#LGBT+ Sims
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dekuboya · 3 months ago
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Short Jon gender euphoria comic for the soul :,)
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catchymemes · 5 months ago
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sejianismodding · 4 months ago
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🎁🌺 [BG] BUGFIX - Update 7/23/2024 broke our bodies. Update 11/7/2024 didn't fix us. This mod fixes us!
☠️ REMINDER: Double-check the OP for updates!
⚔️ This affects EVERYONE!
☄️ Repackaged - 9/21/2024
🚀 Initial Release - 7/30/2024
🎁 Download & Discussions Post: https://www.patreon.com/posts/109088001
🗺️ Modding Announcements Post: https://www.patreon.com/posts/109291501
💜 You're welcome and thanks for the engagement!
👹 EAxis somehow managed to break 18 Deformer Maps that control the shape of all of our bodies back in July with Update 7/23/2024. Since then, we've had NINE (9) updates, TWO (2) new Kits, ONE (1) new FOMO Event, ONE (1) new Expansion Pack, and TWO (2) freshly minted "Creator Kits", BUT THEY STILL HAVEN'T FIXED OUR BODIES! I've now gone the extra mile and listed all 18 Instance identifiers for the 18 Deformer Maps in my most recent comment on the Bug Report following the release of Update 9/18/2024: https://answers.ea.com/t5/Bug-Reports/OPEN-Spine-distortion-on-male-Sims-with-female-frame/m-p/14053376/highlight/true#M293677
💜 @xandezsims said I could nick the animated thingamajig. Danke!
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I'm shortening my short-form formatting with "Keep reading". 😹
🌺 "KEEP READING" TO UNDERSTAND HOW THIS AFFECTS EVERYONE AND NOT JUST MALE SIMS WITH FEMININE FRAMES.
All sims aged TEEN through ELDER are affected by this but you will only see it under certain circumstances:
The distortion will not occur when wearing frame-appropriate clothing.
Cisframe sims will see it when wearing clothing that was made for the opposite Physical Frame. As a cisframe simmer, you might still ask yourself how this affects you, to which I will say, for the last 10 years EAxis has done and continues to do a horrible job at their own Restrict Opposite PartFlags despite numerous bug reports. There are numerous clothing made for one or the other that is improperly flagged for the opposite, eg. there are MANY Lower Body pants available for Female sims that appear under Feminine Fashion that was made for Male sims and cause distortions on Female bodies. They were NOT remade for Female sims. The Male item was flagged for both Fashion Choices.
Transframe sims will see it when nude or wearing "default" underwear and also when wearing clothing that was made for the opposite Physical Frame. The above applies, but if you've got a transframe sim, you've already encountered that issue even before this "bug" was introduced. Fixing these incompetent Restrict Opposite PartFlags is the core concept behind my CAS Overrides.
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Male sims with Feminine Frames will see a raised "spine" from neck to butt while Female sims with Masculine Frames will see a sunken "spine".
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Female sims with Feminine Frames wearing Male clothing will see a raised "spine" from neck to butt, and Male sims with Masculine Frames wearing Female clothing will see a sunken "spine".
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tawnyevergreen · 10 months ago
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Bones are a lie peddled by Big Milk
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kuroashims · 5 months ago
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pride month may be over, but pride never is
♔ an unexpected gathering
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starsh0ck · 6 months ago
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more silly pride month tma drawings 🏳️‍⚧️🏳️‍⚧️
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lgbtpopcult · 6 months ago
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Top 21 Video Games That You Can Play Gay (As a Woman)
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Fields Of Mistria
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The Walking Dead by Telltale Games
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Life is Strange True colors
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The last of Us 1 & 2
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Baldur’s Gate 3
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Assassin's Creed Odyssey
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The Sims Franchise
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Lake
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Echoes of the plum grove
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Assassin's Creed Valhalla
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Stardew Valley
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Rune factory 5
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Mass Effect
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Little Goody Two Shoes
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Dear Althea
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Gone Home
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Sword of the Necromancer
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Story of Seasons: Pioneers of Olive Town
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A Summer's End - Hong Kong 1986
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Dragon Age Inquisition
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fiendco · 7 months ago
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artwork by me
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smsims-evekleos · 5 months ago
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─────────────────── ⋆⋅☆⋅⋆ ───────────────────
⟡DOWNLOAD FREE HERE⟡
I really wanted to remake these to fix up some of the textures and the feet inside, but I ended up just remeshing the whole thing. Now they use Magicbot's footmesh ^^
Mesh: all LODs, 100% new, poly 9k   Textures: 100% new, HQ enabled
─────────────────── ⋆⋅☆⋅⋆ ───────────────────
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moon-simmers · 5 months ago
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HAPPY PRIDE MONTH
As every year this is a good date to remember the daily struggle for the rights of the LBGT+ community. It is also a time to learn about the people who made it possible for us to identify ourselves as who we are today without fear of reprisals or being punished by the law. This month I got involved in the history of Argentina and its different movements for the fight for rights through the 20th century. Here I come to share some important figures, some more known than others, but obviously there are a lot that I have left out of this publication.
