#Goal Crafter System
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I have had this person blocked for years but when I talk about Agriculture and Sustainability the people in my notes getting Big Mad always seem to reblog from them.
which is unfortunate because their posts are like 90% smug time-wasting tactics and/or [describes a problem that affects every industry under capitalism] Clearly This Is Inherent To Farming
—-————
"nobody wants to get specific about what a humane farm would look like" except for every person who has ever advocated for animal welfare laws pertaining to farming, kept livestock animals themselves with the goal of treating them humanely, or talked about it ever outside of a passing reference
"show me a farm that does these things that is commercially viable" not to be insensitive to people who were born yesterday, but due to this thing called "Capitalism," nothing is "Commercially viable" anymore except rampant abuse and cruelty and destroying life on Earth, and this is actually the main problem in, existence
haha seriously but is it not common knowledge that small farmers are mostly on the brink of being crushed out of existence by gigantic landowners exploiting underpaid workers and poisoning and depleting the land irreparably. People valuing better farming practices is the only reason many small farmers can exist
"no one knows where their wool comes from" wow I wonder if that is also true of cotton, paper, computers, bananas, and every object that surrounds us in our homes haha. I wonder if this is perhaps a symptom of a sickness underlying our whole economic system wouldn't that be something.
I will take these ideas to heart, I'm sure the lady i met at a local craft fair that raises alpacas and sells their yarn as a side gig 1) doesn't exist and 2) is a way less ethical choice than a plant-based cotton shirt from Walmart that says "made in Vietnam" with no other information
Your inability to imagine a life that isn't sucked directly from the nozzle of Corporation disgusts me. Go outside, I hear there are real live farmers and crafters out there occasionally that you can form legit human connections with. Wow!!!!!!!!!!
#capitalism is the problem#quick what's more ethical#giving an alpaca a haircut once a year#or making people work for pennies in a sweatshop
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MoonDemon/Tsuki no Yomi (月の黄泉) part 1 Notes & Summary: Mitsuki's struggle & Itachi's Illness (1)
The first time she saw him, she saw a black colored mark within his beautiful soul. It was faint, but when he used Amaterasu against her, the mark responded. She thought it was related to his special eye.
She didn't knew what the mark means, until he met someone with the same mark, and his moments of death.. Failing to safe him who was like a close relative to her friend, having watched the mark burst into flames and engulfed his soul in his moment of death, Mitsuki understood. And she was filled with fear for Itachi who she'd come to care about.
The desperation turn into a determination, and a vow, that she would one day find a way to save Itachi from the mark.
However, not long after, his condition had a significant drop after he overused his Mangekyou Sharingan during his excursion to Konoha. After their escape, Itachi was ridden with a bad fever and pain that was visible within his soul, however Itachi tried to hide it. There was nothing yet she could do to heal him, but she tried to do whatever she could, just to ease his pain. Staying up the whole night, caring over him, trying everything in her disposal.
His condition improved albeit slowly, but Mitsuki knew that it was temporary. After all, each time he had used Mangekyou, his mark darkened further, just like Aida's granpa before his passing.. One night, Itachi left the party's room quietly. Worried, Mitsuki followed him, and discovered him out of breath, coughing blood.
Knowing so, Mitsuki delved into overprotective mode. The urgency of her additional goal increased once more. Obsessed with helping him, the smart yet clumsy girl did every research she could on human's body system, illness, and medication. Often time, she would follow Itachi around quietly, monitoring his condition. Often time too, she would be lost in her thoughts, accidentally revealing herself.
Unknowing of what triggered her new hobby/obsession, sometimes Itachi stole her borrowed book and studied with her. His extensive knowledge about various things sometimes helped Mitsuki in her study as well.
By the time Itachi recovered, it was also the time for his twice-a-year trip to Howling Wolf Village, to procure the eyedrop that will ease his symptoms as well as help with Mangekyou's side effect.
With Kisame's assistance, Itachi wished to leave Mitsuki in his surveillance while he travel alone, in an attempt to put some distance between him and the girl as well. However, thanks to her resourcefulness and meticulously crafter plan, Mitsuki could easily escape Kisame's surveillance and caught up to Itachi, outsmarting him.
At first, she just wanted to monitor him discreetly and help maintain his condition, taking advantage of her traits that allowed her to hide her presence well. However, seeing Itachi's condition worsen one night due to seasonal change, Mitsuki got caught red-handed as she tried to discretely assist him, and was scolded for it, as Itachi almost hurt her after mistaking her for an enemy who might be after him.
Mitsuki took the chance to told him about what she knew about his health, and convinced him to let her stay beside him to care for his condition, at the very least.
Itachi gave in, and they continued the journey. However during the travel, it became clear to her that Itachi wasn't taking care of himself properly. Confronting him about Mangekyou and what happened in Konoha, she breached unto a sensitive subject, putting a strain in their relationship. However, even as they avoided talking to each other, she quietly took care of him as usual.
Then, they reached the Howling Wolf Village, a central of medicine, the only place where Itachi's medication could be gotten from. Meeting with Kina and Reishi, Mitsuki furthered her medicinal studies, and uncovered more things about Itachi as they slowly closed back the rift and awkwardness between them naturally due to Mitsuki's genuine concern and honesty. Then, with his permission, Mitsuki put to use what she had tried and learned as she tried to diagnose what was wrong with Itachi's body, albeit with some awkward misunderstanding.
Then it was clear to her, that it was Auto-Immunity of his body which mistook his chakra system as enemy, exacerbated by his chakra use, especially during massive energy release like his use of Mangekyou. It was not something that could be cured, not with what was available then, and.. Itachi knew it all along. He too, had looked into it, and delaying the progress with medication.
Theory of Itachi's illness based on this journal.
Mitsuki advised him to stop being a shinobi, but Itachi refused, for he didn't care for his life, and he had something that he wanted to do, no matter what's the cost. Frustrated, yet understanding, Mitsuki could only accept his decision. Even so, he refused to give up. With Reishi's and Kina's help, she obtained more information, though a hopeless one to her despair.
Banking on the fact that her existence is an anomaly, Mitsuki hoped, that even if no human could do anything to help Itachi, maybe she.. who was an anomaly, could be able to figure something out. After all, she was the only one who could see the mark in his soul.
In desperation, Mitsuki shared her thoughts with Itachi, reprimanding him for not caring for his own life, as she shared her hope of one day, she could return the favor she owe him by curing him of his illness, even if she had to accept that she was not a normal human. However, Itachi had his own plan, and he knew, no matter what, he had to die, for Sasuke's sake.
Unable to put his thoughts into words, he could only give her a gentle pat, before turning his back against her once more
To be continued in 2nd note on Itachi's illness~ or can read the details in the fanfic (now into the part 2 of the story)
*cough* fanfic link below *cough*
#fanfic#itachi#oc#moondemon#naruto#akatsuki#fanfiction#uchiha itachi#ao3#itachi x oc#naruto fanfic#Mitsuki (Tsukino Inaba) OC
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help we've been hyperfixating on sanders sides instead of doing requests so have a sanders sides subsystem
considering adding picani and sleep to the mix, feel free to request the two if you're interested
kept it short because 7 headmates at once is a lot and i don't usually do this kind of things
also stay tuned for us sharing some of our subliminals
long post under cut
all art by @/parano--vigilant
source : sanders sides - c!thomas
role : subsystem host ; shell
--
names : Thomas
pronouns : he/him
species : human
age : 35
faceclaim :
--
gender : cis male
orientation : gay
other info : mostly unaware of the rest of his subsystem ; considers them different parts of himself instead of separate headmates. might also be unaware of the rest of the system in general. the rest of the subsystem fronts through him.
