#;;And I need to get back to working on game dev stuff
Explore tagged Tumblr posts
Note
Question time again!!
1.When you first started making your own characters content did you ever expect it to gain a fandom?
2. If budget was never a problem what would you see yourself making?(a game or publishing a book etc.)
3.What are looking forward to this year?
4.If you had a conversation with younger you what advice would you give yourself?
BONUS QUESTION!!
Something that makes you feel proud of yourself?
Ooooh, thank you for the questions!
I probably wouldn't have done it if I didn't at least have a hunch, but that's why Alphonse was very Guzma adjacent in terms of the voice and the bad boy vibes. It was a safe way to try it out and find an audience I knew would at least test the waters out with him. What I didn't expect was for it to lead to whole narratives being woven between multiple characters. I used to actively argue that no one (aside from Seth/Alphonse) were in the same "universe". Funny how that worked out.
I would make Love and Deepspace. I mean, it is essentially the end game for the whole audio/visual otome self insert etc etc genre, right? It has cracked the code. I would basically create that. I know there are a dozen other cool things I could do, but I know for a fact that it's a working business model in a space I am in, in a space I have successfully written for and achieved plenty in. I would like a slice of that pie. The rest is stuff I could do on my own time and dime. Anyway, any game devs looking to get to work, let's go. lol
I don't have a ton of big This Year plans, but I think I am most looking forward to operating with my new outlook regarding my projects. For years I had told myself everything needed to be done prior to release, and put all this pressure on myself to make these BIG things in one go......then didn't even start on them. It clearly wasn't working. Now that I've shifted my plans to just doing things as they come, stuff is happening again. Wish I would have realized that sooner.
I would tell myself that I have ADHD and need to go get treated ASAP by any means necessary. If I could have taken the training weights off a decade ago, I think I would have avoided a lot of grief, and really kickstarted my life. Other than that I don't think I would offer much else, I like how I got here. Or maybe invest in Bitcoin, but that's too easy. lmfao
As for being proud of myself, that's hard to say today. I've fallen off the wagon with my schedule, diet, gym, etc through the holidays and til now. I self imposed a "everything stops until BSDC is done" which is an actual insane thing to do, but I think it's more of an excuse to have remained static than an actual block. It has been built up to this whole big ass thing that I did not really intend for it to be at first, but then it just kept going and going. So I've kinda fucked up all the shit I was proud about through 2024.
Uh. So. I guess I'm proud of...self awareness? lol
I am proud of some of my recent work. That's something I'm proud of, but it doesn't quite compare to how proud I was about the other shit. At this point I know I can cook, the content is good, the performance is good. I'm used to being decent at that now, which is cool because growth is watching the new, shiny things you accomplish become the norm. So I've just gotta get back on track with all the rest of my shit and balance things out in my life.
25 notes
·
View notes
Text
I LIVE but I need to take care of some non-blog related stuff. Still, both @lunarbloomed and @paradoxeyed have plenty of memes to send and mutuals can always poke me for a starter on either of them!
0 notes
Text
hey
#so i've been dealing with some irl stuff recently#nothing too bad. it was just really frustrating and exhausting for me. and really putting a damper on my mood and my art#and i'm sorry if i've been acting a little weird or not saying too much or anything#or if i've been kinda inactive for the past few days#but i'll be okay!#i just wanted to let you guys know what's been kinda going on#i'm slowly working on something really sweet involving Hugo and Noa. so that's been making me feel better#i need something happy and soft between them lol#also! I've been playing The Quarry recently!#the writing is kinda stupid and almost all of the characters act like they don't have a brain. but that's what makes it so fun!#and i'm pretty sure the devs did that intentionally. to make it seem more like a campy monster flick#i'm really enjoying it so far! the werewolves are really cool!#also it's really funny to me how they just pop like balloons whenever they're transforming#i thought it was gonna be a slow transformation. but no. their skin just immediately explodes off#and then they somehow get it all back when they turn back into humans? idk how that works but it's pretty rad#also also! the thing with the tarot cards is really cool!#i missed a lot in the beginning because i didn't know what i was looking for#and the fortune teller lady in between chapters kept getting mad at me for not finding any#but i eventually started to get it! when the game decided to really put one in my face in chapter 3 lol#and the thing with the tarot cards representing the different characters in the game got me thinking about what card Noa would probably be#i think Seven of Swords would be right up her alley#because it's associated with deception. dishonesty. betrayal. and acting strategically#and it could also signify self-deception and confessions. which is all very true for her character#aaahh now i wanna make a tarot card design for her!#but that's an idea for another day#anyway sorry for sorta rambling a bit#i hope you all are doing okay
10 notes
·
View notes
Text
![Tumblr media](https://64.media.tumblr.com/ce3d4e93644dfaa3bcc828359c2a5620/79034e8413b1b363-24/s540x810/b4136642c293c2ff9ae5d31876b46954a8da97f6.jpg)
been (trying) to play veilguard but honestly i've been battling against the game getting it to function and it's been a losing battle. it started with crazy bad lag, which i had to get a mod to fix. and then it became the save load error bug which progressively got worse and worse until all my saves were corrupted after 24hrs of playing the game and i've gone through every fix i can find to try and get into my most recent save and nothing has worked..... worth mentioning i have an actually good pc that can handle pretty much all games and i've put every single game i've ever played on my HDD since forever and they've worked and i got so desperate i reinstalled the game on my SSD and we'll see. if it works.
