#game devs please communicate more
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I’d like to (finally) talk about this interview with Mark Thompson, Narrative Director on Far Cry 4:
youtube
I love it when devs talk about their work because it’s always super interesting and informative! This video is no exception.
But what struck me most when I first saw the interview is what he says about Far Cry 3, a title he also worked on as a Level Design Director, which I believe means he was not (or barely) involved in the writing of the script. When he mentions what he thinks the issues with the game were and what had to be “fixed” in Far Cry 4, the thing is that... he often contradicts what Jeffrey Yohalem, Lead Writer on Far Cry 3, explained in various articles.
Under the cut, I highlighted some parts of Mark Thompson’s interview (in red) and compared them to Jeffrey Yohalem’s words (in blue, with the sources) so you can see how different their points of view are.
In this case, when it comes to the story and meaning of Far Cry 3, I’m inclined to give more credence to the Lead Writer’s explanations, but I think this example perfectly illustrates how even people who worked on the same project can have very different (and sometimes equally valid) opinions, understandings, and feelings about it, and why it can therefore be difficult for the audience to determine what the “truth” or the “right” interpretation is…
Open world vs story
MT: We ended up shipping a game where the open world had a lot of cool stuff, but it didn’t have a lot of depth or meaning, and it had almost no connection to what was happening in the story. And in fact, in some ways, the two were kind of opposed and they were kind of conflicting each other. So, on one hand, the story itself had this ticking time bomb of “I have these friends that I need to rescue, but holy sh*t, collecting plants, finding that next animal I need for the next upgrade, getting that next skill point… Oh, look, there’s a radio tower! Wait, wasn’t I heading to that outpost?” And then you’re like, “Oh yeah, sh*t, my friend Keith’s trapped in the basement, I should probably go rescue him… I’m a terrible friend.” That was my main goal: fix this sh*t and make sure that the story and the open world speak to each other, complement each other; strip everything down so that the story and the open world are the same thing and it’s the same game.
JY: People who have looked at the surface of the game think that the story and the game are at war with each other as they are in most games, with the story just plugging potholes and the gameplay is going along its merry way. I think it’s very exaggerated that, “Oh, go save the friends! Go save the friends!” but most people are out on the island doing all this other crazy stuff and experiencing the gameplay. And that’s actually the point of the story. It’s not a game about go save your friends. It’s a game about – doing a lot of picking skins from things, and wait, it’s just a pile of meat – this doesn’t even make sense, yet I’m still doing it instead of saving the friends. (Rock Paper Shotgun - Dec. 19, 2012)
The “white savior” trope
MT: We were definitely aware of some of the tropes that we fell into - unintentionally in some cases, intentionally in some - and (…) almost the first thing that we did was decide how we were gonna address the white savior trope, the outsider who comes in and helps simple people with his outsider’s kind of more advanced understanding of the world. (...) The first thing we said was, “This guy is from Kyrat, no matter what happens. That is the most important thing; he is part of this world, he belongs here.”
JY: “It’s a first-person game, and Jason is a 25-year old white guy from Los Angeles. From Hollywood. So his view of what’s going on on this island is his own view, and you happen to be looking through his eyes, so you’re seeing his view,” Yohalem explained. “It’s set on an island in the South Pacific, so immediately the thing that comes to mind is the white colonial trope, the Avatar trope. I started with that, and it’s like, ‘Here’s what pop culture thinks about traveling to a new place,’ and the funny thing is, that’s an exaggeration of most games, they just don’t expose it. (The Penny Arcade Report - Dec. 17, 2012)
JY: There’s a reason why Jason is a 25 year old white guy from Hollywood – these are all ideas that are in his head. You’re seeing things through his eyes. (...) It’s not that [Citra] needed a white saviour at all. She didn’t need a white guy at all. She was just looking for the ultimate warrior and someone to be her gun. (...) If this was about the white messiah motif, would I be so stupid as to have a main character’s nickname be Snow White? I’m making fun of that! (Rock Paper Shotgun - Dec. 19, 2012)
The player and the protagonist
MT: When we were doing the script review, almost immediately, the first thing we would do would be, “Okay, so how many lines does Ajay have? Okay, cut that by 75%”, and then we would review it and then cut out even more. Whenever possible, we would set up a scenario where we know or we think we know how players would react, and so we would remove the line that the character would actually say and then have the other person react to it. “Oh, you think that, do you?” - in that kind of way, so they’re like, “Oh f*ck, how did he know I was gonna say that?” Whereas, if the protagonist said that line, they’re like, “Oof, I wouldn’t have said that”, and then suddenly you’re kind of broken out of the experience. (…) When you’re in first-person, all you hear is this disconnected voice that might not be agreeing with what you’re doing. So, again, it’s just about stripping away those barriers of immersion so you can imagine yourself in this scenario.
JY: In Far Cry 3, Jason is a character and he’s not the player. The player is another character in the game. Sometimes Jason disagrees with the player, and sometimes Jason agrees with him. And the magic of that is that then it doesn’t matter! Basically, as long as the whole narrative is directed towards what the player is feeling—which for me is how videogames should be—then I get to target Jason as a resource where players can go: “I disagree with Jason.” And the player gets to convince Jason to do something else. So instead of trying to force the two of them together, I’ve decoupled them. (Killscreen - Dec. 12, 2012)
#it’s almost funny#this also explains why inconsistencies happen so easily I guess#game devs please communicate more#far cry 4#mark thompson#far cry 3#jeffrey yohalem#and so that’s the reason you have to be very careful to ask the 'right' people when you want information about a game#no offense to community managers or people who work at customer service for example#but when people say they contacted them for lore-related questions I’m like…#I mean okay they work at ubi but I really don’t think they’re the best placed to give you accurate answers#if even a level design director isn’t on the same page as the lead writer why would people who didn’t even work on the game be?#as always official ≠ canon#poor jeffrey nobody understood what he tried to say :’)
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Dragon Age: The Veilguard info compilation Post 1
Post is under a cut due to length.
There is a lot of information coming out right now about DA:TV from many different sources. This post is just an effort to compile as much as I can in one place, in case that helps anyone. Sources for where the information came from have been included. Where I am linking to a social media user's post, the person is either a dev, a Dragon Age community council member or other person who has had a sneak peek at and played the game. nb, this post is more of a 'info that came out in snippets from articles and social media posts' collection rather than a 'regurgitating the information on the official website or writing out what happened in the trailer/gameplay reveal' post. The post is broken down into headings on various topics. A few points are repeated under multiple headings where relevant. Where I am speculating without a source, I have clearly demarcated this. if you notice any mistakes in this post, please tell me.
