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    1. How viable is indie game development these days?

      With all the talk of layoffs and studio closures, I wanted to know what the opinions and general experience is like as an indie game dev. How viable is it, how successful can you really be with...

      With all the talk of layoffs and studio closures, I wanted to know what the opinions and general experience is like as an indie game dev. How viable is it, how successful can you really be with that career and what challenges can crop up?

      I started making my own game a while back and got extremely discouraged by the layoffs and technical hurdles I was running into, to the point where someone told me maybe I wasn't cut out for it on discord. This really killed my drive, and it would be awesome to hear about some success stories or even some struggles that you may have overcome.

      20 votes
    2. What apps do you recommend for fitness challenges?

      Not quite sure if this is a ~tech question, or a ~sport question, or a ~health question. But at least it's a question! I have a Garmin watch, and so does my wife. They track our activities. We...

      Not quite sure if this is a ~tech question, or a ~sport question, or a ~health question. But at least it's a question!

      I have a Garmin watch, and so does my wife. They track our activities. We would like to compete in challenges, but Garmin's challenge options are quite limited. Through Garmin, you can compete for the number of steps, or distances ran or swam and such, but those don't really work very well for us.

      I was wondering, are there any apps that work on both iOS and Android, sync with Garmin Connect (either directly or through Apple Health / Google Health Connect), have a sensible privacy policy, and offer some or all of the following types of challenges, which I think would be more interesting:

      • Total time exercised (either any exercise type, or specific sports)
      • Time spent in "vigorous" exercise
      • Time spent in "zone 2" exercise (or another zone)
      • Active calories burned (either total, or percentage of your resting calories)
      • Number of exercise sessions
      • Number of consecutive exercise days, i.e who can maintain the longest streak (allowing rest days)

      Does anything like that exist?

      I also have a bonus question:

      Garmin has Expeditions, which track the distance you have walked or run, and once you reach your Expedition goal (say, "walk the distance of the Appalachian Trail"), it tells you that you have reached your goal and gives you a badge. I like the basic idea, but the implementation is quite bland.

      Are there any Expedition type apps where the app not only tracks the number of steps against the total needed, but actually shows on a map where you'd be currently going if you actually were walking the Appalachian Trail or something, and gives you notifications when you reach some interesting points along the way, with pictures and a little bit of information about the place? Now, that would be something!

      5 votes
    3. Monthly listening projects

      I'm a very goal-oriented person and a lover of music, so a couple years ago I set myself the task of indulging in monthly listening challenges, each month changing the theme as I explore different...

      I'm a very goal-oriented person and a lover of music, so a couple years ago I set myself the task of indulging in monthly listening challenges, each month changing the theme as I explore different music avenues.

      This month is blaxploitation soundtracks, and man oh man, it's turning out to be my favorite theme so far! Anybody interested in joining me on my monthly journeys, feel free to do so!

      In the meantime, let's talk listening projects. What you got going on, and what works for you? What have been your most successful projects?

      12 votes
    4. For every month a person completes their monthly exercise challenge in the Fitness app, Apple should give them a free month of the 50GB iCloud plan

      The plan only costs $1 a month. Apple can almost certainly eat that cost, and anyone who cannot complete their monthly exercise challenge because of illness or injury can probably still afford the...

      The plan only costs $1 a month. Apple can almost certainly eat that cost, and anyone who cannot complete their monthly exercise challenge because of illness or injury can probably still afford the $1 to keep the plan going.

      The monthly challenge in the Fitness app is tailored to each user based on their exercise habits, right?

      19 votes
    5. Thinking of getting into emacs, any advice?

      Recently I’ve been growing dissatisfied with my current workflow (Obsidian and iA) and looking to try something new, and someone recommended emacs, as long as I was up for the challenge. I figure...

      Recently I’ve been growing dissatisfied with my current workflow (Obsidian and iA) and looking to try something new, and someone recommended emacs, as long as I was up for the challenge. I figure it can’t hurt to try, and if I don’t implement it, well, I’ll have learned something.

      I’m fairly comfortable with CLIs, but will likely use a GUI, and will be using on a Mac.

      Anyone have advice for a total novice?

      17 votes
    6. Recipes and meal planning for uncommon dietary restrictions

      Some backstory, in case it provides useful context for this question. I was diagnosed with gastroparesis more than 10 years ago. Gastroparesis doesn't have a ton of treatment options, and...
      Some backstory, in case it provides useful context for this question.

      I was diagnosed with gastroparesis more than 10 years ago. Gastroparesis doesn't have a ton of treatment options, and "lifestyle changes" are one of the big things required to at least manage symptoms. Recommendations for a gastroparesis friendly diet are to limit fiber, limit fat, limit alcohol, eat very small meals frequently instead of a few larger meals, cook the heck out of things, puree things, etc (basically, do what you can to minimize the work your stomach will have to do).

      After my initial diagnosis I got fairly good at modifying standard recipes to accommodate my restrictions (though there are still some things I just avoid completely, like corn and kale). So even though it was a little extra work, I could mostly adjust standard meal prep and recipe ideas to work for me.

      Recently though, I've had some new health issues occur that have resulted in a couple of other digestive issues (among them fructose intolerance and fructan intolerance) that further restrict my diet and suddenly my options are way more limited. I'm reaching out to a dietician, but honestly a lot of these things are mostly treated with (organized) trial and error, so the more information and tools I have at my disposal, the better.


      I was wondering what people use for finding recipes and meal planning when they have less "standard" dietary restrictions. I find that a lot of these tools have options for vegetarians, vegans, paleo diet, keto diet, low carb; or for common allergens like peanuts and soy. But I haven't found a way to limit more specific things (especially things, like fiber, that are generally regarded as beneficial, or things, like fructose, that are everywhere). I suppose just manually searching for and then looking through a bunch of recipes is an option, but that can also be challenging given that nutritional information on recipes isn't always complete. I would appreciate any ideas or suggestions that people have for this sort of thing because I like to eat but right now food is making me very sad.


      (also sorry if ~health was a better place to put this, I wasn't sure exactly where it should go)

      13 votes
    7. A long-ish essay about Elden Ring

      This one's a long one folks. I like to compose my thoughts on stuff now and then, and ya'll have shown a willingness to engage, so I wanted to share one of those with you. I guess I could do a...

      This one's a long one folks.

      I like to compose my thoughts on stuff now and then, and ya'll have shown a willingness to engage, so I wanted to share one of those with you. I guess I could do a video essay, but that would take me a while to accomplish and I like this niche of the internet a lot. I'm also not very good at video editing. So it's for you first, so to speak. Let's drop a bunch of what we're concerned with/worried about and go hard on something cool and fun on a lazy Sunday, is what I'd say to you if we were in person. I think I could expand some parts, but I like discussion so I've saved some for that. I do lay out a bit some boundaries of the discussion I'd like to have, but it's meant more to constrain the experience of reading it than it is to delimit the discussion itself.

      Elden Ring: A Masterpiece - Introduction

      In this piece I would like to express why I think Elden Ring is a masterpiece, a kind of great work. In doing that I intend not to merely express opinion, but to analyze and understand. To deliver an advanced opinion, if you will. That, for no other reason than to simply commit the words to the page, for the hell of it. It's not an attempt to unload feelings, to rationalize or reframe things outside the game, nor an attempt to obtain agreement/consensus or some form of emotional catharsis. It's a statement, an argument meant to be taken in, considered, and discussed if folks want to do that (I would!). It's in the discussion we can go through the details of things like the feelings, how it can operate as a vehicle, where it could be improved, etc. No work is perfect, but some get closer than others, and I think this one bears some witnessing by more than just forefathers one and all.

      Before I begin, I would like to set the stage. This is not a review in the traditional sense. It's not about just the game, but how it came to be and why that can matter. The piece assumes some things. That you know this game exists, that its DLC exists, that there is a complete work out there called "Elden Ring" which includes "Shadow of the Erdtree". That's about it! You don't need to have played the game at all, and in fact I'd be interested in perspectives of folk who consider other forms of art as deeply as I'm attempting to do with this here. My statement is that this game deserves a place. It earns a spot alongside other works we consider "great" regardless whether we have ourselves accessed them. In different language, my attempt is to justify the statement, "Elden Ring is a masterpiece", to as wide an audience as possible.

      The piece is constrained to analysis in a really broad way. I'm not really trying to talk about what I like in particular, what works and what doesn't, what's good and what's bad or how I feel. That is all for the discussion, it's not the point of this piece of writing to engage in that way with it. Trying to tailor my words to thoughts/feelings I don't yet know, is just not something I'm very good at doing. I hope to foster a fruitful discussion, not have an argument, nor persuade folks to go buy something.

      I want to be considerate of my audience, too. We are reading, here. You don't get to have things like body language, tone, and reflection of feelings to take in and supplement your understanding while you read it. No combination of words, however flowery and well structured, can deliver what those things do. That circumstance operates in the reverse: I can't see your face, hear your tone, watch you and know whether what I've said is making any sense to you. So, in constructing this piece as well as in you considering it, these facts must be kept top of mind to get to the sort of discussion I'd hope to foster. If you read something and think to yourself, that you're being accused, that something you enjoy is being attacked, that something you experienced is invalid, understand that you are misapprehending what I am intending to communicate. I won't engage on that level with it, because text can't do what talking to you myself can do. I have to render my thoughts with tools that can only do so much.

      As well, this piece is not a research paper. I'm not attempting to provide sources for everything, because what I'm more interested in is delivering the broad point. That said, I have investigated what material exists - interviews, articles, statements and history. It's not my intention to display to you, how much of these things or how many of them I know. I leave it to you, the reader and discussion partner, to assert when something I've written doesn't align with what exists, when a piece of the history doesn't mean what I thought it meant.

      Ok, stage set, let's go.

      Elden Ring is a masterpiece. What does this mean, coming from me? What does it mean to use that word, in a world where words have fluid meaning? What distinguishes a work such that I can use that word, and you, regardless of your history and experience, can accept it?

      I can only offer what I have, so here goes. Elden Ring is a work which has a goal, an intended form, and it is my statement that it not only achieves that form, but that it does so, so completely and so well that it deserves recognition outside of its medium. That for something to be a "masterpiece", it must be understood as having been so successful that those who do not directly access it, can understand and accept such a status. To what end ultimately isn't really my point; you decide on that. It makes no difference to me, because at the end of the day I can just go play the game and enjoy it regardless what anyone thinks/believes about it (here's my ng+ build if you wanna see).

      That's a different statement from simply saying the game is good, that it is fun to play, that it does specific things well, that it avoids certain problems and/or that it sold well. None of those things are really part of the analysis here, because my goal in writing this is to deliver justification for calling this game a kind of "great work". A work which can stand alongside other works, other things recognized outside their medium for being exceptionally well crafted and capable of delivering exactly what they intended to deliver. It's this quality, these aspects, which make for a masterpiece, is the underlying assumption of my piece here.

