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Piping Isometric Drawings and symbols | How to read?
Piping isometric drawings are essential tools in the engineering and construction of pipeline systems. They provide a three-dimensional representation of pipelines in a two-dimensional format, helping engineers visualize complex layouts. Unlike other drawing styles, piping isometric drawings depict the height, width, and depth of the pipeline. This depiction allows for precise planning and…
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nepotism and objectum
#oregon ultimatum#my art#i am drawing isometric views of these two rooms but naturally these doodles came out of that as i was trying to figure them out#yay finally interior views of focus labs so people can FINALLY know what it looks like instead of that just existing in my mind#but there are many rooms okay and they are a lot different#the general rooms are very white and dull but these two rooms are more colorful since they are KINDA themed off the characters's vibes#as seen up here with the first room being red (windows theme color lol)#and the second room being yellow and purple (treetop and cuautles theme colors lol)#basement and 3rd floor are very different#from the rest#and of course there is room 100#you will see that soon#also the first room (windows room the nanotech room) isnt always so red because it is affected by light as it has many WINDOWS#which you will see once i finish the isometric view#but the biomed room (in the 2nd pic) is p much always these colors#becomes more purple when theres more blood. its homonculi blood.#theres no windows (meaning the glass things on the wall not the PERSON) in this room so its very dark usually. also bc treetop hates light
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You like rpgs. Do you recommend any games like baldurs gate 3?
Absolutely. I'll assume you mean CRPGs and not RPGs in general.
Computer Roleplaying Games (CRPGs) refers to a style and genre of game that BG3 follows. Some have started calling CRPGs "Classic RPGs" instead. CRPGs are typically identified by an isometric, top down view style, a heavy focus on story and exploration.
I'm going to split my list it three main categories based on accessibility factors. These factors include the amount of reading involved, the depth of mechanics and the level of abstraction/math required.
Easy Entry Level
Baldur's Gate 3 - 2023 - Larian Studios. The current gold star for easy entry CRPGs. Exceptional graphics, every character voice acted, very little reading and fairly straightforward mechanics and concepts.
Divinity: Original Sin 2 DE- 2017 - Larian Studios. This is basically a less polished, more complex version of BG3 and made by the same studio.
Disco Elysium, Final Cut - 2019 - ZA/UM. Disco Elysium is a detective/social focus game that dives into heavy narrative concepts. Failing rolls is just as viable for the story as succeeding them, making the game's mechanics take a backseat to story. However, there is a lot of reading and that may be a barrier to entry.
Tyranny - 2016 - Obsidian Entertainment. A game about being evil, it's mechanically pretty simple, but there's a fair bit of jank due to it's low budget, and the game ends on a cliffhanger, but it's story is very solid.
Mid Entry Level
Wasteland 3 - 2020 - inExile Entertainment. The long awaited third installment of the Wasteland franchise and significantly less complex than its predecessors. Post apocalyptic, frozen Colorado, grim reality and goofy ideas. This is the franchise that originally inspired Fallout.
Shadowrun: Dragonfall DC/ Shadowrun: Hong Kong EE - 2014/2015 - Harebrained Schemes. Set in the Fantasy/Cyberpunk hybrid setting of Shadowrun. Fair bit of reading, but the game's mechanics are relatively easy to grasp and don't require a lot of math. Always play Dragonfall before Hong Kong.
Pillars of Eternity 2: Deadfire - 2018 - Obsidian Entertainment. A unique setting, exploring a fictional parallel to the age of piracy. Very wordy (but a lot is voice acted), with a lot of world building, but well worth engaging with. The first game, Pillars of Eternity, is less accessible, but still good.
Kingmaker/Wrath of the Righteous/Rogue Trader - 2020/2022/2023 - Owlcat Games. Owlcat adapts existing systems into CRPGs, like how BG3 is an adaption of DnD 5e. Do not be fooled, these games are where you start hitting a lot of complexity, a lot of math and a lot potential to damage your playthroughs by accident. This is where things start to get difficult.
Difficult Entry Level
Baldur's Gate 1/2 - Bioware - 1998/2000. The prequels to BG3, these games use an older, much more complex version of DnD's rules. Be prepared for a lot of reading and complex mechanics, but you'll be rewarded with some amazing storytelling.
Planescape Torment - Interplay - 1999. Another game using DnD's older mechanics, Planescape is a completely different beast from BG3. Many consider this series mechanically inferior to the Baldur's Gate franchise, but with better storytelling and world building to compensate.
Fallout 1/2 - 1997/1998 - Interplay/Black Isle. One of the most widely known game franchises started as an isometric CRPG. Universally considered more complex, rewarding and deeper than the Bethesda portion of the franchise, you'll need some experience to get into them, but you'll be happy you did.
