#gotm august
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The Knight of Despair
👻 August Ghoul of the Month! 👻
#gotm#ghoul of the month#ghost knight#knights#ghosts#jackdaws#inkyart#illustratingwithink#kofiart#august
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Another picture of the lovely Jonquil Woodward, GOTM Men Only Magazine, August 1974
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There will be a week to watch and discuss/geek/share our joy in each episode!
Series 11
• April 9th-15th The Woman Who Fell to Earth #AliensinSheffield
• April 16th -22nd The Ghost Monument #MyGhostMonument
• April 23rd-29th Rosa #Montgomery1955
• April 30th-May 6th Arachnids in the UK #TheWeirdestFriends
• May 7th-13th The Tsuranga Conundrum #PtingTakeover
• May 14th-20th Demons of the Punjab #LoveAbides
• May 21st-27th Kerblam! #Capitalismsucks
• May 28th- June 3rd The Witchfinders #PatronizedtoDeath
• June 4th-10th It Takes You Away #Solifrog
• June 11th-17th The Battle of Ranskoor Av Kolos #TravelHopefully
• June 18th-24th Resolution #JunkyardChic
BREAK WEEK - June 25th-July 1st
Series 12
• July 2nd-8th Spyfall Part One #GotMe
• July 9th-15th Spyfall Part Two #PlaneThieves
• July 16th-22nd Orphan 55 #WheresBenni
• July 23rd-29th Nikola Tesla’s Night of Terror #SkithraQueen
• July 30th-August 5th Fugitive of the Judoon #BreaktheGlass
• August 6th-12th Praxeus #UndertheSea
• August13th-19th Can You Hear Me? #FloatingFingers
• August 20th-26th Haunting of Villa Diodati #SavethePoet
• August 27th - September 2nd Ascension of the Cybermen #ConsulttheCyberium
• September 3rd-9th The Timeless Children #BlasttheMatrix
• September 10th-16th Revolution of the Daleks #GoodbyeFam
Series 13/Flux
• September 17th-23rd The Halloween Apocalypse #TrickorTreat
• September 24th-30th War of the Sontarans #Sontarhorse
• October 1st-7th Once, Upon Time #ReigninHell
• October 8th-14th Village of the Angels #YouareRecalled
• October 15th-21st Survivors of the Flux #BigHead
• October 22nd-28th The Vanquishers #NothingisForever
Specials
• October 29th-November 4th Eve of the Daleks #IsitThatObvious
• November 5th-11th Legend of the Sea Devils #NotaBadDate
• November 12th-18th Power of the Doctor #TagYoureIt
• November 19th-25th OFF LIMITS- 60th ANNIVERSARY WEEK
HASHTAGS ARE SUBJECT TO CHANGE
Coming Soon... the 13th Doctor Rewatch Project
One episode a week, leading up to the 60th anniversary... rewatch and relive the 13th Doctor's era of the show with us! (and do it on your own time)
You can participate in this watch-a-long on Tumblr, twitter, or on Discord at this server link: https://discord.gg/rZb2h9AFfj
Hashtags will be posted on a bi-weekly basis and the schedule is below:
I hope you join in!
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August’s Featured Game: Shroom Soup
DEVELOPER(S): Shroomy ENGINE: RPGMaker 2000 GENRE: Adventure, RPG, Psychological Horror WARNINGS: listed here (may contain spoilers) SUMMARY: You play as Arnika, a gloomy teenage girl. Perpetually tired, you live off excessive sleep, lime juice, and instant soup. You look into the vortex forming in your cup of said soup, this time mushroom flavour. Next thing you know, you are in an entirely different world where everything, from buildings to people, is being devoured by fungi. It seems like you have no choice but to walk on... Your journey involves exploration, puzzle-solving and battles.
Download the demo here!
Our Interview With The Dev Team Below The Cut!
Introduce yourself! Hello! I am Shroomy, and I still haven't figured out which one of my nicknames I should go by, but I use "uboaappears" for art and "toxic shroom swamp" for games. I have a bachelor's degree in biology since two weeks ago and like everything surreal, gory and gay. Nice to meet you. I have been in the community since about 2012, and that might be also when I first wanted to make a game - a Yume Nikki fangame, because YN brought me here. I messed around with the engine for a long time, and certain characters and ideas gradually mutated to whatever this is now.
