#ACTUAL GAME DEVS DO NOT INTERACT!!!1!!!!!
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insertdisc5 · 1 year ago
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🎮 HEY I WANNA MAKE A GAME! 🎮
Yeah I getcha. I was once like you. Pure and naive. Great news. I AM STILL PURE AND NAIVE, GAME DEV IS FUN! But where to start?
To start, here are a couple of entry level softwares you can use! source: I just made a game called In Stars and Time and people are asking me how to start making vidy gaems. Now, without further ado:
SOFTWARES AND ENGINES FOR PEOPLE WHO DON'T KNOW HOW TO CODE!!!
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Ren'py (and also a link to it if you click here do it): THE visual novel software. Comic artists, look no further ✨Pros: It's free! It's simple! It has great documentation! It has a bunch of plugins and UI stuff and assets for you to buy! It can be used even if you have LITERALLY no programming experience! (You'll just need to read the doc a bunch) You can also port your game to a BUNCH of consoles! ✨Cons: None really <3 Some games to look at: Doki Doki Literature Club, Bad End Theater, Butterfly Soup
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Twine: Great for text-based games! GREAT FOR WRITERS WHO DONT WANNA DRAW!!!!!!!!! (but you can draw if you want) ✨Pros: It's free! It's simple! It's versatile! It has great documentation! It can be used even if you have LITERALLY no programming experience! (You'll just need to read the doc a bunch) ✨Cons: You can add pictures, but it's a pain. Some games to look at: The Uncle Who Works For Nintendo, Queers In love At The End of The World, Escape Velocity
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Bitsy: Little topdown games! ✨Pros: It's free! It's simple! It's (somewhat) intuitive! It has great documentation! It can be used even if you have LITERALLY no programming experience! You can make everything in it, from text to sprites to code! Those games sure are small! ✨Cons: Those games sure are small. This is to make THE simplest game. Barely any animation for your sprites, can barely fit a line of text in there. But honestly, the restrictions are refreshing! Some games to look at: honestly I haven't played that many bitsy games because i am a fake gamer. The picture above is from Under A Star Called Sun though and that looks so pretty
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RPGMaker: To make RPGs! LIKE ME!!!!! NOTE: I recommend getting the latest version if you can, but all have their pros and cons. You can get a better idea by looking at this post. ✨Pros: Literally everything you need to make an RPG. Has a tutorial inside the software itself that will teach you the basics. Pretty simple to understand, even if you have no coding experience! Also I made a post helping you out with RPGMaker right here! ✨Cons: Some stuff can be hard to figure out. Also, the latest version is expensive. Get it on sale! Some games to look at: Yume Nikki, Hylics, In Stars and Time (hehe. I made it)
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engine.lol: collage worlds! it is relatively new so I don't know much about it, but it seems fascinating. picture is from Garden! NOTE: There's a bunch of smaller engines to find out there. Just yesterday I found out there's an Idle Game Maker made by the Cookie Clicker creator. Isn't life wonderful?
✨more advice under the cut. this is Long ok✨
ENGINES I KNOW NOTHING ABOUT AND THEY SEEM HARD BUT ALSO GIVE IT A TRY I GUESS!!!! :
Unity and Unreal: I don't know anything about those! That looks hard to learn! But indie devs use them! It seems expensive! Follow your dreams though! Don't ask me how!
GameMaker: Wuh I just don't know anything about it either! I just know it's now free if your game is non-commercial (aka, you're not selling it), and Undertale was made on it! It seems good! You probably need some coding experience though!!!
Godot: Man I know even less about this one. Heard good things though!
BUNCHA RANDOM ADVICE!!!!
-Make something small first! Try making simple: a character is in a room, and exits the room. The character can look around, decide to take an item with them, can leave, and maybe the door is locked and you have to find the key. Figuring out how to code something like that, whether it is as a fully text-based game or as an RPGMaker map, should be a good start to figure out how your software of choice works!
-After that, if you have an idea, try first to make the simplest version of that idea. For my timeloop RPG, my simplest version was two rooms: first room you can walk in, second room with the King, where a cutscene automatically plays and the battle starts, you immediately die, and loop back to the first room, with the text from this point on reflecting this change. I think I also added a loop counter. This helped me figure out the most important thing: Can This Game Be Made? After that, the rest is just fun stuff. So if you want to make a dating sim, try and figure out how to add choices, and how to have affection points go up and down depending on your choices! If you want to make a platformer, figure out how to make your character move and jump and how to create a simple level! If you just want to make a kinetic visual novel with no choices, figure out how to add text, and how to add portraits! You'll be surprised at how powerful you'll feel after having figured even those simple things out.
-If you have a programming problem or just get confused, never underestimate the power of asking Google! You most likely won't be the only person asking this question, and you will learn some useful tips! If you are powerful enough, you can even… Ask people??? On forums??? Not me though.
-Yeah I know you probably want to make Your Big Idea RIGHT NOW but please. Make a smaller prototype first. You need to get that experience. Trust me.
-If you are not a womanthing of many skills like me, you might realize you need help. Maybe you need an artist, or a programmer. So! Game jams on itch.io are a great way to get to work and meet other game devs that have different strengths! Or ask around! Maybe your artist friend secretly always wanted to draw for a game. Ask! Collaborate! Have fun!!!
I hope that was useful! If it was. Maybe. You'd like to buy me a coffee. Or maybe you could check out my comics and games. Or just my new critically acclaimed game In Stars and Time. If you want. Ok bye
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duplicityvn · 1 month ago
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devtalk #1 11/10 ::
Hey, I've been recently made aware of a... I don't know what to say so I'll just put, "controversial" update of one of the games in this community.
First off, I want to say kudos to @/fantasia-kitt for biting the bullet and putting some actual real dark shit into the game. This is what's been missing from the community.
Personally, I think these devblogs and interactions between community and developer have watered down yandere stories and have promoted an almost unhealthy look towards what a yandere actually is.
It also has caused several people to develop an unhealthy sense of relationships, thinking that you're only loved or capable of showing love if you do extremely toxic things as a "Look what I'll do for you, don't you understand?"
This isn't to say that I think devblogs should be removed, or we should stop dev-community interactions all together. No, this is just me saying, "Hey, guys. These characters are meant to be dark, are meant to be evil, they're morally reprehensible and irredeemable. Remember that."
When you get into dark content, you have to be prepared for dark fucking content, okay?
Onto my second point of this post.
Do I think there should have been clearer warnings in the game before some of this stuff happened? Yes and no. I think FK's warnings are appropriate and clearly stated.
I also think that following a similar format to Boyfriend to Death, where there is a content warning/trigger list for each separate character would help in expectations for these incidents. People get attached to characters, it's a thing that happens. If you asked me several months ago, I would have a different opinion. As it stands, I now have comfort characters of my own.
