#d&d development
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Starting my first DND campaign but it's actually a homebrew call of Cthulhu based in 1920s new Orleans. I watched fantastic beasts and where to find them in theaters when it first came out and went "yeah I could do that better. That's not how magic would work here" and then made a loose idea way back in like, 2017 or whenever that movie came out. I tweaked it a lot since then but I'll be posting ramblings about it here because I don't think any of my players are aware of my Tumblr and I need to be on this website more because it actually helps my creative juices instead of just rotting in bed all day
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mihawk training with his step-kids! ft. smitten husband shanks
#mishanks#akataka#one piece fanart#op fanart#one piece#dracule mihawk#shanks#akagami no shanks#red haired shanks#revolutionary sabo#monkey d luffy#portgas d ace#one piece uta#asl trio#asl brothers#sabo#one piece sabo#this piece got caught in development hell (starting colours but not finishing them)#but i think it's so cute that im sharing at least the lineart aha. maybe one day i'll finish the colours!
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FISH
#pearlescentmoon#grian#skyblings#hermitcraft#hermitcraft season 10#hermitblr#my art#Grian has an addiction to fishing. I think I'm developing an addiction to drawing fish ppl HSMFJSKDJA ITS SO FUN#figuring out designs :D
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[JK] My first job was as an Assistant Producer for a video game company called Interplay in Irvine, CA. I had recently graduated from Boston University's School of Fine Arts with an MFA in Directing (I started out as a theatre nerd), but also had some limited coding experience and a passion for computers. It didn't look like I'd be able to make a living directing plays, so I decided to combine entertainment and technology (before it was cool!) and pitched myself to Brian Fargo, Interplay's CEO. He gave me my first break. I packed up and moved out west, and I've been producing games ever since.
[JK] I loved my time at EA. I was there for almost a full decade, and learned a tremendous amount about game-making, and met the most talented and driven people, who I remain in touch with today. EA gave me many opportunities, and never stopped betting on me. I worked on The Sims for nearly 5 years, and then afterwards, I worked on console action games as part of the Visceral studio. I was the Creative Director for the 2007 game "The Simpsons", and was the Executive Producer and Creative Director for the 2009 game "Dante's Inferno".
[JK] I haven't played in a long while, but I do recall that after the game shipped, my wife and I played the retail version for some time -- we created ourselves, and experimented with having a baby ahead of the actual birth of our son (in 2007). Even though I'd been part of the development team, and understood deeply how the simulation worked, I was still continually surprised at how "real" our Sims felt, and how accurate their responses were to having a baby in the house. It really felt like "us"!
Now for some of the development and lore related questions:
[JK] So I ended up in the incredibly fortunate position of creating the shipping neighborhoods for The Sims 2, and recruiting a few teammates to help me as we went along.
Around the same time, we started using the Buy/Build tools to make houses we could save, and also bring them into each new build of the game (correcting for any bugs and incompatibilities). With the import tool, we could load Sims into these houses. In time, this "vanguard QA" process turned into a creative endeavor to define the "saved state" of the neighborhoods we would actually end up shipping with the game.
On playtesting & the leftover sims data on various lots:
Basically, we were in the late stages of development, and the Save Game functionality wasn't quite working. In order to test the game properly, you really needed to have a lot of assets, and a lot of Sims with histories (as if you'd been playing them for weeks) to test out everything the game had to offer. So I started defining a set of characters in a spreadsheet, with all their tuning variables, and worked with engineering to create an importer, so that with each new build, I could essentially "load" a kind of massive saved game, and quickly start playing and testing.
It was fairly organic, and as the game's functionality improved, so did our starter houses and families.
The thought process behind the creation of the iconic three neighborhoods:
I would not say it was particularly planned out ahead of time. We knew we needed a few saved houses to ship with the game; Sims 1, after all, had the Goth house, and Bob Newbie's house. But there wasn't necessarily a clear direction for what the neighborhood would be for Sims 2. We needed the game to be far enough along, so that the neighborhood could be a proper showcase for all the features in the game. With each new feature that turned alpha, I had a new tool in my toolbox, and I could expand the houses and families I was working on. Once we had the multi-neighborhood functionality, I decided we would not just have 1 starter neighborhood, but 3. With the Aging feature, Memories, a few wacky objects, plus a huge catalog of architectural and decorative content, I felt we had enough material for 3 truly distinct neighborhoods. And we added a couple of people to what became the "Neighborhood Team" around that time.
Later, when we created Strangetown, and eventually Veronaville, I believe we went back and changed Pleasantville to Pleasantview... because I liked the alliteration of "Verona-Ville", and there was no sense in having two "villes". (To this day, by the way, I still don't know whether to capitalize the "V" -- this was hotly debated at the time!)