What is your project about? What inspired you to create your game initially? *Shroomy: It's about making a cup of instant soup and accidentally going on a very weird adventure. ...Okay, actually, it's a coming-of-age story with an emphasis on mental health, relationships, and toxic flesh-eating mushrooms. The idea came to me when I made myself an instant soup once. For some reason, I thought it would be cool if there was a portal into another world in the cup. That's how it started. (I was also into drawing mushrooms growing on people at the time, so that naturally made its way into my Awesome Game Idea.)
How long have you been working on your project? *Shroomy: ...A while. It's enough to say that I graduated from both high school and university with it. But to be honest, I didn't really do much with it until about two years ago. Right now I tend to think of the time before that as trial and error, playing around with ideas and learning to use the engine. I feel a little self-conscious about how long it took me to come up with a coherent story, but that might be a good thing. Since this is quite a personal game, it helped to grow as a person. I think it made for a more interesting and mature work than it would be otherwise.
Did any other games or media influence aspects of your project? *Shroomy: I feel like I take little bits of inspirations from everything. But I'd say Yume Nikki and Re:Kinder were the biggest game influences. Maybe Hello Charlotte, too - the minimalistic world gave me some food for thought :> Design-wise, I think my current (character) style is a lovechild of Danganronpa, Killing Stalking and something else I am not sure about. Maybe just me.
Have you come across any challenges during development? How have you overcome or worked around them? *Shroomy: I think the biggest challenges for me have always been centered around the lack of free time, the lack of energy or the lack of motivation. Some people manage to juggle life and gamedev, but I get exhausted really easily, so it's hard. This is an ongoing issue. I tend to try and free up a day just for relaxing and creative stuff. I've also started using the Forest app for focusing on things, and sometimes use it for gamedev as well. At the beginning I found it frustrating that my skills (in pixel art, for example) didn't match what I wanted to create. That one was improved by - you guessed it - making a lot of pixel art. Making and scrapping a bunch of tilesets for the game. It's as simple as practice and learning how to get the most out of your art program. (It also helps me to make a detailed sketch of a map before I start working, or at least brainstorm the main elements of it.) Another challenge was the incoherence of the story. Originally I wanted to make something really vague and open to interpretation, but... that actually didn't give me enough material to work with. In the end, I played around with the characters, tried to write them some backstories that no one was going to see, and somehow ended up with an actual plot..? Shocking, I know! And the final thing is putting gameplay into the game. To be honest, the puzzles in the demo were pretty random on my side, I just thought them up on the spot. In subsequent locations I tried to make them relevant to the game's themes and/or hint towards the story.
Have any aspects of your project changed over time? How does your current project differ from your initial concept? *Shroomy: For one thing, the current project has a story and a plan, even if the story is presented in quite an obfuscated way. The original concept was not much more than an idea of a shroomy world. The characters also have a lot more depth and pain to them than they used to. The locations have changed a lot as well, to the point where most of the original ones don't exist anymore.
What was your team like at the beginning? How did people join the team? If you don’t have a team, do you wish you had one or do you prefer working alone? *Shroomy: My team is mostly just me. At the beginning it was a young and naive me, and now we have a slightly older and better-at-art me. After I started my dev blog, I was contacted by Tommuel, who now helps me with sound design and music. And my old friend Robin has made a few NPC sprites for me, and might give a hand with more pixel art in the future. They're not really involved with other aspects of development, but I really appreciate their help anyway! I prefer to keep most of this game to myself - it feels too personal to share, plus I'm a bit of a perfectionist.
What is the best part of developing the game? *Shroomy: I would say it's putting my work out there and sharing it with the world. I'm also really proud of how much I've grown as an artist and writer through developing this. I got attached to this story and this world, with all of its fun, weird and sad details. It's also been really fun, amazing even, to get to know other devs and make friends through being part of this interesting and creative community. I owe some wonderful friendships to it.
Do you find yourself playing other RPG Maker games to see what you can do with the engine, or do you prefer to do your own thing? *Shroomy: I definitely play other games for inspiration, it helps me a lot. Though I try not to make things "just like" other games, but make it a transformative learning experience instead.
