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  <id>urn:lj:livejournal.com:atom1:amber_indikaze</id>
  <title>Cake and Lizards</title>
  <subtitle>Amber</subtitle>
  <author>
    <name>Amber</name>
  </author>
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  <updated>2009-05-20T22:35:59Z</updated>
  <lj:journal userid="10147777" username="amber_indikaze" type="personal"/>
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  <entry>
    <id>urn:lj:livejournal.com:atom1:amber_indikaze:29504</id>
    <link rel="alternate" type="text/html" href="http://amber-indikaze.livejournal.com/29504.html"/>
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    <title>I live!</title>
    <published>2009-05-20T22:35:59Z</published>
    <updated>2009-05-20T22:35:59Z</updated>
    <content type="html">I've finished my work at least. Now there's nothing left to do except wait on the results of my theory exam. (boo! Hiss!)&lt;br /&gt;&lt;br /&gt;I was technically finished last night, but it really hasn't hit me until now that I'm finally free.... to do all the things I've pushed off in favor of work and worry. Like clean my room! And take pictures of flowers! And post resumes!&lt;br /&gt;&lt;br /&gt;My path is set. For the next week and a half. Even if I don't see it quite yet.</content>
  </entry>
  <entry>
    <id>urn:lj:livejournal.com:atom1:amber_indikaze:29194</id>
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    <title>Note-Takers and Brain Extensions: Part 3</title>
    <published>2009-02-26T05:24:56Z</published>
    <updated>2009-02-26T05:24:56Z</updated>
    <content type="html">It's been a while since the last one, so let me give the short version of what I talked about last time.&lt;br /&gt;&lt;br /&gt;1) Interface bloat = bad, customization = good. (caveat: feature bloat is REALLY bad)&lt;br /&gt;2) Any computer program augments your memory, rather than replace it. Attempting to consolidate your scatterbrained userbase means you have to implement multiple ways of finding and filing.&lt;br /&gt;&lt;br /&gt;And let me add one more:&lt;br /&gt;&lt;br /&gt;&lt;b&gt;3) Accessibility is sexy.&lt;/b&gt; There are two basic functions of all note-taking programs: to save knowledge you've seen and to create, sort, and modify information you have. Both should be equally accessible.&lt;br /&gt;&lt;br /&gt;The first task is easy but requires instantaneous response, from wherever a user finds data they want to save. Browser extensions are sweet here, but nowadays fairly common. Apps for mobile devices are good too. &lt;br /&gt;&lt;br /&gt;The second task is the real problem, because it requires a lot of planning and integration of stuff I've talked about before. In addition to adding new notes, users need to modify old notes, and move notes from filing to filing (assume for the moment we've solved the search problem). This should be just as easy as creating new notes. The dedicated portion of your userbase will probably use these features more often then the ability to just create new notes. The vocal portion of your userbase (the writers) definately will, although in this day and age that doesn't mean much.&lt;br /&gt;&lt;br /&gt;Google Notebook was king here, and it remains unsurpassed in this field. Equaled, with programs like OneNote and services such as UberNote, but unsurpassed.&lt;br /&gt;&lt;br /&gt;Next post on the topic will be short and serve to highlight conventions that programs often use. After that will probably come the rundown, although I'm not looking forward to it (one reason why I haven't posted on this much is that I haven't made a decision on what to use)</content>
  </entry>
  <entry>
    <id>urn:lj:livejournal.com:atom1:amber_indikaze:29154</id>
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    <title>It's alive. For certain definitions at least</title>
    <published>2009-02-18T03:35:04Z</published>
    <updated>2009-02-18T03:35:04Z</updated>
    <content type="html">My laptop keyboard finally snapped and went on a rampage. And by "went on a rampage" I mean stopped registering a bunch of keys and switching another bunch. (not new problem, but previously manageable through heat-related voodoo) I have a new one now, but it only underscores the fact that my laptop is going through its last gasps.&lt;br /&gt;&lt;br /&gt;Oh, and Thursday I'm going down to DC for the Career Expo thingy (hey look ma, a career fair that hasn't been canceled down to economic downturn... because it's mostly government anyway). I suspect I will be ready to torch the place by the end, but I guess that's why it only last a few hours.</content>
  </entry>
  <entry>
    <id>urn:lj:livejournal.com:atom1:amber_indikaze:28700</id>
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    <title>Note-takers and Brain Extensions, Part 2: Packrat Organization</title>
    <published>2009-02-05T04:33:17Z</published>
    <updated>2009-02-05T04:37:03Z</updated>
    <category term="serious business"/>
    <category term="google notebook"/>
    <category term="notes"/>
    <content type="html">Shocking, ain't it? I'm actually *following up* on a crazy idea I had. Part 1 of this series is &lt;a href="http://amber-indikaze.livejournal.com/28586.html"&gt;here.&lt;/a&gt; Part 3 should come within the next few days.&lt;br /&gt;&lt;br /&gt;Anyway, two days ago I talked about FLO, or the rule that given limited computing power, you're best off prioritizing your tasks and speeding the high-priorities as much as you can--and even if every individual task is just as important as every other task (to you), the nature of computers means that it is best to prioritize the ones you'll use the most often. &lt;br /&gt;&lt;br /&gt;Today I'm going to &lt;strike&gt;blather&lt;/strike&gt; discuss other aspects of notebook program design, as well as the philosophies of users who choose them. It's kind of boring, but it'll lead into an actual practical discussion of actual programs at some later date.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Organization: Hierarchical vs Freeform&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;This is an old idea, so I'm doubtlessly retreading a lot of ground.