Do I think anything is wrong with TKATB or FK? No, absolutely not. FK is entitled to create whatever story they want to, however dark they want to. I appreciate that they're bringing this into the community and it's a little inspiring and motivating if I'm being honest.
Anyway, this is just my own personal thoughts and ramblings on this matter. I am but a tiny dev with a tiny following that wanted to make a post about this in general. In the future, I will personally be making a trigger/content warning list for each character before such content is released to avoid this happening. I will also be implementing it into the game itself so it's very in your face about what Duplicity: Revival contains.
You have your own responsibility to listen to and heed warnings that developers list for their games. If ***any*** of that content on those warnings are an issue for you, then don't interact with the game. At all.
I think that's all I had to say about this. I'll add more if I think of anything.
Take care of yourself, bunnies. <3
-Cin
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riding-the-sunset-bird · 1 year ago
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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
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allieebobo · 2 months ago
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Monsoon Games: Roadmap
I'll continue to tweak this rough roadmap according to the responses I get from the google form, but here's the plan (ideal-case) for the next 1-2 years!
If you haven't filled out the form yet, please do, as answers would be super valuable in helping me better gauge, prioritize, and budget my next steps as well as tweak the pricing for the tiers!
Phase 1: Now till end-2025
Full-time urban planner
Part-time game dev.
Likely to be mostly solo-work and choice-script based
Phase 2: Beginning 2026 till end 2026
Part/Full-time game dev
Likely to involve / bring in an artist/coder, depending on eventual decision on game format (ren'py, Godot or choicescript)
Phase 3: Beginning 2027
Launch phase 2 game
Re-evaluate what to do next, likely back to my full-time job, but to KIV this based on what happens in Phase 2
Details below the cut!
Again, if you have comments, suggestions, preferences, do leave a message or email ([email protected]). If you're interested to collaborate, or to find out about what games I'm thinking of, click here.
Phase 1a
Timeframe: now till end 2025
Scope: Keep rolling out choicescript updates for CT:OS and Merry Crisis. This will form the base of content for ko-fi/patreon (with subscribers continuing to get early-releases until these games are complete).
Phase 1b 
Timeframe: start sometime 2nd half of 2025, run concurrently till end 2025)
Scope: Write a choicescript 'concept demo' for 2 new games I've been haunted by over the past couple of years. (I'll release more info on this if I think they're viable). Whether or not they become more complex games, I'll at least have the choicescript demo. 
Phase 1c 
Timeframe: optional, but to start as soon as funding is obtained
Scope: Depending on interest, I want to consider doing a port to ren'py for Merry Crisis (or CT:OS, but likely MC) for a more visual-style game. This would involve either hiring a coder to help with the port, or doing it myself. More importantly, will need to commission art for this.
_____
Monthly-subscriptions for both Phase 1a and 1b would include the following tiers: 
$3/month (existing): Just to support me :) 
$6/month (existing): Early-access links to CT:OS and Merry Crisis
$9/month (new tier): Same as above + Early-content (e.g. lore, character snippets & art, non-interactive stories, dev logs) for new game(s)
$12/month (might not go for this tier, but including just as a concept): Same as above + Expanded early-content (e.g. interactive choice-script based demo access)
Phase 2a
Timeframe: Beginning 2026, probably 6-9 months or more depending on scope
Scope: With CT:OS and Merry Crisis completed, I hope to then turn my sights to converting the choicescript demo created in phase 1b into actual complete games. This could either take the form of: 
A full choicescript game
A full ren'py (visual) game
A full Godot (2D) game
About 2-3 months into Phase 2a, I will also have enough content to launch a kickstarter, which would hopefully bring new backers on board and funds to speed-up production of the game(s). For folks who prefer supporting once-off instead, they'll also come in at this stage :) 
Phase 2b: 
Timeframe: Probably 6-9 months into 2026
Scope: Once there's a playable beta version of the game, I'll then do testing with subscribers and other beta-testers, and do de-bugging.
_____
Monthly-subscriptions for both Phase 2a and 2b would include the following tiers: 
$4/month: Just to support me :) 
$8/month: Subscriber-only content for all new games in development (e.g. character snippets & art, dev logs)
$12/month: Same as above + Little interactive patches/expansion packs for CT:OS and Merry Crisis 
$16/month: Same as above + Expanded early-content for all new games (e.g. non-interactive stories, scene peaks/teasers, interactive twine or choicescript based playable content, access to beta version of the game when ready in phase 2b)
Kickstarter tiers: 
$12 once-off for a specific project (a selection of content from the pool of characer snippets & art, dev-logs that $8/month subscribers get) 
$25 once-off for a specific project (same as above + a selection of content from the pool of expanded early-content) 
$35 once-off for a specific project (same as above + special perks e.g. ability to design a character or item or request chapter) 
Phase 3
Timeframe: Start of 2027 onwards 
Scope: When at least 1 game is launched, hopefully by start of 2027, I'll re-evaluate and see what to set my sights on next! This probably also means going back to full-time urban planning :)
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lxrd-ren · 2 months ago
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ALRIGHT
PART #2 OF NICO MASTERMIND THEORY
https://www.tumblr.com/lxrd-ren/763859465077456896/nico-mastermind-theory-hear-me-out?source=share
^ Refer to part 1
Now
MonoTV + Nico Likeness
Already listed a lot of these in the last post but I found more somehow
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Never thought I'd be comparing colours for theories again, let alone shades of red, but here we are once again
So, in some of MonoTV's sprites it's got red claws, so I thought, kinda reminds me of Nicos red eyes
The colour on Nicos default sprite does make it seem like a stretch, but fortunately, the dev released the sprites of the cast without any shadows or similar things added to the colours (bottom right of image), and you start to see how the reds do seem to look pretty similar; the colour on the wheels are also quite close in hue
Also noted down how the little dent on MonoTV's right antenna thingy may be reminiscent of Nicos little tuff in-between their own cat-like hair, but I may just be reaching
MonoTV Being Made For Nico
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Also concerning MonoTV, in the last post I mentioned how MonoTV might've been made for or with Nico in mind
Now, take into account how Nico literally feels better being around things that remind them of cats, and MonoTV basicly being a cat really makes it seem like it was built specifically for them
Think of it like Semiotics, like Veronika mentioned at one point funny enough. Nico feels better being around things that remind them of cats, so MonoTV is built to resemble a cat so Nico feels better around them
Or, Nico could've just asked for MonoTV to be like a cat, cause, y'know...
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Cat-THEMED things they like specifically, not cats surprisingly
Narrative Things
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(And yes the birthdays might be significant)
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^ Straight from the Dev
Their birthday might fit into two narrative things:
1) The whole narrative of Teruko and David being swapped with the protagonist / antagonist role, I know I saw a post mention Greek mythology and fate with those fighting against fate (David + Xander) being the heroes in this story and those who accept fate being the (I guess) villains (Teruko), for lack of a better word
Normally the one who started the killing game is the villain, but if the roles really are swapped, then the masterminds birthday being on Hero's day lines up perfectly
2) If the killing game was started out of revenge for Mai, Nico could consider themselves to be Mai's 'hero' of sorts; doing her justice after death in a way
Speaking of narratives..