Which character in your game do you relate to the most and why? (Alternatively: Who is your favorite character and why?) *Shroomy: I feel like I have been through stages. At first I was Arnika, then Lina, now I feel like I'm turning into Arthur. I guess I put my traits into all of them. (Does that mean that Bernard is the next stage? I'm /so/ ready to transcend humanity, finally learn how to do maths and become everyone's favourite character.)
Looking back now, is there anything that regret/wish you had done differently? *Shroomy: I think the biggest mistake I made was jumping straight into making a game without thinking it through or considering the scope. In the end, the lack of planning set me back a lot. Admittedly, I was young and excitable, so I guess it was a learning experience? I didn't really know how to write stories or plan long-term projects, but over time, I somehow built up those skills. I think it's good to have a clear-ish idea of what you want to make before you start, and maybe start with something small. (So basically, do the opposite of what I did.)
Once you finish your project, do you plan to explore the game’s universe and characters further in subsequent projects, or leave it as-is? *Shroomy: Aha. Actually, yes. I have accidentally started writing two sequels already. They will be small games focusing on other characters' perspectives (as opposed to Arnika). I'm not actually touching them yet though, only making some notes and writing scripts. Perhaps by the time the first game is released I'll have enough material to comfortably work on them.
What do you look most forward to upon/after release? *Shroomy: Fan reaction, I think? To be honest, I'm not really sure. I think I'll just be enjoying the incredible dopamine rush after finally setting this child of mine free to explore the world and infect people's brains with all the shroomy memes it contains. (Also will probably get off the internet for about a week from the anxiety.) Then maybe being free to work on other things, indeed. And posting spoilery concept art >:D
Is there something you’re afraid of concerning the development or the release of your game? *Shroomy: I am a little worried about the reception of the game's subject matter. If you looked at the list of warnings, you might have an idea what I mean. Sometimes it feels dangerous to explore certain themes in your stories, because people misinterpret depicting something bad as promoting it, for example. But that's why that list exists. I'm just going to let people know straight away that I explore dark themes in this project and I'm not going to hold back on how I do it. Creativity should flow freely, I think. (I am also a little worried about the ratio of my free time vs. gamedev time and /when/ I will finally be able to release it, but... Thankfully, I'm the one in charge of that.)
Do you have any advice for upcoming devs? *Shroomy: Take some time to make a plan for your project, start small, fail faster, and aim for something finished before you aim for perfect. Make a system for organising your files. Back up often, and on a different drive/cloud than your game is on, preferably several. Most of all, make something you would love to play! And don't be too hard on yourself.
Question from last month's featured dev @blackcrystalsrpg: What are your game dev pet peeves?? *Shroomy: I dislike the fact that sometimes I want to have made a game more than I want to make a game, but to have made a game you need to go and make the game. ¯\_(ツ)_/¯ But there's no escape from fate, so... go, go and make that game happen!
We mods would like to thank Shroomy for agreeing to our interview! We believe that featuring the developer and their creative process is just as important as featuring the final product. Hopefully this Q&A segment has been an entertaining and insightful experience for everyone involved!
Remember to check out Shroom Soup if you haven’t already! See you next month!
- Mods Gold & Platinum
#rpgmaker#indie games#pixel games#rpg maker#rpg maker 2000#shroom soup#gotm#game of the month#gotm august#august 2018#august#2018#interview#game making#game dev
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𝔄𝔲𝔤𝔲𝔰𝔱
Good things that happened this month:
My friend asked me to add the ace attorney court bot in our discord server and it's the funniest shit ever
Joined the VC in our server with my classmates and ranted about the things we're unhappy about together
Called a friend when I rly needed someone to be there for me and they comforted me until I fell asleep
Called my girlfriend in a videocall <3
She also called me when she noticed I've been acting off and silent to make sure I'm okay, which I wasn't and balled my eyes out to her lmao but that gesture made me feel really loved
Exams ended wooooo
Holiday break wooooooo!!
Am able to play Genshin again after months of not doing so because of how busy I've been with school uwu
Called my highschool friends that I haven't talked to in months to catch up with them
Finally called my other friend too that I see as an older sister figure after weeks of delaying it because of how busy I was asdknsdfknd uwu uwu
Came out to my sister and told her about my girlfriend and she was really chill about it :')) which makes me really glad and at ease
Told my other friends about my girlfriend as well lmao asdnksdndf I was basically proud and am happy that I'm with her and want to share it the news with people I care about
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350 Celebration Challenge!