Pleasantview:
Anyway, to answer your question, we of course started with Pleasantview. As I recall, we were not quite committed to multiple neighborhoods at first, and I think it was called Pleasantville initially, which was kind of a nod to Simsville... but without calling it Simsville, which was a little too on the nose. (There had also been an ill-fated game in development at Maxis at the time, called SimsVille, which was cancelled.) It's been suggested that Pleasantville referred to the movie, but I don't think I ever saw that movie, and we just felt that Pleasantville kind of captured the feeling of the game, and the relaxing, simple, idyllic world of the Sims.
Pleasantview started as a place to capture the aging feature, which was all new to The Sims 2. We knew we had toddlers, teens, and elders to play with, so we started making families that reflected the various stages of family life: the single mom with 3 young kids, the parents with two teens, the old rich guy with two young gold-diggers, etc. We also had a much greater variety of ethnicity to play with than Sims 1, and we had all new variables like sexual orientation and memories. All these things made for rich fodder for a great diversity of families. Then, once we had family trees, and tombstones that carried the actual data for the dead Sims, the doors really blew open. We started asking ourselves, "What if Bella and Mortimer Goth could be characters in Sims 2, but aged 25 years? And what if Cassandra is grown up? And what if Bella is actually missing, and that could be a fun mystery hanging over the whole game?" And then finally the "Big Life Moments" went into the game -- like weddings and birthdays -- and we could sort of tee these up in the Save Game, so that they would happen within the first few minutes of playing the families. This served both as a tutorial for the features, but also a great story-telling device.
Anyway, it all just flowed from there, as we started creating connections between families, relationships, histories, family trees, and stories that we could weave into the game, using only the simulation features that were available to us. It was a really fun and creative time, and we wrote all of the lore of Sims 2 within a couple of months, and then just brought it to life in the game.
Strangetown:
Strangetown was kind of a no-brainer. We needed an alternate neighborhood for all the paranormal stuff the Sims was known for: alien abduction, male pregnancy, science experiments, ghosts, etc. We had the desert terrain, which created a nice contrast to the lush Pleasantville, and gave it an obvious Area 51 vibe.
The fact that Veronaville is the oldest file probably reflects the fact that it was finished first, not that it was started first. That's my guess anyway. It was the simplest neighborhood, in many ways, and didn't have as much complexity in terms of features like staged big life moments, getting the abduction timing right, the alien DNA thing (which I think was somewhat buggy up until the end), etc. So it's possible that we simply had Veronaville "in the can", while we put the last polish on Pleasantville (which was the first and most important neighborhood, in terms of making a good impression) and Strangeville (which was tricky technically).
Veronaville:
But my personal favorite was Veronaville. We had this cool Tudor style collection in the Build mode catalog, and I wanted to ship some houses that showed off those assets. We also had the teen thing going on in the aging game, plus a lot of romance features, as well as enemies. I have always been a Shakespeare buff since graduate school, so putting all that together, I got the idea that our third neighborhood should be a modern-day telling of the Romeo and Juliet story. It was Montys and Capps (instead of Montagues and Capulets), and it just kind of wrote itself. We had fun creating the past family trees, where everyone had died young because they kept killing each other off in the ongoing vendetta.
[JK] You know, I have never seen The Lone Gunmen, and I don't remember making any kind of direct references with the Strangetown Sims, other than the general Area 51 theme, as you point out. Charles London helped out a lot with naming Sims, and I'm pretty sure we owe "Vidcund" and "Lazlo" to him ... though many team members pitched in creatively. He may have had something in mind, but for me, I largely went off of very generic and stereotypical ideas when crafting these neighborhoods. I kind of wanted them to be almost "groaners" ... they were meant to be tropes in every sense of the word. And then we snuck in some easter eggs. But largely, we were trying to create a completely original lore.
[JK] Well, I think we kind of pushed it with The Sims 2, to be honest, and I remember getting a little blow-back about Bunny Broke, for example. Bunny Broke was the original name for Brandi Broke. Not everyone found that funny, as I recall, and I can understand that. It must have been changed before we shipped.
We also almost shipped the first outwardly gay Sims in those neighborhoods, which was bold for EA back in 2004. My recollection was that we had set up the Dreamers to be gay (Dirk and Darren), but I'm looking back now and see that's not the case. So I'm either remembering incorrectly (probably) or something changed during development.
In general we just did things that we found funny and clever, and we just pulled from all the tropes of American life.
