#beasteon
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Sulidas are aquatic birds supposedly descending from the domestic waterfowl. Ideally adapted to the water environment and ready for the ocean life in a few hours after hatching, they still need dry land to breed. They are intelligent, playful, sociable... and have tender, nutritious meat. Though some refuse to eat these sea creatures, others happily indulge in a delicious dish whenever a lucky hunter or fisher brings home a beaked "fish".
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Thank you! Eye color is changeable just like body colors are, they will most likely share the same color wheel. You wont be limited by a few choices or alliances :V
I found Image Magick shortly after posting that, I’m definitely considering it. But I’ll probably just stick to the composite command if I do, and do all recolors by hand mostly because I’m super nit-picky. I won’t rule out hex for other features though :o Thank you! Beasteon is looking rad so far! ❤
I’ll keep your name on file! Thanks for the interest :)
It will be rather large-ish. Not has big as a hex automated wheel (color picker type scenario), but bigger than the color choices of say, FR. I have narrowed down over 100 unique colors atm. Community input is always valued and I’ll be asking folks opinions and pools whenever I can. No tools as of yet.
Clothing items is a tough one. Mutations change up the silhouette of breeds considerably, so there may be variations of the same item to fix that. At the moment there are no different male or female bases which cuts the workload down a lot in that regard. Independent items may be favored simply because they’re much simpler, but it all depends.
At the moment: Breeding cool-downs. There won’t be any other limits besides that one.
Thank you ;v; Yes of course! The next base and/or item I create, I’ll make sure to save a step-by-step and note down settings I use.
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Beasteon via /r/pokemongo https://ift.tt/2XoYhej
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Hadeon (hades), Cerbeon (Cerberus), Beasteon (beast), or Houndeon (hellhound but like... Nintendo friendly lol)?
Inspired by @thenerdbeast’s suggestion of a barghest (hellound) and hellhounds in general, and requested by @moonlightcook1e, @andrea-always, @thespeechatthestone, and @callii.
#??? - On rare occasion, an Eevee can be affected by more than one environmental factor, and reacts to grow into a new, rare evolution. A Fire/Dark Eeveelution may possibly occur when a nocturnal Eevee lives near a strong heat source, has been taken in by fire-type Pokemon, or was badly burned while young - fully recovering from the attack. These Eeveelutions are most active at night, where they hunt through a deadly combination of stealth, fear tactics, and fire attacks. The glowing vents on their stomach allows them to release excess heat, as well as release a thick cloud of hot smoke to hide within. Though generally good-natured and superbly loyal, superstition hangs over these Pokemon, causing many Trainers to fear the sight of their devilish silhouette and glowing red eyes. Legends say that these Eeveelutions can be found sulking in the shadows behind a person who is doomed to die soon, though in reality it just means they’ve taken a liking to you! Fire/Dark Eeveelutions enjoy battling and become fierce companions to those who treat them well.
Named: ?
Other dual-type Eeveelutions
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Follow for more Dual-Typed Eeveelutions!
FAQ | Social Media | Pokemon Index | Commission Information
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Beasteon - Rebelliøn (Original Mix) | Masstron Records by Masstron Records https://soundcloud.com/masstron-records/beasteon-rebellion-original-mix-masstron-records
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A hopper approaches you. Someone dressed the critter as a postman - it even has a cap with straps preventing the wearer from losing it. Is this a weird joke?... The animal opens its bag and handles you a newspaper, then busily leaves - probably towards the next addressee. You wonder why would anyone spend their time to train one of these unintelligent grazers instead of just asking a Beast. Maybe the newspaper contains the answer...
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Anonymous asked:
Can you show us a glimpse of the adult Lykos yet? And this looks amazing i cant wait! Also, can the beast have pets? Like a lykos have a one of those fluff balls as a pet? (Sorry, i forgot their name XD)
Adult Lykos hasn’t got its redraw yet. At this point, we don’t plan to change its posing or anatomy, just to clean up the original image a bit to match other Beast artworks.
Yes, petpets are planned, and your guess about the designation of Furriosas is completely correct! They are collectible pets for Beasts.
rawrzskythrone asked:
Hey! I've got a couple questions about the Beast mechanics. Once a Beast grows up, will you have to continually feed it? Does anything happen if you don't? Can Beasts get sick or injured and how will that condition impact them? Can a Beast choose to abandon you instead of you chasing it away? Sorry for the barrage!
Hi!