Wow! I am so blown away by you guys! I've only been active on Tumblr for about year now and am in awe of how amazing this writing community is. I've met so many lovely people here, read incredible stories and seen stunning moodboards/drawings. There is so much talent out there!
So to celebrate reaching 350 followers, I decided to do a writing challenge celebration! It is not limited to just writings though. Please feel free to participate with moodboards and drawings also!
Instead of using quotes for the prompts, I'm using the 5 senses. To participate, you must choose one of the prompts and use it in that particular sense. Can be just as one line or the main plot. Doesn't matter.
Example: Touch- armor.
She donned the heavy armor once again, the feel of it against her body like a second skin she could not shake, no matter how hard she tried.
Or a moodboard featuring the character chosen and armor aesthetic.
Make sense?
Rules & Prompts are below the cut!
Onward to the rules (because I need them, sorry)
Rules:
1. Please use Read More if the fic is over 500 words.
2. Don't have to follow me to participate.
3. Can be reader or OC.
4. Use appropriate tag warnings.
5. No underage fics, anal sex, slapping, choking kink, humiliation kink, blood kink/blood play, non-con, incest.
6. Can be angst, fluff, smut….whatever you wanna do.
7. Up to 2 different people can use a prompt, then I'll cross it out.
8. Use the tag mz350celebration and make sure to tag me in your contribution also!
9. Send me an ask with the prompt you want or leave a comment on this post. If you want to mention which fandom or character you're choosing, that would be lovely but not necessary.
Deadline: August 1st
Characters to choose from:
The Last Kingdom- Uhtred, Finan, Sihtric, Osferth, Alfred, Leofric, Sigtryggr, Edward
Vikings- Ragnar, Bjorn, Ubbe, Hvitserk, Sigurd, Ivar, Floki, Heahmund, Alfred
Band of Brothers- Any of Easy Company (except for Sobel, Dike and Cobb cuz fuck 'em)
Marvel- Steve Rogers, Bucky Barnes, Sam Wilson, Thor, Loki, (no Stucky or Sam/Bucky please)
These can be Canon or AU or modern, whatever your heart desires. Just have fun!
Prompts:
Sight
-bubbles --- @deans-ch-ch-cherrypie & @quantumlocked310
-fall leaves --- @evelyn-shelby
-tattoo(s)
-old books --- @solinarimoon
-airplane arriving/leaving --- @maggiescarborough
Smell
-flowers --- @geekandbooknerd
-coffee or tea --- @punkrocknpearls
-baking cookies
-salty ocean air --- @ritual-unions-gotme
-perfume --- @for-bebbanburg
Taste
-blood
-smoke
-cinnamon
-ice cream
-wine
Touch
-sand between toes
-snow --- @emilyhufflepufftlk
-leather --- @alexhandersen-marcoilsoe-fandom
-silk --- @pomegranates-and-blood
-raindrops
Hear
-a baby's cry
-footsteps --- @youbloodymadgenius
-a wolf's howl
-a warcry
-something shattering
I plan on making a masterlist with everyone's submissions so others can see what amazing things were created, but feel free to add to your own masterlist also.
I'm tagging those that might be interested: @youbloodymadgenius @geekandbooknerd @alexhandersen-marcoilsoe-fandom @deans-ch-ch-cherrypie @doctorwhoandfairytaillover @maggiescarborough @evelynshelby @saritanotserena @pomegranates-and-blood
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mbappe trikot kinder Michy Batshuayi wurde in den s
mbappe trikot kinder Michy Batshuayi wurde in den sozialen Medien gnadenlos getrollt, nachdem er letzten Monat beim 2:1-Sieg von Chelsea gegen Tottenham Hotspur sein eigenes Netz durchgesteckt hatte. Unter denen, die sich über den Belgier lustig machten, war Manchester City-Verteidiger Benjamin Mendy, der auf Twitter schrieb: "Mein Bruder @mbatshuayi #bulletheader. Aber es bedeutet nichts #thatwin." Zum Glück für Batshuayi verschonte Marcos Alonso sein Erröten und erzielte in der 88. Minute einen Siegtreffer.
