#just some stuff about Jeremy
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cannibalcreeps · 9 months ago
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Some Jeremy info that no one asked for
Jeremy does chill with some animals, that being Brahmin, Big Horners, Cats, Dogs and other birds. Cats are the only animals that he will get away from if they swat at him. He will nip at Dogs, Brahmin and Big Horners but won't fully attack.
He will also chill with the heavily mutated animals if they don't bother him first, the only animal he has bias towards are Molerats due to his rivalry history. RIP any Molerat pets Fallout ocs have, but it is on sight with them.
How Jeremy has been sustaining himself in the waste is by eating Bloatflies and Radroaches, along with any grain or grass that he might have the luck to come across, else he steals food straight from settlers/wastelanders hands.
Jeremy can fly, he just chooses not too unless to get away or attack people who are high up on buildings. No one is safe
He can't open doors, unless they have the long handle he can pull at.
He killed Tenpenny and can be found on the balcony of the Tower at times, the guards and Burke are too scared to get rid of him.
Anyone has a good chance at patting or holding Jeremy, as long as there is no ill intent or rude comments. The bird, like any animal, can just be unpredictable.
He will harass the Children of Atom in Megaton as he has claimed the irradiated water as his, take bets with Moriarty to see who will win.
He has attacked Moriarty when the dumbass tried to give him a congratulations pat after kicking Confessor Cromwell's ass.
Children, Adults and Elderly alike, none are safe from the Goose.
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heerenthere · 3 months ago
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jeremy struggles with rejection sensitive dysphoria (rsd) :[
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melanodis · 1 year ago
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Desperately want to learn more about pizzaplex owner michael AU but I do not have coherent thoughts more than “bark bark chewing on drywall” so I guess I will just ask: how does he become the owner?. Is Fazbear Ent. Already building it and he takes it from them? Does he build it himself? Can you imagine these construction workers are like “we’ve not seen the guy who ordered this building to be made but it’s finished so now we get to meet the guy” and then . Then they see . They see Michael
My timeline for it isn't entirely hammered out just yet, but it jumps from SL straight to Security Breach. The events of Pizza Simulator still happen, but just without Michael's direct involvement (nor molten freddy :)). The puzzle pieces sort of just fall into place, being blood related to one of the original founders and all. "Did you really think this job just fell out of the sky for you?" Yes, actually. Michael, due to his physical condition, often opts to use a middleman in physical communications, or a phone call in place of face to face meetings. This middleman, although the position has shifted hands multiple times and still does depending on the day, is none other than Jeremy. It's worth noting also that at some point, in the amount of time between 1993 and SL, they got married :3. I try to silently include mentions of this in their designs. In my "canon" timeline, however, Jeremy's design takes a major depressive shift with Michael's ring hanging on a necklace :( But to properly answer your question, Fazbear Entertainment was already building the place, and Michael offered to run the whole place since they hadn't found a proper manager yet and not many others would step up to take on a project so ambitious. He much prefers to keep to the shadows, avoiding social interaction if possible and will often remain in tucked away offices, far from the public eye to watch over cameras. Optimally, he leaves just before night shift; the place is closed, no patrons about, so Michael can freely roam about without the fear of someone seeing him that isn't supposed to. This also coincides with the end of Jeremy's shift, so that they can leave together.
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sea-jello · 1 year ago
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wouldn’t it be fun if the squip not only optic blocked michael but also made jeremy completely forget about him
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aaronymous999 · 1 year ago
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SAY IT LOUDER FOR THE PEOPLE IN THE BACK!!
Also will not go on my rant about how allonormativity may or may not be the cause of some of my biggest fandom issues including pro-shipping but I won’t rant about that today- not that romantic interpretations are any less valid either but some people can’t see characters in anything other than romantics that it’s why some people ship siblings and other gross shit because they’re so wired to believe that everyone needs romance even if that means really weird gross romance but that’s just a tinfoil hat aroace theory of mine…
Anyways!
