<?xml version="1.0" encoding="utf-8"?><feed xmlns="http://www.w3.org/2005/Atom" ><generator uri="https://jekyllrb.com/" version="4.4.1">Jekyll</generator><link href="https://tasogare.moe//feed.xml" rel="self" type="application/atom+xml" /><link href="https://tasogare.moe//" rel="alternate" type="text/html" /><updated>2026-08-03T19:54:09+00:00</updated><id>https://tasogare.moe//feed.xml</id><title type="html">tasogare ~ caprine musings &amp;amp; experiments</title><subtitle>a small site dedicated to nothing in particular, on topics of interest and project documentation</subtitle><entry><title type="html">gen con 2026</title><link href="https://tasogare.moe//blog/gen-con-2026/" rel="alternate" type="text/html" title="gen con 2026" /><published>2026-08-03T11:09:47+00:00</published><updated>2026-08-03T11:09:47+00:00</updated><id>https://tasogare.moe//blog/%20gen%20con%202026</id><content type="html" xml:base="https://tasogare.moe//blog/gen-con-2026/"><![CDATA[<blog-image position="center" src="/assets/images/posts/2026-8-3/IMG_8164.jpg" width="50%" title="Gen Con Banner" alt="an interesting header image for a post about a not very anime con" border-style="thin">
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<p>At some point last year, not more than a few weeks prior to Gen Con 2025, a friend posed the question (paraphrasing) 'do we want to try going to Gen Con even though it is imminent?' And we definitely tried, but the exorbitant hotel cost, lack of hotel space nearby in general, and dubious ideas of transportation meant that it wasn't to be, almost certainly for the better. This year however, with others also interested, we chose one day to attend the con, booked an AirBnB a couple months in advance, and after a bit of a whirlwind of a couple days, have successfully completed Gen Con 2026 with an eye for a full Gen Con 2027 weekend.
<br />
<br /></p>

<blog-image position="right" src="/assets/images/posts/2026-8-3/IMG_8166.jpg" width="50%" title="" alt="not a surprising thing to see in hindsight" border-style="thin">
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<p>Gen Con is a convention highly centered around board games, ttrpgs, card games, and a lot of general nerdery ultimately much broader in scope than the likes of your typical anime con. For myself, it is by far the largest convention I've been to, with near double or more attendees than ACEN usually gets at a cool ~72,000 over the course of the weekend. Not only does it utilize a hefty portion of the Indiana Convention Center and several ballrooms in the neighboring hotels, but also closes down several streets for food vending and utilizes a pretty good sized portion of the next door Lucas Oil Stadium.
<br />
<br />
The journey down was by car, and ended up being a good 4 1/2 hour drive or so, with a really rough amount of traffic near Chicago combined with rain. I ended up working a half day and wanted to get some miscellaneous things done before going, and so the time of departure also wasn't ideal, but arrival at our AirBnB that evening was quite welcome. Ultimately the AirBnB choice was because hotels were rough, and the cost of splitting it across the whole group made it decently affordable. Questionable amenities aside, it was a solid location, and not too far from downtown. The shower was embarrassingly difficult to operate, however.
<br />
<br /></p>

<blog-image position="left" src="/assets/images/posts/2026-8-3/IMG_8167.jpg" width="50%" title="One of the Exhibit Halls" alt="doesn't do the scale justice. also i am not a photographer" border-style="thin">
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<p>On the morning of our attendance day, I ended up being first to the floor itself and was amazed by how large the space was. ACEN's dealer's hall and artist alley are both large spaces, but this first hall was particularly surprising because it was essentially just rows and rows and rows of tables for playing various games <em>only</em>. After crossing the whole hall and finding a conveniently placed help desk, I was informed the entrance to what I'll call the 'Main' Exhibit Hall was in the opposite corner, so made my way back over just as they were opening up the entrance and many, many people were gathering. I undertook a mission to find some specific books for a friend who wasn't able to attend and made my way to that company's booth (which naturally was on the opposite side of the hall) immediately just to get it out of the way. After the rest of the group arrived and I had to double back to meet up with them, I really began to understand just how large this space was. In the end, I think it took a good 3 1/2 - 4 hours to clear (and not completely) between 1/4 and 1/5 of the booths there. For me this was fine, as I came away with many pretty dice, but in particular I wanted to do as much of the floor as possible on this trial trip to Gen Con because I think it's the best way to get a feel for the con overall. Between what sorts of things are sold, what artists have up for display and the sheer volume of people you walk past, you get a good look at everything. Plus, since the floor closes at 6, you do have time for some events afterward anyway.
<br />
<br />
Towards floor closing time, myself and the group I was with decided we wanted to go to a sit down restaurant to eat. However, the rain that had been falling all day had decided now was the time to become torrential, but seeing as we wanted the sit down restaurant and were carrying a ton of stuff that needed depositing in the car (my fingers and arms were dying from the aforementioned books I had been now carrying all day), we booked it in the rain the block and a half or so to our garage, and arrived to the car <em>soaking</em> wet sans the one of us who was blessed by random poncho man. About 5 minutes after pulling out of the garage of course, all our phones began to scream because there was now a -Tornado Warning- in effect.</p>

<blog-image position="center" src="/assets/images/posts/2026-8-3/here_it_come.jpg" width="50%" title="" alt="oof" border-style="thin">
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<p>By the time we worked out that yes it actually did say Warning not Watch, and that Warning was the worse of the two, we had already driven far enough that there were no tall buildings or garages to shelter in any more and ultimately decided well, the touch down was south, and we're going north, so despite the warning and the heavy rainfall we made our way towards our AirBnB and ate dinner nearby. Unfortunately due to time constraints we weren't able to stop back at the AirBnB for drier clothes, but we mostly dried out in the interim anyway and grabbed umbrellas from a nearby store before heading back. I will let the reader guess whether these ended up needing to be used.</p>

<p><br />
Several of our group had an expensive (but good value) Magic the Gathering event to attend, so when we arrived back the rest of us gathered to watch the 'Dungeons &amp; Drag Queens' performance, which ended up being a pretty good time. These sorts of live play DnD type things can be hit or miss in my experience, but between the performers, the live improv music, and some good old horrendous d20 rolls, there were many laughs to be had.
<br />
After that concluded, we attempted to watch some of the destruction of the card tower charity event that was running during the con, but there was a large crowd making it difficult to see, and the actual destruction was put off and put off despite being past when it was said it would begin? Having not much context for what this particular event is like and it being the end of the day definitely made it not the best thing ever, so we ended up dipping early and heading back to the AirBnB to wait for the others to return, sleep, and hit the road the following morning. 
<br /></p>

<hr class="thin-hr short-hr" />

<p><br /></p>

<p>All in all, I think all of us agreed that this was a <em>very</em> successful trial run of Gen Con, and that we are all very interested in doing a full weekend + attached hotel next year. In particular, I'm keen to try more games with the expanded timeframe a full weekend brings, and also have the ability to rest without driving when necessary.</p>

<p><br /></p>

<p>I think Gen Con was also very interesting insofar as how it felt. Having mostly been to anime cons, there's going to be an obvious difference in general vibe between those and something like Gen Con right off the bat in terms of subject matter, but I think it goes deeper. For one, Gen Con has a much longer history than something like ACEN, and as a larger convention with more experience behind it, it came across feeling a good deal more professional across the board. Something I didn't mention was Gen Con's artist alley, which isn't even called that, but is notable in that it was extremely small, not quite out of the way, but definitely not -central-, and featured booths that in general felt a bit more hefty than what you would see at ACEN's artist alley (not wholly, to be clear). I think in general, an artist alley at an anime convention will feature smaller operations that trend more amateur (not in a negative connotation or in terms of quality, just people newer to doing this kind of thing), whereas the artist booths on the floor felt more like, this is my capital B Business, or, I have designed professionally for X, Y, or Z, and here's some of my other work, which- ACEN <em>does have</em>, but there was more of it here. Key also for me I think is that because anime wasn't the focus and you thus don't get as much flavor of the week 'I have to draw this series because it's popular right now and I need to pay my bills,' I found on average the booths ended up being more personally interesting, or had things worth looking at. Part of why it took so long to cover so little of the main hall was because most of those booths were worth looking at in detail in a way that I don't get as much at something like ACEN.
<br /><br /></p>

<p>Additionally, I think the average attendee age felt trended a little higher than ACEN, and if it didn't in reality I wouldn't be surprised if it was because there were more parents with younger kids. It's not as though Gen Con had 0 nudity or similar content, but compared to an anime con it was both generally more tasteful, less present overall, and just less relevant? Anime/Manga is more concerned with aesthetics literally as explicitly visual media and enticing character designs are just the way things work in order to get eyes on your series. Games obviously do need to be concerned with this to a degree as well, but it's less of a focus I think. In any case, the perceived cultural differences between conventions made for a nice break, though I don't intend on stopping going to ACEN or other anime themed cons any time soon. Variety is good.
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<br />
I am a bit annoyed at myself though, as I intended to take many more photos and then just didn't, so here's to doing better at that next time. Have a stadium shot in closing.</p>

