed into your game if it can be motivated using those facts. It’s a handy way to sanitise your ideas and see that they fit with the game as a whole, and also to remove ideas that may be cool on their own but don’t fit into the whole. This tool is only useful if you’ve already been through a few rounds of exploration and are returning for more ideation, but the main advice I’d give you is to be ruthless . If things don’t check out against your pillars, facts, or other documented processes, you should cut it out and move on. Ideation is the only time where cutting things out is cheap . Gains of intrinsic ideation: We sometimes forget that gaming is a form of make believe. Pretending to jump really high, or spending millions of virtual dollars, or killing half the population of Evil Land. Our species has been engrossed by make believe for as long as we’ve been about, and it can therefore be particularly useful to seek out some of that as inspiration. Make believe isn’t freeform conjuring of the fantastical, it’s imagining that you are doing something . Driving the expensive car, performing the athletic feat, climbing the highest mountain, defending your village from an attack, exploring the deepest woods, keeping your head down in the mud and trenches of World War I. It’s easy to forget that there’s a whole world out there that has nothing to do with dice or controllers. Reading, watching, and doing , is about immersing yourself in the real world, embracing that reality surpasses fiction. Perhaps you shouldn’t watch the Game of Thrones series from HBO a third time, but instead watch a documentary or read some books on the Wars of the Roses. Perhaps a book on medieval longsword fencing is not the way, when you can visit your nearest Association for Renaissance Martial Arts (ARMA) group and swing a longsword yourself. First step for this to work is to get out there and expose yourself to new things. To translate this inspiration into game ideas, there are two things you can look out for: verbs and adjectives . What is being done, and how it’s described by the people doing it. Some things are of course harder or more dangerous to try than others. You can’t try the trench life of a British soldier in 1916, but perhaps you can go to a rifle range, and you can load up your backpack and march for a couple of hours in the rain. Gains of reading, watching, and doing: Most of us have very concrete ideas of what a certain genre or type of game should be. An interesting way to start ideation can therefore be to write all these things down and actively turn some of them upside down. Conventions will usually belong in a broad category. When someone says they’re designing a worker placement game, for example, this will come with a list of conventions. Each player has their own workers, a common board with a set number of slots for workers, a placed worker will block other worker placements in the same slot. Etc. If you write each of these down, you can usually see the inverse of each of them. Each player has their own workers — what about a common pool of workers? A common board with slots — what about player-owned boards holding those slots? This exercise can go as deep as you want, and can also aid you in figuring out the shape of your inspirations. But you have to be fairly specific about what a convention is. Gains of challenging conventions: If you already have a long list of features you want to explore, you can select just a handful and focus only on those. If not, you can take a broad theme and make it a hard constraint. The reason you use constraints is that they can directly inform your ideation. Many times, ideation that is too vague will result in derivative designs. If you say that you can only use the analogue sticks and triggers on a gamepad, for example, you can push every other button out of your mind and just think about what you should do with those specific inputs. It doesn’t mean you won’t use the other buttons down the line, just that you should keep them out of your mind for now . Gains of using constraints: Ideation : coming up with ideas and vetting them. Exploration : trying things out as cheaply as possible. Commitment : deciding what to commit to. Problem solving : solving problems in the real game. Balancing : broad strokes for the core audience. Tuning : fine-tuning the marketed product. More positive communication. More diverse ideas. More constructive conversations. Forces you to find your own identity. Makes it easier to separate work from inspiration. Lets you focus on the experience of play. Let players decide the meaning of things in your game. Enhances the sense, for players, that the game is “theirs.” Respects the death of the author . Makes your design tangible, in a simple way. Gets you thinking about the practical side of things. A player story . Just a paragraph or two that describes the player going through a segment of the game as you imagine it. Bullet point lists . List verbs, cool abilities, interesting characters, key features; anything that can be readily listed and that you want your game to have. Documentation headlines . Get just the headlines of a bigger outline or document in place. “Gameplay,” “Art Direction,” “Level Design;” whatever feels important to you. Write just a sentence under each to summarise your thoughts. Goals and anti-goals . Things you want to achieve with the game, and things you don’t want at all. Moves your ideas from the purely intellectual space to the practical. Forces you to sort through the ideas you have. Things to dig deeper into as well as things to reject outright. Reinforcement of established principles and design facts. A neutral process for vetting ideas that doesn’t lean back on soft credentials. Pivots when it’s still cheap to pivot. Gets you away from the computer. Concretises your inspirations into their different details. Lets you discover new inspirations. Expands your ideation vocabulary. Activities . Killing goblins and taking their stuff. Moving puzzle pieces. Drawing cards. What if you change or invert an activity? Maybe give goblins stuff, remove puzzle pieces, and start with all cards on hand. Components . What if you change the rules around a common component? Instead of rolling a die, you pick a number and you hide it under your hand. Restrictions . You can only play one card per turn and weapons can run out of ammo. What if you remove a standardised restriction? Play as many cards as you like, and have infinite ammunition. Controls . The gamepad left trigger is for aiming, and you must press Jump when you reach an obstacle. What if you switch or remove controls? You track opponents by holding the left trigger, and you jump automatically when you reach an obstacle — you just have to look in the right direction. Helps you figure out your own convention biases. Fertile ground for coming up with new ideas that are twists on existing ideas. Makes it easier to communicate — many conventions will be assumed during ideation. Restrict theme . It must be about monster hunting in the 1800s. Restrict player avatar . The player is a bus driver. Restrict activities . Players can’t have more than two choices to make at any given time. Restrict controls . You can only use two fingers on one hand, with a touch screen. Restrict player count . Playable by exactly three players. Restrict components . The game should only use 20 cards. Restrict play time . A session cannot take more than 5 minutes to complete. Restrict narrative . Just one location, three characters, and two specific events. Restrict inspirational sources . Watch only this documentary; read only that book; play these two games. Restrict preferences . Build a game from a feature or theme you don’t like. Pushes you towards results. Allows you to ignore potential distractions. Helps you evaluate the specific thing you decided to zoom in on.

