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Then add the option, but make it default to soft caps. Or bake the default into the tiers. If I sub with a $20 spending limit, I will probably be ruined by a $2000 bill. On the other hand, if a company subs with a $1000 limit, it can probably cover the occasional $10000.

At the very least, there should be an optional hard limit that is obviously indicated in the UI. When you're signing up where you set your "usage cap" warning, next to it should be an optional hard cap with big bold red letters "THIS WILL CUT YOU OFF THE MOMENT YOU GO ONE CENT OVER". So I can set e.g. a warning at $20 and a hard cap of $100.


I would say the game should generate some kind of a grand staircase every time a slope is the right shape, but let the player replace it if they wish. Would be even better if the element was chosen based on zoning policies, local ordinances, land value, etc. Soul by default, but infinitely customisable.


What does a "script" mean in this context? Like a Python script that runs a series of agents with small tasks? I'm still getting used to doing things with AI, this is all very new to me.


I don't think it will get quite that bad. Making your own pharmaceuticals is practically impossible, because you cannot buy the machines or chemicals needed without jumping over lots of regulatory hurdles. Training your own AI model is just a question of money and time. The hurdles there are mostly technical - how do you read the entire Internet without getting banned. Unless you envision a future where AI training itself is regulated.


Yeah and look at where this soft approach landed us. We have entitled crybabies voting for Hitler 2.0 because they can't stomach the uncomfortable feeling of seeing a diverse person in their pure white neighbourhoods. Children and young adults need to be hit with the big hard fist of reality repeatedly until they become good people. If some should fall through the cracks, they would not have made for good members of society anyway, so best they fall early and not drag the rest of us with them.


For efficiency, I would prefer to store files with a random short filename that's just letters and digits and store the original name in a separate database.


That's better than the games not being made in the first place because the Ministry of Culture deems it unimportant and puerile, which is what happens in Communism. You also can't have indies, because you can't publish anything without the state's approval, not to mention you also can't sell things for monetary gain.

I think 80-ish days to recompile and old binary is a much better alternative to the total death of human arts and innovation, and the unending list of crimes against humanity that Marx's theory has led to every time it has been applied.

But to keep it a bit more videogame related, Marx always reminds me of this speech by senator Armstrong of Metal Gear Rising: https://www.youtube.com/watch?v=IMpuUUV2HeE . "We will use an absolute totalitarian state to abolish the state" - a lofty goal turned into complete lunacy.


There was a lot of discussion around the time it was being removed[0], but it seems the glibc people simply didn't want the support burden and Emacs was the single user of that interface. I think the issues could have been resolved by checking if all shared libraries are exactly the same as when unexec was called, that the kernel is the same and that the CPU is the same, and failing if anything doesn't match, thus falling back on slow startup. That said, portably serialising the state and loading it back is a better solution IMO.

[0] https://lwn.net/Articles/673724/


If writing a GUI was as easy and stable as writing a TUI, yeah we should write more GUIs. I can run practically any ancient TUI program on a terminal emulator, but running a GUI program that uses an older version of GTK means going through dependency hell to compile and install all the old library versions. If they even compile with the new GCC... I really wish we had a standard way to spawn a webview (or similar) and connect stdin/out to it.


You could have also learned how to edit the saves to give yourself the radio :) . A tall ask of an 8-year-old of course, but not beyond the realm of possibility. Funny you mention Bennett Foddy's Getting Over It, because that's kind of how I "beat" it. After about 6 years of on and off attempts that always died around the church, I got fed up and edited the physics constants to make the game significantly easier. Since I used my own skill to hack the game and not an outside patch, I consider that "beating" the game in a sense.

I am now thinking if you can pull off an adventure game where some puzzles require editing the save file. It would be pretty tricky to make it understandable to most people. Now that I think about it, I wouldn't put it past Deltarune to eventually have an easter egg that can only be reached from a save state, which is impossible to achieve through normal gameplay. I know it doesn't have one right now, because all the scripts have been examined in depth and nothing like that was found.


I would suggest, without spoilers, that you go play the original Doki Doki literature club right now.


I did, but found it somewhat boring. Yes, I did get to the stuff you're thinking about, but personally it felt too forced. The game was trying to present itself as breaking the fourth wall in a way that is impossible with something built on Ren'Py. That is, I would say DDLC tries too hard and ends up stretching my suspension of disbelief past its breaking point.

Also, past the weird bits, there isn't anything there. I have no reason to care for these characters. It feels like a vertical slice of a longer game, or a proof of concept.

DDLC has a really cool idea that should be tried again, in a way that remains consistent within its game world, with more character depth and a longer story.


Some of them also had some cheat/debug commands you could get into. I know you could teleport to other screens, but I don't recall if you could use a command to get an item, particularly in PQ1. Or if there was a way to get back to the state you were in before that if you e.g. teleported to the station to pick up something and then tried to teleport back to the screen where you needed the item.

I remember I could not get the obscure nonsensical spells right in KQ3 but I could sort of skip past them to see most of the plot.


For me, cracking open the data for some castle adventure ascii character game was one of the first steps to being a real programmer.


I think I spent more time figuring out how the character save files worked in the original Bard's Tale CRPG than actually playing the game; I certainly made more progress with doing so!


Was this on DOS? "ASCII castle adventure game" brings back memories!


wave wand


i remember using a hex editor to edit save games to give me more in game money. felt like a hacker in a movie :)


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