Lemmy has avatars?
Mmagnusson
Well, yes. I was just talking aboit the calamity ring. The covenant does technically have a reasonable reward
Pure punishment. There are no benefits to using them other than make the game harder.
The Nordics generally fall on the line that sex work is inherently exploitative, which is why buying is illegal but selling sex work is not. This isn't particularily conservative, but is just extending the existing laws surrounding prostitution and sex work to Onlyfans commissions.
I use it to bounce ideas around with or get it to direct me in the right direction if I am stumped for further research, but it will be a cold day in Hell before I have it write more than the most gruntiest of grunt boilerplate code. It just can't do it to a useful standard without a lot of oversight.
Where I live marriage is pretty close to being entirely symbolic. Not entirely, of course. It gives some legal rights concerning inheritance and rights if one partner becomes sick and you need power of attorney, but for a couple of 20-somethings nothing that registered cohabitation wouldn't also provide.
People still get married. It's a symbolic gesture, it means something to the couple and to society as a symbol of love and mutual commitment. It is just an expected step somewhere along the line.
The point, as you mention, is whatever you want the point of marriage to be.
I found it easier to play with bots to learn, they are more forgiving and are a bit bad at the game as well.
Cardgames.io/euchre/
But then again, startups probably aren't considering the geo-political implication of country TLDs and that in 5-10 years any specific nation might simply stop existing.
Hi. I work at a conpany that makes digital card games.
Start by making the rules work. We generally use a callback implementation. We have a class that handles the game and enforces rules and dictates flow, classes that represent players, and then a rendering class.
The game will call relevant functions to prompt the players for an action, passing the game state with them. The players respond with what they want to do. The game calls the renderer to draw it out, and the renderer will then call the passed callback action. Repeat until the game is over.
When a human is involved then you just hook actions to buttons and pieces and clickable elements that the game catches and responds to if needed.
Really you can use any principle or design paradigm you want, but since you are making a "simple" turn based game just having it simple and well segmented is an easy way to keep a handle on it.
But presumably you don't just stare at the wall. "Humans need something to do" is mainly bound to not just sitting around twiddling your thumbs. It's the reason we get bored, the brain is annoyed at not having anything to focus on.
It doesn't have to be literal work, just something you find engaging, be it going for a run, tending to houseplants, or completing your entire video game backlog.
And of course there is variation between humans. Some people cope well with having little to do, others always need to do something they find productive.
“boomer” as a term is here to stay and a moving target
Kind of like how "Millennial" for a while meant 'teenager' despite the oldest Millennial being 40.
It's ok, as long as you know your ass from a hole in the ground.