Rose + Nico Friendship + Parallels
Yep, I wanna talk about these two
First off, they both seem to be significant; atleast to each other. Nico doesn't seem to interact with many people, and Hu seems to be the only other one they actually choose to speak to. Aswell with Rose sleeping so often, we don't really see her hang out with people, let alone a specific one. But, the time she spent with Nico in the boutique was brought up again. Sure it was because of Nico stealing the turpentine, but the fact that it was their friendship and the broken trust that came with it that was also touched upon makes me think that we might be getting more out of this duo besides how Nico got the turpentine
Now that's established, I'll talk about they could parallel each other (and how they do so more if Nico is indeed the mm)
I believe they parallel each other in relation to memory; specifically, how much you know
With Rose's photographic memory, she is at one end with knowing a lot, and is even suffering with so much knowledge
With Nico, I believe they are at the other end with not knowing anything
Not sure if I mentioned this in the last post, but I believe that if Nico is indeed the mastermind, then they are not even aware of it themselves; and this time, I got things to back it up YIPPEE
Nico Is Unaware
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(Thank you to @1moreff-creator for the masterpost that the image above came from)
So, this makes a lot more sense if a big part of Nico is indeed how they are not aware they are the mastermind. I could see this being relevant in the last chapter when they are confronted
'Dude wtf why did you start the killing game'
'I don't remember. No matter how much I think, I don't know.'
Etc, etc..
Revisiting the Mai statements also adds to this
Nico: Everyone confided in her.
Now, we know they are connected to both Mai and whichever cast member the sentence is assigned to. However, I saw someone (probably @demodraws0606) talk about the possibility that some of them are connected to the character in a different way. And that way is that whatever the statements say, the opposite is true for the character
What this means for Nico exactly?
Well
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The opposite of this would probably be to withhold information from someone. Could be referencing everyone at the XF-TURE company or any potential traitors purposefully not telling Nico they are the mastermind, especially if they went out of their way to prevent them from knowing this
Could explain why MonoTV keeps insisting they are not a cat; just another attempt to keep Nico from the truth. Afterall, Nico is heavily associated with cats. But ofcourse, MonoTV is incompetent so its attempt is not the best. Furthermore, although MonoTV doesn't know who the mastermind is, they may have just been programmed to, idk, 'Don't bring up the cat thing whatsoever, and if it's pointed out, deny deny deny.' Lest the very cat-like mastermind gets discovered. I mean, even Arei's drawing of Nico includes cat ears; not hard to put two and two together. Mf even smells like cat
From Last Post:
(Thanks to @takesometimetoreflect for commenting)
Now, they mentioned several things that add onto this
First,
1) They are consistently placed last / next to MonoTV
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Both in the heading and cast list, they are dead last. I don't think this would be significant if not for the fact they are like the only one who this applies to
Whilst the default sprites are on display, I'll talk about the next point
2) Nico is the only one to have their default sprite looking away and not in front of them
Again, hella suspicious purely based on the fact that they are the only one to do this
(Also I checked; David's new default sprite is also facing the front like everyone else's)
And finally..
3) Their secret quote is the only one to be a question
Similar thing, they are again the odd one out
(Their secret quote is: Why should I own up to the mistakes that someone else made?)
Nico if you keep this up you gonna be as suspicious as Whit
Extra:
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Just something else I noticed
Again from the masterpost, the first thing that appears is the above sentence. Only thing I wanna point out is with nicknames, only two scenarios come to mind. First is how Hu's nickname used to be Julia, but no one really uses it as a nickname. Only time someone even refers to her using the name is David, and at the time the fucker (/aff) is mocking her
Only other time is how during the introductions, for some reason, Nico calls Teruko 'Teru' as a nickname. Its never brought up again, and I found it quite strange given that Nico has never called anyone else by a nickname
I mean the statement is basicly saying to not call anyone by a nickname, except the protagonist (aka, Teruko)
If that moment is not what that statement is referring to, then I'll eat my none-existant hat
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plaquerat · 2 months ago
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i think what like really gets me about the current stupid bullshit in the ghost fanbase is like. the way i've grown up and learned how to interact with media is two things.
One thing very common in literary discussion is your interpretation of the text. Though something may not be stated, you can extrapolate and reach your own conclusions. My headcanons about Copia being a trans woman come from this (ie. costuming, portrayal in merchandise, themes of albums, general behavior). For a non Ghost example: Franz Kafka did not write Gregor Samsa as a disabled man. He is a man who one day woke up as an insect, no longer able to do things he once did, and looked at with disgust and fear by his family. My interpretation of this story is that it is allegorical for disability. There are things in the text that I can point to and draw parallels with.
idk about the general population here but I was pretty into comic books, specifically Batman (and more generally DC. but it was mostly Batman), in middle-high school. Something really cool about comics is you can see so many varied takes on the same characters. Even among comic fans, people have tons of super varied takes on characters they love. Take like for instance, the Riddler. In Batman the Animated Series, he was a game dev who got screwed over by his boss. He wears the iconic green suit and bowler hat, the purple domino mask and gloves, has a cane. in The Batman (2022), he's a zodiac killer freak live streamer. He wears glasses and a costume that conceals the actual size and shape of his body. WILDLY different takes on the character, but both are equally valid.
Just like... idk man there's no reason this should be happening. People should be allowed to have their fun in fandom without people getting super angry that their takes don't align 1:1 with canon. Nobody should be told to leave the fanbase for like. Running with ideas.
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omg-ame-chan · 8 months ago
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ok i played tokyo debunker all day here is a quick (not really) review
first off gameplay is for the most part non-existent. you do fight against monsters but the entire thing is in autoplay and you can skip the whole thing by pressing a single button
there is a rhythm game part every like 10 battles or so though which made me happy. even if the songs are all public domain ones. and it's extremely offbeat. and there's tap registration issues.
ok next why does tokyo debunker use ai art in it. genuinely embarrassing.
went on a 4 year hiatus to "elevate the quality of the game to further meet your expectations and be able to face elevating competition in the gaming industry" only for the game to release and not even have the effort put in to hire actual artists... ITS SO DISAPPOINTING what was the point of that hiatus if you aren't even gonna try. they should've released the original game they had at this point
ai art is used in all the backgrounds of the visual novel section and some of the interactable items like the images for the quiz you do during the prologue. The manga style and card art don't use it at all it seems though
and once you realize it you cannot unsee it and it completely ruins everything
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seems like all the budget went towards the voice actors because the game has no original soundtrack either. everything is remixed classical music.
not to mention the game is super cash grabby. it's a zigzagame game so it's to be expected but still. stuff like having to pay more than a 10 pull just to be able to change your icon from the default one is actually insane. also 1% SSR rate and pity is at 500 pulls and it doesn't even guarantee a character card it could be a warding card please end it all!!!
also the devs are blocking everyone who criticizes the game on twitter. lol. lmao.
despite all that the story is interesting and i really like the characters especially these 2 guys i love the "medic who definitely shouldn't be a medic because they are Extremely Off and have committed medical malpractice atleast 10 times" type of characters they are always my favorite
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damn you "bad gacha game that makes me have to resort to watching youtube videos of the story because i don't wanna support monetarily it in any possible way and go through the pain it brings by actually playing it".... you have won once again
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urlknight · 2 months ago
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Hi there, Love your work! I'm also doing stuff in Unreal and it feels like it's rarer to find other indie devs using it. I love how clean all your UI feels, and UI is something I seem to really struggle with.