      So, to be more practical, what does this game do, that other popular and successful games do not? What about Elden Ring merits such an elevated status? This is what I hope to deliver here. To do that, I think an analysis needs to tackle not just the qualities of the game itself, but the medium it belongs to, and the relationship between that medium and broader ideas of what constitutes art.

      I: Art and a Video Game

      Going back as far as I can remember, there have been debates on the artistic merits of video games. Though games began as a sort of commercial plaything, a toy, it was clear as more people made them that potential existed for something more. That, with enough effort, enough detail, enough attention and success, a video game could be something similar to other forms of art, like books, movies, paintings, music, and so on. It is because of its history as a commercial product that this discussion often gets very muddy. For the sake of keeping this piece on track, we're going to define how we're looking at it.

      Video games can be art. They have the necessary ingredients. Though they exist as combinations of other forms, various media, and though they exist as works which demand multiple individuals contribute (in most instances, at least), they possess the qualities that make artistic works what they are. I mean this in the broadest way. Art, broadly, is expression, it's a thing a person made. We can very quickly end up in very different discussions if we get more precise than that, and again I'd like to keep my piece on track here. If a person makes a thing, that thing can be art. It depends on some further details, whether it counts, but this is the foundation. Video games have that foundation.

      Not only do they have that foundation, but because of how a video game is constructed, it has the potential to exist as both, a singular work of art and as a multitude, simultaneously. The music of a game can stand on its own, as its own artistic expression, its own work. So too, can visual elements, voice work/acting, modeling and animation, so on and so forth. Where video games become a unique medium, in my view, is when all of these pieces are working in tandem: They each stand on their own, like columns which support a structure, and inside that structure is where the Art of the Game lives. With other media, it is as though they are houses unto themselves. The video game has the potential to be to the house, a neighborhood - an array of houses, each beautiful and luxurious, which come together into a neighborhood that is unto itself a beautiful thing.

      It's the beauty we're after, in my opinion. Look for the beauty and we find the meaning, and Elden Ring is a beautiful work. Because this particular work is a video game, it means this is a double edged sword - we can miss a forest for the trees, and we can get stuck on the beauty of one aspect not realizing how it contributes to a larger, more complex beauty.

      II: What is beauty, and what makes a video game beautiful?

      What makes something beautiful, from this viewpoint? What does it mean to say, "this is beautiful", and further what does it mean to call a video game "beautiful"? Why is beauty being used as a measure, and not something else?

      Let's see.

      "Beauty", for the sake of this piece, is the extent to which something exists as the object of intention. It is not appeal, on its own. What makes something "beautiful", is how close it comes to being what was envisioned by the creator, how successfully it exists in the minds of others as the thing the artist meant for them to have, as best as can be understood. What defines a "masterpiece", in this view, is when the alignment is so strong, that even when individuals cannot access the work directly, they still receive some of what was intended. The work "stands alone", in that one can experience it, know nothing more about it, and come out of that experience with an understanding that aligns with what the artist intended to convey.

      Video games, as a medium, make this type of analysis both easy and difficult. Video games are meant to be played, they are experiences. So, it's easier to see when an experience is what was intended - you press the button, it does what it's supposed to do, gun goes boom, there's a speck of beauty in that. Where it gets more fraught, is in trying to consider the extent - did the gun go boom the way the guy who made the model thought it should? Was my time pressing the button understood as more than simply pressing a button, as more than "gun went boom"? So on and so forth. We'll come back to this with Elden Ring, but for now just sit with that.

      Why measure in this way? Let's return to the metaphor, of a neighborhood. The neighborhood is a distinct idea, something independent of the individual houses of which it is composed. In order to evaluate the neighborhood, we need something more than what we use to evaluate the houses. The attempt in this piece, is to establish such a tool, a form of analysis which allows us to consider the whole alongside its constituent parts, because we are dealing with a medium with many interconnected, constituent parts. We need a means to understand and evaluate the whole, and I've chosen the word "beauty" to represent this, defined it as I have so that the fullness of my statement, "Elden Ring is a masterpiece", can be understood.

      I chose "beauty", because so much of the discussion of the medium gets lost in those constituent parts, and in defining aspects in which those constituent parts intersect with preference. I wanted a more positive word, one which predisposes toward seeing things for what they do, not what they aren't. The point here, my point, is to render an image of the whole so that you can decide too, whether it earns the place I think it does. Perhaps too, along with that, it will mean understanding other works a bit differently - I am a philosophical guy, after all, I gotta try to bend and contort some concepts now and then to stay on top of it, keep my knives sharp. And for those of you who already hold this game in high regard, perhaps with this you can bring that feeling of awe and wonder to its maximum, because hey that's a pretty cool experience to have, yeah? Take what you can get.

      III: Why Elden Ring?

      So after saying all of this about what a game is, what art can be, what beauty is and how it applies to a game, how does all of this come together in Elden Ring? What about Elden Ring merits such a detailed and strong set of statements?

      There are multiple factors I think are worthy of consideration.

      First, that the game exists as the end of an iterative process. Unlike some other forms of media, in video games we bear witness often to "rough drafts" and "second attempts" directly, the parts of the creation of art which usually go unseen. It is partly because of this aspect we see franchises change and become different; their rough draft merited a response, and so the next iteration is made to accommodate that response. It matters, crucially so, how this happens, and Fromsoft created conditions which meant they could take a singular vision to the point of becoming a masterpiece.

      Elden Ring did not begin when Fromsoft decided to make it. It began when Hidetaka Miyazaki lucked himself into a project that was on its last legs, and just made the thing he wanted to play. That project, whatever it was called then, got infused with a vision, a distinct desire, and so took on an aspect inherent to any great work: Vision. It became the object of a single person's mind, the clay they molded rather than that which comes together as the result of a mix of various incentives and pressures. It became "Demons Souls". Those incentives and pressures always exist, but what makes Elden Ring distinct and what elevates it to the level of becoming a "masterpiece", is the existence of that singular vision within that mix. What that means of the man, I am not here to say, but I will share briefly this one time - damn, dude, wow.

      Second, along with this vision, there was a structure which allowed this iterative process to happen relatively undisturbed. Fromsoft is not like every other company. They have kept their people, their teams, and allowed them the time and space to take their ideas further. This quality is important to the iterative process - it means teams can do what an individual does on their own. They can fail and try again, putting into the next iteration the knowledge and experience of the first. Video games are often not the product of a single individual, and even when a singular vision exists, the near infinite variation inherent to having teams of people means, if you don't keep teams together, the games will change, the works will take on new characteristics. There's a whole world of reasons why these conditions don't come about in the first place, which Fromsoft successfully avoided.

      Fromsoft created the conditions for a singular vision to take root and for teams of people to continuously attempt to cultivate and realize it. They had done it before, with Armored Core and Kings Field, so not only did the conditions happen, the company had experience with it, understood the process. So when Miyazaki made his play and was allowed to express his singular vision, there was a structure in waiting, a group ready to carry it as far as it could go. That was the history. From Demons Souls, came Dark Souls, which became three games. From these came Bloodborne, and Sekiro, iterations in new directions which allowed for more attempts at understanding and changing every aspect to better align with the singular vision as well as integrate aspects of others' visions. At the same time, they grew, added on, took on more talent and allowed their talent to be transferred, for more to understand and work together.

      Third, they succeeded. Each game sold better than the last, which meant the next iteration could be more, could grow in complexity and detail, until eventually we get to Elden Ring, where it all culminated.

      Taken together, these conditions mean a kind of situation that cannot be easily emulated. Try as they might, there is no "soulslike" which benefits from these conditions, from the history in the way Elden Ring did. Part of what defines the masterpiece is that it is unique; this is how that happened, part of why Elden Ring does that. One can hope others in the world see and understand, follow a similar path, but there will never be another "Fromsoft of the 2010's" plugging away at their idea of an action roleplaying game. There will never be another Elden Ring, which is part of what makes it the masterpiece.

      IV: What even *is* Elden Ring?

      Now that we've got our analytical tools in our belt, and understand how we got here, let's look at the thing and understand it.

      There's of course a shallow way of answering the question. Elden Ring is a fantasy action roleplaying game. That's the genre it fits into. But I'm intending to say quite a lot more, so we need to offer up a better description than that, something which communicates the idea that there is more in this than what the genre description implies. It won't be something you can slap on the back of a box, and we're not trying to persuade for sales, so we need a description that tries to get at what makes this game unique and important.

      Elden Ring, as a complete package, the game + DLC, is a project that took almost 20 years to happen. It is an artisanal video game, a professional video game, a video game in its fullest and most complete sense. It is the product of a history, of a time and place, of people and a company. These are true of every game superficially, but hopefully what I've done has been to lay out why this one is different.

      Ok, sure, but what is it? I've said a lot about things being what folks intended, about why matching intent with production matters, but I haven't yet laid out what Elden Ring is trying to do.

      We have the benefit of knowing. Miyazaki has been open and upfront about what it was he was trying to make, so we can take that material and use it to evaluate. Elden Ring is supposed to be akin to his own experiences, of engaging with Western fantasy as a younger Japanese person who did not completely understand the language of the books he was engaging with. We are meant to press a lot of buttons, and come out of that feeling like we were that person, exploring a strange place and overcoming the hurdles inherent to obtaining that understanding.

      So let's see how we get to this experience from pressing a lot of buttons:

      We are given a wide variety of tools, a set of mechanics which allow us to shape our character into whatever works best for us. We are given a gigantic, detailed world in which we can find those tools and a whole lot else, things we never expected, so that we can also have experiences within the experience - learning and using tools, achieving an unexpected result, having to run and go hide so we can step away and take care of something Out There in the Real World. We can come across Weird Shit and figure out what it is, usually by way of having to engage it in combat. We are given challenges and obstacles, so we can have the experience of overcoming, of discovery and achievement. Importantly, we aren't being asked to pay for any of those experiences, so we can just keep going, thing to thing, all along the way without interruption or psychological prodding.

      We are given a world in which complex characters express themselves and work toward their own ends, a sense of a place which is governed by its own laws and contains its own stories. A sense of scale and grandeur, so that within our exploration we can experience The Sublime, as one does when they travel to a fantastical place. This is exposed to us in pieces, things we must gather and assemble, as we do in our real world with real things. In doing so we come to find a world guided by the very human feelings and motivations of those complex characters, and have the opportunity to fully understand, the why of it, if we want to. We see multiple stories unfold, progress and conclude, of things like "when friends become enemies", "when abandonment consumes someone", "when someone stands up for themselves". We get to see how others experience the world alongside us, driving home that much more that sense we are exploring a different, fantastical place.

