nodespace
In fact, I am extremely hesitant about starting any new subscriptions because of how bad it is. (and I do not look forward to reading all the catchup chapters on that interface, not to mention trying to search through where I left off on the publicly posted content without getting spoiled by chapter titles.)
It takes ages to load, content is not on pages, its all streamed in order, and there is just a ton of lag trying to scroll through and find things.
If you click away and try to come back, welp, good luck finding where you left off, better hope you had that chapter number memorized.
Did I mention the lag? It takes like 10 seconds to load a text only section.
There is search, but again the lag is aweful.
In theory I think this would encourage higher quality posts to attract those who upvote rarely.
> Other design tools included the infamous 'Egyptian' algorithm that generated massive amounts of linear-based traveling linework and was used extensively for the bracket animations when a combatant was de-rezzified.
Some googling and chatgpt searching hasn't yielded any info. I'm a huge fan of the tron asthetic, and it inspired me to design an entire game based on it. Such an algorithm sounds like it would be very cool to impliment in a game.
As a result these changes can destabilize a persons identity, which causes said person to look for the closest source of stability, often the 'peophet'.
This gives the 'prophet' enourmous power over the person, not just because of the identity destabilization, but because when you change someones fundamental assumptions about the world, those changes don't nessecerily have to be truthful or helpful for the person. The person only has to think the changes do.
This identity change and stability dependence is probably what causes the cult like appearance/ behaviour.
"2 times (but instead of mutiplying do the oposite thing that makes it smaller)"
Is where the "logic" comes from.
Hm, I bet this parses as well:
"An hour is .5 times more then a half hour."
Although not quite as well.
Everyone's brain might be different, but that just means you might need different mental techniques then someone else. For example, I'm terrible at memorizing things, my working memory is rather small compared to the average person I've come to find[1]. To adapt, I focused on finding things that would let me compress memory, focusing on the 'core' of things so to speak and ignoring everything else. For example, in math and physics, I ignore pretty much all the equations and instead try to find the similarities that tie everything else together and use that to derive/figure out the rest as needed. This way I can get away with knowing much less. (I've also been lucky to have teachers that let us reference the equations on tests). Suprisingly, I found this acts as a great foundation for learning new things, letting them slot together much more readily. (I also got into the habit of using a notebook as both a reference and workspace for ideas, letting me refer back to things that dropped out of my working memory quickly)
The thing is though, if I didn't pressure myself to develop that habit in the first place, I would never have improved.
I think a huge part of mental ability is simply having motivation to go through the process.(admittedly a large part of motivation is biological/just how you are wired)
[1]This is a bit subjective, the important part I think though, was the pressure it caused me to put on myself to improve.
In this language you are limited to 120 characters per line, and 20 lines with .2 second execution time for a single line in a "chip" (the devices that store and execute code ingame). Only very basic operations are availible, like goto, if, and math operations.
You basically end up code golfing to squeeze as much as possible into those 120 characters, to minimize latency and use fewer chips (which have in-world costs) its been a fun experience so far.
I wonder if the developers were inspired by the similar Ti-84 programming limits