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Unsung 4 weeks ago

“Not being good at something doesn’t mean you can’t love it.”

Perhaps ironically given the subject matter, I found this 34-minute video by Razbuten a bit intense, but I would still recommend it to people who work on onboarding, settings, etc.: = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/not-being-good-at-something-doesnt-mean-you-cant-love-it/yt1-play.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/not-being-good-at-something-doesnt-mean-you-cant-love-it/yt1-play.1600w.avif" type="image/avif"> In the video, the author tries to answer the question: how to make any given game a challenge, given there is no universal standard of difficulty and every player arrives at a game not just with different skillset, but also likely different goals. There are many techniques a game can use to adapt to the player – a simple upfront difficulty selector, complex difficulty settings, a training level, adaptive difficulty, accessibility/​assist modes – but there are no easy answers. Each method comes with pros and cons, and perhaps the very notion that a game should adapt to the user is flawed; some players might find it more rewarding to have to step up to the game instead. In the video, Razbuten covers a lot of examples really well. I’m not going to say any of this maps 1:1 to productivity software as goals of games are very different than goals of apps… but even though I have never played any of the games mentioned, the examples made me think. After all, some of the psychology of mastery will be the same between these two realms. (I bet there were at least some of you who saw the previous post about LaTeX and thought “this looks hard and fascinating – I’m going in,” and others took a note to never approach it.) #flow #games #onboarding #settings #youtube

