can i say something about the ffxiv amal'jaa or would that be too much?
we're not kids anymore.

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@maonng
can i say something about the ffxiv amal'jaa or would that be too much?

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Something I realized about video game dungeon design
Before I get into the meat of my argument, let me set the stage. I've been dabbling in procedural dungeon generation for RPGS/roguelikes for a few years now. While I've been rather successful at creating somewhat good procedures, I've always worked "by feel", never fully being able to point at what make dungeons, dungeons. Now, I just recently got my hands on a basic topology book at a local second hand bookstore and started reading through it.
Now, I'm probably not the first one to point this out but dungeon design, more particularily, dugeon layout design, is, at its core, a topological problem. I think what really opened my eyes to this fact was the "dungeon" layout in Slay the Spire and how it's basically just a graph in the topological sense of the word.
The dungeon space of Slay the spire is quite unique in that it is not equally navigable in all direction: once you go forward, you cannot go back. However, it is, from a topological perspective, the only way it differs from dungeon spaces in games such as the binding of isaac or even the OG rogue.
This really opens up a few doors both in terms of dungeon design and game studies. First, by modeling dugeons as topological spaces, we open the door to some very non-euclidian dungeon design, something that intuitive dungeon design hasn't, to my knowledge, done yet. (In my experience, and, admittedly, very lackluster knowledge of topology, most video game dungeons are homeomorphic to a (bounded or unbounded) sphere, but imagine dungeons homeomorphic to a torus, a klein bottle, or any time of strange topological space you can imagine: this really opens the door to some experimental level design)
In terms of game studies, topology provides a framework to analyse video game dungeons. Moreover, while this concerns dungeon layout design, i do believe it to be applicable to level design in general. This has typological consequences that might have not been considered before: homeomorphic level design might be the key to firm definitions for some genres. It also provides a way to analyse and measure level design complexity and provides a way to treat 2D and 3D games in comparable terms.
In my opinion, the possibilities are endless and I'm sure people more knowledgeable about topology will be much more able than me to truly gauge the potential of this.
Also, I act like I'm the first one to discover this but if i'm wrong about that, do redirect me to some works on the subject.
Just bought a backwards baseball cap online and I received a regular old forwards baseball cap ...
Just a reminder to never shop online I guess
The plural of milf should be milves
The release of Tomodachi life motivated me to make my own (text based) god sim. Which is already insane in its own right. But should I dig deeper into the insanity and... Translate it entirely into my own conalng ??
Maybe later....

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conlang upd8
i hvent been posting conlang related shit here for a while and it's not because i havent written anything. this time its because i focused all my conlanging work on my personnal website.
Its juste a rough draft for now but its better than nothing (except that the navigation menu is incomplete and some articles are not accessible, which _is_ nothing then cause noone can acceess it).
The conlang ive been developping over there is kinda lame and boring but ive been creating it as part of a video game project. this (these actually) game(s) is written entierly in this new conlang so ive made it so it's easier to parse/interpret for people who arent insane about linguistics (tho you have to be at least a bit insane to play a game in a language that 1. you dont know and 2. is made up)
so that's that. ill post here once the game is ready to play on itch.io, rn it's only missing music so it should be ready as soon as ive made heads and tails of renoise lmao.
I've been trying to get into phonetics and phonology, especially on the theoretical side lately. It's not my field, I'm usually more into semantics but I've had a lot of practice annotating oral corpora in Praat/Elan as well as making small scale phonological descriptions.
This very practical side of phonology/phonetics can be very repetitive and boring and it's made me wonder about the theoretical value of this work. I'm sure a lot of people who've had to annotate things in Praat have had some issues, either with finding the start/end of a phoneme or even identifying a phoneme. And while formant info can sometimes clue us into the right direction, any audio of less than perfect quality can become pretty useless on that side.
So I've set out to start reading some phonetics/phonology theory but my (admittedly short) research proved quite poor. Notably, besides some seminary works by the Prague school and the generativists, I haven't found any purely novel theoritical framework/model for phonology/phonetics still in use.
Though, as I said, I haven't done a lot of research yet, but the same amount of research in semantics or syntax finds you a lot more options to look into.
So, if anyone reading this can give me recommendations for some papers/books/thesis/whatever about theoritical approaches to phonetics/phonology, I'd be more than happy to know (as long as it's not generativist/Chomsky related)
Just learned that x auto translates all tweets and that there is no way to turn it off...
This shit is going to be the tower of babel 2.0 except it's just a bunch of nazis trying to dig a hole to hell
Greek-born resident Anatole Pialoglou was again engrossed in Greek-language reading material, this time a newspaper, throughout his morning commute Monday, incredulous passengers on Chicago’s Blue Line reported.
“There goes Mr. Special Foreign Man again with his sophisticated foreign newspaper,” asset-management analyst Tim Hollingsworth, 28, said after having to stand directly in front of the seated Greek and the incomprehensible text during rush hour. “He was sitting there quietly. I couldn’t make out what it was, but it looked like he was reading a story about a murder or maybe an accident,” Hollingsworth said of the Mediterranean, who appears to prefer the crime and political chaos of his own country to what is available in the U.S.
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Everyone in France thinks they're SO fancy reading books in french all the time ... Smh
Pictured: A map of the remaining parts of Tamriel still not visited by ESO.
Who came on the map wtf