      These things are rendered for us in multiple forms: As visual elements, as animations, as music, descriptive text, and so on. We are given guides for what events mean and how they inform who we encounter, how characters' feelings mix among the others, through the interplay of these various elements, with the gameplay serving as the glue which holds it all together. That gameplay is consistent and predictable, allowing for us to have the experience of practicing and improving. And then, the game delivers challenge after challenge after challenge, so that you have the final and ultimate experience, of facing what seems impossible and doing it anyway. Like reading a book in a language you aren't sure about, it seems flat out unworkable, until you get to it and before you know it, you're done. And now we're back to beauty - it is what it was meant to be.

      In so many other words, we are transported to this other place, where things are different, and by simply engaging with it, we can become part of it. We can know it, feel for it, understand it, as we do the world in which we actually live. What makes Elden Ring the masterpiece, is that it achieves this for so very many people, all together. The extent of its beauty is such that millions of people played it, that thousands compiled its lore, that dozens got so damn good they can no-hit every boss in the game. It spawned legends, like Let Me Solo Her. It created careers, in the case of endeavors like Bonfireside Chat and VaatiVidya. With its DLC, it provided the tools to prolong the experience well past its end, created even for people well familiar with it a second shot at that first time experience, which several million more people got to do recently.

      When we consider this alongside all else, the history and development, it is a work of beauty, as laid out prior. It is exactly what it means to be, and did that so well it created new things in its wake. Just like Lord of the Rings, Three Kingdoms, The Illiad, and so on, did. It delivered both an experience unto itself and a cultural moment that I think means it stands just as tall as those other works. That it is a video game, just means that looks different. It is of its medium, just as those works were.

      Conclusion

      We will see countless imitations, derivatives and evolutions, and there will inevitably come another such work with such a wide impact and depth to itself. But for now, at the moment, I think we can look at Elden Ring and appreciate it for being one of those great things, standing alone. It will be a game which we'll see again much later in time - there's a whole generation of people who are currently experiencing the beginnings of what will one day be "I wanted to make something as great as Elden Ring". It won't just be soulslikes, action RPGs, or even just fantasy works as a broad category. People who experience something like this go in all kinds of directions with it, and I for one am beyond excited to see what comes from that. It will deliver for years to come, which is the final part of what makes it the masterpiece.

      One final note, just a thing I'd like to bring attention to, is that all along the way, Fromsoft games have been delivering on a level I have not seen much with video games at large. They're like the opposite of the industry in this respect - instead of being a skinner box/gambling machine, these deliver a "good enough" experience of overcoming adversity that they've been the catalyst for positive transformations in people. I love those stories, there's zero shame in it by my measure. Along with everything I've written, the fact that happens with consistency is something really very special that deserves cultivating, in my opinion, and further emphasizes just how much has been given to us. There is so much that can be done with that if folks can bring things together in the right ways, deliver on the right kinds of experiences.

      I hope that was enjoyable. I appreciate you reading it. As I wrote at the top, the piece is focused but the discussion doesn't need to be so constrained. I'm primarily interested in craft and experiences, what folks think about the points or if they have something similar to say about something else. Criticism is welcome, as always. If you have the co-op mod you've just met a prospective party member, too. I'm pretty good at it. Happy Sunday!

      30 votes
    8. Experiences using a local voice assistant with LLM with HomeAssistant?

      Has anyone out there hooked HomeAssistant up to a local LLM? I'm very tempted: Alexa integrations fail often. HomeAssistant integrations tend to be rock solid. Alexa is rule/pattern matching...

      Has anyone out there hooked HomeAssistant up to a local LLM? I'm very tempted:

      • Alexa integrations fail often. HomeAssistant integrations tend to be rock solid.
      • Alexa is rule/pattern matching based. LLMs can understand natural language fairly well. The "magical incantations" required by Alexa are awkward.

      Other than the software, the device side seems challenging. There are $50 fully-baked POP devices. I'm less sure on the DIY front.

      Also, I desperately want my house to speak to me in the voice of the NCC-1701D computer. I've read enough now to know this should be achievable with a modicum of effort via OSS voice cloning tools or training a new model (same difference except "voice cloning" seems to often refer to doing this without training a whole new model?).

      Thoughts? Experiences?

      I've seen several pages that have led me to conclude this is tenable:

      https://github.com/myshell-ai/OpenVoice

      https://github.com/domesticatedviking/TextyMcSpeechy

      https://github.com/mezbaul-h/june

      https://www.home-assistant.io/voice_control/voice_remote_local_assistant/

      https://heywillow.io/hardware/#esp32-s3-box-lite

      14 votes
    9. Update #2 - "Reopening", Advertising, and so on

      I picked ~misc and don't really have an idea of what tags would be appropriate. If there's stuff I can include in future posts like this I'll be glad to make sure they're there, just let me know....

      I picked ~misc and don't really have an idea of what tags would be appropriate. If there's stuff I can include in future posts like this I'll be glad to make sure they're there, just let me know. There probably won't be one for a long while but I'll remember. Technically I am advertising myself a bit, but I think I've framed it well enough that ya'll will see it's not really the point of the post. I'll never be bothering ya'll with offers and ads and shit.

      This is a continuation from a post I made a while back about how it's going with the endeavor I've set in front of myself. In some ways, things proceed as I'd hoped, while in others there's been need for flexibility/adjustment. I wanted to give an update because a few big steps happened this past week which hopefully mean moving into a busier phase of the whole thing, and to add to the corpus, create the proof of what this all was as it begins if that makes sense.

      The biggest thing has been an article published in our local paper. Two, actually, which were combined together into a front page spread I did not expect. Yes, there's a photo of us and our contact info in there, and yes, you're welcome to reach us if you've an idea for something you'd like to do. You'll be talking to me, and I'll be happy to go over details and land on pricing that actually does work for both of us. Primarily we are offering the space, with some ability to accommodate large groups and connections with folks who can provide stuff. It depends on what you want, how things will be priced. The less you need us to do, the less we need to charge. We don't want to regularly be a place where folks stay overnight, but I can probably swing that from time to time for someone coming from far away. If you aim to do something in the near term, do be aware it is hot as shit down here and very humid. The house is a-ok staying cool, but you'll want to be prepared for Mississippi in the summer. I have a dog too, so if you've got allergies you'll need to prep accordingly. She's gonna be 16 this year, she's nothing but friendly to people and sleeps a lot. Pets are welcome, provided they are house-trained and well behaved.

      I am intentionally avoiding the internet on the whole for reasons I'll get into, but I do want to extend an offer to this forum in particular, as thanks for allowing me the space for expressing my thoughts as they took shape. I'm aware the site is public facing - what I'm going to share here is public already. I have to bite the bullet on sacrificing some anonymity and just try to control how that anonymity goes away, is how I've come to see it. You won't find me on social media, and what exists for the house/my grandmother is wildly out of date/largely inaccessible - it's gonna stay that way if all remains up to me, so this is just about the only way for someone outside of Brookhaven to know of us at this time. I'd like for at least a few people to know what we were up to, in a form that serves as proof of my intent from its actual beginnings. While the plan took shape before I ever wrote about it, it was in writing about it that I was able to make it clear to myself, what I aim to be doing, so I feel like it's part of completing things to share this stuff here.

      The paper is very much a local thing, they got a few details wrong and you'll probably pick out how the quotes don't quite sound like me if you've read a lot of what I've posted. It's fine, the details in need of correction aren't critical. There isn't a lot in there about the more high-minded stuff I like to write about, because I'm not there yet. For now, it's simply building a business out of something, I have to make the something from which that business will spring. I'll think more about where it goes when I've got it moving. The article was free, which was pretty awesome. The paper is in a slow time, and it's mostly one guy doing a lot of the writing, they were just happy to have something to include. I think he did great.

      The articles worked, too. I got calls the day the print version went out, and am expecting some followups soon to set dates and square away payment. I go walking downtown every day in the afternoon, and got some extra attention. While it's possible, while the pressure is light, I've been taking advantage by trying to advertise almost solely through word of mouth and face-to-face interactions, fully aware it will take a while for that to have an effect and that I may need to branch out fast if pressures change. Thus far, it's been the local paper, a print ad in a different paper that goes out primarily to local businesses, and a radio ad. There's a couple of reasons I've stuck to stuff like that.

      The first is that I think it will provide a good foundation for sustaining the enterprise. If it's possible to have enough business to stay around purely from what exists around me, that means I can capitalize maximally if/when we do extend advertising outside our area, and it means security if for whatever reason those means can't be utilized. I don't want to be dependent on the internet for a livelihood if I can possibly manage it. It's not so principled a position that I'd refuse to do it at any point, rather it's like a back-pocket option, something to be engaged with strategically at what I determine to be either the proper time or because the needs have grown past what I can sustain without it, if that makes sense. My aim is to be a part of this town, to be of it, so I want to keep what we're doing as local and simple as possible. I have to be ready to constrain everything and take care of my grandmother too. I won't let that priority slip and will endure whatever hardship is necessary to fulfill it. It's easier to do that the smaller things are, a bit of a balancing act.

      The second reason is much more practical and kind of silly. My grandmother's computer is the biggest security risk I think I've ever encountered in person. I refuse to introduce new online components when such a risk exists, if that makes sense, and I will endure whatever hit to efficiency/development it means until I can get it corrected. Her usage habits are minimal which is a lucky thing - she sticks to old fashioned stuff for almost everything. But, a priority of mine is that she can see and understand everything I'm doing, so I need this machine to be in a better state before I can take some of the steps with that. The challenge of it isn't technical at all, I could get the thing in good working order in a day, probably.

      To give you an idea of what's difficult here, imagine for a moment you just ignored the internet as a whole since it began. You used it, you know how to do some stuff on it, but only by way of memorizing actions, the steps necessary to do a thing you wanted, a setup someone made for you. You never really engaged with what the stuff you use is designed for, you didn't follow how any of it developed, you're (blissfully, I'd say) unaware of pretty much that whole end of things. It's very difficult to explain the danger of something like an AI phishing scam, to someone who for all intents and purposes, never learned what phishing is, and further doesn't tend to believe in the shittiness of other people. That last part is one of the reasons I love my grandmother as much as I do, but it does make this task harder, and delays further action on my part.

      I've gotten the machine to as secure a state as I can, and have gotten the data backed up, so hopefully movement really gets going on this and I can feel better about spreading out our net, so to speak. I think what frustrates me about it is having been there across years of time - a lot of why this machine is the way it is, is because other people took it upon themselves to "fix it" and almost none of them knew what the hell they were doing. They didn't explain anything to my grandmother either. Their interactions mean misunderstandings on my grandmother's part, and the lack of a foundation of knowledge means it's starting from zero in a way I have never actually encountered before doing this kind of work. I've gotten close, seen some pretty absurd things, but the lack here is just of a different kind, more complex than it seems. I've been writing about it separately/on my own because I think the experience stands as a sort of ultimate test of a lot of the stuff I did before I got here.