as this post hit a kind of character limit, there will probably be at least 1 more post. :)
Character Creation
CC is vast [source] and immensely detailed [source]
We will enter CC straight after Varric's opening narration [source]
You are given 5 categories to work your way through in CC: Lineage, Appearance, Class, Faction, Playstyle. Each of these has a range of subcategories within them. There are 8 subcategories within the "head" subcategory" in "Appearance" alone [source]
Lineage dictates things like race (i.e. human, elf, dwarf, qunari) and backstory [source]
Backstories include things like factions. Factions offer 3 distinct buffs each [source]
There are dozens and dozens of hairstyles [source]
There are separate options for binary and non-binary pronouns and gender [source]
"BioWare's work behind the scenes, meanwhile, goes as deep as not only skin tones but skin undertones, melanin levels, and the way skin reacts differently to light" [source]
CC has a range of lighting options within it so that you can check how the character looks in them [source]
There are a range of full-body customization options such as a triangular slider between body types and individual settings down to everything from shoulder width to glute volume [source]. There are "all the sliders [we] could possibly want". The body morpher option allows us to choose different body sizes [source]
All body options are non-gendered [source]
They/them pronouns are an option [source]
Rook can be played as non-binary [source]
Individual strands of hair were rendered separately and react remarkably to in-game physics [source]
Special, focused attention was paid to ensuring that hairstyles "come across as well-representative, that everyone can see hairstyles that feel authentic to them, even the way they render" [source]
The game uses strand hair technology borrowed in part from the EA Sports games. The hair is "fully-controlled by physics," so it "looks even better in motion than it does here in a standstill" [source]
The ability to import our choices from previous games is fully integrated into CC. This will take the form of tarot cards - "you can go into your past adventures" and this mechanic tells you what the context was and what decision you want to make [source]
In CC we will also be able to customize/remake our Inquisitor [source]
A core tenet of the game is "be who you want to be" [source]
There are presets for all 4 of the game's races (human, elf, dwarf, qunari), in case detailed CCs overwhelm you [source]
Story
The story is set 9 years since Inquisition [source]
The Inquisitor will appear [source]
Other characters refer to the PC as Rook [source]. This article says they are "the Rook" [source]
The ability to import our choices from previous games is fully integrated into CC. This will take the form of tarot cards - "you can go into your past adventures" and this mechanic tells you what the context was and what decision you want to make [source]
The prologue is quite lengthy. A narrated intro from Varric lays the groundwork with some lore and explains about Solas [source]. In this Varric-narrated opening section, the dwarf recaps the events of previous games and explains the motivations of Solas [source] (Fel note/speculation: this sounds like this cinematic that we saw on DA Day 2023)
What happens first off is that Rook, who is working with Varric, is interrogating a bartender about the whereabouts of a contact in Minrathous who can help them stop Solas. The bartender does not play nice and we are presented with our first choice: talk the bartender down or intimidate them aggressively [source]
The first hour of the game is "a luxurious nighttime romp through a crumbling city under a mix of twinkling starlight and lavish midnight blue" (Minrathous) [source]. The game begins with a tavern brawl (depending on dialogue options) and a stroll through Minrathous in search of Neve Gallus, who has a lead on Solas [source]. Minrathous then comes under attack [source] by demons [source] (Fel note/speculation: it sounds like the demo the press played is what we saw in the Gameplay Reveal). Off in the distance is a vibrant, colorful storm where Solas is performing his ritual. [source] Eventually we come upon Harding. [source] and Neve. Rook and co enter a crumbling castle, where ancient elf secrets pop up, "seemingly just for the lore nerds". [source] Then we teleport to Arlathan Forest, have a mini boss fight with a Pride Demon, and there is the climactic confrontation with Solas. After a closing sequence, at this point it is the end of the game's opening mission. [source] (Fel note/speculation: So the Gameplay Reveal showed the game's opening mission)
The action in the story's opening parts starts off quite quick from the sounds of things: the devs wanted to get the player right in to the story. because, “Especially with an RPG where they can be quite lore-heavy, a lot of exposition at the front and remembering proper nouns, it can be very overwhelming.” [source]
BioWare wanted to make the beginning of Dragon Age: The Veilguard feel like the finale of one of their other games [source]
Rook's Faction will be referenced in dialogue [source]
Minrathous is beautiful, with giant statues, floating palaces, orange lantern glow and magical runes which glow green neon. These act "like electricity" as occasional signs above pubs and stores [source]
The story has a lot of darkness tonally. These dark parts of the game contain the biggest spoilers [source]. However, the team really wanted to build in contrast between the dark and light moments in the game, as if everything is dark, nothing really feels dark [source]
Our hub (like the Normandy in ME or Skyhold in DA:I) is a place called The Lighthouse [source] (Fel note/speculation: I guess this screenshot shows the crew in The Lighthouse? ^^)
Each companion has a very complex backstory, their own problems, and deep motivations. These play out through well-fleshed out character arcs and missions that are unique to them but which are ultimately tied into the larger story [source]
We will make consequential decisions for each character, sometimes affecting who they are in heart-wrenching ways and other times joyously [source]
Decisions from previous DA games will be able to be carried over, it will just work a bit differently this time [source]. The game will not read our previous saves. For stuff pertaining to previous games/choices, players will not have to link their accounts [source]
Characters, companions, romance
Varric is a major character [source]
Every companion is romanceable [source]
BioWare tried to make each character's friendship just as meaningful, regardless of romance [source]
If you don't romance a character, they may end up romancing each other [source]
There will be some great cameos [source]. Some previous characters are woven into the game [source]
Companion sidequests/optional content relating to companions is highly curated when it involves their motivations and experiences [source]
We could permanently lose some companions depending on our choices [source]
Our choices can influence if characters get injured and what they think about us [source]
The bonds Rook forges with companions determine how party members grow and what abilities become available [source]
Each companion has a very complex backstory, their own problems, and deep motivations. These play out through well-fleshed out character arcs and missions that are unique to them but which are ultimately tied into the larger story [source]
We will make consequential decisions for each character, sometimes affecting who they are in heart-wrenching ways and other times joyously [source]
Gameplay, presentation, performance etc
Each class (warrior, rogue, mage) has 3 specializations. The ones for Rogue are duelist, saboteur and Veil ranger [source]. (Fel note/speculation: Veil ranger reminds me of Bellara. Maybe this is her 'spec' too?)
Duelist gameplay involves a sharp combination of dashes, parries, leaps, rapid slashes and combos [source]
Faction-related buffs include being able to hold an extra potion or do extra damage against certain enemies [source]
Individual strands of hair were rendered separately and react remarkably to in-game physics [source]
Playstyle settings include custom, distinct difficulty settings for options as granular as parry windows, meaning "players who might fancy that playstyle but typically struggle with the finer points of combat can give it a go" [source]
Combat mechanics is a mix of real-time action and pause and play. Pausing brings up a radial menu split into 3 sections: companions to the left and right, Rook's skills at the bottom, and a targeting system at the top which helps get in focus on certain enemies. [source]. In the pause system you can queue up your whole party's attacks [source]
Tapping or holding the shoulder button pauses the game, allowing us to stop the action and issue orders to companions [source]
There is a system of specific enemy resistances and weaknesses [source]. Weaknesses and resistances plays a big role in combat and abilities are designed to exploit these accordingly [source]. An example is that "one character might be able to plant a weakening debuff on an enemy, and another enemy might be able to detonate them" [source]
There is a vast skill tree of unlockable options [source]
You can set up specific companions with certain kits, e.g. to tackle specific enemy types, to being more of a support, or as flexible all-rounders [source]
Healing magic returns [source]
Abilities can change together with elaborate results, e.g. one companion using a gravity well attack that sucked enemies together, another using a slowing move to keep them in place, and Rook using a big AOE to catch them all at once [source]
A shortcut system lets you map a few abilities to a smaller pinned menu at the bottom of the screen [source]
There are class-specific resource systems. For example, Rogue has "momentum", which builds up as Rook lands consecutive hits [source]
Each class will always have a ranged option [source]
Rogue Rook can do a sort of 'hip fire' option with a bow, letting you pop off arrows from the waist [source]
Warriors can throw their shield at enemies, and can build an entire playstyle around that using the skill tree [source]
There is light platforming gameplay [source]
The game runs on the latest iteration of the Frostbite engine [source]
The game targets 60 fps
On consoles it will feature performance and quality modes so we can choose our preferred visual fidelity [source]
The game is mission based [source]. Some levels that we go to do open up, some with more exploration than others. "Alternate branching paths, mysteries, secrets, optional content you're going to find and solve." [source]
Everything is hand-touched, hand-crafted and highly curated [source]
Some sidequests and optional content is highly curated, especially when it involves the motivations and experiences of the companions. In others we may be investigating for example a missing family, with an entire open bog environment to search for clues and a way to solve the disappearance [source]
Gameplay, presentation, performance etc continued, after the above bullet list hit a character limit
There is sophisticated animation cancelling and branching. Gameplay is action-like, and the design centers around dodging, countering, and using risk-reward charge attacks designed to break enemy armor layers [source]
The dialogue wheel returns [source]. It gives truncated summaries of the dialogue options rather than the full line that the character is going to say [source]
The bonds Rook forges with companions determine how party members grow and what abilities become available [source]
For stuff pertaining to previous games/choices, players will not have to link their accounts [source]
We can play the game fully offline [source]
There are no microtransactions [source]
The game itself is not as cell-shaded in look as the first trailer looked [source]
[☕ found this post or blog interesting or useful? my ko-fi is here if you feel inclined. thank you 🙏]
#dragon age: the veilguard#dragon age: dreadwolf#dragon age 4#the dread wolf rises#da4#dragon age#bioware#lgbtq#video games#long post#longpost#solas#mj best of#mass effect#character death cw#injury cw#update: there is now a part 2 and 3 and 4 of this post#tumblr unfortunately wont let me edit the link to them into this post for some reason thought sorry :<#you will have to browse through my more recent posts to find them#thanku to dreadfutures who also let me know about the accessibility tweet in this comp :>
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I would like to address a recent trend I am seeing pop up in the yandere community. I feel that people are kind of pointing fingers at each other trying to decide who is more morally correct than the other. And I find it a little silly. We're here for hot stalkers. None of us are consuming moral fiction.