Games I haven't played but I've heard good things of:
Wasteland 2, DC - 2015 - inExile
Torment: Tides Of Numenera - 2017 - inExile
Neverwinter Nights - 2002 - Bioware
Arcanum - 2001 - Troika Games
Ultima 7 Part 1/Part 2 - 1992/1993 - Origin Systems
Icewind Dale - 2000 - Black Isle Studio
#Baldur's Gate 3#Disco Elysium#DnD#Fallout#Rogue Trader#Warhammer 40k#Pathfinder#Baldur's Gate#Planescape#Bioware#pillars of eternity
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I always love hearing about other people's D&D games and I was wondering if you had like a method for how you plan out your sessions? In a slump rn myself so looking for some inspo lol
ok so i need to get better at this again (depression made me a way more 'seat of my pants' DM) BUT i basically lay out a "timeline" of main story points the party will eventually hit, and place "questlines" there. Essentially like a tree of quests and their progression in a videogame. This is NOT always detailed by any means but it helps me get a linear view of what's going on. If you run pre-made modules, this is the book stuff. My current game started out this way before I went "I like doing this myself" and went completely off the rails.
Then I go into the main details of the questline. Stuff like where it is, if there's going to be new lore introduced, the actual contents of the quest itself and it's requirements, etc. My players and myself are big on RP, so I also try to always make sure the quest will have interest for Story or Character reasons. If it doesn't directly push the plot in a major way, will it still give the party interesting interactions with each other and npcs? Are there going to be any new threads for some of the game's mysteries?
Then I also ask what in the questline is going to play to the party's habits and strengths. I admit this is WAY looser, and again kind of wraps around into "what would be cool RP for them" - but for example; knowing an encounter with nobles will give our noble-born artificer some additional lore, since he understands the city's politics.
After that, I do sometimes "script" certain lines of NPC dialogue or location and item descriptions. Stuff I'll be narrating that I want to make sure has a certain weight to it, or to flow well. You might not need to do this if you speak succinctly, but I find my brain stutters when trying to describe scenery on the spot, so it usually helps to write it. After that I make the session from there!
For me that usually includes picking out "splash screens" for the conversation backgrounds in our game, drawing new npc portraits if I have the time (it started because some of my players have aphantasia/some former players were new, so I drew PC and NPC portraits to make RP easier to visualize - then it just became the Only Way I Want To Do It Now LOL), and making maps. I use Epic Isometric for my maps, highly recommend. I get most of my splash screens from Art Station, but I have to say obviously that's unwise if you're streaming a game. Same goes for using pre-existing art as character/NPC art -- I know myself and other artists don't care if someone uses our stuff for their home game that no one's ever gonna see. I plan to release some of my portraits in packs one day free of use though.
Here's the RP Backdrop kind of splashscreen I use in R20 (but you can make one in FVTT too, I've done it) and an Epic Iso map I threw together (the party tokens were drawn over Epic Iso assets. If you join their discord people make community edits constantly. I'm currently working on a project to color all the released decor assets)
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Warhammer 40K Mechanicus - Blast Review
Developer: Bulwark Studio Steam Deck Compatibility?: Verified Rrp: £22.99 (Epic), £24.99 (Gog.com, Humble and Steam)
Once more we step foot into the universe of Warhammer 40,000, this time though rather than being a space marine or a hired gun we take on the role of being a member of the Mechanicus. With this game we also depart from the first person view point and instead see things from an isometric view as we command units. In this game the enemy you face against are the Necrons, for those not in the know think… technologically advanced (and I mean advanced even for the 40K universe) undead, it’s actually more complicated than that but if I were to cover that this review would be over twenty pages long.
In many ways this game plays similarly to something like X-Com, where you pick what missions you wish to go on. You won’t be able to go on all of them though as some have a time limit to them. Speaking of time limits, this game has an interesting risk and reward mechanic. You see as you explore the various ruins you raise the awareness of the Necrons to your presence. The faster you go the less of them you’ll be facing but you may also miss some rewards that taking a quick detour could have gained you.
The combat is turn based in nature which makes sense for these kinds of games, a real time battle would be very difficult to win, especially since you are usually outnumbered (and often out gunned too). Between the missions you get to customise your tech-priests making them more specialised, though doing this requires a resource called blackstone that you will attain as you play.
If you’re into Warhammer 40k this is a very good offering, it worked really well on the Steam Deck and provided some real challenge in the later stages of the game. Hell, I’d recommend it to anyone who likes a good strategy game not just those into 40K.
---- If you’d like to support me I have a Ko-fi, the reviews will continue to be posted donation or not.