Do you have any recommendations for workflows / tips / sources etc for getting better at UI?
Also I'd love to know more about the material / shader workflow for your latest post if you have more information anywhere.
Thanks :)
Hello there! Thank you!! I hope you don't mind me answering publicly as I feel like some people might be interested in the answer!
I really appreciate your UI (User Interface for those not knowing the acronym) compliment as it's something I've spent a long time working on and specializing in, in my career as a software engineer. UI/UX often goes completely unacknowledged or taken for granted even though it takes a lot of time and hard work to create and develop. In the engineering world I frequently had to advocate for and explain user experiences to those who didn't have as deep of an appreciation for UI or a very sophisticated understanding of why a good, visually appealing user experience makes, or on the flip side, can break everything. I think it's a very challenging, overwhelming topic to grasp and communicate, but just by being interested in it you're already way ahead!
There's a lot going on with UI. From visuals to knowing common design elements to successfully conveying a story to the user to implementation to testing to designing for accessibility to animation and I probably didn't cover everything with that run-on sentence. There's frontend engineers out there whose role is solely to maintain and improve UI component libraries for companies. And that's without throwing games, whose UIs are all uniquely visually tailored to their experiences, into the mix... I could keep going on about this honestly, but I'll get to what I think you can do personally! 1. Learn about common design patterns. What's a toast? What's pagination? What's a card? Little things like that. These apply to all software UI/UX, including video games- and knowing these off the top of your head will make it so much easier for you to invent your own UI designs and patterns.
2. Study the UI in the everyday applications you interact with. Step through menus and think about how you got from point A to point B. Take a moment to think about the why someone put a button where they did. Study the UI in your favorite video games, too! Take a lot of notes on what you think works really well and what you think doesn't. And also there's online resources that are great for inspiration. I personally spend a lot of time on the Game UI Database. - https://dribbble.com/ - https://www.gameuidatabase.com/ 3. Don't be afraid to start with basic sketches or even just simply representing everything with grey boxes. All my UI starts out as really crappy sketches on paper, or tablet sketches on top of screenshots. Visualize your ideas and then keep iterating on them until you've got something. For example, I went from this:
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To this. (And come to think of it I might actually still want to make those cooler looking buttons in my sketch) 4. Break everything out into pieces and individual components. A good UI is made up of building blocks that you can reuse all over the place. That's how it stays consistent and also saves you a lot of stress when you need to go in and update components. Instead of a million different looking UI pieces, you just have to update the one! These individual components will make up your very own UI Component Library, which will be the standardized design system and source of reusable components for your project. This also applies to your visual elements that don't do anything (like I personally have a whole mini library of diamond and star shapes that I reuse everywhere).
For reference, here's a breakdown I made of my Inventory UI. On the right, I've labeled most of the individual components, and you might be able to see how I'm reusing them over and over again in multiple places.
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5. Spend some time listening to designers talk, maybe befriend some designers! Many of them have an unique, interesting view of the world and how we interact with it even beyond just software. Their perspectives will inform yours.
6. Test your UI on users whenever you can. Get feedback from others. This is the best way for you to see what works and what doesn't. As game devs we spend so much time with our games it's easy for us to lose sight of the full picture.
7. Be patient and don't give up. Continue to be open to expanding your knowledge. These UI skills take time to develop. I personally am still learning even after like 10 years of doing it. Coming up with the visual elements is very challenging for me and I spend a lot of time rearranging things in photoshop before I actually start coding anything at all in Unreal.
Whew, that was a lot, but I hope that gives you some thoughts and a place to start!
I don't have any posts out there about Blender/Unreal shader workflows right now, but I'll consider making another post sometime soonish. I appreciate you asking and you're welcome! :)
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manzaza · 3 months ago
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perirep with airpods promoting mY WHOLE REVIEW OF THE NEW WISH SOUNDTRACK BECAUSE OHHHHH MY GOD IT GOES SO SO SO HARD (under cut feel free to listen here (also on apple music + yt do in fact give it a listen please yay) !!)
theme song (all the singing songs)
— although i can never truly let go of the og the new theme song will always be a bop
— so upbeat, so happy !!!
new yorkity york
— hazel’s va is such an amazing singer PLEASE if there’s a season 2 give them a musical episode there are not enough musicl numbers
party possum’s friendship song
— better than the chuck e cheese one i heard in the theater earlier lollllllll
— the live band version ate i liked the difference
— unhinged version was so fun the nickelodeon drummer ate up
lovely love song
— still haven’t watched this episode (i was shopping when it aired oops)
— hazel was so silly idk what happens i just remember cupid being there (idk if he was in this at the end that might’ve been hazel’s dad)
i love fries
— HAZEL’S VA SLAYING AGAIN !!!!!
— banger song so real live laugh love fries
— cosmo + wanda contributed yay let them sing
time loops
— addiction,,,,, brainrot even,,,,,,,,,
— cosmo and wanda singing yayyy !!!
— the actual little yay at the end was so silly got a good chuckle
proud of my son — dubstep remix
— this was actually the funniest thing to watch i had this episode pulled up in a panera’s and i was just staring at it like “bro just took over the world for THIS”
— dev is ten so it does make sense
— almost
a new wish (yay background music !!)