I sympathize with Fantasia and the backlash she is getting because of her recent update to her game. I still stand by my belief that devs should write what they want before they let themselves be influenced by outside opinions. It is her choice and her game first and foremost. Not to mention it's her first one and being thrown in the spotlight while you're making your first game is a pretty horrible experience. Because you don't know much about the process of making games or what you even ultimately may want to do with your game. It's a trial and error type of thing. And you can't make everyone happy. I still support her and encourage her on her creative journey and I hope the finished game is something she will be proud of.
I also understand that the game originally looked like a yandere romance game and it did not turn out to be that. So people are upset and feel betrayed. Some have spent money thinking they'd enjoy it and the recent update may have changed that. I understand, but I ask them to be understanding themselves and give their feedback without harassing or insulting the dev.
At the same time, I'm observing some weird new mentality in this attempt to support Fantasia. Now, we are claiming that "realistic" yanderes are superior? And that people who enjoy softer yanderes are delusional idiots who don't belong in the yandere fandom? And don't get me started on the word "romanticize." Can we please stop the holier than thou attitude?
We are all in this pig den together. We are all muddy. We are all consuming dark content. One isn't more moral than the other. You are free to prefer yanderes who are cruel and awful and psychotic, but do not belittle the devs and fans who prefer a softer alternative. If someone outside the yan fandom were to look at us, they'd judge us all the same: people who like toxic obsessive love interests. We all know real life stalkers are bad. I am afraid of them everyday. None of us are delusional children and it's insulting and ridiculous to claim so.
Likewise, it's a little silly to claim you can't have darker content in dark fiction. Dark fiction is here to explore the awful parts of humanity without having to worry about morality. It does not reflect on the type of person the creator is. It does not make them an advocate for murder, stalking or sa.
Please be mature. If you wish to criticize, do so in a well thought out way. Do not simply throw around words.
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An important update to our Paleo Pines Community🦖💙😞
Transcript Below;
Paleo Pines Needs Your Help
A lot of you have been asking what’s next for Paleo Pines and we wanted to provide our community with an update on the challenges we are facing. The sad truth is, the future is uncertain.
For the better part of this year we’ve been working behind the scenes to create a plan for the next iteration of Paleo Pines, filled with stunning new regions, quirky new NPCs, plenty more adorable dinosaurs, plus eggs, babies and - yes - multiplayer. The job after launch seemed simple - listen to our community, provide a roadmap full of updates and DLC to ensure that our players can continue to enjoy the existing world… and double-down on that enjoyment with the plan for bigger, better, shinier Paleo Pines for you to enjoy with friends and family.
We've been searching high and low for a production partner, one that felt your love and passion to help us bring the next Paleo Pines to life. On several occasions in our journey, we were within a few small steps of the finish line, only to have circumstances beyond our control cause the future to fall through.
This isn't happening just to us. It seems the whole indie game scene is facing a sudden drying up of publishing and investment opportunities. Thanks to the unwavering dedication of our small team and the massive love from all of you, we've been able to support the first year of Paleo Pines on a shoestring budget.
We’ve managed to keep the lights on… until now. Unless we can find a partner who is keen to see the Paleo Pines universe grow, we won’t be able to keep our team together for much longer.
So, we’re making our situation public. Here's how you can help:
Do you know a publisher/investor who would be a great partner for Paleo Pines 2? If you're a serious publisher or investor and are interested in seeing a production plan, financial model, game design document and more, please reach out to [email protected]. (By the way, Paleo Pines isn’t the only property we’re working on... Our talented team has a diverse collection of small, medium and large scale projects, for PC, console and mobile. If you’re looking for something fun and a little bit different, get in here.)
Can you help in smaller ways? Every little bit helps! Here are a few ways you can directly support the devs:
Have you got our DLC yet? We've just released our very first Halloween DLCs – a great way to support us while getting more gameplay for yourself.
Still playing the demo? Are we on your Wishlist? Please consider buying the full game today, or in the next sale. We promise it'll bring you hours of dino-tastic joy!
Befriend a Paleo Pines plushie. These adorable creatures aren't just cute, our portion of the sales goes towards development. Our latest, Boo, the albino Styracosaurus, is available now. Our previous plushies helped fund our new Halloween DLCs and free update.
Order Paleo Pines merchandise. We’ve got dozens of fun items celebrating your favourite dinos available in time for gifting this year.
Even if you can't offer financial support, you can still be a hero! Share this post with anyone who might be interested in helping. Wishlist us, buy the game, talk about how it makes you feel, and share share share. The power of community is real, and every share brings us closer to making more Paleo Pines!
The team here can't express enough gratitude to the incredible Paleo Pines community. You've been with us through every step of this amazing journey, from the demo launch to the release last September, and through our adorable plushie collaborations with Makeship. You've become more than players and we couldn't have imagined building this world with a kinder, more supportive group.
Thank you from the bottom of our hearts for supporting us on this roller coaster of a year since launch, and your patience and understanding with our current situation. Hopefully with your help, this won’t be the end of the Paleo Pines adventure.
Lots of love, The Paleo Pines Team
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Sky Patched Calendar Ver. 0.26.0: A Guide for Sky Events
SkyFest (Sky Anniversary Celebration)
Season of Duet
Tournament of Triumph
SkyFest: A 5th Birthday Like No Other! (July 12 - July 26)
Duration: 17:00 July 12th through 23:59 July 26th; all times PDT, UTC -7. (Yes, not the daily reset time. This is so the in-game celebration starts at the exact same time that the in-person SkyFest celebration starts in Tokyo, Japan!)
From July 12th through 14th, you can find actual in-game livestreams of talks in these locations:
History of Sky Gallery (Isle of Dawn)
Art of Sky Gallery (Hidden Forest)
SkyFest Cinema (Eye of Eden)
Scheduled Events
July 12
19:00 - Guided Tour of Sky’s History with the devs (History Gallery) - Join us on a live tour through the History Gallery as we share stories and more about how Sky became what it is today!
20:00 - SkyFest 2024 Keynote with Jenova Chen (SkyFest Cinema) - Let’s just say, you don’t want to miss this one…
23:00 - How We Got 10,000 Players into a Level (SkyFest Cinema) - Here’s a peek at how our engineering team created the tech that helped us set a GUINNESS WORLD RECORDS™ title!
July 13
18:00 - Design at Record-Breaking Scale in Sky: Children of the Light (SkyFest Cinema) - It’s okay, you can cry! Learn how the team designed the AURORA Concert to make it a memorable and moving experience.
19:00 - Guided Tour of Sky’s Art with the devs (Art Gallery) - Take a tour through the Art Gallery as we talk about some of the art that played a key role in Sky’s development.
22:00 - An Exploration of the Art of Sky (SkyFest Cinema) - How did Sky first come to life in its earliest days? See how art played a key role in the ideas that ultimately evolved into Sky’s world and lore.
July 14
00:00 - Designing to Reduce Toxicity in Online Games (SkyFest Cinema) - How do you make a game that welcomes everybody, with a world that allows compassion and generosity to blossom?
01:00 - SkyFest LIVE Community Concert (SkyFest Cinema) - Sky’s first-ever live in-game concert! Player musicians from around the world will give a memorable performance featuring classic favorites, original compositions, and of course, some of the community’s favorite Sky songs. (This is a one-time-only concert that won’t replay after July 14th, so be sure to join us at the SkyFest Cinema to see it!)
