#And that's what is important in life
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ducksbyday · 2 months ago
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Empires (S1) X life series AU: Lizzie knows
Hello tumblr people, hear ye hear ye, I have yet another AU to share with you.
A life series AU x Empires SMP au, where the ocean queens husband goes missing (by the hand of the Watchers) and ends up in 3rd life. Lizzie immedeately catches on, and forcefully puts herself in Last Life. Her goal becomes to weaken and destroy the Watchers, and free the players from the inside out.
Lizzie starts the fairy fort as a cover-up, makes a deal with Joel to win Tango's game and informs Martyn of her plan. Joel "kills" lizzie, to make it seem to the Watchers like they're against one another, and the fairy fort burns as an excuse for her to join the Shadow clan.
During the entirety of last life, she sows peoples souls together with a needle and thread, in preperation for double life. After last life ends, she forcefully starts double life instead of limited life (what the Watchers wanted). This change sucessfully frees Mumbo, Skizz and herself from the games. Besides that, the "you're dead but not really, because your soulmate died but you didn't", puts Ren put of action too.
This plan works for a little bit, but in LL the watchers catch on, bring some players back (but failed with mumbo) and blocks lizzie from entering the game. She manages to get in through Pearl, but gets immedeately noticed and thrown out.
In secret life, lizzie breaks back in and now starts putting her full focus on breaking the Canary curse and creating a portal out of the SL world. She opens a portal to the end, and let's herself fall, where she opens another portal to Empires with the help of Martyn. Both of them are briefly freed, but the Watchers catch on and bring Martyn back. BUT the Canary curse is broken, and the Watchers now have less power on Jimmy. He dies right after due to his own stupidity though.
Lizzie spend a lot of her power on opening those portals, and is now incredibly weakened. The Watchers add her to the games in her weakness, and she gets played like a fiddle in Wild Life. She'll have to try again next time.
This entire thing was a brain fart created by this song
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we need to step away from viewing marriage as inherently romantic, or the primary goal of romance. marriage is a legal contract we use to create important ties--financial, medical, next-of-kin, mediating shared property and parental rights. the details vary a lot based on where you are and what paperwork you sign. which is not very romantic! but it does have many real-world effects on our ability to share our lives with our partners.
first and foremost, marriage is a legal right we use to build and protect our families, whatever that family may look like
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ambrosiagourmet · 1 year ago
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I think one of the biggest tragedies of Laios & Falin and their relationship is how much his actions impact her life. But like. Specifically how much they WOULDN’T impact her life as much if they weren’t both stuck in such a shitty abusive situation.
This part of the Falin-tries-makeup daydream hour comic is what got me thinking about it again because truly it just... it seems like such a like an offhand comment that I'm sure Laios didn't mean to be cruel or anything. That's just like. A little kid not thinking about what they are saying. ESPECIALLY when the kid in question is Laios.
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But man they depended on each other SO much as kids. Too much. It really feels like they didn't have any other source of positive reinforcement, or anyone else to share themselves with. So of course an offhand comment like that has a huge impact on Falin.
Or this little bit from one of the flashbacks:
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This tears me apart. Do you think it tears him apart to think about? I think it does. I think Laios holds every small failure to care for Falin against himself.
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And then there's the Bigger stuff. The way that him coping with his own trauma ended up impacting her.
Like his interest in monsters. Like him going to find a ghost, and accidentally revealing Falin's magic to the whole village in the process.
Like him needing to leave. And leaving her behind.
He shaped her life so much, and he carries so much guilt for it. And again, there should have been other people there to help. The same things that made Laios need to leave home are the things that made his leaving so hard on Falin. She ate alone after that. She shouldn't have had to eat alone just because Laios wasn't there.
She was 9 when he left for school, and he was 11.
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Nine. And Laios feels like he failed her because he didn't stand by her through this better. As an eleven year old.
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Both of these kids deserved so much better from the world.
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valictini · 4 months ago
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I’ve already said it, I’ll say it again, Mal du Pays is such a visceral and clever word to describe Siffrin’s Sadness. When I first saw it in game it genuinely made me pause like. Yes, it translates to homesickness. But it has the literal word for country in it. “Country sickness”. For a guy whose core problem is that his childhood, his culture, his country is missing. One could argue it’s a twisted pun. I’m obsessed with it.