&lt;br /&gt;&lt;br /&gt;&lt;i&gt;A History&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;Basically, when you're organizing crap you'd like to save on your computer, you need to be able to find it again. In the bad old days, searching was computationally expensive and searching for every fucking thing you ever saved was annoying, so your best bet was to create a hierarchical file system with a root directory up at the top and everything else as a subdirectory of that. When the user wanted to save something, he'd think of the best place to put it, put it there, and hope he'd remember it the next time he wanted it. If not... well, there were still search functions. &lt;br /&gt;&lt;br /&gt;Even when searching got faster (mostly, caching got more practical), hierarchical organization stuck around (see, Mac operating systems). Why? Because it turns out that grouping things the way you'd see them in a hierarchical system helps people remember them. People have trouble remembering lists of things longer than a certain number (an average of four or five, if I recall the study correctly), but they are able to do so easier if they form little subdivisions in their mind and shunting the objects into those categories, or informally, "chunking."&lt;br /&gt;&lt;br /&gt;Enter "tagging," or freeform association. This created groups that aided chunking the way a hierarchy did, but made it possible for cross-references to exist easily, and manually create hierarchies based on the intersections between tags. It also let you make nifty tag clouds. &lt;br /&gt;&lt;br /&gt;&lt;i&gt;The Problem, and the Compromise&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;The issue with tagging is that it requires as much management as a hierarchical format, in order to prevent "tagsplosion" or the creation of too many tags for you to handle. In addition, creating meaningful tags takes more thought than good folder names. Hierarchy provides context--without that context, it is imperative that you know what the tag means instantly, or else it is no good. Unintentional tag duplication can be a problem too, especially if you have hundreds of them and you haven't used some in months.&lt;br /&gt;&lt;br /&gt;This is not really a problem if your categories are broad and, more importantly, your use of the system is limited to one sphere of activity. It works great for email and topical blogs, both of which provide needed context, and their limited use prevents too many categories from being created.&lt;br /&gt;&lt;br /&gt;However, a note-taking program is often more than either of these things. There's a reason why I use the term "brain extension" seriously. The collapse of many disparate systems of thought, and spheres of activity (work, culture, play) into one tool, make a good organizational system imperative.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Defense of the Packrat: (One Reason) Why I'll Miss Google Notebook&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;Most of the problems that arise with both tags and hierarchies can be ameliorated with a good spring cleaning every once in a while. Throw out old things as you introduce new ones. That's a good way to reduce clutter, but here's the thing: not only are we losing something every time we do it, but thanks to cheap HD space, we don't really have to do that anymore. If knowledge is power, we are better off using it than throwing it away. &lt;br /&gt;&lt;br /&gt;I hold to the motto "Keep Everything, And Use It Wisely." whenever I can. It is a bad habit in many cases, but in a world with virtual storage, it is significantly more practical.&lt;br /&gt;&lt;br /&gt;One reason Google Notebook was perfect because it combined the ideas behind hierarchical organization and freeform organization, and ended up being more than the sum of its parts. &lt;br /&gt;&lt;br /&gt;Hierarchy-wise, you had notebooks and notes. Notes were just text boxes that gNotebook automatically created for you. If you wanted to go to a specific note within the notebook, you "collapsed" the notes into the first few words of the note. You could use this feature to add titles at the top, and the result was that a fully collapsed notebook functioned like a table of contents. &lt;br /&gt;&lt;br /&gt;You also had labels. Functionally, notebooks were just labels that were more important than normal labels. But using them in conjunction each other could be tremendously useful. Once you were in the notebook, gNotebook could show you a list of all tags *just* for that notebook. Not 200 tags for all the notebooks you owned; just 20 or so for the tags in a notebook. It tremendously increased the power of a simple organizational system, while maintaining the flexibility associated with free-form association. In addition, hierarchical notebooks provided for large groupings without having to add the same tag twenty times. &lt;br /&gt;&lt;br /&gt;Finally, gNotebook featured nested sorting and filtering. What you could do with a Notebook (list all tags *just* in that notebook), you can do with individual labels themselves. &lt;br /&gt;&lt;br /&gt;And there was the ability to search notebooks as well, and filter results *again* by tagging. The end result was that gNotebook made it really damn easy to find things. It also made it easy to change your organization on the fly (why that might or might not be important is a subject for tomorrow)&lt;br /&gt;&lt;br /&gt;So that's an overview on the organizational philosophies. Next time I'll start back up on FLO, and how it applies to user-interfaces and the difficulty of developing good interfaces in feature-rich programs.</content>
  </entry>
  <entry>
    <id>urn:lj:livejournal.com:atom1:amber_indikaze:28586</id>
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    <title>Note-takers and Brain-Extensions: The Ruthless Pursuit of Perfection</title>
    <published>2009-02-03T06:55:50Z</published>
    <updated>2009-02-05T04:36:23Z</updated>
    <category term="serious business"/>
    <category term="google notebook"/>
    <category term="notes"/>
