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@eniko @TomF I think going with the one that feels good is a solid approach, but FWIW when I experimented with this stuff I ignored "productivity" completely. Instead I measured focus time, which is much easier especially if you have varied and creative work.

My conclusion was personally I can get nearly 6 hours of focussed time in a 6 hour day, and slightly over 6 hours of focussed time in an 8nhour day, so those extra 2 hours are almost certainly a waste, productivity-wise

# orderedItems[].object.contentMap.en
@eniko @TomF I think going with the one that feels good is a solid approach, but FWIW when I experimented with this stuff I ignored "productivity" completely. Instead I measured focus time, which is much easier especially if you have varied and creative work.

My conclusion was personally I can get nearly 6 hours of focussed time in a 6 hour day, and slightly over 6 hours of focussed time in an 8nhour day, so those extra 2 hours are almost certainly a waste, productivity-wise

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@Codekitten @ben FWIW I did this for 2 different accounts with different DNS providers about a month ago and both just worked

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@Codekitten @ben FWIW I did this for 2 different accounts with different DNS providers about a month ago and both just worked

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"But we have acupuncture at home" #fedicats #catsofmastodon

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"But we have acupuncture at home" #fedicats #catsofmastodon

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@eldaking Thanks! All the art is placeholder free assets that I've grabbed from elsewhere, but it's definitely a big focus for me to be making it as presentable as possible rather than *just* working on the mechanical side, so I'm glad that effort is paying off :)

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@eldaking Thanks! All the art is placeholder free assets that I've grabbed from elsewhere, but it's definitely a big focus for me to be making it as presentable as possible rather than *just* working on the mechanical side, so I'm glad that effort is paying off :)

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The icons are all from https://game-icons.net. The quality is a bit hit and miss, but it's proving to be a great resource for prototyping

# orderedItems[].object.contentMap.en
The icons are all from https://game-icons.net. The quality is a bit hit and miss, but it's proving to be a great resource for prototyping

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Week six done on this prototype and I've got a basic pass at skill tests and various bits of UI iteration, mostly in the cards and icon work #screenshotsaturday #gamedev #indiedev

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Week six done on this prototype and I've got a basic pass at skill tests and various bits of UI iteration, mostly in the cards and icon work #screenshotsaturday #gamedev #indiedev

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Video clip of a videogame prototype. The player moves on a hex grid, using cards to take attacks against enemies. They first play a ranged "Fireball" card which fails a skill check and misses, then move up close to play a "Jab" card, which passes the skill test and damages the enemy

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Belly rubs ♥️ #CatsOfMastodon

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Belly rubs ♥️ #CatsOfMastodon

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@ben The AI helping corporations solve the climate crisis

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@ben The AI helping corporations solve the climate crisis

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Image of Microsoft Clippy saying
"It looks like you're trying to Avoid Solving a Climate Crisis
    
Would you like help?" 

Three options are available:
1. Get suggestions on "individual responsibility" disinformation campaigns 
2. Offset your emissions so you don't need to make any real changes
3. Learn how to lobby your government to reduce regulations

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@eniko congrats!

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@eniko congrats!

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Apparently this is very similar to, if not the same as, what Final Fantasy Tactics does with its "Conditional Turn-Based Battle" system https://finalfantasywiki.com/wiki/Cond itional_Turn-Based_Battle

# orderedItems[].object.contentMap.en
Apparently this is very similar to, if not the same as, what Final Fantasy Tactics does with its "Conditional Turn-Based Battle" system https://finalfantasywiki.com/wiki/Cond itional_Turn-Based_Battle

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For #ScreenshotSaturday this week - Basic UI for the turn scheduling timeline (up top). Enemy turns are now grouped by class, with variable "wait times" depending on what they intend to do

With variable turn timing AND enemy intents, I should be able to vary up the challenges a lot, without it feeling unfair. Big, overpowered actions can be fine in this model, if you can have time to mitigate them.

Plus turn scheduling offers lots of opportunities for card effects

#IndieGameDev #gamedev

# orderedItems[].object.contentMap.en
For #ScreenshotSaturday this week - Basic UI for the turn scheduling timeline (up top). Enemy turns are now grouped by class, with variable "wait times" depending on what they intend to do

With variable turn timing AND enemy intents, I should be able to vary up the challenges a lot, without it feeling unfair. Big, overpowered actions can be fine in this model, if you can have time to mitigate them.

Plus turn scheduling offers lots of opportunities for card effects

#IndieGameDev #gamedev

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I can't finish up my work for the week now because Loppan is on my desk demanding to have her feet held #catsofmastodon

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I can't finish up my work for the week now because Loppan is on my desk demanding to have her feet held #catsofmastodon

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Chuds getting blocked on github by godot is both morally good and extremely funny IMO

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Chuds getting blocked on github by godot is both morally good and extremely funny IMO