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taepomme · 3 months ago
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Little sketch bc i was bored in class
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doomedclockworkdotmp3 · 4 months ago
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just a normal guy surrounded by residents with evil in their hearts
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aalghul · 11 months ago
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once again thinking about jason as duke’s robin. he’s ~4 years younger than jason, and that puts him at 8-12 during Jason’s time as robin. that’s prime time to get attached to your local kid vigilante before your own life goes downhill.
and if we try to keep duke’s meeting with bruce in zero year + duke’s age (so he can remember the meeting and hold that conversation with bruce), he has to be around 8. if he starts following batman through the news at that time because of the mess that just happened, the robin he sees is probably jason. I’ve literally connected the dots
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marinebiologyshitposts · 1 year ago
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mischievous-thunder · 6 months ago
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When it comes to Logan Wade's always serious about what the man thinks about him. He hides behind his witty banter but it still shows.
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toneelspeelster · 2 months ago
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the theory of you.
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flowersforthemachines · 10 days ago
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What home smells like (Crossroads comments)
Note: judging by the audio I extracted and the conversation file, Bellara and Taash don't have lines for that event (if they actually have lines and I missed them, pls lmk).
Rook: That scent… I can't place it. Neve: For a moment… it smelled like Dock Town after it rains. Lucanis: Coffee. Like Illario and I smelled in the kitchen where we grew up. But that cannot be right. Harding: That's my ma's apple cake! But… how? Davrin: That's smoke from my old clan's campfire. But… how do I even know that? Emmrich: It's reminiscent of the mortuary's perfumes, but… ah. Of course. Emmrich: There's small enchantments around this place. From the old elves, welcoming their kindred home.
My DAVG Extracted Audio Masterlist
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drownedkiwi · 4 months ago
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And if I said lucanis's and spites major conflict comes from lucanis shutting down and refusing to experience life out of fear. That lucanis not fulfilling their deal is out of refusing to live and not revenge. That spite desperately wants lucanis to live. What then
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silvermoon424 · 1 year ago
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I'm so fucking sick of amatonormativity dude. Someone on Reddit left a comment that was basically like "the majority of people need a romantic relationship to be happy, it's how we're wired" and I responded saying that I disagreed and that more and more people (especially women) are finding fulfillment in other relationships and are happy being single.
I got heavily downvoted.
Of course most people like being in a committed relationship, but you don't have to be aromantic or asexual to enjoy being single. Maybe more people would like being single if we as a culture stopped pushing the narrative (especially on women) that being single is lonely, horrible, and depressing and that you need a romantic partner to be a complete person.
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quicksilversnails · 3 months ago
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Took some notes from the Wild Life retrospective episode of the Imp & Skizz podcast featuring Grian because I thought the behind the scenes info was really interesting!
(3:15) The wild cards were all kept totally secret from the players (apart from Grian), with the exception of the superpowers and finale (as they required the players to set keybinds)
(3:45) The players were given files containing the required mods each week, which were named things like "creeper rain" to throw them off
(4:12) Wild cards were a combination of data packs and mods
(4:38) Grian told them not to read the folder name to avoid spoilers (which is kind of impossible), so everyone fully believed there would be creeper rain lol. Grian was saying it in jest but everyone took it seriously and were apologetic about having seen it, to which Grian told them not to worry
(6:58) Grian originally contacted a data pack dev called Brace for help with programming the wild cards. Some, like the shrinking/growing could be achieved with minecraft attributes, but the snails were too janky and unusable. Grian still liked the idea though, so he reached out to mod developers Henkelmax and Breadloaf, who designed the pathfinding/behaviour from scratch
(8:49) They had a debugging mode used to test the pathfinding of the snails, shown in the podcast and in Grian's credits
(10:09) Grian wants most of the credit to go to the development team and artists, as he was mostly in charge of ideas & organization!