1) Each Beast needs to consume a certain number of food points each day. Food and diet management plays a big role, but at the basic level, it's pretty much automated until you want your Beasts to eat something specific. They will go and search for food themselves, be it their inventory, your warehouse, a café somewhere outside your manor, or even utilizing their skills (gathering, hunting, fishing, cooking) to obtain something edible. Without food, a Beast will gradually lose its weight, health and raise its stress level.
2) We have an extensive diseases/injuries system in plans, but it will be pretty basic at the start. There are several statuses that raise Beast's stress level and apply disease-specific debuffs. Some examples are inability to craft with a limb fracture, increased fail chance for all actions while constantly scratching because of insect bites, reduced speed and agility for molting birds, reduced daily energy because of fever, reduced attractiveness because of rash. These statuses may fall off themselves with time or be removed through a treatment purchased from a NPC seller.
3) At a certain point, a Beast may decide to leave its keeper if its life becomes utterly unbearable. This may happen if it has a high stress level for too long, its needs are not met, it has health or personal life issues, etc. One specific need we'd like to specifically mention here is the need for freedom. It's possible to force a Beast to leave the manor by issuing too many orders and micro-managing each aspect of its life.
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We also have two very popular questions asked by a lot of our subscribers.
Will there be deviants?
Yes, non-heritable visual mutations are planned, i.e. unusual pigmentation like erythrism or albinism, overgrown fangs, and double horn.
What is your development progress? When the game will be open to the public?
We're not giving any estimates right now, though we can assure that we're working on the game as much as possible. At this point, the team is slowed down by significant health issues and the need to earn money for living. We still have a lot to be done, but here are some things that we've been working on!
Training hoppers. We have 2D animation with Spine 2D in our scope now, potentially allowing to introduce things like mini-games, rich explore mode visuals and even animated Beasts themselves.
Repainting all terrain tiles to larger and less busy versions
Working on isometric fauna and flora
Inventing a way to create a 2D Beast "model" that may be used for 8-side isometric movement, doesn't require enormous space to store Beast images like sprite animation does, and supports easy recoloring. Currently we're remaking 3D-rendered isometric sprites into Spine animated 2D textures.
Peeking into Unity as a way to implement everything mini-game related and maybe exploration
Extending and developing the lore
Reworking Beast psychic model from the neural structure to a proprietary pattern. The neural-like structure turned out to be producing results that are hard for players to track and understand where they came from
Experimenting with Blender to create procedural striped patterns
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A showcase of gatherable flora.
We also updated our terrain tileset. The old terrain tiles were too busy and distracting, had too high contrast and needed reworking direly. 3 basic biotopes (grassland, tundra, desert) got new tilesets, plus one new for badlands, resulting in a total of 270 new handpainted tiles. All objects are now clearly visible and not arguing with the terrain for attention, yay!
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Bestiary - Nightgaunt
Monsters of Europa are usually universally known under their ancient names, given in the Age of Primordial Wonder by the Demigods themselves. Over the Long Dark, the Administratum preserved these names – and later, in the Discovery Age, spread them among the populace with active participation of the Sentinels and the Warlock-Rovers. These names seem to originate from some kind of prehistoric language, lost and forgotten in all other aspects (not completely, say some, because species that appeared in later ages receive such names as well). However, most of Europa’s monsters also have local nicknames. Some may have dozens of them, depending on how widespread they are through the realms. Beastlord houses and major factions care little of these aliases as they tend to change not just with the change of region but also in the course of time. This creature is thus a particularly curious exception.
There is a lot of discussion around the origins of the name "Nightgaunt". The Sentinels lead one camp, claiming Nightgaunts to be a relatively young species that takes its origins in the late Age of the Long Dark. This seems to be a logical suggestion, as these creatures remained hidden from the Explorers for quite a long time (they were discovered only in the in later eons of the Discovery Age) and no mention, even tales of them from earlier ages were found. However, there’s an opposite theory enforced by a smaller group of scientists from lesser Beastlord houses, informally supported by some of the Warlocks. They claim the Nightgaunts to be ancient creatures, as old as the Primordial Wonder itself. This hypothesis has much fewer followers, for only indirect proofs of it have been produced to this day. On the other hand, this is what actually makes it so tempting.
The thing is, the origins of the Nightgaunts is only a sort of side-project in a larger history theory. The theory claims that, during the Age of Primordial Wonder, there was an island in the southern part of the Europa Ocean. Specifically, it was located in the area called Point Nemo, the oceanic pole of inaccessibility (the place in the ocean that is farthest from land). This island was the top of a volcanic mountain erected by the Demigods. Ancient data claims it to be more than 7 000 meters high above the ocean level and over 15 000 meters if measured from the ocean bed - which makes it the tallest mountain that ever stood on Europa. However, it didn’t last to this day. Presumably, it collapsed due to certain tectonic activities of the Great Machines in the early days of the Long Dark. As the theorists have it, the reason for such a natural disaster lies in the structure of the Point Nemo mountain. And that’s where the real mystery begins.
