“Enough empty jars” 🤔 what does that even mean? These words make no sense combined in this order. My brain can’t parse it.
Indie game designer, believer in a better world
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Who said we didn’t domesticate dinosaurs
Lalo@slrpnk.netto
Solarpunk technology@slrpnk.net•Gazans Make Diesel From Plastic Amid Genocide
6·1 年前I misread that as “Gazans Make Diesel From Plastic And Genocide” and I was very curious for a moment.
Props to them regardless.
Whee! おかえり 💖
Lalo@slrpnk.netto
Languages and Linguistics | Polyglots, Language Learners and Linguists!@lemmy.world•Do you guys speak a mix of your languages?English
4·1 年前Speak, rarely, but when thinking, yeah, exactly what you describe. Also, sometimes there’s a concept that’s just described better in one specific language.
For speaking I have more of a “switch” going on. Besides, I’m always mindful of people around me not speaking my other languages. On the other hand… when talking to someone who shares more languages, I feel we can achieve some nice compression by mixing and matching.
Lalo@slrpnk.netto
Game Development@programming.dev•Innovative release strategy: yes, no, your opinions?
3·1 年前I’m currently doing a subset of that, by writing a smaller game around the most difficult and complex feature of the game I started writing last year. So yeah, clearly I think it’s a good idea, go for it.
An alternative I did consider before is dialing up the concept of vertical slices. To use your example, you’d release just one game, but for V1 you’d focus on making sure trading is fun and technically solid enough to work as a game on its own, then for V2 you’d add colony management and mature it to the same level, etc. But that strategy would IMO make more sense for a small studio or a simpler game… for a solo 4X, separate games is probably better.
I also concur with @Jeffool@lemmy.world in that releasing anything is really good for various reasons. Self-esteem, motivation, branding, and getting experience in the release side of things (store pages, marketing, the works).
Finally, speaking of solo, here’s another strong argument: if you don’t want to do it solo, releasing anything is your way out of that. You release the first small game, start getting visibility and revenue, and then you can recruit someone else and start a small studio. Release the second one and you can grow the team. Rinse and repeat.


Qualified… the argument a bit US-centric.
Sure, it applies 100% to Brazil for example, probably Thailand, China… thinking only of places I’ve been.
But if you are, say, in Japan, or Germany, or Sweden, calling the police is the right move in most situations in which it’s possible. Well, IMO.
In particular:
That can be very dangerous and harmful advice in some places. Even, for instance, in Brazil where the police is notoriously corrupt, the domestic abuse units (such as Delegacia da Mulher) are separate and highly clean. Taking things into your own hands means the abuser remains free to act and cause more trouble, and this time it will probably involve you and your family.
12 is good coping advice in places where the police is essentially a meme-supported, government-backed organized crime gang. And that is depressingly common these days — but not universal. In many places they’re just “a bad idea implemented well”.