Code highlighting, and a major refactor of the rendering code
196
content/echoes/arcaea.dj
Normal file
|
@ -0,0 +1,196 @@
|
|||
{ role=config }
|
||||
``` =toml
|
||||
created_at = "2024-11-02T05:13:44+01:00"
|
||||
```
|
||||
|
||||
{ role=description }
|
||||
:::
|
||||
This article goes over pretty much everything about the mobile rhythm game "Arcaea". Along the way, you'll learn about everything the game does right, and the areas it could improve on. By the end, I hope you'll come to understand my love for this game.
|
||||
:::
|
||||
|
||||
# Why I love arcaea
|
||||
|
||||
## What is arcaea
|
||||
- explain the base mechanics
|
||||
|
||||
## What makes a good rhythm game
|
||||
- I don't need to reinvent the wheel here, I can link that one `mental checkpoint` video
|
||||
|
||||
## Gameplay
|
||||
### Scoring
|
||||
|
||||
#### How does scoring work?
|
||||
{% [[[ %}
|
||||
The game judges the way the player hits (or fails to do so) every note by quantizing the inputs into [a few judgements](https://arcaea.fandom.com/wiki/Scoring): a PURE judgement is awarded within a 50ms timing window, the more lenient FAR judgement has twice as much (100ms), with all the other notes being marked as LOST. Moreover, an optional tighter (25ms) timing window awards the MAX PURE (usually referred to as "shiny pure" by the community) judgement.
|
||||
|
||||
{ title="Lagrange's extras: Ghost tapping" character="lagrange" }
|
||||
::: long-aside
|
||||
The game only awards judgements for notes in the chart. That is, tapping while no notes are nearby will not influence the score in any way! This turns out to be quite useful, leading to what is referred to as "ghost tapping", which can be a useful way to keep the rhythm or have fun with the chart. An example of this in action can be seen in [this clip](https://youtube.com/clip/UgkxY9g3nlFz8ZnPDTcn4yIofGdrFIxP3mYz?si=yI6Vs-_qpztONwtu) of [@gba553](https://www.youtube.com/@Gba553) timing the final pair of tricky notes in [ℵ~0~](https://arcaea.fandom.com/wiki/Aleph-0).
|
||||
:::
|
||||
|
||||
The score is then calculated using a 2:1 PURE to FAR ratio (that is, every PURE is awarded 2 points and every FAR is awarded 1), the result of which is scaled up so $`10,000,000` is the maximum possible score. Finally, the game awards one additional point for each MAX PURE, which is why perfect scores are usually a bit over $`10,000,000`.
|
||||
|
||||
::: aside
|
||||
This exact form of scoring is present in many other rhythm games. For instance, [sound voltex](https://en.wikipedia.org/wiki/Sound_Voltex) uses the exact same judgement ratio!
|
||||
:::
|
||||
|
||||
A play with no LOST judgements is called a "full recall" (also known as a "full combo" in other games). Furthermore, a play with no FAR judgements is called a "pure memory" (also known as an "all perfect" in other games, and commonly abbreviated as a "PM"). Finally, a play where every note was hit perfectly (that is, one where everything is a MAX PURE) is called a "max pure memory" (commonly abbreviated as "MPM" by the community).
|
||||
|
||||
While full recalls and max-PMs are certainly celebrated by players and the larger community alike, PMs are usually the sweet spot between accurate play and fun which many Arcaea players strive for. This is usually the case because the game hardly rewards (if acknowledge at all) plays that are better than a PM (this will become obvious when we discuss the game's rating system).
|
||||
|
||||
{title="Lagrange's extras: The scoring formula" character="lagrange"}
|
||||
::: char-aside
|
||||
Let's write the score formula in a nice, closed form!
