#DESIGNED FOR THE OPEN STRUCTURE
Explore tagged Tumblr posts
Text
guttertanks are actually just kinda bullshit
#i have a lot of complaints about violence (mostly levels 2 and 4...) but like. the red ones are the main meat#OKAY IT ISNT ACTUALLY THESE LEVELS FEEL KINDA. FLIMSY. I BROKE 2 SO GOD DAMN EASILY IT WAS MISERABLE THE CHECKPOINT PLACEMENT FEELS ILL-DES#DESIGNED FOR THE OPEN STRUCTURE#THE OPEN STRUCTURE ITSELF NOT BEING GOOD OR REWARDING ENOUGH TO ACTUALLY FEEL MEANINGFUL#THEN AGAIN I DIDN'T EVEN *SEE* THE 'BEST' FIRST PATH TO TAKE...#4 is great conceptually i just think its a bit janky#i think level 2 would need some fundamental restructuring to make me like it but the rest of the update just feels like it could use#more time and rest. light revisioning. hoping some of my issues get patched (especially the checkpointing....) but honestly i'll live
0 notes
Text
Had a weird dream about Free Willy but trying to break an Angel(?) out of a government facility and honestly now I’m attached to this big anxious bird. Learning to fly is hard when you’re a gangly preteen.
#genuinely man(?) is living in my head rent free now#I imagine if I was ever going to turn them into a novel it would be structured sort of like a child star tell all#since the human kid’s mom kinda became a stage mom#since keeping her kids in the spotlight was the only way to keep enough attention on them so the government wouldn’t try something#+ to pay for the various expenses of adopting a weird abused bird child#so the Free Willy part of the story is just kinda the opener for a lot of hurt/comfort with these two#then the actual plot would start because while writting as young adults some Abrahamic nonsense finally showed up#so unfinished child star tell all into diary/tell all about some adventure nonsense#but honeslty I just wanna figure out these goobers designs and draw them being cute#my art#my ocs#dream journal
63 notes
·
View notes
Text
updated my boys ref sheet so he doesn't break his neck while landing :)
tip jar
#kinda silly trying to apply accurate bone and wing structure to a boy that can lit stuff on fire with a paw and can open his maw Like That#but what good is creature design if it doenst make u fall down a rabbit hole of research ♡#tma#jonathan sims#monster jon#tma au
675 notes
·
View notes
Text
please ao3 i was relying on you to keep me from unwillingly haunting wedding reddit. i was going to read boromir slash fiction
#i feel sincere nonnegative enjoyment of the engagement ring design subreddits those people are having a good time and are#impressively nonjudgmental about anything other than structurally unsound setting design#i mean the infinite oval white diamond solitaires are boring but ive learned a lot about the depth of knowledge u can have about prongs.#also occasionally someone has something really old and cool#the other wedding subreddits however are a really mixed bag. i AM intrigued by rubbernecking the engagement redpill one previously mentione#but it's got to be corrosive in long exposure#and everything else is making me really depressed about the cost of throwing a party your cousins are invited to.#please let me read about boromir having internalized homophobia instead. it would be much better for me and also my girlfriend won't#come back from vacation to discover ive developed a vast mental edifice of wedding concerns without their even contemplating it#box opener
11 notes
·
View notes
Text
haha sticking to canon is for nerds ahaha
I say as I worry that I'm shifting too far away from canon with my ideas
#hehe it'd be cool if wind considered suns to be like a sibling to him because *insert bullshit relating to ideas I don't wanna share*#I did write in something that wind was the closest to them like location wise...#and some of their design bits do look a little similar...#and wind's creator having some kind of connection to suns' creator would have him know that their dad or whateva isn't a great guy#but then that goes into the not so great punishment methods that I really don't want to share and bleh#they're already having problems being in a very warm area (heat damage on their structure) they don't need father issues to go with#it's fiiiiiine I'm just gonna leave it in a canvas never to be opened again unless I want to ponder the sin#ughhgh why can't brain think normally like gay robots and meow
21 notes
·
View notes
Text
now, i KNOW people are sooo horny for prince sidon. and i *guess* i get it? but my standout interactions with him were
him repeatedly interrupting me as i'm sneaking & battling desperately upstream through the rain towards zora's domain, to remind me that he's there, watching, not helping me, being unceasingly chipper
him giving me inadequate instructions to prepare for the attack on vah ruta, leading to me having no idea what the deal with the giant ice cubes is or how to handle them, resulting in me immediately getting hit by said cubes. at which point he contemptuously shouted "GET A GRIP, LINK" at me.