Respect found family headcanons!
Respect queer platonic hearcanons!
Respect aro and ace headcanons!
Respect platonic headcanons!
And more, if you reblog list more in the tags or notes or something idk how tumblr works to be honest
PLATONIC INTERPRETATIONS OF CHARACTER DYNAMICS ARENT ANY LESS VALID THAN ROMANTIC ONES PELASEE
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seddair · 8 days ago
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cupcakeslushie · 6 months ago
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I love the angst of Kendratello, but I am a softy at heart and love a happy ending. So I had a thought, when his family finally gets Donnie back, or maybe to get Donnie back, to get him to see the truth, they just have to show him his own recordings. Donnie records everything after all. You know, as soon as his family can break into his phone or computer. Imagine if his tech kept recording, even after Kendra removed it, when she thought she was safe to discuss her plan with Jeremy and Jason.
It’s a smart idea! The only issue with the family showing Donnie his own recordings, is that they could be just as fake as the stuff Kendra showed him 😭 it’s a good place to start, but at some point he’s going to have to decide which one he wants to believe, poor baby.
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After Donnie loses enough strength to where he can’t even create a simple shield. Donnie is latching onto April for protection. She doesn’t pick up on the obsessive vibes right away, Donnie has always loved to give his family gifts, but there is something off putting about having all his focus, especially while he’s simultaneously pushing his family away. It’s not until he hides behind her, to get away from Raph, that she understands what’s happening, and that she’ll have to tread carefully.
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directdogman · 5 months ago
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Some unused DSaF ideas I came up with really recently (Vanny, Jeremy + Phone Guy):
Quick disclaimer: Nope, I'm definitely not making a new DSaF game.
I just saw some fanart of Vanny in DSaF on Twitter (check out their profile, they've got way more too!) and someone asked me what I think Vanny's personality/backstory would be if added her to DSaF canon and I thought the idea was fun, so I quickly drafted up something while on break from working on DT marketing stuff/Roger's route for DT!
I wrote this very quickly, so forgive the misplaced brackets and a few weirdly structured sentences:
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I also wrote a lil more lore, trying to imagine what a location of characters outside of the recurring supporting cast (Matt, Jimbo, Ronaldo) could contain (like if Jack/Dave wound up at a different location after the events of DSaF 1?) and this is what I came up with:
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I wrote this very quickly, so forgive me that it's not my best writing! Thought people'd get a kick out of it and felt selfish just keeping this stuff in my head since people seemed to like the Vanny stuff. If anyone wants to use these ideas for anything, feel free! Thanks!
EDIT: cassette girl, since someone asked - I'm less sure about her. Just for shits and gigs, I quickly wrote a potential idea down. if you wanted to give her a funny dynamic with the other characters, this might work:
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felassan · 4 months ago
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Edge – The Future of Interactive Entertainment magazine, issue #401 (October 2024 issue) – Dragon Age: The Veilguard story
The rest of this post is under a cut for length.
Update: this issue of this magazine is now available to buy from UK retailers today. it can be purchased online at [this link]. [Tweet from Edge Online] also, Kala found that a digital version of the magazine can be read at [this link].
This post is a word-for-word transcription of the full article on DA:TV in this issue of this magazine. DA:TV is the cover story of this issue. When transcribing, I tried to preserve as much of the formatting from the magazine as possible. Edge talked to BioWare devs for the creation of this article, so the article contains new quotes from the devs. the article is written by Jeremy Peel. There were no new screenshots or images from the game in the article. I also think that it contains a few lil bits of information that are new, like the bits on companions' availability and stumbling across the companions out and about on their own in the world e.g. finding Neve investigating an abduction case in Docktown.
tysm to @simpforsolas and their friend for kindly telling me about the article!!