(10:39) Grian's only regret with the snails was that they were too fast in session 3, leading to unexpectedly many deaths. They were apparently not so difficult to get away from during testing, but perhaps the testers were more used to them than the players were
(11:44) Grian: "We did develop to the lowest common denominator" ie. prioritizing how players would struggle over how worrying about if players would do too well
(12:56) Oli's voice for the snails was iconic. It cost Impulse a life because he intentionally stayed closer to it to hear the voice lol
(13:42) Danny was in charge of the snail models and animations
(14:11) During testing, the snails just sounded like Oli, which made it feel weird. They pitched up his voice so that it'd be less immediately recognizable
(15:18) The snails' jumping attack was meant to be clearly telegraphed: they would stop, wiggle, make a "ooeee" sound before jumping. Many players had their friendly creatures volume turned very low/off (as cows and other mobs are loud), which made this attack much less obvious for them
(16:57) The growing/shrinking had the least testing done for it, as it was the simplest conceptually and to program. This meant that the falling off of blocks due to the shrinking hitboxes wasn't anticipated
(17:55) Before the 1st session, Grian told them that he didn't think anyone would die to the wild card. Pearl's death made Grian pretty nervous, as he didn't want everyone dying too early in the season
(19:29) 6 lives were given, knowing that many of the death to the wild cards were unexpected/unfair. The intent was for ~3 lives to be allocated for wild cards, and ~3 for PvP.
(21:13) The developers were all fans of the Life Series!
(22:43) The shrinking/growing was intentionally pretty simple to ease players/viewers into the concept and build up toward more dramatic wild cards like the snails
(25:38) In the hunger episode, Grian didn't know which foods would be good
(25:58) Grian thinks that "it's unfair that Grian already knows everything" is valid criticism, but that it's important for him to be involved with the ideas. Having someone else do that is like having someone else record his videos: Life Series is his brainchild
(26:35) Well before the season began, while they were still developing the concept, Grian asked the other players for wild card ideas that would meet a few criteria. All of them ended up being unused for one reason or another. Impulse thinks his ideas were very "inside the box" because he was viewing things through what was possible in vanilla Minecraft. His idea was to have a scavenger hunt where the players would search to find a relic. The first person to find it would get a buff. Skizz's idea was for every player to turn into a random passive mob for every given interval of time. They would have to find every other player of the same mob type as them or else the whole group loses a life.
(29:44) The food qualities were weighted by the rarity of the item, so very common blocks like dirt and cobblestone would never give anything good. The other items were randomly selected
(30:23) Regular blocks/items cannot be made edible normally, so they had to circumvent that and custom code a fix for items not stacking correctly
(32:41) While a lot of players do want to win, the main priority is creating entertainment, which prioritizes playing recklessly
(33:20) The food wild card wasn't included in the finale because it would've felt like "too much". There was a higher risk of technical issues since it changed the data values of items, and Grian didn't want someone's last death to be because they ate their sword. In his mind, it was a good and fun wild card, but didn't need to be repeated in the finale. Impulse points out that they all would have collected more rare items by that point, removing the incentive to search for blocks to eat
(33:46) The wild cards in the finale were nerfed from their original sessions. The shrinking/growing had a smaller height range, the snails moved slower, etc.
(36:21) The personalized snail skins were a late addition by Danny, who made 18 skins very quickly
(36:49) Grian did not anticipate the snails becoming as popular with fans as they were. After the session released, they had the idea to release the snail merchandise, which directly funded the rest of the season
(39:20) Grian spent what "felt like every day" testing with the developers. They'd record the sessions on Tuesdays, meet up with the dev team, talk about what need to be done, testing, bugs, etc, edit and upload on Saturday, and would get a few days grace before starting again
(40:01) After the snail session, Grian was worried that the season would be very short due to all the deaths. They were considering toning down the later wild cards but ultimately didn't change them too much
(40:36) The time wild card was carefully balanced. If it had gone even a little faster, many players likely would have died because they wouldn't have time to react to threats like baby zombies or creepers.
(40:57) While sessions normally run for a variable amount of time, session 4 was hardcoded at 2 hours. Grian ended the session ~10 minutes early, just after they hit max speed, because he felt like things were getting dicey
(42:46) When the wild card first activates, it looks a lot like the server had frozen or crashed. Grian told the players before the session started that it would look like the game was broken, but that it isn't broken. Skizz tabbed out anyway and missed the beginning 😔
(43:30) Having the rain start just as the wild card began was a good visual indicator of time slowing down. This was a suggestion from the dev team (probably Brace)
(44:41) Impulse and Grian "cheesed" the end of the session by going branch mining. Grian wanted players to take advantage of the wild cards (eg. mining quickly, helping to kill someone), and not have them just be an annoyance.