#keeping it fun and funky fresh#personal#matty plays#when he told me to get a grip i was like OHHH FUCK THIS GUY FOR REAL#i ended up using like SIXTY ARROWS that you DIDN'T LEAD ME TO EXPECT TO NEED#literally every single normal arrow i had in my stash plus like ten ice arrows ($$!)#i'm SO MAD about the game design choices that led to vah ruta being it seems like almost invariably the first divine beast you do#when the approach is SO hard & frustrating#like. the main quest immediately sends you to kakariko village. while there you overhear ppl talking about the fairy fountain#you go find the fairy fountain. if you go PAST the fairy fountain the ravine opens up into a valley/new map territory#the sheikah tower is immediately visible from the opening of that ravine. it's not too hard to get to#you get there. there's a zora who tells you to go see prince sidon RIGHT AWAY HE'S RIGHT DOWN THERE GO NOW#(the nearest shrine also has another zora who says the same thing)#you can glide right over to where sidon is. he jumps over and says YOU HAVE TO HELP ME *URGENTLY* THE WHOLE REALM WILL FLOOD#as opposed to getting to like. any of the other divine beasts. which are on the other corners of the continent#and protected by serious ambient environmental hazards#and are just like. ''oh this is scary/inconvenient/might threaten us At Some Point''#the game is very much like You Should Do Ruta First (both structurally & narratively)#and then Oops Ruta Is Very Hard Aah Eto Bleh 🧊🧊🧊💥💀#anyways i am a sidon hater SORRY! he is a thoughtless jerk!!#(i am also a hater of daruk & revali bc they were SO unsupportive of zelda) (but they are dead now so ¯\_(ツ)_/¯)#((i AM an urbosa/zelda shipper shhhh))
6 notes
·
View notes
Note
"…minimize the toll of time taken on both of them the same way it did for Zelda, especially since they semi-turn to stone immediately after. There are a lot of dialogue bits that feel like they are here for damage control and reassure us that the nice things are nice and the bad things are bad…"
So much yesssss. I honestly wonder if they did that because the story plays in a way where Link at no point feels like an active participant in any of what is happening.
Like "Oh yes there are consequences… but don't worry nothing is really gonna happen until we're in the present time with Link." It's weird how it almost feels like the game doesn't even acknowledge calamity Ganon. Not saying we need this huge cutscene about it, but imagine just showing Calamity Ganon being born at the same time as Zelda turns into a dragon. Showing the immediate negative consequences, and how Hyrule now has to wait millennia for totk-Link to finish what was started.
Hey, thanks for the ask, and sorry for the wait!
Yeah, I think there *was* a way to connect past and present more efficiently --using the past as revealing new information to guide objectives in the present-- but I think it would have gone against their open world philosophy (which didn't really mesh with the kind of story they tried to tell). As a consequence, nothing in the present really happens either honestly? The consequence to restoring a region involves giving you a tactical advantage and having some key players moving to the main Lookout Camp, but fundamentally you could skip all of it and lose almost nothing plot-wise, because the philosophy is: you can beat the game in any way you want.
And while I think it worked for BotW, where rediscovering that world you lost is never mandatory but it does give you emotional stakes in the fight ahead on top of helping you prepare your final battle, here it just feels... meandery? Your main goal is to find Zelda, but you don't actually have to find Zelda. You can finish the whole game without having invested a single thought into finding Zelda beyond the tutorial area. The overarching objective to Destroy Ganon worked in BotW because it remained the core pillar all the way, literally staring you in the eye from all across the map: every other quest objective is nested in the first one and optional by default, and it is made abundantly clear what the game expects of you while guiding you to opportunities to make your journey easier and more grounded as you rediscover Hyrule (gradually mastering the land, your own abilities, and your understanding of your place in that land to give you the best possible chance --mastering the Wild and becoming part of it, if you may).