    <content type="html">Note: Part 1 can be found &lt;a href="http://amber-indikaze.livejournal.com/28700.html"&gt;here.&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;As everyone who actually cares about the issue doubtlessly knows, &lt;a href="http://googlenotebookblog.blogspot.com/"&gt;Google Notebook was kicked out of the family&lt;/a&gt; about two weeks ago. Service will continue, development will not. Most notably development of the Firefox plugin which needs constant updating along with FF in order to not spiral into unusability. So, a bit of a problem. The plugin is damn useful and a large part of why I picked up gNotebook in the first place, ditching Treepad (more on that later).&lt;br /&gt;&lt;br /&gt;This has given me the opportunity to examine what my requirements are as they pertain to these kinds of things, as well as view a great &lt;a href="http://howto.wired.com/wiki/Replace_Google_Notebook"&gt;many&lt;/a&gt; &lt;a href="http://mashable.com/2009/01/25/notetaking-alternatives/"&gt;other&lt;/a&gt; &lt;a href="http://www.cloudnotes.net/"&gt;opinions&lt;/a&gt; on the matter.&lt;br /&gt;&lt;br /&gt;It all leads to one conclusion: there is no perfect universal notetaking software, because there is no one universal &lt;i&gt;user.&lt;/i&gt; (cue the "duhs" from the audience) &lt;br /&gt;&lt;br /&gt;This is in part because of the First Law of Optimization (as related by one of my CS professors), which reads approximately as follows: the more important the task, the faster accomplishing that task should be. You can word it slightly differently depending on whether you're optimizing UIs or computer architectures or toaster settings but it's the same gist each time. &lt;br /&gt;&lt;br /&gt;Optimizing note-taking software is mostly a matter of optimizing the UI. Doing so requires close attention to both the organization of the computer and the brain of the user. The FLO then becomes the following, from the user's perspective: The more frequently I need to do something, the faster it needs to be. A clever UI accomplishes this, providing an optimal fit for the user's brain, accomplishing a set list of tasks in a minimum of actions. Good implementation makes this UI possible without major delays &lt;a href="http://www.codinghorror.com/blog/archives/000722.html"&gt;(more important than a lot of web-designers realize)&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;With that in mind, there are several considerations to be made when designing this kind of software, and the issues at hand aren't always obvious. I'm giving a rundown here of the kinds of issues that are important to me.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;1. Online vs Offline&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;There are many, many note-taking programs in both camps here. Foremost among the offline crowd is Microsoft's OneNote, a heavy duty, feature-rich monolith of corporate power and awesome (in the medieval sense of the word). More modest (and numerous) online offerings include the (mostly deceased) Google Notebook, Evernote, Ubernote, &lt;a href="http://notebook.zoho.com/"&gt;Zoho Notebook&lt;/a&gt;... and even more that I won't cover unless someone asks me about them.&lt;br /&gt;&lt;br /&gt;There are two issues at play here when deciding whether to go with an offline or online service. (if one must choose; we will see that you can combine both if you're willing to spend the money). The first is data accessibility. This is an old debate: is it better to store your data on your computer or online? Storing your data on the computer invites data loss if something happens to it (preventable with backups) Storing your data online invites data loss if the company goes belly-up. Storing your data online lets you access it from anywhere you have a web-browser, whereas an offline service forces you to transfer files every time you switch computers. How important that is depends on how often you want to do that.&lt;br /&gt;&lt;br /&gt;But that's obvious. What isn't so obvious is the second issue: User Interface Adaptability. This follows from the idea of user's FLO: common tasks (such as creating a new page or retagging a note) should be accomplished in a single click, with a single button. This isn't a problem if your program has only a few functions. However, the more bells and whistles a program boasts, the more buttons you need. Carefully designed layouts are required to ensure that the user finds the function they need with a minimum of delays and confusion. That won't be enough, eventually. Buttons become menus, which are useful for program functions that a) are needed less often and b) are easily grouped within the user's mind. What determines how functions are grouped, and how often they are needed? Ultimately, the user.&lt;br /&gt;&lt;br /&gt;Ideally you want an infinitely customizable interface (with good defaults). However, that's not nearly as easy to do on the web as it is with a vanilla windowed program. In fact, I have not seen a single note-taking program with an customizable interface, and the closest anyone has gotten has been collapsible windows in the sidebar. On the other hand, OneNote is king here. OneNote doesn't *have* to come up with the ultimate interface, it just has to come up with a decent one and show the user how to change it.&lt;br /&gt;&lt;br /&gt;Tomorrow (or Wednesday, or next week, or whatever) I'll look at other design choices are involved in making note-taking programs. Sometime after that I plan to give a rundown of the various programs (Evernote, Zoho, One Note, uberNote, tree-based note programs, and anything YOU use yourself), using a &lt;a href="http://bay12games.com/dwarves/"&gt;crazy dwarf-related task&lt;/a&gt; that most people wouldn't think of when they think of note-taking programs. &lt;br /&gt;&lt;br /&gt;(Except me. Mother always said I was a "special" child)</content>
  </entry>
  <entry>
    <id>urn:lj:livejournal.com:atom1:amber_indikaze:28364</id>
    <link rel="alternate" type="text/html" href="http://amber-indikaze.livejournal.com/28364.html"/>
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    <title>So it goes, dans la belle internet</title>
    <published>2009-02-02T17:10:41Z</published>
    <updated>2009-02-02T17:28:58Z</updated>