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Sara Facio (1932-2024) & Maria Elena Walsh (1930-2011)
A couple of intellectual artists that would need a separate publication to go deeper into the subject. Sara is one of the greatest Latin American photographers who with her camera contributed to the creation of the most outstanding photographic heritage of the country. Maria Elena is a writer, singer and composer whose children's songs resonate to this day because they are much more profound than they seem and are still relevant today.
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Salvadora Medina Onrubia (1894-1972)
She was a writer, militant anarchist, single mother and the first woman to run a newspaper in the country. She was the first Argentinean woman to dare to write about double sinners, lesbians and adulteresses. One of her most valued plays was Las descentradas, premiered in 1929. There, Salvadora honors her own contradictions, narrating women who question monogamous structures, marriage and the traditional family.
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Malva Solis (1920-2015)
She was a transvestite writer who lived for 95 years when the life expectancy of this community in the country was under 40 years old. In 1951 founded the first trans organization on record, Maricas Unidas Argentinas. She has the oldest series of trans photographs in the country, dating from 1940 to 1980, when simply having those photographs at home was cause for being arrested. There is a documentary based on the photographs and conversations with her at her home called "Con Nombre de flor".
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Jorge Horacio Ballve Piñero (1920-?)
Piñero was a young man from a well-to-do family of the Buenos Aires society at the beginning of the century. Together with his best friend Adolfo and Blanca, he organized gatherings in his apartment in Recoleta, and was a pioneer of male erotic photography. They mixed the privileged social class with workers, dishwashers, gas station workers, sailors and cadets from the Military College. These three characters were involved in a police case involving cadets from the military college, known as the Cadet Scandal. In the police archives remain captive the photographic collection, intended for pleasure and personal aesthetic enjoyment that tragically proved key to incriminate some friends who just wanted to have fun.
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Ruth Mary Kelly (1925-1994)
She was a bisexual woman, who worked as a "Wohoo Worker". Founder of Grupo Safo in 1972, the first Argentine lesbian organization, and of the Frente de Liberación Homosexual (Homosexual Liberation Front). In 1972 she wrote Memorial de los Infiernos about her experiences as a "Wohoo" worker and bisexual, persecuted by the psychiatric-prison system.
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Manuel Puig (1932-1990)
He was an Argentine writer and LGBT+ activist, author of the novels Boquitas pintadas, El beso de la mujer araña (Considered one of the most recognized LGBT works in Latin America and one of the best works in Spanish of the 20th century) etc. He also fought against authoritarianism and machismo, and was one of the founders of the Homosexual Liberation Front in 1971, one of the first associations for the defense of LGBTQI+ rights.
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Mariela Muñoz (1943-2017)
She was the first transsexual woman to be recognized by the state and given a female ID card on May 2, 1997. At the age of 16 she became independent, and it was then that she began caring for children, teenagers and single mothers. She cared for children who had been abandoned by their mothers, whom she loved and cared for. She raised, during her lifetime, 23 children and 30 grandchildren. In a dispute over the guardianship of 3 children in 1993, Argentina was confronted for the first time with the debate as to whether a transsexual person "could be a mother"
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Carlos Jauregui (1957-1996) & Raul Soria
Carlos was a History professor and the founder of the Civil Association Gays for Civil Rights, organizer of the first Pride march in Buenos Aires and an essential figure for Argentine activism. In 1984, he broke with the schemes by appearing in the magazine Siete Días embracing the activist Raul Soria, a homosexual person assumed his sexuality in a public way for the first time. He believed that media visibility is fundamental for LGTB people. Leaving aside the fear and silence that other generations suffered for years. In 1985, Raul would present himself as the first gay candidate for congressman in the country.
