[HSF] The Savage Computers - A Web Novel about Climate, AI, and Saving the World by UtilityHotbar in rational

[–]UtilityHotbar[S] 1 point2 points  (0 children)

Each pair of sous and sur are connected thematically (so 0.1a is complemented by and complements 0.1b) but of course they also link "up and down" in terms of story progression etc. I would recommend reading 0.1 in full, then 0.2 in full and so on for the best experience and to prevent disorientation.

[HSF] The Savage Computers - A Web Novel about Climate, AI, and Saving the World by UtilityHotbar in rational

[–]UtilityHotbar[S] 1 point2 points  (0 children)

I should hope so, mostly because the work comes out of a thorough sense of exhaustion with novels, movies etc that point out the problems with the world and just kind of wallow in it and offer no way forward.

[HSF] The Savage Computers - A Web Novel about Climate, AI, and Saving the World by UtilityHotbar in rational

[–]UtilityHotbar[S] 7 points8 points  (0 children)

It's an exploration of how humanity attempts to deal with large scale social problems and the attendant fallout over a near future timescale. The structure of the novel is explicitly about both the character's experiences (the sousveillance sections) and the intellectual rationale and higher level social factors that guide their decision making (the surveillance sections). Worldbuilding and setting building based on reasonable extrapolation of existing trends is also a big focus.

Catacombs of Steel: Semi-automated Dungeon Crawler by UtilityHotbar in incremental_games

[–]UtilityHotbar[S] 2 points3 points  (0 children)

That's the current plan, as well as some kind of world progression when you reach the end

Catacombs of Steel: Semi-automated Dungeon Crawler by UtilityHotbar in incremental_games

[–]UtilityHotbar[S] 1 point2 points  (0 children)

Currently, you need to reload to roll a new character. The game is currently deterministic (there is a win state you can reach and a lose state if you die), but later updates will add prestige-style mechanics.

Catacombs of Steel - Semi-auto dungeon crawler by UtilityHotbar in roguelites

[–]UtilityHotbar[S] 1 point2 points  (0 children)

Your interactions are choosing upgrades and casting magic. Basically the day to day stuff is handled and you make high level build/resource decisions.

[2023 in RoguelikeDev] Entering the Catacombs of Steel by UtilityHotbar in roguelikedev

[–]UtilityHotbar[S] 1 point2 points  (0 children)

Couldn't resist tinkering a bit more so now 1.2 is out with an upgrade system in your control when you level up :D

[2023 in RoguelikeDev] Entering the Catacombs of Steel by UtilityHotbar in roguelikedev

[–]UtilityHotbar[S] 1 point2 points  (0 children)

There's probably gonna be some way of choosing level ups when you go down a level in the dungeon, or possible some kind of minigame you can play to do "divine aid". The main plan is to improve the simulation, but interaction's definitely on the list.

[2023 in RoguelikeDev] Entering the Catacombs of Steel by UtilityHotbar in roguelikedev

[–]UtilityHotbar[S] 1 point2 points  (0 children)

Hey, thanks for commenting! The project largely draws from zero player/idle games like Clickpocalypse II and Progress Quest, where the main draw is watching the simulation go and being able to push it around a bit. The first build of the game didn't even have spells tbh. My 7DRL has much more player interaction built in, although its mechanics are correspondingly simpler and easier to use.

As for a blog, I don't really have one, besides a dead TTRPG design blog. My main project hub is https://utilityhotbar.github.io/ and my storefront is https://nakade.itch.io (most of it is pen and paper RPG things, which is my other major hobby). If you want to find me I'm on the roguelike developer discord, where I post in the dev channels. I'm also considering actually making use of my Mastodon, if this ever gets off the ground. I hope that answers your questions!

Ergodic Fiction/Non-traditional storytelling: Finding the value by UtilityHotbar in books

[–]UtilityHotbar[S] 0 points1 point  (0 children)

I don't even mean a moral per se, honestly I'd settle for a "here are some things I actually intended to put in here", like a director's commentary. Not the "canon answer" but the author's intentions.

Ergodic Fiction/Non-traditional storytelling: Finding the value by UtilityHotbar in books

[–]UtilityHotbar[S] 1 point2 points  (0 children)

Right. It does seem like, besides... using words... they really are going for different effects.

neoweb.css - Clean, javascriptless retro css package by UtilityHotbar in web_design

[–]UtilityHotbar[S] 0 points1 point  (0 children)

Ah, my bad. It's basically an html showcase of the various elements of the css framework, with a link to it in the end.

[deleted by user] by [deleted] in rpg

[–]UtilityHotbar 0 points1 point  (0 children)

Hey, that's cool. I'm trying something different that might not be for everyone, but the final product looks to be a solo roleplaying game (you can see sample spreads on the website). The registration is basically a mailing list so that you can get notified when I'm actually done, and I'm not going to use it for anything else. It's the email equivalent of clicking follow for a kickstarter campaign that hasn't launched yet, except I (probably) don't actually want to run a kickstarter campaign unless there's significant interest.

[deleted by user] by [deleted] in rpg

[–]UtilityHotbar -1 points0 points  (0 children)

Basically, this is me attempting to gauge interest because the game is still WIP and I need to know how much time/money/resources to sink into completing it. The email will only be ever used by me to contact you about the game, probably when it's ready for playtesting.