But here? The game *tries* to hide its core objective (which is to Destroy Ganondorf: this is what actually triggers the ending credits sequence, not finding Zelda, which triggers... nothing at all actually) in a mystery the game... isn't actually that invested in gameplay-wise.
For example: you go handle the issues in the various regions because there are problems to fix and maybe you'll get information on where she is, which is honestly an assumption that is kind of based on... nothing? Why would the ritos facing an unnatural ice storm or the gorons facing a drug problem give you a clue on Zelda's location? Like yes, surely there is something weird going on and it might be linked to the same phenomenon that made Zelda disappear, but what makes you think going there will give you any hint of where she is? Honestly, the Lucky Clover sidequests almost feel like they should be the main quest given they actually involve Zelda sightings directly, but the fact that the game extra-diegetically categorize them as sidequests lets you immediately know these are all red herrings before you actually complete them...
But honestly: it would make sense to go look for her.... where she was last seen. Which is under Hyrule's Castle. And I didn't go there immediately, not because the game convinced me it was not necessary, or was too dangerous and I wasn't prepared yet, but because I knew for sure it was where Ganondorf would be, and so I pretended to be stupid so I would let the game lead me to its interest points while ignoring the glowing red hole under the core landmark of Hyrule where I had last seen Zelda and Ganondorf.
Sure, there was a glowing red boar in BotW screeching into the night, but. The game told me it's where the final boss was. Immediately. It was not trying to surprise me with that information. TotK, on the other hand, does an awkward little song and dance being like "oooooo I wooonder what you'll have to dooooo neeeext" and... it's pretty damn lame that I need to consciously course-correct the bad job the game does at leading me places to have a good time with it, using game design literacy to assume what I should and shouldn't do not to ruin my own experience as I play (same could be said for the Dragon's Tears as well, and it does an even worse job at it since I *did* spoil myself almost immediately, because I trusted the open world philosophy to carry into the memories like in BotW --and the fact that they are linear??? somehow?? without telling you and it's the only linear thing in the entire game?? is just so so so Not Good).
When I say the quest design of this game is a complete mess, I do mean it. It's layers upon layers of these baffling decisions, and I don't understand why they didn't apply any of the lessons learned in Breath of the Wild, given they were genuinely good and interesting lessons that have guided open world quest design ever since the game was released.
#asks#thoughts#totk#botw#totk spoilers#totk critical#when will my brain return from the imprisoning war...#quest design#narrative design#thanks for the ask!!!#sorry I used it to talk about something only loosely related as alwayyys....#but like yeah as someone who worked on AAA open worlds#and a teacher who literally analyzed botw quest structure for lectures to aspiring gamedevs#I am genuinely shocked at the choices made here#(not to shame the actual quest designers I'm sure it's not their fault it doesn't look like the result of grounds level incompetence)#(it looks like weird priorities and directioral intervention and production stumping them in the face)#(I'm sure they tried their best given the circumstances and it's not a slight against them)#(but I refuse not to criticize the result because... it's astounding to me)#(after dropping breath of the wild it's just.... yeah it's really bizarre how much they didn't prioritize this at all)
31 notes
·
View notes
Text
Made a spooky game!
Bout a little kiddo who wakes up in a storm and her moms are missing! Goes on a creepy adventure to rescue them! Throw in some cool family drama and a little bit of a heartwarming message and boom! A game.
This was my first time drawing everything for one of my projects! Very nerve wracking. Tilesets are hard lol.