During SkyFest, you can take a shortcut to the secret area by meditating at the Events Shop in Aviary Village. The gates are open to all, so you can join the dance party and watch Spirits take the rooftop stage. Just for the 5th anniversary, the Secret Area will have a display of three capes from past collaborations—the display will allow you to teleport to the special areas that came with each collab, no cape use necessary!
Four star-shaped tokens can be found around the village each day.
New Items
SkyFest 5th Anniversary Headband: 4 event currency
SkyFest Jenova Fan: 8 event currency
SkyFest 5th Anniversary T-shirt: 12 event currency
SkyFest Star Jar: 16 event currency
(40 tickets in total / 4 = 10 days to get all items - 15 days of the event = 5 days extra time)
New IAPs:
SkyFest Oreo Headband: $4.99 (all prices USD)
SkyFest Wireframe Cape: $19.99 - This cape comes with a special ability: After SkyFest ends, it can be used to access the SkyFest version of Aviary, including the History and Art Galleries plus the SkyFest Cinema. Videos from the SkyFest Cinema will replay after SkyFest on a schedule. (Please note that this cape provides access to the SkyFest event spaces ONLY.)
Returning Items
Anniversary Party Lights: 33 Hearts
Anniversary Sonorous Seashell: 33 Ascended Candles
Light Fence, Birthday Flag props: 20 Candles each
Balloon prop: 30 Candles
Happy Birthday Music Sheet: 10 Hearts
Confetti Launcher: 20 Hearts
Anniversary Plush: $9.99
Season of Duets (July 15 to September 29th)
Season Pass holders have the chance to unlock three Ultimate Gifts, and a mask can be unlocked for regular Candles even after the Season ends.
Season of Duets begins at July 15th and continues until September 29th.
Tournament of Triumph (July 29 to August 18th)
New Format to the Event Currency System:
2 event currency in the event area daily
Event currency pool (1): 25 in the first ten days of the event
Event currency pool (2): 25 in the second ten days of the event
5 event currency in the event area on the last day (Aug. 18)
Players can earn one event currency each time they complete a Tournament game, including after repeating a game, up to the total number of event currency available in each “pool.” Then, 25 more become available when the second half of the Tournament begins.
Event Items
Tournament Curls: 25 event currency
Tournament Torch: 37 event currency
Tournament Golden Garland: $4.99
Tournament Tunic: $9.99
#sky children of the light#sky cotl#thatskygame#(sky game updates)#(sky anniversary)#(season of duets)#(tournament days)#<- yeah I ain't typing that longass of a title - anxy#images went funky i hope no one reblogged that before I fixed it - anxy#annnnnd someone did dang it - anxy
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What’s Fallout like? Like I know I can google what kind of game it is but more than that what games would you compare it to? and is it more story-based or gameplay-based?
That's a difficult one to answer and I'm not sure I have the authority to do it lol
But I'll try!
The Fallout fandom is fairly complicated due to the IP being passed around and the lore/values of its storytelling being muddied over the years. That being said I think both old-school and new fans would still agree that the story is the most important element, as they're meant to be role playing games where you make decisions on often heavy matters (especially in the games of the original devs).
Fallout 1 and 2 are turn-based isometric rpg-s from the late 90s. If you like that type of gameplay, they're fantastic games and cult classics. They don't shy away from heavy themes.
Then the IP got sold to Bethesda and their version of Fallout is a FPS/TPS action experience, as seen in Fallout 3 and 4. The combat is fun but even the newest game is shit by shooter standards. If you played an Elder Scrolls game (like Skyrim), they're like that but set in a retro futuristic post apocalypse. A large slice of the fandom has only played these ones and skipped the original turn-based games.
Fallout New Vegas was made by the original team but using Bethesda's engine. Many fans would tell you that out of the modern titles, that's the one with the best writing.
Fallout 4 was a very popular title due to the scrap and build system. As you adventure, you can scavenge all sorts of trash and then build your own little settlements in the wasteland and populate them with settlers. Add mods to that, and the community really did some magic. It made people connect with the world of Fallout on a personal level.
The story in a nutshell: in an alternate timeline, survivors of a devastating nuclear war are trying to rebuild and make the irradiated wasteland of the United States liveable again but every group and faction has a different take on how society should be rebuilt. When the writing is done well, your choices have weight and it's impossible to be fair and please everyone. You get to discover a variety of different factors that lead to the Great War and you have to wager whether humanity is doomed to make the same mistakes all over again. Is there a way to avoid them? What kind of sacrifices does that require? Etc.
A lot of it is supposed to be a critical look at war, 50s Americana and the dangers of nationalism, rampant consumerism, xenophobia, etc.
Hope this helped a little! It's difficult to find two Fallout fans who are on the exact same opinion of all the games. I personally think, the fun part of the games is when you get to carve a little slice out of the wasteland for yourself and your community and the stimulating part is the overarching story and lore.
It's no wonder the original writers made The Outer Worlds too, which I don't consider a legendary game but the similarities are obvious in the themes.
#ive been told the Wasteland series is similar to the og games#i got then but havent had the chance to play them yet#personal#text#Fallout
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Re: The Veilguard worldstate and prior choices.
I know that we don't all have to have opinions about every little thing, nor do we have to share them but I just wanted to add one more voice in case others feel the same.
We haven't played the game. We don't know what the story is, not really. All of the marketing and communication from devs so far seem intent on stressing that the game will be about found family and your companions. I can see a case being made for characters being very focused on the task at hand. Harding might have opinions and stories all about every event in Inquisition, but will the events of The Veilguard present her with a situation where she would want to mention the Chargers? Would the narrative be served by it?
How much will we be interacting with Morrigan? Is she in a position where she would feel comfortable or want to mention having or not having a son when the gods are unleashing chaos? Will we get to really know her as Rook or will we interact once and then the rest of the time she shows up is just us observing her?
Will Rook even get to interact directly with the Inquisitor? Or will we only see them in Solas's memories?
What story are they really aiming to tell here? People who have gotten to play it say that it has more impactful choices and branching situations based on those choices than any other Dragon Age game. Did this branching mean that they couldn't incorporate prior decisions, or did they find that the story they wanted to tell didn't require input of previous decisions?
I'm disappointed, yes. But I'm not angry and I can think of potential reasons why they would go this route. My prior choices still matter to me and to my experience and personal narrative when playing the previous games.
My long-winded point is that we don't know. Play the game, don't play the game. Like it, don't like it. It is okay to be upset and to feel let down. I'm sure I will have some criticisms, but I can't criticize what I haven't played yet.
And for those who feel greatly affected by this, please remember that this is not a direct attack on you. The writers are telling the story that they want to tell, we get to consume it. Maybe we'll send it back to the kitchen, maybe we'll get some mods and add some salt and pepper if it's not to your taste, but please don't threaten or attack the chefs. This is not a waffle house.
#dragon age#dragon age spoilers#dragon age the veilguard#datv#da4#da4 spoilers#datv spoilers#veilguard spoilers#sorry for the weird restaurant analogy
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An actual question which is pretty popular in the Splatoon fandom, how do you think lings wash themselves? Keep themselves clean. Canonically it is stated that water affects them.
Well I actually think I got a pretty good idea of this one !
I've made a little illustrated guide which pretty much summarizes it all, but here is my thought process beneath it anyways. (Long post buckle up)
So, while it's true that in my mind their ink is already taking care of most of their dirt, one can only swim into their own body fluids before it starts to reek. Especially while being a(n ink)fish. Besides, enemy ink inevitably creates irritations if not properly cleaned off at least once or twice a day. (Off The Hook advises to clean your tentacles thoroughly after a match canonically.)
Now about the water issue, the main thing to keep in mind is that it's mentioned it dissolves Inkfish, sure, but only if they are submerged in it (because ink is less dense that water). So I think that they can take water drops, although it's also mentioned (in a game dev interview) that their skin actually breaks really easily.
