Honestly, I'd suggest rolling your own VPN. Its a little complicated to set up but its cheaper than most VPNs and avoids the VPN companies who sell data to brokers (a lot of VPN companies are kinda shady).
It's more the searching, categorizing, and arranging them into the playlist that I like. But I rarely finish a list. Its just something I'm always thinking about. Like where would the song go or where should it be.
Something something multiple builds. Something something randomizers. A reference to nier automata. Something about stuff you unlock for ng+. A mention of some MMOs that unlock things when you turn in a max level character. Todo todo todo. Probably more fun if people fill in the details themselves.
While the likely counterpoint is that most games aren't finished the first time, I'm inclined to agree. As it seems many games are not designed to finished in the first place I think it makes sense why so many are dropped.
Games designed to be replayed tend to be better even if only played once.
See you think it's about deactivating the nexus but instead its bizarre quests and conversations with pseudo-philosophical themes that subvert conventions in increasingly contrived ways. Also the fan favorite character is kinda 'yikes' when you think about it.
Awrite Bluesky folks. Mostly reposting on here this #Blocktober but still keeping an eye on the other place. Very cool seeing people kicking it off so strongly here already. ❤️ #gamedev#leveldesign
Bruh, you think I can remember where I put things? I'd be flippy flying all over the place looking for stuff.
(I also software engineer for my day job so I kinda prefer text based programming to flowgraphs; although blocky is probably my favorite visual scripting system)
Easter-eggs are a thing I hide in everything I make.
Even in the prototype demos of my game, a lot of the test-documents and books on shelves are references, and even some of the core machine systems like TOMINOS (Torso Orientation & Motion in Operational Space) :3
Anyway, I'm getting lost in the details. D&D and Shadowrun are incredibly different even though at first glance it seems they would be similar. In all but the broadest of ways they are practically opposites, and in ways I think most people would not expect.
Shadowrun throws you in the deep end from the beginning. And you kinda need a good understanding of the whole system to really make a run.
In my limited experience it felt like shadowrun wanted me to take a simulationist approach to run design. Being about verisimilitude rather than 'balance'.
D&D is easy to run. You don't have to know a lot to play at first level (only a few spells and maybe 2 class abilities?) The complexity doesn't kick in till later levels.
Also d&d is much easier for DMs; monster CR (flawed as it is) makes it easy to make an encounter that works, probably.
D&D strictly RAW is more complicated, just as Monopoly RAW is more complicated.
Shadowrun sixth world was so bad it could not be run RAW. You had to homebrew it for it to just be playable. They had to rewrite the book (not errata, rewrite).
I study the tools of my craft. If you are making a videogame its worth it to really understand the game engine you are working in and constantly be working to understand more of what it can do and how it wants you to do things.