    <content type="html">So it appears that someone *else* from &lt;a href="http://www.boingboing.net"&gt;BoingBoing&lt;/a&gt; turns out to be a &lt;a href="http://ginnytonnick.livejournal.com/1039575.html"&gt;passive-aggressive douche-wazzle.&lt;/a&gt; In this case, a racist one. Xeni gave a sortof-apology about the Violet Blue incident; let's see if this even garners enough publicity to force Teresa Nielsen Hayden to do the same. (probably not; this is lj after all)</content>
  </entry>
  <entry>
    <id>urn:lj:livejournal.com:atom1:amber_indikaze:27268</id>
    <link rel="alternate" type="text/html" href="http://amber-indikaze.livejournal.com/27268.html"/>
    <link rel="self" type="text/xml" href="http://amber-indikaze.livejournal.com/data/atom/?itemid=27268"/>
    <title>Inferiority Complexes</title>
    <published>2008-12-16T00:23:32Z</published>
    <updated>2008-12-16T00:23:32Z</updated>
    <content type="html">Why is there so much self-existential angst about what makes a game, among developers and critics? "It's not a game; it's a toy." "It's not a game; it's interactive poetry." &lt;br /&gt;&lt;br /&gt;Of course now that I know that video games were originally created by nerds for nerds, everything falls into place. &lt;br /&gt;&lt;br /&gt;Did movie guys ever have these problems?</content>
  </entry>
  <entry>
    <id>urn:lj:livejournal.com:atom1:amber_indikaze:26983</id>
    <link rel="alternate" type="text/html" href="http://amber-indikaze.livejournal.com/26983.html"/>
    <link rel="self" type="text/xml" href="http://amber-indikaze.livejournal.com/data/atom/?itemid=26983"/>
    <title>The Great Blog Post of Scholasticness...</title>
    <published>2008-12-15T21:56:49Z</published>
    <updated>2008-12-15T21:56:49Z</updated>
    <content type="html">... will theoretically occur.&lt;br /&gt;&lt;br /&gt;It all started when I got this paper assignment which said to argue something about video games in less than 4000 words (actually 3750, but as far as I'm concerned, I won't make that goal). What began as a humble(?) examination of the conception of fun and art has since ballooned in direct proportion to how many reasonably intelligent-sounding developer/reviewer blogs I could cram in (not to mention all the indie games I could link to. Must.... resist... further... bloat).&lt;br /&gt;&lt;br /&gt;And as such, it will be appearing here before it appears in the class blog itself (where I think it's supposed to go eventually). You have been duly warned.</content>
  </entry>
  <entry>
    <id>urn:lj:livejournal.com:atom1:amber_indikaze:26569</id>
    <link rel="alternate" type="text/html" href="http://amber-indikaze.livejournal.com/26569.html"/>
    <link rel="self" type="text/xml" href="http://amber-indikaze.livejournal.com/data/atom/?itemid=26569"/>
    <title>Vacation Anime Report: Lovely Complex</title>
    <published>2008-11-28T00:15:33Z</published>
    <updated>2008-11-28T00:30:09Z</updated>
    <content type="html">Whenever I come home for a break, Dad shows me various anime he's found over the course of the semester/whatever. So I'm blogging about it because I have nothing better to do. Today's anime is &lt;a href="http://tvtropes.org/pmwiki/pmwiki.php/Main/LovelyComplex"&gt;Lovely Complex&lt;/a&gt;, the high school romance of an amazon and a midget. Tongue-in-cheek, and energetic, with seemingly infinite awkwardness interspersed with the romantic elements.&lt;br /&gt;&lt;br /&gt;Hitting the highlights:&lt;br /&gt;&lt;br /&gt;-The girl realizes her feelings by the fifth episode, and confesses to the guy by the seventh (it then takes another two episodes for him to realize that she's confessed, and then she chases him for another twelve, while he dithers like the more usual anime idiot, and they finally go out in episode 19). &lt;br /&gt;&lt;br /&gt;-&lt;a href="http://tvtropes.org/pmwiki/pmwiki.php/Main/ThoseTwoGirls"&gt;ThoseTwoGirls&lt;/a&gt; spend a lot of time pushing the main couple together, but they also spend a lot of time with their respective beaus (even if most of their dialogue revolves around the main couple)&lt;br /&gt;&lt;br /&gt;-Trashes a lot of romantic concepts. Fireworks festivals, Valentines Days, and even a &lt;a href="http://tvtropes.org/pmwiki/pmwiki.php/Main/TrappedInAFreezer"&gt;TrappedInAFreezer&lt;/a&gt; come and go... and are all incredibly awkward letdowns. Some of the sweetest scenes arise spontaneously.&lt;br /&gt;&lt;br /&gt;-Couple starts out knowing each other and become friends over similar interests before any chemistry happens.&lt;br /&gt;&lt;br /&gt;-Drawing style's less BESM and more BEBM, especially the main character, who is frequently drawn with buckteeth or pokey lips. Otherwise fairly outlandish, a la Azumanga Daioh.&lt;br /&gt;&lt;br /&gt;-They introduce a "cool bishounen crush" in the first episode, and by the end of it he's turned into a total dork. (an adorable dork, naturally) Everyone else, of course, is also a total dork.&lt;br /&gt;&lt;br /&gt;-The girl's a gamer with a taste for dating sims (and apparently console RPGs, given the way she talks in her sleep); everyone worries about her being obsessed, and... nothing happens.&lt;br /&gt;&lt;br /&gt;-Despite many comical misunderstandings, the only thing that threatens to break up couples is self-admittedly stupid mistakes and worries about the future. (all three main couples have to worry about diverging paths)&lt;br /&gt;&lt;br /&gt;-They leave the &lt;a href="http://tvtropes.org/pmwiki/pmwiki.php/Main/BeautifulAllAlong"&gt;BeautifulAllAlong&lt;/a&gt; scene until like the last episode.&lt;br /&gt;&lt;br /&gt;-The major conflict is over two episodes before the end, which lets them shift to a secondary couple's trauma.&lt;br /&gt;&lt;br /&gt;-Coincidential meetings happen about as often as they do in other anime. Eh.</content>
  </entry>
  <entry>
    <id>urn:lj:livejournal.com:atom1:amber_indikaze:26110</id>
    <link rel="alternate" type="text/html" href="http://amber-indikaze.livejournal.com/26110.html"/>
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    <title>Chilly</title>
    <published>2008-11-19T01:44:05Z</published>
    <updated>2008-11-19T01:44:05Z</updated>