But they CAN clean themselves nevertheless ; they just have to follow a few rules.
-----------
Absolutely NO BATHS.
Showers only, but put on the lightest drop setting, to the point the water feels more like drizzle (the type of rain they endure the best), just enough to get them moist and allow them to get themselves clean.
(There are specially designed shower heads on the marketplace for that, although it's the norm to have a shower with multiple options. It's recommended to always test the shower when looking for a new place, and use a portable spawner for the first times to be extra secure. Also, check your water pressure before going for a shower.)
Be gentle with your skin and tentacles while cleaning. Use foamy soaps, preferably, and soft sponges. If you're too rough, you might break the skin.
Only run the water to get yourself moisturized, then to wash the soaps. Not any more than needed.
At any time, if it starts to sting, or you feel weak, cut the water and take a break. Listen to your body.
If you don't have the time to take a shower, if you're not feeling like it or simply don't have a shower, there are always specialized body wipes available anywhere in stores. Fitting different kinds of skins & tentacles, with various perfumes, they are ideal to be used between Turf Wars or for a quick groom on the go. You can even clean yourself integraly this way if you wish, but please if you must do that in public, do so in Swim Form. Be decent.
(However, keep in mind the body wipes may be somewhat cheap and required to be at least recyclable, and also a huge market/job source, they still represent a budget, and important waste. Avoid resorting to these only. Water is in most places paid for by the community.)
In any way, do not neglect your hygiene. Else you may develop irritations, itching, dry & crusty tentacles (especially in choppy tentacuts), infections if nontreated injuries, and of course bad odor, which gets pretty bad as you count as a fish. All of these can get you mocked of and ostracized, as Freshness comes from having your turf and yourself figured out and taken well care of (we like to show that off), and unlike you may think- YOUR PEERS NOTICE.
And, of course, always brush your beak and scrub your tongue at least twice a day. Bad hygiene within the beak is the least tolerable, squiddos <3
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And so yeah, those are their golden rules when it comes to hygiene. As you can see, I might have gotten a little overboard with it, but I wanted to make it feel like a legit cleaning guide, as I suspect that's something that is taught thoroughly to young Inkfish.
They have various illustrated child books/notices about cleaning safety, and probably have at least one mandatory class about that when they're in elementary school or younger. Being fresh 'n shiny is pretty important, and they are taught to take care of their turf/living space and of themselves, because they need that so they can then properly show off. So they are taught how to do it properly and safely early on, and they're not kidding about that.
I mean in a social system where the store managers can straight up refuse to serve you if you're deemed not fresh enough, you've got to be a little serious when it comes to your personal figure.
Alright, I hope you enjoyed my explanation ! I had a lot of with it~ :))
(Also before I go, I just wanna add a filter I made of this same guide, to make it look like a poorly taken scientific report picture like in a Sunken Scroll, 'cause I thought it was Sunken Scroll material. Enjoy.)
(Thanks for asking, bye 🎵 =:> =:> =:>)
#answered ask#splatoon#splatoon 2#splatoon 3#splatoon headcanons#splatoon headcanon#splatoon theory#splatoon hc#inkling#octoling#and yeah lol that was#captain 3#anyway#long post#scanner#cute
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bc I can feel it in my bones that even though I haven't seen it yet, it's happening somewhere and it's gonna get worse.
Can we all agree as a community to do a few things while we get more information trickling in about the layoffs:
We will not bully the devs that are still on staff at bungie. It was the CEO's/the higher ups decision to do mass layoffs. It is not the fault of the remaining developers for who says/who goes. They are people just trying to do their job please be kind to them
We will not bully/harass the people who still want to play the game. This is a game that means a whole lot to a lot of folks, and we shouldn't shame them for continuing to play. There has been no official boycott/protest made (at least from what I've seen as of 11/1/23) by developers or unions to protest the destiny franchise. If you choose to refund your preorders or stop playing that's a-okay. It's your choice to do so, there's no shame in that. Just be mindful that not everyone is ready to drop a game they've put months of their lives into enjoying.
We will support the developers in giving them proper, constructive feedback and stop cycling the "this game is officially dead" mindset. For months we've had a hate train of people shitting on the game and it's lead us to this point. I won't say it's directly responsible for the layoffs, but from what we've been shown the current community sentiment definitely was a part of the decisions. There are issues with the game, yes, but there's a difference between spouting every single thing you dislike about destiny and giving feedback on how you want to see changes be made to bad/disliked systems.
just,, fuckin be kind to each other y'all. We'll never have all the answers as to how and what caused us to get to this point, only theories. Play the game if you want to, don't if you don't. If you're tired of playing, take a break. I know things suck right now but sometimes walking away is the best option.
#i'm going to be quietly enjoying the game itself and focusing more on my ocs/personal content in the destiny universe for the time being#ive been having more fun making my own stuff anyways#destiny#destiny 2#bungie
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Dragon Age: The Veilguard info compilation Post 4
[Part 1] [Part 2] [Part 3] [another post]
Post is under a cut due to length.
There is a lot of information coming out right now about DA:TV from many different sources. This post is just an effort to compile as much as I can in one place, in case that helps anyone. Sources for where the information came from have been included. Where I am linking to a social media user’s post, the person is either a dev, a Dragon Age community council member or other person who has had a sneak peek at and played the game. nb, this post is more of a ‘info that came out in snippets from articles and social media posts’ collection rather than a ‘regurgitating the information on the official website or writing out what happened in the trailer/gameplay reveal’ post. The post is broken down into headings on various topics. A few points are repeated under multiple headings where relevant. Where I am speculating without a source, I have clearly demarcated this. if you notice any mistakes in this post, please tell me.
Character Creation
BioWare confirmed that even if you make your Rook a short king, the team has done work to ensure animations fit any character build [source]
"Dragon Age's character creator has seen a massive glow-up" [source]. "The volume of choices you get here are frankly insane. As Epler noted, “you could spend forever here,” and he’s not kidding." [source] The art and graphics teams spent a lot of time trying to make hair look amazing [source: the Discord]
In CC we can customise our "bulge size" [source]
Some more detail on the new lighting options to see how Rook looks like in CC when you make them: you can view them in "blazing forest sunshine versus the glare of an underground temple" [source]
"newly mobile, extra-hairy hair" [source]
Faction choice has statistical boons. For example, Shadow Dragon Rook deals extra damage to Venatori blood cultists [source]
Faction choice basically determines why Rook has been called to help in the fight against Solas [source]
All pre-determined character models in CC can be adjusted [source]
You can make a really tall dwarf if you want [source]
"Setting your previous world state is fully integrated into the character creator for Veilguard" [source: the Discord]
Inquisitor appearance will be re-created, there is no way to carry their appearance from DA:I into the game [source: the Discord]
Classes for Rook are not restricted in the sense that you can play any almost class, lineage and faction combination that you want. For example, a mage Rook can be a Crow [source: the Discord] (Fel note: it sounded like Rook cannot be a magic-wielding dwarf, even though the exception of Harding now exists) (Fel note: there is a mage Crow in one of the books)
Story and lore
Here is another article which refers to Rook as "the Rook" [source]
The story is set "9-10 years from DA:I and about 8 years from Trespasser" [source: the Discord]
They have been tracking Solas for "a while. Something else you’re gonna learn about…" [source]
The game does not use the Keep [source]
Shadow Dragon is the faction background with the most in-game reactivity (e.g. from other characters' dialogue) during the prologue section of the game, due to the fact that the prologue is in Minrathous and the Shadow Dragons are a Tevinter-based faction [source]
"I also saw a big moment after the gameplay trailer ends that I can't talk about" [source]
During the more narrative-heavy dialogue choices, "the game will also give a bit of context on what you're about to choose, but doesn't go as far as explaining the exact consequences or precisely what will happen thereafter" [source] "the game shows you how you’ll go about the choice, but it doesn’t tell you the consequence of that choice". [source]
"The game is bringing back Dragon Age 2s dialogue system, which was tone-based and resulted in its protagonist Hawke falling into one of three different personality states. You have three general tones in a conversation: kind, humorous, or aggressive, with slight variations depending on the situation" [source]
"Venatori blood cultists" [source]
"The whole game has the makings of another Suicide Mission [ME2], given that you are up against a god with the ability to collapse dimensions" [source]
"Choices and consequences". "Now, it seems you can see the effects of your choices like never before, and this time, they marry that choice with incredible visuals" [source]
In the bar when you're trying to get information in the opening, if you choose to fight it out and the barbrawl ensues, you then have to run from the pursuers in the bar [source]
A key concern of the developers when creating the environments was to make “a world worth saving" [source]
The prologue is quite linear but there are additional paths you can follow to find additional loot [source]
In the opening section of the game there is a dock which has been attacked and the soldiers that were there have been killed, "but rather than seeing this passively, we walked through the aftermath and had to interact with the scene to piece it all together" [source]
The tone of the gameplay video is a good indicator of the tone of the rest of the game [source]. On the tone: "dark fantasy" [source]. horror & gore is back along with DA's classic dark elements [source]
Tevinter Nights is a better tone indicator for the game than the original reveal/character trailer. Ghil Dirthalen: "Tevinter Nights has felt the most 'DAV' to me" [source]. The gameplay reveal video is the best indicator for the tone of the game (vs the character one) [source]. there is still messy dark shit in the game [source]
Tonally the game is closest to Tevinter Nights and DA:O [source]
Ghil Dirthalen: "[as] one of those unfortunate souls who has latched onto a media world so hard: This game is for me. For the hardcore DA lore nerds, I've been secretly screaming about things I saw for MONTHS now" [source]
The game is true to the DA stories we know and love [source]
Characters, companions, romance
You can choose to engage in companions' own storylines as you progress or ignore them entirely [source]
You will often have to make dialogue choices that will affect how your various companions treat you [source]
Neve is quick-witted [source], measured and elegant [source]
In the opening, you interact with the companions as you move through Minrathous. "your choices during these interactions will determine who goes on portions of the mission with you, along with how “pleased” they are with the answers." [source]
On Varric and Harding: "Instantly the two felt like they’d never been away and avoided the trap of being parodies or fanfiction versions of themselves" [source]
Solas' eyes were always purple hh [source] (yes!)