#just let me finish the fucking game oh my god!#i was surprised the game was working well for so long (lag issues and occasional save load struggle aside)#considering andromeda was fucked so bad#i jinxed myself though#it's gonna be insane when i start playing red dead redemption 1#which was notoriously difficult to port to PC and ppl couldn't even emulate it bc it was so so so so bad#but i know that's gonna work better x'D#personal stuff#genuinely so many ppl are struggling with the save load corruption error both HDD and SSD users alike and not a peep from the devs#probably bc they've got a skeleton crew rn so it seems highly unlikely we'll see a proper fix for a long while#the only save i can load (only about 1/3 of the time) is in the lighthouse and it's a save from just 10hrs into the game#definitely got a sunk cost thing going on bc i don't want to restart at this point#i just need to get to my recent save so MAYBE i can travel back to the lighthouse and make a new save there that i can load into.
3 notes
·
View notes
Text
very important stream to follow right here
#they're a ferret rescue in WA state all ad rev/subs/whatever goes back into the rescue. it runs 24/7#also the other stream tab i have open (PirateSoftware) runs it. his streams are super interesting if you're into game dev#or just software stuff in general my guy has a fucking WILD past of things he's done/worked on/for#he's also like. super 'you can do it!!' about ppl making games#he's getting ready to run a game jam and you need ZERO experience to join#one of the few things found via tiktok that aren't shit#and all the ferrets are down in the box below. there's so many
3 notes
·
View notes
Text
hiii :333 i think i am alive !! ( small update in da tags )
#⋯ ꒰ა starry thoughts ໒꒱ *·˚#WOOOAGHHHHH HAVENT BEEN HERE IN AGES. WOW>#sorry guys im a straight a student in their senior year of hs... i have been enjoying real life ^_^ i miss it here tho. :(#will be active soon bcs school is gna end. fucking sobbing but we don't talk abt that#i am here instead of working on the uh. 2 group presentations i need to work on. and the 1 Solo presentation.............#which is crazy btw bcs it's a whole research event thing bcs im in stem ^_^ closing remarks heehaw. Just Me.#so i'm proud of myself & for better understanding myself lately but there is still sm i want to do!!! like On here <3#in a much better headspace and life and etc. its good yay.#anyway hashtag wanna be an astrophysicist (a+ physics? ez. but also ive always loved math & astronomy) astronomer musician#author video game dev (future compsci student! or physics. still deciding.) uhhh psychologist philosopher blablabla phd one day#yay ^__________^ I MISS WRITING ON HERE THO and interacting w moots :P altho idrk how to get back into that shit#anywhere really but it's ok we find ways. man. i miss it here. before i get active again tho i should rlly makes lists to do and Fix stuff.#bye for now yay just a lil update from me !!! ^_^ it's been at least... 4 months? bcs i rmbr not properly saying happy new year on here HEL#raaaaaaaaaaaaa apollo is so back babaey the world is so beautiful & so am I. anyway. u all take care mwamwamwa
2 notes
·
View notes
Text
HOT GAMEDEVS DON'T GATEKEEP
Inspired by this post by @midwinterhunt, here's a compilation of all the game dev resources I have come across, most of which I use fairly frequently. Most of these are free, some are paid but fairly cheap. Feel free to add your own resources. ✌️
Important reminder: When using basically any works or programs someone else created in your games, make sure you thoroughly understand the licenses and terms it has been shared with. If you don't know what the terms are, reach out to the resource and ask. Don't be lazy about this; it's not only dishonest but it can come back to bite you.
Engines
Unity - Best suited for mobile and multi-platform.
Unreal - Tailored for shooters and high-fidelity experiences.
PICO-8 - Virtual console for simple games
Godot - Open source and free!
GameMaker - Good for 2D games
Bitsy - Great little engine for making simple games and experiences
Construct - Never used but have heard nice things
Scratch - If you've never coded before, this is the best place to start. Great for young devs and those who want to get their feet wet.
Adventure Game Studio - Best suited for adventure games
RPG Maker - Best suited for top-down classic JRPG style games
Twine - Text-centric games like Interactive Fiction
Assets
OpenGameArt - Many assets, various licenses, and plenty of CC0 content.
Unity Store - For Unity only. Some free.
Unreal Store - For Unreal only. Some free.
Godot Asset Library
Jean Moreno's Toon Effects - Some of the best effects available on the Unity store. Unity only but I've used them in basically every project.
Steamworks.net C# Wrapper For Unity - Unity only C# wrapper for integrating Steam compatibility to your game
Itch.io - Plenty of free art assets and game dev resources
Kenney - Kenney makes tons of open-source assets for devs to use.
Art
Mixamo - Generates rigs for your humanoid models and lets you apply a library of free humanoid animations to them. Super helpful for prototyping. Adobe.
Blender - Free, open source and fully featured 3D program.
XNormal - Free offline normal map generator
Normal Map Online - Free online normal map generator
Crocotile - Cheap tool for building 3D models from sprite sheets
MagicaVoxel - Free voxel modelling tool
Piskel - Free online sprite drawing tool
Aesprite - Paid sprite drawing tool
TurboSquid - Not always great quality, but can be good source of free placeholders.
Textures.com - Limited texture downloads per day but free for personal use.
Pexels - Free stock photo resource. Most are free for commercial use. Check licenses.
Clipstudio - Good for illustration or graphic design. One time payment.
GIMP - Image editing program a-la Photoshop. Free.
Audio
Audacity - Free and fully-featured DAW/audio editor.
sfx.me - Free 8-bit synth-style sound effect generator for games.
CastingCallClub - Easy forum to find amateur voice talent for your project (p.s.: you should pay them).
FreeSound.org - Free sounds, searchable by license. A go-to for my audio needs.
Incompetech - Royalty-free music by Kevin McLeod.
Scott Buckley Music - Royalty free with conditions. Generally more on the cinematic side of things but very good stuff!
SoundCloud - 'Search -> By Track -> Filter: Use Commercially' leads to songs posted with allowance of commercial use. Always reach out to the artist to understand their terms and confirm that it's okay to use with your project.
