#but i need to turn it into a gif so. hello tumblr easy gif maker factory!
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cavity-collector · 11 months ago
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rest in piss
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blackcatruse · 5 months ago
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𝔣𝔯𝔬𝔪 𝔞𝔰𝔥𝔢𝔰
«prev. ❃ next» ❃ first chapter ❃ m.list ❃ ao3 pairing: r. haitani/fem!reader ↳ she/her, fem descriptors, nickname ❃ chapter synopsis: maybe you shouldn't have told your boss you were on Rokuhara Tandai territory. something about the failed deal is bothering you... word count: 1.3k chapter cw(s): swearing, (implied) death jokes, description of injuries a/n: i will try to update links as best i can. a masterlist will be posted later on! please let me know if any formatting gets wonky, the tumblr post maker doesn't like me :(
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The ice pack on your face had melted about an hour ago. Most of the swelling had gone down. You were pretty sure your nose was broken and your face was decorated with colorful bruises. After you had cleaned up and tended to the worst of your injuries, you’d flopped down on your couch and hadn’t moved since. You lifted your arm and stared at your hand. Sunlight dashed across the ceiling and you chuckled bitterly to yourself, thinking about how it looked like you were reaching for hope.
You dropped your arm and looked around at the empty takeout boxes and cans scattered across your living room. How long has it been since you cleaned again? You weren’t really sure. On the coffee table, your phone rang. Glancing at the caller ID, you saw that it was from an unknown number. You had to take this call.
“Hello?”
“Where are you? You were supposed to report to the warehouse thirty minutes ago.”
“Good afternoon to you, too, Suzaku,” you replied.
The silence on the other end of the line had you imagining the irritated twitch of your boss’s eyebrow and the clenching of his jaw. You had that effect on people. Being annoying was your specialty.
Your boss said your name, your real name, tightly. “What the hell happened? Yon is demanding another representative. You’re our best shot at this deal. How did you fuck it up?”
“I didn’t,” you said plainly. “You did when you set the rates at what they were. He said his boss would only do business if we lowered our fees and brought our cut down. I wasn’t going to stand for that, but Yon didn’t think I was very persuasive.”
Suzaku sighed. “What do you expect me to tell Kirin?”
Ah yes, your boss’s boss and the head of Wuxing. He only went by his alias and you were sure nobody knew his real name. He had a few gambling dens open in China before he fled the country and tried to take root in Japan. Kirin wasn’t a good man, and you didn’t have to meet him to know that. All you knew is that your brother got into some shit with him, and now you’re here.
“I really don’t expect you to tell him anything,” you said with a shrug. “But where else are they going to go? Our whole specialty is smuggling and keeping things off record. They’d get their asses handed to them if they went to anyone else.”
You’d seen it time and time again. Lower gangs like your own needed to pave their way into the big boy arena, and they could only do that with money. It was how Kirin managed to get in allegiance with Brahman and pay off an executive to not rat out the illegal activities going on under their noses. If the other gangs tried to use someone else or tried running things through anything that wasn’t their territory, you would see neither hide nor hair of the men within a month.
“You worry too much, Suzaku,” you continued. “You’re going to get wrinkle lines and I don’t think your wife or mistresses would like that. Yon said that they were still interested in doing business, just not with me. You could get someone else to do it. Maybe someone from another division?”
“You know you’re the best runner we have.” Suzaku sounded like he was getting teeth pulled. “You’re the only one who can make this work. You know what’ll happen if you don’t hold up your end of the deal.”
It was your turn to frown. “I’ve had several tastes of death in the last twenty-four hours, so please, if you’re going to kill me, don’t tease me.”
“You wish it would be that easy,” Suzaku scoffed. “I can put you back where I pulled you from. Your debts would be paid that way instead.”
Your grip on your phone tightened. You refused to give any hint of fear away. You sat up and bit back a groan of pain. “Give me the ledgers and any information you have from Yon’s boss. I can see what I come up with.”
“Come get them yourself.”
“I would love to, but I had a run-in with the Haitani brothers last night and they really did a number on me.”
There was a deafening silence. Maybe you shouldn’t have mentioned that you were in Roppongi last night. Well, Suzaku and the others would find out eventually, so there was no use in trying to hide it. You usually don’t tell them where your deals are happening, and they somehow trusted you enough to let you keep your secrets. They only knew the time the deal was happening. If you found yourself in trouble, well, you were on your own no matter which way you looked at it.
“What the hell were you doing on Rokuhara Tandai turf?”
The calm in Suzaku’s voice was not to be misconstrued. You could hear him straining to keep his voice level.
“It’s where Yon wanted to meet,” you told him, matter-of-factly. “He said the deal was off if we didn’t meet in Roppongi.”
“You went to the heart of the Haitani brothers’ territory?”
“You said you wanted this deal to go through by, and I quote, ���Any means necessary’. I wasn’t planning on getting caught by them. I didn’t say anything either, so you can chill the fuck out.”
“You’re more trouble than you’re worth, Lotus.”
“Yeah, yeah, yeah, everyone’s been saying that. Nobody has the balls to kill me though, so I guess you’re stuck with me.”