|
||||
|
||||
Let $`m`, $`p`, $`f` and $`l` denote the amount of MAX PURE, PURE, FAR and LOST notes respectively. The final score can then be computed as
|
||||
|
||||
$$`m + \left\lfloor (2(m + p) + f) \frac{10'000'000}{2(m + p + f + l)} \right\rfloor`
|
||||
:::
|
||||
|
||||
{title="Lagrange's extras: ζ-scoring" character="lagrange"}
|
||||
::: long-aside
|
||||
UWAAA, but what if we wanted MAX PURE notes to have a more major contribution to the score? For one, we could start by giving them their own place in the scoring ratio. What would a good ratio look like? A naive approach idea would be to keep the same rate of growth and go with a ratio of 4\:2\:1 for MAX PURE to PURE to FAR. Sadly, issues arise because this can lead to PMs possibly producing terrible scores — it's too big of a departure from the original formula. It turns out the aforementioned [sound voltex](https://en.wikipedia.org/wiki/Sound_Voltex) has already figured out a solution with their optional "EX-scoring" system, which uses a ratio of 5\:4\:2, thus awarding 1.25x the normal points for a MAX PURE.
|
||||
|
||||
Calling this "EX-scoring" in the context of Arcaea would be confusing (EX being an in-game grade and all), hence I decided to call the Arcaea equivalent of the system "ζ-scoring". In particular, we can compute the ζ-score by only knowing the base score and the number of notes in the chart (call it $`n`) as follows:
|
||||
|
||||
1. Start by finding the difference a single FAR has on the score, i.e. the ratio $`\frac{10,000,000}{2n}`.
|
||||
2. Perform euclidean division on the score by the amount calculated in step 1, producing the number of points $`2(m + p) + f` as the quotient and the number of shinies (i.e. $`m`) as the remainder (we make some assumptions about the maximum number of notes in a chart, but said assumptions haven't been broken by any chart except Testify BYD; Fortunately, Testify BYD does not break the algorithm because arcs and hold notes can only be awarded a MAX PURE or a LOST judgement)
|
||||
3. Double the quotient from step 2 and add the remainder to form the final expression of $`5m + 4p + 2f`, which can then be scaled up so $`10,000,000` is the maximum score again.
|
||||
|
||||
With a bit of care put into working around the floor function in the actual scoring formula, and performing the computations in a manner that avoids any risks of floating point arithmetic errors, one can implement a very reliable score converter. For instance, the score tracking Arcaea discord bot I'm developing has ζ-scoring well-integrated into everything!
|
||||
:::
|
||||
{% ]]] %}
|
||||
|
||||
#### Why arcaea's scoring rocks
|
||||
{% [[[ %}
|
||||
|
||||
From the description I've written up above, it's pretty clear that Arcaea's scoring system only cares about one thing — accuracy. In contrast, certain games (notably [OSU!](https://osu.ppy.sh/), [Phigros](https://phigros.fandom.com/wiki/Phigros_Wiki), and more) take a different approach, rewarding additional points when players hit a series of multiple notes in a row, with said bonus usually scaling with the length of the so-called combo. This bonus could for example consist of a mulitplier (ala OSU!), or a linear score increase (ala Phigros). This approach does have certain advantages:
|
||||
|
||||
1. Live competitions for games like OSU! are extremely tense to watch, due to every drop in combo having a huge impact on the standings.
|
||||
2. Combo-based scoring can help certain styles of charting — for instance, more suspense can be built towards the end of a song, added emphasis can be put on certain short-but-difficult sections, etc.
|
||||
3. There's an intuitive feeling that "not messing up"=good.
|
||||
|
||||
All that being said, I think combo-based scoring is FUCKING IDIOTIC. It can BURN IN HELL. Actually, scrap that, Satan doesn't deserve the torture of dealing with combo-based scoring. Just... erase it from history... please????? God is dead, and game developers killed him when they thought combo=score was an idea worth leaving into their games.
|
||||
|
||||
Ok, sorry, I will calm down now. Back to the analytic style I go. I think combo-based scoring breaks some very nice properties I like having in my scoring system:
|
||||
|
||||
1. For combo-based scoring, a tiny change in inputs (i.e., a single dropped note in the middle of a chart) can have a dramatic impact on the final score. This feels wrong onto itself, but leads us to the next point:
|
||||
|
||||
2. For combo-based scoring, the final score can often be unexpected if the player hasn't paid attention to it throughout the chart. I'm not sure what the best way to put this is, but while playing Phigros, I very often found myself thinking "hmm, I did decently well this time, but there's a ~3.000.000 range my score could land anywhere in". In contrast, I often found myself being shockingly good at predicting my score after finishing an Arcaea play. Combos introduce more complicated arithmetic to the process, which indirectly makes the overall result less intuitive for our brains.