source : sanders sides - logic/Logan
role : academic ; internal self helper ; archivist
--
names : Logan , Logic
pronouns : he/him, it/its
species : human, considers himself a homunculus
age : ageless
faceclaim :
--
gender : agender male
orientation : aroace
other info : tends to focus on productivity above anything else ; often ignores what everyone else says if it doesn't go the way he wants it to go
source : sanders sides - creativity/Roman
role : protector ; crafter ; artist
--
names : Roman , Prince
pronouns : he/him, she/her
species : human with limited shapeshifting abilities
age : adultfluid
faceclaim :
--
gender : boygirl
orientation : gaybian
other info : spent a lot of time forcing herself to be more masculine in the past and still sometimes struggles to accept her more feminine side. uses his shapeshifting abilities to switch between masculine and feminine appearance (in headspace)
source : sanders sides - morality/Patton
role : soother ; caretaker
--
names : Patton , Morality , Dad
pronouns : he/him
species : human
age : adult ; dadage
faceclaim :
--
gender : cis male
orientation : bisexual
other info : the subsystem's dad, whether the others like it or not
source : sanders sides - anxiety/Virgil
role : anxiety holder ; trauma holder ; emotional distresser
--
names : Virgil , Anxiety
pronouns : it/its, they/them
species : ghost ; considers itself dead and doesn't like human terms used on them
age : agedead
faceclaim :
--
gender : mimicnull nixvir
orientation : nebulasexual nebularomantic
other info : doesn't front a lot because just it being co-conscious tends to give everyone else a panic attack also because when it remembers how much their presence harms the others makes it even more anxious. also an age regressor ; presents around 5 years old when regressed
source : sanders sides - deceit/Janus
role : gatekeeper ; puppetmaster ; manipulator ; impersonator
--
names : Deceit , Ethan
pronouns : any pronouns, no preference
species : shapeshifter
age : panage
faceclaim :
--
gender : genderfluid
orientation : aromantic
other info : their main goal is to stop thomas from being aware he's part of a (sub)system and they are willing to do anything to accomplish that goal. if/when thomas becomes aware of his subsystem, he keeps his gatekeeper role, and might still impersonate some of the others for fun.
source : sanders sides - creativity/Remus
role : persecutor ; malicitor ; embracer
--
names : Remus , the Duke
pronouns : he/him
species : vaguely nonhuman ; no specific label outside of that
age : ageless
faceclaim :
--
gender : transfem boy
orientation : lesboy
other info : he uses "contradictory" labels just to piss off people ; actually everything he does is to piss off people. if you let him find out about transharmful labels he will have a field day with them
#°•*⁀➷ original post#°•*⁀➷ alter packs#build a headmate#build an alter#headmate creation#headmate pack#°•*⁀➷ jan seme
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Planet Crafter Review
Feels like an Alpha or Early Beta Game
tl;dr - This game has a really cool concept, but falls pretty far short of what it could be. It looks and feels like an game in alpha - the broad gameplay concepts are implemented and working, but everything is very rough around the edges, and in need of a lot of work. I'm a little dissapointed it still looks / plays like this, despite no longer being an early-access game.
What are the good parts?
Despite the awkwardness of the base-building mechanics, there is a satisfying progression of your base. It slowly transforms from a basic survival shelter, to ad-hoc terraforming station, to lab dedicated to agriculture and research. Despite disliking quite a lot about this game, it was quite charming to see this growth in my base. Unfortunately, it's the only saving grace in my eyes.
What are the not-so-great parts?
Look & Feel - The presentation of this game is pretty rough. Terrain is bumpy and uneven, with repeating textures. Larger pieces of terrain like cliffs are visibly duplicated and rotated shapes, and from what I can tell, water level rise is constant across the map - very much like a garry's mod map.
In addition to this, buildings, machines and resources all look very basic - for lack of a better word. They feel like they've come off an asset store, which is fine, but don't give a lot of charm and don't feel well implemented if they are. Machines placed outside have varying accuracies of bounding boxes - with some happily being placed inside one another, whilst others have huge blank areas they cannot intersect within. Furthermore, the basic habitation building and foundation don't share the same footprint, so tile differently & items placed inside habitats have some grid-snapping, but it doesn't visibly line up with centreline - giving everything about your base a slightly skewed appearance. Lastly, resources are all just scattered across the map rather haphazardly. There is some sense to it - with rarer or later game materials farther out from your start point, or in caves - where they receive slightly more care in placement.
Character handling - Much like the machines, buildings and resources the character handler feels very basic and a bit like it's come from some asset store. No legs, and pretty vague hand waving to give you a sense of movement. Walking and jumping feel basic - it's easy to slide around on rocks. Yet despite this roughness in movement and sparsity, there's a fully implemented emote system - which feels like priorities have been a bit mixed up...
Survival - The survival element of this game is pretty lack lustre. Dying carries little penalty beyond inconvenience of having to go back for the things that you don't respawn with. Some survival meters you expect - namely O2, water and food / health (a bit ambiguous in distinction) are there. Heat is absent, despite that being a key part of your work in the early terraforming stages.
What are the bad parts?
The Terraforming - It really pains me to say this, since it is such a cool concept that I've not seen done elsewhere, but nowhere in my (admittedly limited) 9.5hrs of gameplay did I ever feel like I was really having an impact on the planet. Sure number went up, and changes started to happen but it just felt meh...
Early stages like heaters and machines meant to release 'gas' to build up temperature and pressure, fail to sell that drama. They just sit there limply spinning or glowing orange. There aren't billowing clouds of gas - and the scale of your work feels at odds with your goal. This is partially mitigated by giving the player "advanced" technology, and I understand the wish to avoid turning the game into something the likes of Satisfactory or Factorio.
Further on, water rise seems to just be a fixed feature of the map - a global level, rather than dynamically filling pools. Textures slowly fade from one to another, gradually changing the look.
Lastly, the weather sucks. There is occasionally storms or rain - but these are little more than some noise and a filter applied over your view. This game is very gentle on the survival element, you don't take damage from rocks that might be blown about in a violent storm in early game, nor are you frozen or boiled alive from your changes - since your character is unaffected by temperature (despite it being something you actively change, like atmospheric O2 content, which affects your consumption of O2)
The rover - The rover is very very shoddy in its implementation. When steering, wheels snap to one direction or another. There is no suspension, so your rigid box of a rover, rattles over the low-poly, uneven terrain. Its one saving grace is having near infinite traction as long as 3 wheels have some kind of ground contact. Combined with no real engine/torque system, you can drive up near vertical cliffs which is both handy, and immersion ruining.
All in all, this game has a promising set of mechanics, that feel rough around the edges and could be amazing given some time and work. Given this game is seemingly no longer in early access, and the devs have moved on to making DLC - the kinds of improvements I would hope to see are not likely imo. I can see why people would like this game, given it's unique selling point and gentle survival, but why it's "overwhelmingly positive" in reviews on steam is beyond me.
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RaR Musings #18: Constructing a Recognizable Narrative
This both being something I've been filling out recently and that I've never touched on publicly, I thought it a good opportunity to talk about how Road and Ruin handles campaign generation. ________________________________
TALES
This is probably the biggest overarching component of a game. People are generally aware already of what makes up a tale; we can call them genres if we want, but essentially, they're predictable patterns that we come to expect in storytelling.
These patterns both allow us to find satisfaction and comfort when experiencing something familiar, as well as offer a foundation for writers to introduce twists and subvert audience expectations.
If Road and Ruin is going to have the capacity to be played with no one singular dungeon master, Tales need to be able to produce both expected results, and unexpected results, simultaneously.
It's a big ask.
There's a couple different ways we can do this, but perhaps it's best represented with an example:
MYSTERY TALES: "A tale of discovery, that revolves around the Hook of The Unknown. Characters may be highly specialized toward elements of the specific mystery, or have accidentally stumbled into something unusual, and push it out of curiosity or in response to a threat, and connect the dots of collected clues and gathered evidence to unravel the mystery.
THE HOOK: Define an unknown, such as Who Dun It, What Happened, Where, How, Why, and To Who.
GATHER CLUES: Move to locations or between characters, in a bid to pursue information or insights not already held by the party. As mentioned in Musings #4, RAR's card system allows for True/False, thematic-matching discovery, where a lead could lead to nothing, or something strange be discovered when least expected. Once all available information has been gathered and arranged, it may present a narrative, most commonly defined as a Motive.
THE TWIST: Satisfied that the mystery is solved and wrongs righted, one final stumbling block appears: "Something that was assumed to be true, is discovered to be false," ideally by way of the cards system. But this falsehood is, itself, a new clue, and points to the new truth when followed.
MYSTERY SOLVED: Having pursued the twist to it's conclusion, the case is closed. Criminals are behind bars, victims are avenged, a device activated, or a puzzle solved."