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Roberto Jauregui (1960-1994)
Brother of Carlos, was a journalist, actor and the first activist for the rights of people with HIV in the country. In 1989 he exposed the inequality in access to treatment at that time due to the price of medication. He played a central role in marches, actions, talks and interviews to demand human rights for people living with the virus. A well-known phrase of his is "Showing one's face is not easy in a society that discriminates, censures and separates".
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Cris Miró (1965-1999)
Cris was the first visible trans people that appeared in the media and broke with the "transvestite" paradigm. A dental student, she got involved in the artistic underworld and later studied classical dance, musical comedy and acting. Her career was meteoric: the popularity of revue theater catapulted her to the small screen where she became a sought-after figure in the most popular programs. On June 23rd, a series about his life inspired by his biography was released, available on Prime Video.
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Alejandro Vannelli (1948-) y Ernesto Larresse (1950-)
They were the first couple in the province of Buenos Aires to get legally married on July 30, 2010 after the Equal Marriage Law was passed. They met in 1976 because of a triple A bomb in the theater where Larresse was performing with Nacha Guevara, then he joined the cast of Vannelli. At the beginning they did not like each other because of Vanelli's appearance as a wealthy young man and Larresse was the opposite, but opposites attracted and they were a couple for 34 years.
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Norma Castillo (1943-) y Ramona "Cachita" Arévalo (1943-2018)
They were the of South America's first gay marriage on April 9, 2010. Norma and Ramona were married to two Colombians, who were cousins to each other. During the dictatorship they both went into exile in Colombia and there they fell in love and lived their romance clandestinely, until Cachita separated and Norma was widowed by her husband. They lived their love freely and even opened an LGBT discotheque in Colombia. In 1998 they returned to Argentina and began to work in sexual diversity organizations.
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Feliciano Centurión 1962-1996)
He was a visual artist, a Paraguayan painter professionally trained in Argentina. He grew up in a home dominated by women, where he learned to sew and crochet. Inspired by queer aesthetics and folk art, he used to incorporate household textiles and references to the natural world. She handled kitsch art and languages not considered high art with a great deal of knowledge and sensitivity.
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Humberto Tortonese (1964-) , Alejandro Urdapilleta (1954-2013) & Batato Barea (1961-1991)
Batato was an actor and "literary transvestite clown" as he called himself, one of the most important personalities of the underground theater movement of the post-dictatorship years. Together with Alejandro Urdapilleta and Humberto Tortonese, revolutionized the underground scene of the 80's - in places like the Parakultural. They disguised themselves, wore make-up and improvised delirious and strident scenes for the decade.
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Sandra Mihanovich & Celeste Carballo
Sandra and Celeste are two singers who were visibly lesbians during the 80s and early 90s. Together they released the albums "Somos mucho mas que dos" and "Mujer contra mujer" which became a symbol of belonging for the whole LGBTQ arc in our country. They managed to be part of the rock scene, an area historically dominated by men. Sandra among all her songs is "Soy lo que soy" released in 1984 composed by Henry Jerman.
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sarahsimmerxo · 6 months ago
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𝐏𝐫𝐢𝐝𝐞 𝐌𝐨𝐧𝐭𝐡 𝐂𝐀𝐒 𝐂𝐡𝐚𝐥𝐥𝐞𝐧𝐠𝐞 ☁️✨
Happy Pride Month, Simmers! 🏳️‍🌈🏳️‍⚧️ I created this CAS Challenge and I'd LOVE for you to participate!
There are 30 prompts, one prompt for each day of the month. Feel free to mix and match to your liking- but most importantly, have fun with it!!!
Post your creation with the hashtag #PMCAS and feel free to tag me, I'll do my best to repost your beautiful sims!
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dekuboya · 6 months ago
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Happy pride from the Institute’s favorite gay ppl!!!!!❤️🧡💛💚💙💜🤎🖤
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team-avia · 8 months ago
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"You've got it all, huh? Must be nice on that side of the mirror- right?"
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tawnyevergreen · 1 year ago
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Thinking about them
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gilbertbakerpridesimslegacy · 4 months ago
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Gilbert Baker's Pride Legacy: an LGBT Legacy Challenge
This Sims 4 challenge is based on Gilbert Baker’s original 8 stripe rainbow pride flag. Baker assigned each stripe a meaning connecting to the LGBT community. Each generation embodies one of these stripes and their meanings. 