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Stratechery 1 months ago

2026.28: XBOX On the Rocks

Welcome back to This Week in Stratechery! As a reminder, each week, every Friday, we’re sending out this overview of content in the Stratechery bundle; highlighted links are free for everyone . Additionally, you have complete control over what we send to you. If you don’t want to receive This Week in Stratechery emails (there is no podcast), please uncheck the box in your delivery settings . On that note, here were a few of our favorites this week. This week’s Asianometry video is on TOTO: From Toilets to E-Chucks . A Word from Mark Zuckerberg*.  I was delighted to see Ben insert himself into the CEO chair at Meta on Tuesday and write a script for Mark Zuckerberg as he tells the story of Meta and its AI investments in 2026. That article traces past Meta mistakes as well as those of investors who doubted the company, all to frame current investments in AI and the massive opportunities that remain central to the Meta’s future. A combination of history, analysis of the future, and fun, it’s a perfect summer read. As for a summer listen, we doubled back on all of it, plus Meta’s Muse-Spark release, for this week’s episode of Sharp Tech .  — Andrew Sharp Pulling the Plug on XBOX? It’s been years since there was good news coming out of the XBOX division at Microsoft and that trend continued this week, as XBOX CEO Asha Sharma announced plans to eliminate 3,200 jobs, or around 20% of its staff over the next 12 months. Wednesday’s Daily Update explores how Microsoft arrived at this point and why, in particular, the Game Pass initiative that was the last great hope for XBOX has been a failure. I’m not a gamer, but Ben’s rendering of the XBOX story — and the Game Pass story — is a great case study of both internet economics and management mistakes (and analyst ones!). — AS Toilet Talk . Look, I get that’s a little weird, but if there is one brand of household appliances that I cannot imagine living without, it is in the bathroom. Specifically, I absolutely love my Toto toilet, and was delighted that Jon made a video about the company on Asianometry . Here’s the twist: the reason why Toto is a subject of interest isn’t their toilets, but rather the fact the Japanese company also plays a critical role in the AI supply chain. — Ben Thompson A Script for Mark Zuckerberg — A script for what Mark Zuckerberg should say on Meta’s next earnings call. XBOX Cuts; Bundling and the Internet Solvent; Transaction, Coordination, and Sunk Costs — Microsoft’s Xbox division is conducting big layoffs, as the company deals with abject failure of its Game Pass strategy. Muse Image, Grok 4.5, Alex Karp on CNBC — The battle for verifiable data is increasingly defining the AI race, from Meta to Grok to the frontier labs. Online Insanity and Its Counterpoint — What we can and can’t achieve in response to paranoia and extremism online. The New ChatGPT App The Debt-Fueled Collapse of China’s Top Machine Tool Maker RCA and the Vacuum Tube’s Last Stand A Missile Test and New PLA Generals; The CITIC Plane Crash; America’s Taiwan Interests; Guo Wengui Jailed and Ezra Jin Released A Tale of Two Cities and Jaylen Brown, Minnesota’s Bet on LaMelo, Peterson Arrives and Mitchell Cashes Out Meta and Its Messaging Problem, The XBOX Reset, Q&A on Token Costs, American Soccer, Starlink in Nature

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Xe Iaso 1 months ago

The console wars have been lost

Previously I opined that Valve was about to win the console generation . I couldn't have possibly predicted that both Microsoft and Sony would just self-sabotage so hard that they're both going to lose. Between Microsoft's decimation of the Xbox division , slaughtering off the IdTech team , and continued increases of Xbox hardware prices ; there's nothing to really be excited about with the Xbox. Sure their most recent presentation showed off a bunch of exclusives, but none of them really made me think "wow, I should go get an Xbox to play that". Hell, few of them made me think "wow I should go play that" beyond the Halo remake coming out next month (and really I just want to see how much of a trainwreck that is going to be). Microsoft is also starting to double-down on their in-house games being Xbox exclusives, which really doesn't give me much reason to want to play them because I simply can't buy them without buying an Xbox. Sony also has discontinued porting their games to PC because they're not hitting the (probably impossible) revenue targets that they need to make up for big-ticket failures like Concord . I do have a PS5 that has mostly been relegated to gathering dust when it's not playing YouTube and Twitch duty in the living room, it's likely going to be replaced in favour of my Steam Machine whenever that comes in next year. However nothing that's come out in terms of Playstation exclusives is really compelling, and what is compelling enough just isn't that compelling to want to buy it on Playstation as opposed to just getting it on Steam where I can run it on my tower or on the home theatre PC. Sony also has been raising prices and recently announced that they're killing physical media next generation . It's starting to make me wonder if I should even bother getting the next generation of Playstation. If I can't give people physical games as gifts anymore, why should I bother buying the new console? My husband and I both can't remember why we even got a PS5 in the first place, maybe it so that we could do couch gaming without hearing the fan noise or so that the video streaming experience from the NAS could support HDR. We have a Switch 2 at home, it's mostly there to play Nintendo exclusives like Mario Kart World and the Xenoblade series. If those exclusives were available on Steam, we wouldn't buy them on the Switch 2. Otherwise, everything is via Steam or other PC storefronts anyways. Man, Valve really does win by doing absolutely nothing while the rest of the industry shoots itself in the head. I fear for what happens when Gabe Newell retires and the MBA cancer fully infects Valve.

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Stratechery 1 months ago

XBOX Cuts; Bundling and the Internet Solvent; Transaction, Coordination, and Sunk Costs

Microsoft's Xbox division is conducting big layoffs, as the company deals with abject failure of its Game Pass strategy.

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Unsung 1 months ago

“If you never saw the words Game Over, did you really do it all?”