Project Planning
Keymailer - Handy for mailing keys to influencers (don't expect a lot of traction unless you're paying for some of the features though).
Trello - Kanban board. Great for organizing tasks, managing bugs, etc. Free.
Notion - Private text and wiki page editor. Good for project organization, note taking, and fleshing out ideas. Free.
Obsidian - Alternative to Notion, with similar features.
Miro - Free whiteboard for organizing thoughts, images, brainstorming, etc.
Wave - Free Bookkeeping site. Great for keeping finances organized.
#gamedev#game development#game dev#indie games#indie game#gamedevelopment#indiegames#indiedev#indie dev#game developer#resources#blog
791 notes
·
View notes
Note
There’s a lot of noise online about live service games being detrimental to the quality of games, such as initial launches being bug ridden and with incomplete features. Is there any truth to this last statement? And are the spending patterns reflecting the idea that people are dissatisfied with this model of monetization?
I think that it is true that initial launches are indeed more bug ridden today than they were before day 1 patches were possible, but the reason for this is much less nefarious than most are imagining. I was already working in games before that big change happened and I saw what happened from the inside.
Before we could patch, producers would cut content and features much more mercilessly because we lacked the time to finish that content properly and still pass certification. We couldn't ever modify or add stuff to the disc or cartridge, so we had to make sure that what went out was the most stable thing we could. Stability was more important than scope, so we'd see stuff get cut near the end all the time. There were a lot of features and content that players never saw because we couldn't get them polished and stable before the game had to ship. If we were lucky we managed to save some of it for expansion packs but most of it never saw the light of day. The last few weeks of the project were mostly wasted sitting around and waiting because we couldn't ever risk making any changes that weren't addressing cert-blocking bugs and we would mostly wait around to find out if cert had gone through.
Back then, the burned and duplicated disk sent to retailers was the final pencils-down-step-away moment. The gold master is what got used to duplicate all of the discs and we couldn't make a new one. Further, all of those duplicated disks out in the wild would forever hold the "final" version of the game, bugs and all. The only way a new version was possible was another print run, and that only occurred in very rare cases where the entire first print run sold out and there was enough demand to print a second run... and the publisher felt it was worth going through certification a second time.
With the advent of internet-connected game consoles and networks, we got the ability to push out post-launch patches including day 1 content updates. With the ability to patch came the potential to finish some of that nearly-complete content that we used to have to cut for stability purposes. Instead of focusing on stability, we could actually push fixes later and fit more content into our releases. This meant that we could also shift people to work on post-launch content, rather than simply sitting around and doing nothing while waiting for cert results. We could fix bugs and work on new content and features during that time and we could leverage all the expertise and experience we had earned in the years of development up to that point.
To summarize - in the olden days, we had to cut a lot more content and features that were close to being finished because we needed to go pencils-down for certification. Today, we can continue working on content that would have been cut because we can patch fixes into the game. This results in overall buggier content and features on average at launch but it also results in significantly more content and features on average at launch than before.
[Join us on Discord] and/or [Support us on Patreon]
Got a burning question you want answered?
Short questions: Ask a Game Dev on Twitter
Short questions: Ask a Game Dev on BlueSky
Long questions: Ask a Game Dev on Tumblr
Frequent Questions: The FAQ
212 notes
·
View notes
Text
Hey what's up it's me with a special interest in weapons and I wanted to share my thoughts about Nikto's machete (no that's not an innuendo for once)
Had a bit of a solo-mandela effect going on because for the longest time I thought it had a modified 'billhook'-like feature on the back of it for whatever reason (but smaller than what would be considered a traditional billhook, more like a hoof pick blade).
I kind of enjoy still HCing that it does have it because a) it looks kind of cool and b) a terrifying thought to think this man whips this giant intimidating blade out, flips it deftly in his hand to the hook side, just to sink it into flesh and yank people back in when they try to run. Also it allows me to think about a scenario where, resident karambit knife enthusiast Sebastian Krueger, can teach proper blade hooking techniques to our beloved plural man. Anyway back to the knife - It's like a cross between a coup coup and a bola? But has a cool flare like a Tapanga for his newer mwiii model. Also like a vintage Senegalese french machete, which were known for their high quality (might technically be the same thing as the coup coup, just with the locale specified I think, both entrenchment machetes). That curve also kind of reminds me of parangs but it's not particularly drop-pointed.
I HC Nikto as a very brutally pragmatic but particular man, so it doesn't feel too far off to think that he went out of his way to acquire something niche like that. Some kind of custom-made machete that fits his needs just right. The length of it, as well as the curved, ergonomic grip makes me think he's gotten it to do some serious chopping, so it's also probably heavy and weighted forward to make that easier when swinging. I don't see him as a flashy fighter personally, and though maybe it was a stylistic choice for the game devs/artists, I think it's a neat feature that speaks to his character. I do think it's made of hefty steel; weight is important in chopping knives, and though steel rusts, it's sturdy compared to a lot of other metals. Not to mention - I feel like oiling and caring for his weapons, machete included, would be a ritual source of peace for his sometimes loud and chaotic mind. Grounding when he can feel the weight and texture where his nerves aren't completely damaged, smell the oil, have tangible proof that it's reality when he sees the maintained blade even after he becomes unmoored.
Now this is just me WAY reading too much into it, but it gives me a little giggle - The hole at the end of the handle is for a wrist lanyard, so you can loop a piece of paracord rope to secure it around your hand. It's an important safety feature just in case the machete goes flying out of your hand while chopping, lest it hit people in your vicinity (accidentally...?). In his 19 model, he doesn't have the paracord rope attached; Nikto says "Fuck your safety" but also huge ego of "I would never accidentally fling my knife!!"