    <content type="html">It is rather cold today. There was a little snow outside the window during Law &amp; Econ, and a lot of snow outside the window during the video game class. Now it down in the negative-C range. &lt;br /&gt;&lt;br /&gt;People refer to this temperature (and those below it) as "bitter cold" but I've never understood the phrase. It is sweet and pure, a bit like spring water. It is silent and bright, like the snow that treads on its heels.&lt;br /&gt;&lt;br /&gt;I like its effect on me. My legs work swiftly and without complaint. My mind works even faster. Facing a cold night is like facing fear. Everything in my body threatens to lock up, until I tell it, "No, relax; we've got this."&lt;br /&gt;&lt;br /&gt;And indeed we do. Chill washes over me, but I am still there. And I am more me than I will be once I enter the building and the oppressive warmth swaths my mind in a blanket of lethargy.&lt;br /&gt;&lt;br /&gt;For the moment, I am face-to-face with perfection and clarity. It is unmistakably hostile, but that's fine.&lt;br /&gt;&lt;br /&gt;As I suspect I will be sick of it too, by mid-January.</content>
  </entry>
  <entry>
    <id>urn:lj:livejournal.com:atom1:amber_indikaze:25818</id>
    <link rel="alternate" type="text/html" href="http://amber-indikaze.livejournal.com/25818.html"/>
    <link rel="self" type="text/xml" href="http://amber-indikaze.livejournal.com/data/atom/?itemid=25818"/>
    <title>On behalf of others:</title>
    <published>2008-10-13T15:34:30Z</published>
    <updated>2008-10-13T15:36:58Z</updated>
    <content type="html">From my senior conference advisor:&lt;br /&gt;&lt;br /&gt;&lt;div style="margin-left: 40px;"&gt;We are running a test of our music game on face book today at &lt;b&gt;5pm today &lt;/b&gt;(Monday). If you are free today at this time, please join in with people from all over the world and check it out!!  If at any point the game stalls or freezes please &lt;span style="font-weight: bold;"&gt;hit refresh&lt;/span&gt; (the arrow on a circle) at the top of your browser and start playing again.&lt;span style="font-weight: bold;"&gt; &lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;br /&gt;The application in question is Herd the Music. A link to it is &lt;a href="http://www.facebook.com/apps/application.php?id=8496932537"&gt;here.&lt;/a&gt; There is also an &lt;a href="http://www.surveymonkey.com/s.aspx?sm=mQHa2cyXzYPlyGYBwVs_2f4A_3d_3d"&gt; related survey.&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;As I am given to understand, you can play at any time, but if you play at 5 you might have a chance to play with real people as opposed to sycophantic Bob-bots.&lt;br /&gt;&lt;br /&gt;Also "Herd the Music" as a title is both overly cute and underly memorable, but I've said this before.</content>
  </entry>
  <entry>
    <id>urn:lj:livejournal.com:atom1:amber_indikaze:25477</id>
    <link rel="alternate" type="text/html" href="http://amber-indikaze.livejournal.com/25477.html"/>
    <link rel="self" type="text/xml" href="http://amber-indikaze.livejournal.com/data/atom/?itemid=25477"/>
    <title>Out of Chaos, Order. (memelicious)</title>
    <published>2008-10-09T00:48:02Z</published>
    <updated>2008-10-09T00:48:02Z</updated>
    <category term="meme"/>
    <content type="html">&lt;div style="width:450px; background: #dbd5bf; border: 2px solid #000; font-size:.8em; padding: 10px; color:#000"&gt;Your challenge is to write crossover fanfiction combining &lt;b&gt;Step by Step&lt;/b&gt; and &lt;b&gt;1984&lt;/b&gt;.  &lt;br /&gt;The story should use &lt;b&gt;a party&lt;/b&gt; as a plot device!&lt;br&gt;&lt;br&gt;Generated by the &lt;a style="font-family: Verdana, sans-serif; color: #7a011b; font-weight: bold; text-decoration: none;" href="http://kaction.com/badfanfiction"&gt;Terrible Crossover Fanfiction Idea Generator&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;</content>
  </entry>
  <entry>
    <id>urn:lj:livejournal.com:atom1:amber_indikaze:25097</id>
    <link rel="alternate" type="text/html" href="http://amber-indikaze.livejournal.com/25097.html"/>
    <link rel="self" type="text/xml" href="http://amber-indikaze.livejournal.com/data/atom/?itemid=25097"/>
    <title>Oh, ok. I'm just catty, then.</title>
    <published>2008-10-04T23:06:51Z</published>
    <updated>2008-10-04T23:06:51Z</updated>
    <content type="html">&lt;a href="http://www.time.com/time/politics/article/0,8599,1846832,00.html?imw=Y"&gt;Thank you, internet, for the clarification.&lt;/a&gt; It's not that I resent the idea of an inexperienced, gender-swapped Bush clone a heart-&lt;strike&gt;attack&lt;/strike&gt;beat away from the presidency, I'm just jealous that she's prettier than I am. Also, it's no big deal to make rape victims pay for their own rape-kits; they like, totally were asking for it. And, besides, omg, look at that &lt;i&gt;hair;&lt;/i&gt; it's so last season.&lt;br /&gt;&lt;br /&gt;I think I'm going to declare today another "satire day."</content>
  </entry>
  <entry>
    <id>urn:lj:livejournal.com:atom1:amber_indikaze:24932</id>
    <link rel="alternate" type="text/html" href="http://amber-indikaze.livejournal.com/24932.html"/>
    <link rel="self" type="text/xml" href="http://amber-indikaze.livejournal.com/data/atom/?itemid=24932"/>
    <title>So That's It! (RPG blather ahead)</title>
    <published>2008-09-22T03:22:36Z</published>
    <updated>2008-09-22T03:22:36Z</updated>
    <content type="html">Finally figured out what bothers me about WoD: How so much of the fiction jeers hackneyed cliches then turns right around, trips, and falls into a deeper pit of cliched hackneyness that is somehow more "authentic" than the old one.&lt;br /&gt;&lt;br /&gt;This is also what bothers me about the ''Exalted'' tagline "Don't listen to those old men who say the world used to be a dull and boring place, full of dirty peasants; it was actually REALLY COOL." (the added irony of course is that ''Exalted'' used to be a setting that was so profoundly fucked up in so many creative ways, the best case scenario was its eventual transformation into the WoD. There's a Sour Grapes trope in there somewhere, but I'm too tired to care)</content>
  </entry>
  <entry>
    <id>urn:lj:livejournal.com:atom1:amber_indikaze:24645</id>