#game review#game reviews#games review#games reviews#video games#video game#video gaming#warhammer 40000#warhammer 40k#mechanicus#blast review#strategy#turn based strategy
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Mastering Isometric & Isomorphic Game Design: A Quickstart Guide to Unlocking 3D Potential in 2D Worlds
We say that: “oh I love that Baldur Gate, let’s crack out an isometric.” Or, “oh, digging this Final Fantasy Tactics stuff, let’s do that sideways angle thing.” But what does that mean? Let’s break it down mathematical. T:(X,∥⋅∥X)→(Y,∥⋅∥Y) is a isometric isomorphism if it is a linear isomorphism, and it is an isometry, that is ∥T(x)∥Y=∥x∥X∀x∈X; T:(X,∥⋅∥X)→(Y,∥⋅∥Y) is a topological…
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#2D Game Development#3D Game Aesthetics#Bijective Transformations#Game Design Innovation#game design lessons#Game Design Principles#Game Design Strategies#Game Design Tutorials#game designer#Game Development Blog#Game Development Techniques#Game Environment Design#Game Graphics Design#Game Mechanics#game studies#Game World Consistency#game writer#game writing#indie game dev#Isometric Art Style#Isometric Game Community#Isometric Game Design#Isometric Game Engines#Isometric Game Tutorials#Isometric Graphics#Isometric Indie Games#Isometric View#Isometric vs. Isomorphic#Isometry in Games#Isomorphic Maps
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A Short Discussion About Classic Sims, The Nostalgic Living Dolls
Around 2004, the first iteration of The Sims was at the end of its life cycle as the biggest PC game on the market at the time and a juggernaut genre-starter (compared to the many different life sims and in-development options there are now).
'Dollhouse' was a very apt nickname for the early development days of the original Sims. The locked top-down perspective, the deliberate isometric environments with only so many perspectives a player can view their pixelated 'dolls' from, the blocky aesthetic of the 'dolls' themselves, as well as the limited interactions with the world and objects around them. These objects and environments were lovingly rendered and hold up decently well in the way a specific, careful stylization can.
Create a virtual pixel person and follow their journey through life to an (untimely) demise. The first Sims were immortal outside of tragic pool ladder accidents and getting bitten by unhappy guinea pigs among other various gruesome or hilariously cartoonish deaths.
Though, with the original Sims, the game was more about game-ifying the tight rope walk of work-life balance, if not an exercise as a vicarious 'American Dream.' The more expensive and higher-quality an item or the Sims' overall surroundings, the 'happier' they are according to how green their various needs bars are. While Sims slowly gained access to more quality of life additions beyond cushy objects, such as vacations, date venues, and furry friends, general life was such a grind that players cheated (through cheat codes, mods, or even in-game short cuts like getting their palm read) if they wanted to thoroughly explore and enjoy these new gameplay options vs just the needs balancing act. Even making and maintaining friendships was a grind. Outside NPC Sims are just as finicky as the playable ones. They just don't have as obviously visible needs indicators unless the situation is so desperate there's a flashing red thought bubble above their head.
While these Sims were engaging, whatever stories players assigned to them were woven together between the playful flavor text of in-game items or pop-up displays and the player's theater of the mind. Arguably, the more dynamic storytelling tools and mechanics so many players fell in love with started with Sims 2.
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These next-generation Sims had a means of telling their god what they wanted through the slot-machine adjacent UI. For example, a fortune Sim happily reminds the player of their frivolous, extravagant shopping list with constant requests for luxury cars and the ever-more-expensive 'x' whether their current disposable income covered it or not. And don't forget the regular fourth wall breaks when a Sim looked up at that same god and complained, very vocally, about having to wash the dishes.
Also, Sims 2 has some of the most recognizable and iconic characters in the franchise. Pleasantview is especially notorious. The neighborhood Casanova Don Lothario is engaged to Cassandra Goth, the daughter of the richest man in town, Mortimer Goth. He's having an affair with Dina Caliente, a gold-digger, who is Mortimer Goth's young love interest and former sister-in-law. Not to mention, Don's also seeing Dina's twin sister Nina and neither one knows about him being involved with the other. That's just scratching the surface of the soap-operatic nonsense of Pleasantview's overall story.
Many Simmers have touched on the prompts that pop up when a player first enters the house of a pre-made Sim in one of the three playable neighborhoods from the Sims 2 base game: Pleasantview, Strangetown, or Veronaville. The prompts suggest the player invite the maid to hang out after her shift to kick off an extramarital affair or to use a gnarly-looking vacuum to suck up skill points from the nearby unwitting test subject. The prompts work in concert with whatever story this pre-made Sim or household has. It's a start to a sandbox choose-your-own adventure story as well as a unique means to introduce the player to what mechanics and chaos the game allows. Don Lothario's nonsense is a decent starting place for showcasing how many different romantic relationships a Sim could have as well as the consequences for cheating if they get caught.
There's so much attention to detail. Players glean further story details from poking around through a Sim's relationships panel, their memories, their family tree, the artfully crafted screenshots in their family's virtual scrapbook. In the classic "Bella was abducted by aliens" plotline, there's so much room for connecting the dots between the screenshot of Don and Bella on Don's condo rooftop, Don's memory of getting rejected for a make-out, the Caliente sisters having an extraterrestrial grandparent. There's enough of a story thread and parts to put together, it stirs the imagination. There's so many possibilities for what led to the game's present-day and so many different directions it could go from that present-day.
In a nutshell, the Sims 2 has the right mix of attention to detail and ambiguous, but engaging story threads that the characters and stories still captivate players 20 years later.