[JK] The alien abduction started in Sims 1, with a telescope object that was introduced in the "Livin' Large" expansion pack. That's when some of the wackier ideas got introduced into the Sims lore. That pack shipped just before I joined Maxis in 2001; when I got there, the team had shipped "House Party" and was underway on "Hot Date". So I couldn't tell you how the original idea came about, but The Sims had this 50's Americana vibe from the beginning, and UFOs kind of played right into that. So the alien abduction telescope was a no-brainer to bring back in Sims 2. The male pregnancy was a new twist on the Sims 1 telescope thing. It must have been that the new version (Sims 2) gave us the tech and flexibility to have male Sims become pregnant, so while this was turned "off" for the core game, we decided to take advantage of this and make a storyline out of it. I think this really grew out of the fact that we had aliens, and alien DNA, and so it was not complicated to pre-bake a baby that would come out as an alien when born. The idea of a bunch of guys living together, and then one gets abducted, impregnated, and then gives birth to an alien baby ... I mean, I think we just all thought that was hilarious, in a sit-com kind of way. Not sure there was much more to it than that. Everything usually came from the designers discovering ways to tweak and play with the tech, to get to funny outcomes.
[JK] Possibly we were just testing the functionality of the Wants/Fears and Memories systems throughout development, and some stuff got left over.
[JK] I can't remember, but that sounds like something we would have done! I'm pretty sure we laid the groundwork for more stories that we ended up delivering :) But The Sims 2 was a great foundation for a lot of continued lore that followed.
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I once again want to thank Jonathan Knight for granting me this opportunity and taking the time from his busy schedule to answer my questions.
#BURNING LORE QUESTIONS FINALLY ANSWERED!! :D#the sims 2#ts2#sims 2#ea games#ea#electronic arts#sims#the sims#strangetown#veronaville#pleasantview#jonathan knight interview#the sims 2 development#sims 2 development#sims 2 beta#I'm so glad I got this opportunity man.
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do you ever think about how they have the mario bros color scheme
#one piece#monkey d. luffy#roronoa zoro#my art#it took millions of years of human evolution for our ancestors to develop pattern recognition so that i could draw this#in the year of our lord 2023
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AND this movie broke me
#I haven’t stopped thinking about d-16’s development#they did such a good job with Orion and d-16s friendship it was so hard to see their fates come to fruition#THIS moment though had my sister and I just completely frozen#stressed out I say#just an overall amazing movie#my art#fanart#transformers one#d-16#megatron#orion pax#Optimus prime
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smiles to make flowers grow to
#i call this developing last pic#i was like huh i should draw a full body like more than once a year#and turns out its kinda fun who knew#monkey d. luffy#luffy#mugiwara no luffy#one piece#my art
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tsukkiyama sleepovers
#tadashi would wear a band shirt and basketball shorts that's probably almost a decade old#and kei would wear those matching set satin pjs like the rich boy that he is#just want d an excuse to draw them in their pjs tbh#yamaguchi tadashi#tsukishima kei#tsukkiyama#haikyuu#tsukki introduced tadashi to blur and he became enlightened (developed a massive crush on damon albarn and realized he was bi)
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found a smelly jacket in a big ditch
#ive been having tristamp stryfewood brainrot again#tha july rescue mission survivors...... they might develop a reliable comfort in eachother and will maybe even kiss about it#omg...#trigun#trigun stampede#meryl stryfe#nicholas d wolfwood#stryfewood#mashwood#<- there is a breath of mashwood....#my silly art
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Hello dear author,
I've read the asks about Kyle. Now I'm curious, could you give us the ROs range from least to most jealous?
If I'm guessing correctly, C ist the most followed by D. But I could be completely off the mark. Would you share this tidbit of information with us? 😇🙏
as of now, i’ll rank the ROs out of 5 for jealousy:
C LACROIX: 5/5; would kill that person and never get caught, simple as that. no body no crime.
M WHITLOCK-SINGH: 4/5; surprisingly possessive and coldly threatening. might just ruin that person’s life if they’re pissed enough.
D DIACONU: 3.5/5; not above verbally and physically humiliating someone with a wicked grin and an aggressive kiss with the MC.
V NÆSHOLM: 2/5; tries not to feel like that because it’s a sin but they somehow catch themself praying that the person would disappear. in a safe way ofc 🤗
W OSTENDORF: 1/5; doesn’t believe they deserve MC in the first place and is way too preoccupied with worshipping them to notice anyone else lmao.
#hmm might change by book 2 tho as the characters develop#we’ll see#if: the ballad of the young gods#interactive fiction#interactive novel#interactive story#twine wip#ro: c lacroix#ro: v næsholm#ro: w ostendorf#ro: d diaconu#ro: m whitlock singh
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What is a home if not the first place you learn to run from?
WHOLE CAKE ISLAND ARC.
