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Cake day: July 7th, 2023

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  • If you want to do tonkotsu the easy (eg, very much non-traditional way), here’s a hack for you; make a classic pork bone stock - being sure to give the bones a boil first to remove any scum, and adding some chicken wings to round out the flavour - in your slow cooker or whatever, then take the finished, strained broth and run it through a high powered blender.

    The reason tonkotsu is cooked at a rolling boil is to emulsify the fat into the broth, creating the signature creamy texture. But chefs in Japan didn’t have high powered blenders back when they invented that method. Turns out you can emelsify fat very easily with one of those. If the texture and colour aren’t right you can add a little bit of pork lard to get the consistency you want.

    Obviously for proper tonkotsu flavour there are some additional steps needed, like using konbu water to make the stock and having the right mix-ins, but just getting rid of the need to babysit the stock at a rolling boil makes the process significantly easier.




  • A really important thing that I find a lot of writers need to learn is that backstory is not character depth. You can write an incredibly deep and complex character without ever telling us anything about their past.

    Depth comes from complexity. Complexity is found in contradiction. Real people don’t have some simple set of programming that defines them. This is why I despise the alignment system; it’s basically a textbook for creating uninteresting characters. In real life people often hold complex and contradictory (or seemingly contradictory) ideals. Or they profess one ideal but live out another.

    Think about a character who lives by a philosophy of always putting themselves first. Think about all the times they do something for someone else, not even really understanding or accepting that they’re breaking their own rule. Think about why they would do that. That’s character depth. Maybe there’s something in their past that explains why they are that way, but we don’t ever need to know what it is. And in truth, most people can’t be summed up as one or two pivotal events. We’re the sum of every single moment in our lives, all put together in one complex mess of a human being.


  • Voroxpete@sh.itjust.workstoScience Memes@mander.xyzI dunno
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    15 days ago

    They didn’t say it’s not defined, they said it’s not a valid name. Most languages don’t allow function names to start with a number, so 5 literally cannot be a function if that’s the case.

    But that’s assuming this isn’t some really obscure language.






  • Do not cite the deep magics to me, I was there when they were written. I grew up on System Shock and Deus Ex, and that’s exactly why I found Dishonoured so hard to get into. Those other games gave the player a complete free choice in how to approach them, but Dishonoured doesn’t do that. It presents an apparently wide open field, but the moment you pick a particular path and set off down it, the game wags its finger and says “Oh no, not like that. That’s not how you’re supposed to play.”




  • I bailed on Dishonoured for one very specific reason; the morality system.

    Dishonoured is, in my opinion a spectacular example of game design, and an equally spectacular example of how to break your game design by not understanding the way players interact with the tools you give them.

    Dishonoured is a stealth game. It’s also a game with a superb combat system, and a really fun and exciting set of powers for the player to enjoy using. These things can, sort of co-exist, if somewhat uneasily. But then you add the morality system.

    The morality system, in effect, punishes you for playing the game in a non-stealthy way. Or, more specifically, for playing with the wrong kind of stealth. The morality system wants you to ghost the whole game, slipping past every opponent without the slightest evidence you were ever there. But doing that means not engaging with most of the powers and any of the combat.

    Having the option to follow a ghost playstyle is great. But when the game sets up a bunch of really fun mechanics, then punishes you for engaging with those mechanics in exactly the way they were designed to be engaged with, that just sucks.


  • Usually. Enter The Matrix was one of the rare exceptions. That game genuinely slapped. The gameplay was crazy fun; it took all the slow-mo coolness of Max Payne and added wall-running, super jumps and martial arts. The combat was lots of fun, and the story was all written by the Wachowski’s to tie in with the second and third movie, including actual scenes that they filmed as part of the process. They took it really seriously, to them it was an essential part of the story.

    Obviously the whole Matrix 2 & 3 saga has some problems, it’s not the Wachowski’s best work (how could it have been, they had a plot for one movie that they were told to expand into two), but the game is still a really fun entry in their ouvre.