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Sega Genesis: The Cyberpunk Playground of the '90s
In the era when pixels reigned supreme and neon-lit dystopias captivated gamers' imaginations, Sega Genesis stood as the edgy, rebellious counterpart to Nintendo's more family-friendly image. The '90s were a time when cyberpunk thrived on Sega's 16-bit console, offering players a glimpse into gritty, futuristic worlds filled with corporate intrigue, cyber-enhanced mercenaries, and high-speed sports. In this article, we'll delve into some of the iconic cyberpunk-themed games for the Sega Genesis that left a lasting impression on gamers. We'll explore Syndicate, Corporation, Speedball 2, Shadowrun, and two more gems that embraced the cyberpunk ethos.
1. Syndicate (1994)
The Future is Yours... For a Price
Slick Corporation: Syndicate takes you into a dystopian future controlled by mega-corporations. As a newly appointed Syndicate Executive, your mission is to expand your corporate dominion by any means necessary. The isometric view and strategic gameplay immerse you in a world of cybernetic agents and hostile takeovers.
Good Points: Syndicate's dark atmosphere and compelling narrative draw you into its morally ambiguous world. The tactical gameplay offers depth and challenge, and the cybernetic enhancements for your agents are a blast.
Bad Points: The graphics, while atmospheric, may feel dated today, and the controls take some getting used to. The difficulty can be punishing, testing your strategic prowess.
2. Corporation (1992)
Corporate Warfare Like Never Before
Neon Noir: Corporation takes place in a world where corporations rule with an iron fist. As a freelance agent, you're hired to infiltrate rival corporations, sabotage their operations, and seize control. The isometric view and real-time strategy gameplay make for a cyberpunk power struggle.
Good Points: Corporation's real-time strategy elements are engaging, and the cyberpunk aesthetic is on point. The ability to customize your agent's cyberware adds depth to the gameplay.
Bad Points: The difficulty spikes can be frustrating, and the lack of a tutorial can leave you feeling lost initially. The graphics, while serviceable, aren't as polished as some other titles.
3. Speedball 2: Brutal Deluxe (1990)
The Sport of the Future
Hyperkinetic Blitz: Speedball 2 brings cyberpunk to the sports arena. In this futuristic blend of handball and mayhem, you control a team of ruthless players in a fast-paced, violent sport. Upgrade your players, aim for the goals, and take down your opponents in style.
Good Points: Speedball 2's frantic gameplay is addictive, and the cyberpunk-infused stadiums add a unique twist to the sports genre. It's easy to pick up and play, making it a great multiplayer option.
Bad Points: This game has no bad points ;)
4. Shadowrun (1994)
Magic Meets Technology
Urban Fantasy Noir: Shadowrun combines cyberpunk with urban fantasy. Set in a dystopian Seattle, you play as a shadowrunner, a blend of hacker, mercenary, and spellcaster. The game is a unique mix of role-playing and adventure, where your choices shape the narrative.
Good Points: Shadowrun's rich storytelling and open-ended gameplay provide an immersive experience. The fusion of technology and magic adds a fresh layer to the cyberpunk genre.
Bad Points: The learning curve can be steep, especially for those new to role-playing games. The interface can be clunky, and the combat can be challenging.
5. Ecco the Dolphin (1992)
A Cybernetic Dolphin's Odyssey - you ain't trippin' hear me out...
Underwater Adventure: Ecco the Dolphin may seem like an odd choice, but beneath its serene surface lies a subtle cyberpunk narrative. Ecco, a time-traveling dolphin, must navigate a future Earth ruled by an alien machine intelligence. The game's beautiful visuals and haunting music create a unique atmosphere.
Good Points: Ecco's atmosphere and storytelling are captivating, and the underwater world is a joy to explore. The game's puzzles provide a good challenge.
Bad Points: The difficulty can be frustrating, and some players may find the non-linear gameplay confusing. It's not a traditional cyberpunk game but offers a different take on the genre.
6. Herzog Zwei (1990)
Mechs in the Metropolis
Real-Time Strategy: Herzog Zwei blends cyberpunk aesthetics with real-time strategy. You control a transforming mech, leading armies to conquer the battlefield. Strategic thinking and resource management are key to victory.
Good Points: Herzog Zwei's unique blend of action and strategy is addictive. The multiplayer mode is a blast, and the cyberpunk-inspired environments are visually appealing.
Bad Points: The controls can be challenging to master, and the learning curve is steep. The lack of a tutorial may leave you feeling overwhelmed at first.
In the '90s, Sega Genesis carved a niche for itself in the cyberpunk gaming landscape. From strategic espionage in Syndicate to futuristic sports in Speedball 2, these games transported players to dystopian worlds filled with intrigue and innovation. Whether you were hacking into corporate databases or leading a team of ruthless athletes, the Sega Genesis had something for every cyberpunk enthusiast. So, dust off your console, and immerse yourself in the neon-soaked, cyber-enhanced adventures of the past. The '90s may be long gone, but the cyberpunk legacy of Sega Genesis lives on.