— i love all the jazz in the ost just soooo so good
— reminds me of a sam and max kinda intro
— listening to this + the rest just makes me want a video game for ANW so so bad it would genuinely be so much fun to play (will genuinely plot out a tumblr post for this idea)
fly hazel
— banger warmup vibes in the intro
— love how some of the insteuments give like a fly-feeling gimmick (cause she’s a fly)
— little intro chord at the very end eats up
teacher’s pal
— might be one of my fav tracks
— nickeloxeon pianist and saxophonist are eating uppp
— 1:15 was so good
— nickelodeon symphony when
fearless
— somewhat out of place but still fits in with the show vibes
— very lurking
— fnaf 3 am jumpscare (idk i see more poppy playtime in this despite never watching or knowing anything about poppy playtime
— very cheerful kinda scary at the end (yay jasmine!!!)
wellingston hotel
— i rlly like hotel music play this at a marriott hotel NOW
— still haven’t seen this episode (i’m dying to watch it i need to see winn’s introoooo)
— sudden rich person music change
— love you nickelodeon saxophonist !!!!
dev dimmadome
— classic dev intro
— 0:54 is so cruel just label this project h whyyyyyyyy
— just sheer pain in the middle but then they remebered at the end “oh yeah he’s ten”
— it gets so intense at 1:30 broooooo
fairy heist
— i love spy music
— little dev-ness in the middle with the certain gimmick in his track (i might be crazy for this one but idk the “waeahwow” reminded me of something from his track + i think this was in the breaking into school scene idk)
prime meridian love
— literal anime ost
— eats with the dramatic intro
— it faintly reminds me of an ok ko track but just slightly at the beginning of some of the melodies idk might be crazy for this one too
peri and irep
— no way.
— actually no way.
— ship interacts once and they get their own song.
— the twist at the beginning of the track was so hype like the beat is just constantly at odds during this song (and because i’m just like that i have the track times put down too when they swap)
— to not make this any longer the noticeable parts after their intros are like 0:50–1:02 is peri-sounding and then 1:03–1:18 is irep-sounding and from then on their themes are always at a clash with more differences spotted at the end
— will say i love irep’s part at 0:32 and 1:03 that’s so funnnn ahh
— the little villainous laugh at like 1:50 was silly
— the little theme at 3:00 ahhh !!!!!
— might be another fav……. yeah def another fav my airbuds says so
viozalea
— feels so medieval at first and i love it
— quick just like viozalea’s appearance (rip)
rattlleconda
— fire western theme
— still in character with the show the beat was firee
— the soft violin gahhh sheer joy
— intense pressure put on at the end ate
love and games
— rock paper scissors core
— me when rock paper scissors
— wait i actually never watched the valentines episode
— uhhhhhhh second half might be rock paper scissors
— BANGS
— love u Nickelodeon drummer
battle of wands (FINALE)
— shut up this is too glorious of a melody
— ok intense
— oh might’ve just hit one million wishes idk how this song is following the episode
— the chaos in the rhythm eats
— littlt theme at 2:30 aghhhh won
— peri lying dead right after again idk how the episode paces through songs i can spot little scenes here and there
— banged
— little clock beat ahh the happiness
— can’t even tell what happened but good finale
OVERALL i really enjoyed the soundtrack i love how it tries and takes you through the course of the episode and it’s so so fun!! almost feels like video game music sometimes which is so so good for them like YES drop a new wish video game it would be so good !!!!
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itsbenedict · 2 years ago
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Zero has an edgy pokémon coma theory, and I kind of love it.
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Obviously this is contradicted by a bunch of things, and presumably isn't secret lore the devs decided to include. But in the spirit of demonstrating how easy it is to develop a plausible conspiracy theory with sufficiently hyperactive pattern-matching, here's some "evidence" we found:
Apart from Wishiwashi, which might be a separate phenomenon (where do the extras even come from when it does Schooling?), no pokémon which is actually multiple pokémon exceeds a squad of six members. Falinks tops out at six, and Exeggcute has six but one of their heads exploded.
Random trainers around the map tend to only have two or three pokémon in their team. Game balance reasons? No! Only career trainers like the Elite Four or breeders bond with the maximum safe number of pokémon at once!
Gary/Blue has seven distinct pokémon, but only swaps one out when it- judging by its disappearance in the fight in Lavender Tower- literally dies.
The protagonist of gen 1, Red, shows up in the next game... totally nonverbal, hanging out at the top of a mountain, unable to interact except to battle. He's lost his mind to bonding with too many pokémon! The price of power!
Things this theory explains:
Multi-pokemon like Magneton- what makes Magneton a single pokémon, and not two or four Magnemite? Magneton is the configuration of Magnemite that's capable of bonding with a trainer as a single pokémon.
This is the function of pokéballs- they're a prosthesis for the organ pokémon have but humans don't that allows them to form psychic mind-meld links with other pokémon. It's not mind-control or convenient loyalty- you're in each other's heads now. Escape from a pokéball is rejection of the psychic link.
The original four trade evolutions- Gengar, Alakazam, Machamp, Golem- all become more humanlike on evolving. This is a side effect of trading a psychic bond with one human for another one, giving them more humanity to sample.
Things this theory makes way more sinister:
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The pokédex quest is way spookier under this paradigm. The box system- if you can't catch more than six, why do boxes exist? Actually, it's weird that they exist at all, isn't it? Boxing the majority of your pokémon is a weird neglectful thing that the games just kind of pretend doesn't happen- trainers rarely if ever acknowledge its existence.
What if most trainers don't HAVE boxes? What if that's something you have, because the evil professor gave you a special pokédex that can access a private computer system belonging to a confederate? For example "Bill's PC" or "Lanette's PC", as opposed to "[playername]'s PC"? You don't normally keep pokémon in indefinite stasis in a computer system- this weird app just exists to allow you to complete the pokédex without your brain exploding!
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In Red/Blue/Yellow, Oak gives Blue a pokédex, sure, but he clearly makes no attempt to fill it out. And... really, why would he? He didn't give his grandson the special pokédex that cares about whether you've caught pokémon. He just gave him the normal one! The one that's already filled out! Because of course a filled pokédex already exists! It's yours that records new information only when you catch stuff.
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The implied endgame here is... the professor wants to create a pokémon-catcher capable of melding with a legendary pokémon, to interrogate it about the secrets of life.
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There are so many levels on which this doesn't even kinda work, but it's extremely fun to occasionally cut loose and take a swim in some cool refreshing Edge.
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autumnslance · 11 months ago
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Explaining to a sprout why people have been doomsaying, since FanFest Vegas, a FF14 expansion not even out to play yet & it boils down to how much this fandom Hates a game & setting they spend so much money & so many hours of their lives interacting with for whatever reason. Yes critical thought & analysis of media you consume is good. But assuming Bad of future content isn't the same. It's attention-seeking. Also makes me wonder why some of y'all play something you claim to ideologically oppose. Stop hate playing/watching/reading, you'll be happier.
-Me. Cuz while there is some cause for some concerns, much of the wailing and gnashing of teeth are the same people who loudly complain about everything that doesn't cater to them, specifically, and their fanons/headcanons, or assume 1 writer will make or break a giant group effort, and/or that mistakes in the past mean it will never get better cuz the devs are just ignorant bigots, etc and so on and so forth...
While still interacting with the game and fandom.
It's OK; you have all your pals' social media and Discords to stay in contact. Stop buying into the sunk cost fallacy, and if you actually hate the game and SE so much, stop paying them money and wasting your precious time in the game. There's other media out there, other games to play.