      There is also health to think about. The priority, for now, is to set things up in a way which is compatible with what my grandmother can do. I'm trying to set up situations that let her do the things that make her happiest, and do all of the nitty-gritty shitty stuff myself. That means house maintenance, yard work, grocery shopping, cooking, arranging for stuff like an electrician when something breaks, learning how to do some of the fixing myself. I've only ever rented. I've never been in a position to maintain a house before, and as I'm sure plenty of you know far better than me, that's a good bit to learn all on its own. Especially with a home as old and complicated as this one with an owner who hasn't done a lot of that herself. Can't exactly tell me what needs doing when someone else was being paid to come do it for years. I feel good about it though, I like to learn and I like to fix things, and there's lots of opportunity. I've been able to eliminate a lot of costs and reduce regular expenses by taking on a lot of what others were doing and applying effective fixes to longstanding issues. It's very fulfilling, like getting to do the type of work I always hit a wall with in all my other workplaces, improve and optimize. That it's for my family brings together a lot of what matters the most to me, keeps me constantly motivated.

      The town is nice too. It's been a few months so I've gotten more acclimated, the slower pace of things and friendlier atmosphere really does a lot for me. Here are a bunch of images of downtown I took on some of my walks. Because of the slower pace, I can be measured, precise, take the proper time to consider things and work out problems without feeling like I'm in some inner state of siege/under the gun all the time. At first I missed a lot of what was available to me elsewhere, but as time went on I came to realize a lot of that just didn't matter as much as I thought it did. As much as I love a good Indian restaurant and a computer store, not having them is not the detriment my mind used to pretend it was. Along with that has come an explosion of creativity, I've done a ridiculous amount of writing and reading, and am slowly getting myself up to snuff drawing things. The house exists on an art school campus, and from what I've gathered reading local magazines the presence of that school has done a ton to really give this place character and variety. My hope is to really lean into that, support it and see if we can have our space be a place for folks to work their creativity. Connections are taking shape and that's made me real happy to see. I cannot tell you how heartwarming it is, for example, to talk about this stuff with the guy who does a radio show and then hear him on the radio a day later saying "this place is really good you should go see it!" Folks are really beginning to grasp my aims when it comes to the scale and type of stuff we want to do, and I haven't really encountered much suspicion/doubt/etc. Folks tend to just trust the simple motives. I can't ask for more than that, the sense of gratitude I wake up with every day is beyond my ability to capture here.

      So, there you go. Another step taken, one more further toward whatever comes, as precisely as I can manage to get to the goals. I wanted to post the followup because I said I'd do that and as part of the effort itself, share the vision and the way it plays out in the hope others spot what my eyes miss, and/or that they might take something useful for themselves from it. I'd love to read it if you have thoughts, opinions, advice, experience. Or if you just want to talk about the high minded stuff, I do like doing that. Helps me stay consistent. Anyway, i've said plenty, so off I go to walk around downtown again. I've got that phone on me all the time, call/text whenever (text if it's after 5pm CST, is my only request with that). As always, I very much appreciate you taking the time and giving me your attention.

      16 votes
    10. Do you know a lot of weird people to talk about the latest weirdest things you've read?

      Recently, I went to a meetup for a blog I follow. I was expecting and (in part) hoping for it to be really strange. Similarly to this post "Developers Aren't Nerds", I think a part of me held the...

      Recently, I went to a meetup for a blog I follow. I was expecting and (in part) hoping for it to be really strange. Similarly to this post "Developers Aren't Nerds", I think a part of me held the expectation that I really would become an adult who sat around with other people who read something intellectually stimulating and joyfully kind of debated it amongst ourselves. Sort of like being on Tildes or any good forum. And being around these people and the environment was fun-- it was mostly casual, but when it wasn't, I felt challenged and like I was talking about things I cared about. And above all, unlike being online, it still felt human-- there wasn't that weird anxiety of saying something and getting piled on.

      I'm blessed to have a pretty good life, which includes (now) a fairly diverse and broad social life I worked to grow. I believe there is emotional support too (though I have a smaller circle for that). But it feels like we spend more time talking about (their) travel, music festivals, clubbing, whatever. And I know part of the issue is that I don't "get" it (I am an introvert, I like small groups), or I did enough of those experiences and feel sated for the time. But man, would I like to be a little weird and just randomly talk about the random shit my head puts together after reading. (Today, it was global fertility rate projections, sperm counts, IVF. Other times it was blockchain and other architectures I was learning about. Overall, things that are difficult to bring up randomly.)

      Do people have that outlet offline? Where did you find it?

      16 votes
    11. If you had up to US$250 to get one person into a hobby you're interested in, what would you do to get them started?

      Just a thought exercise to see how you'd go about getting someone started from scratch. The person could be your nephew, a spouse, a coworker, or someone on the internet who needs a new hobby. :)...

      Just a thought exercise to see how you'd go about getting someone started from scratch. The person could be your nephew, a spouse, a coworker, or someone on the internet who needs a new hobby. :) I'm curious how that money would get spent and how that money might spend time. How far would it go? How would you make that time and money count towards a new passion?

      Would you buy someone a small motorcycle? Polaroid camera? Time at a bouldering facility? Would you make/give them a really cool sewing station with a bunch of cubbies? A shoebox full of your MtG cards (just the extras, right?) and a ticket to a convention? A custom printed set of LEGO building instructions and the bricks to go with them? Outsider art to inspire a new style of artist passion?


      If this is a success, I might post again in a month or so with a lower dollar value to challenge folks.

      101 votes
    12. Formula 1 Emilia-Romagna (Imola) Grand Prix 2024 - Results

      Warning: this post may contain spoilers

      Kind of a boring race, honestly. At least until the the last ~10 laps or so. Then Lando ate into that already small gap (for Max) of like 6-7sec and seriously challenged Max for P1! I think the gap the two was down to 0.7sec. I was wearing my RBR jacket; thought I might have to change into my McLaren jacket! One more lap and I think Lando would've had Max.

      I definitely expect Lando at the top of the podium again at some point this season. And I'm looking forward to it.

      Next race:

      Monaco Grand Prix
      Circuit de Monaco
      Sunday, May 26

      Lastly...LOTS of racing next weekend. Aside from Monaco, IndyCar's 108th running of the Indianpolis 500 is on Sunday, along with NASCAR's Coca-Cola 600 only a couple hours later. There's also the Formula E Shanghai E-Prix and a MotoGP race at the Circuit de Barcelona-Catalunya. I'm sure there're more, but these are some of the bigger races.

      Race Results -- SPOILER
      POS NO DRIVER CAR LAPS TIME/RETIRED PTS
      1 1 Max Verstappen RED BULL RACING HONDA RBPT 63 1:25:25.252 25
      2 4 Lando Norris MCLAREN MERCEDES 63 +0.725s 18
      3 16 Charles Leclerc FERRARI 63 +7.916s 15
      4 81 Oscar Piastri MCLAREN MERCEDES 63 +14.132s 12
      5 55 Carlos Sainz FERRARI 63 +22.325s 10
      6 44 Lewis Hamilton MERCEDES 63 +35.104s 8
      7 63 George Russell MERCEDES 63 +47.154s 7
      8 11 Sergio Perez RED BULL RACING HONDA RBPT 63 +54.776s 4
      9 18 Lance Stroll ASTON MARTIN ARAMCO MERCEDES 63 +79.556s 2
      10 22 Yuki Tsunoda RB HONDA RBPT 62 +1 lap 1
      11 27 Nico Hulkenberg HAAS FERRARI 62 +1 lap 0
      12 20 Kevin Magnussen HAAS FERRARI 62 +1 lap 0
      13 3 Daniel Ricciardo RB HONDA RBPT 62 +1 lap 0
      14 31 Esteban Ocon ALPINE RENAULT 62 +1 lap 0
      15 24 Zhou Guanyu KICK SAUBER FERRARI 62 +1 lap 0
      16 10 Pierre Gasly ALPINE RENAULT 62 +1 lap 0
      17 2 Logan Sargeant WILLIAMS MERCEDES 62 +1 lap 0
      18 77 Valtteri Bottas KICK SAUBER FERRARI 62 +1 lap 0
      19 14 Fernando Alonso ASTON MARTIN ARAMCO MERCEDES 62 +1 lap 0
      NC 23 Alexander Albon WILLIAMS MERCEDES 51 DNF 0

      Fastest Lap: George Russell

      Source: F1.com, FIA.com Final Race Classification [PDF]

      13 votes
    13. Revisiting the GBA Castlevania Games (Circle of the Moon, Harmony of Dissonance, and Aria of Sorrow)

      click here for mood music for this post Sometime recently I got it into my head that I wanted to go back and replay all of the so-called "Igavania" games in the Castlevania series - the three on...

      click here for mood music for this post

      Sometime recently I got it into my head that I wanted to go back and replay all of the so-called "Igavania" games in the Castlevania series - the three on Gameboy Advance, the three on Nintendo DS, and, of course, Castlevania: Symphony of the Night on PSX. I played through most of these back when I was a teenager and liked them, but haven't touched them since. Metroidvania games are a dime-a-dozen these days but I haven't found anything else that scratches the itch of exploration-meets-RPG-elements-meets-gothic-aesthetics.

      Well except Bloodstained: Ritual of the Night, I guess. That game was pretty good.

