elz: (nerrrrrd)
elz ([personal profile] elz) wrote2009-10-26 10:35 am

Winter project!

Would anyone else be interested in going through the MIT Introduction to Computer Science and Programming class with me? The lectures, reading materials and assignments are free and online, and there's no prerequisite knowledge. I figure it might be handy to go through an overview like that so that I can start filling gaps I have from learning things on my own via the University of Google.

--

Also, some guy on reddit is teaching C. He started a month ago, and he's on lesson 113. *boggles* Turns out it's not a bad platform for learning, actually.

[personal profile] ex_rustler489 2009-10-27 04:53 pm (UTC)(link)
Me! Me! I will be hopelessly lost in no time, but that's never stopped me before. :g:

QYHuhOvjznkxdlrCjVT

(Anonymous) 2013-05-28 07:13 am (UTC)(link)
My personal (and falriy strong) feeling is that if the game revolves so strongly around players creating exactly the characters they want to play as, then it's best to protect their "investment" in the game to a degree. It's not that death is impossible, it's that it's treated more as a story element than a game element. I'm aware this won't be a universal opinion, and so there are going to be optional rules for mechanic-based death. It doesn't even have to be that complicated... just removing the "lose your nerve" effect and slap on a dying rule for wound accumulation (dying when your max HP hits zero seems tedious if predictable; rolling a d6 and dying if it's greater than or equal to your total max HP would be a bit more dangerous and suspenseful).The game doesn't have to change much to allow for player death. It'll just likely play a bit differently. How much differently? I'm not actually sure about that, in the absence of playtesting. It's not like every scene is going to be composed of death traps, bottomless pits, and deadly battles.