And if you do still enjoy the game, maybe consider how much of what you put out into the world is actually constructive criticism (are you posting concerns on the actual forums where the devs actually look for feedback?) or just salt for salt's sake to get Likes from your followers.
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last-sprout · 23 days ago
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Last Sprout Dev Diary - Nov 28, 2024
Hello again! This is one of those "low progress" weeks as I battle with shader code and scriptable renders.
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What I see in my nightmares.
So, for this week's Dev Diary, I wanted to take this opportunity to talk a bit about one of the core systems for Last Sprout - Brains.
Hopefully this is interesting even if you don't know much about programming, but I could always use the feedback.
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I live my life assuming I'm some amount of this comic.
Brains & States
Part of my process in developing Last Sprout is taking the time to build systems that are as generic and abstract as possible - any time I'm thinking about writing something directly into the code, I try to find some way to pull that out into some kind of data that can be changed in the editor. Mostly because, as much work as it is to do the programming, it's also a ton of work to do the tweaks and edits that make it feel right.
A Brain isn't actually much on its own, just a framework that defines the bare minimum an Entity (the core 'thing' that exists in the game) needs to interact with.
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Less fleshy than I'd like for this game.
The key here is that Brains just give instructions and move on, they don't know or care what happens once those instructions get passed to the Entity.
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Brains don't take actions, they make polite requests.
So a Brain really just says "I would like to move in this direction, aim in this direction, and perform these actions".
Actions are bit flags, which means inputs are stored in one integer number that uses its 1's and 0's as true/false values. A brain toggles these bits based on a lot of different parameters - for instance, the PlayerBrain just listens to user inputs and sets its instructions accordingly, whereas an AggroBrain contains logic to look for valid targets and chase them down.
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Hopefully this is a little easier to visualize for people that aren't familiar with bit flags.
An entity, every frame, asks its brain to update its instruction. Then, it passes that instruction along to a State. The State is responsible for actually taking the actions the brain recommends, So they'll have names like IdleState, WalkingState, MeleeState, and so on. States are also where animations live, so a given IdleState (which is an object that lives in the game files), will have an associated animation for Idling, and it will play that animation when the state is entered.
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Not the most interesting state, but the easiest one to understand.
The state is what decides what input flags to listen for, and which states to exit to. Because states always have an EntityStateType, and Entities have a list of all their allowed states, they don't actually have to know what the options are, they can just say "Exit this state to a Walking state" and the entity will find a match.
This is a ton of words, but the core of it is that Brains and States are separate, and don't know anything about each other. This means that you can attach any Brain to any Entity, and it just works. If you want to test the attack range on an enemy, you can just slap a PlayerBrain onto them and suddenly you can control it! You can duplicate the player, change its tags to Hostile, and put an AggroBrain on them and suddenly you have an AI controlled hostile copy of Twiggs! While it adds a layer of complication to developing behavior, it also means that our code is reusable and modular, and it lets us experiment freely in engine.
Brains are one of many lego brick style systems, maybe next week I'll talk about another. Thanks for reading this, and if you have any particular questions, feel free to drop and ask to @last-sprout or my personal tumblr over at @oneominousvalbatross. Fair warning though, the answer may be extremely wordy.
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pondering-gales-left-orb · 18 days ago
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I have said it many times with the sims and i'll sayit once again with DATV (it really seems like an EA thing now to force thier devs and writers to do thier own game advertising by themselves) , the devs need to stop being at the forntline of interacting with the public and fans, because of 2 reasons
1- they are not prepared in any shape way or form to interact with fans at all, they dont know how to word things professionally, they dont know how to set boundries, they dont know how to seprate thier personal views from thier fan facing persona, they dont know how to take criticism correctly (think how actors do it) and they come at this from a very biased pov because its thier work that they spent alot of time and n effort on, plus they have to advertise positivity or the company will come down on them so they do not take well to any criticism and start to only respond to Scripted postive interactions, while turning on the online equivalent of a pitty party, they end up cornering themselves into this echo chamber with a bunch of yes men they pretend are the entire fandom (bonus point if that group ends up being the most racist bitches out there lol)
2- 99% of them cannot keep thier own personal politics and opinions from seeping through and frankly most of them are a flavour of racist and unpleasant which then ends up souring anything they comment on, and without fail every single time i read anything that they say i think to myself "i wish they would just shut up and stop making it worse somehow"
like i appreciate thier input on the technical side of things sure thats awesome tell me how you made things show me the thought process your sketches your work flow thats insanely interesting!
but once they get into answering fans or fan service or whatever it just gets so bad they somehow always end up alienating a massive amount of fans and kiss ass to a specific group (see point 1)
I dont keep up with other games to know if this is a consistent thing all game Studios put thier devs through
i know sdv is a one man show so the dev kinda has to talk to the fans but even then Eric( the dev) doesn't even talk much or interact that much at all just answers the occasional troubleshooting question but sdv is not the same as DATV scale wise so the comparison is not fair
The one other non EA game i know is BG3 and i know they had the actors do the talking which is the CORRECT way to go about this as they are fucking trained for this they are very charismatic and are very aware of the impact thier words have they dont just say shit out of thier ass and can command a room they know boundaries and not to create a false echo chamber and generally avoid creating a parasocial relationships atleast...
I think EA's strategy of just making the deves do the advertising themselves with no help fucking sucks and its really really reflecting negatively on decade long franchises that are genuinely now dying at the speed of light because of this specific move to strip the team down and unrealistically put everything on the devs and just make the success of thier game thier sole responsibility with no help from other departments as they dont exsist anymore (late stage capitalism yay!) And no training or preparation with insane expectations for devs to know every single peice of information they need to pull at any given moment and just....
Yeah YEAH if you play alot of EA games i think you will notice a pattern as to how they oprate behind the scenes and how actually uncaring and greedy they are yeah
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wwwow-official · 4 months ago
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Hello, world!!~
Welcome to the OFFICIAL Wacky William's World Of Weird blog!
Now, you may be asking, what IS Wacky William's World Of Weird? Well, my friend, I'm glad you asked!
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Description!!~
Wacky William's World Of Weird, or WWWOW for short, is a work-in-progress indie game/art piece/passion project, with elements of mascot horror, analog horror, bait-and-switch games, puzzle games, and other such things!
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You play as Y/N [that's right, YOU!], a 20-something year old horror enthusiast, with a love for lost media, and a knack for abandoned building exploration.
After re-discovering an old shirt they don't remember having, they do a bit of research, finding out about the [now abandoned] children's interactive museum of the same name, which resides in their childhood home town, which they and their parents had moved away from, when they were just a kid.
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Throughout the game, you'll do puzzles and mini-games, complete tasks, explore, discover secrets, and most importantly, meet the [very much ALIVE!] colorful cast of mascots!