<blog-image position="center" src="/assets/images/posts/2026-8-3/IMG_8169.jpg" width="50%" title="Lucas Oil Stadium" alt="" border-style="thin">
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<p>That's all for now- until next time!</p>]]></content><author><name>digitalily</name></author><category term="blog" /><category term="conventions" /><summary type="html"><![CDATA[At some point last year, not more than a few weeks prior to Gen Con 2025, a friend posed the question (paraphrasing) 'do we want to try going to Gen Con even though it is imminent?' And we definitely tried, but the exorbitant hotel cost, lack of hotel space nearby in general, and dubious ideas of transportation meant that it wasn't to be, almost certainly for the better. This year however, with others also interested, we chose one day to attend the con, booked an AirBnB a couple months in advance, and after a bit of a whirlwind of a couple days, have successfully completed Gen Con 2026 with an eye for a full Gen Con 2027 weekend.]]></summary></entry><entry><title type="html">fragments</title><link href="https://tasogare.moe//blog/fragments/" rel="alternate" type="text/html" title="fragments" /><published>2026-07-01T11:09:47+00:00</published><updated>2026-07-01T11:09:47+00:00</updated><id>https://tasogare.moe//blog/%20fragments</id><content type="html" xml:base="https://tasogare.moe//blog/fragments/"><![CDATA[<blog-image position="right" src="/assets/images/posts/2026-7-1/fure2.png" width="50%" title="The Sea of Fragments">
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<p>I originally encountered <em>Higurashi no Naku Koro ni</em> via some late 00's anime recommendation image. I remember being generally aware that this thing existed, and I ultimately went into the 2006 Studio DEEN adaptation not really knowing all that much about it. As someone who is <em>really</em> not a big horror fan (<em>especially</em> back then), little did I know that I would soon be up at 3:30 AM terrified of the view outside my window onto the street because I just watched the end of the <em>Onikakushi</em> arc and was half expecting someone to be standing out there saying <em>"I'm sorry I'm sorry I'm sorry I'm sorry..."</em>. Looking back, there's a lot to be desired in the presentation in the DEEN adaptation, but it's hard to say that it didn't succeed in conveying at least some of the VN's stellar atmosphere. I'm not here to discuss that, however. While there are a few things I'd like to write on Higurashi at some point, for now I just wanted to focus on one little part of it that I wasn't quite aware of until having finished the original VNs, something which had been put off for far too long.
<br />
<br /></p>

<p>And long it was. After <em>Umineko</em> had thoroughly attained favored brainrot status and I had then gotten through <em>Ciconia</em> <del>phase 2 never</del>, I finally decided to give the <em>Higurashi</em> VN a shot. I broadly remembered the plot and all, but as I had only watched the anime 10 years ago or so at the time, I figured there were a lot of gaps to fill. I initially blitzed through the first 5 episodes and then decided to take a small break before proceeding. Well, that break unintentionally ended up being about 4 years long, but at long last as of last week I finally wrapped it up.
<br />
<br />
<span style="color: red">Below will contain spoilers for <em>Higurashi</em> overall, so be advised!</span>
<br />
<br />
As mentioned, by watching the anime I was generally familiar with the plot- the different arcs and what they covered, the truth behind the mystery, those sorts of things. What really struck me upon finally reaching chapter 8, <em>Matsuribayashi</em>, was the 'Connecting Fragments' section- something I never heard anyone talk about. At this point, we're very familiar with what Rika has been going through, we well as Hanyuu alongside her, and so the idea of needing to gather what information we can from the various fragments they have experienced together in order to figure out how to succeed makes a lot of sense, and really is just an extension of the process she's been going through since <em>Onikakushi</em>. What I wasn't expecting here though, was gameplay- having to choose which fragments to view to unlock other ones and eventually get the full picture of what had been happening in Hinamizawa. Framed as having to undergo the same trials Hanyuu did, I think it's a really neat way to involve the player (even if what you're doing isn't particularly challenging) in a bit of of the suffering these characters underwent. It doesn't stop there though, as that would happen in the final, hidden fragment.
<br />
<br />
Another thing which I wasn't aware of at first is that after you complete the game once, the next time you reach 'Connecting Fragments,' if you complete all the fragments in a particular order with no mistakes you unlock another one, called 'Flags from kids' meals.' As you may expect from the context these flags were brought up in the VN prior, this has to do with Takano. Specifically, it is an alternate world in which at the behest of a traveling Rika/Bernkastel, young Miyoko Tanashi is given the opportunity to return home and join her parents on their fateful train ride, but this time without incident, allowing her to collect her final little flag and avoid tragedy. The end though, quickly transitions back to a view from the Sea of Fragments and a bit of meta commentary:
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<br /></p>
<center>
  <i>
  This is fine, isn't it? It's okay to get a miracle in advance.
  <br />
  <br />
  Hmm, what should I do next? There are plenty of Fragments to play with. What? You want to try too? Hee hee, it's fun. It makes you feel like God.
  <br />
  <br />
  A world with Satoshi or a world where the Sonozaki sisters didn't switch. I wonder what a world with Satoko's parents and Rika's parents alive and well would be like?
  <br />
  <br />
  Oh, how about this? Akasaka gets enticed to the enemy's side by Takano. Ahaha, that sounds interesting. Personally, I'm curious about a world where Takano is madly in love with Tomitake. It'll be fun to match Keiichi with different girls too. I love drama very, very much! Hee hee!
  <br />
  <br />
  Let's see, what should I do next? I have so many Fragments. Hey, do you want some? What kind of world are you going to make?
  </i>
</center>
<p><br />
<br />
Followed by this message from <abbr title="the author">Ryukishi07</abbr>:</p>
<center>
  <i>
  The World of "Higurashi When They Cry" will move on, even without us.
  <br />
  There are many dreams, possibilities, and miracles in that world. They are innumerable Fragments, all interweaved with one another.
  <br />
  I've shown you a small number of those Fragments, but it's up to you to play with the rest of them.
  <br />
  <br />
  The world of "Higurashi When They Cry" is now in your hands,
  <br />
  It is a big, wide world full of Fragments, and they are yours to manipulate.
  <br />
  Your dreams, your possibilities, and your miracles are yours to discover.
  <br />
  ...
  </i>
</center>
<p><br /></p>

<p>I have always heard in vague terms that in some interview or another (which, honestly I'm sure exists) that Ryukishi07 took particular interest in sharing his toy box, so to speak. This is an idea that comes across in his works just by taking a step back and looking at them (at least, for WTC in particular); he creates fascinating worlds with a few rules and a bunch of characters, demonstrates differences in how they may act, revealing further insight as you go along, and providing a structure which lends itself well towards further exploration. I had no idea it was laid out this explicitly in <em>Higurashi</em>, though I think <em>Umineko</em> readies itself for this a bit more by referring to particular collections of events on Rokkenjima as 'forgeries' and discussing them as something that exists in universe.
<br />
<br />
It's pretty much an open call for fanfic writers to just have at it, isn't it? And I think it says something about <em>Higurashi's</em> relationship to canon as well. The original VN and its core narrative will always exist, but there's no end to how you can play around with its contents to tell interesting stories. I mean even forgetting the idea of fanfic, <em>Higurashi</em> officially has a substantial list of spin-offs and extra-arcs that are not penned by Ryukishi at all, yet generally tend to fit quite well. The reception one arc or another receives may vary, but it's knowing that outside the core story, these are all but another possibility, nothing more, nothing less. Ryukishi himself seems to revel in this state of affairs, and appears very interested to see what kinds of things people come up with- certainly so during the writing process for both <em>Higurashi</em> and <em>Umineko</em>, where he had mentioned browsing forums or discussing with fans, informing some of his own decisions as far as what to reveal when as these titles progressed. 
<br />
<br />
I think in the end that structuring your work in such a way that everything can simultaneously be canon and also not is a pretty interesting thing, and while things like <em>Higurashi Gou</em> &amp; <em>Sotsu</em> do try to meaningfully shape the sandbox a little bit, the space still exists for all kinds of interpretations or works to exist. A never ending sea of fragments is a pretty great metaphor for this as well. Infinite tiny pieces that are all parts of a larger whole; a fairly open collaboration between author and audience. I think there are some similarities here in the openness of WTC to something like that of <em>Touhou</em>, though <em>Touhou</em> doesn't quite have the same supporting structure- it's just the creator being pretty hands off as far as fanworks go. It's cool to see, and cooler to see explicitly called out in the original VN.</p>

<hr class="thin-hr short-hr" />

<p><br /></p>

<p>That's all for now- until something else cries!</p>]]></content><author><name>digitalily</name></author><category term="blog" /><category term="games" /><summary type="html"><![CDATA[I originally encountered Higurashi no Naku Koro ni via some late 00's anime recommendation image. I remember being generally aware that this thing existed, and I ultimately went into the 2006 Studio DEEN adaptation not really knowing all that much about it. As someone who is really not a big horror fan (especially back then), little did I know that I would soon be up at 3:30 AM terrified of the view outside my window onto the street because I just watched the end of the Onikakushi arc and was half expecting someone to be standing out there saying "I'm sorry I'm sorry I'm sorry I'm sorry...". Looking back, there's a lot to be desired in the presentation in the DEEN adaptation, but it's hard to say that it didn't succeed in conveying at least some of the VN's stellar atmosphere. I'm not here to discuss that, however. While there are a few things I'd like to write on Higurashi at some point, for now I just wanted to focus on one little part of it that I wasn't quite aware of until having finished the original VNs, something which had been put off for far too long.]]></summary></entry><entry><title type="html">fancier images</title><link href="https://tasogare.moe//blog/fancier-images/" rel="alternate" type="text/html" title="fancier images" /><published>2026-06-26T11:09:47+00:00</published><updated>2026-06-26T11:09:47+00:00</updated><id>https://tasogare.moe//blog/%20fancier%20images</id><content type="html" xml:base="https://tasogare.moe//blog/fancier-images/"><![CDATA[<p>Among the minor things that I think enhance a website are images and how they're handled. Well, images in general obviously enhance a page, but it's the surrounding bits I'd been a bit concerned about. I have been using embedded images mainly in blog posts and in song/game pages, and while you could always right click to open in a new tab, it isn't a great experience, and is possibly annoying on mobile (which always finds its way into design decisions). And speaking of mobile, because of the area limitation many images would be way too small anyway, so something was needed.
<br />
<br />
Originally the thought was to just wrap the images in &lt;a&gt; tags, with to make them clickable and pop-up in a new tab, and while that functioned, it caused some friction with the css I use mainly for blog images to align them to one side or the other. I'm also not a huge fan of the extra browser tabs on my phone, and even on desktop it just doesn't feel like a great solution. I knew many websites had in-page viewers that expanded the image, included a bit of information about them, and allowed navigation, so I did some googling around and came across a javascript library called <a href="https://biati-digital.github.io/glightbox/">glightbox</a> which does all these things. I was thinking of a way to roll my own solution, but having an open source library that works well (and in ways I don't yet even realize yet) is pretty great.
<br />
<br /></p>