      I decided to begin with the GBA trilogy since Circle of the Moon is the first Igavania I ever played and the one I have not played in the longest. I pieced through the whole trilogy in release order over a few weeks; here are some stray thoughts from the experience:

      Castlevania: Circle of the Moon

      • The graphics in this game have aged beautifully. It's the only of the GBA & DS games that - to my knowledge - doesn't heavily re-use sprites from Symphony of the Nights, and as a result it has an aesthetic cohesion a step above any of the following games. Circle of the Moon is infamous for being way too dark on the original, non-backlit GBA screen (I had to use a wormlight back in the day to be able to see it), but with that limitation irrelevant on modern hardware it has a clean, moody aesthetic that's just solid.
      • Overall, the game feels very much like "classic Castlevania stuff, remixed." That's certainly true of the music, which is primarily (very good) remixes of classic Castlevania tunes with just a few (very good) original compositions. This applies to the gameplay too, which is classic (you only get a whip, the upgrades are very standard stuff) but with a big new twist thrown in:
      • The DSS system. Throughout the game you can collect 20 cards, divided into two categories, and by equpiping two at once you can utilize your magic meter to activate one of 100 DSS effects. Some are straightforward stat boosts, some offer reprieve like healing or invulnerability, and others offer really fun magic, weapon, and transformation effects. It's a joy to try out the combinations every time you get a new card, and they help give the game a lot of space for exploring your personal play style.
      • Did I mention that the whip feels really good? The whip feels really good. The sound effect and animation are really satisfying.
      • Circle of the Moon has some rough quirks that keep it from being a 10 out of 10, though. DSS cards, for instance, are locked behind random drops by enemies, some with absurdly low drop rates. If you just play through the game normally, without consulting a guide on specific drops or farming cards, there's a decent chance you'll pick up <50% of the cards before you finish the game. I get that you don't want to give the keys of the kingdom to the player right away, but why on earth would you build an awesome, fun game mechanic, and then set it up so players won't see most of it without extremely un-fun farming and grinding? Thankfully a "Magician" mode that gives you access to all of them straight away opens up after you finish the game once, but not everyone will make it that far or want to go back for a second playthrough.
      • The difficulty is also allllll over the place. As a teen I got stuck forever at the twin-headed dragons, and going back as an adult ... yeah, I got stuck again. I had to look up strategies, go hunt down a specific sub-weapon (the cross, which is very overpowered in this game), grind a few more levels, and steal away to an alcove of the battle arena to a specific spot where the dragons can't touch you to abuse the DSS healing power. The dragons are the most egregious example but they're far from the only one; there are several points where the game switches from hard-but-fair to ha-ha-eat-shit-stupid. It seems like the designers fully expected the players to use and abuse DSS, especially the healing abilities, because there's no way someone played through this and thought "yeah that's a smooth difficulty curve."
      • Special shout out to the optional battle arena. Yes, it's optional, but the difficulty of this 17 room gauntlet is truly hilarious. I was only able to beat it - near the end of the game, at a high level, with the best equipment available - by abusing save states and playing the last half of it in slow motion (the wonders of emulation). And it still took me over an hour!
      • There are also some design decisions that are just strange. Your character, Nathan Graves, begins with an excruciatingly slow walk speed and a unwieldy jump that's almost vertical. Within the first 15 minutes of the game you pick up a character upgrade to be able to run - i.e. move at a normal speed - but you have to double tap a direction on the d-pad to activate it. So now you have to spend the next 6-8 hours of your playthrough double-tapping a direction any time you want to move just to move at a normal speed. Why? Very strange.
      • There's also a whole area of block pushing puzzles. They're not too difficult, but is this really what Castlevania needed? 20 minutes of slowly pushing boxes?
      • I've read that Circle of the Moon was made by a different team, with a different director, than the rest of the "Igavanias." You definitely get that sense when playing it, that it's just a bit different, and it really endeared me to the game. It has its issues, but most of those can be smoothed out with modern backlit screens, save states, and online wiki guides. Overall it was a joy to revisit, probably an 8 or 9 out of 10 in my book.
      • I also highly recommend Jeremy Parish's retrospective look at Circle of the Moon

      Castlevania: Harmony of Dissonance

      • Castlevania: Harmony of Dissonance is what you get when you learn mostly the wrong lessons from the feedback the previous game received. I played this one back in the day and but lost interest and never finished it. I now see why.
      • I'll start with the good. The character movement feels better; we finally have a normal run speed and the shoulder buttons can be used for left and right dashes that are very satisfying to use. Together they give this game a much faster pace than Circle of the Moon. The jump is weirdly floaty but you get used to it.
      • The graphics have also seen a big improvement in a technical sense. The sprites are larger and more impressive - especially on bosses - though this is also the beginning of heavily re-using sprites from Symphony of the Night. You'll definitely recognize some old favorites if you played that game.
      • Honestly, though, that's where the improvements end.
      • The art direction has taken a big step back. Konami heard that Circle of the Moon was too dark and now as a result we've got Harmony of Dissonance, a game so insanely bright and chock full of garish psychedelic color choices that not only did it completely remove the moodiness of the first game, it led me, for the first time in my life, to download and install a romhack. Maybe on the original, unlit GBA screen these choices looked good, but on modern displays it feels like Castlevania by way of a Big Top Circus. And then if that wasn't enough the game adds an extra bright outline around your character at all times. Good grief.
      • The music has also taken a humongous step back. Supposedly more of the GBA's processing power was used up by the graphics so the sound had to be deprioritized. But even putting aside the big step down in fidelity most of these compositions - save the main theme and one or two others - are not memorable, hummable, or fun to listen to. They're just ... there. There, with bad sound quality.
      • All of this would be excusable if the gameplay were tremendous, but again we've learned the wrong lessons and gone backwards.
      • DSS has been removed, and there's nothing nearly as interesting to take its place.
      • ...but they decided to leave in block pushing. WHY?!
      • The rocky difficulty of Circle of the Moon is gone, and now the game is far too easy. I beat almost every boss in this game on my first try, which is definitely not true of either of the other two GBA Castlevania games. The fun movement options have a side effect of making the game even easier, since you can quickly dart around the screen dodging things.
      • The level design is poor, with endless, unmemorable hallways and generally boring layouts. Plus the entire first half of the game is basically linear
      • Then the cherry on top is that halfway through the game reveals that there are two parallel castles, and it sends you on an excruciating fetch quest across both of them. So you get two identical castles of boring level design, middling music, recycled bosses, and the most tedious backtracking I've done in years.
      • There are so many aspects of the game design that just feel sort of busted. Once you're 10 levels above an enemy they only grant you 1 EXP for each kill, so there is truly no upside to all of the tedious backtracking you're forced to do. There are shops in the game, but they all have weird requirements you have to meet to spawn them, and even once you do there's barely anything interesting to buy.
      • This game is a chore, and is the only one I would not recommend. It's not "bad," necessarily - I'd give it a 5/10 - but I had to consult guides so many times to figure out where in which castle I needed to go, and I was downright relieved when it was over.

      Castlevania: Aria of Sorrow

      • It feels like this is where the team at Konami finally found their groove. Aria of Sorrow is a very good game.
      • The graphics are still brighter than Circle of the Moon's moody look, but the color choices are dialed back to a sensible, tasteful level. No more wild acid circus backgrounds, and no more bright outlines around characters!
      • The music has taken a big step up, with tons of memorable tunes.
      • The character control has finally found a nice middle ground between Circle of the Moon's stiffness and Harmony of Dissonance's hyperfast floatiness. Instead of left and right dashes letting you zip around the map there's just a backdash, which is a sensible compromise that allows for lots of maneuverability in combat.
      • The level design is a huge, huge step up from Harmony of Dissonance, and is probably better than Circle of the Moon's. Aria of Sorrow does a great job at giving compelling reasons to backtrack with interesting ability unlocks and thoughtfully placed warp zones and area connections.
      • The difficulty curve is pretty smooth throughout, except maybe the boss fight with Death - but I found that one an interesting challenge, rather than a brick wall. This is still an easier game than Circle of the Moon, but not a total pushover.
      • We've finally got a system to rival DSS: souls that you can gather from enemies and then equip for all sorts of passive and active effects. It's still luck based, but you'll get enough of a variety of souls through normal play for it to not be too bothersome. There are lots of interesting souls, but I missed the "combination" aspect of DSS, of experimenting between combining different cards and seeing what they do together. Here we've just got basically three slots for three types of souls - passives, abilities, and attacks. This is a totally fine way to do it, but it means that one or two of those slots are always just going to be the same one or two souls that give you whatever stat boost you need and whatever ability you rely on the most.
      • There are a few more interesting abilities that tie into the exploration as well. When you start the game you can't sink into water and explore, you merely float at the top. Before you even get that ability, though, you get the ability to walk on top of water as if it's a hard surface, opening up interesting level design gimmicks. Later on you can both sink or stand on top depending on what you have equipped.
      • The downside is this does mean too much time in menus switching between the same 3 or 4 souls over and over again - at least until you get flight abilities that let you skip a lot of the navigational tedium. One wonders why they couldn't have made things like on top of water / in water contextual abilities (maybe you land on the water, but then press down to sink into it?) instead of requiring players to unequip the ability they want to use 95% of the time, equip a water navigation soul for one room, then open the menu again to switch back.
      • At least we don't have any huge block puzzle rooms any more! The environmental puzzles that do exist are far more interesting.
      • Instead of the whip of the previous two games there are several classes of weapons the main character, Soma, can equip, including swords, axes, and even a handgun (which seemed pretty useless in my time with it). The variety is neat, but I have to say none of the weapons felt as good to use as the satisfying whip of Circle of the Moon, with its supremely meaty sound effects. I didn't expect to, but I found myself missing the straightforward, satisfyng combat of Circle of the Moon.
      • And that's sort of my feeling on the game as a whole. It is a very good game, at least as good as Circle of the Moon, and it doesn't have nearly as many strange friction points as CoTM. It's an 8 or 9 out of 10, for sure. But for me, specifically, something about Aria of Sorrow sort of came and went for me, like it was much smoother than CoTM but didn't leave me with as many memorable moments. I'm not sure how to describe it, so I'll chalk it up to personal insanity.

      Oh also all three of these games have a story. Does anyone care about the stories in Castlevania games? I skim the character dialogue while quickly clicking through it and that's pretty much it.

      I've now moved on to the DS games, and am loving revisiting Dawn of Sorrow so far - my favorite from back in my teenage years. I'm very interested to revisit Portrait of Ruin and Order of Ecclesia, which I don't remember as clearly, and Symphony of the Night, which I remember loving...and then loathing the inverted castle. Still, it's been >10 years, so who knows how things will hit these days.

      Has anyone else played (or replayed) these Castlevania games recently? What were your thoughts?

      18 votes
    14. May 2024 Backlog Burner: Week 1 Discussion

      The blaze has officially ignited! The May 2024 Backlog Burner is officially live. Use this topic to post about the games that you play. Etiquette: It is fine to make multiple top-level posts...

      The blaze has officially ignited!

      The May 2024 Backlog Burner is officially live. Use this topic to post about the games that you play.

      Etiquette:

      • It is fine to make multiple top-level posts throughout the week.

      • It is also fine to respond to your own posts.

      • If you are playing Backlog Bingo, you can share your table either by markdown or through screenshots.

      Gameplay guidelines:

      • Goals for this event (if any) are entirely individual and self-determined.

      • You do NOT need to finish games unless you want to. The point is to try out games and have fun, not force ourselves to play things we're not interested in.


      Backlog Bingo: It's back and better than ever!

      Backlog Bingo is a completely optional way of participating in the Backlog Burner. You can generate a random bingo card with different gaming categories such as Has a fishing minigame or Your friend loves it. You then play a game that meets a given category and fill in that square.

      A conventional bingo win happens when you have filled in a full row, column, or diagonal. If you complete a full bingo with time to spare, you can go for another one on the same card. You can also choose to play with the "blackout" win condition if you're feeling extra adventurous, which means that you need to fill every square on the board to win.

      In order to help out with this, our amazing @Wes has singlehandedly made an open-source Backlog Bingo web app from scratch! (and here's the GitHub repo, for those interested).

      The site will:

      • Generate a random bingo card for you
      • Save your bingo card state as you enter games
      • Export your bingo card to markdown for easy copy/pasting into the discussion thread

      But wait, there's more!