“I’m surprised they let you go,” Suzaku noted.
“Trust me, I am too.” You slumped down a bit. “Anyway, I’m busy nursing my wounds. Send someone with the information and documents I requested. There’s something I wanna look into.”
“I’ll call you tomorrow. Someone will bring you the documents you need and we’ll plan from there,” Suzaku sounded absolutely defeated. “You better work your magic, Lotus, or I will hand you back over to Byakko.”
You shuddered at the thought. “Don’t worry. If I find what I’m looking for we’ll have a brilliant deal on our hands.”
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Please do not reupload, translate, or steal my work! If it isn't here or on my ao3, it's not me! Likes & reblogs appreciated! <3 Dividers courtesy of @/cafekitsune
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rpgmgames · 5 years ago
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November’s Featured Game: Grimm's Hollow
DEVELOPER(S): ghosthunter ENGINE: RPG Maker 2003 GENRE: Indie RPG, Adventure WARNINGS: Discussions of death, losing a loved one, grief SUMMARY: Grimm’s Hollow is a spooky, freeware RPG where you search the afterlife for your brother. Reap ghosts with your scythe, explore haunted caves, and eat ghostly treats on your journey through death.
Download the game here! Our Interview With The Dev Team Below The Cut!
Introduce yourself! *BB: My name's Bruno and I did some of the music along with Nat! I’m super happy to have participated in this game! *NW: I’m Nat Wesley, a.k.a. Natbird! I’m a composer available for hire with a few projects in the works. I’m honored to have had the chance to work on the soundtrack to Grimm’s Hollow! *GH: Hello! I go by ghosthunter online; I started developing RPGs with a friend in school when we found out that we both enjoyed RPG Horror. I enjoy art, webcomics, cartoons and narrative-driven indie games a lot. I bought RM2K3 on sale and started pouring pixel art into it, before learning how to do things like chase scenes, cutscenes, etc. I used to fantasize about making my own game, drawing dungeons and ghosts in the back of my sketchbooks, before I finally started Grimm’s Hollow. Now I’m near the end of high-school, and I’m hoping the best for uni!
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What is your project about? What inspired you to create this game initially? *GH: Grimm’s Hollow, originally, wasn’t as ambitious or personal. It was simply just going to be “my first game”, something that I could finally put my doodles and RM2K3 skills to. I wanted a game that a younger me would have enjoyed, back when I first discovered the classic RPGMaker games and replayed them constantly for those endings. That was my initial inspiration. It eventually evolved into an action turn-based RPG that relies on timing, yet it’s mostly narrative-driven. You traverse death in search of your sibling, and try to make an escape. There are unexpected pieces of me that ended up in this game, some of which I’m still noticing even now.
How long have you been working on your project? *GH: Since the summer of June 2018.
Did any other games or media influence aspects of your project? *GH: Standstill Girl, OFF by Mortis Ghost, Undertale, Over The Garden Wall, and the animation medium in general.
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Have you come across any challenges during development? How have you overcome or worked around them? *GH: Many! Making your first game is such a giant learning curve, that the list of challenges goes on. I would say that the most difficult issue I encountered (and that, in some ways, I am still facing after release) is working around the limitations of the game engine I am using. I wanted to see whether creating an engaging but simple 1-party RPG in RM2K3 (without going completely custom) was feasible, and I experimented with quick time events as part of that. I worked around the engine’s built-in formulae so players could see progress when they upgraded their stats - although the game might display as defence as “10”, in reality the game stores it as 40 since the engine splits defence by 4. Since I did not want to create an RPG which was too complex for my first game, I also scrapped traditional staples such as armour or weapons. There were also issues such as having an appropriate “game over” handling event which wouldn’t shoot you back to the title screen after you lost a battle; getting RM2K3 to play a small cutscene where you faint and respawn somewhere else was tricky. I felt that if the player had to reload after a loss, it would disrupt the game flow.
Have any aspects of your project changed over time? How does your current project differ from your initial concept? *GH: Like I mentioned before, the game started off impersonal. I just had a soft spot for a spooky cute aesthetic, and I wanted to indulge in that. It was (and in its essence, still is) meant to be a short story, to keep the player invested for the short game length - nothing grandiose. The original draft did not have Baker play a role in the narrative - he was just an ordinary shopkeeper NPC. For a long time during development, Lavender did not even have a name. In the very first draft, she was a silent protagonist the player could name and customize. But she played a very active role in the final outline, so it was hard not to give her own unique voice when one emerged from the narrative naturally. I am glad I did; she grew on me quite quickly! Grimm was virtually unchanged from beginning to end. The only difference was that a close friend suggested that he seemed like he would be into drinking Oolong tea - so that’s what he offers you when you meet him. Timmy also did not go under massive overhauls like Lavender and Baker did, but his relationship with Lavender became much more fleshed out as I wrote the narrative. In other facets of the game’s design, there were not many changes to the original prototype.