<blog-image position="left" src="/assets/images/posts/2026-6-26/glightbox-example.png" width="50%" title="glightbox in action" alt="you could just click to see it anyway but why not have multiple layers of gallery">
</blog-image>

<p>Implementation was relatively simple- just adding a class and a few properties to dictate the text, location of the text, and which 'gallery' it's in- something I haven't explored that much but I think is a way to stop being able to navigate through every image on a page if they are in different galleries. Add some css overrides to get it looking more like what I want, and voilà. 
<br />
<br />
What made things a bit more complicated was that with this I was also looking to create WebComponent(s) for a few sets of tags that were reused commonly, such as those around images in blog posts. There's not an awful lot to mention there, other than the post files look much cleaner using the custom component. The internal logic just exists to make it a little customizable including things like position and border style. From this effort components for images, multi-images, song-covers, and iframes (for the as of writing one youtube video embedded) were created. I've elected to exclude the game covers for now since I think the detail is pretty readable as is and they're all really just borrowed assets meant to make the page they're on look satisfying, which I think they do.
<br /></p>
<hr class="thin-hr short-hr" />

<p><br />
That isn't the only upgrade to images though, as I also wanted to introduce spoilerable images. This is mainly going to be for future posts, to allow more spoilery stuff to be posted, but I also chose to do it since a couple of the cover images for some recent games could be considered spoilery. It's a little bit of a stretch, but better safe than sorry and also is a way to test it out live in a small way. Along with this, the first site wide options and a page for them were introduced.
<br />
<br /></p>

<blog-image position="right" src="/assets/images/posts/2026-6-26/options.png" width="50%" title="Options" alt="stuff like this is great, because such a page is not something I'd think of off the top of my head to include, but the need emerges organically">
</blog-image>

<p>I decided to have two controls for this, mostly because I don't think not wanting to see spoilered images on a collection of game cover art which you can trivially be exposed to means you should see everything unspoilered as a result, so you can choose to enable/disable for posts or just for game covers at the moment. This state is tracked by a cookie, but defaults to showing the spoiler overlay. I've already begun brainstorming a few other ideas for the options page, but those aren't a major priority at present.
<br />
<br /></p>

<blog-image position="left" src="/assets/images/posts/2026-6-26/spoiler.png" width="30%" title="A Spoilered Image" alt="to click or not click ">
</blog-image>
<p>Anyway, the implementation of the spoiler overlay was a bit rougher compared to glightbox, as this one didn't rely on anything external other than the svg for the icon. Before settling on an options page, I had a checkbox on the sidebar and originally thought of keeping that there, but it presented issues. I wanted toggling the checkbox to unspoiler/respoiler images depending on the previous state, and this seemed to work one way but not the other. If the page loaded with it unchecked (disabling), re-enabling would not apply the overlay. What this ended up being was a combination of two things- the first being that a lot of the initial javascript wasn't properly waiting for the DOM to fully load, which also impacted the overlay by making images 'flash' briefly, which defeated the purpose. The second issue was our good ol' friend css. The component responsible for the overlay was being hidden/unhidden properly, but it was stuck behind the actual image when toggling back and forth like this. It worked fine on load when enabled, but not when dynamically being applied. So that was fixed, and I subsequently moved the options to a separate page, so the situation can't really happen anymore. At least the code is more resilient? If you edit the cookie directly however, it won't work, I'm sorry to say.</p>

<hr class="thin-hr short-hr" />

<p>That's all for now- until next time!</p>]]></content><author><name>digitalily</name></author><category term="blog" /><category term="technology" /><category term="project:tasogare" /><summary type="html"><![CDATA[Among the minor things that I think enhance a website are images and how they're handled. Well, images in general obviously enhance a page, but it's the surrounding bits I'd been a bit concerned about. I have been using embedded images mainly in blog posts and in song/game pages, and while you could always right click to open in a new tab, it isn't a great experience, and is possibly annoying on mobile (which always finds its way into design decisions). And speaking of mobile, because of the area limitation many images would be way too small anyway, so something was needed. Originally the thought was to just wrap the images in &lt;a&gt; tags, with to make them clickable and pop-up in a new tab, and while that functioned, it caused some friction with the css I use mainly for blog images to align them to one side or the other. I'm also not a huge fan of the extra browser tabs on my phone, and even on desktop it just doesn't feel like a great solution. I knew many websites had in-page viewers that expanded the image, included a bit of information about them, and allowed navigation, so I did some googling around and came across a javascript library called glightbox which does all these things. I was thinking of a way to roll my own solution, but having an open source library that works well (and in ways I don't yet even realize yet) is pretty great.]]></summary></entry><entry><title type="html">tomoe gozen (fgo) cosplay project</title><link href="https://tasogare.moe//blog/tomoe-gozen-(fgo)-cosplay-project/" rel="alternate" type="text/html" title="tomoe gozen (fgo) cosplay project" /><published>2026-06-22T11:09:47+00:00</published><updated>2026-06-22T11:09:47+00:00</updated><id>https://tasogare.moe//blog/%20tomoe%20gozen%20(fgo)%20cosplay%20project</id><content type="html" xml:base="https://tasogare.moe//blog/tomoe-gozen-(fgo)-cosplay-project/"><![CDATA[<p>Tomoe is a character whose design I saw and went 'you are going to be the favorite character,' and things sort of went from there. With her 2nd ascension in particular, I appreciated that in terms of design, while it was definitely embellished as all things in Fate especially are, it felt much more restrained. It invokes 'samurai' very well, without leaning too far into (or really at all) fanservice, and is also visually striking in terms of the colors. It wasn't until some friends were discussing a group Fate cosplay that wheels started turning about potentially cosplaying her (and woops I missed it for the year we actually 'did' that), but once I started thinking about it things started flowing.
<br />
<br /></p>

<blog-image position="right" src="/assets/images/projects/tomoe/header.png" width="50%" title="Tomoe Gozen - Second Ascension" alt="the goal">
</blog-image>

<p>However it has been a while, and at this point, this is a cosplay I've wanted to do for a long time... <em>and</em> have attempted to start multiple times. The first time, I modeled and printed a fairly (in my opinion) good reconstruction of her naginata's blade and the decorative bit below it (painted and all), but I stalled out after that because I had originally wanted to use a bit of plastic plumbing pipe for the haft. The second time, I fully modeled the whole naginata, as well as the shoulder armor pieces, but get stuck when trying to deal with the chest armor, as this was where I had to break away from my model &amp; 3D print &amp; finish each piece routine, and started working with EVA foam for the first time, as well as having to pattern something for the first time. I ended up with two plastic cemented pieces for the front and the back, as well as some design embellishment on the front when I hit the brick wall that time around. Mostly, I couldn't figure out how to satisfactorily connect the pieces, how to have the belt which sits on top of the lower part attach properly, and how I was going to be able to support many of the other pieces with something that flimsy. Additionally I had never painted this material before and I was quite afraid of making a huge mess out of the pieces I had already but quite a bit of time and money into. In the end, work stalled overall with a minor resurgence to model and test out how the skirt armor plates would work. But now, armed with a fancier printer and using ASA instead of PLA for the first time, I'm going back at it with renewed vigor. Part of the problem with 3D printing is the finishing- the amount of sanding and filler primer layers required is great, and even then results are far from guaranteed, but ASA is a material which is supposedly much easier to sand than PLA, and also has the option for acetone vapor smoothing (something I don't expect to try, but does exist). The current aim is to do some test work on a piece of the armor to see how smooth I can get it feeling &amp; looking, and then doing work to finish more as I go along, which I'm hoping will provide the thrust of motivation I need to get through it this time around.
<br />
<br />
Beyond that, I figure writing about it will also help, so in this, the first post for this project (and first item in the projects page list) I intend to go back a little and talk about the initial research and horrendous napkin math that led me to my initial models and some of the trials and tribulations experienced along the way! So without further ado...
<br />
<br /></p>
<hr class="thin-hr short-hr" />

<p><br /></p>
<h2>I am <i>not</i> this person</h2>
<p><br /></p>

<blog-image position="right" src="/assets/images/posts/2026-6-22/basesprite.png" width="50%" title="Tomoe Gozen - Battle Sprite" alt="the key to having any clue as to how to make anything">
</blog-image>

<p>One of the first places my mind went when addressing the task of designing a cosplay that requires a lot of bespoke components is to the question of proportion. To begin with, how on earth am I to know how big these components are? Specifically in terms of armor and weapons. But related to this is the fact that, as the title of this section may imply, different heights are involved, and that impacts everything. Tomoe's in-game profile lists her height at 162cm or ~5.3ft, a number which un/fortunately doesn't match my own, but at least with both our heights, a ratio emerges. The problem then is, there isn't really any documentation on character costume related dimensions or anything like that, and even the art like above doesn't exactly give the whole picture because 1) do horns count? (I am almost certain the answer to this is no) and 2) the image isn't even a true full body shot. With this situation before me, I could only really turn to one thing- the relevant in-battle sprite, pictured above...
<br /></p>

<blog-image position="center" src="/assets/images/posts/2026-6-22/calcs.png" width="50%" title="The MSPaint Special" alt="most numbers are in a separate notes file, but much was done here">
</blog-image>