Every generation heir must complete their aspiration and reach the top level of their careers. Each heir must wear at least one item of their respective stripe colors at all times. Each heir can be any gender, including trans and nonbinary genders, unless specified otherwise.  Each heir can be any sexuality, unless specified otherwise.  The only rule: the main sim cannot be both cisgender and heterosexual/heteromantic.  You are encouraged to hang the pride flag of your sim’s identity, whatever you decide it is.
For rules in written form, see here.
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breathlesswinds · 8 months ago
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(Devlog) What We Learned Making A Trans Dating Game
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Hello, Amelia here, the writer for Breathless Winds. It's been 250,000+ words, countless revisions, and three years since this game entered development, and I wanted to talk about what I've learned leading up to release.
The concept for Breathless Winds was actually sort of a joke between friends. I was talking with Doris about how there should be a dating game where you play as a trans woman and your dating options revolve around certain ‘tropes’ we’d both seen in trans fiction-- the totally accepting cishet guy who falls in love with the trans heroine before she even knows she’s a woman, the cool trans woman who the heroine doesn’t know if she wants to date or wants to be, and so on.
Doris wound up suggesting we make this game ourselves. We both like visual novels and want to tell LGBT stories. Still half-jokingly and half-seriously, we started fleshing out what the romance options would be and coming up with a setting-- and soon, we were fully committed to making this game real.
I was a fan of visual novels but had only ever written prose. I knew which visual novels I liked and which scenes stood out, but I didn’t know why they did or how to make my own. 
I read some great advice from visual novel developers, but a good amount of my knowledge came from just working on Breathless Winds. As our first project, this game has grown a lot with us and we’ve learned a lot while making it.
Learning How to Write Visual Novels
A bad habit I had to break out of was only using the ‘novel’ part of the game and not the ‘visual’ part. I would sometimes write “He smiled” or lines like that, and Doris informed me that we can convey this much more simply with a sprite change.
It sounds obvious in retrospect, but lines like that are often pretty invisible when you’re reading a non-visual novel. These lines change the sprite of the character inside your head (if that makes sense, haha). I realized that I’m so used to them being ‘invisible’ that I didn’t notice their absence in visual novels I liked, so I would accidentally include them while writing. 
I was also writing these routes in a word processor, so I didn’t have the visual portion to reference, myself. I wound up making a lot of ‘tone’ notes like, “Lantana should be smug here” so that the meaning would carry when revising and implementing these into Ren’py. 
So, while visual novels share a lot with prose, they’re an entirely different medium. On the subject of representing things visually, I’ve struggled trying to figure out how much can be visually represented and how much should be written. 
Every asset in the game has to be drawn by Doris, so if I want the characters to go to a new location for a scene, I have to keep in mind that’s another background that Doris has to draw. If I want a new character to show up, that’s another sprite she has to draw. I don’t want to overload her, but if I’m trying to avoid this entirely, characters sometimes wind up standing in one room talking for ages without anything significant changing on-screen.
I’ve learned that it’s recommended for something to almost always be changing on-screen, though, so sometimes I just have to ask Doris to make a new asset for a certain scene. I still try to stick to locations/characters that already exist more often than not.
Every single thing in a visual novel is deliberate. Another thing I’ve had to learn that I never even considered before is how to write each line so it fits in the text box. It sounds obvious, but when I’m playing a visual novel, I don’t usually think about how each line has to be carefully constructed so it doesn’t need to be split up into two or more text boxes. In my mind, if a visual novel is well-created, there’s not much that breaks a reader’s immersion.
Planning & Outlining
The previous section might sound really weird to some people, so let me elaborate.  I’m a lifelong ‘write by the seat of your pants’-er, so the biggest trial-and-error of creating Breathless Winds for me was planning out the game.
Initially, I created outlines for each of the four routes, and we agreed ahead of time on which CGs each route would have. That way, Doris could draw the necessary backgrounds and CGs while I was in the long process of drafting this game.  My original outlines weren’t great. I know a lot of people have different experiences with writing, but for me personally, a story is always shaping itself in my mind. When I started making the outlines for Breathless Winds, I knew the concepts we wanted to convey, but I didn’t know what each route (and the game as a whole) was really about yet. This might sound weird and unprofessional, but sometimes, I don’t know what a story is about until I finish the first draft.
So while I was writing, I would look at my outlines and I would think, “this doesn’t actually make sense, he wouldn’t say that” or “this plot point would work better if moved to this other section” or “there’s a plot hole here I didn’t notice”. The story wound up changing a lot in this way as I learned what it’s really ‘about’. 
