DM of the Rings Remaster LV: Does That Seem Right to You?
It’s to the surprise of no one that the theoretical plan of replacing the French doors with a single door made from half of the original is a messy, impossible task. On paper it looked lovely. In practice, filling the wall is impossible, the door doesn’t line up right, nothing looks good and our family is frustrated. They begin calling the dismantled door the ‘fre do’, (half of french door) which is hilarious to them in their pushed to the edge states.
There is wordless grunting, helpless pointing, and a lot of shouting about the ‘fre do’. One family member holds up the door, another tries to line up the holes in the wall, and the third directs in what devolves quickly into a bad and inexplicable French accent.
Continue reading 〉〉 “Sims 4 Overthinking: Nch Ors”
Nothing to report. I guess I played some Tears of The Kingdom, nothing worth mentioning. We got a new coffee table?
What are you guys up to?
Instead of trekking back through the jungle to The Wall, I borrow one of the Revanites’ speeders and visit the Chiss Embassy. I’m a bit rankled that Intelligence didn’t provide me with transportation. While it is true most locations, no matter how remote, somehow have some minimal form of public transportation available, I seem to be doing quite a bit of walking. After a bit of arm-pulling and name-dropping, the Embassy arranges a personal transport that will adequately fit my needs:

Continue reading 〉〉 “SWTOR: Rix’larril’an of the Ascendancy 2.03 – Compound Fracture”
While the visual code being translated to script won’t solve any social issues, it does have its uses.
The exchange provides a very important bridge between the colorful stimulus loving meat brain and the needed rigidity to instruct the box to do what you need. With the neat side effect of looking a lot more interesting to play with than the code itself, while taking some of the harshness out of trying to stare down a big wall of code. Which, while undeniably one of the best ways to do it, definitely doesn’t give it many points in ‘looking interesting and fun to do’
Continue reading 〉〉 “Code Monkey Beta: Part 2”
This week I played a little bit of Lethal Company. I went into the game with little knowledge about anything. It reminds me a lot of SCP – Containment Breach such as trying to survive many monsters all with their own ways to survive them -but with scavenging scrap trying to meet quota on top of that-. The gameplay loop simple but is elevated by being multiplayer. I think the game is quite good and I’m excited play more and die in new and interesting ways.
What are you guys playing?
It seems like a simple question, but it turns out everyone has a different idea of right and wrong in the digital world.
Remember the superhero MMO from 2009? Neither does anyone else. It was dumb. So dumb I was compelled to write this.
A look back at one of my favorite games. The gameplay was stellar, but the underlying story was clumsy and oddly constructed.
An interesting but technically dense talk about gaming technology. I translate it for the non-coders.
A videogame that judges its audience, criticizes its genre, and hates its premise. How did this thing get made?
My picks for what was important, awesome, or worth talking about in 2011.
Game developer Jon Blow is making a programming language just for games. Why is he doing this, and what will it mean for game development?
This series began as a cheap little 2D overhead game and grew into the most profitable entertainment product ever made. I have a love / hate relationship with the series.
What lessons can we learn from the abrupt demise of this once-impressive games studio?
The story of me. If you're looking for a picture of what it was like growing up in the seventies, then this is for you.