    <link rel="alternate" type="text/html" href="http://amber-indikaze.livejournal.com/24645.html"/>
    <link rel="self" type="text/xml" href="http://amber-indikaze.livejournal.com/data/atom/?itemid=24645"/>
    <title>On Navel-Gazing</title>
    <published>2008-09-21T04:35:23Z</published>
    <updated>2008-09-21T04:35:23Z</updated>
    <content type="html">I think the problem I have right now is the same one I had in high school when I was trying to be a "writer" except playing freeware games is a lot more fun than reading peoples' crappy fiction and poetry. Also there's less stupid drama.</content>
  </entry>
  <entry>
    <id>urn:lj:livejournal.com:atom1:amber_indikaze:24480</id>
    <link rel="alternate" type="text/html" href="http://amber-indikaze.livejournal.com/24480.html"/>
    <link rel="self" type="text/xml" href="http://amber-indikaze.livejournal.com/data/atom/?itemid=24480"/>
    <title>Warning: Game Creation Rambling Ahead</title>
    <published>2008-08-30T07:21:37Z</published>
    <updated>2008-08-30T07:21:37Z</updated>
    <content type="html">I haven't been working on the code for &lt;i&gt;Vector&lt;/i&gt; so much as kept busy by trying different games just long enough to run out of new things to do. For some games, this is very short.&lt;br /&gt;&lt;br /&gt;And most of the code work has been organizing things I should have done a while back. &lt;br /&gt;&lt;br /&gt;Game Maker is a toy, but it is a toy that I desperately need. Its principles are simpler than any modern game engine, mostly because modern game engines are built under the assumption that you know all the little organizational conventions borne of working with raw code. Game Maker lets you do anything you want--upon which you make the conventions out of convenience.&lt;br /&gt;&lt;br /&gt;Let me give a simple example. Game Maker is event-driven by design. Every object you make has events attached to it which drive various behaviors, from "press 'w' to move up" to "if the monster reaches 0 HP, destroy it". For a simple game, you can add every event to every object that requires it, and you'll do okay. &lt;br /&gt;&lt;br /&gt;For more complex games, however, this doesn't cut it. If you press 'ENTER' are you typing in a character's name? Are you selecting an attack? Are you inspecting an object? If you make all objects call the 'press ENTER key' event you have a clusterfuck.&lt;br /&gt;&lt;br /&gt;The easiest way to sort everyone out is to have an event handler (built into most game engines on some level) which passes control from your character, to your menu, to the limited control you have over a cutscene. But Game Maker doesn't ever give you one; you have to design it yourself. It's things like this that make me think about just what it is I'm doing.&lt;br /&gt;&lt;br /&gt;And I think I have an answer. One of my previously unstated goals concerning &lt;i&gt;Vector&lt;/i&gt; is to make CRPG CTB-style&lt;sup&gt;1&lt;/sup&gt; combat interesting. That means getting rid of just about everything else--at least for an initial release. One interesting game I played recently took the approach of dividing itself into segments--essentially separate games with the same character and gameplay. But each new segment added depth to the combat system, making it look like a platformer at first, and gaining elements of an RPG (your "super attack" that required charging became "magic" that you could customize) as it went on. I should probably copy the philosophy if not the result. Well, it's a start.&lt;br /&gt;&lt;br /&gt;&lt;sup&gt;1&lt;/sup&gt; - CTB stands for Conditional Turn Based. Basically it means that after every character's turn, that character's new initiative number is calculated from that point, based on speed and the action type. FFX is the most famous example (FFT had a primitive version); Shadow Hearts 2 and other RPGs followed suit. It's simple elegant, it's miles ahead of the and Squeenix can &lt;i&gt;burn&lt;/i&gt; for ditching it in FFXI and FFXII and replacing it with half-assed attempts at "real-time-but-not-really-ha-ha."</content>
  </entry>
  <entry>
    <id>urn:lj:livejournal.com:atom1:amber_indikaze:24072</id>
    <link rel="alternate" type="text/html" href="http://amber-indikaze.livejournal.com/24072.html"/>
    <link rel="self" type="text/xml" href="http://amber-indikaze.livejournal.com/data/atom/?itemid=24072"/>
    <title>A Closed Letter, Diverted</title>
    <published>2008-08-15T01:30:16Z</published>
    <updated>2008-08-15T01:30:16Z</updated>
    <content type="html">Dear shounen anime,&lt;br /&gt;&lt;br /&gt;STOP WRITING FEMALE CHARACTERS. &lt;br /&gt;&lt;br /&gt;Seriously. You embarrass yourself every time. It's not funny anymore. Technically, it never was. Just get rid of all the female characters and continue with the male ones. See, I get to see Ho Yay and straight dudes get to see action and stuff. It's win-win. Really. &lt;br /&gt;&lt;br /&gt;If you're worried that sex doesn't sell, put in a scantily-dressed spirit with DD-breasts and a sexy voice. In the opening credits and first episode. And then never show her again.&lt;br /&gt;&lt;br /&gt;Then maybe I won't have the impulse to sic flaming monkeys on your stupid island.</content>
  </entry>
  <entry>
    <id>urn:lj:livejournal.com:atom1:amber_indikaze:23929</id>
    <link rel="alternate" type="text/html" href="http://amber-indikaze.livejournal.com/23929.html"/>
    <link rel="self" type="text/xml" href="http://amber-indikaze.livejournal.com/data/atom/?itemid=23929"/>
    <title>Indie-ness and suchlike</title>
    <published>2008-08-06T01:23:48Z</published>
    <updated>2008-08-06T01:23:48Z</updated>
    <content type="html">To pass the time, I'm playing various indie RPGs. Or RPG-likes, at least.&lt;br /&gt;&lt;br /&gt;It is interesting that according to &lt;a href="http://www.gamesradar.com/f/365-days-of-free-games/a-2008071714293190000/p-2"&gt;365 Days of Free games&lt;/a&gt; &lt;i&gt;Cave Story&lt;/i&gt; is not an RPG (despite having experience determine damage, hit point intervals of 5, and fetch-quests) and &lt;i&gt;Eternal Daughter&lt;/i&gt; is (despite resembling a platformer in most respects).&lt;br /&gt;&lt;br /&gt;There are other differences too, naturally. &lt;i&gt;Cave Story&lt;/i&gt; is a delightful gem of the game that highlights the appeal of simple, clean old-school games. &lt;i&gt;Eternal Daughter&lt;/i&gt;, on the other hand, shows exactly why Nintendo Hard games went out of fashion. It replaces content with difficulty and it's not particularly well designed. The protagonist has the durability of Mario and her enemies have the durability of Castlevania bosses.&lt;br /&gt;&lt;br /&gt;Any recommendations for indie PCRPGs?</content>
