Played a little more Subsistence this morning and I'm convinced it's actually a sci-fi game. You wake up in an enclosed part of Alaska, fenced off, and build a base with an electronic unit attached to a wall that generates power and fabricates items from loot you get in bags.
I could see a back story to the game that's similar to The Prisoner, where you have no idea why you're stuck here, but it's some kind of punishment/experiment, and the bags of loot are dropped to see what you'd do. This would also explain to impossible things:
1. That shooting an animal from about 1 mile away lets the animal instantly know where you are and run that 1 mile in 2 seconds to kill you. They *have* to be genetically engineered super wolves and bears, so sci-fi.
2. That you can make glass out of sandstone but can't make circuit boards out of the same silica. You have to get pearls for that, so they must be specially engineered giant clams the produce high end silicon.
I think that back story would be awesome. You don't know why you're there, but for some reason all the other hunters keep wanting to kill you. You eventually find out that you're a convicted murderer and the state wiped your memory and placed you in this arena to survive.
The hunters are a combination of rich people who paid to hunt "the most dangerous animal of all" and the family of the person you killed. The only rule is they can't say why they're trying to kill you, but they get better resources and win big money if they do it.
But, someone against the death penalty works on the software development team and that's why you keep getting extra bags of loot to survive. This programmer sets it up so nobody watching can figure out where you're getting all this stuff, and they keep failing to "fix it".
The story could then evolve into you figuring out that you were framed, and one of the people who framed you signed up to hunt you down and kill you so that their crime would be complete. You then have to hunt them down and prove your innocence.

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More from @lzsthw

24 Dec
Another element of my "why browsers must die" linked list is how some parts of it assume everything is a flexible rectangular viewport with fixed dimensions, and other parts assume it's an infinite plane with no fixed dimensions.

For example, scroll into view:
If a browser is an infinite plane that you view through a viewport (like a video game), then there *must* be a way to cause interactions when some element of the infinite plane comes into view. Yet, finding an event for this very necessary thing is impossible.
Here's a hilarious stackoverflow:

stackoverflow.com/questions/4870…

It was asked *11 years ago*, but was active *11 days ago*. It's been viewed 727k times, and has as many possible answers as there are people posting over various years. Image
Read 11 tweets
20 Dec
I'm on a killing spree of BS technology giant companies force on us. For weeks I've been "cleaning up CSS" by simply using flexbox and CSS grids for layout. Today, I want to rant about DMARC, DKIM, and BIMI as my next BS standards topic:
I recently had Sendgrid shutdown my email for a week without telling me because one single "malicious email" apparently went through their servers, even though they couldn't prove it or provide any logs. I then tried SocketLabs, and they went down for a whole day for no reason.
That means I'm going to now try to do my own email hosting and comply with all the following standards as best I can:

1. SPF
2. DMARC
3. DKIM
4. BIMI .... whatever that is.

I'm using the tool mxtoolbox.com to help me diagnose the configuration.
Read 25 tweets
20 Dec
All day yesterday I played Subsistence:

store.steampowered.com/app/418030/Sub…

And "all day" means "12 hours non-stop". I'm just going to say all these OpenWorld Crafting Survival games are research. Uhhhh yeah, research 'cause I have no idea how they are so addicting. Some ideas:
So far I've played hundreds of hours in:

Subnautica (both versions)
The Forest
Windbound
Breathedge
No Man's Sky
Subsistence
Stranded Deep
Grounded

They all have particular elements that make them nearly impossible to stop playing which are very similar to gambling.
I'd say the three elements that make the games appealing--not necessarily addicting--are:

1. Open World allows for adventure and exploration plus an amount of fear.
2. Survival adds a game mechanic that doesn't require complex or many enemies.
3. Crafting gives leveling up.
Read 19 tweets
18 Dec
Today I discovered VisBug:

github.com/GoogleChromeLa…

It's *almost* the CSS debugging tool I want, except for one glaringly obvious flaw.
First, here's a demo of me using it to analyze and mess with my Twitter page:
Now, I'm going to try to adjust the padding on some elements. Notice how it seems like I'm having trouble getting anything to move, and then the page reloads and goes somewhere weird? That's because it uses the keyboard for adjustment.
Read 6 tweets
5 Dec
I started playing Stranded Deep a few days ago and it's a really nice survival simulation, but suffers from the same clunky joystick controls that Subnautica, Windbound, and Astroneer all have. I think I've pinned down what's going on with these games and mouse vs. joystick.
When they develop the controls for the mouse they treat the "scene" as simply a flat projection, so whatever you can see can be picked up. I've picked up things an estimated 4m away with my hand using the mouse, and I can grab things when the mouse is nowhere near the object.
Meanwhile, with a joystick, I have to be within a realistic 1m range of the item, and put the tiny little dot exactly on it or nothing. This means it's entirely the programmers penalizing the joystick with "realism" and nothing to do with the joystick's motion abilities.
Read 13 tweets
5 Dec
Continuing my self-eduction on using just flexbox/grid to do layouts, I did a quick replica of Google's main page. It's the simplest one. Here's the outcome, the tags, and the CSS. But wait, there's more!
You think, "So what, you replicated the simplest page possible." Yes, but, that single .svelte file's layout adapts so that it works as either a full page, or *a panel component* without modification. Flexbox allows you to make adaptable components much more easily.
All I did to make that work is this code. Import the Google.svelte, put the <Google/> tag, and done. That entire page flexes right into the space I gave it in the grid layout without modification.

Not sure how useful that is for a whole page, but great for other things.
Read 4 tweets

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