Gameplay, presentation, performance etc
Some enemies have additional shields that are weak to ranged attacks [source]
When asked about if the war table from DA:I returned, John Epler said "There is a table. Now, whether it works the same way as the table in the previous game..." [source]
Once you get passed a certain point in the game, it opens up dramatically, however it is not an openworld game and they wanted to make sure that all the content mattered and was a more structured, sculpted experience for the player. There is some exploration, some opportunities to get off the beaten path, and some spaces that are fairly wide [source]
The button to press to bring up the skill wheel is RB or R1 (depending on what controller you're using) [source]
"You'll also have access to two skills or spells for each of your two companions that you can command. For a more seamless, uninterrupted combat experience, you can also assign these skills to shortcuts (such as holding the left trigger and hitting the X button) to quickly use them" [source]
"The game is bringing back Dragon Age 2s dialogue system, which was tone-based and resulted in its protagonist Hawke falling into one of three different personality states. You have three general tones in a conversation: kind, humorous, or aggressive, with slight variations depending on the situation" [source]
"booting Fade demons into pits" [source]
"BioWare have revised Dragon Age's art direction to make character models a little more consistent with the series' lovely Tarot-inspired menu art. Flesh is ruddy to the point of painterly; facial features and bodily proportions are thicker and more striking, as though the characters had been cut from clay" [source]
The 3 specs for Warrior are Reaper (has lifesteal/stealing health from enemies, and other freaky powers, does big damage), Slayer (can wield the biggest blade, big swords, big damage) or Champion, which is tanky, shield-using and Paladin like [source] [source]
There are quick-recover prompts [source]
You can roll through puddles of incoming AOE [source]
There are ziplines between some levels levels [source] (Fel note: just like in As We Fly... )
There are also slidey hills to slide down between some sections [source]
There are still some Hinterland-type areas designed for exploration [source]
We can do some home base management to our home base [source] (Fel note: this refers to The Lighthouse, detail in a previous post)
Camera placement is quite zoomed out [source]
Where Rogues have 'momentum', Warriors have 'rage' and Mages 'mana'. When a warrior spends rage in the ability wheel it triggers more powerful attacks. this has been referred to as a build-and-spend mechanic. this system resource gates your use of more powerful skills and is built by getting stuck in [source]. Momentum for Rogues is built by landing hits without taking any [source]
There are big glowing environmental cues for picking up loot or replenishing health potions [source]
"Epler noted that The Veilguard will not be an open-world experience like Inquisition, and instead will have large spaces to explore with quests littered throughout. This allayed my early concerns that they would course correct too hard from the oft-maligned open areas of Inquisition" [source]
Melee and ranged attacks can be charged up [source]
It sounds like there is an option to have greater guidance on when enemies are attacking [source]
The community council gave a lot of notes on the game's art direction to BioWare (gave feedback to the devs) that they were told and shown were changed from the first reveal/character trailer, these made it into the gameplay trailer [source]
The community council asked about having an arachnophobia mode, though they can't guarantee this was implemented [source]
"You’re encouraged to explore and grind for stronger weapons and gear, so your stats and cosmetics improve the further you get into the game" (in the sense that you’ll be rewarded for hard work) [source, two]
Follower information such as cooldowns and health will be visible on the HUD [source: the Discord]
There is a "quick cast" option if you prefer not to use the wheel, should be a chorded action using a controller [source: the Discord]
On PC you can play with keyboard and mouse or controller [source: the Discord]
An accessibility option is the ability to make auto-targeting stronger or weaker depending on your preference [source: the Discord]
The game will have DLSS support at launch [source: the Discord]
Re: hard drives, the game can be played using an HDD, they would recommend an SSD though for the optimal experience [source: the Discord]
There are lots of different interface options you can play with, e.g. combat text size, opacity, when to display health bars [source: the Discord]
Other
The leak from last year or whenever it was (the one that leaked screenshots and a gif from the game) was mainly a lot of outdated stuff and didn't really represent even the early version some community council members had played [source, two]. It was not leaked by a member of the community council, but by a member of another focus group [source]
The community council were given the chance to play the game twice, once in Fall 2022 and a year later in 2023 [source]
There is no information as yet regarding when pre-orders will be open [source: the Discord]
BioWare are hoping to at the very least have the very "best of" the Discord dev Q&A featured on social media and potentially in a blog [source: the Discord]
[☕ found this post or blog interesting or useful? my ko-fi is here if you feel inclined. thank you 🙏]
#dragon age: the veilguard#dragon age: dreadwolf#dragon age 4#the dread wolf rises#da4#dragon age#bioware#long post#longpost#video games#blood cw#mass effect#solas#dragon age: tevinter nights
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Hey guys, as much as I HATE internet drama and personally have a lot of stuff to worry about in real life instead of wasting my time here, discussing WHATEVER. I have to come here and talk about this.
First of all, I personally LOVE postal. All of the games, I own merch of it, I own the games, I even own the movie. I drew and will draw a lot of stuff about the game. I enjoy playing it, I enjoy creating for it, I just like it. And when I came around here I was pretty excited, there were a lot of people who share my interests and there still are BUT there's a bit of a problem.
I haven't been posting much stuff related to the games, mostly because I just didn't have time and I do other stuff that is not always related. And while I was away I kinda started noticing a bit of a shift in the fandom, maybe it's just me watching it from the perspective of someone who doesn't interact with it that much by now, but damn it does feel strange.
I'm going to dedicate this post to my dear @mayonnara, and if you want to see their point of view on this, please go check their recent posts.
True crime. True crime is interesting, if you think about it well enough, all human history is true crime but there's a bit difference between "Wow, this story is interesting, I wonder how that happened" and "Wow, those guys are hot and thanks to that we'll dismiss what they did, which is, killing people". You guys??? Are dumb. Sorry to say it, but don't put people who are genuinely interested in just crimes that happened and idiots who worship killers. I don't like when people worship real life people in general, but come on, those people specifically?? Why not go for Hitler straight away? He killed more people! Go to a fucking cult if you need to worship weird people so bad.
