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Joined 2 years ago
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Cake day: June 20th, 2023

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  • Of those that remain, those who disapprove of erotic furry content that features species-accurate genitals, which is the threshold VISA was in, and is too spicy for some lemmings. I don’t fully understand why this is a subcategory.

    This one actually makes the second most sense to me out of the ones listed (first being explicit sex of course). To a lot of people who aren’t furries, at least in the horny sense, the emphasis put on making the genitals resemble those of real animals is a clear connection to bestiality. In order to care, you have to know, and to know you have to spend a lot of time looking at animal dicks (or spend time with people who do).

    To make my point, ask yourself how you feel about other fetishes / kinks with similar properties. For example, consider ABDL. It’s a fetish that uses fairly direct references to being way too young for sex despite being adults, much like the animal dicks directly invoking, well, sucking animal dick despite not being an animals. There are tons of people who see that and immediately think it’s for pedos. Though, weirdly enough, many those same people don’t have nearly that much of an issue with various more mild but more realized forms of neoteny in porn (the industry’s obssession with 18-19yo girls springs to mind).

    For what it’s worth I’m not really in that group (consentual adults yada yada), but I did have that gut reaction when I first encountered it.


  • I’d have to subtly disagree with this. It is really good advice, especially when the scope of your game is larger than what one could reasonably finish in a game jam; If you can’t get to a fun game in a couple of days or less, you need documentation as to what your plan is to get there.

    The problem is that this is the best advice for someone who has the technical “hard” skills to make a game (compsci, digital art, etc.), but lacks the "soft"er skills (software eng., scheduling, etc). To be fair that is super common, but the OP implies to me they’re not confident that they have the technical skills either yet.

    Without either of those skills you can’t know what’ll take a couple of days or what’s actually weeks of work, and the value you get out of design docs becomes effectively random.

    The common advice that I’d have to agree with is that your first few games should be as small of a scope as you can make them. Other comments to this post already go into detail, but the jist is that when you’re starting the amount you learn is more per-project than per-hour, so get out as many small things as possible to get your bearings.

    Once you’ve done that, this is really good advice for your first sizeable project.


  • I’m pretty sure that form of meta doesn’t actually have anything to do with the prefix/adjective. In games it’s just an acronym for “most effective tactic available” i.e. in your example the first strategy would be called “the meta” until the second one came along.

    edit: I realize you kinda mention acronym thing at the end of your comment. Not originating from the prefix “meta-” is my main point though.





  • As someone who’s used both, I’d have a strong preference for Odin over Rust if it were at a stable 1.0 release. As it stands now (or, at least, when I used it), Odin is very much in flux. Spend enough time with the language, and you’ll either find a bug with the compiler or the semantics will change after you update.

    That said, it would be my favorite without those problems. It is a really simple language in a good way. There’s no fancy language features that are just syntax sugar (well except maybe context, but I find that to be actually convenient). You can understand everything in an afternoon if you are already familiar with programming in other languages. Rust is pretty much the opposite in all of these reguards.

    Rust also has the benefit of being pretty recognizable at this point, so if you say your project is in Rust then people will know what that means, unlike Odin. More “resume-able” in a way.

    So, in short:

    • Odin if you’re doing it as a hobby
    • Rust if you want something “real”



  • While I do agree that math gets much easier with interest, and that it gets more interesting the further you get into it, and that math is inherently beautiful, etc. I feel this argument has to fall flat to people who don’t already agree. It’s the education equivalent of when someone says they couldn’t get into an anime and then the fans tell them ‘oh it gets really good around season 9’. You could be completely correct, as you are here, but it’s utterly unconvincing if you don’t already “know.”

    To be fair, I think this is mostly a problem with math curricula. Math classes up through high school and early college seem to focus on well trodden solutions to boring problems, and at some (far too late) point it flips around to being creative solutions to interesting problems. I think this could be fixed eventually, but such is the system we have now.