I'm currently working out how to get my pet pelican out of the #vapenation.
(AKA, how to remove the Vapor web framework from my own Swift framework for Telegram bots)
@tom Surprise!
pet death Show more
@derpafett Oh wow, that looks qt!
you look like you could use some coffee
@bram Thats freaking adorable <3
found on the facebook group 'weird toronto'
I just finished Subnautica and oh my is this game special. I have never liked survival/crafting games before but this game really transcends that label with it's story and exploration focus and attention to detail. It's an entirely unique experience.
As i was playing it using Steam Family Sharing i only just found out the price of the game and it's only £20, holy fuck AAA games can really go fuck themselves.
Man, the new search tech for Mastodon sounds like a needless clusterfuck
My Inner Ego - "So er, what did you do today?"
Me - "I played Subnautica and met some some toothy bois"
@starbreaker The state of press in the UK, even with liberal-leaving outlets is pretty dire
I'd really like to make this cool card game as a Telegram Bot, hopefully I get to once ive finished this rather tricky multi-threading code change i've had to make.
Hiveway announces it's shutting it's doors
AFTER raising 108k dollars in ETH
With nothing more than a page of faces, a single blog post, a free Masto instance, a website, and a compelling PDF.
The only blockchain that matters Show more
@Mainebot Could always just enjoy a nice walk? *w*
@alahmnat It's not a physically demanding game, it just does a lot with what it has where no adaptation can be made without the puzzles losing the point.
My main argument is just that accessibility and difficulty options can't apply to all games due to the nature of design and games as an art form and means of expression, and things should be taken on a case-by-case basis.
@alahmnat In most games where difficulty or a particular kind of control system isn't being used to communicate an idea or feeling, I agree, and this applies to most games.
The Witness however is a good example where some of the puzzles having accessibility options wouldn't make sense, as the sensory lens some of those puzzles had were quite specifically the point.
@alahmnat I'll have to agree to disagree, there's some games I will never want to play for one reason or another, and where watching someone else play it at least gives me an impression or understanding of it.
Like any kind of design, game design is a form of communication, and if a designer specifically wants to communicate an idea through mechanical difficulty then offering something to undercut that breaks that design intention.
It doesn't apply to most games, but is important to consider.