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[image source]
Article introduction segment:
"[anecdote about Edge] We were reminded of this minuscule episode in Edge's history during the creation of this issue's cover story, in which we discuss the inspiration behind Dragon Age: The Veilguard with its creators at BioWare. Notably, director John Epler remembers the studio experimenting with a number of approaches during the early phase of development before eventually locking in to what the game was supposed to be all along, above all else: 'a single-player, story-focused RPG'. As you'd expect from BioWare, though, that was really just a starting point, as we discovered on p54." BioWare draws back the Veil and ushers us into a new Dragon Age
"BEHIND THE CURTAIN BioWare's first true RPG in age age is as streamlined and pacey as a dragon in flight. By Jeremy Peel Game Dragon Age: The Veilguard Developer BioWare Publisher EA Format PC, PS5, Xbox Series Origin Canada Release Autumn
The Dragon Age universe wasn't born from a big bang or the palm of an ancient god. Instead, it was created to solve a problem. BioWare was tired of battling Hasbro during the making of Baldur's Gate and Neverwinter Nights, and wanted a Dungeons & Dragons-like setting of its own. A small team was instructed to invent a new fantasy world in which the studio could continue its groundbreaking work in the field of western RPGs, free of constraints.
Well, almost free. BioWare's leaders mandated that the makers of this new world stick to Eurocentric fantasy, and include a fireball spell - since studio co-founder Ray Muzyka had a weakness for offensive magic.
Beyond that, BioWare’s storytellers were empowered to infuse Dragon Age with their own voices and influences, leaning away from D&D’s alignment chart and towards a moral grayness that left fans of A Song Of Ice And Fire feeling warm and cozy.
In the two decades since, the world of Thedas – rather infamously and amusingly, a shortening of ‘the Dragon Age setting’ that stuck – has taken on a distinct flavor. It’s something director John Epler believes is rooted in characters.
“There’s definitely some standard fantasy stuff in Dragon Age, but everything in the world, every force, is because of someone,” he says. “The idea is that every group and faction needs to be represented by a person – someone you can relate to. Big political forces are fine as background, but they don’t provide you with those interesting story moments.”
Dragon Age: The Veilguard bears out that philosophy. The long-awaited sequel was first announced with the subtitle Dreadwolf, in reference to its antagonist, Solas – an ancient elf who once stripped his people of immortality as punishment for betraying one of their own. In doing so, Solas created the Veil, the thin barrier through which wizards pull spirits and demons invade the waking world. In other words, many of Dragon Age’s defining features, from its downtrodden elves to the uneasy relationship between mages and a fearful church, can be traced right back to one character’s decision.
“The world exists as it does because of Solas,” Epler says. “He shaped the world because of the kind of character he was. That’s, to me, what makes Dragon Age so interesting. Everything can tie back to a person who to some degree thought they were doing the right thing.”
Perhaps BioWare’s greatest achievement in slowburn character development, Solas is a former companion, an unexploded bomb who sat in the starting party of Dragon Age: Inquisition, introverted and useful enough to get by without suspicion. Yet by the time credits rolled around on the Trespasser DLC, players were left in no doubt as to the threat he presented.
Determined to reverse the damage he once caused, the Dreadwolf intends to pull down the Veil, destroying Thedas as we know it in the process. The next Dragon Age game was always intended to be his story.
“We set that up at the end of Trespasser,” Epler says. “There was no world where we were ever going to say, ‘And now let’s go to something completely different.’ We wanted to pay off that promise.”
Yet almost everything else about the fourth Dragon Age appears to have been in flux at one time. In 2019, reporter Jason Schreier revealed that an early version, starring a group of spies pulling off heists in the Tevinter Imperium, had been cancelled two years prior. Most of its staff were apparently moved onto BioWare’s struggling Anthem, while a tiny team rebooted Dragon Age from scratch. That new game was said to experiment with live-service components.