Doch sein Fehler schien dem Stürmer weh zu tun. Er schrieb als Antwort an Mendy: „Ich wollte sterben, Bruder. Zum Glück haben wir gewonnen." Und als ein Fan darauf hinwies, dass ein Spurs-Spieler den Ball hätte köpfig haben können, wenn Batshuayi nicht den ersten Ball bekommen hätte, antwortete er: "Ja, aber ich hatte noch viele andere Orte, um es zu schaffen?". Ein paar Wochen von seinem eigenen
Tor und es ist klar, dass der 23-Jährige jetzt die lustige Seite sehen kann. Batshuayi reagiert auf Chelseas GOTM-Wettbewerb Diese Woche hat Chelsea eine Nachricht auf Instagram gepostet, in der die Fans aufgefordert werden, für ihr Tor des Monats August abzustimmen. Zu den Optionen gehörten die Tore von Alvaro Morata und David Luiz bei der fussballtrikots international Niederlage gegen Burnley, Alonsos Freistoß gegen Tottenham, der Einsatz von Cesc Fabregas gegen Everton und einige Tore der Jugendmannschaft. Chelsea hielt Batshuayis perfekten Kopfball gegen Thibaut Courtois nicht für würdig eine Nominierung, sehr zur Verwirrung des Stürmers. Er schrieb als Antwort auf den Instagram-Post: "Wo ist mein Kopfball gegen Tottenham?? ????". Es ist gut zu sehen, dass Batshuayi sich nicht mehr selbst verprügelt.
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SON, Tottenham Hotspur's Goal of the Month 'Forced Award' for 2 months in a row... funny reality 먹튀검증
먹튀검증먹튀사이트먹튀검증사이트먹튀 검증 먹튀 사이트 먹튀 검증 사이트
Son Heung-min is also considered as a strong candidate for Tottenham's Goal of the Month in September. It represents the funny (and sad) reality of Tottenham.
Tottenham Hotspur, who entrusted coach Nunu Espirito Santo this year, have scored only four goals in six matches in the English Premier League (EPL) in the 2021-2022 season. It is the second lowest score after Norwich City (2 goals) and Wolverhampton (3 goals). After running for three straight wins, he fell into a swamp of three straight losses and fell to 11th place. On the 27th, the North London derby lost 1–3 against Arsenal, which brought the atmosphere to its worst.
If you look at the goals Tottenham scored, you can find only one scorer. Heung-Min Son Son Heung-min, who scored the winning goal in the match against Man City and Watford, scored the goal against Arsenal. His remaining one goal was a penalty before Dele Alli's Wolverham turn. This is why Son Heung-min, who won the Tottenham Goal of the Month (GOTM) award for Tottenham Hotspur in August for his goal against Manchester City, seems likely to win Goal of the Month for the second month in a row.
Competitors include Harry Kane and Tanguy Ndombele, who scored in the League Cup against Wolverhampton, and Pierre Hoyvier, who scored in the European Europa Conference League against Stade Rennes. Candidates from the 2nd team and the women's team may also appear.
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Remember that all winning GOTM organizers and all players who deployed in the winning gardens will be awarded special badges for their contribution to growing the map. #scavenger #trips #tourism munzeeblog.com/august-2020-gotm-winners-september-potm-requirements/
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+%^#@ Wilson A2000 August 2019 Glove Of The Month GOTM 11.75 SuperSkin Marwin Gonzalez https://ift.tt/3eCWCH3
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Jonquil Woodward Men Only Magazine GOTM, August 1974
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August’s Featured Game: Marinette
DEVELOPER(S): Teal Crown ENGINE: RPG Maker MV GENRE: Horror, Puzzle, Adventure WARNINGS: Sensitive Themes, Blood/Light Gore SUMMARY: A little girl named Marinette, in the wake of a splitting family and a change of homes, is having a birthday. But this, her eleventh birthday, will present a deadly opportunity to fulfill a special promise. On the night before her birthday, she is drawn into a strange realm; an unnatural dollhouse, populated with dolls who are not quite what they seem. A web of strings lying in wait, and threatening to ensnare the poor marionette; warping her perception, and twisting her every move. Will the strings attach, and force her to become an unwilling puppet, or will she escape this surreal web of strings? What will she have to do to avoid the dangers of the dollhouse, and set herself free?
Our Interview With The Dev Team Below The Cut!