  </entry>
  <entry>
    <id>urn:lj:livejournal.com:atom1:amber_indikaze:23606</id>
    <link rel="alternate" type="text/html" href="http://amber-indikaze.livejournal.com/23606.html"/>
    <link rel="self" type="text/xml" href="http://amber-indikaze.livejournal.com/data/atom/?itemid=23606"/>
    <title>More game info...</title>
    <published>2008-08-05T15:17:29Z</published>
    <updated>2008-08-05T15:17:29Z</updated>
    <content type="html">Working title: &lt;i&gt;Vector to Tomorrow&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;Story: a couple students (mage and alchemist, respectively; those who've played my DnD campaign will recognize the alchemist) unwittingly find themselves caught up in a secret invasion of their own school. They are sent to report the matter to the princess of a nearby kingdom, with a single bodyguard to protect them. &lt;br /&gt;&lt;br /&gt;The player is actually the mage's black cat. As the game is console-RPG style, the story will be fairly linear except at certain points, most of which serve to drive the relationship/romance mechanic (yes, there will be a Ho Yay option)&lt;br /&gt;&lt;br /&gt;Controls: Mouse and keyboard. I intend to eventually allow the player to freely switch between the two control schemes. &lt;br /&gt;&lt;br /&gt;System: I will take GREAT PAINS to avoid any semblance of real-time in the battle system. Other than that, it will probably look a lot like a cross between Grandia 2 and Chrono Trigger.&lt;br /&gt;&lt;br /&gt;Character classes will be represented by various instructive books. Any character can learn new classes by "equipping" that class's book. Boss fights and other story-driven events will result in general experience, which will result gaining basic techniques for the equipped book. All other experience will be earned by using the techniques learned in the books, and again, that experience can only go to that book.&lt;br /&gt;&lt;br /&gt;Graphics: The game will probably look a lot like if you remade Chrono Trigger with vector graphics as the sprites. Same 3rd-person top-down perspective, non-isomorphic but still gives the impression of 3D.&lt;br /&gt;&lt;br /&gt;Other than that, not much is settled. I'm still struggling between having entirely 1D levels and allowing for a little 2D. The main issue is graphical; the protagonists look terrible when facing forward/backward, and making animations for all of them will be annoying.</content>
  </entry>
  <entry>
    <id>urn:lj:livejournal.com:atom1:amber_indikaze:23442</id>
    <link rel="alternate" type="text/html" href="http://amber-indikaze.livejournal.com/23442.html"/>
    <link rel="self" type="text/xml" href="http://amber-indikaze.livejournal.com/data/atom/?itemid=23442"/>
    <title>Okay, I lied.</title>
    <published>2008-08-05T04:41:38Z</published>
    <updated>2008-08-05T04:41:38Z</updated>
    <content type="html">Might as well talk about the game. &lt;br /&gt;&lt;br /&gt;I've had the general idea for years, and for a while tried to cobble together a simple 2D version in Java using a few tutorials. But it was very buggy, and then I lost the whole thing, so I scrapped it and started looking for engines. &lt;br /&gt;&lt;br /&gt;3D was no good; models are annoying to make and it's even harder to make everything (lighting and suchlike) look good.&lt;br /&gt;&lt;br /&gt;The game is a console-type RPG, but RPG Maker provides too much of a framework to a very unimaginative game. I don't just want to be a content whore.&lt;br /&gt;&lt;br /&gt;So I use Game Maker instead. It is cheap ($20 for full version), easy to learn (the scripting language is syntactically similar to C), flexible, and most importantly, does not provide anything that you don't want it to. Also its desperately understaffed, terrible website is endearing.</content>
  </entry>
  <entry>
    <id>urn:lj:livejournal.com:atom1:amber_indikaze:23282</id>
    <link rel="alternate" type="text/html" href="http://amber-indikaze.livejournal.com/23282.html"/>
    <link rel="self" type="text/xml" href="http://amber-indikaze.livejournal.com/data/atom/?itemid=23282"/>
    <title>Speaking of derivative hacks...</title>
    <published>2008-08-05T00:29:29Z</published>
    <updated>2008-08-05T00:31:52Z</updated>
    <content type="html">If you've been online and talked to me in the past few weeks, and have asked me what I was doing at the time, you probably know that I am making a video game. &lt;br /&gt;&lt;br /&gt;I can't say much about it (it's name isn't settled yet, so it will probably be referred to as "my game" in the indeterminable future), but the main dude looks like a CLAMP protagonist as drawn by Rich Burlew.&lt;br /&gt;&lt;br /&gt;I also got a Twitter account (uname: Cromage), and was at a loss for what to do with it besides stalk other people before I realized that I could make updates about my game. It should be playable (albeit shitty) in the next couple months, although all the interesting functionality won't be there. So I'll just put updates there, starting with a bit of rough artwork.&lt;br /&gt;&lt;br /&gt;Oh, and do these twitter things support text formatting?</content>
  </entry>
  <entry>
    <id>urn:lj:livejournal.com:atom1:amber_indikaze:22548</id>
    <link rel="alternate" type="text/html" href="http://amber-indikaze.livejournal.com/22548.html"/>
    <link rel="self" type="text/xml" href="http://amber-indikaze.livejournal.com/data/atom/?itemid=22548"/>
    <title>On Elitism and the Accusations thereof</title>
    <published>2008-07-23T23:55:44Z</published>
    <updated>2008-07-24T00:06:47Z</updated>
