images, words, games, and other digital art. she / they. please support my work on patreon: https://xitter.cf/t.co/KUpKV1yJiT

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Joined October 2009
in case anyone missed it: the Hole Digging Game 1.0.1 is now out! it's a slow, gentle, goalless game intended to invite curiosity and reflection, featuring procedurally generated visuals + sound. as of today, there's a mac version thanks to @sh0vemedia! lorenschmidt.itch.io/dig
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i feel like text mode roguelikes are could learn so much from ZZT flower field color work! (also more people should use ⧯⧱⧲ (from Miscellaneous Mathematical Symbols-B))
museumofzzt.com/file/view/xp… “Demon Attack” by JAM1013 (1996) Published by: BladeWare [XPLODE.ZZT] - “ed” museumofzzt.com/file/play/xp…
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a truth about humans is that they can be coerced to run in smaller circuits, smaller and smaller, until all their travels are confined to a circle a hand's breadth across and they believe they have no choices at all.
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some little warriors inspired by the Bayeux tapestry
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wow this text generation bug goes hard
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some recent work on sea and land travel on the world sim level #screenshotsaturday
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some recent work on sea and land travel on the world sim level #screenshotsaturday
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seeding the houses of republican lawmakers with slime mold with 79454 biological sexes for the edification of the masses
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working on new sprites for undead characters. left is a sepulchral crawler, which is a (mostly) noncombat unit. right are three designs for the sepulchral "spider", a sort of arthropoid unit well-suited for clambering quickly through tunnels.
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some more work on sepulchral crawlers and "spiders", which i might call "striders" also a [turret / assembler], (top), which is a stationary unit often serving as a turret, but which you can socket other spells into: it can deploy a bridge, light a room, buff you, plant flowers.
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working on new sprites for undead characters. left is a sepulchral crawler, which is a (mostly) noncombat unit. right are three designs for the sepulchral "spider", a sort of arthropoid unit well-suited for clambering quickly through tunnels.
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an /extremely/ promising start in poschengband cut short by a high level unique which spawned in town, two missed firebolts in a row, and me being too stingy to teleport (monster had 0% health)
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the sea lanes and road travel are working together in the world sim! this is about 8800 agents in a quarter size world. the dots on the roads each represent a caravan (so multiple wagons or carts, etc.). in the sea, every ship is individually simulated. 1 frame is ~ a minute
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i've been writing an article on the [not-lizard people] in my game and will post it soon! if you're the sort of person who wants to read about third eyes, communal crèches, and a conjectural gender politics of a species of protogynous hermaphrodites, have i got you covered.
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mei is contributing to my simulation
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i finished the fun 3D Maze style autowalk, and today i uploaded the prototype of this raycaster! if you're supporting me on patreon you can give it a whirl. for those who are interested, i'll be cleaning up the code and open sourcing this in the near future! (link in 2nd)
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ok they're not archosaurs, but what if the "not lizard people", who are language using synapsids, could acquire some language + socialization before hatching? nsf.gov/news/baby-birds-tune…
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now that i've released the raycaster prototype, i'm back on the roguelike. i'm doing some player scale things right now. horses, fashion and object aesthetics, marketplaces, combat skills (beginning with necromancy + spellsword skills i think), and early nonhuman languages.
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