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Which part is offensive to you?


Nothing in and of itself, other than "why would you want to limit a community to Christian men?". It signals a particular worldview and set of values, most of which involve excluding or degrading others.

Look around the webring. You'll find statements like:

> "Feminism is without a doubt one of the key ideologies in perverting the Christian worldview. The rhetoric “patriarchy”, is a denial of spiritual fatherhood. I’d wager most feminists would admit they’d give up their man-like life in return for a loving father."[0]

And

> "What would happen if we got rid of the lower education industry? Kids wouldn't have anywhere to go during the day so many mothers would probably be forced back into the home and fathers would be forced to stay with and support their families. This would actually be really great for society."[1]

So: jikes.

[0]: https://tfaz.xyz/articles/toxic-femininity

[1]: https://jacobwsmith.xyz/stories/build_fix_grow.html


Been a longtime D&D player since high-school (cut my teeth on the soft-cover D&D Basic Rules Set), with a long hiatus between college and recent years.

While saddened to see the increase in rules complexity since that time (my attention dwindled around 3e), imagine my surprise and joy when I came across Basic Fantasy!

If you’re looking for a nearly zero-cost way to get into a game that “feels” like classic D&D (less focus on tactical combat and more on the role playing aspect, supported by modern d20 rules), I’d highly recommend it.


Godot, for a few reasons:

- It out-of-the-box exports for web;

- Its GDScript has a low barrier to entry;

- Its UI is very well implemented and simple to learn;

- Should you decide to build your game for other platforms (Win/Lin/Mac, you can;

- If you have a budding interest in game development, you’ve already started with a good engine choice, and can pivot to adding graphics/sound, animation, 3D, multiplayer, etc afterward.

Edit: formatting


I’d recommend you take a look at Godot. With in-built VR and C# support, a new major version peeking over the horizon, and many, many Unity devs coming over due to recent fallout in those circles, the time truly has never been better.


Arch Enemy’s “Aces High” cover-song autoplayed one too many times at too-high a volume first thing in the morning while preparing to drive to work. I eventually cleared out my Apple Music songs and much more calmly welcome whatever pop station my wife leaves the radio on instead when I start my car.


The `Godot` folder in the repo only contains scripts. Were you referring to something different?


I remember they were keeping godot binaries in the repo, now I see they switched to a script. Still the old binaries occupy space. https://codeberg.org/unfa/Liblast/commit/fc9831d


I’ve been using it for a few years, and would be happy to contribute to your knowledge. If you have any questions, feel free to drop me a line.


> I’ve been using it for a few years, and would be happy to contribute to your knowledge. If you have any questions, feel free to drop me a line.

Thank you for that!

Where should I connect with you? I don't see any contact details in your profile.


I’m really rather excited to see communication protocol as code, however what sort of latency does having “Hathora-in-the-middle” incur?

I’m particularly interested in the proposed GDscript support (to the level that I want to contribute), but I would recommend separating “packet validation” from “everything else”, so that it could live inside a game-server without the necessary performance cost (however minimal) to an external actor.


Someone on the discord server already hacked together a multiplayer Godot game using Hathora!

I'm not sure I understand the "Hathora-in-the-middle" piece -- Hathora isn't quite a Backend-as-a-Service like Firebase if that's what you were thinking. Hop on the discord server if you're interested and I would be happy to chat in more detail.


Joplin user here. I’ve installed it on every device I own, and sync my notes with my NextCloud code instance. A few synchronizing snags aside, I’m extremely happy with it.


There’s a pretty clear (and intentionally vague) definition used by the greater 7DRL community.

https://blog.roguetemple.com/what-is-a-traditional-roguelike...

1. Permanent consequences

2. Character centric

3. Procedural content

4. Turn-based

Check out some of the entries from past years, along with their “how roguelike is it?” scoring.

https://itch.io/jam/7drl-challenge-2021


Your link discusses classic or traditional roguelikes.

OP's blog post is from 10 years so I can't blame them. But today "Roguelike" is usually something slightly different.

A roguelike these days is a game that has (at least some) procedurally generated content and permadeath without meta progression.

A roguelike purist would call these roguelites.


I would be more forgiving to hand over the term "roguelike" to roguelites and other PGC-based games if I had a term to replace it. The problem is - what's a better term than "roguelike" to mean "more like Rogue than the other things which are (sometimes only very slightly) like Rogue"?


What's wrong with "classical roguelike" or "traditional roguelike"?

Definitions change over time, often you can't do anything about that. But I would expect those two not to deviate too much in the future (hopefully).


"Classical roguelike" usually means "direct descendent of Hack/Angband/Larn/Moria" (Rogue itself produced very few descendents, I think). "Traditional" excludes several interesting categories which are uncontroversially roguelikes: games not part of the current 'body of practice' like Dungeon Hack; radically different PCG approaches like 868-HACK; and the Japanese design lineage in e.g. Shiren or Baroque which uses a very different approach to progression dynamics than today's roguelites.


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