A truly fascinating 17-minute video where Chris Siebert at 100th Coin ventures out to play Super Mario in a way where every single byte of code and every single byte of graphics are used, and then shows his work: = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/if-you-never-saw-the-words-game-over-did-you-really-do-it-all/yt1-play.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/if-you-never-saw-the-words-game-over-did-you-really-do-it-all/yt1-play.1600w.avif" type="image/avif"> There was something about seeing the visualization of the entirety of the code being “used” that made me sit up: It reminded me of IBM 1401 , the 1959 business computer I saw a lot at the Computer History Museum. It takes up a big chunk of the room… = 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/if-you-never-saw-the-words-game-over-did-you-really-do-it-all/2.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/if-you-never-saw-the-words-game-over-did-you-really-do-it-all/2.1600w.avif" type="image/avif"> …but is still so simple that you can watch its console and understand exactly what is going on in its little huge electronic brain: There’s something very powerful about this and made me imagine a version of it for my code, my CSS, my blog. Even the web lost a lot of its visited link vs. unvisited link fog of war kind of feeling of exploring the space and understanding how it is shaped. The video gets into the coding weeds in between 2:25 and 13:35 – by the way, isn’t it scary to imagine your code pored over decades later, bugs and hacks and all? – but if you skip this part, make sure to come back at 13:35 for the verdict, and then for the graphics. Spoiler alert: Some bits of code are never used, but the reasons are fascinating. All the untouched bytes are remnants of shameful mistakes, abandoned decisions, head fakes, and twin protections so strong that their first layer never gets penetrated – each one of them a tiny afterimage of other possible versions of Mario we’ve never gotten. #games #super mario bros #youtube

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Brain Baking 1 months ago

Favourites of June 2026

The beginning of this month marks the official end of my own company. After just two years of establishing and owning Brain Baking BV , the notary ended it. There have been no professional activities related to the company since I switched back to education in December so for me it made little sense to keep that door open only for the monthly administrative costs to pile up. I hope to build a bit more stability this time around, both on personal and professional level. My statute as lecturer has been extended for a year: so far, so good! Previous month: May 2026 . A few very short ones and one quite big one that I ended up enjoying very much. DreadXP, the developers behind Dread Delusion , also recorded dev diaries on YouTube: Related topics: / metapost / By Wouter Groeneveld on 3 July 2026.  Reply via email . The Aching —a Sierra On-Line-like adventure game weighing less than that runs on any 8086 machine. It also happens to be good, even though it feels more like an introduction of this horrified world. Serious Sam: The First Encounter —I started replaying this two years ago and finally pushed forward a bit more. After endless complete freezes of my Win98 machine I gave up. AAAAAHHHHHH boom . I remember liking this a lot more: it’s…. bland? Dread Delusion —A weird looking game that I was drawn to the first time I laid eyes on screenshots a few years ago. I remembered it and felt the time was right to crack this one open. It’s one of the best games I’ve played in the last years. I recorded a playthrough log to convince you to drop everything and go play it as well! Lucy Dreaming —A lovely classic nineties adventure game that’s perhaps playing it too safe to try to be an homage to Monkey et al. ? I still enjoyed myself but the abrupt ending was a bit of a letdown. Speaking of The Aching , the developer explains their philosophy behind the Gorgon Engine . Interestingly, Gorgon is designed to be small and able to run on older original hardware, while new adventure games that look and feel old like The Telwynium are made with PowerQuest for Unity and require hundreds of megabytes. Nobody really cares, but I do. This ACM paper on a conceptual model for ownership types in Rust sheds new light on how the borrow checker works from an educational point of view. More Rust-y stuff—even though I have yet to touch the language—Michael Neumann investigated how long it takes to compile Rust from source compared to other languages. Hint: looooooonnnnggg. As in lonngggggggggg. James also printed his blog in book form years before I did! He selected all coffee-related articles to create a lovely personal caffeinated hardcover. Games That I Missed documents progress on their pinball machine projects . That old electronic stuff inside the machines is mesmerising. Phil Gyford laboriously kept track of how much money he spent each year on music for the past 30 years (via ) In a timely manner, Miss Booleana wrote about Claire Dederer’s Monsters: What Do We Do With Great Art By Bad People? . I asked myself the same question recently and added the book to my toread list. Andrew Webster publishes a Great Truth on The Verge: The Nintendo DS is still the best gaming handheld for travel . Yup. Another paper that confirms LLM-driven gender bias in citations in academic work . James Pennebaker confirms what I’ve been thinking and feeling: expressive writing can influence thoughts, feelings, and behaviours . The link is a past event but a good starting point to find publications by Pennebaker. Chris Kirk-Nielsen begs us to start playing indie games . Stop that Assassin’s Creed nonsense: scroll up and watch the Dread Delusion dev diary instead! Nic tringali sometimes feels the creative drudgery . A surprise ending is in it for you if you decide to read it. Jeff Gerstmann finally decided to apply Rigorous Science (TM) to compile an exhaustive (!!) list of the best NES games ever released in USA . Number one is NOT Mario nor Zelda! I particularly enjoyed Erik Hane’s piece in Typebar Magazine on fandom strain and the IP illness killing Magic: the Gathering . The magazine really is “An interesting thing to read on the internet”, as their footer claims. In a post called Cultures of making and relating , Konrad Hinsen brings the recent Cultures of Programming book our attention. It’s been an open browser tab ever since. Memray looks like an interesting memory profiler for Python, if I ever would need one. GentleOS is a friendly hobby OS for 32-bit PCs. The Corporate EU Observatory revealed that Big Tech invested almost 50% more in lobbying throwaway money ( !) compared to 2020. Diablo II has a new class: the Warlock . I really wish it was playable without the remaster though. Warp Point is a curated list of indie video game websites and Jefklak’s Codex is in it.