<p><br />
With the aforementioned ratio in mind, I could use some dubiously accurate pixel based distance math to begin to understand how large these pieces should be in real life. Extremely suspect in terms of accuracy but really the best I could do without straight eyeballing it, but even that said there was a little bit of necessary eyeballing, due to distance and angling and all that. The first and least risky place to apply this to was to me pretty clearly the naginata. Since a good 80% of it's length is 'line,' it's about as non-complicated as it can be for using this method of calculating length. Even when the line gets a bit spicy by the blade and curves, it's not too difficult to get more than good enough estimates. Where things got trickier was specifically on what I call the hilt/blade guard (which is probably not the right terminology but it works for me)- the golden piece with the curves sticking out right below the blade. While getting dimensions for it wasn't the worst, getting the model to look accurate enough while being large enough to support the weight of the lengthy blade atop it was a challenge. This model was made ages ago, and I think with what I have learned in the interim, I could redesign it well enough, but I like how it has turned out, so it'll stay for now. Fortunately because the whole thing needs to be split into printer-sized parts, I could always change that piece out until glue is firmly in place.
<br /></p>

<blog-image position="center" src="/assets/images/projects/tomoe/files/naginata-model.png" width="50%" title="Naginata Model" border-style="thin" alt="fusion360, perhaps the worst tool to use for this. If it looks funny it's because this is running under linux &lt;i&gt;miraculously&lt;/i&gt;">
</blog-image>
<p><br /></p>

<hr class="thin-hr short-hr" />

<p><br /></p>
<h2>I do <i>not</i> know Fusion</h2>

<blog-image position="right" src="/assets/images/projects/tomoe/files/shoulder-plates-model.png" width="50%" title="Shoulder/Upper Arm Armor Plates Model" border-style="thin" alt="top mesh view">
</blog-image>

<p>I then went on to begin looking at the armor plates on the upper arm. This is where the pixel math got a bit more dubious, and I had to rely more on visual appearance by printing out prototypes and seeing how they looked. This was also the first time I had to <em>really</em> fight against Fusion- specifically with the top curved up piece. Making a half potato chip shape by itself isn't too bad, but what was a nightmare was getting the rounded border piece to look the way I wanted it to when swept around the edge. What was a <em>super nightmare</em> was getting the curved strips to even remotely work. It turns out that, especially with the level of knowledge and lack of general training I have with Fusion or CAD in general, this was an extremely difficult task. While I could get to a point where I could more or less get the shape to bend in the right direction, I was met with endless issues trying to get the bodies of the main part and each strip to combine- frequently seeing the dreaded boolean error. As you can see from the mesh view in the images, it ends up being incredibly funky. I had to manually delete some sections of the mesh and do some weird surface merging, but I think the end result ended up looking alright, and when attached, the pieces function.</p>

<blog-image position="left" src="/assets/images/projects/tomoe/files/shoulder-plates-model-angled.png" width="50%" title="Shoulder/Upper Arm Armor Plates Model" border-style="thin" alt="angled view">
</blog-image>

<p>And attaching was a question I had to grapple with. Fortunately, after looking up examples of real world samurai armor, I found that the artist for Tomoe did a fantastic job at designing relatively realistic armor. As the abundance of holes in each piece may indicate, it's intended for some sort of cords/fiber/what have you to loop through and crisscross to connect each piece in a way that is ultimately pretty darn sturdy. You can see this in the art at the top, though the glimpses we get of the back side both there and in the sprite (which you can see more in certain attack animations) doesn't really make sense with this in mind, since you can't really see the cords from the reverse side. Being able to look at historical examples really helped out, since people you could see every angle and get a better idea of how these things were held together. There were also several blogs I found of people trying to make their own using historical techniques, which was another great resource. With this figured out and a satisfying plan for the shoulder armor, the next part was the skirt armor, and boy was that one much less obvious to figure out.</p>

<blog-image position="right" src="/assets/images/projects/tomoe/files/skirt-model-in-progress.png" width="50%" title="Skirt Armor Plates Model (WIP)" border-style="thin" alt="thank goodness for less curvature">
</blog-image>

<p>The actual plates were much simpler to design, since there wasn't a piece that curved in an extra dimension in a strange way. The weird part however was what appeared to be the connecting cords for these pieces, made very little sense in the original art. You can see similar crossing x shapes as in the shoulder plates, but above it you have <em>way</em> too many bits of cord to make sense- not all would be able to have a destination hole to connect to. Further, as you go down, each plate gets more x's. So there are a lot of extra cords, but then some actually need to be there? How the plates overlapped was also less clear at first, but I was able to make sense of it after thinking it through and experimenting- ultimately these pieces are much more tightly bound than the shoulder pieces. As you can see by the image, I'm not quite finished with these. I only just figured out how to best handle the curved strips that go in the middle space and am currently doing a painting test with the top piece. I still have one major bottom piece to completely design (though it shouldn't be too difficult), and I have to experiment further with the crest on the central bottom piece. Very unfortunately, the bottom piece is just a bit too large for my printer to do in one go, and my previous printer couldn't even do any of them in one go. The ways I came up with to link the pieces together on the old printer were not great, so I'll need to figure out something better for these. Unlike the naginata, these are much thinner (as I need 8 columns of these in the end...) and the weight is distributed differently, so I'm not quite able to use the same dowel + connector tricks. 
<br /></p>

<hr class="thin-hr short-hr" />

<p><br />
... and that's it for the first post. The only major piece I've yet to discuss is the chest armor I mentioned in the beginning, but I think that can wait until I look at that part a bit more closely. For now, it's a lot of waiting on the printer, sanding, and more sanding. Below will be a few pictures of pieces printed on the old printer in an unfinished state. With the post now made as well, I'm hoping to soon have the projects sub-area built out and a hub page for this project created, as well as links to this and all future posts, and some form of image gallery, so look forward to it!</p>

<p><br />
That's all for now- until next time!</p>

<blog-multi-image srcs="/assets/images/projects/tomoe/files/printed-naginata-sample.jpg,
        /assets/images/projects/tomoe/files/printed-shoulder-sample.jpg,
        /assets/images/projects/tomoe/files/printed-skirt-sample.jpg" widths="50%" heights="50%" titles="Naginata Sample, Shoulder Sample, Skirt Sample" border-style="thin">
</blog-multi-image>
<p><br /></p>]]></content><author><name>digitalily</name></author><category term="blog" /><category term="cosplay" /><category term="project:tomoe" /><summary type="html"><![CDATA[Tomoe is a character whose design I saw and went 'you are going to be the favorite character,' and things sort of went from there. With her 2nd ascension in particular, I appreciated that in terms of design, while it was definitely embellished as all things in Fate especially are, it felt much more restrained. It invokes 'samurai' very well, without leaning too far into (or really at all) fanservice, and is also visually striking in terms of the colors. It wasn't until some friends were discussing a group Fate cosplay that wheels started turning about potentially cosplaying her (and woops I missed it for the year we actually 'did' that), but once I started thinking about it things started flowing.]]></summary></entry><entry><title type="html">woes of navigation</title><link href="https://tasogare.moe//blog/woes-of-navigation/" rel="alternate" type="text/html" title="woes of navigation" /><published>2026-06-15T11:09:47+00:00</published><updated>2026-06-15T11:09:47+00:00</updated><id>https://tasogare.moe//blog/%20woes%20of%20navigation</id><content type="html" xml:base="https://tasogare.moe//blog/woes-of-navigation/"><![CDATA[<p>I would like to begin by stating that I am not a UX designer. I did technically take a very phoned in UI design course in college, but it was only dubiously useful and mostly boiled down to 'talk with the client.' Which, all things considered is a really good piece of advice, but also is something that clearly a lot of large tech companies seem to stomp all over in favor of their own ideas of streamlined, or worse, maximizing dark patterns. Fortunately on this website, the stakes are a lot lower, and it mostly comes down to my own preference in combination with the degree to which I want to go. Starting from a fairly basic starting layout and being a static website with limited javascript at the moment means larger changes are simpler (except when confusing css is involved), but how exactly I achieve my goals can be a bit constrained. Here, we'll be talking a bit about what I call the horizontal navigation bar.</p>

<blog-image position="center" src="/assets/images/posts/2026-6-15/horizontal-navbar-sample.png" width="75%" title="Current Navigation Bar" border-style="thin" alt="this thing">
</blog-image>

<hr class="thin-hr short-hr" />

<p><br /></p>

<blog-image position="center" src="/assets/images/posts/2026-6-15/horizontal-navbar-old.png" width="75%" title="Old Navigation Bar" border-style="thin" alt="what it was before">
</blog-image>

<p>This journey began when I began brainstorming adding a new 'main area' for projects (which, as of writing is still a ways off, but still). When I added the area to my page listing to see how it would currently render, I ran into two main problems:</p>
<ul>
    <li>while 'friends' fit nicely, 'projects' was slightly too long to fit the current tab size</li>
    <li>space is at a <i>huge</i> premium</li>
</ul>
<p><br />
Both these problems intertwine a good deal, and mostly because for some reason I have decided to make this site (in the biggest air quotes possible) 'mobile friendly.' On my phone, the previous layout took up essentially the entirety of the width they were provided, with the text starting to bleed out the borders. I didn't want to restrict myself to 5 tabs ever, even with the ability to have dropdowns under them, as not every page I may want is as simple as a list of things.
<br /><br />
Initially I was thinking to move the buttons to the currently unused right side of the main area, descending from top to bottom. However with this, I was concerned about reducing the width for content even further, and ultimately it came down to an aesthetic reasoning. I found that I quite like the 'bump' of the tabs above the main content area, filling out the gap between that row of the grid and the header, especially with the sidebar not having it. Additionally, I like the illusion of the main content area being a tabbed folder, which while it could also be done on the side, I think would end up being a bit more awkward because of how wide they would need to be (vertical names are a definite no here). Having this kind of navigation towards the top makes more sense to me as well.</p>