#that one jumping puzzle TOTALLY ISNT inspired by the squid games whaaaat ur crazy#game design#game development#indie games#lgbt games#mine#i did this in a month yall!’#y’all this was such a fun challenge and I did it!! it’s done! and works!!#this was a concept I made years ago when I first opened rpg maker vx ace#and I think I finished it but it was bad and barley playable haha#I was learning how to use the program#years later I thought it’d be good bones conceptually to build this for!#it changed a lot but broad strokes of kid wakes up parents missing ice theme fire them final boss structure is similar
16 notes
·
View notes
Text
not me importing my anti-air defense worldbuilding h/cs into ishgard bc I can
#saint.txt#long post#ishgardposting#tl;dr in my personal project one of the big things is that (one) military has had to evolve alongside gryphon riders for a long long time#who's biggest threat are information gathering and the fact they drop flechettes and are nigh-untouchable by anything even each other#even with firearms (which are still very early tech-wise) so anti-air defense is paramount#the biggest results being that *everything* has a roof on it to mitigate stuff falling from the sky.#cities are cramped and avoid open space as much as possible. anti-bird spikes but scaled up on steep roofs so that birds can't land.#buildings are made of non-flammable material like stone when possible. open areas exist mostly as corral zones so that tired birds#must land there and can be easily surrounded on the ground.#but the flashiest is killwire which is basically just wire strung between tall buildings that discourages flight below a certain level#and is difficult to see especially at speed or at night#and if you hit it. well. the idea is based off motorcycle accidents where people have hit wire fences on farms so I'm sure you get the idea#not all of it will apply to Ish.gard but I highly believe that's exactly why Ish.gard is 98% built out of stone#as are all their forts and important structures like bridges. I also believe realistically most streets should be roofed if possible#and open space is kept at a minimum even if daniffen's ward exists. anti-dragon spikes consisting of slots to put lances in on roofs.#Ish.gard might not even have much of a need for 'traditional' forts with huge walls and such bc 90% of their enemies fly so their fort#designs might get a little wild after 1000 years of war. w/ magitek via stephva.nivien you might even electrify the killwire.#ofc some of it already seems to exist - ish.gard's roofs and spires are built *very* steep which would make a dravanian landing on them#difficult and even without that most of them are covered in spires and spikes anyway but. ofc there's the dragonkillers and such too but#ish.gard is a city built on 1000 years of war and hyperspecialized to fighting dragons that fly we really could make it look like that too.#I want to walk into ishgard and immediately know this is a place built on war bc everything about it is hyperspecialized and utilitarian#to fulfill that purpose. look up in ishgard and the stars are replaced with glittering wire.
4 notes
·
View notes
Text
Playing vanilla Minecraft for the first time in a while for the new 1.20 update and I know this isn't a new feature, but- holy shit I haven't had this much fun exploring cave systems in vanilla Minecraft since I did it for the first time as a seven year old
#not jojo related#usually i get very bored with vanilla minecraft fast which is why i play with modpacks. but the caves are extremely fun now#i love how it mimics real cave systems and formations now#and they're huge it feels like a labyrinth#and the underground biomes are just amazing#i can go down there and get stacks and stacks of stuff and come back up in a completely different opening than the one i entered#the only thing i have to say is that it's kind of annoying there are so many decoration blocks with no other purpose#geodes are very fun to find but not very useful... same for all the plant life#the betweenlands (which is a 10/10 mod IMO) was really good with giving all of its little features a function#every plant and animal and random block had a use save for a couple of craftable/findable decoration blocks#and it had backpacks and stuff so your inventory almost never got clogged#i wish vanilla minecraft was more like betweenlands NGL. not the boss fights and stuff necessarily but more its design structure
10 notes
·
View notes
Text
gonna be real gang. been playing palworld.
