I didn't really feel thirst though because I made sure to hydrate prior to class. (Okay, so that stemmed not from me doing prep work so much as it did me having had multiple consecutive lucid dreams last night where I kept drinking more and more water and yet no matter how much I had I was still parched, so. I kinda sorta figured when I woke up that I was probably dehydrated, which makes sense when the last thing I did last night was eat a bunch of salty fries without drinking nearly enough accompanying fluids.)
But aside from my feet, what I'm saying here is. I actually felt ridiculously healthy today. There's minor things here and there, quirks which appear and disappear randomly and mysteries like how the heck will I ever have it so I don't have any need or desire for food during tae kwon do but what I'm saying here is. It was a good class overall.
My teacher also gave me a new red jacket, which is a quite nice one, too. It's a bit small, but it still fits well. It's pretty similar to the red jacket I bought, but with a few notable differences: the complimentary color being white rather than black (the main weakness) with a slightly different pattern, the zipper going all the way down rather than just down the neck, being more solidly red overall and a slightly brighter shade at that, and having zippered pockets to name a few.
Still, I think I'll be wearing it because yeah it's good especially when augmented with my new black pants which were one of the things I bought yesterday. I just feel so light, so feminine, and so great and loved and it's amazing everything that I have.
Another thing I did during tae kwon do: I had the opening song from the anime Drifters stuck in my head.
...However.
Me being me.
I didn't do nothing with it.
It actually helped to spark an idea.
Basically, making a rhythm battle game. Now! We have plenty of rhythm games out there already. And every rhythm game these days tends to have a feature vaguely akin to a fight involved. (For instance, Super Crazy Guitar Maniac Deluxe 4 has boss battles.)
...But I had the idea: "What if there was a rhythm fighting game?", not "rhythm game which occasionally has a vague fight mechanic". And I figured out how it would work, too. Every time a note comes to play, it is either the opponent attacking or the player attacking. If the opponent attacks and the player doesn't play the note, they take a hit; if the player attacks and doesn't play the note, they fail to hit the opponent.
The goal is to get the enemy's health bar to zero. If the player has their health bar go down to zero, game over.
Now, it could come out that an opponent is killed before the end of the song--cue overkill, where you continue pounding on the defeated opponent until the song's end.
It could also come out that neither the opponent nor the player is killed before the end of the song--cue the song automatically looping, like battle music will in any RPG featuring fights essentially.
The thing which would make the game unique, however, is that replaying the same level wouldn't give you the same exact result every single time. The opponents wouldn't use the same moves in the same order every single time. And thus, key memorization would be impossible.
The opponent would use similar moves. And have a limited amount of possible combos, of course. We're talking. Think if there were four possible keystrokes--up, down, left, right. Each keystroke corresponded BOTH to a move AND to a note. Maybe one time, the move for bass would be up, guitar down, drums left, vocals right (with, say, moves as jab, cross, uppercut, hook); the next time the moves could be bass left, guitar up, drums right, vocals down (with, say, moves as jab, uppercut, hook, cross); it would have a finite number of combinations but would have variety and also a notable pattern making it both memorizable and yet also not memorizable.
I absolutely loved the idea and thought it would make a great game.