<blog-image position="center" src="/assets/images/posts/2026-6-15/dropdown.png" width="75%" title="Example of Dropdown Menu" border-style="thin" alt="dropdown">
</blog-image>

<p>What I ultimately settled on was what you see in the first image, and hopefully matching what you see above, assuming I haven't totally redesigned it. I decided to change how I was currently using the (poorly constructed) dropdown system that the 'lists' tab had been using, to instead have it only used on the first tab, and have the first tab represent the 'main area' you were currently on, with the others linked in the dropdown itself. 'home,' 'blog,' and 'lists' became the main areas ('projects' to follow some day), and the rest of the pages were grouped under them. For 'lists,' not much changed as it already had 'games' and 'songs,' but 'home' gained 'friends' and 'about' as subpages, as they didn't really warrant 'main area'ship and felt like they would fit among what is a generalist kind of tab. With 'blog' becoming a main area, I now saw the opportunity to add in a base page for post tags, though I'm not sure what else would fit there, which is fine. 'lists' is in a sort of awkward position because there was no root 'lists' page before, it was only a means to get to the dropdown for the actual pages, so at present it is a very barebones under construction page while I figure out what I want to do with it. Probably some kind of 'top x of y' kind of thing? We'll see.
<br /><br />
The dropdown itself was kind of nightmarish to adapt to this, mainly because the original architecture assumed that the button which is hovered over to reveal it, would never be a link itself. This combined with less than stellar layout + a very confusing mess of css (that I aim to break out and document better at a future point) made for a challenge. I ultimately ended up looking around for some stripped down examples of this kind of thing, played around in w3schools html playground and ended up adapting the existing code to that, which made things much cleaner. The navbar's layout itself also has a <i>hefty</i> Liquid syntax to set up everything properly. There are likely better ways I could have arranged the data file it reads from, but I appreciate the way in which it ends up being dynamic.</p>
<hr class="thin-hr short-hr" />

<p>I'm fairly satisfied with where this ended up, and though I expressed how I'm not keen on adding things to the right space for fear of what it will do to the mobile view, it is something I'm thinking about. With nav buttons like this, I think the issues are unavoidable, but with another block of something, it'll probably just end up stacking like the sidebar does. This is the first post discussing any of what goes into this website, and I hope it is at least a little interesting. When I ultimately have a projects page setup, the website itself will be one of the projects included there, so I do hope to continue to write more as I go on. I don't think everything will get a post, I just want to document some of it.</p>

<p><br />
That's all for now- until next time!</p>]]></content><author><name>digitalily</name></author><category term="blog" /><category term="technology" /><category term="project:tasogare" /><summary type="html"><![CDATA[I would like to begin by stating that I am not a UX designer. I did technically take a very phoned in UI design course in college, but it was only dubiously useful and mostly boiled down to 'talk with the client.' Which, all things considered is a really good piece of advice, but also is something that clearly a lot of large tech companies seem to stomp all over in favor of their own ideas of streamlined, or worse, maximizing dark patterns. Fortunately on this website, the stakes are a lot lower, and it mostly comes down to my own preference in combination with the degree to which I want to go. Starting from a fairly basic starting layout and being a static website with limited javascript at the moment means larger changes are simpler (except when confusing css is involved), but how exactly I achieve my goals can be a bit constrained. Here, we'll be talking a bit about what I call the horizontal navigation bar.]]></summary></entry><entry><title type="html">touhou koumakyou: new classic</title><link href="https://tasogare.moe//blog/touhou-koumakyou-new-classic/" rel="alternate" type="text/html" title="touhou koumakyou: new classic" /><published>2026-06-12T11:09:47+00:00</published><updated>2026-06-12T11:09:47+00:00</updated><id>https://tasogare.moe//blog/%20touhou%20koumakyou:%20new%20classic</id><content type="html" xml:base="https://tasogare.moe//blog/touhou-koumakyou-new-classic/"><![CDATA[<blog-image position="center" src="/assets/images/posts/2026-6-12/koumakyou-header.jpg" width="80%" title="Header Banner" border-style="thin" alt="!!!!!actually what on earth!!!!!">
</blog-image>

<p><br /></p>

<p>When you're on Discord long enough to build up a collection of servers, you learn to pick your poison. Sometimes it's great joining the official server for whatever thing you're into, and other times it's a constant stream of <strong>&lt; insert text version of discord ping sound here &gt;</strong>. As such, most of the servers that are higher up on the list of ping-offenders tend to get that turned off rather quickly, with some exceptions. But sometimes a larger server shows restraint, and won't hastily unholster their <strong>@everyone</strong>... <em>"unless at the uttermost end of need."</em> It is for this reason that when the near ~16k member Touhou Project server breaks it out, I quickly go and take a look.
<br />
<br /></p>

<blog-image position="right" src="/assets/images/posts/2026-6-12/cirno.gif" width="50%" border-style="thin" alt="Cirno's new boss sprite">
</blog-image>

<p>What is rare though, is when the announcement you then go and look at isn't one of the usual suspects- them being the announcement of the next game in the series, or the actual release day (which isn't exactly hard to divine either way). This time, it was something that I don't think many people would have seen coming- the announcement of the series' first <em>remaster</em>, which is of <em>Touhou Koumakyou ~ the Embodiment of Scarlet Devil</em> i.e. 'Touhou 6,' which has by far the most popular characters in the fandom overall, and further which is basically <strong>-the-</strong> game that caused this series to absolutely explode with popularity in ye olde niche online communities in the early-mid '00s. More than that, while this isn't the first game to have an official English translation (that title belonging to <em>Antinomy of Common Flowers</em>), this project was done with collaboration from some of the people behind <abbr title="Touhou Community Reliant Automatic Patcher"><a href="https://www.thpatch.net/wiki/Touhou_Patch_Center:Main_page">thcrap</a></abbr>, which is huge for the community, since thcrap is a purely community project, but also as a result means it isn't just an English translation being released, but several other languages as well. The game will also allow the ability to play a <abbr title="the original source is long since lost, thus recreated">recreated</abbr> (including as many bugs as they can!) version of the original game, with no new assets or gameplay modifications, marking the first time that will be available to a wide audience. As for new assets- much of the old art has been redrawn in much higher fidelity by Curee of <a href="http://www.aquastyle.org/">AQUASTYLE</a>, a circle which has been around for quite a while, new animated boss sprites have been created by Unabara Iruka of <a href="http://www.tasofro.net/">Tasogare Frontier</a> (one among the inspirations for this site's name), and ZUN himself is rearranging the entire soundtrack.
<br />
<br /></p>

<blog-multi-image srcs="/assets/images/posts/2026-6-12/Th06Reimu2.png,
        /assets/images/posts/2026-6-12/Th06Marisa2.png" widths="128px" heights="244px" titles="EoSD Reimu, EoSD Marisa" alts="we're back?, we're back." border-style="none">
</blog-multi-image>

<p><br /></p>

<p>The coolest part about this is as some of the more <em>Touhou</em> astute people might note, the fact that this is not purely a ZUN project. In fact, ZUN and the other collaborators formed an entirely new circle called <em>Shanghai Alice Reprise</em>, whose stated purpose seems to be being <em>'...dedicated to making Touhou Project games playable on modern platforms.'</em> And that right there is the <em>really</em> exciting part because <em>EoSD</em> isn't the only early Windows era <em>Touhou</em> game that has yet to make it to Steam. I am incredibly excited for eventual <em>Perfect Cherry Blossom</em> and <em>Imperishable Night</em> remasters, especially if they go as all out as this one. All three of these games not only have problems running on modern Windows, but some of the source code has been lost as well, which means a Steam upload is impossible. I think many would just call it there and not embark on a project of this scale, but here we are. The fact that these games even got on Steam in the first place was practically a miracle in the beginning, but I'm glad to see it's worthwhile enough for things like this to happen. Some speculate that this new circle may finally be the occasion for anything at all about the PC-98 games to enter into the modern era, but that's one we'll have to wait and see on. I'm not sure I'd hold my breath.</p>

<p><br />
The announcement itself was also interesting in that this seems to have been revealed in a Nintendo Direct of all places. I'd say there were a few things that probably grabbed most people's attention there besides this, but it's a cool thing to have happen. Of course this also means that the game will be getting a Switch/Switch 2 release, marking the first time one of the mainline games is making it to a console (it's also going to PS5). It'll be interesting seeing what this means for the fandom as a whole, as this level of fanfare &amp; exposure could draw in many new fans, so long as the inherent barrier of entry this genre has isn't too oppressive- something they seem to be taking into account by introducing what seems to be an infinite lives mode?, which is neat. It is certainly my hope that some new blood could serve as a catalyst for parts of the community to improve, but we shall see. 
<br /></p>
<hr class="small-hr" />

<p>All in all this was an incredible thing to see happen. It took a little bit for it to really set in, but it's been a long time since I've been this outright excited for the next <em>Touhou</em> entry. I always look forward to new releases and am eager to see what new things they add both to the world and in terms of music, but just seeing such an important old game get a fresh coat of paint like this is something else. It takes me back to my early days trying to figure out what all this was and how to get past stage 4. Memories. Also, the fact that much of the work is being handled by others on the team also makes me hopeful that the impact to new titles won't be too significant, so if these New Classic versions can keep on going on the side, we'll be in for quite a treat.
<br />
<br />
The official website can be found (again, <em>in English!!!</em>) <a href="https://touhou-project.news/shanghai-alice-reprise/en/">here</a>, and the game itself will release on September 10th (which may be 9/9 in my timezone and also Cirno Day, which is amazing) of this year. Time to toss it on the <a href="/lists/games/backlog/">backlog!</a></p>