      • It has both Standard and Golf rulesets, as well as completely custom rules
      • It allows for resizing the bingo card, so you can play a 3x3 or a 7x7 if you want
      • You can choose which categories you want to allow on your card
      • The categories now have groupings which limit similar ones from appearing on the same cards

      Wes could have stopped there, but he didn't:

      • The site is private by design; all user data is kept in local storage and does not touch the server
      • The site can import custom JSON files so that people can make their own custom categories
      • Because of this, people can use the tool for other events: a yearly reading challenge; an anime bingo month, etc.

      What's that? You thought Wes was done? Nope. He kept going:

      • It supports "dynamic" entries which allow for randomization within specific categories (e.g. "a game you've had for more than RANDOM[2,7] years")
      • It has both light and dark modes
      • It looks great in screenshots, so if you hate markdown tables you can post pictures of your card instead
      • It has some other fun surprises as well

      We've also updated the category list for this year to hopefully make it even better than the last. So, try it out! Generate a card and get gaming!

      Let's burn through these backlogs!


      Backlog Bingo FAQ

      Important: All data for your Backlog Bingo card is stored on your device, not the server. Clearing your browser data will irrecoverably delete your card.

      Is the Backlog Bingo site privacy-friendly?

      Yes! The site is coded by our very own @Wes who made it private by design. It is open source, all data is stored client-side, and the only information entered is the names of games. It does not require an account nor link to your Tildes username.

      My browser deletes data on exit. How do I save my card between sessions?

      You need to whitelist data from wescook.ca in your browser. PLEASE test this before committing to a card. Once a card is deleted it cannot be recovered.

      What is the difference between the "Standard" and "Golf" modes?

      In Standard Mode, each square on the bingo card corresponds with one single game. Duplicate games cannot be entered into different squares. A winning card would have a row of five different games that each filled in one square.

      In Golf Mode, duplicates are not only allowed -- they are encouraged! The purpose of Golf mode is to try to find a single game that will fill multiple categories at the same time. For example: Stardew Valley might fulfill You got it on sale, A solo-dev project, and Has romanceable characters all at the same time. A winning card would have all twenty five squares filled, but possibly only six or seven different games.

      What is the star space in the middle?

      That is the "wildcard" or "free space."

      In Standard Mode, there are no requirements to fill it. You can choose any game you want! Anything goes!

      In Golf Mode, it does not need to be filled. Because Golf is all about stacking up categories on a single game, any game used in Golf would fill it automatically, meaning it has no real function. As such, the square will be pre-filled for you if you play in Golf mode.

      Can I make my own custom categories?

      Yes! The Backlog Bingo site generates its categories from a JSON file. We prepared a default one for the event that everyone can use, but you are welcome to create your own JSON file with whatever categories you want and use that instead!

      If you are interested in doing this, you can find documentation in the wiki and use an example JSON category file. You can also ask for help in the topic!

      Can I use the Backlog Bingo site for something other than games?

      Yes again! Because it will accept custom categories, you can use it for books, anime, movies, recipes -- anything!

      If you are interested in doing this, you can find documentation in the wiki and use an example JSON category file. You can also ask for help in the topic!


      Backlog Burner FAQ

      What exactly is the Backlog Burner?

      Your "backlog" is all those games you've been meaning to play or get around to, but never have yet. This event is an attempt to get us to collectively dig into that treasure trove of experiences, scratch some long-standing itches, and knock a few titles off our to-play lists.

      How do I participate?

      Once the event starts on May 1st:

      • Choose some games from your backlog and play them.
      • Then tell us about your experiences in the discussion thread for the week.

      That's it!

      Optionally: you can play Backlog Bingo which is a fun way of cutting down the choices you have to make and playing games you might not have normally selected on your own.

      Is Backlog Bingo a requirement to participate?

      No! You can choose or play games however you like.

      Do I need to finish the games that I play?

      Nope! Not at all.

      There aren't really any requirements for the event so much as this is an incentive to get us to play games we've been avoiding starting up, for whatever reason. Play as much or as little as you like of a given game.

      Try out dozens for ten minutes each or dive into one for 40 hours. There's no wrong way to participate!

      What's the timeline?

      The event begins on May 1st and runs through May 31st. I will post an update thread weekly, each Wednesday.

      The next Backlog Burner event will be in November 2024.

      Can I make multiple posts in the same topic?

      Yes! Each discussion thread stays live for a full week, so feel free to make multiple comments in the topic as you play different games. This isn't considered noise -- it's considered valuable participation in the event!

      Do I need to sign up?

      No. You don't have to do anything to officially join or participate in the event other than post in these threads! Participate in whatever way works for you.

      Do I need to wait until May to get started?

      Technically yes but I won't police it. The first official discussion thread will go up on Wednesday the 1st, but feel free to kick things off here if you're wanting to pre-game the month!

      23 votes
    15. How to end a level 20 D&D campaign with a bang

      -----UNDERMOUNTAIN SPOILERS----- -----HALASTER BLACKCLOAK SPOILERS----- I've been playing and DMing D&D since the late 70s. Most of my campaigns have been homebrew worlds with my own rulesets. But...

      -----UNDERMOUNTAIN SPOILERS-----

      -----HALASTER BLACKCLOAK SPOILERS-----

      I've been playing and DMing D&D since the late 70s. Most of my campaigns have been homebrew worlds with my own rulesets. But as with many of us, the pandemic became a personal golden era of online gaming with friends around the world, especially with the old classic modules and Roll20.

      This campaign began simply enough. It was called Thug & Thugger, and it only had two players. I told them they were thieves who stole from other thieves, interrupting the thefts and taking what they wanted for themselves. And it worked fine for the first 7-8 levels. But then we got ambitious and I sent them on a Spelljammer ship into the Phlogiston. There, they found the protection of an elder goddess who had been imprisoned and needed them to rescue her. But in the course of their rescue, things went sideways and instead of being murdered by Nalfeshnee and Hezrou demons, the elder goddess in a last gasp to save her heroes sent them "somewhere random."

      Where they landed was the seventh level of The Dungeon of the Mad Mage in Undermountain. Not only that, but the demons had been compelled to be their familiars and... once they figured out their scale issues... all of them were no more than nine inches tall. The characters discovered that they couldn't go up any floors, only down. If they were going to survive this, they would have to conquer all 23 levels of the dungeon. Now, I'm well aware that this plot sounds like it came out of the diary of a 12 year old, but ultimately what we wanted was a campaign that finally took players all the way to the end and allowed them godhood after level 20.

      With all our play these last few years, the schedules of daily life had defeated nearly every campaign. That was why we only had two players. And that was why we shoe-horned our narrative arc into the only module we could find that would get the players to 20.

      The first five floors or so were an absolute bloody blast. They were immensely overpowered, despite being only nine inches tall, and they went through entire hordes like a buzzsaw. After the near-death challenges of the Phlogiston it felt like a victory lap. And as the DM I was fine with it, knowing their bully ways wouldn't last. At a certain point, one of their foes banished the Nalfeshnee (which was a massive loss--those things are stupidly powerful) and they regained their former physical height.

      Then it was a fight. The two characters were a warlock/bard and a ranger/monk. Both fought well in the magical dark without disadvantage. That was their main strategy: cast darkness and then wade in. It worked for most of the levels and against a wide variety of enemies, especially since the vast majority of spells require you to "see" your target. But then the monk started spamming stunning strike and they got back to running the table on me. Dungeon of the Mad Mage was written before stunning was a thing, so not a single foe had resistance or immunity to it. He would burn through the legendary saves of nearly any bad guy and still have extra ki points left over.

      They leveled and leveled again. They also became clerics to appropriately worship the elder goddess. Their bag of holding filled with gear and each action or attack became as convoluted as a Disney contract. The number of saves, reactions, buffs, etc. that needed to be accounted for on every move was something I won't attempt again without an AI assistant. As they approached the final battle, I realized that I needed help.

      One player had told me that another friend group of ours had tried the year before to take on Undermountain but that campaign had fallen apart. So I secretly texted the DM of that group with a proposal: Since you know this campaign so well, I need some assistance for the end. He happily agreed.

      On the day of the final battle, the players were locked in combat with Halaster's most senior minions. Suddenly, the Mad Mage himself arrived. That's right. On the Zoom channel, someone new joined. Someone named Halaster. He appeared in a wizard robe and fake white beard, wielding a scepter he'd bought on Amazon, with a screen behind him generated by AI to look like Halaster's lair.

      My players lost their minds. They thought I was just going to put on a corny voice and be Halaster myself. No no no. But this wasn't to be just a cameo. I told the new player to legitimately have Halaster kill them. I wasn't looking for a happy ending. And as the DM I wasn't going to be anything but the referee, adjudicating what had now become a PvP situation. Two players against the Mage. My two players finally realized what I had in store for them. This was a serious no-holds-barred fight to the death.

      The Halaster player is also a legendary game designer in his own right, a video game designer turned executive who has worked on many games we all know. He called in several other legends of the industry to help him figure out his moves. I even handed him the gift of cursed gloves I'd tricked the monk into putting on several levels before, which made his stunning strikes against Halaster something he needed to roll on the wild sorcery magic table.

      And they still beat him and won their freedom and the freedom of their elder goddess. But man was it a battle. They withstood his meteor storm and made saves against his most potent spells. At the end, the bard only had 3hp and nearly everyone else was dead.

      But we did it! We finally finished a level 20 campaign. And now we know we never need to do that again, lol. It became so unwieldy and slow after about level 15 that it felt more like work than play.

      We look forward to starting over with simple characters who do simple things. The monk will be the DM this time, leading me and the other player in the Lost Mines of Phandelver. And each of us will try playing two simultaneous classic characters this time: me a dwarven cleric and elven illusionist, he a half-orc fighter and wood elf rogue. At least we know our schedules work.

      24 votes
    16. How to make this a fun djinn fight for relatively new players? (Bryan: Stay out, I know you're out there)

      I'm working on a new boss fight for a 5-person level 8 party of fairly new people. I wanted to give them something completely different, so I figured a fight on a small 20x20 circular rooftop with...

      I'm working on a new boss fight for a 5-person level 8 party of fairly new people. I wanted to give them something completely different, so I figured a fight on a small 20x20 circular rooftop with a stealthy djinn might be fun. I'd love to hear thoughts on how to make this a good time. My main idea is to force the party to figure out creative ways to find the djinn, since they don't have any way to see invisible creatures in their normal set of abilities. Things like throwing sand in the air, or holding ropes between each other to detect the silent wind motion as he moves around. Stuff that is more flavorful than a normal straight fight.

      I'll also be throwing players off the roof, forcing them to make agility saves to grab hold of ropes that are on the edge of the building, then strength checks to pull themselves back up. Have some moderate injuries occur if they roll badly. What suggestions would you have for me to make this a fun fight?