“We tried a bunch of different ideas early on,” Epler says. “But the form The Veilguard has taken is, in a lot of ways, the form that we were always pushing towards. We were just trying different ways to get there. There was that moment where we really settled on, ‘This is a singleplayer, story-focused RPG – and that’s all it needs to be’”.
Epler imagines a block of marble, from which BioWare was attempting to carve an elephant – a character- and story-driven game. “We were chipping away, and sometimes it looked more like an elephant and sometimes it didn’t”, he says. “And then we eventually realized: ‘Just make an elephant’. When we got to that, it almost just took shape by itself.”
2014’s Dragon Age: Inquisition was an open-world game commonly criticized for a slow-paced starting area which distracted players from the thrust of the plot. The Veilguard, in contrast, is mission-based, constructed with tighter, bespoke environments designed around its main story and cast. “We wanted to build a crafted, curated experience for the player,” Epler says. “Pacing is important to us, and making sure that the story stays front and center.”
Epler is very proud of Inquisition, the game on which he graduated from cinematic designer to a lead role (for its DLC). “But one of the things that we ran into on that project was an absentee antagonist,” he says. “Corypheus showed up and then disappeared. You spent ten hours in the Hinterland doing sidequests, and there wasn’t that sense of urgency.”
This time, The Veilguard team wants you to constantly feel the sword of Damocles dangling above your head as you play – a sense that the end of the world is coming if you don’t act. “There’s still exploration – there’s still the ability to go into some of these larger spaces and go off the beaten path to do sidequests,” Epler says. “But there’s always something in the story propelling you and the action forward, and allowing you to make decisions with these characters where the stakes feel a lot more immediate and present. And also, honestly, more real.”
No sooner have you finished character creation than Dragon Age: The Veilguard thrusts you into a choice. As your protagonist, Rook, steps into focus on the doorstep of the seediest bar in town, you decide whether to threaten the owner for information or make a deal. Brawl or no, you’ll walk out minutes later with a lead: the location of a private investigator named Neve Gallus, who can help you track down Solas.
You proceed into Minrathous, the largest city in Thedas and capital of the Tevinter Imperium – a region only alluded to in other Dragon Age games. It’s a place built on the backs of slaves and great mages, resulting in tiered palaces and floating spires – a kind of architecture unimaginable to those in the southern nations.
“When your Dragon Age: Inquisition companion Dorian joins you in Orlais, in one of the biggest cities in Thedas, he mentions that it’s quaint and cute compared to Minrathous,” Corinne Busche, game director on The Veilguard, says. “That one bit of dialogue was our guiding principle on how to realize this city. It is sprawling. It is lived-in. Sometimes it’s grimy, sometimes it’s bougie. But it is expansive.”
Immediately, you can see the impact of BioWare’s decision to tighten its focus. Around every other corner in Minrathous is an exquisitely framed view, a level of spectacle you would never see in Inquisition, where resources were spread much more thinly. “When you know that you’re gonna be heading down a canyon or into this plaza where the buildings open up, you have those perfect spots to put a nice big temple of Andraste or a mage tower,” art director Matthew Rhodes says. “You get those opportunities to really hit that hard.”
BioWare’s intention is to make strong visual statements that deliver on decades of worldbuilding. “People who have a history with Dragon Age have thought about what Minrathous might be like,” Rhodes says. “We can never compete with their imagination, but we can aim for it like we’re shooting for the Moon.”
The people of Tevinter use magic as it if were electricity, as evidenced by the glowing sigils that adorn the dark buildings – street signs evoking Osaka’s riverfront or the LA of Blade Runner. They’re just one of the tricks BioWare’s art team uses to invite you to stop and take in the scene. “A lot of what you start to notice when you’re the artist who’s been working on these big, beautiful vistas and neat murals on the walls is how few players look up,” Rhodes says. “We design props and architecture that help lead the eyes.”
For the really dedicated shoegazers, BioWare has invested in ray-traced reflections, so that the neon signage can be appreciated in the puddles. There are also metal grates through which you can see the storm drains below. “The idea behind that is purely just to remind the player often of how stacked the city is,” Rhodes says. “Wherever you’re standing, there’s guaranteed to be more below you and above you.”