    <content type="html">Breaking news: on this grand internet of ours, in a series of separate incidents, there are people &lt;a href="http://arctangent.livejournal.com/186831.html"&gt;complaining&lt;/a&gt; &lt;a href="http://arctangent.livejournal.com/187047.html"&gt;about&lt;/a&gt; &lt;a href="http://arctangent.livejournal.com/187143.html"&gt;mistaken&lt;/a&gt; &lt;a href="http://www.theamericanscholar.org/su08/elite-deresiewicz.html"&gt;elitists&lt;/a&gt;, and there are people &lt;a href="http://nihilistic-kid.livejournal.com/1148775.html"&gt; complaining about people who complain about elitists mistakenly.&lt;/a&gt; As I know some damn smart people in both groups, I am compelled to explain this phenomenon. (and bored, and getting to the stage of work where there's nothing left to do except grandstand about the work I've done)&lt;br /&gt;&lt;br /&gt;It's easy to see the point of people who complain about elitism. Just go to any webcomic forum and several of the larger blogs, and you'll find at least one elitist fanboy wanker who has taken up the cause of the author, climbed into the ivory tower, and now throws rocks at everyone who argues with him.&lt;br /&gt;&lt;br /&gt;On the other hand, what happens to people who have rocks thrown at them? They start throwing rocks back. Some people choose to reject elitism so strongly that it does more harm than good.&lt;br /&gt;&lt;br /&gt;Let's look at an internet example of this: Visitors stumble across private fora (or public fora about unusual topics), get screamed at, and leave, rarin' to blog about how intolerant and elitist the community was. They run into this attitude enough, and they learn to expect it from everyone.&lt;br /&gt;&lt;br /&gt;The kicker is, your average internet forum has more newbies over the course of its lifetime than members during any one point. So more people actually get cheesed off by this assholish behavior than there are assholes, resulting in more potential trigger-happy anti-elites than elitist targets. (how many of those potential anti-elites become actual anti-elites is another story, one that needs to be told with care to avoid the Multiplicity Law of Loud Idiots)&lt;br /&gt;&lt;br /&gt;And as such, anti-elites chase the tails of the elites, throw tomatoes at the wrong people, observers get offended, and so on and so forth. A depressing turn of events.&lt;br /&gt;&lt;br /&gt;...&lt;br /&gt;&lt;br /&gt;Now, a reasonable response to this all goes something like, "But Amber, maybe people complaining about anti-elitism are elitists themselves!"&lt;br /&gt;&lt;br /&gt;Yeah, maybe, but that's boring (not to mention uncharitable), I try not to make boring entries (have I succeeded?), and I haven't written a public entry in a month.&lt;br /&gt;&lt;br /&gt;That's all I have to say; without evidence, no theory can hold. What are your recent accounts with both elitism and anti-elitism?</content>
  </entry>
  <entry>
    <id>urn:lj:livejournal.com:atom1:amber_indikaze:21348</id>
    <link rel="alternate" type="text/html" href="http://amber-indikaze.livejournal.com/21348.html"/>
    <link rel="self" type="text/xml" href="http://amber-indikaze.livejournal.com/data/atom/?itemid=21348"/>
    <title>No cigar and an armchair, but I'll make do</title>
    <published>2008-06-16T03:35:53Z</published>
    <updated>2008-06-16T03:35:53Z</updated>
    <content type="html">So I "found" a copy of DnD 4E. Initial impressions to follow, as bullet-points:&lt;br /&gt;&lt;br /&gt;&lt;a name="cutid1"&gt;&lt;/a&gt;-Long overdue change to alignment regarding world balance. I can’t help but think that everything was greatly oversimplified. More than before, I mean. Still, that might be a good thing; that it doesn't try to cover everything means that more people won't expect to... well... cover everything.&lt;br /&gt;&lt;br /&gt;-Loving the advancement system. Should help me resist the urge to throw more XP at the party than what is recommended. &lt;br /&gt;&lt;br /&gt;-I'm not bothered so much by the separation of the elves, rather what it signifies for the environs. Why are forests and magic forests separate entities? I guess “normal” forests could have a different flavor of magic than “magic” forests. Eh. We’ll see.&lt;br /&gt;&lt;br /&gt;-The interpretation of the tieflings is a lot like a demon race I thought about a while ago, with a DND-appropriate backstory.&lt;br /&gt;&lt;br /&gt;-The concept of activated Powers reminds me a lot of Exalted Charms. Especially the silly names (not quite as silly as Exalted though)&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Last I checked, there were still discount core-sets still around at Amazon; maybe I'll pick one up.</content>
  </entry>
  <entry>
    <id>urn:lj:livejournal.com:atom1:amber_indikaze:20775</id>
    <link rel="alternate" type="text/html" href="http://amber-indikaze.livejournal.com/20775.html"/>
    <link rel="self" type="text/xml" href="http://amber-indikaze.livejournal.com/data/atom/?itemid=20775"/>
    <title>Genre ramblings</title>
    <published>2008-05-19T02:50:20Z</published>
    <updated>2008-05-19T02:50:20Z</updated>
    <content type="html">So. After reading the first two books of &lt;i&gt;Otherland,&lt;/i&gt; &lt;i&gt;Snow Crash,&lt;/i&gt; and the setting of &lt;i&gt;Shadowrun,&lt;/i&gt; I'm just about ready to give up on cyberpunk. Too soon? Should I actually bother reading &lt;i&gt;Neuromancer,&lt;/i&gt; or will I laugh just as loudly as I did at &lt;i&gt;Shadowrun?&lt;/i&gt; ((granted, there are at least no elves in &lt;i&gt;Neuromancer&lt;/i&gt;)</content>
  </entry>
  <entry>
    <id>urn:lj:livejournal.com:atom1:amber_indikaze:18829</id>
    <link rel="alternate" type="text/html" href="http://amber-indikaze.livejournal.com/18829.html"/>
    <link rel="self" type="text/xml" href="http://amber-indikaze.livejournal.com/data/atom/?itemid=18829"/>
    <title>What happens when I have too much free time on my hands...</title>
    <published>2008-02-13T06:27:56Z</published>
    <updated>2008-02-13T06:27:56Z</updated>
    <category term="sketches"/>
    <content type="html">&lt;a href="http://img254.imageshack.us/img254/5836/mainsqj8.png"&gt;Stuff like this.&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Questions, comments, accolades, and death threats all given equal consideration.</content>
  </entry>
</feed>