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Unsung 1 months ago

“No one knows who patient zero was.”

= 2x) and (width >= 700px)" srcset="https://unsung.aresluna.org/_media/no-one-knows-who-patient-zero-was/1.2096w.avif" type="image/avif"> = 3x) or (width >= 700px)" srcset="https://unsung.aresluna.org/_media/no-one-knows-who-patient-zero-was/1.1600w.avif" type="image/avif"> If you stepped into the dwarven capital of Ironforge on September 13, 2005, you would find only bones. Lots of bones. The city, along with every other major population center in World of Warcraft, had been ravaged by a plague that slaughtered players by the thousands, their bleached bones covering every street. This is the beginning of the retelling of one of the most infamous bugs in videogame history, written by Steven Messner in 2019 . It’s a surprisingly thrilling read. The TL; DR of the whole issue is that during a specific special event in World of Warcraft featured a big bad boss who actually stole blood off of players to replenish his own health. The fun narrative idea was that players were meant to infect themselves with a virus called Corrupted Blood, to trick the supervillain into getting infected, too. Things worked well except… the virus escaped containment. “The corrupted blood was an effect and the designers forgot to clear it off your pet, so if your pet got despawned while it was in the encounter, it would save your pet with corrupted blood on it. The next time you summoned your pet there was no code to go «Oh you’re not in the raid, we should get rid of the corrupted blood.»” If this reminds you of something, yeah, RuneScape had a similar incident a few months later in 2006 . Here, it was also similarly tricky for the developers to figure out how to restore order: “Our choices were either to go through every pet in every server in every country in the entire world and check if it had corrupted blood and get rid of it, or get really hacky code in where every time you summoned a pet it would check and see if it had corrupted blood on it and get rid of it.” […] Despite numerous hotfixes, it was nearly a month until Blizzard fixed the problem completely by making it impossible for pets to contract the disease. The disaster had a few interesting codas. The first one was that World of WarCraft and other games eventually started occasionally introducing an epidemic – now 100% intentional – as special events in their games. The second one? The accidental in-game event helped researchers understand actual real-life epidemics. As summarized on Wikipedia : Of particular interest to researchers in the use of MMORPGs for epidemiology is that character responses to a virtual pandemic are the result of individual player reactions, adding “a level of authenticity that doesn’t exist in other simulations”. Disease researchers typically study disease spread and control through the use of three general models, all of which make significant assumptions about human behavior. As behavior is difficult to predict, the effectiveness of these models is limited. #bug deep dives #bugs #games

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Andy Bell 1 months ago

I’m playing the Zelda games in timeline order

I’m a huge Zelda sicko and recently — maybe it’s the buzz of Ocarina of Time being re-made — I’ve decided to play the games in timeline order. Well, almost , because I’ve already started Minish Cap, which also inspired this little challenge because I forgot how rad the four swords stuff is. I’ve beaten a good portion of these games already over the years, but for this challenge, I’m going to beat them from scratch again. Yes, that includes the monstrous Breathe Of The Wild and Tears Of The Kingdom. I’m not going to 100% each one because that’ll take forever . I’ve never 100% beaten a Zelda game either because I don’t have the patience. I got close with Tears Of The Kingdom tho! I’ll play remasters/remakes where possible because SNES on the Analogue Pocket hasn’t been great for me. I’m not sure to do about the NES ones yet because I imagine I’ll experience similar issues. For 3DS releases, I need a device that’ll play them, like the AYN Thor, but I’ve got plenty of time to work that out in the order I’m playing the games in. I’ve put the “tracker” (I guess) over on Tangled here . I’ll keep that up to date as I go! To wrap up, please don’t be weird about this Zelda fans. I know we all have our own unique, radicalised views of the timelines 😅

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