@VoxSomniator Oh no this is absolutely a fair design choice. Work off of the smallest unit you'll likely want to use/work with, and divide it up in display.
re: game dev ramble, accessibility
An accessibility sin I've admittedly committed in Twelve Thousand is disabling/removing the transition setting and text-to-speech functions that Renpy provides. The main reason I did this was I felt their behaviour was too broad-strokes.
It would definitely be a good idea to include them, but if I do, I would rather have more control on how they behave.
Turning off transitions for example would keep some slow effects on, while reduce the strength of others. Some motions might not even be affected by the setting, so I could implement that.
And the text-blip sound naturally interferes with the text-to-speech system, so I will have to make one or the other play, never mind determining what voice synthesis it uses and such.
game dev ramble, accessibility
In Witness to Unity, I added an option to switch what the run button does - besides the usual walk vs run by default, I also added the option to make the button toggle between different modes.
Both WTU and Twelve Thousand also have a volume setting for the "text blip" effect, since that could either be annoying for people or Lets Players could turn the effect down to better balance with their voices.
WTU's options screen also has an "assist mode" there. This setting was to serve as a "time freeze" option to halt the calender/time system if a player wanted extra time to level up. However the calender system in and of itself might be scrapped, so this option too would be moot.
I watched today's Game Maker's Tookit video on accessibility, and it had me thinking about accessibility in my own projects.
Since they're RPGs and a VN, certain issues like QTE settings are less applicable, but it's still something worth thinking about.
re: nonhuman lifestyle shitposting
@Oneironott Where can I order this ebook--
@InTheLandOfTheRisingSun I've always liked Zelda II as an idea, but found the EXP resetting on death (and thus, progress) to hold my enjoyment back. It just felt too hampered by the limitations of the technology of the time.
@Oneironott *covers horns with paws shyly, flitters wings*
@Oneironott Bells on collars?
VRChat, avatar progress
Also some good shots of the current state of my avatar... (pictures taken by friends) ... so much shine and good shape, aaah.
@Oneironott Sqrrk!
re: vore, equally accurate IC and OOC
@synbria Being within a friend's belly is the best sort of hug you can get. Very warm and very snug.
@Metaph But toy dragons don't have any body heat...
@Oneironott I dunno, puns make you more like a cartoon animal, surely.
capitalism/game industry ramble, all things I've said before
Watching today's Jimquisition talking about ~the $70 price tag~ .
I once again will always be snarky about this because game prices have always been varied and changing.
What games are 60USD? Where?
I paid 120NZD for FF13 when it came out. Atlus games are often around 90NZD. Both of these are, supposedly, 60USD new, in the US, right?
There's no consistency here because of a combination of publisher choices and exchange rates.
Add to that special editions muddying up the prices I frankly never see a digital storefront where any two games are the same price. (Though, admittedly, Switch games are pretty consistent... consistently 100NZD.)
So now we're going to get games 15-25NZD more for the new generation, all because of whatever the US is doing.
I'm an artist and something of a game dev living in New Zealand.
I talk about personal things that can get tangentially NSFW. While I wouldn't call this an after-dark account, it's kind of a mishmash personal account and prefer to mingle with people I know or trust.