Time for some shameless self-promotion. I've finally reached the point where I can start teasing the game (zachlike) I've been working on for the last eight months: twitter.com/menderbug/status/1218473696542777344
For example Terra Mystica (board game) has randomness but it's always fair because all randomisation happens during setup (and then every player has complete information). So it really just adds variety and requires you to adapt your strategy to whatever the random setup was, but it can't ever happen that the randomness screws anyone over.
I guess output randomness kinda ends up being input randomness for future actions, but actual input randomness (happening before any player actions) is certainly different from output randomness.
but I've got plenty of material left in my steam library I could stream. there's a ton of content on N++ I haven't done yet. I'm considering replaying Super Meat Boy before Forever comes out (and trying to unlock and beat the entire dark world and maybe even Cotton Alley).
Half a Celeste? But the difficulty was really only in a handful of boss fights (and a bunch of samurai...). The later parts of Celeste are usually consistently difficult. Then again, there are fewer things moving and attacking you in Celeste.
Just watched the SM64 Randomizer race. Highly recommended. The seed messed with the runners pretty hard by putting Whomp's Fortress (the easiest star farm) in the most annoying location (where the metal cap normally is, i.e. inside Haze Maze Cave). At least HMC itself was fairly easily accessible.
That first message is still confusing. What I mean to say is I wanted to be done at the end of last year, and I decided that roughly a month before that.
Alright, 11 days later than planned but I think I'm done coding for my game for now. There's still a whole bunch of stuff that needs to be implemented but I'm moving on to art for the foreseeable future, so hopefully I'll be able to show something soon.
It started by going over a bunch of function signatures and made the audience guess what the function might be (e.g. list -> list is probably a sort function, list -> int is probably count/length) but then also talked about things like wrapping (or aliasing) plain number types, e.g. to represent numbers with units and make sure you can't pass a 5 representing a number of days to a function that expects an amount of money as an argument.
Hey! This is a long shot, but I'm trying to find a talk on static typing that I saw a few years ago and was wondering if anyone had seen it by any chance and would remember how to find it. It was basically about using static typing to encode parts of your business logic and get it checked by the compiler.