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Beladona

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A member registered Jun 10, 2024

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Not at all. I'm just a massive nerd. Maybe slightly bothered by the tone of the comment, it was late at night. But generally speaking I'm filled with way too much trivia and find it amusing to give an absurdly detailed response to a question that probably wasn't even serious. No hard feelings.  Probably best not to ever consider anything in a comment section too seriously in general really. 

But the fact is the moment I considered how someone would answer it as if it were a serious question, I realized written laziness is probably the oldest invention in the history of writing... aside from writing. I actually do find that very interesting personally. Also a correction, it may have been babylonian rather than akkadian I was thinking of, but I'd have to look it up.

If you'll allow a tangent, 'okay' is an expansion of 'OK' which is an abbreviation for 'oll korrect' which in turn is very clearly an intentional misspelling of 'all correct.' Its really not relevant in context here, but it is a form of abbreviation and I find it to likewise be an interesting story. Goodbye has similar origins, stemming from 'God be with ye' and occasionally 'good be ye.' 

So. While I was being somewhat obtuse, I meant no harm really, and I'll wish you, 

Goodbye.

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Around 1994, yes. W and L have been conversational terms for "a good thing happened" and "a bad thing happened" (a win or loss originally) since 2012 at the latest, but probably didn't become something almost everyone who speaks english would recognize until around 2015 or so. Its only become more popular since, and the terms originally come from labeling columns in competitive scoring (W/L/D, win loss draw) for games and matches for.... well centuries. The original meme phrase was 'add one to the win column' or any variation thereof, but eventually shortened to 'get a w' or 'take an l' situationally, and from there just became W and L without explanation because most people don't need it.


Edit: but I should clarify, shortening words to just one letter only became highly popular among the general population in 1994. More generally its been around for about 12000 years, and some examples can be seen sumerian and akkadian clay tablets written in cuneiform. It was 1994 when people started using pagers and the internet to commonly communicate and typing on them was even more of a hassle than caligraphy for the people of that time period, to whom computers and cellular phones were strange technology they were begrudgingly forced to use. 


Winston Churchill is the first known user of OMG, in a telegraph, during WWII, (and the telegraph operator had to explain to the recipient that it meant oh my god). Other forms of shorthand have been in common use by stenographers for around as long as people have been using the latin alphabet. Most scribes copying manuscripts in the 1400s or so for example, would write 'a' in place of 'and' and many other similar single letter substitutions, and in fact this is the origin of the apostrophe, which literally means "there is supposed to be one or more letters in this word and I choose not to write them."

Before that we simply wrote Johns instead of John's (the apostrophe to denote possession is actually due to a centuries old uncorrected mistake that became the new correct).

The snake is the symbol of medicine dating back to ancient greece. You may have seen the Caduceus staff which is sometimes drawn as two snakes coiling around a winged staff, and occasionally one snake with a head on each end coiled in the same manner in other depictions. Its a worldwide well known symbol. There are similar symbols in chemistry, and the Ouroboros, the serpent devouring itself from the tail forward, is commonly referenced in various philosophical practices, including alchemy.

I don't claim to have insight into the developer's thoughts, but it seems likely to me that it is related here.

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Made me care about people.
Made me hate people.
Made me care about people I hate.
Made me care about people I should hate.
Made me uncertain about my allies being enemies.
Made me uncertain about my enemies becoming allies.

Made me need to know more about everyone, regardless of whether I like or trust them or not. 

Do not stop.

(Also upset me when I reached the end and several characters are no longer available to chat with, likely to return, but off limits at the cliffhanger. Annoyed about that, but in the end its proof I'm invested beyond surface level.)

EDIT: Note that all of these statements (apart from the annoyed part) are to be considered praise.

the new UI is kind of bright and the low contrast text makes it hard to read. Also it seems to now cause menus to extend off the screen in some rooms. I think it was the west hall. Any chance we could get the option of an inverted color scheme?

Not asking for the old UI back or anything, but the black UI was a lot easier on my eyes. Also it would be nice to have the dossier and quest list be dedicated buttons always on the screen again so I don't have to click through multiple menus to open them up. I was constantly flipping back and forth through them before, so its going to make the QOL go way down this way. A keyboard hotkey might also suffice, though having it on the header would still be ideal.

Another usability issue is.. I can't tell which save is my newest one anymore. Used to be whichever one had a different color text, but they all look the same now and needing to compare time and date stamps on like 8 pages of saves is going to be a nightmare.

Hidden Voices appears to be broken for several characters in Act 2, with anyone not having a character paperdoll in act 3 having their talkChar value improperly updated. Ard becomes cmDefaultBoy instead of cmArd, the Lamia in the mountains retains the value of cmRobinThink or Talk from the previous line written, etc. Most of the time this results in NPCs having the "I shouldn't try to read minds while speaking its too confusing" or "I can't hear their voice, its like its muffled somehow." lines.

As a result some scenes like with the Lamia are actually locked off an inaccessible, while other scenes may still advance but the player won't be able to get the necessary context they should from hearing the character's normal thoughts.

Most of the housemates work, but this seems to be because they are the ones who have paperdolls. I suspect assigning talkChar based on the base image for the paperdoll is the problem. You should probably check that file, or just use a switch statement that checks characters' display names instead of doing anything too clever with image files. In programming clever is only clever until your foot has a bullet in it.