<p><br />
That's all for now- until next time da ze!</p>]]></content><author><name>digitalily</name></author><category term="blog" /><category term="games" /><category term="touhou" /><summary type="html"><![CDATA[]]></summary></entry><entry><title type="html">blue prince</title><link href="https://tasogare.moe//blog/blue-prince/" rel="alternate" type="text/html" title="blue prince" /><published>2026-06-08T11:09:47+00:00</published><updated>2026-06-08T11:09:47+00:00</updated><id>https://tasogare.moe//blog/%20blue%20prince</id><content type="html" xml:base="https://tasogare.moe//blog/blue-prince/"><![CDATA[<p><i>Blue Prince</i> is a game that I had heard small rumblings about for quite a while, with several people online speaking <i>very</i> highly of it, but I never knew too much about what exactly it was. What I did know was that it was in a decently long early access, and was being made by someone who at the time was very much a non-developer, but that was about it. It wasn't until a friend had started playing &amp; loving it, even going so far as setting his desktop background to a stylized blueprint sketch of the manor, and him having roped a couple others in that I finally sat down to give it a try. Around this time as well, a streamer who I'd known of since long ago had on several occasions spoken about how it was easily his favorite game of all time during his <i>Silksong</i> let's play, so hype and expectation was there. And so, while on a vacation flight around the holidays, knowing it was a good 'Steam Deck game,' I flew up to 30,000 ft. and launched it. <i>Immediately</i> after watching the opening cutscene and walking into the first randomly drawn room, taking in the sounds and atmosphere, I closed the game with a firm understanding that I absolutely <i>had</i> to play it full screen on my desktop, and so I waited.</p>

<p><br /></p>
<hr class="small-hr" />

<blog-image position="center" src="/assets/images/posts/2026-6-8/2026-06-08-080120_hyprshot.png" width="95%" title="Start of a Run" alt="day one of many">
</blog-image>

<p><br /></p>

<p>During the intro cutscene, the general gist is laid out. You play as Simon P. Jones, the nephew of late eccentric Baron Herbert S. Sinclair, who prior to his death suddenly revoked all previous wills and bequeathed the entirety of his estate (known as Mt. Holly) and all within to Simon on the condition that he locates the 46th room of this 45 room manor- this being the initial main goal of the game. 46/45 is sure a way to pique some interest, that's for sure. The gameplay itself is (broadly) speaking a sort of roguelite, where each day you begin in the Entrance Hall, which has north, east, and west exits blocked by simple closed doors. When you open a door, you are given a selection of three (mostly) random rooms, each of which has 1-4 doors, and can be in a particular rotation. The overall house layout is 5 columns of 9 rows, with only the bottom center (Entrance Hall) and the top center (Antechamber) initially filled out- to get to Room 46, you have to 'draft' rooms from room exits to snake your way up to the top and figure out how to get past the antechamber along the way. Generally, you aren't going to get this on your first run, as you've yet to unlock several permanent additions/upgrades that make this task much simpler, though horrifyingly enough there is an achievement for actually doing this in a single day. One I don't plan on taking on anytime soon.</p>

<p><br /></p>

<blog-image position="right" src="/assets/images/posts/2026-6-8/2026-06-08-102245_hyprshot.png" width="60%" title="Room Drafting Interface" alt="an example of drafting a room">
</blog-image>

<p>The main limiting factor within a day's run is your step counter, which decreases whenever you cross the threshold between rooms, or certain areas in general, such as if you go back out of the Entrance Hall into the The Grounds or further. When you hit 0, Simon essentially tires out for the day, and you return to your tent outside to rest for the next day- you aren't allowed to stay in the estate overnight, giving time for the rooms to reset and for you to try again. Steps can be increased via a permanent upgrade or more commonly, by food items you can find around the house, either laying around in certain rooms or bought from a shop. Certain rooms may also restore some steps, or take steps away from you, meaning you have to be careful what paths you follow in case you end up at a dead end or locked door you don't have a key for, in case you need to backtrack- and you will, inevitably, <i>have</i> to backtrack. Your resources will also limit you, needing gems to pay to unlock certain rooms, coins to buy useful items, and keys to open locked doors. Some doors may also be blocked by needing a special keycard, unless you can find an alternate way to get through them. And if you find yourself drafting your last room and no matter what you pick it marks the end of your run, you'd better hope you have some ivory dice to reroll the offered selection.</p>

<p><br /></p>

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<p>Breaching the antechamber doesn't ultimately take too long, though RNG can greatly influence this, and upon reaching it for the first time, you are presented with a cutscene that, depending on how much you have seen up until then, will have more or less weight. This is because as you journey through the estate, you will come across photographs, scrawled notes, books, a fortune teller?, and many other things of interest that serve two main purposes. The first is to provide context to the world you're in. You may find an old newspaper clipping with reference to an older denizen of the estate who has long since passed, or you may find a cute illustrated picture book or a redacted history of the country this all takes place in. It is in my opinion, these sorts of finds which serve to give that Room 46 cutscene as much weight as it is. But the second purpose of these things, is to plant seeds of mystery, or provide clues towards some thing or other. You may find a note referencing the location of a lever in a room you've been in before (and certainly having seen no lever), or you may find a combination lock to a safe with no written down code in sight, or you may find a blackboard with a strange grid on it that happens to match the 9x5 layout of the estate. And it is these sorts of clues and puzzles ultimately intertwined with the history, geography, and people you learn about, that truly form the bulk of what this game is, as when you visit Room 46 for the <i>second</i> time (noting that the cutscene for the first time ends your day automatically) and can actually explore the room itself, you find a note detailing in riddles 8 locations where you can find particular keys, which, if you've made it that far, you should have a pretty good idea as to where they go.</p>

<p><br /></p>

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<p><br /></p>

<p>Ultimately I think that <i>Blue Prince</i> is a game about satisfying the player's curiosity, and providing just enough information and hints to drive the player to take a deep look at the information they have, to find the next mystery to solve. However, the game does make it quite clear that purely getting the bottom of things for 'getting to the bottom of things's sake isn't quite what it is going for. One of my biggest regrets about playing <i>Blue Prince</i> is all the external help I got along the way- whether that was sitting in discord calls streaming the game and being led in one direction or other, or getting insight from people who hadn't even played the game on a particular puzzle to get through a mental block, or in the end, needing to resort to the internet in a couple of spots. Looking back, nothing in the game is what I would describe as truly unfair. Rather, the amount of information you have is vast, and the relevance of said information can range from dubious to critical, but how things end up is a function of the notes or pictures you thought to take, and whether you can connect the dots in the right way. With certain word based puzzles, you very well may need to consult a dictionary, but what is hard to determine is when you hit that point. Over the course of the game, particularly in the latter third or so, I gained a better intuition towards what sorts of things it was asking me to look for, or, by virtue of the possibilities narrowing as time goes on, having a better idea of what clue <i>really</i> sticks out in comparison to the others, but ultimately for me in the end, it wasn't enough. It's a complicated feeling, because for certain puzzles, knowing who I am and how I think, it's easy to say <i>there's no way I would have ever gotten that</i>, and obtain a solution and proceed, but there were also times I thought as such and gave it a day, or looked at a note later, and suddenly it came to me. All of this to say that, while I firmly reached 'the end' of <i>Blue Prince</i>, and it was an enjoyable ride, I did it in a way which I perceive to be incongruent with what it is truly saying or going for- in which there is some irony, but that's possibly for another time.
<br />
<br />
As such, when I did finally arrive at the ending, I have to confess that I was a bit disappointed. I had built up some kind of idea of where things would eventually end up, but found that what I got was very different. After having waited a bit to sit down and write this, in hindsight I actually think this is kind of perfect, and it has illuminated for me what I really think the game wants to express, which is a love for the process of thinking and puzzling and solving as far as, well, what you deem appropriate, or as far as it serves you. 
<br />
<br />
What follows is a <i>tad</i> on the spoilery side, but in order to avoid really spoiling anything, I will keep it in the vaguest possible terms. At a certain point very late into the game, what I would describe as the penultimate 'ending' before the final-<i>final</i>-actually"final" major puzzle (which, I suppose, could be different depending on the order in which you come across things), you are given an arrangement of boxes not too dissimilar to the boxes you find in the Parlor. Opening each box carries a different result (and you can open them all over several in game days), but one in particular did end up serving as a nice bookend to one aspect of the game's underlying narrative- an aspect which I had been building up as what the 'end' would have to do with, and, if I had chosen to stop after having seen that, I probably would not have come away with that initial disappointment once I went further on. It's only really by reflecting on the game as a whole that I've been able to come to that realization, though. 
<br />
<br />
To wrap up, <i>Blue Prince</i> experienced some level of community controversy during The Game Awards, where many fans perceived it as having been snubbed for not being a contender for Game of the Year, or for not winning Best Indie Game (which was a very stacked category, even discounting <i>Expedition 33</i>'s controversial 'indie' status), but I don't think I feel the same. For one, I think <i>Expedition 33</i> is practically a head to toes incredible package, and one which has much more compelling character writing across a wider cast than I would say <i>Blue Prince</i> does, but more than that, for better or worse, <i>Blue Prince</i> is a very unique game, as I hope I've made evident so far. I absolutely think that something being particularly unique is not reason in and of itself to deny it some award or other, but it means that the game has made decisions in terms of presentation or gameplay that while justified, can hamper the experience to some degree. Among these are things like frequent recurring lengthy animations, or how the RNG of room drafting can mean you waste several days if you're trying to go for something specific, but ultimately all these things combine to give it its identity, so should they be excised for a better chance at winning in the Game Awards? Probably not, and, speaking as a very big fan of <i>Umineko</i>, I'm very much for weird unique stories being the way they are. The thing that <i>Blue Prince</i> perhaps suffers the most from on an awards show like The Game Awards is the fact that it is a thoroughly <i>English language</i> game. The amount of wordplay is so thick and intricate that it's extremely difficult for me to imagine a localization realistically being possible. Almost to the extent that I would say, to try and do so means to create the <i>Blue Prince</i> equivalent for that particular language, you'd have to change so much. While this is a fairly large accessibility barrier, the fact that it does rely so deeply on language is exactly what gives it so much of its identity. I think that making these puzzles universal across all languages would inherently diminish the complexity and cleverness the game is able to achieve, so while it's sad that others across the world can't necessarily experience the game, it's a tradeoff which I can agree with (biased native English speaker as I am). I can only hope that games on this level can be made in other languages, in ways that get deep into it with the ways in which other languages can play with words, and I would look forward to being familiar enough with whatever languages these are to be able to enjoy them myself.</p>