Introduce yourself! *Mitty: "Hello, I'm Mitty! Thank you so much for the opportunity to participate in this interview. I'm the main developer of the game and I'm working with a team of friends to make this game a reality. I work mainly on the visuals and programming, and I'll be representing the team, alongside Third! I've been on the community for around two years, even though I tend to not be active very often." *Third: "Hoi, I’m Third! I appreciate you reaching out to interview us. I’m the main composer and writer of Marinette, and I work under Mitty to make the story and soundtrack what we want it to be. I’ve been in the community for little less than Mitt but am even less active in most of my developer discords."
What is your project about? What inspired you to create this game initially? *Mitty: "The game is essentially about a girl that gets trapped inside a dollhouse. A simple concept really can go far ahaha I've always loved themes related to creepy dolls so I wanted to create something related to that. What pushed me initially to start were obviously the inspiration of seeing other devs creating, seeing how far you could go with these engines and create amazing interactive stories, however the huge support from a friend was what made me actually start past the planning and dreaming!" *Third: "Marinette is a story about a little girl becoming entangled in the complicated family and supernatural landscape she finds herself in on her birthday. I enjoy writing short stories about this kind of thing so it’s fantastic to work on a larger project about one of my favorite subjects. My primary inspiration and introduction to this kind of game in general was Pocket Mirror, and I use it the most as a model for how to do certain things. However, I also draw a lot of inspiration from masterpieces like Aria’s Story, Ib, Witch’s House, and Alice Mare."
How long have you been working on your project? *Mitty: "The project has been in the works for around two years now! The first year was mostly planning and right now we are on the right track with the programming and asset creation for the demo, as well as music and sound design for later development. Planning isn't over yet though, especially for the final game." *Third: "I’ve been working on this for almost two years. The soundtrack possessed most of my earlier attention, but now it’s taken a backseat to writing, now that I’m actively writing the scripts for the game now. "
Did any other games or media influence aspects of your project? *Mitty: "Yes! The game has inspirations from plenty of sources, not only strictly RPG Maker Horror games, or games in general for that matter. If I were to mention those, of course games like Ib, The witch's house, Alice Mare, Pocket Mirror, Yume Nikki & .flow, Stray Cat Crossing, Mogeko's games...etc quickly come to mind. When it comes to the aesthetics and visuals, the inspirations come from several different places, including games like Alice Madness Returns, Dofus, Yomawari, The Legend of Mana, Little Nightmares...the list goes on; or other media, like Inu Curry's animation style or video creator nana825763, as well as some anime and music videos. Silent hill is also a huge inspiration for the atmosphere, and hopefully we can pull it off well!" *Third: "My primary inspiration, as I’ve said earlier, is Pocket Mirror, both for its masterful writing and soundtrack. The game’s soundtrack is the main reason I still play piano. Whenever I’m feeling musical, my fingers always hunt out the same kind of haunting, mysterious, and sometimes peaceful and playful melodies that Pocket Mirror is rife with. In the end, our soundtrack is probably going to sound like Pocket Mirror and Aria’s Story’s soundtracks were meshed together. Story wise, commonplace elements in this genre like demons, monsters, mean parents and puzzles that tell the story are commonplace for a reason, and certainly find their way into this one, in their own special way. Every other game I’ve mentioned involves them in some form or another. And young, curious protagonists are also a blast to write and do evil things to and put in difficult, dangerous situations. "
Have you come across any challenges during development? How have you overcome or worked around them? *Mitty: "We surely have! Many of them in different areas ahaha Taking away bug hunting, I am primarily an artist, so programming for me is a secondary thing. Because of this it's easy to get carried away and hard to realise what can and can't be done. I don't want the game to be visually boring if I can make things move and seem alive! The way I'm handling it is programming like an artist: I think in my head what cool things I can do with my art by not having it completely still, and then it's a matter of executing it on the engine. However this comes with a downside. I tend to tweak things a lot, and that takes quite some time, but I honestly think it's worth it ahaha Also I find it hard to start writing, but when I do, I can't stop orz. Other challenges are also finding plot holes. This is fixed with a lot of studying the story, gathering inspiration and talking with the team. I also struggle a bit with communicating with the team, but thankfully they are all very nice and understanding." *Third: "Main challenge is overcoming the sheer weight of how much I have to learn about music and writing in order for this game to be what I want it to be. I’m a perfectionist, and when I care about something, I can’t tolerate it being worse than it could’ve been. Also, writing is getting more and more complicated and there’s more things and details to keep track of so as not to create inconsistencies or plot holes, especially as we try to revise it and make major changes to the story (Mitt will know what I’m talking about). "
Have any aspects of your project changed over time? How does your current project differ from your initial concept? *Mitty: "It changed a lot, not only in terms of the story and writing, but visually too. The basic concept is close to being the same, though. You can check out old posts in the blog where I consider different styles of mapping and such. Actually, don't, please. It's too old...and my writing...oh god." *Third: "The writing has come a long way, but now that we’ve fleshed out and written down much of the backstory, it’s a much more complicated story than what Mitt first showed me when I joined."
