I have never played D&D (despite wanting to) but I really liked what you did.
It seems very well-made, though I bet people would appreciate one or two youtube tutorials (it seems very feature rich btw).You should try posting it on reddit and other sites to get more feedback.
As I get older (30 now), and perhaps spend more time alone, I feel that I do not mind this process as much as I thought I would.
Just as usual, I am able to read books and spend time with my dog. I'm only weary of the fact that I do talk to myself out loud every once in a while and there is the possibility that in due time, if it is not already the case, my lonesomeness may eventually be misinterpreted as madness.
I have read a little bit of Schiller, so I was somewhat aware of the "play drive" idea (Spieltrieb) but I really don't recall what it means anymore. All that to say that there are concepts that are not completely easy to understand here.
> Finally, in terms of organization, I want things to be organized by function, not by feature.
In my experience, writing a game in mostly React, separating things by feature is more intuitive down the line. Mostly because after some time has passed, finding something is pretty easy and I don't get completely lost in code. And yes, this means having custom hooks in the same file as the actual component sometimes.
I also purposefully let convoluted import statements with lots of '../../../' just exist because my IDE (VS Code) takes care of it and if you really think about it, you never really spend too much time on them.
Then again, I've come to the realization that different things work for different folks. And different projects. If anything, I just encourage more people to try different structures until something 'clicks' with you.
I am making a roguelike with bits of story and very early on I added a setting to turn off the story (and by extension, all walls of text).
Some gamers are simple not going to read things, and that's ok.
Then again, I do care about the story and world building in the game, and I still think those aspects enhance the experience, but paradoxically having that setting gives me enough confidence to try things, knowing that at any point anybody can disable the story just to play the game.
As someone who is an indie dev loosely making a roguelite (that is more Slay the spire/ pokemon nuzlocke combo) I purposely avoid calling it a roguelike anywhere because some people are obsessively focused on keeping its traditional definition, which is probably linked to the Berlin interpretation definition of a roguelike.
I think in general the term is changing, and in terms of how languages naturally shift it is an interesting case, but I also do not envy the author for the e-mails they are about to get.
The first sentence in the first slice opens as follows:
"I have always found it important to actually understand the things I am using."
I think there is a certain 'magic' in not understanding certain concepts fully. It's probably why I like maths and heavily dislike physics and chemistry. I do not want to make sense of this world. I want to see "the volume of a sphere is 4/3PIr^3" and in some sense see it as an incantation that one would make when casting magic in an RPG. Once you take some calculus, it is a pretty easy formula to derive (integrate?), but there is an allure, an invitation to do some really interesting math just for itself. It fires up our inner curiosity, if you want.
So anyways, I am neither addressing the title's question nor would I really mind if quaternions were replaced in game engines, but I thought it was important to voice the opinion that sometimes it's ok to not understand something.
Learning flexbox is when CSS started clicking for me. I may abuse `display: flex` everyone once in a while, but it can truly be used for a lot of ideas.
I have a very small video game business (emphasis on small) and I already use Stripe to handle non-EU digital purchases. I specifically avoid taking money from EU customers because I briefly looked into the tax requirements and it seemed onerous. The registration process for really small businesses that did online sales was very weird, and unlike Canada or the US, the threshold question seems to be hard to answer (I think you have to pay taxes from day 1 even if you sell 50 euro per year?)
Anyways, I am glad stripe is adding this product, and I've signed up to join, but I am still wondering how complicated and expensive the whole process of registration for vat OSS was. I doubt I'd get more than 50 euro total per year in sales (yes, I mean 50 euro. not kidding).
I went ahead and did a helper bot for my game using discord.js in typescript.
It even has daily trivia and a currency -- necrocoins.
I think it went relatively well, but I can understand why other people go for serverless solutions.
For those that want to know, google cloud's free tier was and is enough to handle a bot with relatively low amount of active players (around 590 as of this post)
You can always forgive and never trust, or trust less. Or even forgive and never speak to the person that you forgave.
So exactly like you did with your neighbours. Sounds perfectly healthy to me.