On other hand, you're not welcomed in the Postal community. When you enter any of the games the first thing you see is.... drum roll... A DISCLAIMER. That says what? "No violence in real life", "violence should stay in video games", and hey, did we all forget what is one of the reasons postal redux doesn't end the same way postal 1997 ends? Guys... sorry to tell you this... The devs DO NOT like people like you.
Reminds me a lot of how some smart-ass decided to make an edgy joke about a worker from RWS who had a really serious health problem. The game might be edgy, the RWS made it that way, yes. But I doesn't mean they enjoy you dumb fucking idiots who think that what is normal in a fictional world is okay in real life. Sick and twisted all you want, but have some dignity, keep your bullshit to yourself
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no fr, kinda rant off of urs
and like no hate to soda, but when people ask her about how Xcharacter and Zcharcater would interact and she doesn't really give an answer or says 'its just a roblox game' or something along those lines it can be really annoying.
these are characters they've been developing for some time now that the community wants to know more about and they don't give us much at all.
i also remember when there were a few Halloween related asks, like just about what the phighters would dress up as, and she just said 'they celebrate Halloween differently' and didnt give like any actual answer
i watched a steam of hers that happened today and she like dodges SO many questions it’s not even funny literally all of it is “no comment”.. like woman why are you edging us
there are some genuinely interesting questions like one someone asked about illumina’s personality and she like didn’t even answer??? all she said was that he’s intelligent and tahts like IT
while i love soda and all she and the devs genuinely need to cave to their fan base a bit more because i’ve like been scraping the bottom of the barrel for shit and it’s just so fucking retarded as to why there is literally BARELT ANYTHING i’m not even lying u can go on the official wiki and wam bam yes ma’am NOTHING. just some info on their heights, pronouns, ages, and maybe a sentence or two about their personality or job and that’s… it…..
it drives me nuts i am not kidding when i’m saying i’ve never seen devs that gatekeep as hard as phighting devs do it’s actually fucking diabolical
woman if someone’s asking u about what a phighter would wear for holloween and they celebrate differently, at the very LEAST explain what they celebrate and maybe a few things they do just… talk…. PLEASE man
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What do you think about different "mainstream" game engines of today?
Godot, Unity, Unreal and GMS2, to be specific.
Game engine hot takes speedrun let's go: Godot:
+ Really like its mission statement + goals + It could be a lot worse and still be the best long term pick since it's open source. + I like the workspace/layout - Most tutorials from the community use awful AI art assets.
Unity:
+ Did a great thing in its heyday making 3D gamedev more accessible, I don't mind the asset flips. + Easily the most robust asset store for beginners. - You can't trust them not to jack up the prices as they please. - Bigger learning curve for non-programming-oriented devs than engines like GMS2.
Unreal:
~ I haven't used Unreal at all. + "Nintendo hire this man" memes are funny.
GMS2:
+ Really quick turnaround between idea -> implementation, which is huge for keeping momentum. - Canvas workspaces are bad. I hate them!!!!!!!!!! - They can't figure out if they're a beginner friendly IDE or a robust engine for professional teams. ~ I'm stuck here.
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๋࣭⭑ Devlog #40 | 5.1.24 ๋࣭⭑
Happy April (pretend I'm not late on this devlog)!!
April flew by in the blink of an eye. It's been a really busy month for me personally--I'm not sure about you all!
This devlog is going to be structured differently from the past devlogs for two reasons: 1) my concussion is lowkey kicking my ass and 2) I had a release going on almost every week this month because I am a Crazy Person HA!!!!
This month was filled with some kind of release every weekend, which is equal parts exciting and exhausting. Because releases always take a lot out of me, I basically spent every day this month cycling between phases of post-release euphoria, post-release depression, pre-release excitement, recovery burnout, burnout guilt, and just about every emotion in between.
THEN!! I got into an accident about a week ago and have been throwing hands with the resulting concussion since. So it's basically been a crazy month in the Crescence world.
That being said, let's run through the month in chronological order, and every weekend release :crazy eyes & hysterical laughter:
Kayn's Beta Route Out Now!
Kayn's Beta Route has been Finished!
In Extremely Exciting news, Kayn's beta route was finished during the first weekend of this month! I had put off publicly announcing it because I didn't want to clash with the demo release. But it was released quietly to patrons and beta-testers. Feedback so far has been very kind, and if you'd like to get access to Kayn's beta route, you can play it with the Hydra ($10) tier on my Patreon ^^
I will publicly announce the route sometime later. But for now, for those who bother reading my devlogs, here is a treat!
Enhanced Demo Release
Bro we fucking did it
Second weekend of April, we released the ENHANCED DEMO OFFICIALLY!!!! It was so exciting (and nerve-wracking) to be able to finally get this out to the public. Reception has been so nice, and it's been rewarding to see people finally be able to play the enhanced demo and see what I've been working so very hard on these past couple of months. I'm really glad you all liked it and appreciated all the details that I've painstakingly polished <3
I mentioned it before but I was really nervous for the release---I had no idea how it would go. But as always, I could not be more appreciative of the support you all give to little old me. Thank you, and I hope you all like the taste of what is to come in the Alaris world!
If you haven't gotten a chance to play the demo yet, please check it out here!
ALSO..... if five people want to rate the demo and haven't rated it yet...... it would make me very happy....... we are so close to 300 ratings.....
Velox Formida
Yes, I did help make a game in 36 hours.
Adding to the madness, I got sucked into this game jam by beloved and crazy @shewassaying. You have to make a game in 36 hours. It was a crazy whirlwind of an experience, but with people I always love being with. We finished a beautiful fantasy game if anyone would like to check it out!
Are you tired yet? I sure am.
A Faerie's Tale
We aren't done yet gamers
Finally, to round out the marathon, I created the GUI for this beautiful little game that was submitted to Amare Fest (which you should check out, since a lot of other cool games were submitted!). I had the opportunity to work with some extremely talented devs (@steamberrystudio, @jeneara, @windchimesgames, @tuffmallowinteractive, and feniks of OL fame), some of which are like titans in the VN community to me ;_;
The game is an enchanting, short little story (and FREE!) about a Fae. Something I know many of us are suckers for nyeheh. Please feel free to check it out here
That's it... Kinda.
And that's about it for this month! As you can see..... it was very much a back-to-back month. Because of that, I'm trying to use right now as a break (everyone thank my concussion for forcing me to take a break, yippee!).
Some other things that I want to highlight this month:
We released an official trailer for Alaris. She's stunning, and if you haven't seen it yet...... well, what are you waiting for....
intertwine is part of a Palestinian Relief Bundle. For only $8, you can get access to over 300 cracked games and support an important cause. If you haven't donated yet, please consider doing so. We are close to almost half a million dollars raised! Bundle ends in 4 days, so please consider buying if you haven't already
Alaris is part of a small little collaboration/cross-promotion of other magical and mystery otome. If you like sexy games by cracked devs, please check them out at the bottom of my itchio page. Some of the other games include Obscura, Lost in Limbo, The Good People, Save the Villainess, Snow White Ashes, and more! I would link them here, but I'm starting to get a headache teehee.
Anyways, that rounds out this month and a bunch of exciting news! I know it can be overwhelming to look at. Per usual, I never expect anyone to play every single game I am involved with. But if any of them catch your eye, I encourage you to check them out since many of the people I work with are very talented and you never know what new devs/games you'll get introduced to as a result!
See you all next month! <3
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The Animal Game
SFW tickle fic. No like? Click off.
OKAY so this fic is based off of the Bluey minisode “Animals”! The short is adorbies, I watched it MULTIPLE TIMES while writing this. I am now immune to it.
Massive thanks to @hamilton-fluff for giving me the idea! I hope this satisfies your wishes!
As a reminder, this is post-finale, and for those I latch onto @/mythica0’s alternate timeline! Please read their fic “Forgiveness” if you want to be up to speed on that!
