liambigelow
Joined 5 years ago
Joined 5 years ago
In general: People usually aren't too concerned about it.
My holy grail will still be landing on a good multi-layer configuration setup for Rust CLIs. Ideally CLI flags merged over top of environment variables merged over top of configuration files.
Twelf [0] was close in unifying things, but I had some friction. Lately I've been using Schematic [1] to handle the environment + config layers, and then just a manual implementation of Clap arguments layered on top.
Also, Tidal has been working on opening up more of an API which is hopefully a project that doesn’t die with this announcement.
Anecdotally, for large or extra large sites, the build performance gap between even Eleventy and Hugo can be quite large. And the gap from either of those to the newer JavaScript tools like Next.js is enormous.
Many good notes, we'll look into a lot of that. And yes currently it's deliberate, but I think we can squeeze some AI swaps in!
Yes dictionary is a tough thing to nail down perfectly — to start with we're going to highlight existing words on the board that are invalid, but have a similar line of thinking around the "commit" tap after placing, at least behind some learning setting. There'll be a changelog screen for when things like that make it in :)
Dictionary does still need work — especially around some words like soiree which got culled by our dictionary builder. We'll iterate on building it out (without adding "garbage" words
Interesting re: weakest link rule. Agreed that can be unintuitive when learning the game, but it's one of those rules that balances the game well overall. Possibly we just need to be better at explaining it.
Re: the end game — the current computer is just not-very-good, so a future NPC might play better there.
And good things to mull over re: undo buttons / highlighting tiles / letter distribution.
Thanks again for the detailed feedback, really really appreciated