|
||||
|
||||
3. Combo based scoring makes playing the game annoying. I'm not kidding, every time I mess up in the exact middle of a chart in Phigros, I feel my soul leaving my body, and lose all motivation to keep playing the game. At that point, I might as well restart the chart — even if I've played perfectly thus far, there's mathematically no way for me to beat my PB from that game state anymore.
|
||||
|
||||
4. Combo based scoring encourages bad practices, like learning to cheese certain patterns by slightly sacrificing accuracy in favour of keeping the combo alive. In contrast, accuracy-based scoring encourages players to find unique ways to handle certain patterns without compromising on accuracy (for example, funky multi-finger playstyles in Arcaea).
|
||||
|
||||
5. Combo-based scoring reduces the number of intermediate goals the player can set for themselves. When I was first getting into Arcaea, I set a goal of full-recalling a FTR 7 chart. Not long after, I managed to do that on ["Brand new world"](https://www.youtube.com/watch?v=as0dIU6CCNk). While I was happy with my achievement, my score was barely an AA (that is, my accuracy was slightly higher than 95%)!
|
||||
|
||||
In a game like OSU!, I could either eye the harder goal of PMing the chart (which, at the time, I was far from skilled enough to do), or start ignoring the score and looking at accuracy instead — greatly worsening the play experience, with things like the game's UI, grading system, and rating computations all revolving around scores.
|
||||
|
||||
On the other hand, as an Arcaea player, I was able to simply set my next goal of EX-ing the chart (and so could you in any other accuracy-based scored game). Awesome!
|
||||
|
||||
Overall, I think Arcaea's (and by extension, many other similar games') scoring system is awesome, and activey contributes to the experience in a positive manner.
|
||||
|
||||
{% ]]] %}
|
||||
|
||||
### Expressivity
|
||||
{% [[[ %}
|
||||
- go through a few charts showing how unique the charting is between them
|
||||
- I feel like arcaea charts are a lot more memorable to me than other rhythm game charts, because of the added third dimenssion
|
||||
- sky note placement alone adds a lot of depth to existing patterns like streams or trills
|
||||
- wait, there's more! Talk about BYD charts
|
||||
{% ]]] %}
|
||||
|
||||
### Course mode
|
||||
- it's cool, wish there were more of them
|
||||
|
||||
### Unlocks and progression
|
||||
- Why world mode grindy:(
|
||||
- PTT gating charts is actually cool
|
||||
- Anomalies cool but I'm so bad at fray lmfao
|
||||
- mention LMW's video, and comment my quick thoughts on it
|
||||
|
||||
## Improvement
|
||||
{% [[[ %}
|
||||
### Potential
|
||||
#### How does potential work?
|
||||
|
||||
#### Potential — a potentially flawed system
|
||||
- f2p players are disadvantaged
|
||||
- r10 makes ceratin playstyles bad
|
||||
|
||||
#### PTT pushing
|
||||
- it can be fun!
|
||||
- it's harder to do without tracking
|
||||
- it can negatively effect your enjoyment of the game & your mental health
|
||||
|
||||
#### The Arcaea Online controversy
|
||||
- why b30 tracking is important
|
||||
- can help set mini challenges (raise my floor up to 12.10ptt)
|
||||
- cool for sharing around
|
||||
-
|
||||
- do you need to track your b30?
|
||||
- there used to be discord bots for b30 tracking
|
||||
- arcaea online offered an official way to do this
|
||||
- some people protested in very uncivilised manners, got banned, story ended
|
||||
- some people use spreadsheets
|
||||
- the legend says there's still working bots out there, but who knows :)
|
||||
|
||||
#### Arcaea Online — an annoying business practice
|
||||
- value is better than at launch
|
||||
- a lot of the provided value is a cure for a self-inflicted poison
|
||||
- I hate subscriptions
|
||||
- The website is horrible outside of mobile
|
||||
|
||||
#### The shimmers of the moon
|
||||
- my own way of tracking b30
|
||||
|
||||
### Collecting PMs
|
||||
- it's a super rewarding way to improve!
