http://fediverse.space looks cool. I'm going to open an issue to opt-in to its crawling so I can see my house from the graph!
This hits another thing I think about a lot regarding card games in media: Yu-Gi-Oh, Duel Masters, et al depict high-end, professional players winning tournaments and saving the world and stuff. I'm falling in absolute love with this little comic about people playing card games the way most people play them.
Hey I just wanted to share this realy insightful open letter that goes into #MTG 's shift in strategy from hardcore professional play to casual engagement and adoption of the game. I think there's a lot of good in here about game design and marketing with the desired playerbase in mind.
It's time again for Endless Jingling, the random carol generator I made a few years back and for which I am unquestionably going to hell.
Oooo https://isharacomix.github.io/mtgashare is looking really nice now. We got visual spoilers and everything!
OK, here we go. This is my first pass at a deck and draft sharer.
You can paste a deck in Arena format or a draft history in MTGO log format. You'll get a really long share link, but most social media sites (such as Mastodon) should automatically shorten it to avoid hitting your character limits.
Here's the main page: https://isharacomix.github.io/mtgarena-share
Recently considering leveraging the tech behind Itty Bitty to create a database-less way to share #MTG decks and drafts.
I really hate linking to card stores, so it'd be fun to be able to embed the whole deck in the anchor tag to render it entirely clientside.
Drafted a fun BW Lifegain deck today! I think I'm starting to see the disadvantage to draft leagues that run more than three rounds, since it often boils down to who got the best deck in the limited meta. That's why I want sealed, since it scales to an arbitrary number of rounds. #MTG
This article on understanding and exploiting a Minecraft server economy is a trip. https://www.alicemaz.com/writing/minecraft.html
Anyway - in spite of all the usual weirdness that goes with any exposure to the Star Citizen phenomenon, I think right now it's shaping up to be a neat engine, but my reservations about the project as a whole revolve around:
* Making compelling game mechanics in a "you-can-do-anything" sandbox
* Authoring lots of locales (100+ star systems planned 🤔)
December is supposed to bring us news about the relatively quiet development of single-player campaign of Squadron 42. Here goes nothing?
Hurston is really nice, but busy enough to bring my system to a crawl. The starting station, by contrast, is empty enough where I can easily move around without much lag. I don't think I'll be able to make it to the hangars again to leave. D:
The design very nicely conveys scale. Supposedly the area is as big as Austin, TX in size, but it's gated using a labyrinth that keeps you from venturing into "background" area.
Tried out Star Citizen again today. The plan was to visit their new city on their new planet, so today I learned how to operate the star map, FTL travel system, and landing.
Well, I say I learned how to land, but I think I fiddled around too long and my clearance expired causing me to clip through the ground and die. D:
Using the comms is a pain since the local chat appears overtop of the transparent window and I can't figure out how to hide it.
I like my takes the way I like my wings. 🔥
Feel welcome to reply and engage: I mostly talk about tech and game design.
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