OH ONE MORE THING
I have a roleplay blog including these goobers, please do go check it out! It's a regular blog with a lot of non-tickle community members, so be sneaky with any tickle-related asks, but please do flood the inbox! I love receiving asks, it's always a treat.
Also I know I said to be sneaky with it but PLEASE DO SEND TICKLE-RELATED ASKS I LOVE THEM EVEN THO I GOTTA MAKE IT INCONSPICUOUS LMAO (seriously though it's a really funny jumpscare when I get asks like that, please send em in :D)
Characters: lee!Dev, ler!Peri
Summary: Dev asks to play his favorite game while he’s in a lee mood. Peri happily follows through.
ENJOY!
Of all the games Dev and Peri played together, one was pretty much the kid’s favorite. He never admitted he liked it, though.
The Animal Game. Always his go-to during a lee mood.
Speaking of, Peri’s lee mood radar had started going off. And Dev looked on the cusp of asking- but said nothing.
And it was driving him up the wall.
He knew it would make it better if he just asked- but noooo. His brain didn't want his dignity to drop. Dev wasn't a child! He was ten now, he was a big kid! Big kids don't ask for tickles.
But he had to. One way or another, or else this lee mood would kill him.
Dev trotted over to Peri, who was shining the cap of his wand, and tugged on his sleeve. The purple-clad paused what he was doing, turning around, to face his godkid. “Yeah, kid? What's up?”
Dev looked down shyly, trying to muster up the courage to just say it. Peri knew what was going on, but he played dumb.
“Kid, you gotta tell me or else I won't know what-”
“Canweplaytheanimalgame?” He said it really quickly, then ran back and hid under his blanket. Peri stifled a laugh at the way Dev was acting, but then he floated over to the bed, lifting up the blanket and peeking underneath to find an extremely flustered Dev. Honestly, it was pretty endearing. He knew it was the kid’s favorite, and the fact that he actually requested that they play the game was pretty unexpected! So of course, like any good Fairy Godparent, he fulfilled his wish.
“Dev? You ready to play?”
Dev immediately leapt out from under the covers and tried to run away, despite knowing he wanted this. He literally asked for this, dangit!
Peri, however, swiftly grabbed the ginger’s hood, and kept him from going too far. He scooped him up, chuckling at his half-hearted attempts to get away, and brought him back to the edge of the bed, sitting down and setting Dev on his lap. Unfortunately, his jacket had ridden up during his squirming, making him even more susceptible to what was to come.
Thankfully Peri didn't make him wait too long in anticipation before he started.
“One day, there was a lovely big field, with grass flowing gently in the breeze.” Mimicking the wind, Peri blew across Dev’s side, making him squirm around against the sensations, muffling his laughter in his hands. Peri continued.
“When along came… an antelope!” He brought his fingertips together and bounced them along his side again. “Doing, doing, doing, doing-doing-doing!”
“Pfftehehehe! EEEeheehehehaha!” Dev finally let his laughter flow free, kicking his legs away from him.
“But the antelope was chased away by a… cheetah! Brrrrrrrr! Brrrrrrrrr! Brrrrrrrrrr, brrrrrrrrr!” Peri ran his fingers along the same spot, eliciting a squeal and a few giggles each time he did it.
“Then the cheetah got tired, and along came some tiny little ants.” He kept up the silly noises as he walked his fingers slowly across. Dev was in stitches, fighting every urge to thrash around as he squealed and laughed. Gosh dang it, why did this feel so nice? To just let himself laugh till his heart’s content? This was silly!
So why did he enjoy it so much?
Peri’s continued narration pulled him out of his mind.
“But then came an ELEPHANT! Boom, ba-ba-boom, ba-ba-boom, ba-ba-boom!” Peri gently thumped his fists against the ginger.
That’s when he finally broke.
Dev squealed, getting up from Peri’s lap and running off to a corner of the room, a wide smile adorning him as he shut his eyes and leaned on the wall. Peri chuckled, poofing himself next to him, causing Dev to yelp in surprise. The fairy continued, as if nothing had happened.
“Phew! The elephant left. And along came a spiiiderrrrr!” And he spidered along where Dev’s side met his tummy, slowly getting closer to his death spot- which also happened to be his favorite spot to be tickled.
Dev slumped down against the wall, giggling away at the sensations, until Peri fake-slapped the “spider” away. “Go away, spider! No more creepy animals, thanks.”
Dev took the moment to catch his breath, before things got more chaotic. “Aehehehe… phew.”
“Oh, wait! It’s a snake! Ssssssssssssss!” Peri announced only a second later, digging two fingers into Dev’s side. The latter let out another set of squeals and giggles, jumping up again and running off in a state of giggly panic. Peri just poofed right behind him, exclaiming “Frog!” And poking him in the side. “Ribbit.”
Dev yelped and started running around his bed in circles, giggles still tumbling out of him- half because of the lingering sensations, and half because of the sheer silliness and hilarity of the scenario- but Peri just kept on his tail, poking him inconsistently to keep him on his toes. “Ribbit. Ribbit. Ribbit.”
Finally, he reached out with both hands and scooped up his godkid again, setting him down on his lap once more as he held up the jacket that had come back down to protect him.
“Ah. the frog’s gone, and along comes a pussycat!”
“Oho, nohoho!” Dev exclaimed, as Peri slowly walked his fingers onto the center of his tummy, relishing in the increasing giggles it produced.
“Oh no, Dev! This cat wants to have a nap. She uses her claws to make a nice bed!” And as he finished his statement, Peri scritched and scribbled along the same spot on Dev’s tummy, making cat noises as he did so. The kid yelped and squirmed, laughter getting much, much louder from his death spot being attacked. “AeheheHEHehEhe! PehehehERihihiHi nohoHOHOhohO!”
The purple-clad finally rested his hand in the center of Dev’s tummy, giving him one more break. “Ahh, the cat’s asleep. All is well.”
Dev took in some more, much-needed breaths as he relaxed in Peri’s lap. The two stayed there for a few seconds, enjoying the quiet.
“DINOSAUR!!” Peri exclaimed, using both his hands to scribble along where Dev’s sides met his tummy, taking in a big breath and blowing a huge raspberry right at the center. Dev screamed, his laughter reaching a new octave.
“PEHEHEHERIHIHI! PEHERI THAHAT- NAHAHAHA!!”
Sensing the kid was reaching his limit, Peri blew one more quick raspberry on his bellybutton before setting him down on the bed, poofing up a cup of water for his clearly-tuckered-out godkid, who took it gratefully, lingering titters still spilling out. They sat together for a moment, only broken by Dev’s leftover giggles. Peri was the first to speak again.
“So? How was it?”
Dev lightly shoved him away.
“Shut up…”
“Hey, that’s not nice!” Peri made a fake offended look. Dev just smiled. Thankfully his lee mood was gone now, and he could enjoy the rest of his day without the buzziness gnawing at him.
Perfect.
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The performative moralizing of this fandom is exhausting. Are there grifters and people overly critical? Sure. But even expressing mild concern for some of the news coming out rallies cries of “Oh so you want the game to FAIL? You want the devs to LOSE THEIR JOBS?? You expect them to TAILOR THE GAME TO WHAT YOU WANT?” It’s ridiculous. Not even the nitpickers are asking for any of those things, and I’m EXCITED for the new game. But I shouldnt have to get snide anons sent at me just for not being blindly happy at any crumb of news given me.
Obviously, discourse of all kinds is on the rise with a new game out, and some Dragon Age fans are fending off rude messages -- or sending them, or receiving and sending them. General fandom-critical callouts are no fun for anyone so unless it's specific and not an attack on fans for the devs, please just know that you're not alone but that this is perhaps not the best space to scream into a pillow about feeling done with fellow fans. The people who follow this blog are Dragon Age fans. I'd also suggest that everyone expand your fandom horizons if you're not having a good time. Places like Tumblr and Bluesky and Pillowfort (etc) allow you to control what you see and which accounts you follow. Existing in a fan community and enjoying yourself is entirely possible, and probably a lot more fun than what some folks are experiencing.
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