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What was your team like at the beginning? How did people join the team? If you don’t have a team, do you wish you had one or do you prefer working alone? *GH: It was just myself, doing the art, writing, programming, etc. But halfway through creating the second cave, I realised I would need a very specific sound for Grimm’s Hollow. So, I contacted Nat for music, but I also created a post on tumblr calling for a composer since there were many tracks to make. I met Bruno as a result! I am very happy with their work and I am so grateful I’ve got to work with them! (Some players are asking for an OST release, which is in the works).
What is the best part of developing a game? *GH: I really enjoyed the early stages of development: creating new tilesets, sprites and maps and piecing them together in the editor, then taking a small screenshot and sharing it with my friend over summer vacation … It was nice to see the game’s world slowly come together. I think that’s what I enjoyed the most from beginning to end: that sense of world-building, that sense of relaxation from making a small cosy game. The latter started to disappear as work and other responsibilities started to intrude, and pressure began to seep into development time - but I never stopped loving making the world and characters. I also want to say that, by lucky chance, I have met a lot of kind people from making my first game. I’m very grateful for that, so thank you to everyone.
Do you find yourself playing other RPG Maker games to see what you can do with the engine, or do you prefer to do your own thing? *GH: All the time! Other RPG Maker 2003 projects are great inspirations for pixel art tilesets, as well as how to code harder features such as custom menus. They’re also just fun to play.
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Which character in your game do you relate to the most and why? (Alternatively: Who is your favorite character and why?) *GH: Lavender and Timmy are relatable to me in multiple ways. I can’t elaborate on Timmy since that would go into spoiler territory, but I somewhat relate to Lavender’s insistence on managing her life on her own - sometimes to her own detriment. I’d say the most fun character to write for was Grimm. He can be unintentionally silly while speaking in the most formal way, but also very caring too. Everything he does and says was easy to write, whereas I had to think harder for the interactions between everyone else - especially for very crucial scenes regarding their development. That being said, my favourite is still the game’s central two siblings. I can not pick between them for the life of me.
Looking back now, is there anything that regret/wish you had done differently? *GH: I wish I started testing even earlier! Not only does it give you a good sense of what’s missing, but seeing people enjoy what you’ve made yet get hindered by bugs is a very strong incentive to fix your game immediately. When I was lacking motivation or was stuck, I found that good feedback and support made me motivated again. I also wish that I could have pushed the deadline a little further, or perhaps released the game on Early Access since it will take me a while to refine post-release bugs - but as it is, the 31st of October really was the deadline for my game due to external circumstances (no, that deadline wasn’t just because it was Halloween!). Other than that, I wonder if using an updated version of RPG Maker would have produced the same game …? It’s hard to tell, but I hope people enjoy it for what it is - I will be working on that post-release patch soon!
Do you plan to explore the game’s universe and characters further in subsequent projects, or leave it as-is? *GH: There are no current plans, but I would be happy to have the opportunity to improve and expand on the game. As it is, the game’s released for free and done as a hobby, so I would struggle to do that by myself.
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What do you most look forward to now that you have finished the game? *GH: Earlier on, I was really looking forward to players’ reactions. Games are made to be fun, and I would have felt distraught if my game didn’t achieve what it was set out to do. Yet it was not just about the gameplay; it was about the narrative. I hoped that what I found funny, the player would too; what was heartfelt to me, was heartfelt to the player as well. Like sharing a laugh, or just a good experience together. I hoped they would enjoy the feeling that went into it, despite the struggle of making it against circumstance and limitations. Now, I look forward to resting and sleeping once this over. I want to explore my other interests, improve, and explore new media. I want to relax, and refocus again like I was before the heat of development.
Is there something you’re afraid of concerning the development or the release of your game? *GH: Bugs! Some are easy to fix, but others are harder due to the limitations of the engine (e.g an error in one ending is caused by an overflow error).
Do you have any advice for upcoming devs? *GH: Show your game as early as possible, to as many people as possible. As soon as you have something playable, it’s ready for feedback. You’ll see if that game mechanic you spent hours refining works, or if it doesn’t work and why. You’ll understand what players enjoy and what they want more of, but also what they don’t like or don’t enjoy. And you will definitely encounter bugs. You’ll be able to pinpoint and fix minor problems early on that can easily become a larger issue later. You’ll be able to fine-tune your game so its best bits shine, and the difficulty is just right.
Question from last month's featured dev @dead-dreams-dev: Is there anything you’ve added to your game for no other reason than because you’re hoping fans will get a kick out of it? Fanservice, fourth wall breakage, references to other games, jokes, abilities that are just ridiculously overpowered and badass, etc? *GH: It’s hard to say; game design is trying to find the intersection between what’s good for the player, what the developer enjoys, and what’s feasible to implement. Every decision made should be conscious of that … I think a lot of the game’s early light-hearted jokes was not only made because I enjoyed it, but I hoped the player would “get a kick out of it” too. But more so, I think it’s because I would struggle to write a story which is serious and bleak from beginning to end. The game is a little self-indulgent in the narrative that way.
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We mods would like to thank ghosthunter & team for agreeing to our interview! We believe that featuring the developer and their creative process is just as important as featuring the final product. Hopefully this Q&A segment has been an entertaining and insightful experience for everyone involved!
Remember to check out Grimm's Hollow if you haven’t already! See you next month! 
- Mods Gold & Platinum
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