While "a twist happens" is, technically expected, the exact nature of the twist changes relative to the cards and the scenario, and since the twist stage can only occur once a narrative is "complete", an actual narrative has to be produced, and not left intentionally unsolved. Some might say that it's distasteful to solve your own mystery, or to expect a twist, but this is how it goes.
In this way, there can be "formulas" for Action Tales, Intrigue Tales, Dark Lord Tales, and so on, using all the same tropes that people come to expect and enjoy from those genres.
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ROLES
Roles make up the secondary type of campaign generation, but in a way, have much larger contributions to a campaign than a Tale, which can consist of just a single chapter or quest.
Nine different Roles describe the major activities that can be done DURING play, and that can, in turn, define a character's contribution to the plot.
EXPLORER: Travel oriented, survival skills, some basic world history and geography skills, with some passing social skill and quality appraisal. Very catch-all.
DUNGEONEER: Puzzle solver and fighter when need be, benefits squad play with an assortment of specialists covering everything from traps to history.
WIZARD: A researcher, who's interests revolve around the pursuit of intellectual, scientific, or magical advancement.
WARRIOR: A combat specialist, in situations where violence IS the answer.
CRAFTER: Using the right tool for the job and getting enhancements out of higher quality materials, lots of permanence.
SNEAKRETS: Achieving goals having made as little a ripple as possible, such as theft or assassination.
SOCIALITE: A deep dive into what makes people tick, and using a vast social network to both create and solve problems.
COMMANDER: Being a leader, allocating large-scale resources, and relying on followers to successfully complete tasks.
RITUALIST: Dealings with gods, devils, spirits, and fae, to wield powers granted to you by association.
Balance and challenge is determined by counting up the Roles each character is comprised of, and to what level, and if everyone can agree on which Roles they prefer the most, it provides a framework for players to pursue specific story beats, and use the rules and mechanics that best support those. It's especially true when players don't recognize what their preferences are offhandedly, and are able to pick and choose from the list.
Let's use Dungeoneer as a framework:
The premise of a dungeon game is resource management, and reward vs risk assessment. This place is dangerous, or mysterious, or at the very least brand new; if not for these, the place would have been cleared out long ago.
While rewards can be Resource Types from Musings #15, like Coin, Food/Water/Shelter, Favor, or Materials, they can also be something like Information, Magic Items, or Glory.
Progression through the dungeon is rife with choices. Effectively mapping rooms and documenting the solutions to puzzles nets you exponentially more pay when you come back, but encountering a room or puzzle NOT documented confers a penalty. If your team dies, anything they experienced, but didn't report and get paid for, is just as hard for the next team, who weren't forewarned about such threats. Players may metagame, taking "problem solvers" right to the pain point due to their metaknowledge of it's existence, but even that comes at a choice: Do they work to solve the problems that they know, and risk falling short of problems later on? Do they spend their resources easily clearing early challenges, or do they increase the danger and threat of failure in order to push on, push further, get better rewards, and net better pay?
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PUTTING THEM TOGETHER
Let's say that we decide we're going to play a Dungeon campaign, and that it's a Tale of Mystery.
HOOK: Our cards The Dream, Freedom, and The Many. "A local shaman proclaims, that they have had a vision: Beneath the earth, through a hidden tunnel in the mountains, lies an ancient kingdom, and the desperate souls of it's residents have visited him with a plea for help. They are trapped there, unable to move on, and should anyone be able to free them from their curse, the riches of the underground nation will be theirs."
Makes you want to cook a meal, almost.
GATHER CLUES: By moving from region to region within the kingdom, each room rewards some basic items, and a Clue card. By assembling the cards (a number determined based on the preferred length of the adventure), a story unfolds:
Gold, Spirit of The Voice, The Mask. The party begins at a noble's chateau, where a ghost speaks, who will teach them about the secret of the vault if its identity in life can be uncovered. A Spirit of The Egg. The gold in the vault was to be for the god of this kingdom, a nascent godling of birth and renewal.
The Mixture, Gold, The End. The party goes to the local temple, to investigate this godling, and finds it full of alchemical designs for the creation of gold. Terrain Inverted, The Flow Inverted, says that an underground river aided the process, but the river has long since gone dry.
The Hearth, The Omen Inverted, The Many Inverted. The omen is of The Void. The party investigates the kingdom's town, and while there is evidence of civilians packing to leave, there are no bodies, or signs of struggle or violence. Altars suggest worship of the Spirit of The Egg, but such a spirit would not have people become ghosts, they would be consigned to nothingness on death.
Inverted Order, The Villain, The Lineage. Further investigation suggests that spirits related to The Egg brought about the chaos here.
Recur The Shaman, Recur The Spirit of The Egg, Recur Gold. The theory is that the shaman, who gave the quest, received the vision as a result of treasure that was taken from the kingdom. Returning the shaman, as much as he objects, should break the curse.
And that could be the end of the adventure. If only but for...
THE TWIST. Something has gone wrong. Evidence 4, result 3: The Lineage. Chaos was indeed brought about by other spirits, but they were not related to The Egg; this is no act of vengeance, or protection.
Recur Evidence 5. The Guardian. An Element, of Inverted Air. Recur the Inverted Omen of the Void. The Hunger, Inverted.
The shaman, in fact, has some connection to the Spirit of the Egg, perhaps contained within his treasure, or even is the shaman himself. Either way, bringing it back here was a grave error. The creatures who destroyed this kingdom return, and vanish the shaman into a realm of negative space. The party will have to find a way to banish the monsters and rescue the spirit, or else they shall bring about the same destruction in many more places.
And, that's the campaign. Throughout, spending time and resources to investigate ruins, decrypt language and secrets, fight creatures that occupied the ruins, and be rewarded in the form of (apparently cursed) treasure has the party guessing at where to go, but marry recurring elements together to form a narrative. And, if they fail to stop the monsters, establishing the legend for a new campaign, one that revolves around Demons of Stagnant Air that now haunt the lands around that one lonely mountain.
Is it a great story? Probably not. But is it a story that I had any clue I was going to tell, when I started drawing cards and rolling dice? Absolutely not. And because of that, I could realistically have been a player in this campaign, and not the dungeonmaster; in fact, I AM the player here.
And that's pretty neat.
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IN CONCLUSION
By being able to recognize what makes a dungeon a dungeon, and a mystery a mystery, we're able to mix and blend those elements together in a way that rewards dungeoneering skills, while satisfying the demands of a mystery story, in a way that doesn't require one player to be holding all the cards ahead of time: just multiple players to be drawing them.
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File: Transformers - Energon
SCP#: AFD
Code Name: Energon
Object Class: Thaumiel/ Keter
Special Containment Procedures: SCP-AFD-1 is created by front companies: Star Child Powerhouse; Suzan, Charlie, and Philip's energy service; and many others. Mobile Task Force Hermes-4 "Cargo Hold" is responsible for getting processed SCP-AFD-1 form these companies to wherever in the Foundation they are needed.
Mobile Task Force Poseidon-4 "Rock Candy" is in charge of finding natural deposits of SCP-AFD-1 on earth and protection Foundation staff in charge of harvesting it. They are also in charge of safely disposing any found SCP-AFD-2 deposits as well as safely containing any found SCP-AFD-3 so that they can later be used for weaponry purposes.
Mobile Task Force Hephaestus-1 "Legion Crafters" is in charge of all experimentation, manufacturing, and harvesting of any and all variations of SCP-AFD-4 on both Earth and other planets in our solar system. They do this under the guide and orders of the Department of Technology, Alchemy, Science, Magic, and Warfare. Containment, delivery, discontinuing, and distribution is controlled entirely by this Department. Any requests to testing or utilization of any SCP-AFD-4 variant must be approved Department Director Malcom Wyllt.
Description: SCP-AFD is an extremely powerful fuel source created and used by Species of Interest: Cybertronians. It's a fuel source that is supposedly the blood of their home world/ deity known as Primus, thought weather this is true or not is unknown. SCP-AFD is not only an efficient fuel source but can also be quite unstable and has the potential to appear in variations both naturally and unnaturally.