Luckily for YOU, a good few of these characters are friendly! Especially the name-sake character himself, Wacky William, who will grant you sanctuary, and give you hints about the lore, if you ask the right questions!~
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Outside of the game, there's still much to do with this fun little story! It seems like SOMEONE'S been uploading old video archives to Youtube, showing off several different promotional videos, commercials, cartoon episodes, and even stuff from what appears to be an old website?
Discover bits and pieces of the story, pieces you wouldn't be able to find in the game, and connect the dots the best you can!!~
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Now, that's about all I can give in terms of a description, for now! Though, if you're curious about any non-story related details, our ask box is, in fact, open!
This blog is mainly for sneak peeks, dev updates, musings, and other such random things. Though, there may be a few rebloggings, aswell!
To make things less confusing, I have devised a little tagging system!~
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TAGS!!~
General:
#wacky williams world of weird! - For all posts related to WWWOW!
#wwwow! - Same as above, just abbreviated!
#important posts! - Posts like this one, with IMPORTANT INFORMATION!!
#asks! - A tag dedicated to answering questions!
#wwwow updates! - A general tag for WWWOW-related updates!
#sneak peeks! - For sneaky little peeks at WIPs!
#dev log! - Just development logs, nothing too special!
#character intro! - Posts that are all about showing off one of our wonderful Wacketeers!
#wacketeer art! - For art of the characters, Canon or not!
#sillies! - For memes/joke posts about the characters/story/etc.!
#fun fact! - Just to spice things up, I'll be posting fun facts about the characters at least once a week!
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Character-Specific Tags:
#wacky william!
#zany zeno!
#nutty norman!
#aberrant albert!
#curious cornelius!
#bouncy betsy!
#sweet suzanne!
#peppy penny!
#other wacketeers!
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Off-Topic/Other:
#off topic! - For posts/reblogs that aren't about WWWOW!
#aesthetics! - A tag [mostly] containing aesthetic/stim-worthy pics/gifs/videos that remind me of certain characters!
#polls! - For.. to put it simply, project-related community polls! Kinda speaks for itself, doesn't it?
#reblogs! - Posts that have been reblogged from other accounts!
#support! - To help spread awareness, or just to help out!
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*This section will be updated every now and then, to include new tags, if needed! ^^
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Now that we've gotten all that out of the way, it's time I introduce myself, and put some boundaries down!
You can call me Mod Cryptic, or just Crypt! I'm the owner of this blog, aswell as the creator of WWWOW as a project! You may know me from my main blog, @cryptic-loser , but that's neither here nor there-
As for my boundaries when it comes to this blog, they're pretty simple!
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1. Please, do not make any strange, NSFW comments about the characters! Simping is mostly fine [I encourage this, actually!], just please nothing inappropriate.
2. Please do not pester. If your ask hasn't been answered, I probably just haven't gotten to it yet, or don't know how to respond!
3. Please be nice!! If you don't like something about the project, or have something to say about anything, please be civil about it! Remember, if you have nothing nice to say, it's better to say nothing at all.
4. If you are a bigot in any fashion [Homophobic, Transphobic, Xenophobic, Racist, Sexist, Ableist, etc.], please leave. This is not the place for you. If you try to interact, you will be blocked.
5. If you are a pro-shipper/p3d0/m@p/z00phile/etc., again, this is not the place for you. Like with the last point, if you interact, you will be blocked.
6. On a lighter note, if you draw anything, or make anything related to this project, please tag me in it! I love seeing it!! ^^
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And with that, this post FINALLY comes to a close.
I hope you guys have a splendid time here, and have fun!!~
Goodbye for now!!~
Boarders/Dividers made by @strangergraphics !!
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thelikesoffinn · 1 year ago
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been thinking about it lately and Ascended Astarion = Dead Dove content and I'm not sure that's really understood, even by the writers. when I finally got around to the character I decided to ascend him with, I was SUPREMELY disappointed by the conversations options following it. it seemed like the dialogue choices were trying to push the narrative on my character that they made this choice w/o considering the consequences and they are bound to regret it. the closest I could get to answering his question of "why did u let me go thru w it?" was "I wanted u to be powerful".
but with that character? my accept Bhaal durge? that isn't the reasoning. at all. (related: "what do u want as a reward?" "ur body" was the closest answer my character could give. otherwise I'd've answered "murder :))")
for context, this run was born of a conversation w my friend discussing supposed content no one had seen bc "no one's that evil". we thought, what's more evil than killing literally every npc? I failed the conceit of the challenge immediately bc I can't handle senseless animal cruelty in my games. killing children? fine (u need a mod to do this in BG3, but I am thankfully plenty delighted to use mods), killing a neutral animal npc? no can do.
so I started this durge (they are the only character that can come close to "killing" Gale with that first interaction) run with the intention of killing everyone except Shadowheart (only a cleric of Shar can truly kill Aylin) and Astarion (bc I need to smooch him). (and there is a mod for playing an origin character as durge, which would have meant playing as Shadowheart, but I MUST smooch Astarion and I don't tend to do het or female romances, unless I'm forced to (*sighs dreamily* oh, Garrus Vakarian). I'm just not interested in that set of equipment in that way, so may as well just make a durge dude.) somehow something went wonky and Halsin ended up joining us and I was so perplexed I just allowed him to stay. (he's meant to attack if u destroy the grove but free him anyway, but instead he just showed up that night and went straight into his Moonrise spiel. is it bc the wolf Silver never aggro'd me and thus survived???) so I fixed the Shadow Curse all while killing every single humanoid and hostile animal in acts 1 & 2. including Thaniel, which makes Halsin's talks later in act 3 of getting news from Thaniel and the Grove hysterical. idk what I did but I sure as hell broke this poor man.
(on a related note, Halsin will give out to u when u accept Bhaal, but will still give u the "u have exceeding my expectations, also we should bang" in the same conversation. I DON'T KNOW WHAT I DID BUT IT'S DARKLY FUNNY.)
in the conversation when Astarion is expressing surprise that u let him go thru w it, my durge is just like, yes my motivation is that I like to kill ppl :))). it's not a sex thing for him (that is separate from the murder!), but he's still fine w the outcome. yes, Astarion looks down on him, but that's fine! he's allowed to be wrong about that, durge doesn't care. so long as Astarion lets him kill ppl he genuinely just does not give a shit.
(I actually had the idea that if Halsin were to ever rediscover his morals and tried to leave he'd ask Astarion to turn him so Halsin would not have a choice. as I said, this durge *does not fucking care*.)
this is probably the only character I will play that would let Astarion ascend bc I enjoy dead dove SOMETIMES, but not always or in large doses, but I get so few dialogue options that convey that in an rp sense! I don't think the writers/devs REALLY took that into consideration, sometimes. like, yeah, there are going to be ppl making fucked up choices but surely no one would go THIS far! for THIS reason! honey, u need to look up the Dead Dove tag on AO3, there are absolutely ppl making choices for those fucked up reasons.