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i'm back?
so i've been gone for a while, i got sick with the flu for a week and lost all momentum i got posting on here and working on my conlang. i also got really busy with university work with a bunch of essays due and restarting my master's thesis from zero.
but besides these personal reasons, i also have a theoritical issue with the work ive been doing on this conlang that's been brewing in my head for while. i hadn't been able to formulate it until recently, when i looked at what was being done on the conlang subreddit. there, i saw a lot of things that i didn't like and i hadn't realized i had been doing.
something i hadn't realized is how much contemporary conlanging is influenced by chomskian/generativist linguistics, a school of linguistics i really dont vibe with (to put i lightly). i thought i had been able to avoid being too generativisit in my methodology but seeing some conlangs from r/conlang made me realize that, short of drawing syntaxic trees and wrinting formal grammars, i had been doing exactly what i had been trying to avoid: a chomskian-style conlang (roughly).
obviously, i cant just say that and keep working like nothing happened as i have a lot of grievances with the theoritical and philosophical ideas behind generativist linguistics (dont really want to get into it here).
so, what's next for this blog? im not sure yet. ive started drafting a new conlang that draws inspiration from Guillaumian linguistics and other related theoris and models that are somewhat congruent with the work done in contemporary american cognitive linguistics.
once i feel confident enough with the work ive done with this new conlang, ill start posting about it but it might take some time as all ive written down is in french rn.
as for the posts here, i wont delete them, heck, i might want to come back to garru some day! for now, ill tag them with #garru, to distinguish them from the posts ill be making about this new conlang. ill also make a new post after this one going more into what my plans are for this new conlang.
also, i might make a pinned post about the (linguistics, philosophical, etc.) works i take inspiration from for this new endeavor, though, beware, it's gonna be a lot of things in french and that have never been translated in english.
anyways, ill be back (terminator reference (ive never seen a terminator movie)).
Hey! I'm really sick rn so I won't be posting on here until I'm better
Garru words of the day #12: A few gaming terms
A. Coji, /ʃoʒi/, 色子, cl. B noun. Playing dice, tyically 6 faced. Garra coji nabajsa püñonga. "He bought a handful of dice"
B. Jöngi, /ʒəŋi/, 卡片, cl. B noun. Playing cards. Paraya, jöngi püng angoz. "Now, you have to draw a card/cards."
C. Zazo, /zæzo/, 球投, cl. C noun. A hand-sized ball used in many Garru sports. zazgo zigpo ñibüng! "Throw the ball to me!"
D. Rangang, /ɾæŋæŋ/, 赢得, V. To win at a game, earn.
E. Azang, /æzæŋ/, 失去, V. To lose at a game.
F. Oñonk, /oɳonk/, 演出, CV. A coverb used to signify that the main verb is only performed as part of a role, an act, a show or a game. "V oñonk" -> "Roleplay doing V" Üjö zotarrarüngsa rungo rrüng oñonkirr pirrok. "Human children often play war"
I'm reading my way through a chapter about a semantic approach (sémantique des points de vue, I don't know if it has an English name but it would roughly translate to "POV semantics") and the author is really mean to other linguists which is funny.
Anyways, I'm working on a few different posts exploring different semantic approachs/theories/models where I'll try to apply them to Garru (to the best of my abilities of course).
So I'm close to finishing a post about the NSM approach, using it to describe a uniquely culturally marked word in Garru (Jüküngi).
I also read a chapter about the semantic blocks approach which, while I don't find it particularly interesting as a general semantic theory but it can be interesting in some cases and I'll maybe make a little post about it later.
If I find that the chapter I'm reading is interesting to apply to Garru I'll probably do a post about it, though it's more about full texts than about lexemes.
Anyways, it's fun wandering through the world of different semantic approaches and I wanted to write a quick post about it. It's gonna take some time because I'll have to write a lot of examples and, in some cases, write a full text to put these approaches to the test.
Garru word of the day #11: Jora
Class B adjective. IPA: /ʒoɾæ/. Hanzi: 新干
New, brand-new, recent. Appears in joranö: old, ancient (新干没)
RRüpo jora yöngob. "I have a new computer." RRiso jora yüñama yöng. "The new doctor is stupid." RRüpö joranö branam yönga. "Old computers were slower"

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Garru word of the day #10: Maro
Class 2 noun. PL: Marö, DL: Maroro. IPA: /mæɾo/. hanzi: 生活
Life, existence.
Garru word of the day #9: Sao
Class 3 noun. PL: Saö, DL: Saoyo. IPA: /sæo/. hanzi: 草
Grass. Loanword from mandarin chinese 草. By metonimy, lawn, yard. Saoporro: backyard.
Üjö mosaoporro böngirr. "The children are playing in the backyard" Sao mumüngrru yanging nönk. "Grass doesn't exist on Müngrru"
Grass as we understand it on Earth, doesn't exist on Müngrru, the Garru people's homeplanet. After they made first contact with humanity, the Garru added a lot of loanwords in their lexicon. Most of these words are borrowed from mandarin chinese as the first humans to try and communicate with the Garru were chinese speakers.