Posts

tooling that works at scale don't suit individuals who need to come up with their own solutions

look at a photograph. you can move through that. it's not rendered in ue4.

you need to do the hard graft, sometimes

Knowing how to automate is liberating, but avoiding repetitive work doesn't come at zero cost and can quickly have no use if there is no longer any work to do. So sometimes when faced with doing repetitive tasks, it's more useful not to reach for making tools but to simply get on with them. This might also require a change of attitude, to move the goalpost for how much work you think you can tolerate. At the end of the day, the tooling will get you there, but it's the result where the (initial) value lies.

Skyrim talky edition but multiplayer on phone calls

I want the abstractions, not the numbers

what's the right size of levels, player relative?

Given in console generation, or path density with a minimum moment to moment arena size

more likes and dislikes

Things that l like, - The independent evaluation of state, with  limited input but large consequence - Stimulating representation of state, evocative - Accessibility and choices that are put in context Things that I dislike, - Knowing all possible interactions at a given point with no possibile side effects - Side effects which are too disconnected to inputs - Open ended scenarios