And even after I finished the first draft, I’d get feedback from Doris and/or my editor and they would suggest fixes to problems that even I hadn’t noticed, and then I would revise the route some more, and later on I’d come back and need to redo part of the route to comply with something I wrote in a later route-- I haven’t really felt ‘finished’ with Breathless Winds at any point, and I think I’ll still feel this way after the game is released.
This means that sometimes, a background was created but would go unused because there was no space for the scene that would use it, or we’d need a new CG last-minute, or so on. 
When I’m figuring things out as I go while writing a non-VN, the only person that I can adversely affect is my own self… so I’m eternally grateful for all of Doris’s patience with me on this matter. I think Breathless Winds has come out a much better game for all the re-plotting and revision. 
I redid the outlines several times as I went. I think I’ve understood how to create outlines that personally work for me-- ‘living’ outlines that hit all the main points, but leave wiggle room for moments when a character does something unexpected, work the best for me.
Scope Creep
So, originally, each route was meant to be 40,000 words. “With four routes, that’s only 160,000 words!” I thought. “And some of my favorite visual novels are about that long, so I can write that much, too!” ← clueless
This is the most infamous mistake that new creators make, and I walked right into it. I should have known better since I’ve bitten off more than I can chew with past non-VN writing projects before, but I was starry-eyed and didn’t realize how much work it is to make a VN. Some of those favorite visual novels I referenced were made by much larger teams, writers whose full-time job was writing (I wrote all of these routes on the side while working at a day job). 
If I could have done it again, I would have asked Doris to start out with a really short VN. But, I don’t regret making Breathless Winds at all. It’s brought Doris and I a lot closer, for one. Every time I thought I wanted to give up on this, Doris would motivate me to continue. Without the two of us both and our strong friendship, Breathless Winds wouldn’t exist, and I think that’s beautiful. 
No matter what, we’re going to see it through to the end. (I hope people like it, though…)
Anyway, here I am talking about how much 40,000 words is. Each route now is about 60k to 70k words. The problem with having evolving outlines is that they can often evolve into double their original size.
We came up with the idea of the poachers really early in development, and then not addressing the poachers felt like a failing, but by that point it was too late to remove the poachers entirely… and so the game wound up a lot longer dealing with the poachers. 
I think that if we had an editor sooner on in the game’s development, then we might have had someone to tell us, “do you really need all of this in the game? Does this plot point really need to be there? Will you be able to write all of this in a reasonable amount of time?”, haha. But Doris and I were really excited about the possibilities of this game when we started creating it, and without anyone to reel us back in, we wound up coming up with more and more things we wanted to put in the game.
Did you know there was going to be an island full of talking rats who say things like “the big cheese” and stuff all the time in Breathless Winds? Yeah. 
The Core Design Philosophy of Breathless Winds
So, for anyone who’s read this far but doesn’t know yet-- the premise of Breathless Winds is that you play as a trans woman who doesn’t know she’s trans yet, and she finds love with one of four love interests as she discovers her gender identity. 
In real life, it can be a lot messier for a person to date when discovering their gender identity. To put it briefly and mildly, a trans person’s life and sense of personal identity can rapidly change during a gender crisis and the early stages of transition. 
However, we wanted to make this game a ‘wish-fulfillment’ type story-- a trans fantasy about acceptance, community, and love. During a gender crisis, it can be easy to feel as if one has lost touch with themselves and become isolated from others. A sincere wish shared by many trans people is to be accepted, loved, and even celebrated as their true gender, not just tolerated. 
Since many trans people don’t get love and acceptance in real life, especially with the ongoing transphobic moral panic, we wanted to create a game that would bring this feeling of trans joy and celebration to trans audiences. 
We also hope that cis players will still enjoy the story and characters, and maybe come away from the game with a new understanding about being transgender and other aspects of LGBT identity (although we never intended this game to be ‘educational’).
Making Characters that Celebrate Trans Identity
Although we went through several revisions, the core identities of each character stayed the same since the game was first ‘jokingly’ pitched. In another post, I discussed how each character is themed around a change in seasons. (I also wound up theming them around the four humors when I was initially concepting them-- I really wanted to avoid too much ‘overlap’ in the LI’s personalities, haha). 
Ultimately, characters are created to serve a role. The LIs in Breathless Winds were designed to be love interests, of course-- characters who would appeal to the hypothetical trans femme audience. As mentioned earlier, we modeled them after other trans fiction tropes because these types of characters have a certain tried-and-true appeal, but this left plenty of flexibility to put our own spin on it. 