Raz
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hi. here is that list of games i've enjoyed this year that i talked abt making, now under a read more for your viewing pleasure. not in any order besides the order i remember them
links will be to steam store pages if applicable, if not general home pages, though some of these will be available on multiple consoles
Inkbound - an isometric turn-based roguelike game in mid-beta where you play as a Needless, a blank, "generic" character with no supposed imagination or will, accompanied by a Kwill, a ball of light that helps you along. i'll be honest and say i haven't paid much attention to the story but i don't think i have to when the gameplay is so good. i love roguelikes and turn-based combat both, and the amount of customization you can get from random items and abilities during runs makes the game difficult but not soul-crushing. eventually you Will figure out how to make urself almost unkillable. no premium store or pay currency, just unlocking and in-game currency.
Cassette Beasts - a 3D environment-2D sprite creature capture game with a nostalgia theme (made in Godot!). i played(/replayed) a lot of creature captures this year, with cassette beasts probably being the earliest and one of the most memorable. there are some parts of the game i'm iffy on (the music, some of the companion quests compared to others), but the creature design and element mechanics in the fight make up for it by leaps and bounds. i've got a lotta favorite beasts in this one. suggested esp if you like 2v2 fights.
Palia - if you've hung around the "cozy games" scene at all, You Know This One. palia is a casual mmo currently in open beta that focuses mainly around farming, questing, and integrating yourself into a new community (though that's not All you can do.) by "casual" and "cozy" i mean that there's no real rush to do anything, your crops won't grow without you there and there's no friendship(/romantic) relationship deterioration. play as you want when you want. also it's free lol
Dragon Quest Monsters: The Dark Prince (no link available; currently only on switch) - i have never played a dragon quest game before. i think this was the funniest way i could've gotten into it. a creature capture-creature combiner game in the dragon quest monsters series where you play as a young Psaro, The Dark Prince, The Manslayer, the future King of Monsters, and go through different echelons of nadiria(/the area where monsters rule) beating ass and taking names. i probably don't have to sell this to DQ fans so much but the monster designs are fun, the story is funny to me whether on purpose or not, and i like either using the auto battle for quick levelling Or giving commands directly to my beasts. good stuff.
Lies of P - do you remember a few years back when everyone saw the pinocchio soulslike and went No Fucking Way and then forgot about it? lies of p is the pinocchio soulslike (though it's much more obviously a bloodborne-like, or to be even more specific, a code:vein-like). i love it. the setting and characters is kind of insane when you think about how it's All based on pinocchio, but it takes itself seriously enough to where you just go with it and enjoy your time with P and the npcs. the gameplay is fast and fun, with a pretty extreme amount of customization (swappable and upgradeable robot arm, usual soulslike Put Points Into Skills stuff, weapons with switchable parts that can be upgraded or change their scaling, etc.) i'm just having a really great time with it and want other people to too.
Risk of Rain Returns - an incredibly polished remake of the original Risk of Rain, a 2d side-scrolling roguelike where you play as a survivor on an alien planet full of things that want to kill you. i have almost 200 hours on the original ror and the remake has earned At Minimum 200 hours more - not only do the original characters and stages feel refreshed, but there's now new areas to visit, new survivors to unlock, and fun challenges to beat to try and get new items or abilities. plus chris christodoulou's soundtrack is, as always, The Best. if you didn't play the original RoR, i'd really recommend giving this a shot instead.
SPECIAL MENTIONS (no links. im lazy.)
Guilty Gear: Strive - tim managed to get me into fighting games this year and ggst was probably the best introduction i could've gotten. classic weird as fuck characters and story + an insane soundtrack.
Lethal Company - you've seen someone playing this, somewhere or somehow. funniest game to play if you and your friends are wussies. now has arachnophobia mode (<- is an arachnophobe, so i like it.)
Fortnite - sorry
#k1.txt#i guess ill tag the major ones aoauoguogh#inkbound#cassette beasts#palia#dqm3#lies of p#risk of rain
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Say the stars align and we get a "true" Banjo-Threeie. What would you want from it, in a general sense?
I mean, what I think about is like...
Banjo-Tooie wasn't super great. It was from that DK64 school of "way too much of everything", and though it wasn't quite as bad as DK64, it was still too much.
And then you think about what Rare became, the bad habits they developed, the end of "that era" for their company, between Star Fox Adventures, Grabbed by the Ghoulies, Kameo, Perfect Dark Zero, etc.
And then you shine that light on what happened with Yooka-Laylee, which was basically just a bunch of ex-Rare people trying to make Banjo-Threeie in spirit. And I think... that's just... what it is. It's all of their bad habits wrapped around a low-budget game trying to look and feel like a high-budget game.
It's slow, and too big, and there's too many weird progression gates, and a lot of the characters are ugly, and none of it feels cohesive...
Like, to be clear, there are a lot of Rare games I like. I think they had a capacity to make great stuff. But at the same time they were very British developers making games that scratched on a lot of the weird British game design tendencies you had from the Amiga and Spectrum.