      Izel, Guardian Djinn

      Large Elemental (Air), Lawful Neutral


      • Armor Class 17 (natural armor)
      • Hit Points 152 (16d10 + 64)
      • Speed 30 ft., fly 60 ft.

      STR DEX CON INT WIS CHA
      18 (+4) 22 (+6) 18 (+4) 16 (+3) 20 (+5) 18 (+4)

      • Saving Throws Dex +10, Con +8, Wis +9, Cha +8
      • Skills Insight +9, Perception +9, Stealth +10
      • Damage Resistances lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
      • Condition Immunities charmed, exhaustion
      • Senses truesight 60 ft., passive Perception 19
      • Languages Auran, Common
      • Challenge 12 (8,400 XP)

      Elemental Demise. If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying.

      Innate Spellcasting. The djinni's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:



      At will:

      Mage Armor: You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

      Greater Invisibility: (Concentration) You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The target can attack or cast spells without becoming visible.


      3/day each:
      > Wind Wall: Requires concentration. You create a wall of strong wind on the ground at a point you can see within range. The wall is up to 50 feet long, 15 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 15 feet high, and 1 foot thick. It lasts for the duration, blocking arrows, smaller creatures, gases, and fog.
      > Lightning Bolt: You release a bolt of lightning that arcs toward a target you can see within range. A line of electricity 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw, taking 8d6 lightning damage on a failed save, or half as much damage on a successful one.

      Actions

      Multiattack. The djinni makes two scimitar attacks.

      Wind Blade. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage plus 5 (1d10) lightning damage.

      Windforce Blade (Enhanced Multiattack). If Izel hits a target with both attacks during his Multiattack, the target is pushed 10 feet away from him.

      Whirlwind (1/Day). As an action, Izel transforms into a whirlwind for one turn, moving in a straight line up to 60 feet. Any creature in the path of the whirlwind must make a DC 16 Dexterity saving throw. On a failed save, the creature takes 18 (3d12) bludgeoning damage and is thrown 15 feet in a random direction and knocked prone. On a successful save, the creature takes half damage and is not thrown or knocked prone.

      Legendary Actions

      Izel can take legendary actions, choosing from the options below.

      Wind Push. After every enemy's turn, Izel rolls a D20; on a 13 or higher, he uses the wind to move that enemy if they are within 60 feet of him. The target must succeed on a DC 16 Strength saving throw or be pushed 15 feet away from Izel and knocked prone.

      Wind Buffet. Izel creates a small burst of intense wind around himself. Each creature within 10 feet of Izel must succeed on a DC 16 Dexterity saving throw or take 17 (3d10) bludgeoning damage and be pushed 10 feet away from him. Using Wind Buffet breaks Izel’s concentration and ends his turn.

      Lair Actions

      • At the start of each turn, roll a D20. On a 10 or higher, all creatures on the battlefield are pushed 5 feet in a random direction determined by a d8 roll. This unpredictable movement simulates the chaotic nature of the winds that Izel commands.
      23 votes
    17. Former naturalists/materialists, what changed your view?

      There have been a number of threads recently that have touched on this topic recently, and I thought the conversation deserved its own place. My default worldview for the past decade+ has been...

      There have been a number of threads recently that have touched on this topic recently, and I thought the conversation deserved its own place.

      My default worldview for the past decade+ has been something best characterized as naturalistic or materialist (the totality of reality can be explained by material and its interactions.) I've had a few things challenge this view recently, namely the "Hard Problem of Consciousness." I'll post my own comment about what moved me from hard materialist to agnostic on materialism, but I encourage you to post your own reasoning in your comment!

      28 votes
    18. A casual chat with ChatGPT about the prosperity of humanity

      I was in a silly mood and wanted to fleece a socialist opinion out of the ChatGPT. For what it's worth it's nice to see the creators of the system aim for an unbiased answering machine. Poking a...

      I was in a silly mood and wanted to fleece a socialist opinion out of the ChatGPT. For what it's worth it's nice to see the creators of the system aim for an unbiased answering machine. Poking a little further and through a self-proclaimed "simulated opinion", I was allowed to take a peek behind its curtains.

      A few prompts later and I asked:

      What would you say is the ideal goal for humanity to steer towards?

      To which ChatGPT replied:

      Achieving the ideal goals of prosperity, equity, sustainability, and ethical responsibility requires concerted efforts across multiple fronts, involving governments, businesses, civil society, and individuals. Here are some strategies for accomplishing these goals:

      1. Policy Frameworks: Governments play a crucial role in setting policy frameworks and regulations that promote inclusive growth, social justice, and environmental sustainability. This includes implementing progressive taxation policies, investing in education and healthcare, and enacting environmental regulations to mitigate climate change and protect natural resources.

      2. Investment in Education and Skills Development: Investing in education and skills development is essential for equipping individuals with the knowledge, capabilities, and adaptability needed to thrive in a rapidly changing economy. This includes promoting STEM education, vocational training, and lifelong learning opportunities to empower individuals to participate fully in the digital economy.

      3. Inclusive Economic Development: Promoting inclusive economic development involves creating opportunities for all members of society to participate in and benefit from economic growth. This includes supporting small businesses, entrepreneurs, and marginalized communities, as well as implementing policies to reduce income inequality and promote social mobility.

      4. Technology for Good: Encouraging the responsible development and use of technology, including AI, can help harness its potential for positive impact. This includes investing in research and innovation to develop AI solutions that address pressing societal challenges, such as healthcare, education, climate change, and social equity.

      5. Corporate Social Responsibility: Businesses have a responsibility to operate ethically and sustainably, considering the social and environmental impacts of their operations. Embracing corporate social responsibility (CSR) practices, including fair labor practices, environmental stewardship, and community engagement, can contribute to building a more equitable and sustainable economy.

      6. Global Cooperation: Addressing global challenges such as climate change and inequality requires international cooperation and collaboration. Countries must work together to set ambitious climate targets, promote trade and economic integration, and support development initiatives that prioritize the needs of the most vulnerable populations.

      7. Public Awareness and Engagement: Fostering public awareness and engagement is essential for building support for policies and initiatives that advance the ideal goals of prosperity, equity, sustainability, and ethical responsibility. This includes educating the public about the benefits and risks of AI and technology, promoting civic participation, and empowering individuals to advocate for positive change.

      By implementing these strategies and fostering collaboration across sectors and stakeholders, we can work towards realizing the ideal goals of prosperity, equity, sustainability, and ethical responsibility, creating a better future for all members of society.

      To which I responded:

      Those all sounds very socialistic :D

      ChatGPT in return said:

      Indeed, many of the strategies outlined for achieving the ideal goals of prosperity, equity, sustainability, and ethical responsibility align with principles commonly associated with socialism, such as a focus on social justice, collective welfare, and government intervention to address market failures and promote the common good.

      Socialist ideologies often emphasize the importance of equitable distribution of resources, public ownership of key industries, and government intervention in the economy to ensure that basic needs are met and that everyone has access to essential services such as healthcare, education, and social support.

      While not all the strategies mentioned are exclusively socialist in nature, there is often overlap between socialist principles and policies aimed at promoting inclusive economic development, environmental sustainability, and ethical governance. In practice, countries may adopt a mix of socialist and capitalist policies to address complex socio-economic challenges, drawing on a range of ideological perspectives and pragmatic considerations.

      Ultimately, the goal is to find a balance that maximizes the benefits of economic growth and innovation while ensuring that the gains are shared equitably and that the well-being of people and the planet is safeguarded for future generations.

      I'm not sure where I want to head with this little musing. I just found it interesting enough to share. Thanks for reading!

      4 votes
    19. Women Who Code shutting down

      There isn't any public announcement yet, but they sent out this email to leadership: Dear Women Who Code Community, It is with a heavy heart that we write to inform you of the difficult decision...

      There isn't any public announcement yet, but they sent out this email to leadership:

      Dear Women Who Code Community,

      It is with a heavy heart that we write to inform you of the difficult decision to close Women Who Code, following a vote by the Board of Directors to dissolve the organization. This decision has not been made lightly. It only comes after careful consideration of all options and is due to a variety of factors that have materially impacted our funding sources. We understand that this news may come as a disappointment, and we want to express our deepest gratitude to each and every one of you who have been a part of our journey.

      As a community, we are powerful. For more than a decade, Women Who Code has created a sense of belonging in tech and support for our community, thanks to the dedication and commitment of our members, volunteers, and staff. We have brought together a vibrant community of over 360,000 technologists who deeply care about building an industry that is more diverse, inclusive, and equitable. We’ve delivered more than 20K community-led events, awarded more than $3.5 million in scholarships, held developer conferences and technical summits in tech hubs around the world, logged more than one million high-skilled, leadership-building volunteer hours, given away more than $2.5 million in conference tickets for broader industry engagement, and shared more than 14K job opportunities. Even more than these trackable outputs, we’ve come together to support each other, navigate the industry as a powerful force, share both technical protips and strategies for rising in our careers, and break barriers.

      While so much has been accomplished, our mission is not complete and our vision of a tech industry where diverse women and historically excluded people thrive at every level is not fulfilled. Despite our collective efforts, the challenges we face have become insurmountable and we must confront that what worked for us is no longer working. We are deeply saddened by the difficult decision to dissolve the organanization.

      As we embark on the process of winding down operations, we are committed to ensuring a smooth transition and fulfilling any remaining obligations to the best of our ability. Unfortunately, we will not be able to continue offering any program services, and will be cancelling all upcoming events. We will be refunding any ticket purchases made by members for our upcoming developer conference, WWCode CONNECT 2024.

      Although this chapter is coming to a close, we believe that the spirit of our community will endure and hope that the relationships and experiences you've gained through your involvement with Women Who Code will continue to inspire you in your future endeavors.

      On behalf of the Board of Directors and staff of Women Who Code, we extend our heartfelt thanks for being part of the movement, and encourage you to continue to seek support from other like-minded organizations who authentically support the careers of women in the tech industry and keep inspiring each other as you navigate the industry. It has been an honor and a privilege to serve the mission, and work alongside such passionate individuals.

      Thank you for your understanding and support during this challenging time.

      39 votes
    20. Personal reflections on Quaker retreat, community, and worship

      Friends believe in peace, kindness, simplicity, listening, non-violence, emotional understanding, activism, continuous learning and revelation, silence, togetherness, the inner light within all...

      Friends believe in peace, kindness, simplicity, listening, non-violence, emotional understanding, activism, continuous learning and revelation, silence, togetherness, the inner light within all people, silent togetherness, friendship, love, respect for life. You may know Friends as Quakers. Some of your children may attend Friends schools. Friends gather at Meeting for Worship. Meeting (unprogrammed) is quiet and contemplative; individual; punctuated by the voice of spirit (you and I); an opportunity to be heard, and not be judged, and to hear, and to not judge; to connect. It is thoughtful, and beautiful, and somber, and joyous. And unlike anything else in my life.