(45:30) Keeping the client and server-side time stay in sync was challenging. The sky's motion was changed to be smoother on client-side. The players were also not as fast as the server (around 2x faster), the server was going faster than that, and the time of day was even faster
(46:56) The sounds were pitched up/down based on the speed to add to the effect
(27:46) In testing, if the players were made 7x faster, it would be basically unplayable, which was why it was capped at 2x speed. This made mobs very dangerous, as they were now faster than players and could catch up to you and kill you easily
(49:01) On several occasions, they had to extend the fuse duration of creepers to make them more fair. In the time session, their speed was only increased by ~10%
(49:39) Usually, Grian was the one to test the wild cards and notice when things like creeper speed would be an issue, since he was the one with experience making videos
(50:50) A challenge with balancing wild cards is accounting for the playstyles of so many players: reckless players like Scar and Skizz, "kind and gentle" players like Bigb who would stay off to the sides, and "the sweat squad" (Scott, Impulse) who play very cautiously
(52:48) Trivia Bot was the only wild card that was not planned in advance. Grian was struggling to come up with a wild card for that episode, and wanted to have a wild card available that could give people lives in case many people died to early wild cards without it feeling cheap.
(53:33) Trivia seemed a little boring on its face, so presentation was essential
(54:34) This one made Grian the most stressed due to all the moving parts involved in making it (coding and pathfinding mostly by Henkelmax, visuals by Hoffen, audio/music, questions)
(55:08) Trivia Bot's design was based on Grumbot and Mettaton from Undertale. Hoffen drew concept art shown in the video
(58:32) They show Trivia Bot's custom animation for becoming a snail and it's really cool
(59:12) The music was the most stressful part of the project. Grian spent 2-3 days looking through Epidemic Sounds for a Trivia Bot theme song and couldn't find anything good. He commissioned Zera @hopepetal for a theme song, which is played in the podcast. However, Grian realized he needed a full audio package, so he commissioned Oli late in development, who created the final soundtrack and many audio variations
(1:01:38) Grian wants to send appreciation for everyone who worked on the project, even if their work ultimately went unused
(1:02:58) Skizz was happy to give back however he could by staying on standby in the final episode as a zombie, as the players were able to "reap all the benefits" of the hard work of the development team
(1:05:21) Grian didn't know any of the trivia questions beforehand, which were done by fans of the series. The goal was for ~50% of the questions to be answered correctly, which was approximately met
(1:07:11) Players couldn't get questions about themselves because it would be too easy. This would encourage players to leave their bot, allowing other players to mess with them
(1:07:57) Grian felt a little left out from the discovery element of the wild cards, and decided to mess with Scar by hiding his bot. He wasn't expecting Scar to die from it, and could tell that he was genuinely a little upset by it. Grian felt bad about it, which led to a genuine in-game alliance between them
(1:12:32) Grian was very close to letting Trivia Bot give lives as rewards, but decided it would feel too cheap
(1:14:38) Mob swap was slightly toned down, with more camels and sniffers spawning
(1:15:07) Evokers didn't drop totems anymore. Instead, there was a minuscule chance a warden or wither would spawn, which would drop a totem if killed. Grian was a little disappointed that the warden got cheesed in the end
(1:17:45) Having the mobs start passive and turn hostile was mostly for the presentation, building anticipation, and so players could predict where mobs would spawn and react accordingly, making things feel less unfair
(1:20:32) There was no superpower made for Skizz (or Mumbo presumably)
(1:20:38) The superpowers were another late addition. There was a large design doc where Grian created all the powers, which were handed over to Henkelmax and completed over 4 days
(1:21:42) Grian avoided superpowers involving strength, that could cause someone to die easily. Most of the powers were social or movement-based, which couldn't be used for offence as easily
(1:22:25) Some powers were randomly assigned, others weren't. Impulse's was random. Cleo's, Bigb's, Lizzie's, Grian's were assigned.