SCP-AFD-1 is the most natural form of SCP-AFD, it exists in both a raw crystal form and a refined liquid form. When in its raw crystal form it is very explosive and if ever hit with energy or an explosion directly it will burst into a massive explosion. However, when refined into a liquid form it can be used as a power source for not only Cybertronians but also any form of technology. SCP-AFD-1 has a measurement of [data expunged] energy per unit, making it three times more effective of a fuel source than energy produced by Nuclear Reactors. SCP-AFD-1 weather in crystal or liquid from has a glowing blue texture to it.
It's because of SCP-AFD-1, as well as other instances, that has allowed the Foundation and its allies as well as its enemies to not only build but also maintain the advanced technology that exist today. It was even thanks to the development of producing SCP-AFD-1 through renewable resources that the Foundation was able to create Mobile Task Force Apollo-1 "Orion's Belt" in 1947 and allowed it to expand into the massive powerhouse it is today.
SCP-AFD-2 is another natural form of SCP-AFD it is able to not only boost the power of technology and Cybertronians that use it but can also keep it running even after receiving extensive amounts of damage. However, SCP-AFD-2 is extremely hazardous and corruptive turning Cybertronians insane and can make machines into mechanical monsters. Furthermore SCP-AFD-2 can make SCP-AFD-1 drain faster essentially eating it like as if it's a predator eating prey. Why or how this works is entirely unknown.
SCP-AFD-2 is said to be the life blood of the evil counterpart of Primus, Unicron the anti-Cybertronian. Unicron is said to be a being of pure evil, chaos, and death; his one true goal is to fill the universe with his blood making all Cybertronians into evil undead beings like him and all other life extinct. As such, though SCP-AFD-2 is seemingly more effective, and everlasting compared to SCP-AFD-1 it still has the side effects of causing mechanical mutations, it has been deemed extremely hazardous as a result. Instead by order of the O5 Council, found instances of SCP-AFD-2 are to be destroyed in a process known only by the DTASMW. Unfortunately, SCP-AFD-2 can naturally grow from certain volcanoes around the world thus SCP-AFD-2 must constantly be searched for to be destroyed so civilians and hostiles Groups of Interest do not obtain it.
SCP-AFD-3 is a toxic form to all over variants of SCP-AFD. When exposed to SCP-AFD-1, or any fuel source for that matter, it will immediately start to drain it quickly and eventually leave nothing left. SCP-AFD-3 is also able to cause metal alloys to rush and wither much faster than they normally would otherwise. This makes SCP-AFD-3 is highly hazardous and dangerous to synthetic and cybernetic entities like AFA units, A.I., and Cybertronians.
Thankfully SCP-AFD-3 is extremely rare to find, only found in large deposits of SCP-AFD-1 and SCP-AFD-2. Furthermore, the DTASMW have found that SCP-AFD-3 can be used in anti-Mekhanite weapons, more specifically explosives. Obviously, this also means that they are effective against Group of Interest: The Decepticons. But because of its obvious hazards it must be used with caution as to not cause a misfire toward allied Groups of Interest such as, The Autobots, Church of Maxwellism, and Eight Wings of Mekhane.
SCP-AFD-4 is a collection of artificial variants of SCP-AFD that are either need to be synthesized to exist or are so rare that they can only be synthesized to become common.
SCP-AFD-4.1, also known as Red Energon, is actually a naturally occurring form of SCP-AFD in both crystal and liquid form but as stated earlier it's so very rare that it's almost impossible to find. In order for it to exist commonly within the Foundation it must be synthesized which has been proven possible thanks to the DTASMW. Top researchers of DTASMW found that SCP-AFD-4.1 can be created by introducing SCP-AFD-1 particles into the atmosphere of Jupiter, they will eventually grow into clods of SCP-AFD-4.1. These clods can easily be harvested by SEHAECD-41 "Jellyfish" which are the same space drones used to introduce the SCP-AFD-1 particles, to start the self-cultivation process. Currently SCP-AFD-4.1 is used as a fuel source for Foundation super computers, machines and engines that requires massive amounts of power, power suits used by MTF Tau-5, and as emergency reserves for Group of Interest: The Autobots.
SCP-AFD-4.2, also known as Green Energon, is an artificial version of SCP-AFD-1 that exist only in liquid form with a glowing green texture. SCP-AFD-4.2 is created by via an extremely complex chemical equation known only by the most trusted units of MTF Hephaestus-1. Not only is SCP-AFD-4.2 easy to synthesize but it can also increase the power of technology and the strength of Cybertronians. However, it has the side effect of becoming addictive to Cybertronians and when used to fuel technology it can easily cause said technology to overload even if only a small portion of SCP-AFD-4.2 is used. As such production of SCP-AFD-4.2 has been discontinued. Only in extremely desperate X Class scenarios will SCP-AFD-4.2 production be approved again.
SCP-AFD-4.3, also known as Mana, created by spreading SCP-AFD-1 particles over the surface of mars. Originally an experiment to create an instance similar to SCP-AFD-4.1; instead, the end result was much more promising. SCP-AFD-4.3 strangely forms naturally in liquid form in underground pockets of the crust in Mars. Why or how this is possible is unknown. It was originally thought to be extremely unstable, unable to be utilized as a fuel source, and therefore useless. However, Dr. Alvik risked his life to see if SCP-AFD-4.3 could be utilized differently and surprisingly after SCP-AFD-4.3 is injected into humans it gives them the ability to produce magical energy.
Quite similar to SCP-ADK-3 it is able to allow humans to manifest elements, alter their physical characteristics such as strength, speed, and agility, and or allow the user to manipulate small degrees of energy. The more SCP-AFD-4.3 is injected into their bodies the more control they have and the longer it lasts. SCP-AFD-4.3 is actually the sole reason as to why Mobile Task Force Hecate-A "Real Magic" was established in 1995, After its predecessor Mobile Task Force Delta-3 "Solomon's Hands" was disbanded. Without SCP-AFD-4.3 MTF Hecate-A would not be able to function and thrive the way it does today. As such the O5 Council has approved to have the DTASMW to have full rights and authority over the harvesting of SCP-AFD-4.3 on mars and its deployment to MTF recon bases that house MTF Hecate-A units.
SCP-AFD-4.4, Also known as Spectral Energon, Created by SCP-AFD-1 particles onto the rings of Saturn. Another experiment to see if what kind of Energon can be produced in a different environment, which unfortunately ended in failure. SCP-AFD-4.4 is highly unstable in both crystal form and liquid form when introduced to technology it will cause said technology to overload in the best-case scenario, in the worst-case scenario it will shift into another dimension leading to unpredictable and disastrous effects. When a Cybertronian or any other synthetic life form like A.I. or AFA's use SCP-AFD-4.4 they will become equivalent to a Reality Hopper. They will start jumping into different realities, in different times, and into our reality via different dimensions. Thus, SCP-AFD-4.4 has been deemed extremely volatile and its production has been discontinued.
SCP-AFD-4.5, Also known as Yellow Energon, Created by SCP-AFD-1 particles onto the atmosphere of Saturn. Has a glowing yellow texture but only exists in crystal form which surprisingly is not an issue as it can fuse with technology and synthetic life and becomes fuel extremely easily. When used on technology SCP-AFD-4.5 is no different to SCP-AFD-1 but when used on Cybertronians as well as other synthetic life, it gives them the ability to manifest hard light contractions such as tools and weapons. These tools and/ or weapons are typically limited to who is given the SCP-AFD-4.5 but when they receive excessive SCP-AFD-4.5 their abilities with it become only limited to their imagination. However, for obvious reasons SCP-AFD-4.5 can be dangerous if found by hostile Mekhanite or if it lands in the hands of Group of Interest: the Decepticons. Though it is still cultivated and harvested heavily it is used sparingly and guarded by MTF Hephaestus-1 tightly.
