I do use a command-line program as the only way to interact with GitHub (using the GitHub API), but I do not use GH CLI; I have my own implementation (which is much smaller than theirs). (They can see that I use my own, because of the User-Agent header, and they can also see what APIs are accessed.) (Git can also be used, but only for the functions of Git rather than the functions of GitHub.)
- Being easily able to tell the difference between characters that are otherwise similar (such as O vs 0 and l vs 1 vs I)
- No ligatures and no kerning (a monospace font should not have these features)
(The two above are perhaps the most important (and I think are probably already common enough); the below are less important but still might be good to have)
- Bitmap font for on screen, and also scalable fonts suitable for printing
- Versions of fonts for different character sets (such as ASCII and APL and PC), without using Unicode or other unified character sets
- Possibly, glyphs for control characters (if it is PC character set then it already does, since they are graphic characters with the same codes as the ASCII control characters; another alternative if not the PC character set, is to use ISO 2047)
- Visible: tabs, trailing spaces, spaces that are mixed with tabs, line continuation, page breaks (this is more of a feature of the editor or display rather than of the font, although a font might include glyphs specific for this purpose with special character codes)
To me, the role playing, and the crunchy bits, as well as tactics, combat, and other stuff, are all significant and important part of TTRPG; it should not be only one of those things.
In my experience the roleplay heavy groups are very quick to houserule out any of the crunchy rules they don't like, too. So it really is the worst of both worlds for me, I don't get to engage with the game system the way I want to, and I also am expected to roleplay heavily
You are not only one trying to do it. There are others, and in other programming languages (Pokemon Showdown is one already implemented, but uses TypeScript with dependencies and I wanted to avoid those issues). What programming language did you intend to use?
I intended to do as a C library (which would then be available for other programs in C to call). I know many of the rules of Pokemon but not all of the cases, and then, knowing the data structures to make, etc. I also wanted to make the rules customizable (and to implement all generations, although perhaps only some of them will be implemented the first time and others later) and I have some ideas about that.
I would hope that some people can work on something together.
I am also using typescript and taking pokerogue and showdown as inspirations. Since my game is a nethack-like game, it isn't exactly the same, but I am using the mainline games move sets, formulas, abilities and trying to copy them.
I am also attempting to make it functional, the engine receives a game state and returns a new game state. I am using pure React for rendering but I plan moving it to canvas if I ever want to add more special mechanics. I am focusing mostly on functionality for now, it's very early stage but it already works.
CTRL+C will send a interrupt signal; in some programs (and some circumstances in some programs) that does not work, but then you might try CTRL+\ which will send a quit signal; sometimes that works even if interrupt does not work.
I do not care about much of it other than the git and API. I also sometimes use the Issues, although only with the API. But if it stops working sometimes, that is not too significantly a problem since the files can be sent after they start to work again; it does not have to be immediately.
I think it would be a bad idea to require an internet connection (for one thing, you might want to write your own app that does not require a internet connection); but, even if it doesn't, would not mean you can set the clock to avoid the delay, because it could be made to reset the delay if the clock is set.
What might help better is having permissions that you can set separate settings that can be read for different apps (including the possibility to return errors instead of the actual values), even if they can be read by default you can also change them per apps. (This has other benefits as well, including possibility of some settings not working properly due to a bug, you can then work around it.)
> People will still do financial transactions on an unencrypted web because the utility outweighs the risk. Removing encryption just guarantees the risk is high.
That does not necessarily require TLS to mitigate (although TLS does help, anyways). There are other issues with financial transactions, whether or not TLS is used. (I had idea, and wrote a draft specification of, "computer payment file", to try to improve security of financial transactions and avoid some kinds of dishonesty; it has its own security and does not require TLS (nor does it require any specific protocol), although using TLS with this is still helpful.) (There are potentially other ways to mitigate the problems as well, but this is one way that I think would be helpful.)