Europa has no widespread religion, but some local cults and churches of limited influence are present on it. Their quantity and number of adherents vary over time; the same goes true for the nature of the mystical knowledge on which they are based. There is, however, one common feature that can be traced through almost all of them. Different as they are, they all tell the legend of the Underworld, a place of unspeakable horrors and grim wonders. These myths do not place the Underworld, or Shezurh, on the ethereal plane or in another dimension, but say instead that it can found somewhere in Europa. According to religious texts, one can enter it through the labyrinth of caves in an ancient volcano.
Scientists studied this religious myth and came to the conclusion that Shezurh could actually have existed at Point Nemo. If so, the mountain could be hollow, with an immense, complex system of tunnels, halls, and galleries. It is not a rare occasion for the Demigods to build large underground facilities for various purposes, and the collapse of Point Nemo could have been the result of a malfunction within the machinery that was supposed to keep it intact.
The exact purpose of Shezurh is unknown, but legends depict it as a dark and dangerous place, inhabited by the creatures of alien or even demonic nature. Actually, Nightgaunts are believed to be of these creatures - the ones who hunt, kidnap their victims and drag them into the dungeons of Shezurh.
Obviously, for most of the scientists “Nightgaunt” looks like a nickname spread among religious cults. Their opponents point at an unusual universality of the name’s origin: it is known and used by a great many communities spread throughout Europa with no connection between one another.
Nightgaunts were considered being creatures of myth for eons – until, recently, their existence was scientifically confirmed. Not much about them was discovered since that day, though, for they are dangerous and secretive predators and are anything but easy to observe and study. They are only active during the night when they stay cautious at all times. They avoid any pursuer, often outflanking and attacking them. They are swift and soundless flyers unmatched at sudden swoops, and are able to overcome a target twice as large as them. For flying they use a membrane between the tail and forelimbs (also called disk) and a large sack on the back, which a Nightgaunt can fill with lighter-than-air organic gas. Nightgaunt can produce this gas to gain lifting and release it in a short burst, like a jet engine. During the daytime, they stay in deep caves and caverns or, often in abandoned underground complexes.
The Nightgaunt origin idea of the Pole Nemo theory is that there was actually the Shezurh mountain, erected by the Demigods during the Primordial Wonder. The Nightgaunts were the inhabitants of Shezurh – perhaps just one species among others, yet undiscovered. The mountain collapsed in the wake of the Long Dark - but not entirely. Only upper levels were destroyed, and Pole Nemo became submerged and concealed until the Age of Discovery. At some point, its isolation was breached, presumably by part of the mountain raising above the sea level for a certain period of time. And the Nightgaunts broke free. As they are perfectly able to fly great distances, part of them managed to reach the nearest land and spread on Europa’s archipelagos. A small group of enthusiasts even claim there were several such liberations. Genetic analysis of different territorial groups shows that younger ones are not originating from the older, but all have one genotype of origin - which may be taken as proof that different colonies form as offspring of the original one. And as such colony is yet undiscovered, some presume it to dwell within Shezurh.
Be it as it may, Nightgaunts are creatures unique for Europa and certainly look like one of those mysteries left by the Demigods for us to solve.
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Gryphon baby base
Like all other young birds, a baby gryphlet is covered in dull fluff which provides only a slight hint about the future plumage colors until the baby fledges.
#beasteon#virtual pet game#gryphon#griffin#playable beast#virtual pet sim#virtual pet#indie game#indiedev#browser game
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There's a bunch of different screens, but taking into account your reference to BeastKeeper, you probably mean the Beast profile . UI for such unconventional things is always a challenge, especially when you need to squeeze in that much data. Also as we know now, a tutorial is of a great importance when learning game controls, and it was literally non-existant in terms of GUI in BeastKeeper. No wonder you found it confusing! We plan to make a tutorial that takes into account this aspect of the game as well, starting simple and moving to more complex things. It's a big chunk of work itself, but it surely needs to be done.
We're still looking for the best solutions and moving things around. All crucial info is placed at the top of the screen to be available without scrolling, and detailed data goes below that. The current WIP version looks like this:
Most of the interactions with a Beast are available without scrolling. There's a context menu which appears when clicking a Beast:
It provides a quick access to all areas where you may want to do something with a Beast (issue orders, wear items, change allowance size, make gifts, craft items, check recent actions, etc.)
