

✨️


just like in real life.
online there are the sexual guys who will buy you anything to be theirs.
And there are the annoying sexist ones. I think it often has to do with a primitive feeling in the guy of “there is a female right there that im interacting with but she isnt having sex with me. i am thus annoyed.” so the male does mean pokes at the female because it’s “her fault” they arent having sex. i’ve seen it a trillion times. “why arent you MY bitch?” pokes rudely
And lastly there is the good type of male who, just like the good type of female, can have fun with you while playing the game together and enjoying the play; simple as that.


o the memories lol.
<3 both of u. I was Pixie_Tails on US east and west and in one of the big mapmaking guilds on east. I look back and think wc3 was the mentally healthiest part of my childhood. My most fun thing was a game like dota but with a huge natural map and a minute at the start for everyone to choose their castle locations. Like you could choose to be on a hill, along a river, etc. Then there were diff biomes to choose your hero from and the hero choices spawned like pkmn and there were rares. and choosing base unit types. then it became like dota where units spawned at castles and attackmoved to other castles. Was epic.
My weakness was unit and ability balancing since it didnt interest me so i never did it.
anyway, we thought up and made these as kids. i think that’s the coolest thing


“Now, I understand why so few companies have attempted to develop a life simulation game. The challenge isn’t just additive the more you try to build—it’s exponential. At a certain point, finding bugs in this vast world we’ve created feels like playing tag with invisible ghosts.”
He’s not bragging; it’s honesty. I’m thankful he is sharing the experience. I know totally what he’s talking about. I remember trying to make a simulation of reality in the wc3 map editor in elementary school. Add the weather so the plants grow. Tie growth variables also in to deer eating them. wolves eat the deer. So everything needs hunger variables. But already we start having the ‘exponential growth’ he is talking about: because what about the Weather and the Deer? And the Weather and Wolves? Add aspect of the world for one type of object (weather for plants), and suddenly you have to figure out how or whether it relates to everything else you have (Deer and Wolves). Now let’s say we add villagers and Structures. Every time we add something, we have more nodes to consider the interrelations of.
It’s easy when there are few systems and few types of things (like a cardgame of creatures with atk and def), but it escalates quick and does exactly what he’s saying the more systems you try to accurately include and farther toward ‘full life sim’.
So im just a noob, but I see clearly this is what he is conveying to us. (probably cuz i tried a similar path in elementary school. if i remember correctly i ran in to this same issue, scale was too big too big project and i switched to something else. it exponentialed quick; just like he says)
edit: i bet he wasnt brave as much as did not forsee the exponentialness aspect and wanting to aim high caused him to fall in to it




Ok. Tried it and my review is:
It makes me miss Heroes of Might and Magic 3.
The world graphics in Songs, being 3D with swaying trees and such is much better, but meh. It has the same sort of issue as HOMM3 where gameplay comes down to memorizing how strong each unit is in comparison to others and knowing matchups. Heroes build buildings instead of it being an option in towns, and generally building choices for structures are far more simplified. Biggest thing causing me to stop playing is that the characters lack personality in normal noncampaign. What do I mean?
In HOMM3, let’s say I want to be a Necromancer. There are a bunch of different ones, with different backstories, stats, specializations. There are male necromancers and female necromancers… I like Vidomina. Her story text: “At a young age, Vidomina showed promise as a great Alchemist, but was driven from Bracada when it was discovered that she had been using her skills not to animate inanimate matter, but to attempt to bring life to previously living creatures.” And her pic is this intimidating boss woman. Only problem is the model on the map is the same for all necromancers.
So in Songs it’s more like I choose the mage hero of the Old Ones. They only have one pic, and it’s a woman, so all mage heroes of this type are women, and they only vary in name. Basically heroes lack character and are generally interchangeable. In HOMM3 I could play a game and really like the witch Verdish and be like “ya she my main hero she rlly cool”. Songs lost this aspect of ‘heroes’… the Unique and Character aspect. In Songs they should be called ‘bigger units that command other units’. It is otherwise similar enough to HOMM3 that it makes me miss HOMM3. MAY continue playing and rlly I’d complain about the building in comparison to HOMM3 too, but I haven’t made it far enough to know if my complaints are valid. The lack of heroes being individual characters I can become attached to is too big a turn off for me. Without that, it’s basically building units and attacking stuff, which, for me, gets boring. I think they have one artist, which is the one that did the cover pic. And they paid that artist to do a certain number of pictures. So all the game art is by that artist and if there is only one pic for a certain type of hero, too bad. Anyway, I disagree with the style being ‘impeccable’ as in faultless. I actually think that they felt so strongly they had to only have one type of image in one type of style from one artist to be among their greatest weaknesses and the lack of diversity it caused, especially in heroes being able to be different from each other, is, for me, gameruiningly bad. Kid with a free ai art generator could make better.
Yes and no. I love growing plants irl, especially perennials, and have my own style which requires minimal constant maintenance. But in Programming, if someone has to do something manually repeatedly, it basically means they are too inept to code a function to do it for them. Essentially, in coding, one’s aversion to manual repeated tasks determines how powerful one ultimately becomes. A good coder makes it so one line is equivalent to a noob typing 100. So, while I do not agree with you about looking down on ‘farming’ as in agriculture and raising plants… Yes there is an aspect of the ideal coding mentality that is directly opposite ‘repeated manual actions’.
I liked the first few posts and am thankful for them and found them informative. was about to keep playing. Then the people believing farming has to be boring and tedious and repetitive and timeconsuming and that i am at fault for thinking anything else came online and make me toootally never play again and uninstall it, lol.
“Also, it’s a farming game. Did you not expect to farm?”
Correct. I had no expectations at all. I literally saw news repeatedly about “concerned ape” for months with trillions of comments of people loving stardew. I then read an article and viewed him as a solo dev who would be a good romodel on my personal journey. I then got the game to try it with no idea how it was structured. Were I to make a farming game I enjoy, all the repetitive minor stuff would be automated, as inspired by rimworld, and because it isn’t, the sheer time lost is too much a barrier for me. By the way you say the last sentence, you are apparently a hostile person? So you believe there is no possibility of a farming game with the little tedious things taken care of? I can easily envision one.










type 1: EXTREME SUSPICION THINK EVERYTHING IS AI GENERATED. Thrash wildly when presented all images, audio, text, and movies in a desparate attempt to prove whether it’s ai and should thus be shunned and hated.
type 2: not really care