> Forgiveness means letting go of anger and resentment towards someone who wronged you. It doesn’t mean forgetting what happened or saying it was okay.
Assuming that definition why would one ever not "forgive"? What this advice in essence says is "be logical and do not let intense feelings drive your decisions".
There is a variant of this advice involving positive feelings such as "do not let the positive feelings you may have towards a charismatic sales person drive your purchase decisions / your positive feelings towards a charismatic politician drive your voting" or better still "do not let an intense infatuation cause the ruin your marriage (cheating) / ruin of your career (work place relationship) / ruin of your life (unwanted pregnancy / child)"...
Again what this advice in essence says is "be logical and do not let intense feelings (both good or bad) drive your decisions".
I have never played D&D (despite wanting to) but I really liked what you did.
It seems very well-made, though I bet people would appreciate one or two youtube tutorials (it seems very feature rich btw).You should try posting it on reddit and other sites to get more feedback.
As I get older (30 now), and perhaps spend more time alone, I feel that I do not mind this process as much as I thought I would.
Just as usual, I am able to read books and spend time with my dog. I'm only weary of the fact that I do talk to myself out loud every once in a while and there is the possibility that in due time, if it is not already the case, my lonesomeness may eventually be misinterpreted as madness.
I feel the exact opposite at 30. Every leisurely lone time that I once used to enjoy now feels like pointless escapism and filler, until the next meaningful social interaction. Until recently I had even been an avid solo traveler until I hit the wall of pointlessness hard. I can’t exactly point to what it is, but a guess would be “adult life after studies”. Now that I’ve experienced the rush of a handful of different jobs, it now seems like a “been there, done that”.
I have, at times, thought about e.g. moving to a different country, or changing to a much more demanding job, but I’ve done those things before, and they didn’t lead to “dramatic” social outcomes more so than the odd chance encounter in my daily life, so I figure “why bother?”
> Every leisurely lone time that I once used to enjoy now feels like pointless escapism and filler,
This is exactly how I feel. I've been looking towards early retirement through frugality as a means of escape from what has been a very stressful life to me, a life where I couldn't enjoy much because I pretty much constantly felt overwhelmed (almost bullied by the world in general) and anxious.
But as I'm slowly able to give myself more room, as I realize I absolutely could hide out at home and protect myself from that stress that's been tormenting since childhood, doing only what I really want to do, I'm also increasingly confronted with an emptiness, with not knowing what it is that I "want to do".
I suffer from depression though (which comes with the symptom of anhedonia, the difficult to enjoy activities), and I don't have meaningful social interaction in my life. Doesn't that interaction give you pointers on how to spend time by yourself? I've always imagined shared projects or goals could fill some of the emptiness I feel by providing purpose. I remember team activities as being motivating.
I have read a little bit of Schiller, so I was somewhat aware of the "play drive" idea (Spieltrieb) but I really don't recall what it means anymore. All that to say that there are concepts that are not completely easy to understand here.
My internal picture of Schillerian Spieltrieb is basically a bunch of 1960s pie-in-the-sky Woodstock hippies making art, music, and free love all day in a post-work, self-governing society. The OP is juxtaposing this utopic vision of games and play against the reality of the dystopic, positivist, Skinner's box-style internet spawned by Zuckerberg/Schmidt/Bezos that is currently in the process of devouring us all.
Schiller's concept of Spieltrieb is from his 1794 On the Aesthetic Education of Man, which describes a sort of idealistic, post-work state of man when given the liberty to merge his innate "Sinestrieb", the urge towards sensual and material gratification, and his "Formtrieb", the urge to establish moral order upon the world.
Schiller, alongside of Goethe and other Weimar Classicists, built on Kant's transcendental idealism to perform a sort of epistemological revalorization of the Greek concept of aesthetics, in contrast to previous enlightenment thinking which primarily focused on reason without regard for sentiment. Writing against the backdrop of the French Revolution, which Schiller felt had been co-opted by violent radicals and ultimately failed to achieve its lofty ideological goals, Schiller (being a playwright and novelist himself) believed that an appreciation for the arts could help develop the moral character necessary for a society to act as unified harmonious beings.
This concept has persisted as the pursuit of the aesthetic condition, a sort of post-revolution endgame to aspire towards where everyone, upon reaching some threshhold of education and appreciation for art, becomes happy and aspires to play and create works of art all day long. This aspirational outcome is referenced by political theorists like Marcuse, Adorno and the rest of the Frankfurt school whose work criticized what they saw as the inevitable unpleasant consequences of modernity and capitalism, e.g. commodification, the alienation of labor, and the devaluation of man.
> Finally, in terms of organization, I want things to be organized by function, not by feature.
In my experience, writing a game in mostly React, separating things by feature is more intuitive down the line. Mostly because after some time has passed, finding something is pretty easy and I don't get completely lost in code. And yes, this means having custom hooks in the same file as the actual component sometimes.
I also purposefully let convoluted import statements with lots of '../../../' just exist because my IDE (VS Code) takes care of it and if you really think about it, you never really spend too much time on them.
Then again, I've come to the realization that different things work for different folks. And different projects. If anything, I just encourage more people to try different structures until something 'clicks' with you.
I am making a roguelike with bits of story and very early on I added a setting to turn off the story (and by extension, all walls of text).
Some gamers are simple not going to read things, and that's ok.
Then again, I do care about the story and world building in the game, and I still think those aspects enhance the experience, but paradoxically having that setting gives me enough confidence to try things, knowing that at any point anybody can disable the story just to play the game.
As someone who is an indie dev loosely making a roguelite (that is more Slay the spire/ pokemon nuzlocke combo) I purposely avoid calling it a roguelike anywhere because some people are obsessively focused on keeping its traditional definition, which is probably linked to the Berlin interpretation definition of a roguelike.
I think in general the term is changing, and in terms of how languages naturally shift it is an interesting case, but I also do not envy the author for the e-mails they are about to get.
So exactly like you did with your neighbours. Sounds perfectly healthy to me.