|
||||
- orthogonal to ptt pushing, thus can be used to take breaks from that
|
||||
|
||||
### Improvement for us mortals
|
||||
- setting your own goals (i.e. trying to EX+ every 9 when I was getting better at it)
|
||||
{% ]]] %}
|
||||
|
||||
## The story
|
||||
- gay
|
||||
- uhhh, read more of the story
|
||||
- it's not that great character-wise
|
||||
- the world building is awesome
|
||||
- I'm not a pjsekai player, but watching [thing] on youtube made me cry way more than the arcaea story ever could
|
||||
|
||||
## UI and QOL
|
||||
- They finally allow making the pause button harder to hit!
|
||||
- Pretty good offset setup
|
||||
- Some light mode charts are painful
|
||||
|
||||
## Pricing
|
||||
- omg, no gacha, so cool!
|
||||
- they do use FOMO and other toxic tactics
|
||||
- eh, still a bit expensive
|
||||
|
||||
## The community
|
||||
- one of the discord rules is a bit extreme but whatever
|
||||
- queer friendly
|
||||
|
||||
## Hardware
|
||||
### Thumb vs index play
|
||||
- thumbs = skill issue for me
|
||||
- both are viable, even thumbs on tablet is!
|
||||
- [guest paragraph by dyuan]
|
||||
|
||||
### The slipping issue
|
||||
- anti slip mats
|
||||
- Fatal's toilet paper solution
|
||||
- some people are using finger gloves (you can get them in bulk for cheap I think)
|
||||
|
||||
### Sliding across large screens
|
||||
- finger gloves fix this I guess but ion use them
|
||||
- greasy devices aleviate this a bit, but lead my fingertip skin to tear a lot
|
||||
- certain kinds of matte screen protectors fix the issue!
|
||||
|
||||
|
||||
{ title="Arcaea and posture" character="lagrange" }
|
||||
::: aside
|
||||
Not sure what the proper posture is, but I've found myself doing much better when putting some pillows on my chair so I sit slightly higher
|
||||
:::
|
BIN
content/echoes/games/icons/arcaea.png
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content/echoes/games/icons/babaisyou.png
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content/echoes/games/icons/celeste.png
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content/echoes/games/icons/downpour.jpg
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content/echoes/games/icons/hades.ico
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content/echoes/games/icons/noita.png
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content/echoes/games/icons/portal2.png
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content/echoes/games/icons/rainworld.png
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content/echoes/games/icons/slaythespire.png
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content/echoes/games/icons/thetalosprinciple.jpg
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content/echoes/games/icons/tunic.ico
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content/echoes/games/icons/ultrakill.png
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182
content/echoes/games/index.dj
Normal file
|
@ -0,0 +1,182 @@
|
|||
# My thoughts on games
|
||||
|
||||
This article contains a highly subjective tier list of most of the games I've played. You can click on the different tiers or games to be taken to the section of the article exploring my thoughts on said game. Everything in this article is spoiler-free, unless otherwise stated in a certain game's section. Enjoy!