<hr class="small-hr" />

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<p><br />
That's all for now- until next time!</p>]]></content><author><name>digitalily</name></author><category term="blog" /><category term="games" /><summary type="html"><![CDATA[Blue Prince is a game that I had heard small rumblings about for quite a while, with several people online speaking very highly of it, but I never knew too much about what exactly it was. What I did know was that it was in a decently long early access, and was being made by someone who at the time was very much a non-developer, but that was about it. It wasn't until a friend had started playing &amp; loving it, even going so far as setting his desktop background to a stylized blueprint sketch of the manor, and him having roped a couple others in that I finally sat down to give it a try. Around this time as well, a streamer who I'd known of since long ago had on several occasions spoken about how it was easily his favorite game of all time during his Silksong let's play, so hype and expectation was there. And so, while on a vacation flight around the holidays, knowing it was a good 'Steam Deck game,' I flew up to 30,000 ft. and launched it. Immediately after watching the opening cutscene and walking into the first randomly drawn room, taking in the sounds and atmosphere, I closed the game with a firm understanding that I absolutely had to play it full screen on my desktop, and so I waited.]]></summary></entry><entry><title type="html">hades II</title><link href="https://tasogare.moe//blog/hades-II/" rel="alternate" type="text/html" title="hades II" /><published>2026-06-01T11:09:47+00:00</published><updated>2026-06-01T11:09:47+00:00</updated><id>https://tasogare.moe//blog/%20hades%20II</id><content type="html" xml:base="https://tasogare.moe//blog/hades-II/"><![CDATA[<p>I remember seeing the original <i>Hades</i> featured prominently on Steam a few months after it left early access and found the art style fairly appealing, and after diving in and getting immediately hooked, and eventually sharing many a run over voice calls with others playing at the same time, I knew it was something special.</p>

<p>Everything from the music, the familiar setting of Greek myth with Supergiant's unique spin, the clean gameplay, seemingly endless amount of dialogue, and the incredibly well put together gameplay loop of: do a run -&gt; die -&gt; go back to the house and talk with everyone -&gt; next run, <i>Hades</i> was an absolutely <i>outstanding</i> experience.</p>

<p>In the time that followed, with the pool from which you could pull for Greek myth, the idea of a sequel sounded great, even if they could put a fraction of what they did into it, but at this point in time Supergiant had yet to make a sequel for anything they had release, so when the day finally came that <i>Hades II</i> was announced, myself and everyone I knew who loved the first were <i>pretty excited</i>. So much so that I think we all essentially blocked ourselves from touching the initial early access release, buying it anyway as show of support, to wait for the full v1 release to binge all at once. In the end, I ended up taking a gap between starting and finishing, but either way, if anyone doubted if the sequel could live up to it's predecessor, their doubts were handily assuaged.</p>

<p><br /></p>

<p>At first I actually found it a little bit difficult to get into. Whereas in the first game, the setup is a very basic 'you want to escape the underworld and your dad isn't helping,' in <i>Hades II</i>, you begin very much in the middle of something, so you had to learn context about something you were already involved in, which while understandable given the plot, did invoke a little bit of 'why do I care.' It had also been a while since I played the first game and I was very rusty, so getting into the first couple runs was a little painful, and I at first actually found the colors present in the first area to be difficult to see some enemies against, which in hindsight was really just unfamiliarity. This hesitance quickly gave way though, as what was going on became very clear, and the performance of Melinoë's VA along with her writing made the weight of the task very real. But it also didn't take long for the familiarity to set in hard, seeing all the gods &amp; goddesses with their updated new looks and including ones we missed out on last time, as well as being able to enjoy the excellent gameplay loop in a different coat of paint. The new characters were also by and large a massive treat- there are too many to call out explicitly as I don't have major complaints about most people, but some standouts definitely include Nemesis, Narcissus, Scylla (&amp; the Sirens), and the big bad Chronos himself. Speaking of which, the fact that Chronos has commentary if you pause during his fight is <i><em>chef's kiss</em></i>. And all that is pretty great, except for that you eventually discover that the game is actually two games, and not only can you go down through the underworld, but also up toward Mt. Olympus itself, with another large cast of new characters, fun fights, and interesting challenges.</p>

<p><br /></p>

<p>Where I ultimately stopped before taking my hiatus was clearing the buffed up versions of all the bosses. Vow of Rivals Prometheus and Typhon in particular were incredible, the latter more so, but definitely something I didn't much care to have activated forever! When I did come back, I had only really had the epilogue left in terms of story, and like the previous game, I also wanted to knock out 100% achievements, as one thing I'll respect Supergiant forever for is in the original <i>Hades</i>, they didn't include an achievement for the final statue you can unveil because they didn't want the final experience of somebody's time with the game to be as frustrating as that task could be- bravo to that. Unfortunately, this is where I think <i>Hades II</i> stumbled a little bit for me, because a lot of this wrapping up time was extended greatly by lack of resources, i.e., can't advance bond with a character because I don't have spare ambrosia and need it for a rare encounter or particular side quest, and I can't craft ambrosia because the cost is high, and I also need to unlock new weapon aspects and upgrade them, etc., etc. Looking back, I think I had times where I was being inefficient about resource usage. In particular, since I had taken a break, I wasn't actively gathering Nightmares from the Oath of the unseen, as I was going for specific builds and lower fear at first until I could get back into it, but even then there still was a good amount of intentional grinding I had to do, which definitely wasn't the most fun, and because I'm not one for doing speed challenges or anything like that, the gameplay did start to become a little more rote than ideal. Which is partly a problem of my own making, as at that point I was chasing an award rather than having maximum fun per run, but even then, I also had to grind out a bit in the first game, and it wasn't as 'bad' in my memory. Certain prophecies were also not great to try and do all at once, whether that be because you get unlucky with NPC spawns, or because you get faked with them saying to come back a couple times before it can proceed. In the end, it felt like the amount I had to go out of my way to finish up was a little on the higher side than I would have preferred, but when I finally capped it off with a Great Chaos Below run that almost went super poorly, I can definitely say I finished on a high note.</p>

<p>While I do enjoy the characters of Greek myth, I'm certainly no expert, so if there is a way to create a meaningful 3rd game, I don't know, but I can say for sure I'd love to play it. Despite some a couple small rough bits, <i>Hades II</i> stands as a worthy successor to the first game, and something that can provide many hours of very fun and at times frenetic gameplay, with many excellent characters to interact with and a solid narrative to cap it off (and a <i>fantastic</i> soundtrack).</p>

<p><br />
That's all for now- until next time!</p>]]></content><author><name>digitalily</name></author><category term="blog" /><category term="games" /><summary type="html"><![CDATA[I remember seeing the original Hades featured prominently on Steam a few months after it left early access and found the art style fairly appealing, and after diving in and getting immediately hooked, and eventually sharing many a run over voice calls with others playing at the same time, I knew it was something special.]]></summary></entry><entry><title type="html">con season 2026</title><link href="https://tasogare.moe//blog/con-season-2026/" rel="alternate" type="text/html" title="con season 2026" /><published>2026-05-26T11:09:47+00:00</published><updated>2026-05-26T11:09:47+00:00</updated><id>https://tasogare.moe//blog/%20con%20season%202026</id><content type="html" xml:base="https://tasogare.moe//blog/con-season-2026/"><![CDATA[<p>Another May, another ACEN &amp; now Combo Breaker wrapped up- a welcome pair of events after a slow start to the year, featuring a bunch of recurring colds/illness and a hefty serving of cabin fever.</p>

<h4>ACEN 2026</h4>
<p>After a rough showing last autumn trying to secure hotel rooms, ACEN finally arrived and while the group was slightly smaller this year, by and large I think things worked out. Evidently the hotel was undergoing room renovations and two floors at least were totally blocked off and being actively worked on during the con weekend, so fingers are crossed that that was the reason for the lower number of rooms we were able to book this year, and next time goes more smoothly.</p>

<p>As for the con itself, it was a mostly chill year for me, as I got stuck on the cosplay I was working on and couldn't get it ready in time. I was intending on reprising one old cosplay partially, but after not having to deal with the practicalities of that walking around on the first day, I settled for comfier clothes for walking around and such. Most of what I bought this year was <i>Umineko</i> related, and the haul was not insignificant. Some fantastic pieces from the Artist's Alley, though I missed out on a companion Battler pin to a Beatrice pin at one booth (the person running it said they made way fewer for Battler, which like, yeah, fair). The real haul however was on the final day of con, making some last rounds around the vendor area. The group I was with went into this set of shelves and tables that mostly contained game &amp; anime OSTs, records, games for a variety of console, artbooks, etc. While walking past a selection of PS3 games I happened to notice out of the corner of my eye the PS3 port of <i>Umineko</i>, which I quickly pointed out to the other of us delusional <i>Umineko</i> fans, but as soon as I did I looked down and saw more... and then more, and even more, and at another shelf a bit further down <i>even more!</i> All in all, I ended up with:</p>
<ul>
    <li>OG Umineko game discs containing all episodes except 4 &amp; 8</li>
    <li>OG Question &amp; Answer arc compilation discs</li>
    <li>Aforementioned PS3 Question Arc compilation</li>
    <li>Umineko Saku</li>
    <li>A random fan anthology manga which I had never heard of before</li>
    <li><i>The fighting game of all things</i>- Golden Fantasia</li>
    <li>And a copy of Rose Guns Days for good measure</li>
</ul>
<p>Suffice to say, a very unexpected, but incredible haul, though my wallet is a bit sad. Mostly the frenetic experience of seeing one thing, then another, etc. was just incredible.</p>