#surprisingly not as awful as i assumed it would be#it's def just a mash of other games. pokemon obviously. specifically legends of arceus. botw (altho all open world games are botw ripoffs#apparently at this point). also kind of getting elden ring inspo from some of the structures. and then of course a mish mash of#crafting/survival games. i haven't played either but i've seen plenty of comparisons to ark & valheim#anyways ! it's fun. tbh.#and i think some of the pal designs are very cute
5 notes
·
View notes
Video
youtube
cool thoughtful video abt big modern AAA open world games that I Have Not Played
#i dont wanna get weird with it. idont wanna talk about sr#but its Interesting just how effective the mid to late 00s open world crime game design could be in comparison to these#One Day ppl will talk about sr1 and 2's campaign structure and world design as the stroke of absolute fuckin genius that it is
4 notes
·
View notes
Text
hm this is a bit interesting to say the least. I'm not really iffy about time travel in general and parallel universes could be interesting if done right.. just a lot to think about
Link to article
https://www.eurogamer.net/naoki-yoshida-on-dawntrail-criticism-community-feedback-and-the-future-of-final-fantasy-14
#tbh im open to whatever so its not like im gonna be heavily critical here#the only thing im reallllly looking out for is character writing done in a way that makes the characters feel like their own people and#so forth#I just don't want a bigger picture with minimal character writing.. I guess I mean I want shb/ew/hw(to some extent) lvls of character#writing#while dt had some character writing I liked it focused a little too much on the overall bigger picture than focusing on pre-existing#characters which I didn't like because why are they even there to begin with then ya know?#eh he does go into how its hard to focus on everyone individually in that sense and said that the development team will proceed to only#(maybe) take a select few of scions/pre-existing characters with us from now on since some of them really do not need to be there all the#time for real#Idk I still have hope for whatever comes next so ^_^ yay#I didn't hate dt by any means but I have looked it over and can say krile and erenville should've taken the lead by the second half way mor#overall though I liked dt just not as much as ew/shb/hw#I do have to say though stormblood did have some(very minimal) character stuff I really did like though#I do not like the whole concept of stormblood though with how they structured it. I think that was done pretty poorly#only super big issue I had with hw was ysayle dying#that was just dumb as hell like damn#she would've been such a good character moving forward but. oh well ig#zero is really good too im glad she's still alive :> can't wait for more zero story in the future and I hope she meets Cyella & ryne/gaia#Idk even much abt Cyella since I haven't unlocked those quests for her since I don't wanna lvl tank or healer but I really do love her#design and by the looks of it she's a cool character so. I would love for her to be in the msq someday (meaning soon lol) I have no idea ho#they'd do that though since she's tied to side quest hell#*more#gah I just want more character moments for reaaal#I said though so many times here ignore that 😭#*how
1 note
·
View note
Text
Design of injection mold for breast shield
1 Plastic part structure analysis Figure 1 shows structure of face cover and bottom cover of breast shield, and plastic part is made of ABS.As shown in Figure 1 (a), there are 3 circular holes at the front end of face cover, 1 U-shaped notch at rear end, 2*φ2mm vertical cylindrical holes at the bottom of inner surface, and 2*φ2mm oblique cylindrical holes at the front end. Angle between axis and…
View On WordPress
#Auxiliary mold opening mechanism#Casting system#Design of Injection Mold#Fixed mold slider structure#injection mold#Injection Mold for Breast Shield#mold structure#movable mold core fixing plate#moving mold core fixing plate#Pillow parting surface structure#plastic part#Plastic part structure analysis#Rib core structure#three-plate mold#U-shaped notch slider structure
0 notes
Text
Something that pops up in my notes from time to time is folks thinking I'm being excessively kind in my criticisms of Dungeons & Dragons, and I'm going to spin this off into a separate thread to address that without putting anyone on the spot.
First, if your own critique of Dungeons & Dragons is rooted in the idea that it's the Worst Game Ever, that speaks more to the limits of your experience than it does to anything else. Dungeons & Dragons in any of its iterations is far from the worst the tabletop roleplaying hobby has to offer – like, you have no fucking idea!
Second, I tend to be even-handed in my discussion of D&D's rules because, fundamentally, the rules are not the problem – or, at least, not the principal cause of the problem.
In many ways, the indie RPG sphere has never escaped the spectre of Ron Edwards, sternly pronouncing that the mechanical process of playing traditional RPGs causes actual, physical brain damage, and that this brain damage is responsible for the bad behaviour we often observe at the table. We don't say it that way anymore, but on some level a lot of us indie RPG designers still kind of believe it.
This is understandable. As game designers, we're naturally inclined to think of problems at the table as game design problems. When we see a problematic culture of play, our impulse is to frame it as something which emerges from the text of the game, and which can therefore be mitigated by repairing the text of the game.
Confronted with the obvious toxicity of certain facets of D&D's culture of play, we go combing through its text, looking for something – some formalism, some structure, some piece of rules technology – which we can point to and say: "this is it; this is where the brain-worms live."
The trouble is, this is not in fact where the brain-worms live. Certainly, the text of a game, particularly a very popular one, can have some influence on the game's surrounding culture of play, but that text is in turn a reflection of the culture of play in which it was written. The Player's Handbook isn't an SCP object, spewing infectious infohazards everywhere when you crack open the cover – hell, I'd go so far as to say that many of the problems of D&D's culture of play operate in spite of the game's text, not because of it!