A trans woman being loved as a woman by a cishet guy can feel like a high form of ‘passing’, ‘fitting in’ to the female gender role, and being validated by his orientation. He only likes women, and he likes you, so you’re undoubtedly a woman. As a cishet guy, he represents a sort of acceptance into a societal norm that trans women can desire to live to. (Lantana, as a cis lesbian, represents the sapphic counterpoint to this-- although there is of course a big gap between the ‘normalcy’ of a cishet man and a cis lesbian woman, and I don’t mean to say those two are equivalent.) 
But not all trans women want to live to that (cis) societal norm. Rue and Valerian, as a trans woman and a trans man respectively, are the t4t options. 
Rue’s route represents that trans/sapphic ‘envy’ (“do I want her or do I want to be her?”) as well as finding power in community aside from what society considers ‘normal’. We’ve always been pretty clear about what we wanted to do with Rue’s route.
We went back and forth a lot more on Valerian’s route. Initially, we were unsure if he should be trans. He and Rue are the two less-friendly love interests (at least initially), so I was afraid it would come across that t4t is a more hostile option, which is not true at all. But it also felt like a mistake to not have a trans man in the game-- but making Gallardia trans would have required a big overhaul of what we had in mind for him and his route. (Although, childhood friends t4t is a really good idea...)
Beyond that, Valerian takes a villainous role in any route that isn't his own. We were worried that it would be wrong to have a trans antagonist who represents unjust power. However, Breathless Winds is a queer game with other positive trans characters, and we've always approached Valerian as a hot anti-villain man that you can't help but like.
In the end, Valerian’s route is about breaking generational cycles and what it is that makes you a man, and I also managed to sneak in a scene where they dance at a ball in the royal palace, so in the end I think it all worked out great.
Wish Fulfillment and Catharsis
Doris and I both agreed that we wouldn’t depict on-screen transphobia in Breathless Winds. Poppy worries about not being accepted, but fear of acceptance can come with any change in identity. Rue was rejected by her family for being trans, but this doesn’t take place ‘on screen’ in the game. There exist certain metaphorical parallels for transness and transphobia, but every route has a happy ending. 
Following up on this-- it can be difficult to write about discovery of gender identity without writing about transphobia, considering how many trans people suffer from internalized transphobia during their period of repression.
Sometimes, repressed/closeted transgender people ‘hyper-perform’ their assigned gender as a form of denial. A trans woman might grow out a beard and join a gym, while a trans man might become very interested in makeup and feminine clothing. 
In Breathless Winds, Poppy often struggles with ‘strength’ and what it means to be a man. In several routes, she tries to prove her strength under the assumption that being stronger would make her happy. Afraid the world would reject her if she became who she really is, she preemptively rejects herself.
Not every trans person suffers from prolonged denial, internalized transphobia, or even gender dysphoria. I don’t think it’s impossible to tell a purely-positive story about trans joy. 
While Poppy never gets rejected for being trans, faces transphobia, gets called a slur, etc, she faces both internal and external (metaphorical) obstacles to realizing and accepting her identity. 
Gallardia represents a societal norm that Poppy can’t live up to herself as a man.
Lantana suffers from certain aspects of her identity as a woman, which makes Poppy feel guilt for wanting to be a girl.
Rue is isolated from town at the start of her route, a ‘punishment�� for breaking this societal norm.
Valerian has to hyper-conform to his masculine gender role at first in toxic ways before finding acceptance from within and from his loved ones.
These struggles are real to a lot of people, but instead of pretending they don’t exist, I hoped to tell a story about catharsis. Poppy is able to live up to her truth as a woman and finds love with Gallardia, Poppy and Lantana redefine what being a woman should and does mean to them, Rue and Poppy find community in others who don’t fit the norm, Poppy and Valerian stop seeking gender validation from a society that was never made to serve them. 
Although these powerful forces of oppression exist, loving yourself as a trans person- and loving those around you, protecting the natural world, and standing up for what you believe in- can save the day. That’s the kind of story we wanted to tell.
Wrap-up
There’s a lot more I could write, but this has already gotten really long (sorry!) so I’ll wrap it up here. 
Learning how to write a visual novel in terms of technical skill (how to depict events on-screen, how long each line should be) as well as in terms of writing skill (how to outline the game, how to plan visual assets) has been a massive undertaking for me. 
Writing Breathless Winds has been a big challenge but also deeply rewarding, and all of your support has made the experience even more wonderful. Thank you for reading and thank you for supporting the game!
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