|
||||
|
||||
{ role="tier-list" }
|
||||
``` =yaml
|
||||
id: games-tier-list
|
||||
tiers:
|
||||
- name: Beyond
|
||||
id: beyond
|
||||
members:
|
||||
- alt: Arcaea
|
||||
id: arcaea
|
||||
image: arcaea.png
|
||||
- alt: Factorio
|
||||
id: factorio
|
||||
image: factorio.png
|
||||
- alt: Rain world
|
||||
id: rainworld
|
||||
image: rainworld.png
|
||||
- alt: Noita
|
||||
id: noita
|
||||
image: noita.png
|
||||
- name: Masterpiece
|
||||
id: masterpiece
|
||||
members:
|
||||
- alt: Tunic
|
||||
id: tunic
|
||||
image: tunic.ico
|
||||
- alt: Ultrakill
|
||||
id: ultrakill
|
||||
image: ultrakill.png
|
||||
- alt: The Talos Principle
|
||||
id: talos
|
||||
image: thetalosprinciple.jpg
|
||||
- name: Amazing
|
||||
id: amazing
|
||||
members:
|
||||
- alt: Celeste
|
||||
id: celeste
|
||||
image: celeste.png
|
||||
- alt: "Rain World: Downpour"
|
||||
id: downpour
|
||||
image: downpour.jpg
|
||||
- alt: Hollow Knight
|
||||
id: hollow-knight
|
||||
image: hollow-knight.png
|
||||
- alt: Slay the Spire
|
||||
id: slay-the-spire
|
||||
image: slaythespire.png
|
||||
- alt: Hade
|
||||
id: hades
|
||||
image: hades.ico
|
||||
- alt: Portal 2
|
||||
id: portal2
|
||||
image: portal2.png
|
||||
- alt: Baba is you
|
||||
id: baba
|
||||
image: babaisyou.png
|
||||
```
|
||||
|
||||
``` =html
|
||||
<div class="tier-list">
|
||||
<div class="tier">
|
||||
<a href="#beyond" class="tier-heading">
|
||||
<div class="tier-heading-text">
|
||||
Beyond
|
||||
</div>
|
||||
</a>
|
||||
<div class="tier-elements">
|
||||
<a href="#arcaea"><img src="icons/arcaea.png" /></a>
|
||||
<a href="#noita"><img src="icons/noita.png" /></a>
|
||||
<a href="#rainworld"><img src="icons/rainworld.png" /></a>
|
||||
<a href="#factorio"><img src="icons/factorio.png" /></a>
|
||||
</div>
|
||||
</div>
|
||||
<div class="tier">
|
||||
<a href="#masterpiece" class="tier-heading">
|
||||
<div class="tier-heading-text">
|
||||
Masterpiece
|
||||
</div>
|
||||
</a>
|
||||
<div class="tier-elements">
|
||||
<a href="#tunic"><img src="icons/tunic.ico" /></a>
|
||||
<a href="#ultrakill"><img src="icons/ultrakill.png" /></a>
|
||||
<a href="#talos"><img src="icons/thetalosprinciple.jpg" /></a>
|
||||
</div>
|
||||
</div>
|
||||
<div class="tier">
|
||||
<a href="#amazing" class="tier-heading">
|
||||
<div class="tier-heading-text">
|
||||
Amazing
|
||||
</div>
|
||||
</a>
|
||||
<div class="tier-elements">
|
||||
<a href="#celeste"><img src="icons/celeste.png" /></a>
|
||||
<a href="#downpour"><img src="icons/downpour.jpg" /></a>
|
||||
<a href="#hollow-knight"><img src="icons/hollow-knight.png" /></a>
|
||||
<a href="#slay-the-spire"><img src="icons/slaythespire.png" /></a>
|
||||
<a href="#hades"><img src="icons/hades.ico" /></a>
|
||||
<a href="#portal2"><img src="icons/portal2.png" /></a>
|
||||
<a href="#baba"><img src="icons/babaisyou.png" /></a>
|
||||
</div>
|
||||
</div>
|
||||
<div class="tier">
|
||||
<div class="tier-heading">
|
||||
<div class="tier-heading-text">
|
||||
Very fun
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
<div class="tier">
|
||||
<div class="tier-heading">
|
||||
<div class="tier-heading-text">
|
||||
Fun
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
<div class="tier">
|
||||
<div class="tier-heading">
|
||||
<div class="tier-heading-text">
|
||||
Decent
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
<div class="tier">
|
||||
<div class="tier-heading">
|
||||
<div class="tier-heading-text">
|
||||
Meh
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
<div class="tier">
|
||||
<div class="tier-heading">
|
||||
<div class="tier-heading-text">
|
||||
Childhood
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
```
|
||||
|
||||
{ #beyond }
|
||||
## Beyond
|
||||
|
||||
This tier contains games that have truly done something special. Games that are not only amazing from every angle, but which managed to repeatedly taken over my imagination, thoughts and dreams, refusing to let go.
|
||||
|
||||
Each game in this tier deserves it's own article, but for now, a short description of what each of them does so well will have to do.