SCP-AFD-4.6, Also known as Upgrade-E, Created by SCP-AFD-1 particles onto the atmosphere of Uranus. Unlike other variations of SCP-AFD-4, SCP-AFD-4.6 takes much longer to cultivate regardless of what is done and therefore is extremely rare. SCP-AFD-4.6 has a prism like reflective texture giving it a rainbow-like shine to both its crystal and liquid form. Surprisingly neither form is more unstable than the other and both can withstand massive amounts of shock, energy, and explosive force without the risk of damage or combustion. Furthermore SCP-AFD-4.6 has the anomalous ability to repair and even upgrade whatever machine it fuels, but at the cost of draining twice as fast as SCP-AFD-1. SCP-AFD-4.6 is extremely useful to Cybertronians and other synthetic life, even though the upgrades for them are temporary, it still gives a massive advantage in completing tasks and fighting in combat. As such, most if not all SCP-AFD-4.6 produced is given to our allies GoI: the Autobots
SCP-AFD-4.7, Also known as Elixualite, created by the DTASMW via having large amounts of SCP-AFD-1 an artificial spatial chamber synthesizing the gravitational pressure of a blackhole. A strong and durable metal able to generate its own power source and could possibly be programmed to manipulate the energy of said power source in different ways. Unfortunately, is extremely difficult to forge or and it takes [data expunged] kilograms of SCP-AFD-1 to create a single gram of SCP-AFD4.7. Furthermore, it takes a month to accumulate the power needed to even start the process. As of 2023 the Foundation has only accomplished in creating [data expunged] Kilograms of SCP-AFD-4.7. A request from DTASMW was sent to the O5 Council have the slowly growing amounts of SCP-AFD-4.7 forged into a Thamiuel Class Anomaly to be utilized by the Foundation, the request was quickly denied. SCP-AFD-4.7 is still being manufactured but is not utilized for anything and is instead heavily guarded at Site-[data expunged].
SCP-AFD-4.8, Also known as Possession Steel, created by the DTASMW via having large amounts of SCP-AFD-2 an artificial spatial chamber synthesizing the gravitational pressure of a blackhole. Though the manufacturing process is similar to SCP-AFD-4.7, the result is vastly different due to the amount produced being equivalent to the amount of SCP-AFD-2 that was started with. The resulting material much stronger and has a more powerful energy output than SCP-AFD-4.7 however the material also the ability to possess organic and synthetic life with the insatiable desire to spread death and destruction over time. Because of this, production has been discontinued in due to its hazardous nature.
SCP-AFD-4.9 Also known as Pink Energon, created by the DTASMW via having large amounts of SCP-AFD-2 an artificial spatial chamber synthesizing direct exposure to solar radiation from the sun. Extremely unpredictable in turning random organic, non-organic, and even non-metalic objects and materials into artificial Cybertronians. Has been deemed a possible species overpopulation hazard and thus has been discontinued of production.
Currently no other experiments to create further instances of SCP-AFD-4.9 have been approved or planned by the DTASMW.
SCP-AFD was actually discovered in [data expunged] by the [data expunged], [data expunged], and the Illuminati, all of which are predecessors of both the SCP Foundation and the Global Occult Coalition. It is believed that SCP-AFD variants have existed and have grown on earth since [data expunged] B.C.E. and possibly even during the [data expunged] era. It was thanks to SCP-AFD that the Foundation as well as its future allies of the ACPA were not only created but thrive the way they do. It's also because of SCP-AFD that the Foundation has decided to be less restrictive and actually allow anomalies that could benefit the Foundation to do so.
"SCP-AFD was honestly one of those god sends anomalies that we are so lucky to have in our possession because if it fell into someone else hands it most certainly would spell doom or domination over humanity. Still thought, there are those that argue because of SCP-AFD the Foundation both started off and has recently been growing too powerful. More specifically the DTASMW those guys hold complete capital over all our weapons, resources, experiments, and have even created magic, like actual magic thanks to this stuff! I am grateful but I don't blame those who are getting concerned. I think Dr. Zeek might be right, if we keep growing in power, what if we end up being the next big threat... then who will be strong enough to stop us?" -MTF High Commander Parker
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SCP: Horror Movie Files Hub
#DZtheNerd#SCP: Horror Movie Files#SCP Foundation#scp fanfiction#scp au#scp mtf#scp mobile task force#transfromers#transformers autobots#transformers decepticons#transformers energon
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Instead of trying to promote a board game I made, I wanna do something fun and explain the process of play-testing and designing my game!
The Initial Concept
I like D&D as a concept. I love the idea of exploring dungeons, collecting treasure, and being a hero in a fantasy setting. But I have severe ADHD, I’m terrible at math, and don’t have many friends I can reliably play D&D with.
So the initial idea I had was to make a single player board game, that has customizable pieces, randomly generated dungeons, and a simplified attack system. I’d also like to publish this through The Game Crafter so I need to find ways to try and keep the cost down and keep it relatively small.
The First Prototype
The first step was to make the randomly generated dungeon tiles. This was going to be the primary way you’d interact with the rest of the game, and it’s most exciting feature in my opinion. I settled on puzzle pieces because they’re small but would still connect together in satisfying ways.
But this left me with the first of many problems. How do you move through the dungeon? You can’t roll a dice, because you’d quickly either run out of room or spend a lot of time wasted backtracking. We’ll come back to this later. For now I just needed something that fit together.
I came up with the idea of having some dungeon tiles contain treasure chests on them, and some with skulls. Treasure would mean you’d get loot, and skulls would mean you’d fight monsters. This way as you traverse the randomly generated dungeons you would have randomly generated encounters too.
When attacking enemies I wanted the system to be simple. A sort of Hero’s Quest style of attack where rolling dice and reading their outcomes would be how you’d determine how powerful your attack or damage would be. At this stage I settled on 3 wooden dice with skulls on some sides. To keep track of the enemy’s health I settled on using small 8mm cubes that you could move down the card as they took damage.
Probably the most ambitious thing I wanted to make was a modular character tracker. The goal of which would be that you can swap out the health, attack, and player character as you grow and gain experience. This would provide you with more attack power, more health, etc.
I settled on 4 interchangeable characters with the vague idea that down the road I would like them to have special powers, making each one unique and helping the player pick a character that fit their play style.
To round things out I added some domino mats to keep the layout of all the gameplay elements in check, and some play money to keep track of treasure.
The First Playthrough
The first impressions I had was that I was on the right track. The puzzle pieces worked beautifully. Likewise encountering enemies and treasure was easy too. The game mats were a bit cumbersome, but I loved the tactile feel of moving the HP down when attacked, and swapping out modular parts as you leveled up your character.
However, one of the immediately apparent issues was movement. How do you move through this randomly generated dungeon? You can’t do it through dice rolls, and if you just move by yourself on your turn it makes backtracking boring. Once a dungeon was explored there was no danger anymore, and it was trivially easy to escape if you were in a pinch.
Additionally the domino mats I added were helpful… but cumbersome. I included an XP tracker, but the problem was that keeping track of your XP level required a LOT of space. If you only level up at level 20 or 40, you need 20-40 empty squares in between to keep you place as you gain XP. That meant an entire domino mat was dedicated entirely to tracking the XP, and it looked like a spreadsheet.
Simplifying Solutions
Ideally you’d want a way to keep track of your movement, but I did not have much space on my character tracker to do that. One of the play testers I had try my game suggested I keep track of movement with a D6. You would rotate the dice as you moved and gradually spent movement points down.
This was an AMAZINGLY helpful solution! Now movement was restricted, you couldn’t just exit a dungeon whenever you wanted, it offered gameplay challenges and potential to upgrade your movement slots as you leveled up!
This one change suddenly opened up the game and created a risk/reward system that made finding treasure and leveling up through defeating enemies super important!
To solve the XP tracking I reduced the giant domino mat of 100 boxes into a simple abacus. Two rows. Top row are 1’s, bottom row 10’s. Now you could track your progress from 0-99 XP while freeing up the mat to include other information instead.
Then there was the problem with rolling attacks. With the 3 dice setup, it was easy to get stuck in a loop of constantly rolling blank sides (missed attacks) for both player and enemies alike. While browsing around the Game Crafter website I stumbled across a dice that has 3 outcomes. 0, 1, 2. It’s called a betrayal dice and it was just what I needed!
With this one dice I could now make the attacks scale depending on the outcome! If you rolled a 0 as a level 1 character you’d miss, but if you rolled a 0 as a level 6 character you’d do 2 damage! All I needed was a chart that showed what the outcomes were and this could be a part of the character tracker that you’d swap out as you leveled up!
The Second Playthrough!
After another round of play testing I was finding myself enjoying playing the game quite a bit. It had a nice feedback loop that appealed to my ADHD brain. But there were still a few little things that were bugging me.
