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The Verbosity Game. Linnaete Worship Piplup or it will peck your eyes out Staff member. Editorial Staff. In other words, don't waste the reader's time with your unnecessary long and inane ramblings and excruciating detail.
You don't need to have half a dozen sub-clauses, a dozen adjectives and just as many adverbs to describe the action of someone sitting down on a sofa with a cup of tea and about to flick through a newspaper.
Typically being too verbose is looked down upon in the literary world. It reeks of the writer being too self-indulgent in their efforts to sound overly flowery and sophisticated, and carries all the hallmarks of just bad writing. Actual skill comes in the form of using as few but appropriate words as is necessary to convey something without utterly bringing all form of pacing to a total standstill.
The reader just stops paying attention at that point and is no longer invested, because the author has just bored them with a regurgitation of as many thesaurus entries as they could muster just to describe what a certain character's car looks like.
I mean, look at me! I've just spent my last two paragraphs being mildly verbose! But let's ignore what Shakespeare and the literary world have to say. Now it's your turn to play the verbosity game! For example, I could leave behind the sentence: "I got into my car and turned on the engine to go to work.
The following poster's task is to take that simple sentence or activity and stretch it out into something tortuously long. After which they suggest a short sentence or activity for the next poster. More About Aric Caley ». Here is the card distribution: You Lose! Also attached are all the toons if you want to make your own format.
Attachments Maximum Verbosity. Maximum Verbosity lets you speak again. Game play begins with dealing 5 cards to each player, face down. Participated in the Games Contest View Contest. Did you make this project? Share it with us! I Made It! Aric Caley 2 years ago. Reply Upvote. Answer Upvote. If no logging is visible, add the "-Log" command line option as per the instructions for In-Game logging above.
This way you can log without the need of creating a custom category. Doing so will keep everything clean and sorted though. Log verbosity levels are used to more easily control what is being printed, allowing you to keep even the most detailed log statements in your code without having them spam output when you don't want them to.
Each log statement declares which log it belongs to and it's verbosity level. Verbosity level is controlled on a per-log basis. Each log's verbosity is controlled by four things: Compile-time verbosity, default verbosity, ini verbosity, and runtime-verbosity. If a log statement is more verbose than it's log's compile time verbosity it won't even be compiled into the game code. From there the log's level is set to the default verbosity, which can then be overridden in the Engine.
Once the game or editor is running it may not be possible to change a log category's verbosity I am not sure, someone who knows please correct this. The macro to declare a log category has three parameters. Each declared log category should have a corresponding defined log category in a cpp. CategoryName is simply the name for the new category you are defining.
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