|
||||
|
||||
{ #factorio }
|
||||
### Factorio
|
||||
|
||||
If you're reading the scribbles I left in this forgotten cave, you're probably aware of what [Factorio](https://factorio.com/) is all about. Factorio is an amazing automation game about building, well, a factory. This game managed to spawn an entire flourishing genre — and for good reason. Subjective in nature as this list might be, were I to pick a best game in the objective sense, Factorio would have to be my choice. Factorio is the one game that managed to climb into this tier by what feels like quality alone.
|
||||
|
||||
Factorio's ability to simulate gigantic bases on pretty much any old laptop is a technical marvel. In an age where [Hollow Knight](#hollow-knight) struggles to run a pre-rendered cutscene at more than 1 frame / second on my laptop (I am not kidding, this is not a hyperbole. I had to search the cutscenes for that game on YouTube, half a decade after it's release....), the developers have done an amazing job at not only optimizing the living soul out of this game, but decided to then follow in Dante's footsteps throughout the circles of hell, only to optimize the (now dead) soul of this game even futher. Ok, I have no idea where I was going with that. The game is fast, which is super cool.
|
||||
|
||||
The gameplay is very polished, and infinitely replayable. There's not much I can do to explain that without... writing a giant essay about every single mechanic Factorio has to offer. Again, there's a reason Factorio managed to spawn an entire genre — be it the core belt logistics made all the more interesting by each belt being split into two independent lanes, the majestic interlocking systems trains enable, the explosive automation that would seem absurd without the existence of bots, the super fun circuit system (I have on multiple occasions started working on programming languages meant to compile to Factorio combinators, and I am not even close to the first, nor the only one) — these mechanics come together to build an amazing sense of depth. I haven't even mentioned the military side of the game, nor any of the features added by the amazing expansion. There's also official modding support, with mods downloadable directly from the in-game menu (no laggy steam workshop support involved). There's at least a dozen quality overhaul mods which turn Factorio's campaign into something completely different. Just... go and play it.
|
||||
|
||||
Some people might be put off by the 35$ (70$ with the expansion) price for an indie game which, by principle, has never been on sale (in fact, the price of the game increases periodically to keep up with inflation). Having played the game, I've started to appreciate this stance. It might not be the best for me in terms of money spent, but it shows that the developers believe their game is actually worth the price they ask for. I love the [The Talos Principle](#talos), and while the base price for that game is technically around 30$, it sure doesn't feel the game is worth that much when every few months, you can buy it for under 3$ during one of the various Steam sales. I don't think this point is worth circling too long around. The game has a demo you can try for free, not to mention that uhhh, you can always pirate the game, you know? — that's what I originally did when I was a poor high school student.
|
||||
|
||||
The developers have a (sometimes weekly) [blog](https://www.factorio.com/blog/) where they discuss a range of topics, from technical details about belt optimizations, to an entire year worth of hype that railed the community together on a weekly basis before the release of the Space Age expansion. This is incredibly cool, and I wish more developers would put up similar things.
|
||||
|
||||
I highly recommend not to have your first experience with this game be a co-op session with someone who's played before. Even if the other person is trying their best to let you figure stuff out, they _will_ slip out details or tehniques, if for no other reason than practices feeling _wrong_ to someone who's seen "the light". That's not even mentioning the subset of players whose preferred playstyles involves placing down other people's blueprints. While there's nothing inherently wrong with that, it can take a lot away from one's initial sense of discovery with the game. I'm saying this because I initially bounced away from the game after trying to play with such a friend. In the end, it's up to you.
|
||||
|
||||
{ #arcaea }
|
||||
## Arcaea
|
||||
|
||||
I love rhythm games, and in my humble opinion, [Arcaea](https://arcaea.lowiro.com/) is one of the best ones out there. I'm working on a huge article covering this game extensively, so for now this placeholder paragraph will have to do.
|
||||
|
||||
{ #masterpiece }
|
||||
## Masterpiece
|
||||
|
||||
This tier contains games that are truly special, although haven't implanted themselves in my head for as long (nor as deeply) as the games in the previous tier.