<p>I also attended the Masquerade again this year, and though the wait to get in was rough mentally and physically (the feet), it was a mostly good time. One of the group won another award this year for Hall Cosplay, so it was fun to see that get awarded on stage at the end. Several of the performances &amp; AMVs were also quite outstanding and super worth the line wait- including an actual proposal on stage, which was met with massive applause and shouting. Looking forward to next year!</p>

<p>In a few weeks I'm expecting to receive some things and dive back into working on the cosplay I was preparing for this year. I'm aiming to also learn ABS/ASA printing to potentially explore vapor smoothing, though I have read sanding these materials is quite a bit easier than PLA, which would help significantly. The foam work I have in progress and need to do still scares me however.</p>

<h4>Combo Breaker 2026</h4>
<p>There really isn't too much to say about this one, but it was another good time. I did not reprise the Goldlewis for this because timing wise we weren't going to be there on Saturday, which was the main cosplay day, but also because the coffin itself has sustained some injuries that I've yet to repair, and frankly, managing that thing is a nightmare, so better to be comfortable and enjoy things.</p>

<p>My friend and I got in a bit after 11, walked the artist booths (and I picked up some <i>Touhou</i> related keychains from a booth I'd visited at ACEN a couple years ago, which was fun), caught a bit of the <i>Guilty Gear -STRIVE-</i> Top 24, ate some lunch, and then sat down to watch the GGST Top 8. Fortunately for our mental health, Happy Chaos did not come out on top in this tournament, but the HC player sure put up a good fight. The diversity in the Top 8's characters was also cool to see (seeing a Dizzy was particularly awesome). After that, we visited a couple booths one last time and set off. Ended up being there for ~5/6 hours, and was home early enough in the evening I could hit the gym and have plenty of evening left, which was even better because of the long weekend. No rare <i>Umineko</i> merch this year, but there's always next.</p>

<hr class="small-hr" />

<p>Miscellaneously, I finally got around to finishing <i>Hades II</i>, and am tearing my way through <i>Blue Prince</i> currently. I'm likely to write up a small thing to talk about both of them, as I'm not sure I want to go too deep into both individually, more just want a small reflection.</p>

<p>That's all for now- until next time!</p>]]></content><author><name>digitalily</name></author><category term="blog" /><category term="conventions" /><summary type="html"><![CDATA[Another May, another ACEN &amp; now Combo Breaker wrapped up- a welcome pair of events after a slow start to the year, featuring a bunch of recurring colds/illness and a hefty serving of cabin fever.]]></summary></entry><entry><title type="html">a new year</title><link href="https://tasogare.moe//blog/a-new-year/" rel="alternate" type="text/html" title="a new year" /><published>2026-01-12T11:09:47+00:00</published><updated>2026-01-12T11:09:47+00:00</updated><id>https://tasogare.moe//blog/%20a%20new%20year</id><content type="html" xml:base="https://tasogare.moe//blog/a-new-year/"><![CDATA[<p>Happy 2026!</p>

<p>It's been a while since I last posted an update, but it's been a relatively quiet last few months. Of note:</p>

<h4>Hades II</h4>
<p>After wrapping up <i>Silksong</i>, I could finally turn my attention towards <i>Hades II</i>, which was an amazing time. I still have plenty to wrap up, but I had a pretty intense few weeks with it that ended after hitting a <abbr title="mostly clearing all boss variants">couple noteworthy goals</abbr>. While at first I found the coloration of the starting area and level a bit drab, I quickly grew out of that and came to love pretty much everything it had to offer- character designs &amp; their animation flourishes were incredibly on point, music was excellent, and the gameplay feels super good. I hesitate to say it almost has too much content, but I'm not sure it's particularly overwhelming or anything, just chunky. I do think though, having gone through the original <i>Hades</i>, I was good enough at the game that I zoomed through the first clear a bit faster than was probably ideal, but that's a fairly minor nitpick, and one I don't know there's a great design way out of. I'm hoping to get back to and wrap this up soon!</p>

<h4>DDR</h4>
<p>Earlier this year while visiting with some friends across the country, I ended up playing on a DDR machine for the first time since I had one of the PS2 games with janky unstable floor mat as a kid ages ago. Though incredibly exhausting, it was a super fun outing, and one that planted a seed in my head for later. At ACEN this year, I ended up watching some friends play it a bit after we discovered a machine with <i>Mr. Bass Man</i> on it, which was a bit of an inside joke among those of us there, and we were amazed that it existed. Ultimately I began to reason that there must exist a scene for making custom simfiles (as I came to know them as), and ultimately this fall I ended up buying my own hard mat (with bar!) and hooking it up to <i>Project Outfox</i> on my Steam Deck. It is <i>very</i> fun. I'm very much still a beginner, and I think there are a lot of configuration things I ought to mess around with re: timing &amp; latency and such, but playing along to songs I've actually sought out and am interested in is a treat, and I've been trying to add it as a regular activity in my exercise routine. The only unfortunate thing is that I also learned there's a large community of keyboard players, which means a lot of simfiles I come across are essentially impossible on a physical dance pad, so sometimes song selection is a bit more limiting than I'd like. I may try to learn how to make my own eventually, but that's a very future thing.</p>

<p>A final note is that while looking for song packs, I came across a guy who was a member of a forum I used to belong to many years ago, who I guess is somewhat prolific in this scene, or this particular niche of this scene- unexpected to be sure!</p>

<h4>Pluribus</h4>
<p>I ended up watching <i>Pluribus</i> on the recommendation of a friend, and knowing that it was something from one of the <i>Breaking Bad</i> writers meant that it must be worth taking a look at. Won't go into too much detail, but I found the premise so interesting as to binge all that was available at the time in short order, and I'm pretty satisfied with what I've seen. Keen to see the next season, and hopefully the wait isn't as painful as it has been for other new series (looking at you, <i>Severance</i>).</p>

<h4>Linux</h4>
<p>With the official end of support for Windows 10 having come and passed, I had been seriously thinking about finally making the permanent switch over to Linux. I've dabbled with it several times over the years, at some points truly daily driving it, but due to inconsistent support for some of the games I played at the time in <code>wine</code>, ultimately ended up mainly running Windows 10 for the sake of convenience. Nowadays though, with Proton being in the state that it is and all the work Valve has put in for Linux gaming support, a permanent transition seems much more realistic, although in this time I've picked up a few other applications that I'm not sure how I'll replace just yet, but I don't see those as being too much of a roadblock. What is a roadblock though is that I'm also somewhat due for a PC upgrade, and now RAM prices are exorbitant in addition to good GPUs still being quite costly, and I'm not very keen to pay quite so much at this point in time. In the meantime though, I realized a newish (few years) laptop I had wasn't doing too much sitting around, and so ended up refreshing myself on an <abbr title="btw 🙃">Arch</abbr> Linux install and checking out what's new in window managers since my college days. Way back when I used <code>AwesomeWM</code> + <code>polybar</code>, which worked well enough but were pretty rough around the edges. I'm pleased to say that this time around, I came across <code>hyprland</code> and <code>waybar</code>, which are much nicer out of the box. It would seem that many of the aesthetics developed in places such as <code>r/unixporn</code> have been around long enough now to be out of the box in some software- tiling with gaps and rounded corners, for one.</p>

<p>The laptop itself is in a pretty good place right now, with a login manager and some special workspace rules setup. I found initial install and configuration of the OS itself to be quite a bit easier since the last time I tried Arch out, which is nice, but I haven't stressed the compositor too much or with anything beyond integrated graphics, which I'm pretty sure I'd need to do on my desktop, so I imagine there's more fun to be had there. I am very interested in doing this 'for real' on a replacement desktop, but I think for now I have to resist (even more so with a rumored <i>Minas Tirith</i> LEGO set on the horizon...).</p>

<h4>Cosplay</h4>
<p>Unfortunately cosplay work has been stalled a bit since the summer, but I'm starting to tinker again. I ran into some design roadblocks with the main thing I'm working on, which ended up knocking the wind from my sails in a pretty major way, but I think I'm beginning to see ways around at least some of that, or, how I can begin to try to solve for these issues. There are definitely parts I have a lot of uncertainty about though, mainly because it's my first time working with EVA foam <i>and</i> patterning something out to my body. Expensive and not as neat as I would like for sure. I'm uncertain if this particular cosplay will be ready in time for this year, in which case I may do a Goldlewis redux with a more sensibly made coffin, but we'll see.</p>

<hr class="small-hr" />

<p>Other misc. highlights include the washing machine breaking down unexpectedly, the HVAC breaking down unexpectedly (you don't want to know about this one), and more positively, the release of <i>Old School RuneScape</i>'s first new skill, Sailing (which is very fun and an outstanding accomplishment from the dev team).</p>

<p>...but that's pretty much it for now-
 until next time!</p>]]></content><author><name>digitalily</name></author><category term="blog" /><category term="general updates" /><category term="games" /><category term="technology" /><summary type="html"><![CDATA[Happy 2026!]]></summary></entry></feed>