Could also be because it gets caught on stuff if it dangles off his hip though - he's got one on his newer model where he wears the blade on his shoulder, which looks like a place where it's less likely to snag on things. Could also be because he's been increasingly featured in larger factions, so he works with more people and was asked to have one on hand maybe?? I don't know. In either case the knot in the middle of the rope makes it too small for his wrist which could also be read as a passive-aggressive "Here's the fucking safety rope it's on there ALRIGHT" and yet he's also made it nonfunctional for its intended purpose lmao Okay that's all byeeee
#nikto#kHC#could be completely wrong with all of this but it's fun to think about#I'm not an expert I just have a small handful of knife facts#cod#kdraws
237 notes
·
View notes
Note
Which of your yans would have their darling in their Sims with wicked whims installed? I honestly wouldn't judge, I make myself in the Sims to just to feel some love
It was brought up for Miller [Streamer Yan] in one older post of theirs. Unlike a certain bastard I'll mention next, Miller feels like a kid when their parents walk in on something they know they're probably shouldn't be doing and either covers their monitors with their hands when their darling walks in, closes the game, or simply unplugs their computer.
V's [Loser Yan] greasy rat ass will maintain eye contact with his darling while they're looking over his shoulder at their sims going at it. This fucker has never felt shame a day in their life and happily go back to playing with their sims as they please with darling standing in the background.
Brie [🌽star Yan] would have it before he got together with his darling - especially if they were long distance. It helps gives him food for thought when he's alone in his bed and wants to feel their touch. It sits in limbo when he finally has them with him, but always drags him back when they're away.
Devlin [Immortal Yan] - this old man (further context - Dev is physically in his twenties has been that age since the late 1800s bc he's immortal) thinks relaxing games like the Sims is for nerds, but tell him about that mod and it's suddenly one of his favorite games.
"You mean I can make these little characters who look like us fuck?! Move over, babes- I need to check this shit out!"
Calliope [Creep Yan] would download it one day out of pure curiosity- She's the kinda gal who'd play Sims religiously with her Sim and darling's happily living together as a couple. She enjoys mods that give things a somewhat more realistic feel and she would like to bed her darling someday so it feels justified. If darling finds out - she'll smash burn her computer in her backyard. She isn't a pervert! Just a lonely girl in love.
C.C [Incubus Yan] would claim it's below him and that someone else downloaded it on his computer, but catch him drunk, alone and missing his boo guess where his ass will be?
"Your sim can stay home from work and fuck mine, but you can't call off work for one damn day and spend time with me? I want cuddles and sex, damnnit!"
In theory, Amyas [Yan Cupid] little pervy self would love to play, but he probably couldn't figure out how to get it working without your help even with instructions and he'd be too shy/embarrassed to ask you.
Mono [Alien Yan] would look into it for "research purposes". They originally makes themselves for another angle on what their human form may look like, but their curiosity gets the better of them when they discover mods
Alien [Another Alien Yan A normal human guy] Would have it, but it gets lost amongst the sea of objectively funnier mods to mess around with like ones that'll give him/darling wings and other stuff like that.
#yandere imagines#yandere x you#yandere x reader#yandere#yandere headcanons#male yandere#yandere insert#yandere scenarios#yandere blurb#yandere oc#female yandere
162 notes
·
View notes
Text
![Tumblr media](https://64.media.tumblr.com/05947a7e88587fd3ede18ca8ca07ef6b/f0f7789287d0512b-49/s540x810/57200a46b97c6c21fc40864f3806f69aadf3de84.jpg)
Another day, another post dissecting Our Life's code! This time we'll be going over how Our Life decides whether your Cove will be Studious, Sporty, or somewhere in the middle!
If you've already seen my post on how the game decides where Cove is on the spectrum between warm and cold, then most of this will feel extremely familiar, but you don't need to check that post to understand this one! I'll be going over everything exactly the same.
According to GB Patch, getting a sporty or studious Cove is primarily based on what you do with him activity-wise.
Part of it is what Cove literally ends up doing in the events. There are multiple times where he can do something more physical or do something more low key. Another part is a somewhat meta “the player is creating their reality” type of deal. For example, if the player makes it clear that their MC is the sporty one around, that would have to mean Cove isn’t the sporty one. So even without interacting with Cove directly you’d rack up a lot studious points for him because your choices are describing a world where Cove isn’t that into sports. That’s not to say it’s impossible for the MC and Cove to both be into sports. Describing your MC specifically as the one into sports is excluding Cove from being super into sports, but he doesn’t have to be excluded. The most straightforward way to get a sporty Cove is to just really focus on it. Whenever there’s something that could possibly make him more interested in bookish things, lean away from that. And whenever there’s a way to encourage him to like or do physical stuff, do it. So, for example, don’t accept just being a silver medalist in Grown-up, don’t say that the MC is a faster runner than Cove when trying to get away from Shiloh, do ask him question that lead to him talking about outdoorsy activities he does, etc.
Calling it "points" is very accurate because it's very much a points system. Whenever you do certain actions with/say certain things to Cove, the game will add a "point" to either Cove being studious or Cove being sporty (in extremely rare cases, it will add two instead of even subtract one).
(also, shockingly, reading the book with Cove in Sleepover actually has zero effect on Cove being Studious/Sporty; I even had to read through the script to confirm and the only reasoning I can imagine is because it's related to getting a CG and the devs wouldn't want players who want the CG to feel forced into making Cove more studious just to get it)
The tutorial of the game also vaguely details the studious to sporty spectrum:
[Cove']s interests fall along a sporty-mixed-studious spectrum. It works similarly to the personality one. When he's young, Cove has a variety of interests. As time goes on that can stay the same, begin to focus on more athletic/outdoorsy activities, or become more interested in academic/indoorsy ways to spend time.
