About The Footnotes…

By Shamus Posted Tuesday Nov 2, 2021

Filed under: Random 55 comments

I recently got an email asking about the footnotes I use on this site. These sorts of questions pop up pretty often. People ask things like: Is there a plugin I can use? Did you come up with the idea yourself? How do you create them? The answers to which are No, No, and “It’s complicated”.

As many have suspected, I stole the idea for the footnotes from the XKCD “What-if?” series. I don’t remember when I first started using them. I just did a quick scan through the archives and found a footnote in a post from 2014, but I’m not sure how much further back they might go.

Over the years I’ve become so used to footnotes that I find it annoying to write without them. If I find myself writing a long email, I’ll usually end up with lots of awkward parenthetical statements that I wish I could turn into footnotes.

Before I had footnotes, I sometimes wrote nested parenthetical statements. They were fun to write, but they’re ugly as hell and very hard on readability.

There weren’t any footnote plugins available back when I first introduced this feature. I cobbled it together myself by stealing some javascript from the What-if page and making my own version. To get a footnote system working in WordPress you need to do what most modern web developers do and string a bunch of different systems and languages together into a big Rube Goldberg machine.

First is the syntax. You don’t want to clutter up your articles with tons of complex HTML. So I use a fairly minimalist shortcode that looks like this:

Continue reading ⟩⟩ “About The Footnotes…”

 


 

Diecast #360 Noscope

By Shamus Posted Monday Nov 1, 2021

Filed under: Diecast 107 comments

The good news is that I got my second dose of vaccine, so I’m a little less likely to die of the plague. The bad news is that I was feeling kind of run down, sleep-deprived, and cranky. I didn’t really realize how bad it was until I listened to the show and heard how often I tripped over my words.

Uh… Happy Halloween, I guess?



Hosts: Paul, Shamus. Episode edited by Issac.
Diecast360


Link (YouTube)

Show notes: Continue reading ⟩⟩ “Diecast #360 Noscope”

 


 

Prey 2017 Part 16: Cartoon Bad Guy

By Shamus Posted Thursday Oct 28, 2021

Filed under: Retrospectives 107 comments

Morgan (presumably) wants to blow up the Talos-1 space station. To do that, she needs Alex’s arming key. To get it, she needs to fly around outside the station and get mauled by six different breeds of alien tentacle monsters while she tries to scan bits of their neuron-like coral that now envelop the station.

The thing is, this scanning is part of a plan to obliterate the Typhon and leave the station intact. With the scan data, we can tune our contrivance generators to the right frequency and atomize the Typhon. Then, once the station is no longer in any danger whatsoever, Alex will hand you his arming key, which you will no longer have any use for.

You will actually get to choose which way you want to go at the end, to nuke or nullwave the station. I’ll come back to this choice when we get there.

The more immediate problem is that Player 3 has just entered the game.
Continue reading ⟩⟩ “Prey 2017 Part 16: Cartoon Bad Guy”

 


 

Diecast #359:
Mailbagging is Considered Unsportsmanlike Conduct

By Shamus Posted Monday Oct 25, 2021

Filed under: Diecast 112 comments



Hosts: Paul, Shamus. Episode edited by Issac.
Diecast359


Link (YouTube)

Show notes: Continue reading ⟩⟩ “Diecast #359:
Mailbagging is Considered Unsportsmanlike Conduct”

 


 

Prey 2017 Part 15: Building a Better Morgan

By Shamus Posted Thursday Oct 21, 2021

Filed under: Retrospectives 118 comments

It’s been a long road, but I think we’ve finally reached the part of the game where Morgan can finally begin having agency within the story. Up until now, Morgan has simply been opening doors so she could open the next so she could reach the next door. While this was going on, she was gradually learning the story of Talos-1. She knew all of this stuff at one point, but the neuromod stripping robbed her of the knowledge and context to make sense of things. Now that she’s opened up the station and Alex has promised to stop opposing her, she’s basically all caught up on current events and is now in a position where she can start making informed decisions about things beyond her immediate survival.

Actually, not quite. There’s one last piece to the puzzle.

Continue reading ⟩⟩ “Prey 2017 Part 15: Building a Better Morgan”

 


 

New World Disorder

By Shamus Posted Monday Oct 18, 2021

Filed under: Game Reviews 143 comments

So let’s say you fire up some 90s style shooter built around rocket jumping and circle-strafing. Something along the lines of Doom, Quake, or Serious Sam, with a heavy metal soundtrack and copious violence. You play through the first couple of levels and everything is more or less what you’d expect from this genre. But when you get to the end of the first area, the game asks you to pick a “clan” to join:

  • The Warrior Clan. Masters of firearms and rocket launchers, these fearless fighters have no equal in battle.
  • The Banker’s Clan. These financial planners are the masters of money and savings.

Maybe in an RPG these would work out to be equally viable routes through the game, but in the context of a classic shooter there’s no reason for the player to pick Banker. This game doesn’t have dialog trees, trade, or money. Being a banker might sound appealing to some players in another genre, but that’s probably not what this particular audience was looking for when they chose this game.

Even if you’re an outlier and you like the idea of playing as Banker, you already know what kind of game this is.  You know the mechanics do not have any systems for diplomacy or investing. You have no idea what the decision means or how it’ll impact the game going forward, but the safest, most sensible thing for you to do is pick Warrior. Whatever happens, you probably can’t go wrong if you pick the group that’s thematically and mechanically aligned with the gameplay.

This is the weird situation we find in New World, the new MMO from Amazon Game Studios.

Continue reading ⟩⟩ “New World Disorder”

 


 

Prey 2017 Part 14: The Ex-Girlfriend

By Shamus Posted Thursday Oct 14, 2021

Filed under: Retrospectives 121 comments

After Morgan deals with the mess in Cargo Bay, she moves on to Life Support. Here she bumps into ex-girlfriend Mikhaila Ilyushin.

Mikhaila is currently slumped on the floor, paralyzed in her extremities. She has a rare neurological condition called Paraplexis. She’s fine as long as she gets regular medication, but with the station in disarray she’s missed her dose and is thus helpless.

People with this condition are excluded from orbital duty, but Mikhaila faked some paperwork to get around that. She began dating Morgan at one point, and eventually Morgan found out.

Morgan broke off the relationship because she was about to enter the testing program where she would be memory-wiped over and over, and you can’t really maintain a relationship while that sort of nonsense is going on. At the same time, she never gave Mikhaila a reason for the break-up, so Mikhaila sort of assumed she was being dumped because of her condition. So the entire situation was mostly awkwardness all around.

We need Mikhaila’s help right now because Alex has locked down the entire station. She has a plan to shut down the entire reactor and start it up again to clear the lockdown. I don’t know if we should be using Windows 95 troubleshooting techniques on a nuclear reactor, but Mikhaila is the expert and she seems to think it’ll work.

Continue reading ⟩⟩ “Prey 2017 Part 14: The Ex-Girlfriend”