Dialog overlay for events waiting for player's decision:
The data&details part isn’t that minimalistic, but there’s no other nice way to get it all in one place...
Inventory and item details:
We're still looking for a good solution to represent genetic info and phenotypic traits. The system is more complex than that of BeastKeeper, so we need to find a truly effective way of representing that much of heterogenous data which is the task we haven't solved yet.
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The concept of a portal for the explore mode
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Yummy pizza! Choose your favorite toppings and make your own.
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The furriosas are seemingly cute little creatures too small and primitive to be called monsters. They look like tiny balls of fur no more than 2 inches large and with no eyes, nose, and ears – only a maw full of sharp needle-like teeth. The fur varies in color and texture, making them valued by some of the Keepers, as well as citizens of Beastopia.
The nervous system is undeveloped. The furriosas do not sense pain, cold, heat or even touch. Driven only by hunger, they slowly move by rolling in a random direction. These critters neither grow, age, nor they feel the need to reproduce. Almost anything organic works as food, though they consume very small amounts of it.
Dare not pet or even touch a furriosa! You're nothing but a pile of food for it.
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Bestiary - Incirean
Perhaps the only known cephalopod that is active on the dry land, Incirean is considered both as the demigods’ curiosity and a freak of nature - a freak of creation to be precise. Its artificial origins are pretty obvious and well studied, meaning that Incireans themselves are not much of an interest to anyone. Locals sometimes hunt them for meat, and dishes made of them have their share of local approval, but they are rarely served in the restaurants of Beastopia.
Nevertheless, Incireans can be a real pain for explorer parties who visit the half-sunken caves on the island shores. In search of ancient machinery yet untouched by previous generations of stalkers and marauders, modern explorers have to search deep, hard-to-reach places – and such places often happen to be occupied by creatures such as Incireans.
While younglings would prefer to run from the party, venerable Incireans grow territorial with age, eager to threaten any trespasser who enters their grounds. Incireans have keen senses and will rarely be caught by surprise. On the contrary, they are perfect ambushers and they most likely will remain unseen until it is too late.
Their exoskeleton – another distinguishing feature that differentiates Incireans from other cephalopods – provides not just a decent protection but also an ability to move off-water, giving necessary firmness and protecting from water loss and drying out. The shell, protecting the main body, is one of their trophies. Though it may not be too practical, it certainly looks impressive and boosts a hunter’s reputation. The most valued and exotic option is a full Incirean exoskeleton collected as a trophy. It is a state-of-the-art taxidermist’s work to perform this procedure in which the creature must be caught alive and undamaged. The exoskeleton mounting is a long-term and exhausting process, and just a few taxidermists in Beastopia are acclaimed to be professionals in it. Their services are rather expensive, but the impact on the hunters community of Beast Lords is surely worth it.
Catching an Incirean is also a tricky and dangerous task, as well as transporting it back to Beastopia. Significant preparations are required for such a task, and failures are common.
The hunt for Incireans is considered to be pure sportsmanship and quite an aristocratic activity. Some Warlocks even sell the information and prepare hunting grounds for high-ranking Beasts. That’s why there’s a certain unwritten hunter’s code which subsequently exists. To hunt by the code is to receive acclaim among the community, to violate it (even unknowingly) is to get a brand of “low and dirty”. That is why certain Beasts rarely mention their encounters with Incireans during the exploring raids.
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Bestiary - Argyroneta
It is not a secret that dry land is a scarce resource on Europa. More than 80% of the planet’s surface is covered by the ocean. The Administratum claims Demigods created all dry land in the early eons of the Primordial Wonder. They made no continents – only islands and archipelagos. They also raised some areas of the Abyssal plain as mid-ocean ridges into mesopelagic and photic zones. These are yet to be reclaimed by the people of Europa. Nowadays only legends speak of the underwater cities being still intact and functional – as well as full of ancient treasure beyond comprehension. No man or Beast can spend significant time below 200 feet without speaking of the gloom-covered palaces in the disphotic zone. So, the only solid proof that such places even exist lies with Argyronetas.
This migrating amphibious arthropod can mostly be found in the equatorial climatic zone, where the air is more oxygen-rich because of the large jungle forest masses. They appear on the surface once a year, during the mating season and then retreat to the ocean — to the submerged plains, where ancient underwater cities still stand.