For starters, rotating the D6 every time you moved was cumbersome and annoying, especially since the numbers on the sides weren’t placed in intuitive ways. I found myself struggling to find the right number to move down from, and after doing that 100 times over through multiple sessions it was getting tedious.
The obvious solution was to have a tracker you could put a 8mm cube in like I had with HP. It would reduce the stress and allow for the movement to upgrade along with XP. The problem was space. With all of these laser cut component I was running out of room to fit everything. The Game Crafter charges by the sheet, and I only had one sheet of chipboard to fit everything on.
The other issue was I kept encountering situations where nothing would happen for long stretches of exploration. There were blank dungeon tiles mixed in between the treasure and enemies, and that resulted in some quests having no treasure OR enemies and quickly running out of your movement points before you could find anything. This was especially noticeable during the early portion of the game.
Enemies too could just be straight up brutal. Randomizing the deck kept things interesting, but it could be extremely easy to get wiped out by a high level enemy when you were low level. If you didn’t have the foresight to stock up on powerful weapons and health potions at the shop before hand, you could be in for a rough time.
And finally I had no real reason to swap out the characters. I had initially included 4 different player avatars you could pick from, with the idea that each had a special power to help you out. But I was finding that I often forgot I had powers at all and would frequently venture through quests never even using them.
I was having fun with the game, but it was becoming increasingly clear that I needed to tweak things again to fix these problems.
Choices!
While doing some research into game design I came across a post that talked about the importance of player choice. The theory was that at no point should a player be doing nothing on their turn. Randomization is fun and all, but the player should still always be making a choice of some kind to keep them engaged.
With that in mind I went back to work retooling my game with an emphasis on choice.
For movement I got rid of empty tiles except for T-section dungeon tiles. Now whenever you encountered a blank T-Tile, you would draw 2 additional dungeon tiles, place them on either side of the T-section, and then you’d have a choice of which direction you wanted to go and engage with.
This worked wonderfully! If you were on a quest to collect treasure, now the player would have a choice to chose the treasure option instead of an enemy, and vice versa! This also greatly reduced the number of tiles on the chipboard that needed to be cut, freeing up more room for other pieces.
With that extra space no, I decided to commit to the modular movement tracker instead of using a D6 to track how many movement points you had left. Now just like your HP, you’d keep track with a small 8mm cube that you’d move (far less cumbersome) and the modular nature meant that it could be upgraded easily as you earned XP!
This focus on choice extended into the treasure too. I began adding locked treasure cards that you’d need to open. You could roll a dice and depending on the outcome you’d either open it or fail to open it. OR the player could spend one movement point for a guaranteed open! This introduced a risk/reward choice for the player. If money was tight they could spend precious movement points to unlock it, or they could take a gamble and roll the dice in the hopes that they’ll be lucky!
I had introduced a shop that sold items, but now I added an on sale item. If you could complete a quest successfully not only would you get a little bonus money, but one item at the shop would go on sale for 1/2 off! This offered incentive to complete quests and not just run away when things got hard.
Kill your darlings!
There was one last issue I had to contend with. The special attacks. They were still useless. Up until this point I had had 4 interchangeable characters each with their own special attack. One regained HP, one did an extra point of attack damage, one regained your movement points, and one was able to unlock locked treasures.
For some reason these 4 options felt lopsided. I wasn’t sure why until I re-examined the specials and their function. I realized that my character tracker had 3 main areas that upgraded as you earned XP. Your HP, Attack, and Movement. But I had 4 characters you could swap out, which meant I needed one extra special that didn’t easily conform to what the tracker tracked.
And this is when I made a tough decision. I cut out one of the 4 heroes. Suddenly everything fell into place. Your sword wielder would do one extra damage, your wizard would regain HP, and your rogue could refill your movement. 3 characters, 3 powers, 3 modules that upgraded as you became stronger.
It was sad to see one of the heroes go, especially since art for them had already been made. But unfortunately cutting them was the right decision. And the additional space allowed me to fit in more movement modules.
Final Touches!
I was still struggling with specials though. I needed a way to keep the player aware of them. I needed… to track them.
This was a scary realization so late into development. I had little room on the chipboard to create more modular pieces, but I needed something to ensure players would remember they had specials at all.
That’s when I had the idea to tie specials to the enemies you collected in dungeons. I could very easily add a little dot on an enemy card that would indicate how many special points you’d gain from them if you traded them in for a special cube you could put on your tracker.
Now again there was a player choice. To get a Special Point you now has to weigh your situation and decide if it was worth giving up potential XP in order to use your specials. And when some of those specials include refilling your HP or movement points, that could become a crucial decision to make if you’re in a tight spot!
The final thing I did was make enemies color coded and have 2 different attacks depending on what level your XP was at. Low level enemies are green, mid level enemies are orange, and high level enemies are red. And since there were 6 times you’d level up during the course of a full game, that meant enemies scaled up as you scaled up. I even wrote a rule to shuffle in the high level enemies as you progressed so you weren’t always encountering dangerous enemies when you were still too low to defend yourself.
Treasure by Torchlight!
Since so much of the movement in the game revolves around movement points being spent, I decided to call these points Torch Points and focus the game around the concept of going into dungeons and fighting monsters while trying to keep your torch lit. Once it goes out you can still move, but monsters attack more frequently and so there’s always incentive to keep your torch light lit!
You now got to pick your character, use their specials to your advantage, explore random dungeons, fight monsters, collect XP and loot which could be converted into special attacks, and buy items from a shop that rewarded you for successful quests!
I made an entire D&D style single player game that requires no math, has lots of replay-ability, and is relatively compact! There’s enough randomness in the cards and tiles to keep things interesting and different every time, while also providing the player with lots of ways to make decisions and have an active choice in their gameplay experience.
I think ultimately I was successful in my mission, and I am very happy with the results! It tickles the ADHD parts of my brain that loves exploring maps and planning for my next adventure without being overwhelming.
If you’ve made it this far then THANK YOU for listening! I hope you found this exploration of gameplay design interesting and if you’re curious about checking out the game it can be found here:
https://www.thegamecrafter.com/games/treasure-by-torchlight
#treasure by torchlight#the game crafter#board games#rpg#fantasy adventure#process#games#single player#D&D#dungeons and dragons#self publishing
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Looking back over the year, what would your character claim is their best achievement? Are there things they want to better themselves in or start in the New Year? How about some things they feel are better left in the past?
Seda’s desk had not improved with her absence. She would not have traded the time with Fakhri out at the cabin for anything, but she regarded the piles of paperwork and stacked ledgers with disfavour. Perhaps this year, she’d remind everyone that waiting until she was gone to submit their business was counterproductive.
Making a pot of tea, she opened the shutters and wedged her rump onto the ledge, cradling the steaming cup in her hands and looking out over the Perfumed Rise. A year ago, she had been packing up to take herself to Ul’dah – needing a change of scenery from Vylbrand and Limsa’s rough-and-tumble atmosphere.
To be fair, she had also been angry – at herself, at Rucio, at the world – and was, at the time, struggling to find a new direction, something she could feel good about. She leaned against the frame of the window, smiling to herself. In spite of the mountain of paperwork waiting for her, she was happy; fulfilled, even.
She loved being part of the community. She loved Jijivisha’s staff, and how welcoming the Hannish people had been in general to the outsiders. And she loved Fakhri – and the life they were building together – more than anything she ever had before. The conversation with Hikmat floated up in her memory, where she confessed that revenge no longer held appeal – and now that she’d had time to think about it… she was confident she’d made the right choice.
As she sipped her tea, she considered her goals for the coming year, glancing to her desk and the battered, leather-bound book where she kept her own personal records. There were things she wanted to do professionally – crafters she wanted to support, programs she wanted to try and put into action – and personally.
Sliding out of the window and into her chair, Seda pulled her logbook (she refused to think of it as a journal) over and reached for the pen. The sounds of children playing somewhere in the neighbourhood made a pleasant backdrop to the faint scratch of the nib on paper as she jotted notes for herself; both long-term thoughts for the coming year, and more immediate action items.
Discuss trade-in-kind for more services; supplies for market coordination.
