Kaito / Katie Sinclaire @KS@is.a.qute.dog

Portrait, drawn eye contact

@socks @trysdyn when that doc was originally written it made a little more sense, as there was no concept of "creating an .apworld file" -- AP couldn't add additional worlds at runtime, to run a custom world at all either you'd be running from someone else's source directory or from a build that someone else compiled with that world in place

but it makes no sense to continue to encourage that behavior now and yet they still do so despite how many problems it causes

@socks @trysdyn yes, this is specified directly in its docs: github.com/ArchipelagoMW/Archi

of course, "for each new world fork the main AP repository" results in the obvious problem of "you can only make one fork", which people immediately worked around with "just make another branch!"

this completely breaks searching through code, and makes managing releases a nightmare, and yet still here we are

@socks @trysdyn it is not just common, this is the *preferred workflow* that AP tries to push people to use

It's been a long time comin' but, I'm very happy to announce that you can now play the public demo of our upcoming game!!!

https://store.steampowered.com/app/4648890/Intergalactic_Puzzle_Touchdown/

We've worked hard on this for the past year and a half. It's been a real dream! We huddled together over napkins and deep dish pizza in the aftermath of Frosty Faustings 2025 puzzle mystery finals, wondering how we could bring that energy to a shared board puzzle game.

I think we succeeded, and I hope you enjoy checking it out!

@BestGirlGrace which is to say yes, doom is much more likely to keep its stable 35fps

back when i worked on the engine keeping software rendering running at a playable framerate was sometimes a chore, and i can't imagine it's gotten any easier in the time since!

@BestGirlGrace it's not the doom engine anymore, there's so much extra stuff stapled onto it that it's about like calling goldsrc quake