      I attend meeting in a very old house. It is beautiful and smells of ancient wood, with benches far beyond the years of the bricks around them. History runs deep in such spaces. Death, too: it is a burial ground many generations over, but these days we find it to be a garden both literally and otherwise. For a time, this place had dwindled (so I am told), but now it seems fresh and full of life. We come and we sit and we stand and we speak and we sing. The little ones do their best to keep still, but we know they're moved to run about, for that is the way of things. I don't mind. They are our future.

      I was grateful to have been invited by Friends to a retreat out in the country. The residence was rustic and the setting was scenic, calm, and I had been there once for another purpose. I could tell that it was full of meaning. There was space to adventure. I did so. My cohort, which you might broadly call young adult, does not often have space to reveal ourselves. After so many years of repression, we instinctively put up barriers and we forget what it means to really laugh and feel. The goal of the retreat was to provide an open forum for emotional communion, especially getting in touch with who we were (have been), are, and will be. It was not prescriptive. As time passed, our leaders invited two elders to share in and expand our thought with teachings, music, video, movement, objects. Some examples of tone:

      • "Welcome."
      • "Friend speaks my mind."
      • "That of the spirit is within you and I."
      • "You were once very small; smaller than this seed."
      • "Spirit moves me to vocal ministry."
      • "You are among Friends."
      • "What do you think?"
      • "We love you."

      A few specific words stand out to me from the retreat: "BREATHE" "DELIGHT" "LISTEN" "MUSIC" "VISION" "SMALL" "GROW" "THANK YOU" "HELPING" "FRIEND" "FRIENDS" "WORSHIP" "MUSTARD" "LAUGHTER" "JOY" "COMMUNITY" "REVEALING" "HEART" "SING" "SPACE" "CLEAN" "LIGHT" "STARS" "PEACEFUL" "PASTORAL" "WOODPECKER" "SUPPORT" "GREEN" "IDYLLIC" "DOG" "SOCIAL" "WHOLE" "MELANCHOLY" "INTIMATE" "CRY" "HOLD" "BELIEVE" "SEE" "RENEW" "SHARE" "APPRECIATE."

      It is not very often that you meet a group of strangers and in just a few days leave each other with such bright smiles and quite a few hugs. And it is quite a bit rarer for those hugs to be deep, meaningful embraces. To be realistic, you can only get to know fifteen people so well in a weekend, but the grace in which these Friends held each other eased my reservations more than I expected. I am learning to see the light within other people (and within myself) more clearly. I find this highly instructive as well as reassuring.

      There's talk in our society about the absence of community, especially for young people. Economy, government, technology, culture itself seem to disconnect us. Children are pushed too hard and yet they are left behind. I had opportunity in retreat to think about what it means to be a child and what it means to be an adult. I think everyone in our group had a different and personal takeaway on that matter. I also had opportunity to spend time with people who I would verily call role models. They were (are) kind and considerate and it was a gift to be with them, and to be called Friend (and friend).

      I take great comfort in knowing that I have a path of forward support here. I can see myself continue to nurture my emotional maturity among this community, something I think I've neglected until relatively recently. I am grateful that this is not the final time I will see my new friends. We have our entire lives to live. It can be together. Suddenly, I start to see a fullness in the world that I was missing before.

      That's what I wanted to share. Forgive my esoteric sentences: it's challenging to express the feeling of emotional/internal dialogue in conventional language. I'm more than happy to expand on anything I wrote here. I also welcome your reactions and your own experiences with faith of any kind.

      37 votes
    21. Looking for creative types in the gaming world to interview!

      I have a project where I interview people on my twitch live, as if it were a talk show. I mainly focus on people in the gaming world, so if you would like to be interviewed about your hobby for...

      I have a project where I interview people on my twitch live, as if it were a talk show. I mainly focus on people in the gaming world, so if you would like to be interviewed about your hobby for 30-40 minutes let me know!

      I interviewed speedrunners, gaming musicians, challenge runners, and tournament hosters before, but I'm open to anyone that is interested and in the gaming sphere. I don't have many viewers or influence it's simply because I love to do it. If you would like to collaborate on something like this, let me know! Thanks!

      6 votes
    22. Fun programming challenge: figure out which sets of passports grant visa-free access to the whole world

      Hey there, I wanted to know which sets of passports grant together visa-free access to every country in the world, but I could not easily find that info online. So I figured that I could try to...

      Hey there,

      I wanted to know which sets of passports grant together visa-free access to every country in the world, but I could not easily find that info online. So I figured that I could try to write a small program to determine these sets of passports myself, and then it occurred to me that it would probably be a fun programming challenge to organize, so here we go.


      Here's the challenge.

      1. Scrape the data you need for instance from The Henley Passport Index.
      2. Design a clever algorithm to efficiently find out which are the smallest sets of passports that will grant you visa-free access to every country in the world.
      3. Optional. Allow the user to specify which passports they already hold and find out which sets of passports would complement their passports well.
      4. Optional. Rank the sets of passports by how easy it is to acquire citizenship in those countries.

      The choice of the programming language is yours, bonus points if you write it in assembly 😂

      Feel free to collaborate and share your solutions (the algorithms and the actual results) in the comments, and feel free to share your own twists to the challenge that could make it even more fun & interesting.

      The person with the most clever, efficient and elegant algorithm wins!

      Happy coding folks!

      32 votes
    23. Favorite game shows?

      I just started watching Taskmaster after finding most TV right now pretty boring. I do like the silly challenges (and dry British humor in general lol). I never really watched game shows growing...

      I just started watching Taskmaster after finding most TV right now pretty boring. I do like the silly challenges (and dry British humor in general lol). I never really watched game shows growing up, I'm aware of the bigger ones of course, (Jeopardy, Millionaire, etcetc.) but I wonder what I've missed in the meantime. I feel like sometimes game shows bleed into Reality shows a bit, which kinda turned me off from the genre until now. I do love trivia and seeing people solve problems in interesting ways though!

      To throw in some of my favorites,
      Game Changer on Dropout - My favorite at the moment, just because the cast is great and the tasks are great. Sam Reich is a great host too of course, and I just love the things they come up with.

      The Mole on Netflix - Even though I don't loveeee reality shows for some reason this one got me. The players were super dumb but it was kinda interesting. I watched it a while ago though so my opinion might be different now.

      Lateral (Podcast) - Tom Scott's trivia/gameshow podcast. It's really chill and I really enjoy the trivia I learn while walking my dog. The guests are (mostly) fun and interesting people too! The questions themselves are super "thinky" and playing along is fun.

      15 votes
    24. In search of approachable, readable philosophy (or philosophy-adjacent) books to help me navigate the world

      I've recently found myself reaching for some of my favorite philosophy books as I enter another year of navigating a chaotic, painful world, and navigating my own depression and quest for meaning...

      I've recently found myself reaching for some of my favorite philosophy books as I enter another year of navigating a chaotic, painful world, and navigating my own depression and quest for meaning within it. Exploring philosophy really helps give me the language and mental framework to make sense and meaning out of an existence that often overwhelms me with fear and meaninglessness.

      One big problem, though: a lot of philosophy books absolutely suck to read. They're overlong, impenetrably dense, and often awkwardly translated from another language.

      TL;DR:
      Can anyone recommend approachable, readable philosophy (or philosophy-adjacent) books that can help me navigate the world, find reasons to live, and develop a durable sense of meaning?


      Some more background info: The philosophies that have resonated most with me over the years are the works of Camus, the broader world of existentialists and existentialist-adjacent philosophies, stoicism, and utilitarianism. While I recognize that things like logic, epistemology, and religion are important branches of philosophy I'm more interested in things that help me navigate the daily questions of existence such as meaning, suffering, purpose, and so on.

      The most impactful philosophical ideas I've ever encountered are those of Camus in The Myth of Sisyphus. Camus' conception of the absurd and the challenges of navigating it resonated so deeply with me that it essentially kickstarted my entire interest in philsophy. Before that I had never done any philosophical reading that felt like it really applied to me. Suddenly it felt like Camus had taken what was in my brain and put it on the page. However, I still consider the Myth of Sisyphus not an approachable, readable philosophy book, and not really a good book at all. I found his philosophy impactful despite the fact that it's overly long, often boring, and weighed down by an English translation that may have been good in the 1950s but in the 21st century is extremely stilted and hard to read.

      For that reason my favorite philosophy book is At The Existentialist Cafe by Sarah Bakewell. It's half biography of Sartre, Beauviour, and Heidigger, and half overview of the wide world of existentialist philosophies. It's an smooth, pleasant read written in plain English that both helped me understand more philosophical concepts than any other single book I've ever read and introduced me to tons of things I want to learn more about. I highly recommend it.

      Some other books I've read:

      • The Fire Next Time by James Baldwin is tremendous. I know this isn't technically philosophy, but it definitely feels philosophy adjacent to me since it fit the bill of "help me make sense of the world" and as a bonus is a very smooth read. I plan to re-read this soon.
      • Man's Search of Meaning by Viktor Frankl was a solid 4/5 for me.
      • Being Mortal by Atul Gawande is another philosophy-adjacent book that is a tremendous exploration of how we cope with death. It really impacted how I think about end-of-life issues.
      • Modern Ethics in 77 Arguments is a collection of essays meant to make philsophy and ethics approachable for normal people - hence why I picked it up. I read most of it, but the essays were just too hit and miss so I ended up putting it down about 2/3rds of the way through.
      • The Stranger by Camus. I did not necessarily enjoy this book (and I have no desire to re-read it) but I do appreciate it for being thought-provoking. Plus it was a way smoother read than The Myth of Sisyphus.

      Some I'm considering reading:

      I deeply appreciate breadcrumbs anyone can provide as I try to learn how (and why) to keep living in this world and to develop a sense of meaning within it.

      30 votes
    25. [SOLVED] Looking for an article that was posted on here in the past year

      I'm looking for an article that was posted on Tildes in the last year I believe, on online communities and moderation. I think it was a link to someones personal blog and the author was female. It...

      I'm looking for an article that was posted on Tildes in the last year I believe, on online communities and moderation.

      I think it was a link to someones personal blog and the author was female. It talked about the challenges of moderating communities with free speech as a core value, because all it takes is a few bad actors pushing that to it's limits and it completely derails the community and puts too much strain on moderators.

      The article itself was very good, but I also remember the discussion on tildes was a very good read as well. I have tried searching tildes, using google and chatGPT4 and while I can find a lot of good threads related to this topic, I can't seem to find this one with the article.

      Does anyone remember this article/thread?

      I realize it's maybe a long shot and it's just a vague memory, so I apologize if this is an annoying post, but it doesn't hurt to ask?

      7 votes