And, if you've ever been in the Cove Creator, you'd know that there are five "states" that Cove can be in when it comes to his interests, with one state being between Studious and Mixed while another is between Mixed and Sporty. However, as far as I can tell, the game will never actually check for these two states, meaning that Cove is either Studious, Mixed, or Sporty, without any sort of Studious-Mixed or Mixed-Sporty at all.
In terms of the first check of the game - after the end of Step 1, of course - the game will examine the points you've gathered and decide where on the spectrum Cove is. If you have more Studious points, then the game will look only at how many points you've gathered there and vice versa with Sporty points. If you have an equal amount of Studious and Sporty points, then there will be a sort of "coin flip" to determine which points the game will check (this actually happened to me once where I had to go back on a save and got a Sporty Cove instead of a Studious one even though I'd done nothing different, simply because I'd accumulated an equal amount of sporty and studious points with Cove).
The remaining points in the other category are thrown away, and if you don't have enough sporty/studious points (depending on what you had more of or what the game chose in the "coin toss"), then you get a Mixed Cove.
Interestingly enough, the game is actually uneven in how it calculates a "fully Studious" or "fully Sporty" Cove. If you have six or more points in Studiousness, then you get a "fully Studious" Cove, but the game only asks for five of more in Sportiness to give you a "fully Sporty" Cove. This means that you could have five points in both Studiousness and Sportiness, which would give you a "fully Sporty" Cove if the coin flip picked Sportiness, but if the coin flip picks Studiousness, you'll only get a "Studious-Mixed" Cove.
As stated above though, the Studious-Mixed and Mixed-Sporty states don't really exist and serve as Studious and Sporty respectively anyway. In the grand scheme of things, it won't matter, but I digress.
Keeping that in mind, the game only cares if you have three or more points in either Studiousness or Sportiness. If you have three or more Studious points, you get a Studious Cove, and if you have three or more Sporty points, you get a Sporty Cove (and a coin toss if you're equal in both to decide whether he's Studious or Sporty). If you do not have enough points in either, you get a Mixed Cove. A Mixed Cove is most likely if you either play through Step 1 without playing any moments or avoid leaning Cove towards anything Studious/Sporty at all.
Cove's personality and appearance are also unrelated to whether he's Studious or Sporty, excluding moments where a multiple choice option might affect multiple values at once (but this is coincidence rather than direct correlation and, yes, I'll mention them when they come). Cove will also still do things like go surfing in Wave even if he's Studious, it's just that he'll be an awkward surfer instead of a graceful one (no comment if he's Mixed).
In terms of things that affect the player directly, the gummy bear toss in the Step 2 DLC moment Birthday is one of the biggest things that come to mind, as you'll lose if Cove isn't sporty and your MC hasn't been given any "sporty points" of their own (since this post isn't about the MC, I'll keep it brief and just say that the game keeps track of your own athletic ability during Step 2, such as if you tell Kyra that you like to swim). If that matters to you, you can opt for a sporty Cove and save yourself the trouble as there's no Studious equivalent of the gummy bear toss.
As for all of the moments in Step 1 where you have a chance to influence Cove's Studiousness/Sportiness, here they are!
Step 1 - Prologue
When Cove and the MC try to flee from Shiloh (if the MC agrees to go along with Cove):
He was fast, but you knew you could outrun him if you had to. [sporty +1]
He was not that fast, you knew you could outrun him if you had to. [studious +1]
He was not that fast, but neither were you. [studious +1]
At that speed, you weren't sure if you could go fast enough to reach him. [sporty +1]
Shopping
When Cove is staring down absentmindedly at the sand:
"Are you looking for snails?" [sporty +1]
"Are you looking for shells?" [studious +1]
"What is it?" [studious +1]
"You didn't feel the need to ask why." [sporty +1]
When Cove goes back to not saying anything on the beach:
You didn't either. [sporty +1]
"What did you want to go to the shops for?" [studious +1]
"What do you usually do on the beach?" [sporty +1]
Grown Up
When Lizzie tells Cove and the MC that they won silver in the pretend Olympics:
"Silver sucks. I don't want silver." [sporty +1]
"I'm okay with that." [studious +1]
"Hey, we can do better than silver!" [sporty +1]
"Silver's not bad. Nice." [studious +1]
You stayed silent. [no change]
Long Day
When Lizzie asks the MC if they're a chicken who doesn't want to ding-dong-ditch the mean grandparents:
"Yeah. Cluck-cluck." [studious +1]
You'd rather just avoid them. [studious +1]
You thought they deserved worse. [no change]
"I'll do it." [no change]
When the MC gets to decide what they see in the clouds:
You saw a dolphin. [studious +1] {note that this will give Cove the dark blue short-sleeved shirt}
You saw a car. [sporty +1] {note that this will give Cove the red salamander sleeveless shirt}
You saw an alpaca. [sporty +1] {note that this will give Cove the dark blue short-sleeved shirt}
You saw a smiley face. [sporty +1] {note that this will give Cove the red salamander sleeveless shirt}
You saw cloud shapes. [studious +1]
Sandcastle
[NONE]
Fireflies
When the MC notices Cove lagging behind the group while en route to poppy hill:
"Are you not gonna come?" [no change] {but will give Cove cold +1}
You tugged him along. [sporty +1] {note that this will give Cove cold +1 on Indifferent and warm +1 on Fond/Crush}
You walked with him. [no change] {but will give Cove cold +1}
You waved at him to hurry. [no change] {but will give Cove warm +1}
You ran off. [no change]
When Cove fails to catch a firefly after the MC catches one:
You encouraged him to try again. [sporty +1] {note that this will give Cove warm +1}
You told him about the firefly you had. [studious +1] {note that this will give Cove cold +1}
You made a joke about what happened. [studious +1]
You did your own things. [sporty +1]
Library
When the MC chooses to go with Cove rather than participate in the quiz:
[sporty +1] {note that this will give Cove cold +1}
When the MC and Cove are about to be interrupted in their game of hide-and-seek (dependent on how good the MC has been at the game; answers marked with a * are the correct ones):
1st round of hide-and-seek
Next to a Peter Pan poster.