Basically, what I'm saying is that I don't see any contradiction between being the sort of pretentious knob who writes one-page indie RPGs about gay catgirls talking about their feelings (which I am), and speaking favourably about this or that piece of rules tech from whatever flavour of Dungeons & Dragons is in favour this week (which I do), because I recognise that you can't game-design your way out of a problem you didn't game-design your way into.
The fact that one of the biggest problems facing the tabletop roleplaying hobby is something that can't be repaired by fucking around with dice-rolling procedures is a bitter pill to swallow for a lot of indie game designers, and I won't say I wasn't resistant to it myself, but it's something that's both useful and necessary to accept.
(None of this means that the text of Dungeons & Dragons in any of its incarnations is beyond criticism on other grounds, of course, and I've never been shy about highlighting those criticisms where they're warranted. The only way you're gonna arrive at the conclusion that I'm some sort of D&D apologist is if you're starting from the presumption that The Real Problem Is The Rules.)
4K notes
·
View notes
Text
hm ok so interestingly, bdubs’s courthouse is built on an odd number of blocks. note the roof of the facade coming to a point, but more importantly, the nine pillars….
you don’t use an odd number of pillars. like ever.
let me get this out of the way first: i get why you’d build with odd numbers in minecraft. i usually do it myself, to not run into problems like double doors or two-wide pointed roofs or frustrating spacing/symmetry between decorative elements. however. to not even out the design of something so unequivocally done in every other example of columns and pillars…. fascinating implications…
every other example guys. every other building with columns like this has an even number of them.
doing so sets the line of symmetry at an invisible point between two pillars, an even number on each side. but an odd total number of pillars makes the central pillar itself the line of symmetry. this does a couple things.
one, it upends the sense of community and equality. which i know sounds crazy, but really, a group of columns are all put there to hold up a structure. there’s no focus on one because they are all are working as supports.
symbolically, at least when first used in ancient greece, pillars represented people. and it makes sense for courthouses, especially, to want to show an even, fair, equal number of people on each side. no focus on any one, no inherent bias right off the bat just looking at it.
with an odd number of pillars, though, one will always be placed front and center.
and THEN. and then you walk in the courtroom itself (also odd-numbered blocks) and you are immediately opposite the judge, bdubs, located exactly centrally. and true, courtrooms are often set up like this anyway. but bdubs ups the ante and reaffirms that no, focus is on him by staging it all as a daytime court show, boom mic just over his head, cameras pointed in, spotlights on him.
literally by design, it was not built for justice. it’s built for show, for entertainment. and just look at the credits to know exactly what sort of message you’re supposed to be getting from this show.
the biblical story he used, with king solomon. it’s about king solomon. isn’t really about the trial itself, or the babies, or the women. it’s about showing (off) how wise and just he is. that’s the point. hm. interesting.
now, getting to the second point that etho also picked up on: it feels like a prison.
it’s not just the color palette. when your eyes naturally draw to the center point, you aren’t seeing an open space. instead of feeling like an arch or gateway or otherwise some kind of opening, the pillar there makes it feel closed off. the overall effect is that of prison bars. not pillars lining the entrance to a place of order or a temple. bars of a cage, a cell.
imagine the lincoln memorial were set up with 11 or 13 pillars. he’d look so much more trapped in there.
having a central pillar blocks the entrance. it’s not welcoming. you have to go around it; it’s immediately inconveniencing you. and when you go to leave, it’s there blocking you again.
this courthouse was not designed and built to be fair, nor accomodating, nor equitable, on any terms. even if unintentional, i wouldn’t call it so much coincidental as i would… subconscious.
after all, y’know. form follows function.
#this came about by me being like ew why are there an odd number of pillars that’s such a faux pas and just overall odd (haha) choice#but then i was like oh wait. there’s something to this#i dont think it looks BAD. i just think that odd number of pillars causes problems and maybe it doesnt stick out to other people as much#but it bothers ME. okay#bdubs#bdoubleo100#hc10#hermitcraft#mightaswellspeak
6K notes
·
View notes