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@cinnamon language fun fact:

"bailey" actually means "many animals" in english when referencing you specifically

@cinnamon few things do more psychic damage to me than seeing someone claim a thing they are aggressively misusing shouldn't be used by anyone

bonus points if i happen to fall in the category of people they are referencing

double bonus points if they have the cred for others to believe them

@m455 oh wowww

and the upvote counts indicate it has even less activity than what i get on my own

early non-plot and mechanic spoilers, long 

@monorail like, there are legit level 40 monsters in the first area that are also buffed beyond what a level 40 would usually be, and if you're careful enough, you can actually get the better of them before you have anything above level 15

i also really like the way the game isn't afraid of throwing zones into the world where you will be completely outclassed; where you have to figure the best ways to survive using the things you have at your disposal instead

it's also much more open than previous games, but in a way that i actually feel compelled to do things in each area--with goals and quests more elaborate than simply "catch everything"

oh, and you don't use pokemon centers in these games: you use supplies that you find along the way to keep everyone healthy, and i've not found that my money has grown out of control in this game--so resource management is actually a compelling problem

the new action economy is pretty interesting too, where you actually have a timeline of the estimated turn order in battles depending on the speed of moves, which adds a layer i like quite a bit

i also like how evs aren't a grind fest anymore, but instead cap at 10 per stat, and involve doing challenges instead of fighting the same pokemon over and over for the best yields--and you can now switch up moves in the field from a move pool that grows as you train your pokemon by different means instead of needing to hunt down the tms in your bag or finding a move rememberer every time you want to switch things up

as for the actual catching and battling mechanics, a lot of external factors can change the circumstances that you battle in, and i think turning these to your advantage is a huge part of how these things become compelling in ways they weren't before. like if you try to battle certain pokemon, they might try to run, or attack you first if you don't catch them unaware. you can also dodge aggressive pokemon outside of battle to throw your own pokemon at their backs in a way they don't expect to also get a one-up on them

overall, it's a very different experience--but one i feel is worth checking out to see if any of it vibes with you, since looking at the things that were removed is a pretty good way to miss all of the compelling new stuff in the game

tl;dr - i like it, but it's hard to succinctly express how it compares to previous games

@monorail i personally think it's extremely neat!

like, you can get to completely out of depth areas with, and still manage to survive if you can utilize your stealth well enough to flank overpowered angry mons to let you get an extra turn on them before they can act

i also feel like the structure of the game itself is actually extraordinarily original given where it came from, and it removes a ton of the tedium from doing a lot of things previous games just dubbed unavoidable

mh (~) 

i'm pretty confident i can pull this off, but it's also a lot to add to the things i'm already juggling, and the prospect of slipping up is still really intimidating

i've already planned ways to make sure everything is fine in basically every outcome, but the idea of not accounting for something in a literal ocean of horrible results is also eating at me like nothing else

which is why i need to just find ways to not psyche myself out so much--to remind myself that i've got this

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mh (~) 

that was pretty vague, but i've been playing the world's most emotionally draining game of flappy bird with my means

the reason it's draining is because there are several people who depend on me not failing, because if i go down, they would too--and that is 2000% the worst outcome

like, if it was just me who would go down, that would be great

and while i accept this responsibility, the source of my ability to help is getting nebulous, and i might have to find other means to not fail

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mh (~) 

overwhelmed, but with a plan; just gotta remember one step ahead of the other

@m455 they do? that's adorable!

(also, i feel like that's a pretty good indicator about the environment they've fostered~)

@halcy alright! i have a naive version of this working!

basically the anti-scope macro is a let form that makes random names for the things you bind to it, and then replaces all the symbols in the body to be those random names. if it can't find a name, it looks in the namespace, or errors out failing that

so! of the two let forms at the bottom, only the first one works because a wasn't brought into the scope

the second pic is what the first test expands to so you can see what's happening~

@halcy update: so, as expected, the simple case doesn't work in common lisp, clojure, or scheme

that means that this would need to probably be done inside a special let form that would replace all names inside those blocks with gensym'd ones instead, so they can only be resolved locally, and the ones that don't would just fail

hee, i've never tried to avoid making a closure before!

@halcy i take it these pieces of code are too small to justify extracting them to separate functions?

hm! that's an interesting idea~ a little anti-lexical zone to save yourself from footguns

i wonder how hard it would be to write a macro that created like...a function with a random name in the global scope (to break out of your lexixal one) and to call it (so it isn't extra work to do this inline wherever you wanted it)

@cinnamon my goal in life is to do this, and have it pay off at least once

@halcy i feel like quake really just kinda solidified fps controls really nicely on pcs, so those have almost always been pretty alright!

but 3d games on consoles? y i k e

especially before dual analog controls, you had some really janky ways to play things. like, even gta 3's controls are kind of a nightmare

@halcy (oh heck! i did not!)

and yeeeep, i could imagine that being a real treat to pick up with that muscle memory

@cinnamon oh gosh, yes i do D:

love too spread yourself too thin by trying a billion things and then eventually switch to luna when you want to actually play well

i pretty much play like this exclusively

@cinnamon flingza is the kind of weapon that requires enough upfront investment to play that i just feel like everyone i see who mains them are probably just generally very good at the game

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