*Beside the fairy tale display.
*Behind the solar system model.
2nd round of hide-and-seek
By the fire awareness station.
Near the stuffed animals.
*Under the giant piece of fruit.
By the outlaw poster.
*In the fantasy section.
Near the toddler books.
3rd round of hide-and-seek
*In all the old Christmas stuff.
Next to the kid detective poster.
*Behind the Willy Wonka statues.
Final Tally
the MC won zero rounds (Cove will say "I'm doing good.") [sporty +1]
the MC won one round (Cove will say "I'm doing good.") [studious +1] [sporty +1]
the MC won two rounds (Cove will say "I can still win.") [studious +1]
the MC won all three rounds (Cove will say "I need to do good in at least one round.") [studious +1]
If the MC chose to go do the quiz instead:
[studious +1] {note that this will give Cove warm +1}
Ghost
[NONE]
Barbecue
When the MC is racing the other kids to catch the girl with the squirt gun (if the MC chose to go play with the kids in the first place):
You outran them easily. [studious +1]
You outran them with effort. [sporty +1]
You weren't as fast as them because they were speedy. [sporty +1]
You weren't as fast as them because you just weren't fast. [studious +1]
You moved to the side to let them pass; you didn't wanna win this race. [no change]
When Mr. Holden comments on his interests:
"Those are things Cove likes." [sporty +1]
"Wow. It's a good thing you live by the beach." [studious +1]
You stayed quiet. [no change]
Runaway
[NONE]
Sleepover
[NONE]
Step 1 - Ending
When Cove tries to skip a rock across the water (if the MC chose to stay with him):
You were impressed over how far he got it to go. It sailed way out into the sea. [sporty +2] [studious -1]
It was a good toss. That was pretty neat. [sporty +1]
It wasn't a long throw. But he didn't care to try for that. [studious +1]
The rock sunk kind of... like a rock and fell back down almost right after he tossed it. [studious +2] [sporty -1]
And that's all of them! A few surprises are in there, but it's mostly straightforward in either prompting Cove to talk about outdoor/active things he does or choosing options that imply he's particularly good/fast (whether compared to the MC or in general). Particularly tricky are the ones that might change Cove's appearance/personality when you didn't intend for that to happen and are trying not to use the Cove Creator to get the Cove you want.
Still, it's definitely easier to gauge than Cove's appearance or personality, so whether you wanted this for a guide or just for the data, I hope you enjoyed! :D
546 notes
·
View notes
Text
๋࣭⭑ Devlog #45 | 12.02.24 ๋࣭⭑
well, this is more like a half devlog if i'm being honest
Hi everyone! Man, it's been a while since we last talked, huh? Somehow my last devlog to you all was end of August, and now we're all the way in December. It's crazy to know I was in my cave for that long LMFALSIDJF
I don't usually do devlogs starting the last two months of the year---usually because I end up getting busy, and with it being the holidays, I just give myself the devlog off as my one little "holiday treat."
This year, it's a bit different since I haven't given you all a devlog in quite a while. I have exciting and boring news to share with you all this month! First off for exciting news, as I'm sure you've all heard....
I'M A DOCTOR!!!!!!
That's RIGHT. The step away from Alaris was everything I needed to be able to crunch my dissertation and graduate this semester. To say it was painful would be a complete understatement. For context, people usually spend about 1 year writing and defending their dissertation. Since I last spoke to you all, I ended up analyzing, writing, and defending my entire dissertation in the span of about 2-3 months. Basically every moment that I existed as a living being was spent working on my dissertation (if I wasn't working), and even a month after I defended I'm in disbelief that I was able to pull it off.
But here I stand before you all, finally free from the confines of academia after a grueling 4 years.
I have worked on Alaris the entire time I've been in PhD school, and so there's literally no one here who knows me outside of being a PhD student. So it's crazy to enter a new chapter of game dev where I no longer have to balance work, PhD school, and Alaris. And instead, I can be a normal person that just balances work and game dev.
That being said...
I know I had told you all I would be back in the Alaris grind in November since that would be around the time when my defense would be. And while I've literally tried my damnedest to get back on the game dev horse, it's been a Fckn Struggle, everyone.
I don't think I realized how hard I was working myself until this past month rolled around and I entered recovery mode. Admittedly, I actually think I was working myself harder when I was balancing Alaris with work and PhD stuff than when I was crunching a 1 year dissertation project into 2 months. And this might not be a new revelation to some people---even earlier this year, I remember getting comments of like "wow, you're working so fast/hard!" "omg how are you getting all this done?" "you need to be nicer to yourself, i don't think you realize how much work you actually do" etc. etc.
But I think because I enjoy game dev so much, I didn't see it as working myself hard. Now, though, after getting some clarity and seeing how much that was affecting my physically, I really want to make it a point to take care of myself better and not push myself too hard (life is too short and healthcare is too expensive LMALSDF).
So, while this isn't me saying Alaris is going on hiatus or anything scary like that, I do hope you all can extend a bit more of your patience and understanding at least until the end of this year for me to get back into the swing of things. I have genuinely been thinking about Alaris a lot---the script and scenes I want to write, CGs I want to draw, etc. But I just haven't had the physical energy to do it.
I'm hoping writing this devlog will help me get back into the swing of things this month. But I do want to be transparent that the holiday season tends to get busy for me, so I don't want to make promises of working on Alaris at any kind of full capacity.
Luckily, a lot of Alaris is done. If you all remember, the only route that needs to be written at this point is Aisa's. And half of the routes have been programmed! While Etza and Kuna'a's routes do need to be cleaned up and edited, a lot of the foundational work, which is most time-consuming for me is done. So I do still hope to get Alaris to you all (at least the Central routes) in early 2025!