Childcare offerings for community…? Limited time periods. (More staff though?) ---parents can pay small fee, get a meal and use the hammam without little ones underfoot?
Check with Hikmat re: herbals��� bundle in with trade. Maybe take day with Fakhri and go gathering with children?
She wrote for some time, organizing the chaos of her thoughts into manageable lists and tasks. So engrossed in her work that when she paused to stretch, she was surprised to find a cloth-covered plate on top of a stack of ledgers, and her pot of tea had been refreshed.
The sun was beginning to set, tinting the sky with shades of gold and pink, reflecting brilliantly off the beautiful mosaics across the city. Seda groaned, rubbing at her palm to restore circulation into her fingers and reflected on the work she had completed.
Picking up the pen once more, she flipped through the pages of her personal logbook until she reached the current year’s personal goals and reflected on what she had written. After a moment’s thought, she added two items more:
Be happy
Be worthy
She flipped the logbook closed and began collecting the paperwork she would need to review with Hikmat; the prior year’s expenses and revenues, what went well, and what could have gone better.
It would be enough.
•───────────────────⋅☾ ☽⋅────────────────────•
My most heartfelt apologies that it took me this long to write/post this - It's been a challenging start to the year, and I wanted to do this prompt justice, as it was just so perfect for Seda.
[ And yes, it's a bullet journal system - she'd be utterly lost without it. :) ]
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ALIVE ONCE MORE and so deep into DT, but still need to finish it off... The week's appeal has been leveling classes that are sorely needing it.
DRK? 50. DRG? 41. Lowest crafters are up to 21 (from 18; ilu, Ixal) and the goal is to eventually even them all out to 30s (everything minus, WVR, GSM, and CUL), before hopping them all up to 50s. (Which is the rest minus CUL, who's lvl 53!)
.....And that's just Rhela's workload! Gotta love it. @ w @; /lh
Excited to be back!! Starting up a new organization system of my screenshots along the way, so I'm hoping I'll be able to also post gposes- old and new- very soon~
#Aki Posts#I think I also have new characters to introduce...#will check muse list and go from there!
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Community and Networking
Connecting with Like-Minded Individuals
Online art and craft training regularly consists of forums, dialogue corporations, and social media groups where you may hook up with fellow first-year students. These groups offer a supportive environment where you can share your work, seek advice, and get hold of optimistic feedback. Building relationships with like-minded individuals can encourage you to hold your creative journey.
Access to Expert Feedback
Many online guides offer the opportunity to acquire remarks from teachers and friends. This feedback can be valuable in helping you improve your abilities and refine your strategies. Instructors often offer personalized critiques and guidance, permitting you to examine from their understanding and enjoyment.
Collaborative Opportunities
Online communities can also result in collaborative opportunities with other artists and crafters. Working on joint projects or participating in demanding organizational situations can foster a sense of camaraderie and provide new perspectives on your work. Collaboration can also lead to innovative thoughts and creative breakthroughs.
FAQs
What gadget do I want for online artwork and craft training?
The device you need will depend on the sort of elegance you take. Generally, you will need a PC or tablet with internet access, in addition to any specific artwork and craft components required for the path. Many guides offer a list of essential substances before you begin.
Are online artwork and craft lessons appropriate for novices?
Yes, there are many Online Art & Craft Classes & Courses specifically designed for beginners. These guides frequently start with basic techniques and progressively progress to extra advanced skills. Look for training classified as "amateur" or "introductory" to make certain it's appropriate for your skill stage.
How do I choose the proper online artwork and craft magnificence?
Consider your hobbies, ability level, and goals when selecting an internet platform. Read route descriptions, critiques, and trainer bios to discover a path that aligns with your needs. Many platforms provide free trial lessons or money-back guarantees, allowing you to try a path before committing fully.
Can I have interaction with the instructor for the duration of online training?
Many online artwork and craft lessons provide interactive factors such as stay Q&A classes, discussion boards, and personalized remarks. Check the path info to see what kinds of interplay are to be had. Engaging with the instructor can beautify your getting to know, revel in, and offer valuable insights.
Are there certifications available for online artwork and craft instructions?
Some online courses provide certificates of completion, which can be a treasured addition to your resume or portfolio. These certificates exhibit your dedication to learning and may be beneficial if you are pursuing a career within the arts. Check the direction info to see if certification is offered.
Conclusion
Investing a while in Online Art & Craft Classes & Courses can be a transformative venture. The accessibility, range, and affordability of these training causes them to have a fantastic preference for each person seeking to broaden their creative abilities. Whether you are searching for personal achievement, stress remedy, or expert increase, online artwork, and craft classes offer a wealth of advantages. By becoming a member of an online network of like-minded people and mastering from expert instructors, you may unlock your creative potential and embark on a worthwhile artistic journey.
In a world where virtual distractions are ever-present, taking the time to engage in art and craft can offer a much-wanted respite and an experience of accomplishment. So why wait? Explore the sector of online art and craft instructions nowadays and discover the pleasure of creating something stunning with your own fingers.
Core Creator was born out of a shared passion for art and craft education. Founded by a team of artists, educators, and enthusiasts, Core Creator is a platform dedicated to inspiring and empowering individuals to explore their creativity and discover the joy of making.
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Sims Scrapbook Tinker
Tinker Family: Mother Yasemin Tinker, (Adopted-predating science baby addition to the game) Other Mother Tina, and child daughter Olive. Pet Jack Russel Terrier dog, Bolt.
Bio: The talented, but perpetually stressed Tina Tinker is a very successful Freelance Crafter. Her equally successful spouse, Yasemin, managed to convince her to move to Conifer Station with their daughter, Olive. Tina takes on too much work, and Yasemin just wants her to relax and spend more time with family. Meanwhile, curious little Olive loves nothing more than to admire her two mothers' works and dream of following in their footsteps.
Winterfest is coming… So the Tinkers are hard at work. Yasemin is a freelance writer, and Tina a freelance crafter. Tina especially managed to pull some high paying gigs once she figured out a few tricks to gaining bits and bobs, and they live in relative comfort- It helps that they don’t have to spend much money since Tina can craft and upgrade nearly anything they need between her workstation and manufacturing station.
This also helps with Winterfest coming, to buy extra gifts, and decorations, and a tree to celebrate together. They did so for both Winterfest Eve and the proper day itself, all very happy. Olive even got to meet Father Winter himself and got a special gift of a voidcritter.
The family also participated in the NAP system (neighborhood initiative plans) and got their voted for choice of boosts for crafting their own stuff- which also cut their bills!
Olive didn’t have any friends, her joys came from books and homework- she loves learning. She wants to become an A student- she made a B grade before aging into a teen. She’s an overachiever, and managed to overcome a fear of inferiority as a child--- by overcompensating.
Tina works so much crafting that it’s hard to get her to take any breaks for the family, so her making a little time during Winterfest was a big deal and both Yasemin and Olive appreciate it.
This family largely keeps to themselves and working from home meant that their only kind of friend was actually Bess Sterling, but she’s nice enough to have over when she cleans everything! Thanks Bess!
Goals for next rotation:
Olive Tinker should either join the high school chess or computer team, and try to get valedictorian of her class. Even a single friend might also be nice… but not mandatory.
Yasemin might try to talk Tina into a vacation, just the two of them, and maybe start writing a book to publish.
Tina will likely try to max out her handiness skill- currently level six. Could be tricky if she has to take a break though… She’d also like to complete three or more custom crafting jobs.
#sims 4 scrapbook#yasemin tinker#tina tinker#olive tinker#sims tinker#ts4#the sims 4#ts4 gameplay#sims 4 gameplay
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} I just had a bout of panic hit me briefly
IT'S THE WEEK OF THE 21ST
FFXIV weekly reset on tuesday, Critical Role's Live Show Stream on thursday, Elden Ring Shadow of the Erd Tree on Friday
I still need to get the last of my Crafters up to 80 as my bare minimum goal pre-Dawntrail, if I can't get them all to 90. I also need to continue checking in on my Island Sanctuary cause I want to get it to 20 preferably before Dawntrail so I can have the Felicitous set for glam purposes with the new dual-dye system. I need to do custom deliveries for Ameliance and Margarat too, for the Appointed and Gleaner glam sets. But since I'll need to be working on both throughout next week, at the same time as Shadow of the Erd Tree, I'll need to make sure I start playing earlier, and get things done on FFXIV asap daily.