(and I understand the whole "this confirms to Astarion about sex yadda yadda". even if that's not Tav/Durge motivation, that's how ASTARION would *interpret* it.)
(oh yes, and also, don't let Orin abduct Yenna. it doesn't matter whether u find out in camp or the sewers, Grub will not survive. I was devastated. if I'd known, I would have made sure Halsin was available for her, but she won't abduct a party member or someone ur romancing.)
long story short, I want to play a durge that even ascended Astarion finds unsettling. that's the dream.
Hello there, duck!
Your run sounds delightfully evil! I wish I could play one of those, haha, but I'm too soft hearted. My one evil run with my durge Salira was ended before even entering the grove because I felt horrible after getting rid of Gales hand! Seriously, I can barely take killing the squirrel as durge, and I always save Alfira because I feel horrendous otherwise!
(Fun fact, on all five runs I've done Yenna just vanished at some point and grubs was left standing in my camp, which was like...eh?)
And yes, Halsin is always somewhat of an issue, isn't he? He's just running around, causing mayhem in peoples games because he seems slightly bugged out, haha. I had one run, where he wouldn't go to the spot where we save Thaniel because he joined the fight against Marcus at Last Light and somehow got stuck, for some reason. Same run, none of his vocals would play, which was also very interesting. Everybody would make noise when they climbed or got hurt but Halsin was always silent and just there! And in another run the dude really straight up hated me - he was so mean and snappy, I swear to god he wanted my Durge dead - and then he suddenly went: "Hey you're super cool and strong and I just want to gently fuck you beneath the moonlight if you'll let me" and I was like: Say what.
Regarding the dead Dove: I've talked to people of Discord before, and some of them mentioned something similar a couple of times, but personally, I do think the writers actually knew what they were doing here!
Of course, I do agree that it relies heavily on the regret notion and that it somewhat shoehorns you into a certain narrative corner, I noticed that too when I was ascending him for research - I hated doing that, but all for the asks, haha - but I thought it was really fitting for what it is!
The bad ending, that is. I know we all somewhat forget that because of how people view him as a character, but ascension is the bad ending. Even on an evil run, where your character may have considered all options, it is very likely that Tav hasn't accounted for one very important part of being a true vampire.
The obsession.
It's still somewhat mild in the game, though definitely there, but it will only get stronger as time goes on, and it will probably get to the point that the only escape is death. Either his or Tav's. So, in the end, ascension will come with an armload of regret and the writers were making sure we know that.
And, on top of that, even if we let him ascend in a pursuit for power - or in in your durge's special case: murder :) - we still cast spawn Astarion aside because he doesn't fit our needs, thus making it very clear to him that who he is isn't enough and his behaviour is the price we now pay.
It's pretty much the same with all the other companions as well - justiciar Shadowheart and ascended Lae'zel, for example. However, it doesn't bother us as much, because we have different expectations towards ascended Astarion than, for example, dark justiciar Shadowheart. We don't expect a positive narrative here, a narrative where becoming shady-shar's loyal subject isn't an objectively dumb decision to make, so we don't mind the dead dove as much. It's exactly what we've been expecting - and Aylin even warned us how Shadowheart would change upon becoming a dark justiciar - so yepp. This went exactly how we thought it would and this is what we wanted.
Astarion, however, is a somewhat special case, because his bad ending is, by far, the one that gets the most romanticised. He's so heavily romanticised by so many, that the bad parts nearly start to fade, even with those who don't like the ascended ending. It becomes just 'the other ending', if you will.
And yet, it's still the bad ending.
Ascension is the bad ending for a character that we've somewhat given up on. That we misunderstood so deeply, mayhaps, that we traded his entire being for power and, quite frankly, beauty. We showed him that he isn't enough, we let the boy run and hide the only way he knew how and now we're faced with the consequences and yes, it's really dead dove but...what did we expect?
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ditto-the-alien · 9 months ago
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in less than 60 days, It will have been a year since blaseball was suddenly canceled.
TRUST ME, THE OTHER TAGS WILL MAKE SENSE IN A LITTLE WHILE.
Blaseball, in its 2.867 Years of existence, was many things. but the easiest way to describe it is "Good". It had a very incredible fanbase that still kind of mourns the game to this day. the devs had a panel at GDC in 2022. It was nominated for a Nebula Award for Best Game Writing in 2021 and also the "Best Video Game" at The Hugo Awards in 2021. It won the Nuovo Award at the independent games festival in 2021. people could observe the games happening, gamble fake money, and also affect how the story and the characters would develop at certain points. It was a great game, that sadly was canceled because the cost that was needed to run the game was too high for the team at the game band to support, at least according to wikipedia. It being dead is also a major part in proving that there is no justice in the universe because of it not being here, yet SILENT HILL ASCENSION SOMEHOW HASN'T KICKED THE BUCKET YET.
Now for all Silent Hill fans who have blocked that game out of their memory, and for everyone who has no idea what Silent Hill Ascension IS, here is a refresher:
"Released" on October 31st, 2023 (which was already a bad day for me, but I am NOT getting into that), Silent Hill Ascension is an interactive thing (listen its not a tv show, and it isnt a video game. the developers say that its "the best of both", but lets be honest its more of the WORST of both) that is canon to the silent hill franchise.
people can observe the games happening, gamble fake money, and also affect how the story and the characters would develop at certain points. Yes, I know this sounds EXACTLY the same as what I described blaseball as, but thats because I purposefully oversimplified both games a bit. Silent Hill Ascencion has bland writing (so bland people even thought it was AI), all the mechanical depth of a bad mobile game, and all the horrible microtransactions (loot boxes, a season pass, and something else I will get into later) as well. Blaseball, as previously mentioned, was nominated for several story writing awards, had enough mechanical depth that some fans created a SCIENTIFIC COLLECTIVE TO ANALYZE IT, and at the time it died, NEVER had any micro transactions or a fee to enter.
Remember how both games use fake money? In Blaseball, those who were in the 1% of money havers had all their coins distributed to the other players. In Silent Hill Ascension, you can literally just buy so many "Influence Points" that you can manipulate the entire fucking story, and you can hoard them for as long as you fucking want. Also, Something else I want to mention: Literally nobody talks about Silent Hill Ascension because its so bad. hell, and those that do talk about it DON'T have anything good to say. very few people play it, and there are a shit ton of bots that the devs added so it feels like more people are actually watching. Silent Hill Ascension has reached lower lows than blaseball ever did, and is less than half a year old. So why the hell is it still alive, when a game that did its entire stick better is fucking dead. THE ONLY REASON I CAN THINK OF FOR IT BEING ALIVE IS BECAUSE ITS SUPPORTED BY FUCKING KONAMI.
There is no justice in the world.
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