Thank you all as always for being patient and understanding. As I get back on the Alaris horse, I also hope to get back into answering your messages <3 Hope you all are staying warm and having a restful holiday season.
93 notes
·
View notes
Note
hi, im so impressed whenever i see you posting stuff about your game dev, and ive been wanting/trying to get into gamedev myself but im often held back by my health. sorry if this is unreasonable or too sincere, no pressure to answer. every time i see your work it just makes me want to make games even more but i barely know what im doing. how did you learn game dev? is game development something anyone can do if they work hard and keep trying?
hi it is absolutely possible for anyone to get into gamedev, even if you're starting off with literally zero programming experience (like i did!)
the main thing is like like. you need to train your brain's ability to take a problem and go "what's the simplest version of this problem and how do i solve *that*" which is unfortunately not something you're encouraged to do by the kinds of resources you can find online by googling about how to make games in the era of Youtube Content Creators
once you get into that habit it's a lot easier to find relevant information since you're no longer asking for gamey specifics i.e. "how do i put a dodge roll in my game" but more general "how do i play an animation and execute logic at specific points during that animation" type questions
don't get me wrong though there IS useful information to be gleaned from just going on youtube and watching gamedev videos, especially when it comes to the specifics of just Interacting With Your Engine Of Choice. you can learn a lot from just following tutorials 1:1 off youtube as long as you never never ever in your life assume that a given person on youtube is doing something The Objectively Correct Way. always be open to the possibility that there's a better way to do a thing
73 notes
·
View notes
Text
okay here is my weird take about what emet-selch might have done regarding zenos and whatever "experiment" was going on
Joke answer: he's a dragon stuffed into a human body
serious answer: it's the same as the joke answer but longer and explained in an incoherent way.
i think we've been given hints about what the fuck was going on with Varis's Large Adult Son even after endwalker, but i need to reference other things to do that, so let's break it down:
-We have been given more insight into how Memories and Souls work and interact in this setting, especially after Dawntrail. We know that it's possible to implant memories onto a soul that didn't originally have them, and it works fine if you have the technology to do this
-Emet-Selch's whole job involved souls and the lifestream
-We've seen Athena also bring back ancients, in a temporary way, by reconstituting soul stuff and grabbing the memories for those ancients, since souls and memories are essentially different kinds of aether. if you've played FFVII at all, you already know this. one would assume that Emet-Selch would manage reconstituting souls a lot better
-there are some memories that are so powerful that they are blasted or etched into your soul, which is why some faded memories can stick around from past lives
-We know that Emet-Selch was seriously thinking of a way to bring the ancients back without rejoinings, and this was probably attempted via his literal large adult sons and their descendants.
-dragon's souls, as far as we know, are unsundered.
-fitting with the Sephiroth and Jenvoa parallel, they are also canonically aliens
about Zenos:
-the devs have said that he was "born wrong" and that's why he's like that. this seems different than "born evil" because Lyse assumes that this wasn't the case, and that's not the normal philosophy for the game. characters have been wrong before, but if he was experimented on, this is likely referencing Sephiroth, who was also born wrong on purpose, as a joke, via tampering in the womb
-people in the world still have vague, ephemeral memories of the ancients, but Zenos is different. Zenos has upsettingly visceral memories of the final days but he also views the world like the ancients do, particularly regarding accomplishing your life's purpose and then dying right after as a positive thing. this is why his actions at the end of stormblood do not read as suicidal to not just me, but the characters. they're really confused about why he does this! Zenos acting the way he does seems to be the answer to why the ancients tried to emphasize a more communal existence, because what happens when the most powerful motherfucker on earth is also a prince in an extremely hierarchical society? you get Zenos
-However, Zenos also follows the rule of beasts and is much more beastlike, similar to dragons. Dragons aren't evil, but they have extremely different cultures and views than humans, because they're functionally immortal and don't need to reproduce. they are power manifest, and can easily take over an ecosystem. Midgardsomr's covenant with Hydaelyn most likely prevents this, but the point is that dragons are pure power, and that's what they respect the most. like Zenos, although being raised as he was probably made this even worse
-Zenos seems pretty dysphoric, but it doesn't seem to be directed at any gender. he's stated that he doesn't care about his name one way or the other, and that he only wants his body back from Elidibus because of how powerful it is. he otherwise doesn't seem to care about normal human experiences, like human food or sex, or just companionship in general with other humans. as far as food goes, he's the only villain to do this, as the writers tend to get into what foods the characters like in the lore books, even the villains. you can't really say that this is just the product of being a royal or someone in power. even Thordan has a favorite food, and even Varis had a childhood friend, who we've actually met.
-both in The Hunt Begins and in general, Zenos actively wants to be able to use and manipulate aether. this is odd, since Garleans are constantly told that magic is evil and bad, but Zenos goes out of his way to try to do this, including piercing himself with a crystal where the aether exchange could kill him. this could be because his great grandfather is a sorcerer of eld. it could be because dragons not being able to use magic would feel extremely unnatural to him. why not both?
-He seems. REALLY excited when he transforms into Shinryu. like, weirdly excited. i get it, it would probably own being a dragon, and you could say that he was just really excited about fighting the wol the first time, but this has happened twice now, and every time he almost sounds like Susano with how excited he is. it's a total fucking mood shift. also in his last fight he still keeps the Shinryu attacks. since it's in a place that's ruled by emotions, one has to assume that he's attached to them
-He literally has a horde (of weapons)? i know we don't see a lot of FFXIV dragons do this, but Vrtra has a horde that he uses as a bank. what's up with that.