I don't like calling that stuff out, because I have friends who grew up with those games (your Fantastic Dizzy, Super Frog, etc.), but a lot of them feel weird and alien to me. Obtuse, and mean, and stiff, in ways that were less common on game consoles like the NES and Genesis (edit: upon further review, this is a smarter way of putting it). Rare, to me, split the difference. Wizards & Warriors feels like it could have been a Amiga game, in some ways. It's got that feel, while still also feeling more like a console game would.
And it's kind of shocking to consider that Nintendo handed Rare the Donkey Kong license, given their track record. Nintendo has a certain standard of quality and high accessibility that a lot of Rare's pre-DKC games do not exhibit. But that's the thing, right; Donkey Kong Country is a very sharp explosion in quality for Rare, I feel like. It was one of their defining moments as a company.
But I also feel like the further away we get from DKC1, the less of a guiding hand Nintendo was giving Rare, and the more that British-style sensibility starts creeping back in.
The ultimate being Yooka-Laylee, which straight up has half of an entire world be this homage to frustrating isometric platformers like Knight Lore.
If they did a new Banjo platformer I would want it to be, at most, more of that first Banjo-Kazooie game. And specifically the Xbox Live Arcade version, which saves note totals and things like that.
But the idea of having another game like that first Yooka-Laylee... or even a game that tries to pick up where Banjo-Tooie left off... I make a stink face at that.
Then again, I also really liked Nuts & Bolts, so I assume "true" Banjo fans probably view me as an assassination target.
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you know sonic labyrinth is not as bad as i thought it would be. i mean it's not really good, not at all, but i was honestly expecting worse. i'm even having fun:) although there's a high possibility that's bc i'm me and this is sonic so.... well, still. it's alright. he really is extremely slow, and that can get pretty annoying. the isometric perspective, in my opinion, looks better than in 3d blast, i think it feels more natural. the controls are kinda janky but i can't tell if that's from the slow speed, the isometric view, a combination of elements or if they are just janky on their own lmao
anyway, it's fine and i'm having fun i'd give it a 5/10
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Could Golden Cheese Cookie be dead? Is that why we haven’t seen anything about her?
I mean I’m not sure how likely that is, but I dunno, I’m just giving a potential reason for her absence. It’s just really weirding me out that the game keeps putting the three Ancients we already have as if they’re the only Ancients but keep excluding Golden Cheese and White Lily. Cookie Odyssey, Might of the Ancients, heck even the Landmark you get from completing it
I know it’s an isometric view so you can only show so much, and I mean we do see part of her statue while White Lily’s is completely obscured, but still
I mean, White Lily we know the reason for, but why Golden Cheese too?
Because they don’t have to release all these things surrounding the Ancients before Golden Cheese is released. As far as I’m aware, nothing’s forcing Devsis to release these things before her update, so I have to assume this is intentional
And I mean, from what I know, during Odyssey, Hollyberry does at some point suggest the idea that Golden Cheese and White Lily could be dead (before they know what happened to White Lily), so I suppose it’s not impossible
I dunno, I’m just trying to come up with something
Or maybe it could be a case of “my death was greatly exaggerated” and she just faked her death/someone made it seem like she was dead
#cookie run#cookie run kingdom#golden cheese cookie#ancient cookies#I mean I’d rather not she be dead given we still know nothing about her and it would probably stay that way if she were dead#but it might explain things#this is just me trying to come up with an explanation#questions
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Mechanical Drawings - Digital Suntech
Mechanical drawing, also known as technical drawing or engineering drawing, is a form of communication used by engineers, architects, and other professionals to convey the details of a design. It is a precise and standardized way of representing objects and their relationships in a two-dimensional or three-dimensional space. Here are some key aspects of mechanical drawing:
Orthographic Projection:
Mechanical drawings typically use orthographic projection, where a three-dimensional object is represented by two-dimensional views from different angles. Common views include front, top, side, and isometric views.
Line Types:
Different line types are used to represent various features. For example, solid lines may represent visible edges, while dashed lines may represent hidden or invisible edges.
Dimensioning:
Dimensions are essential in mechanical drawings to provide accurate information about the size and location of features. Dimensions are typically expressed in terms of length, width, and height.
Scale:
Drawings are often created to scale, meaning that the size of the drawing reflects a proportional reduction or enlargement of the actual object. Common scales include 1:1, 1:2, 1:5, etc.
Symbols and Notations:
Symbols and notations are used to represent specific features or materials. Examples include welding symbols, surface finish symbols, and material specifications.
Title Block:
A title block is usually included in the drawing, providing information such as the title, drawing number, date, scale, and the name of the drafter or designer.
Isometric Drawings:
In addition to orthographic projections, isometric drawings may be used to represent three-dimensional objects in a more realistic way.
CAD (Computer-Aided Design):
Many mechanical drawings are now created using computer-aided design (CAD) software, which allows for more precise and efficient drafting.
Tolerances:
Tolerance information is often included to specify the acceptable variations in dimensions.
