[-] keepcarrot@hexbear.net 11 points 23 hours ago

Is he remembering gameplay from Worms: Armageddon?

[-] keepcarrot@hexbear.net 17 points 1 day ago

Hello therapist, how are you going?

[-] keepcarrot@hexbear.net 5 points 1 day ago

Going to bougie home opens to plan out a payday heist

[-] keepcarrot@hexbear.net 49 points 1 day ago

Mouse wheel is basically a clit, caring about women's pleasure gay and soy

[-] keepcarrot@hexbear.net 27 points 1 day ago

Actually, they're all being held at gunpoint by, um,

[-] keepcarrot@hexbear.net 6 points 1 day ago

The genX vibe was "caring about things is uncool"

[-] keepcarrot@hexbear.net 8 points 1 day ago

I'm so sorry. My Tesla owning dad has had the good taste to shut up about him since the purchase of twitter

[-] keepcarrot@hexbear.net 11 points 1 day ago

I hate solidworks btw

[-] keepcarrot@hexbear.net 11 points 1 day ago

Also, much frustration if I try to do something in Blender and I know how trivial it would be in solidworks.

[-] keepcarrot@hexbear.net 8 points 1 day ago
[-] keepcarrot@hexbear.net 10 points 1 day ago

Also, I want nice leftist rifftrax: 3 friendly funny far left nerds chatting about film history and materialism over the top of random movies. The occasional riff, but talking about how this bit of propaganda works, the real world history leading up to the movie being made, etc etc.

[-] keepcarrot@hexbear.net 11 points 1 day ago

It probably should be the case, but building a vehicle to go on the road costs waaaay more than I thought it would. The design and materials are the cheap part, everything else is like a chain of expensive people saying "yes, bits won't fall off this"

103
submitted 6 months ago by keepcarrot@hexbear.net to c/history@hexbear.net

I saw a conversation here where someone thought homophobia wasn't that bad in the 90s.

I had someone else say they didn't remember any anti-Japanese racism in Australia in the 90s. I being on the receiving end of it would remember it pretty strongly, but to forget it entirely?

Just really poor memory

(History? I guess this is history subbear. Given how much people seem to misinterpret events happening now, what does that say about writing of events at the tim?)

17

4
submitted 8 months ago by keepcarrot@hexbear.net to c/games@hexbear.net

So, a while ago I was in a community theater and we put on plays that would break even largely. Our biggest costs were theater rent, followed by specialist hires (a worker with safety training that did our ropes and high powered electrical stuff). We charged pretty cheap tickets in the context of theater, which given the majority of our actors, costuming and props labour etc. was volunteer.

It got me thinking about games. I realise there is an intense dislike of DLC, particularly AAA companies doing day 1 DLC, but even longer term DLC that could not have been made on the budget of the original game and released like a year later or whatever.

The idea was having a platform for, say, RPG systems that's well coded, slick, bla bla bla, and comes with a few base stories, but after that the majority of development after that is done by something similar to the theater group but indie artists, writers etc. and you buy into a long form RPG (or, idk, subscribe on patreon or whatever). Every month (or whatever), some sub-team releases a new part of their adventure or a new system with a new adventure, and you can keep playing with what characters you had before (if that's what's happening).

Things like the Adventurer's Guild (or whatever the D&D one is, where you register and play each adventure bit once alongside thousands of other players) are a thing, this would wind up be something similar but system agnostic and more tech oriented.

IRL, every time a community theater wants to do a show, they don't rebuild the theater and stuff. It's not "wholly original".

I'd also want the writers/artists to be more connected to their community, hypothetically.

The system would have to have very non-coder friendly tools for writers to pull together systems and make maps and stuff. Dialogue trees may be a bridge too far.

45

Just got this email from one of the event ticketing place some of my friends use

57

I've seen it pop up in quite a few threads, sometimes in jest (or sort of in-jest), but I think it comes up enough to talk about seriously, both from an individual behaviour standpoint and a broader activism/socialism/whatever standpoint.

This is also coming from someone that sees themselves as very extroverted (but also autistic and socially anxious, so pretty poor at getting my social needs met), so maybe this whole idea is way off base.

There's two narratives here for discussion in this thread:

  • I struggle with pushing myself to be social, and I am afraid this makes me a poor activist. At some point or another advocating for socialism will rely on socialists to talk to non-socialists in spaces and circumstances that are not comfortable.
  • Socialism, on some level, involves a society with more time and space to socialise. What will this look like for a severe introvert? Will there be room for a person to buy a plot of land in the hills and live separate from society forever? Will I have to go to Commissar DanceClass's Dance Class?

And two sentiments that should be discussed with those narratives re: other people:

  • Introvert, socially anxious, autistic etc. There are people they get along with and comfortable social situations, but for a variety of reasons need a break regularly
  • "I just hate people"

This whole post was a thought I had when reading the second people-hater. My initial thought was that this was an internal pathologisation of people based on the society we live in. If the only people you encounter day to day are ladder climbing suburbanites whose main interests are competitively assessing lawn heights and promotions, you're probably going to "hate people". However, this may not be the case for all people who claim this of themselves. Maybe they hate other people on the road, people in queues for groceries etc. I just find it hard to believe that someone who genuinely hates all people would hop on to a forum (an entirely social activity) and spend any amount of time there. Nonetheless, it probably happens.