I also want to get some rune farming done in Elden Ring to get endurance MUCH higher, which will take a long while cause its' already 700k per level as Kyuushi's around level 258.
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I need help! Spent weeks and can't find a good progression skill/tech tree that is interesting to me.
I need help! Spent weeks and can't find a good progression skill/tech tree that is interesting to me. I have been hyper focused searching this week but passively the last year, for a progression game. I am now in need of help. My wife has joined the search and not found much either. I have Epilepsy and ADHD so I can't play high focus for long periods of time but I still need some engagement ya know.As concisely as I can put it I am looking for an engaging yet semi laid back progression game. I want to have goals and be able to unlock a broken god like status through a tech tree or upgrade system. I am hoping most for a top down builder/crafter sim with a combat or defense mechanism or a turn based RPG. I am open to any genre though. I'd prefer newish last five years or so and available on steam.I am considering RimWorld but am not sure about the graphics. Like a Dragon: Infinite Wealth seems good but I am not seeing much for weapon progression or skill/tech trees. I am really looking to capture the Skyrim progression experience in a builder or turn based. If I am being too picky LMK or if you have recommendations PLEASE help me.List of past interests:All of the Final Fantasy titlesSkyrimA ton of RPG titles action and turn based see list at end of postRTS gamesOld warcraft/starcraftage of empiresTD gamesOnslaught, balloons,Builder / God simsSim City, Theme Park, several tycoon gamesDragon quest buildersTerrariaOpen world crafting and collecting gamesGrounded, Pal World, ValheimMMOsRune Scape, WOW, Final Fantasy 14, that other one my friend wanted me to playMobileClash of clans, Survivor io,Other genres not related to my searchNon contenders:Titles listed above and belowManor Lords (playing with wife) also no EA progressionAny MMOSim City 4 or Civilization 6Previous RPGs. Octopath, Ogre tactics, disgaea, Legend of Gaia, GTA 5, RDR 2, Breath of Fire, Destiny, God of War, Cyber Punk, Baulder's GateMuch love gamers, Submitted May 19, 2024 at 02:22PM by whererebelsare https://ift.tt/nCakpS1 via /r/gaming
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Some recent-ish achievements in FFXIV I want to archive lol.
I've been playing this game since mid-2020 I think? I started it when a bunch of World of Warcraft friends were moving on to it, after the disappointment of patch 8.3 (if you know, you know). I played the free trial of meme legend, which at that time I think only went up to ARR patches? And then Heavensward got me hooked and now we're here.
Throughout that whole time I never thought I'd ever level my crafter jobs. The rotations and gil-sinks required to max out quality frustrated and stressed me out too damn much.
But now! 3.5 years later! I have achieved what was once believed the impossible!!!
I still have to replace the level 80 crafting tools on most of these but!!! I can craft most level 90 recipes with just a little effort now!!!! If only I could learn how to make profit off them now... It's very exciting though.
Also another milestone: I have mastered ocean fishing. I was so dead-set on completing the "Earn 8000 points in one Ocean Fishing trip" goal for Mogtomes and getting SO FRUSTRATED because I was always hitting 7k points. It took me like 5 tries but I super lucked out during a spectral current AND LOOK... LOOK. SECOND PLACE ON THE SCOREBOARD
A big part of this is people on ocean fishing trips so readily giving advice to everyone, and also this is pretty RNG-heavy, but man, it really feels good to finally reach a point where a once-super-confusing system Makes Sense, and you know how to work it...
those are my meaningless MMO achievements of the last month, thank you. Catboy Sagawa moving up in the world.
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Code Crafters: Forge Your Future with Software Engineering Training
The digital world is built on code, and the architects of this universe are software engineers. They are the weavers of logic, the sculptors of algorithms, and the creators of experiences that shape our lives. But becoming a software engineer isn't just about knowing your way around a programming language – it's about mastering a mindset, a skillset, and a way of thinking that can unlock endless possibilities.
Why enter this thrilling realm?
Impact the world: From healthcare apps to AI systems, software engineers create tools that solve real-world problems and improve lives.
Constant learning: The tech landscape is ever-evolving, keeping you engaged and challenged as you embrace new technologies and trends.
Demand and rewards: The demand for skilled software engineers is soaring, offering excellent career prospects and competitive salaries.
Creative expression: Software engineering is not just about writing code; it's about designing solutions, crafting user experiences, and injecting your creativity into every line.
But where do you begin?
The path to software engineering might seem daunting, but fear not! Software engineering training programs are your launchpad, equipping you with the knowledge, skills, and confidence to navigate this exciting field.
Xaltius's software engineering training program is your key to unlocking your coding potential. Here's what you can expect:
Tailored learning: Whether you're a complete beginner or a seasoned developer, we offer diverse programs to suit your needs and goals.
Expert instructors: Learn from industry veterans who have walked the code before you. They'll guide you through the intricacies of programming languages, algorithms, and software development methodologies.
Hands-on experience: Dive into real-world projects and apply your theoretical knowledge to practical scenarios. Build your portfolio, gain confidence, and showcase your skills.
Community and support: Network with fellow aspiring engineers, share challenges and triumphs, and build a network of lifelong connections in the tech world.
Software engineering is more than just a career; it's a journey of self-discovery. It's about pushing your limits, embracing challenges, and constantly evolving. Xaltius's training program is your compass, guiding you through the twists and turns of this rewarding path.
Ready to code your future?
Visit our website: Explore our comprehensive software engineering training program and find the perfect fit for your aspirations.
Contact us: Our dedicated team is here to answer your questions and guide you on your coding adventure.
Don't wait, start your software engineering journey with Xaltius today! Let's build the future, one line of code at a time.
#technology#online course#xaltius#artificial intelligence#ai#software engineering certifications#software engineering
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Elevate Your Roofing: Unveiling the Excellence of TAMKO Roofing with Home Crafters Roofing & Contracting
Introduction:
Your roof is more than just a shelter; it's a shield that protects your home and loved ones from the elements. When it comes to roofing solutions that blend durability, aesthetics, and performance, TAMKO Roofing stands as a trusted name. Partnered with Home Crafters Roofing & Contracting, the excellence of TAMKO Roofing comes to life in Parkville, MD. In this blog, we delve into the world of TAMKO Roofing and how Home Crafters Roofing & Contracting brings their expertise to your doorstep.
TAMKO Roofing: Where Quality Meets Innovation
TAMKO Roofing is synonymous with quality, innovation, and reliability. With a legacy spanning over seven decades, TAMKO has consistently delivered roofing materials that exceed industry standards. From shingles to roofing accessories, their range is designed to elevate the beauty and protection of your home.
Diverse TAMKO Roofing Options
Home Crafters Roofing & Contracting understands that every homeowner's needs are unique. Whether you're looking for traditional shingles, premium designs, or energy-efficient options, TAMKO Roofing's diverse range provides choices that cater to your preferences and style.
Quality Installation for Lasting Results
Choosing TAMKO Roofing is just the first step; proper installation is crucial to ensure the roofing's longevity and performance. Home Crafters Roofing & Contracting's skilled team brings meticulous attention to detail and industry best practices to every installation, ensuring that your TAMKO Roofing materials are expertly placed.
Roofing Excellence, Elevated by Partnership
TAMKO Roofing and Home Crafters Roofing & Contracting share a common goal: to provide homeowners with roofing solutions that stand the test of time. With a TAMKO roof installed by our experienced team, you not only enhance your home's curb appeal but also invest in a roofing system that offers durability, protection, and peace of mind.
Conclusion:
When it's time to elevate your roofing to a new level of quality and aesthetics, TAMKO Roofing and Home Crafters Roofing & Contracting join forces to deliver excellence. we bring the expertise of TAMKO Roofing to your doorstep. Trust us to provide roofing solutions that marry durability, innovation, and beauty, ensuring your home remains safe, stylish, and protected for years to come.
Name - Home Crafters Roofing & Contracting
Address - 3133 Hiss Ave, Parkville, MD 21234, United States
Phone No. - +14108827663
Website - https://homecraftersroofing.com/roofing-services/tamko-roofing/
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