Revision History:
Drawings may include a revision history to track changes and updates made to the design over time. Creating accurate and detailed mechanical drawings is crucial for manufacturing, construction, and other industries where precise specifications are essential for the fabrication of products or structures.
Digital Suntech is a specialized firm proficient in the creation of meticulous mechanical drawings and a wide array of illustrations. Leveraging cutting-edge digital technologies and expertise in computer-aided design (CAD), Digital Suntech excels in producing detailed and precise engineering drawings that cater to diverse industries. Their skillful team employs orthographic projection, dimensioning, and sophisticated line types to accurately convey the intricacies of designs, ensuring seamless communication between engineers, architects, and manufacturers. With a commitment to quality and efficiency, Digital Suntech stands as a reliable partner for clients seeking top-notch illustrations, whether for manufacturing processes, construction projects, or other applications requiring precision and clarity in technical documentation.
Contact Digital Suntech for expertly crafted patent mechanical drawings and a comprehensive range of illustrations. Our skilled team utilizes cutting-edge technology to deliver precise and detailed designs, ensuring your intellectual property is accurately represented and protected. Trust Digital Suntech for all your illustration needs, from patent applications to technical documentation.
#mechanical drawing#patent illustration#patent drawings#digital suntech#technical drawing#isometric drawings#intellectual property#mechanical patent drawings
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I just finished the newest Towelket game that came out yesterday, Towelket one more time: Kemono!
As always I have thoughts about this game so let's get to it.
This game puts you in the perspective of two characters with two separate stories going on. Okappa and Tantanuki. Okappa is a human girl who wakes up only to find that her entire town has been taken over by these cutesy animals that want to maim anything that moves. Tantanuki is a tanuki who starts attending a new school that has a lot of horses for some reason
The story's premise is admittedly pretty vague and after playing the game I can definitely see why it was, it's hard to get into the specifics of this story without spoiling it.
It's only been around an hour since I finished the game, but I think I can confidently say that I enjoyed the story and the message it was trying to convey. Kanao really knows how to make you feel completely empty after completing each of these games.
Though I dooooo still have a few complaints. Personally I just felt like the characters were really lacking this time around which is a real shame. Yorumorukimiri and everything after it has been really great with its character portrayals and actually getting me to feel some kind of attachment towards them.
There was definitely a lot of potential with these characters and the interactions you have with them are pretty charming but unfortunately they're just never given the chance to fully make it past the "introduction" stage. It's like when you meeting someone but never getting out of that awkward small talk phase before you start to consider them a friend. I feel this was mostly due to the game's short length but there are points where I feel they could have their chance to develop past this but it just doesn't really happen. During the mid-point of the game, there's this scene where a huge revelation happens but the main characters just don't really have anything to say about it until well after the fact.
I do feel this game could have benefitted from just a bit of filler even if it's not directly beneficial to the plot. Just to develop the characters a bit more and have those scenes later in the game feel a lot more impactful than they already are.
Visually this game looks great! The sprites take on a more solid look in contrast to Dekapari's softer style and I do have to say that it absolutely looks great and more befitting of a side-scroller. The interiors are a mix between the usual RPGmaker isometric view and tight side-views for hallways.
I think this style fits the usual Kanao vibe pretty well and i definitely wouldn't mind seeing future games in this style.
Overall this game had a really good story but I wish the characters were developed better. A lot of this the game after the midpoint feels like you're just being told a story rather than experiencing it as a game should set out to do.
It's nice getting two completed games in a year but I'd rather wait longer for the next one if it means a more fleshed out game.
(I've abandoned the Towel scale whoops)
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Game of Thrones - 58 EDDARD XV (pages 604-613)
After an unknown length of time in sensory deprivation prison, Ned gets a visit from Varys who catches him up on the state of things, and reminds Ned he still has people to protect or not.
The reader, having spent far too long trying to estimate the size of a courtyard with asymmetric garden beds from pictures that were all in isometric views and is thus quite grumpy, is being perhaps a little unkind to the characters tonight.
-
Cracks ran down his face, fissures opening in his flesh, and he reached up and ripped the mask away. It was not Robert at all; it was Littlefinger, grinning, mocking him. When he opened his mouth to speak, his lies turned into pale grey moths and took wing.
Petyr wishes he looked as cool as Gandalf doing that (and he's not even real.
ewwww, that's disturbing
I still kinda wish that had made it into the show. They cut out such good mental health update moments!!!
Not surprised Ned's going through the mental wringer though, between the pre-existing mental exhaustion, the pain from his leg, what ever coming of milk of the poppy is doing and the full on sensory deprivation of this cell? Ick. Like seriously ick, this is like the black magic recipe for near instant mental breakdown.
Ned remembered the moment when all the smiles died, when Prince Rhaegar urged his horse past his own wife, the Dornish princess Elia Martell, to lay the queen of beauty laurel in Lyanna's lap. He could see it still: a crown of winter roses, blue as frost. Ned Stark reached out his hand to grasp the flowery crown, but beneath the pale blue petals the thorns lay hidden. He felt them clawing at his skin, sharp and cruel, saw the slow trickle of blood run down his fingers, and woke, trembling, in the dark.
