• 2 Posts
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Joined 1 year ago
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Cake day: July 24th, 2023

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  • I have my own shopping list of Mastodon features that i watched languish in PRs on GitHub. I like Rochko, but he completely failed to meet the moment of Twitter’s explosion and make the massive flood of excitement about Mastodon into the real permanent gains that were up for grabs.

    Most of my wish list have nothing to do with safety because I’m a straight cis white guy and so my experience of Mastodon is that its userbase is painfully anodyne.

    But the point stands that a hard fork with a focus on development velocity is long overdue.







  • In general their mice are weirdly perverse in the way they fail. I’ve never seen one fail in any way besides the buttons, usually failing into double-clicking. Like it feels like they would last super-long if they just used better components for the buttons. The mousewheel has never failed on me, the radio has never failed on me, the main sensor has never failed on me, nor the laser… just the clicky buttons.







  • God damn how is it that Sega has never released a Sonic Adventure-style game with that kind of online multiplayer? It’s so freaking obvious and yet we’ve never seen it.

    Some of the gameplay mechanics look a bit… unnecessary? Like riding on vehicles, at least at speed. And I’ve always thought the Sonic Adventure rail grinding was tedious. But still overall it looks like a fun adaptation of the 3D sonic gameplay albeit with a slightly dated-looking art style.


  • On the one hand it’s kind of disgusting, but it’s also heartening: this is a studio that had done nothing but asset flips. Their artists didn’t even know what a rig was. They were completely out of their depth.

    And while the game is the most cynical thing I’ve ever seen, its creature designs are blatant mash-ups of Pokemon, and its media hype is absolutely bewildering and somewhat suspicious… but by all accounts it’s decently good fun and looks decent visually too.

    So, a studio with no idea what they were doing managed to poop out a moderately good game and smash it out of the park in terms of success.

    That should be heartening. That should say “maybe I can do it too” to all the hopeful indie devs out there. That should be a massive endorsement of the tooling that the industry has developed, that a completely unqualified group of guys can make a fun and successful online multiplayer action game.