-He doesn't really have a coda yet, and while i don't think he's going to be brought back, or that he NEEDS to be brought back, the wol seems like they're just starting to be comfortable with thinking about what Zenos's deal is with enough time and distance
-how d. how did he know that dragons can just lay eggs like that. yeah he could have READ about it but like. how did he figure out how to do that in the fight. and why. why did he just doooo thaaaat.
IN CONCLUSION i think that in a bid to try to bring ancients back into the world through unnatural means, Emet-Selch took the closest recently dead unsundered soul he could find at the time (a dragon's), imprinted some of his memories onto it (as one would do when making the convocation crystals) and put that shit in a baby. thanks.
#ffxiv#ffxiv spoilers#zenos yae galvus#i know it seems like huge amounts of copium but i can't stop thinking about it.
128 notes
·
View notes
Text
Since late August of 2022, Barry Topping and I have been working on a shoot ‘em up game called BIRDCAGE.
Now 2024 is wrapping up and – surprisingly – so is the production phase of BIRDCAGE. There’s still plenty of work to be done, but the game itself is all there, playable and asset complete.
Now we’re left with an ever-growing lernaean hydra list of other tasks to handle – emails, wider testing, stability, updating store presences, promotional stuff and in general, just trying to maximize the reach and polish of what we’ve made.
The final stretch of production (roughly the last 5 months?) was really fun. The game had matured enough that we just instinctively knew what would work and what wouldn’t.
We’d become comfortable enough with the tools we built and our process where we’d just be constantly in hyper mode. The game really came together in this final leg of development.
POLYGON BIRD, our studio name, and EXCEL Framework, the name given to the "shmup tools" we made for the game.
I was expecting ending full-on production on BC to be frustrating and depressing, but some switch flipped in my head and now all I want to do is email people about the game, optimize our Steam tags and figure out how to get this in people’s hands – and I’m finding that fun, at least for now. The game isn’t this ideal brainchild piece of art to me, suddenly. We did the work to make the thing, now it’s time the thing worked for us.
It surprises me how often I find myself thinking ridiculous things like “we need to activate our discord members” – but I’ll take this over the usual pit of despair I fall into after finishing a big project.
I guess this is what motivated me to write down these thoughts in the first place – I was bracing to be fully depressed and lost right about now, resenting the game and the time we spent on it. Maybe this will serve as a reminder that finishing a thing doesn’t have to feel so bad?
So now we’re kind of going back into uncharted waters – promoting, releasing, dealing with feedback, hotfixes and support. There’s going to be a lot of “learning on the job”, I guess, but I’m excited to see that aspect of game dev.
I’m really glad we were able to hit our goal of wrapping up this phase of BIRDCAGE as the year comes to a close – it makes it easy to look back on the past 2 years as a whole and see how much we’ve learned. I can’t wait for us to make another game, knowing what we know now.
There is still nothing to announce regarding the release of the game, but it still felt important to make note of this milestone.
For now, just know we’ve made a game and are working on getting it out there! We should have a lot more to say soon.
In the meantime, you can help us out by adding BIRDCAGE to your Steam wishlist.
Thanks for sticking around all these years.
Happy holidays!
-G
68 notes
·
View notes
Text
Last Sprout Dev Diary - Nov 22, 2024
Hello sprout folks! I'm Valerie, or @oneominousvalbatross, and I've been working on Last Sprout since July, and I'm wildly excited to share some of the things I've been working on with y'all.
Ignore that Twiggs' hat falls off that's natural.
I'm aiming for a Dev Diary once a week on Fridays, and I'm just gonna be giving a brief look into making a game! I'm learning how to do a lot of this stuff live, so I'm sure there'll be a ton of massive rewrites and changes. I have probably a dozen huge systems that are already built that I'm not going to be getting into in this post, since I'm already half a year or so into development, but I'm sure I will find space to include them later!
XP
I spent most of my time figuring out exactly how we wanted to represent XP in the world. We were pretty certain that we wanted XP to exist physically as a substance you picked up, so I started with a system from a previous build.
In that version, we just created a bunch of XP objects and scattered them into the world, then had some code that scooted them around. Of course, that means that we're tracking an individual unity GameObject for every single instance of a point of XP which is, uh, slow.
This is what we call 'suboptimal.'
So obviously we needed to not instantiate an entire transform every time we needed to spawn XP. Even if we re-used objects that would just be prohibitively expensive for an object that really just needs a position.
I'm not going to go over each step in the process, but after experimenting with GPU instancing to just draw a bunch of XP objects at once, eventually I landed on extending Unity's particle system, since it has a lot of the settings I wanted access to.
To make the XP move how I wanted, I wrote a pretty simple process that iterates through all the little blobs and checks how close they are to a designated collector, then uses an exponential decay function (with thanks to Freya Holmér) to make them move towards Twiggs.
I think every game should have an action that can be best summarized by making the noise 'SHWOOOOOP.'
Parrying
Parrying was a good deal simpler, but it still has its issues. Essentially, all a parry needs to be is a hitbox and an animation, with some callbacks to enemies to let them react to the parry. Whenever an attack hitbox intersects with either a Parrybox or a Hurtbox, it checks its tags to see if it's interacting with the appropriate entities, to makes sure enemies aren't hitting or parrying each other constantly. If it passes the test, it calls GetParried() on the intersecting object.
GetParried(), idiot.
For the basic behavior, parrying just interrupts the attack in progress and knocks the enemy back by a set amount, but there's room in the system to add all sorts of neat effects, which I'm sure we'll be taking advantage of in the future. It's been a challenge to juggle the various kinds of hitboxes, but it'll definitely be worth it going forward!
Of course, between all these bits there were a ton of bugfixes and little experiments, but that's a topic for a later dev diary!
#indie game#Dev diary#game dev#Last sprout#Last sprout: a seedling of hope#game development#game dev blog#game dev update#Roguelite#robot#scifi
55 notes
·
View notes