What was your team like at the beginning? How did people join the team? If you don’t have a team, do you wish you had one or do you prefer working alone? *Mitty: "Initially it was just me, occasionally having Mia to talk about the story and help develop it. Rindre joined as a voice actress very early on and also helped in other aspects of the game. Then I also talked about it with two friends I know in real life, one helped with organization and the other with some concept art, but they aren't that active anymore, even though I still count them as part of the team (Thank you guys btw if you're reading this). Eventually I met Third, an amazing composer and writer, and I asked him to join in! He brought along a friend who is also an amazing composer and writer, Code, and these two are complete madmen of music and writing and I'm super glad to be working with them, as they are super passionate and it makes me really happy ahaha. Bruno is also a really dedicated composer that is helping with a few tracks as well! Miku and Luccinia are two super talented and kind artists that have also been helping a ton with concept art, and their ideas have certainly improved the game as well. We are welcome to more concept artists, though! More heads, more ideas ahaha Recently we got the voice actresses for a few characters in the game, when we did the auditions, and hopefully soon another friend will jump aboard and help with organization and writing! We are a relatively small team, and sometimes progress goes a bit slowly since we can get busy, but we are all doing our best! I’m glad that I’m not alone. Links for their pages and such can be found on the team section on the blog, go support them if you can!"
What is the best part of developing a game? *Mitty: "For me, personally, I love seeing what my team mates come up with, whether it is music or concept art. I also enjoy the love and support we get, and it makes me excited in the development. As for the creation part, I like programming challenging cutscenes and doing cool things with the assets. Progress updates can also be fun to make when I have the time." *Third: "My favorite part is showing Mitt what I’ve written and composed. Making her happy and excited with my work is extremely fulfilling. "
Do you find yourself playing other RPG Maker games to see what you can do with the engine, or do you prefer to do your own thing? *Mitty: "Oh, yes! Besides being a cool break from programming hell, it helps me make it less of a hell ahaha I like improvising, though, so I think I play RPG Maker games because I enjoy them for the most part." *Third: "Occasionally, not really. I don’t play many games and I’ve played the heck out of the ones I have."
Which character in your game do you relate to the most and why? (Alternatively: Who is your favorite character and why?) *Mitty: "Ah I don't know, honestly. I think I can relate to every character in one way or another, and it's hard picking one, especially since the game isn't out yet and I'd like to keep most characters hidden until the demo. Marinette is definitely one of my favourites, though, I just love how innocent and cute she is. Her cheekiness can be made super interesting ahaha" *Third: "My favorite character is definitely Pierre. He’s a complete blast to write, and gives me lots of cool things to describe and say through him, from his magic tricks to his killer lines and quotes."
Looking back now, is there anything that regret/wish you had done differently? *Mitty: "Hm...Having organized things better in the beginning would have saved a lot of time now, but I don't think it's been that big of a deal anymore. I don't have any regrets that I'm aware of at the moment since everything until this point was necessary to learn and get to where we are now."
Do you plan to explore the game’s universe and characters further in subsequent projects, or leave it as-is? *Mitty: "I'm not sure yet, it depends on the reception and how willing I'll be to continue the story. Even though I would find it fun to make comics, another game or a different midia, realistically I can't tell how willing I'll be to continue developing content about it after the game is finished. Honestly, I hope I can develop more projects on Marinette, we do have content for that, and I absolutely love it with my heart! But it's also equally important to move on to another story. Only time will tell!" Third: "I hope to, but that day is very far away for me. I’ll be gone for quite some time after Marinette is finished, and I hope I’m not forgotten by the time I return. Perhaps I’ll entertain myself with additional short stories exploring the various aftermaths of the game."