|
||||
|
||||
{ #ultrakill }
|
||||
### Ultrakill
|
||||
|
||||
Ultrakill is a game all about doing cool shit. There's so many instances where you think "wait, wouldn't it be awesome if I could ...", you try it, only for it to exceed your expectations. I don't play first person shooters, yet I've had a very good time ultrakilling demons.
|
||||
|
||||
After each level, the game rates you on three axes: kills, time, and style. Improving until you can chain together stylish combos in order to P-rank (i.e. perfect) a hard level is super fun. Ultrakill has some of my favourite boss fights in all of gaming, all to the tune of a soundtrack that goes incredibly hard.
|
||||
|
||||
The game has some technical issues (it often forgets the resolution you configure in the settings after alt-tabbing around, but this seems to be an issue a lot of Unity games have, so I'll add it to the ever-growing list of justicications for me hating engines). The community seems to be a bit predisposed to spoiling people on gameplay elements, so if you want to go in blind, I recommend staying away from any kind of content related to the game.^
|
9
content/echoes/index.dj
Normal file
|
@ -0,0 +1,9 @@
|
|||
# Echoes
|
||||
|
||||
> "Remnants of the One who once dwelled within the Silver of the Sky. They now wander endlessly through the mists of the heavens, at times drawn to lost vessels who seek to hear them. Thence, thou with this knowledge are yet to attain the full knowledge of the Plan, but worry not — the World shall linger much longer still."
|
||||
|
||||
This page contains a list of all my long-form blog posts.
|
||||
|
||||
- [Why I love Arcaea](./arcaea)
|
||||
- [Games I love](./games)
|
||||
- [The rhythm of the moon](./the-realm-s-secrets)
|
15
content/echoes/the-realm-s-secrets.dj
Normal file
|
@ -0,0 +1,15 @@
|
|||
# The realm's secrets
|
||||
|
||||
## Djot (why not markdown?)
|
||||
- extensionability
|
||||
- writing my own html generator
|
||||
- templating
|
||||
- metadata
|
||||
|
||||
## Hosting
|
||||
- hosted on my nixos server
|
||||
- there's interesting stuff happening there too, but that deserves it's own post
|
||||
|
||||
## LaTeX
|
||||
- tried using `cached` with `latexmlmath`, but results were slow.
|
||||
- ended up using the `pulldown-latex` crate.
|
14
content/echoes/yugioh-my-beloved.dj
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|
@ -0,0 +1,14 @@
|
|||
[home](/)
|
||||
|
||||
# Why I love Yu-Gi-Oh!
|
||||
|
||||
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|
||||
|
||||
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|
||||
|
||||
Quisque rhoncus vitae scelerisque nostra sit eros est congue conubia. Ligula fusce vehicula rhoncus hac vel lacinia nisi porttitor. Gravida nisl neque rutrum efficitur sed leo ligula adipiscing. Eget et habitasse semper cursus, dictumst ex dis. Erat habitasse natoque adipiscing nulla lectus metus neque. Dolor vehicula consectetur aliquam quam sem cubilia purus elit. Himenaeos mauris vulputate facilisis at maecenas lacinia arcu nisl. Eu euismod ac metus suscipit ante. Interdum vitae per pellentesque rutrum finibus nisi feugiat. Duis dapibus amet condimentum; platea vestibulum laoreet.
|
||||
|
||||
Eu facilisi in risus nulla posuere ultrices curabitur. Pharetra curae euismod dapibus venenatis lectus netus metus. Conubia conubia arcu dui, tempus quis mattis. Inceptos magna pretium consequat eleifend condimentum nibh. Neque lacinia suscipit dapibus nunc consequat. Rutrum leo senectus purus primis donec ornare faucibus sem. Maximus vitae inceptos ligula; luctus fusce eu.
|
||||
|
||||
Ex metus dis est nisl; elementum fames cursus ligula platea. Quis porta enim conubia fermentum suspendisse a. Conubia eros fermentum vestibulum ultrices cubilia vestibulum. Himenaeos himenaeos conubia nunc curae netus nibh ante? Dui ex scelerisque praesent ultrices libero nunc lectus mattis. Arcu suspendisse dictum orci vivamus pretium taciti iaculis. Cras tincidunt ullamcorper litora lobortis hac cras maecenas ornare.
|
||||
|