But, I figured that the topic had enough range and nuance to turn into its own thread instead of responding directly, and saw someone else post the introvert activism thing.

One of the things I thought of was the social battery and how it's often expended on work and commuting. If your main social energy is spent at work/commuting, I feel like it's very possible that one might come away with a dim view of any social activity (incl. organising) and your ability to participate in it, especially if you'd largely done it since school (another cutthroat highly hierarchical social setting).

(how is commuting social? You're in a constant negotiation with other drivers to avoid bumping your 2 ton $20k machines into each other, with a wide variety of levels of aggression, empathy, engagement etc. It's not words, but there is a communication there that can be very draining)

13
submitted 11 months ago by keepcarrot@hexbear.net to c/games@hexbear.net

(Um, I don't know why your post triggered me into writing this pitch for a wishlist game. Maybe the minecraft with guns bit? idk, I got excited) (repost, as this is enough crap for its on top level post)

I have this pitch for a builder game where you're a military procurement/engineering firm. The LoD would be about what Stormworks has (25cm blocks, or maybe 20 or 10 cm), you spend time fiddling around with air fuel ratios and RADAR etc. You'd be able to fiddle with various war nerd numbers on vehicles you create, but there wouldn't be much for you to do with the vehicles directly. Instead, you teach bots how to use the vehicle (some sort of waypointing system, some vehicle tests like turning, acceleration etc etc). After that, your vehicle and usage data is compiled and a little war goes on in the background. Hypothetically, this war would be happening on another screen or you could refer to it. Because the vehicle is compiled into this RTS mode and not run as a physics simulation (or at least, would be run as a very cut down simulation), that section would be quite light. Possibly multiple layers to examine (strategic, operational, tactical). Your vehicles would have logistical strain (e.g. fuel, maintenance/wear, damage from fire etc). You'd probably want to define a few other variables on how its used (e.g. This is a TANK, GENERAL PURPOSE, SWARM or something). I don't think it would be possible for an AI to account for all ways people would design vehicles and use-cases, but the basic classes are pretty standard nowadays, and people could request things that feel plausible to the dev.

A few reasons for doing it this way:

  • Having it so that the vehicle is tested by itself on multiple predictable scenarios means the physics simulation (e.g. denting, beams bending etc) can be more detailed, and allows for more complicated vehicles.
  • Once its "compiled" so that the bots can use it, it will run quite light (this is sort of explored in From The Depths, but not to its fullest extent). This couldn't take into account everything possible, but hopefully the bots would use things intelligently (e.g. using cover, grouping tanks, screening etc)

You'd watch combat and take notes on what works well and what does, and work on new designs as the war gets under way. Your new designs that you produce and test would percolate through the logistics system and slowly start appearing on the front.

There'd also be a little thing where you could define your squads that the AI uses in the war (e.g. 12 dudes, 1 command, 2 fireteams, each fireteam has a LAW and 5 assault rifles, command has 1 commander and 2 machine guns etc), with some reference to real world stuff. This would obviously be important for transport vehicles and logistics.

There'd be a mode where you'd have to do it "in real time" (i.e. no pausing for designing), a more freeform creative mode where you can design and save freely without worrying about wars and launch battles with your vehicle instantly, and a thing where you could compile all of your designs into a faction. Presumably, the game would ship with a few real world referenced factions, people could mod in their own ones. And people could also mod in maps that the AI will fight wars on, and opponent factions (of varying degrees of fairness). Tutorial mode, build a truck that carries a squad. It's an electric truck so you don't have to program a gearbox.

It's probably a bit beyond me as a coder (maybe, idk, the primary time I was trying to learn coding was when I had pretty severe depression), but maybe as a fresh godot project if applicable? I think it would absolutely kill amongst a certain sort of war nerd.

Um, comments, I guess. Obviously extremely ambitious on my end, it will probably be another half-started project in my collection :(

29
submitted 11 months ago by keepcarrot@hexbear.net to c/games@hexbear.net

One of the first cards is planting corn. corn-man-khrush

1
submitted 1 year ago by keepcarrot@hexbear.net to c/art@hexbear.net

I didn't make it. We made it.

1
Found in the wild (hexbear.net)
1

Thought Cuban (or maybe vietnamese) gun ownership was a lot higher than it was by "guns per capita". Vaguely remember somewhere here that it's quite high but locked up in community armouries in case of invasion rather than individually held on to.

1

idek if 7zip is better than winrar anymore assuming both are being updated constantly, but like... My memory is that pretty much every tech oriented person on windows uses 7zip.

1

Apparently she was given it by a "rationalist", possibly as a flirting strategy (those sorts hit on her regularly).

I kinda want to do a dunk review

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keepcarrot

joined 3 years ago