What do you most look forward to upon/after the release of a project? *Mitty: "I honestly just want to get the story out there. I'm hoping people will enjoy it if they play the game, and will have a special place in their hearts to keep it on. This project means a lot to me, and having it making people feel things is what I'm looking forward to. I'd love to see other people playing it, definitely. I imagine I'll eventually be relieved to have finally completed it, it'll be a big moment for me to sigh be proud of creating. I'll be able to move on to work on other fun things while I see how this little child of a game is going to do out there in the wild, and that's always nice!" *Third: "Fan reaction, 100%. Having people ask me questions about my work and telling me how much they enjoyed it is my favorite part of writing."
Is there something you’re afraid of concerning the development or the release of your game? *Mitty: "Yes, I don't want to feel empty with nothing to do when I finish the game. I know it will be great and all, but I've been working on it for so long that it's hard to imagine not working on it ahaha! It's a really fun hobby, but it's also engraved in my heart. I want it to be the best it can be, of course, so I'm scared of bugs, inconsistencies and overall it being clearly a bad game. I'm hoping that people will help with critiques on the demo, so I have a better outside perspective of where we are going. I don't want to drop the game, so I'm scared of having to take a long break from it during the development. I'm worried of being a terrible team leader as well." *Third: "I dread plot holes more than anything, and I dread a dull and overall unimpactful story. I want a tale that will punch the viewer in the gut, hard. I want to make them cry. I want to make them laugh. I want them to draw what I wrote, and explore it further in hopefully-not-too-sexual fanfiction."
Do you have any advice for upcoming devs? *Mitty: "Don't be scared to start. You're going to suffer mid-way if it's a long term project, but keep pushing through, you'll learn a lot and it becomes easier with time. Take breaks and take it easy, step by step. LIST STUFF AND MAKE BACKUPS. Learn with short projects first. Ask for advice from people you admire, but never hold them on a pedestal. It’s always helpful to be a jack of all trades! Try to think from an outsider perspective if you're not sure of how it's going, and if you can, tell people you trust about the game and ask for opinions. Always take criticism well, but don't stress too much over harsher or even meaner comments. Have fun and never forget your starts, the people you meet and the reason you're doing the project for. If you're also an artist, writer, musician, remember this is a great opportunity to add something interesting to your portfolio. Cool visuals attract people, but they are not everything that will keep them hooked." *Third: "The best part of making a game is the people you make it with. The story is the most important ingredient of your game. Prioritize it first, and everything else will fall into place around it. Otherwise, everything will serve some other aspect of your game, and that’s rarely a good thing. Always speak your mind; do not every not say something just because it’ll hurt someone’s feelings. Obviously don’t be a tool, but if you ever have to choose between hurting the game and someone’s pride, pick someone’s pride. It’s much kinder in the long run."
Question from last month's featured dev Froach Club: Have you ever had a moment where you got completely stuck or became intensely frustrated while using RPG Maker? *Mitty: "Yes I have, I think everyone has QwQ Despite silly mistakes, I've gotten stuck several times, but honestly it's usually either us doing something stupidly hard that can be done another way, or we are just not skilled enough yet, and it's better to come back later. You can usually do most things you wanna do if you have the advantage of knowing the programming language your RPG Maker Engine uses I think. Google is your friend always, and sleeping about it also helps. I once dreamt of a whole sequence to fix a problem, and it worked! ahaha Always take it easy and don't give up, but know your limits and the limits of the engine!"
We mods would like to thank Teal Crown for agreeing to our interview! We believe that featuring the developer and their creative process is just as important as featuring the final product. Hopefully this Q&A segment has been an entertaining and insightful experience for everyone involved!
Remember to check out Marinette if you haven’t already! See you next month!
- Mods Gold & Platinum
#marinette#rpg maker#rpgmaker#horror game#indie game#gotm#game of the month#gotm 2019#august#august 2019#teal crown#interview#horror#cute
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Jonquil Woodward Men Only Magazine GOTM August 1974.
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50 years ago, Jennifer Saunders, Mayfair Magazine GOTM, August 1971
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Justine Lake, Men Only Magazine GOTM August 1972
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