(1:24:25) Grian gave himself the mimic because it could easily backfire (like in Grian's fall damage death), and because it would've been confusing for a player who wasn't aware of the other powers. They likely would've spent the episode just figuring out how everything worked and not actually using the power to its best ability
Lots of discussion about the superpowers and how they interacted in the episode itself, go watch if you're interested :)
(1:33:38) Talk on how the series "standard" rules evolved since 3rd Life. There was no keep inventory, and no restrictions on enchanting levels or potions, which created slow or unbalanced fights
(1:36:23) 3rd Life was designed to be an experimental series, which made Grian eager to improve it. For example, some people just weren't dying in 3L, leading to the boogeyman in LL, and so on
(1:37:17) The goal with the seasons isn't to one-up the previous one, but to create a different experience every time, which keeps things engaging for the creators
(1:38:31) At the end of each session, Grian would ask the group if they had fun and how they felt about the wild cards. According the Skizz, the answer was "a resounding yes"
(1:39:08) Grian had moments throughout the season where he personally felt like things didn't go well for him, and was anxious for the rest of the group's episodes. Things worked out while editing the raw footage, though. His issues were never with the wild cards themselves, but his own actions (traps not working, spending too long branch mining), but would always find funny moments in his footage
(1:43:41) Everyone in the Life Series cast genuinely likes and genuinely respects everybody else in the group. This allows them to make the show and get mad at each other, because they know it's all just in-character
(1:44:50) It'd be hard to top Wild Life in spectacle, and Grian doesn't want to start an arms race with himself. The next season could potentially be closer to 3rd Life, but Grian's not sure yet. For Grian, Wild Life was the most enjoyable
(1:45:20) Grian: "As long as people keep enjoying [the Life Series] then I'd love to keep doing it"
(1:49:35) With the finale, Grian knew how the wild cards played out the previous sessions and was able to adjust them
(1:49:56) Grian's goal was to create safe chaos where everyone knew what was happening and wouldn't die to them, which didn't go entirely to plan. The snails were 60% of their original speed and people still died
(1:51:03) Grian made a precise timeline of when each wild card would start/stop, it wasn't randomized.
(1:54:16) All the superpowers were randomized, with Bdubs' power being removed from circulation because it didn't have much use in a finale setting
(1:56:10) It was important for Grian that in the final moments, the wild cards were removed, so there were no interruptions. The timing worked out well because there were a few people left and it ended within ~10 minutes (this implies that the change wasn't based on # of players alive, as people had speculated based on Gem's death)
(1:58:48) The players all randomly switched to zombie skins throughout the session to mess with people on NameMC. Well-played :)
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navree · 5 months ago
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i think more people need to realize that the circumstances of how jason todd died would make him deeply untrusting of not only other people, not only himself and his own instincts, but specifically other people's proclamations of what they feel about/for him and how he reacts to that in turn
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pianokantzart · 3 months ago
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I don't think we talk quite enough about these two NPCs:
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At the beginning it's clear that they're supposed to be reflections of Mario and Luigi. The younger brother is skinnier, taller, less experienced, and (initially) easily frightened.
The older brother is shorter and chubbier, more experienced and protective of his sibling.
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But when they're reunited, it turns out the two are very much different characters from Mario and Luigi.
The first sign is that the younger brother is pretty blasé while the older brother breaks down into tears of relief. A direct opposite to the way things go when Mario and Luigi are reunited.
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Furthermore, the younger brother now embraces danger and desperately wants to go on another adventure, while the older brother forgoes treasure hunting completely in favor of focusing on keeping his sibling safe.
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These are two behaviors that don't quite fit with Mario and Luigi.
HOWEVER...
Before Mario and Luigi leave, the younger treasure hunter takes Luigi aside and asks if he can sneak off with them. When he's overheard, not only is the older treasure hunter mad at his brother, but Mario is mad at Luigi for considering it.
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This teeny tiny moment lead me to the suspect that the "character arc" these NPCs undergo are fuzzy reflections of Mario and Luigi's desires.
Luigi wishes he could just go though the wringer and come out on the other side with permanent bravado, unable to be shaken and as adventurous as his brother. He more than likely wants the younger brother to embrace this change and pursue his dream.
Mario on the other hand?
I think... while he doesn't dislike being a hero... part of him prefers the idea of just hanging out with his sibling in a world where things aren't consistently on the verge of disaster.
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He understands the way the older brother feels, so much so that he deeply objects to the idea of helping the younger one sneak off (especially so soon after they were reunited), and gets mad when Luigi merely hears the idea out.
And I think a more selfish part of Mario likes the idea of telling Luigi to stay home, safe and sound where nothing can hurt him.
Heck... we've probably already gotten a peek into a world Mario gave in to this impulse and tried that approach...
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