However, during their short stay on land, Argyronetas became the subject of keen interest for the Beast Keepers, hunters, Warlock Rovers and the Administratum. It is not about what these arthropods brought with them (since they brought nothing of value); it is what they contain in their bodies.
Older Argyronetas carry the crystals on their shells – crystals of the material of the most peculiar nature. These are the gems of a complex and very unstable structure, collapsing shortly after harvesting. The enigma of gems is their atomic structure. The most daring scientists claim them to be a result of subnuclear engineering. It seems that the crystals cannot survive long on the surface - so hypothetically there may be a type of field or radiation that keeps the crystals stable. The actual properties of the crystals are also unclear, but observations seem to show a strong localized impact on the environment. Warlocks suggest that the crystals are creating a field around the Argyronetas to protect them from environmental impact, creating a bubble of space identical to submerged plains, where they dwell.
Another important thing about the Argyronetas is their active position in the Admnistratum. Magi, indifferent to most Europa people’s activities, suddenly turn very protective when it comes to these arthropods. Conspiracy theories say the Sunken Cities are not sunken at all, but on the contrary – they are secret hideouts of the Administratum or even the Demigods themselves, weary of the world and enclosed in their own voluntary hermitage. Such theories, of course, are nothing but absurd for most of the educated Beast Lords, despite their popularity among the common folk and Beasts. Nonetheless, the mysterious and alluring nature of the Sunken Cities still makes Argyroneta a precious prize for any daring explorer.
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Bestiary - Meganeura
Among the creatures that walk the surface of Europa, one will surely find those of grace and beauty far exceeding the wildest dreams of men. But none of them, not even the greatest, could compare with those that soar high above in the bottomless skies. The majestic magnificence of mighty dragons, whose emerald and turquoise scales shine in the rays of dawn, powerful flaps of gryphon wings a natural perfection of muscles, dancing under the fur and feathers… Such masters of the world they would look – if there were nobody to question their reign.
Dangerous are the lands of Europa, deadly are the seas, and the skies are no less perilous for a daredevil willing to conquer them. Tales are told of the hidden temples built on the mountain tops and of gigantic floating palaces, nomadic rocks in the very edge of the atmosphere – abandoned or isolated, where unspeakable treasures are concealed. The skies can be even more tempting than the abyssal ocean bed or hidden valleys in the hearts of deserts or woods.
The secrets of Europa’s heavens are perhaps most well-hidden of all. However, despite their natural inaccessibility, they have their own honored guards – creatures both beautiful and deadly. Meganeuras among those guards are the most famous and the most feared.
These gigantic insectoid beings are something like ancient Chinese dragons of the Off-world legends, so ancient they precede the Primordial Wonder. Little is known of Meganeura, except it was the first intention of Demigods to create an eastern dragon that was supposed to differ greatly from his western cousin. Eastern dragons had to be wise, calm, and peaceful. It is unclear whether they had succeeded, but in the end, the experiment proved to be a major failure. In their modern state, Meganeuras are keen and ruthless predators, strict solitaries that guard their territory fiercely. Usually, they prefer to set their lairs in the high peaks or floating ruins, but to hunt, they descend from the skies. They float slowly high above the ground – and the sight of these immense creatures could be truly breathtaking. But woe to those who let the excitement of an observer get the better of them. A Meganeura will dive on them as soon as it decides they are a suitable catch.
Compared to a Dragon, Gryphon, or Roc, a Meganeura may seem to be less dangerous, as it lacks sharp claws, tale spikes, or a massive beak, making accidental onlookers doubt its predatory nature. But Meganeura has its own way of dealing with prey – more of a constrictor than of a falcon. Diving on a foe, Meganeura entwines it with its snake-like body and chokes it. The most curious aspect of such hunting behavior is that the predator does not lose its ability to float and even ascends slowly as its prey becomes weaker. Warlocks suggest that, immediately after the successful attack, special chambers in the Meganeura’s body are filled with floating gas, which creates additional pressure on the victim.
Like other constrictors, a Meganeura prefers the consuming process to take place in its lair where it can comfortably digest its prey without being endangered by the temporary lack of maneuverability. Such feeding behavior influences other habits of Meganeura greatly. For example, this insectoid dragon is extremely protective of its lair and territory around it but has loose hunting-grounds borders and rarely rivals for them with its own kind.
Little is known of these magnificent sky predators. Their mating and breeding are still shrouded in mystery, and all attempts to obtain a Meganeura’s egg or hatchling inevitably failed – often with drastic consequences for the competitors. Heaven’s honored guard keeps its secrets well hidden…
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