Anna Kamienska, A Nest of Quiet / Ocean Vuong, Night Sky with Exit Wounds / Sophocle’s Antigone, Adapted by Lewis Galantiere; From the play by Jean Anouil / Sophocles, Electra / Stephen Adly Guirgis, The Last Days of Judas Iscariot / Gillian Flynn, Sharp Objects / Charles Bukowski, Sweet / Janet Fitch, White Oleander / Fatima Aamer Bilal, I Mother It / Ross Gay, Catalog of Unabashed Gratitude
#I love whole cake island so much#it’s so sad but it’s so important to sanji development#web weaving#web weaving one piece#one piece#op#sanji#vinsmoke sanji#black leg sanji#whole cake island#whole cake arc#vinsmoke family#vinsmoke judge#vinsmoke sora#vinsmoke reiju#charlotte pudding#luffy#monkey d. luffy#nami#this is so bad I’m sorry#lusan#kinda#luffy x sanji#sanji x luffy#nami x sanji#wci
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Anyone got a story where Amity Park becomes independent without the rest of the USA noticing until some hero stumbles upon (or crash lands in) it?
#dpxdc#dcxdp#dp x dc#danny phantom#amity park#sovereign state#like maybe they don’t live in a dome but it takes Effort to leave and so they started just doing things more locally#bonus points if#a) Tucker is still the mayor#b) Danny runs the space program and manages the town satellite they used Axiom to put up to still receive news#c) the town dismantled the GIW when they realised that the US Governmant didn’t give a shit#d) Amity Park is a safe haven for supernaturalists but it’s still Bermuda Triangle Vibes#e?) can Amity Park also develop a city spirit? I think it would be neat#f) Sam is a non binary goth#coin flip how things pan out with the Fentons and Phantom#open secret? good reveal? are they eventually like those older folks you just got to redirect because of their obsession? dealer’s choice#lol
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something something qfit telling everyone who says that their gift isn’t that good that they are the gift by showing up to his birthday party something something he’s never celebrated his birthday with anyone let alone people who care about his well-being so them just being there to celebrate with him is enough
something something his birthday party with a giant castle and many gifts and people and huevitos who practically smother him with fanart and happy-birthday messages and the god forsaken earth-shattering heart-wrenching birthday letter that ramon writes him about how he loves being his son and how he loves that fit loves him, sings him lullabies, calls him ridiculously cute nicknames, even points out how fit says his name in a specific, softer tone
something something how he treats pac’s letter different than the others because he’s his boyfriend, and even though the message is the same, reacts differently because it’s definitive proof that someone he loves, loves him back, gave him a meaningful gift, wrote him a letter even though he couldn’t wake up, the letter more than enough for him to be fine with his absence in the party because it’s from his boyfriend
something something qfit has never felt this much appreciation or love in his entire lifetime something something “yeah 2b2t fit and qsmp fit are very different” because now he has people he cares for, people who care for him something something im so normal about his birthday party seriously guys
#AGSHGGAHAGSHHAGSGSG SCREAMONG AT THE WALLS CLAWING AT ANY INANIMATE OBJECT HIS CHARACTER DEVELOPMENT IS SOSOOSOOOSOKADKKSJKDHD#qsmp#someone KNOCK ME OUT THE GEARS ARE TURNING IN MY HEAD#aasgsgagsgafhsgdhaghsgwhfhhdhahahe him him him him him h#the stark contrast drives a skewer through my blood vessels and punctures the insides of my body literally kills me stops my heart I just d#fitmc….. you sly motherfucker…. the character development…… THE CHARACTER DEVELOPMENT…..#not tagging the qsmp fit tag because this is really just a big ramble lmao
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LUNARA’S MOTHER!!! who does not have a name yet LOL but i like to imagine Lunara had the closest resemblance to her out of all her siblings
#ive been developing everyone’s lore#sigh lunara’s makes me the most emo though#bg3#baldur's gate 3#bg3 oc#baldur's gate oc#dnd#dnd oc#dnd art#drow#dungeons and dragons#d&d#d&d art#bob the artist#lunara posting#<- technically not Lunara but it IS her lore SOOO
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not moving on from how louis so far surpassed the bare minimum of saving daniel's life? how he could've just let daniel walk away and call it a day but he sat him down and armed him not only against the past few days but the rest of daniel's damn life?? how daniel's had it horrible since, but in spite all his losses, he had something??? how he had the hope of being someone and mattering and he held on to it for 50 long years?? and it worked??? it helped him survive over and over and over???? a shit life is better than no life at all and daniel lived because louis chose to help him??!???
#iwtv#interview with the vampire#daniel molloy#louis de pointe du lac#nobody touch me im feeling things#let's say too that louis kept daniel to manipulate armand#to spite him#to assert dominance over him#whatever his intention was daniel l i v e d#it's so poetic too how louis using his vampire powers is the only way he could've protected daniel from total despair#when total despair IS the vampire way! louis used his darkness to save a mortal from that same darkness!!#his humanity wins!! shining through so many years of hurt!! he refused to let another passionate opera singer die in shame and pain!#he refused to let paul's death destroy scared young louis all over again!! he's breaking the cycle of trauma!!!!#....and then armand erases all that character development LOL#i can't wait for the next ep this one was Amazing
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