I feel like that is such a good metaphor for that whole thing. A large chunk (not necessarily the majority, but certainly not a small number from my observations) tend to think Lyanna and Rhaegar were romantic (I blame the show, just as a default maneuver because it saves time) but he was a married man and she was a literal child. She died giving birth at sixteen. Which means she had to have been with Rhaegar since closer to at least fifteen, but almost certainly younger. If this happened in the modern era, we'd be disgusted. Or maybe the 'but it's so romantic true love, secret marriage UwU' crew would do a flip and join the 'this young girl clearly seduced this married man with her feminine wiles' brigade. Goodness knows the bullshit in Hollywood proves that's a real reaction people have.
But back to the metaphor.
Because part of the narrative, especially the one driven by the show, really tried to dress it up like it was supposed to be romantic, this 'love' that dragged an entire country to bloody war, but underneath, once you start to actually look, if you start to feel it out, it's nasty and full of pain.
But also: how heavy must the weight of this gotten for Ned? The guilt for not saving her, for not keeping his promise perfectly, for the harm trying to keep that promise caused, intentional or not? And he has this weird "Even now, he was a Stark of Winterfell, and his grief and rage froze hard inside him." thing going on.
I am prescribing this entire family to therapy.
"- They taught me that each man has a role to play, in life as well as in mummery. So it is at court. The King's Justice must be fearsome, the master of coin must be frugal, the Lord Commander of the Kingsguard must be valiant... and the master of whispers must be sly and obsequious and without scruple. A courageous informer is as useless as a cowardly knight." ... "Your own ends. What ends are those, Lord Varys?" "Peace," Varys replied without hesitation. ... "I want you to serve the realm," Varys said. ... "- Tell me, Lord Varys, who do you truly serve?" Varys smiled thinly. "Why, the realm, my good lord, how could you ever doubt that? -"
Is that how you sleep at night Varys? By telling yourself 'it's just your job, what could you possibly do to help people?' Is that how you justify yourself? Everything you do is for the people, it's all for the peace. Then why not stop Jon Arryn's murder? Why not stop Littlefinger sewing the seeds that started this farce? Or did your information somehow miss that when you seemingly know everything else?
Either you know everything, and you allowed this all to happen, or you don't know as much as you claim. Which is it, Varys?
You disparage Ned's honour and the court for playing the game of thrones in much the same breath. Did it never occur to you, that the reason the game of thrones goes on, is because corruption is allowed to fester within the establishment of power, because any time someone with honour or a sense of actual justice tries to do anything to better the government, they get cut down and left to rot in a ditch.
"Or are you in league with Littelfinger?" That seemed to amuse the eunuch. "I would sooner wed the Black Goat of Qohor. -"
Now I'm just imagining Littelfinger and Varys playing little league baseball, complete with uniforms. "Black Goat of Qohor" hmm? hang on a tic... ... Not sure if Satan or Christmas (Gävle) Goat.
Awww, Rhaenys' kitten was called Balerion, that's so cute.
This world is so cruel. It shouldn't be, but the people who would say "it's not fair, so I'll make it fair" either never have the power to do so, or don't have the power to do so long enough to actually do so.
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moar cringe. villainsona au for supersonas...
during 2.5 six sides has wild evil looking claws and eyes and realizes that that wasn't part of the possession but an innate power that was forced into use.
stressed from media attention and being branded as a criminal, she tries to modify her body under the pretense of being able to roam the city freely without fear of being caught. it gets out of hand quickly.
it quickly gets out of hand (i think the shifting was never something she was supposed to ever use, let alone to this extent)
lacking concrete records of herself, she struggles to put herself back together in a way that feels "correct" or "normal". i think her new form immediately triggers an uncanny valley feeling to onlookers.
anyways she somehow ends up getting on her jigsaw bullshit and puts together a maze made of mirrors and glass panels. she can see the whole maze from isometric view via observation room and is able to add walls/obstacles at will with her powers in order to suddenly alter or increase the difficulty. heroes vigilantes civilians and villains alike get put in the glass pear wiggler to atone for existing.
she gets pretty creepy with the whole freezing-air powers and is able to pretty effectively kidnap people and put them in the big evil maze by suffocating them out, but that has a dangerously high mortality rate and she really truly doesn't want to kill anyone so will try to convince them to just take a sleeping potion instead.
i want her vibe to be a little macabre like unintentionally. i think whatever she did to herself makes her less cognizant of what it really means to be "normal" and misunderstanding how to achieve normalcy. colluding getting back to her old self as normalcy. i need her to be this freaky broken gmod model ai generated looking ass villain.
unrelated to the plot bits, her freaky body accessories sometimes just fall off of her randomly. she tries to be diligent about picking them up because it can be disorienting getting sensory input from random other locations (it's not helpful in any way, just overlaps with the main body's sensory input and creates a jumble distracted mess of thoughts)
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