One of BioWare’s core creative principles for The Veilguard is to create a world that’s actually worth saving – somewhere you can imagine wanting to stick around in, once the crises of the main quest are over. To that end, the team has looked to ground its outlandish environments with elements of mundanity.
“A guy’s normal everyday life walking down the streets of this city is more spectacular than what the queen of Orlais is seeing, at least in terms of sheer scale," Rhodes says. “One of the things we’ve tried to strike a balance with is that this is actually still a place where people have to go to the market and buy bread, raise their kids, and try to make it. It’s a grand and magical city, but how do you get your horses from one place to the next? Where do you load the barrels for the tavern? It’s really fun to think of those things simultaneously.”
Normal life in Minrathous is not yours to behold for long, however. Within a couple of minutes of your arrival, the very air is ripped open like cheap drapes, and flaming demons clatter through the merchant carts that line the city streets. A terrible magical ritual, through which Solas intends to stitch together a new reality, has begun.
“We wanted the prologue to feel like the finale of any other game we’ve done,” Busche explains. “Where it puts you right into this media-res attack on a city and gets you really invested in the action and the story right away. When I think back to Inquisition, how the sky was literally tearing open – the impact of this ritual really makes that look like a minor inconvenience.”
Our hero is confronted by a Pride demon, imposing and armored as in previous games, yet accented by exposed, bright lines that seem to burst from its ribcage. “They are a creature of raw negative emotion,” Busche says. “So we wanted to actually incorporate that into their visual design with this glowing nervous system.”
When a pack of smaller demons blocks Rook’s route to the plaza where Neve was last seen, battle breaks out, and The Veilguard’s greatest divergence from previous Dragon Age games becomes apparent. Our rogue protagonist flits between targets up close and evades individual sword swings with precision. In the chaos, he swaps back and forth between blades and a bow. He blends light and heavy attacks, and takes advantage of any gap in the melee to charge up even bigger blows.
“Responsiveness was our first-and-foremost goal with this baseline layer of the combat system,” Busche says. Unless you’re activating a high-risk, high-reward ability such as a charged attack, any action can be animation-cancelled, allowing you to abort a sword swing and dive away if an enemy lunges too close. “We very much wanted you to feel like you exist in this space, as you’re going through these really crafted, hand-touched worlds,” Busche says. “That you’re on the ground in control of every action, every block, every dodge.” Anyone who’s ever bounced off a Soulslike needn’t worry: The Veilguard’s highly customizable difficulty settings enable you to loosen up parry windows if they prove too demanding.
Gone is the overhead tactical camera which, for some players, was a crucial point of connection between Dragon Age and the Baldur’s Gate games that came before, tapping into a lineage of thoughtful, tabletop-inspired combat. Epler points out that the camera’s prior inclusion had an enormous impact on where the game’s battles took place. “We actually had a mandate on Inquisition, which was, ‘Don’t fight inside,’” he says. “The amount of extra work on getting that tactical camera to work in a lot of those internal environments, it was very challenging.”
Gone, too, is the ability to steer your comrades directly. “On the experiential side, we wanted you to feel like you are Rook – you’re in this world, you’re really focused on your actions,” Busche says. “We very much wanted the companions to feel like they, as fully realized characters, are in control of their own actions. They make their own decisions. You, as the leader of this crew, can influence and direct and command them, but they are their own people.”
It's an idea with merit, albeit one that could be read as spin. “It’s not lost on me,” Busche says. “I will admit that, on paper, if you just read that you have no ability to control your companions, it might feel like something was taken away. But in our testing and validating with players, what we find is they’re more engaged than ever.”
There may be a couple of reasons for that. One is that Dragon Age’s newly dynamic action leaves little room for seconds spent swapping between perspectives. “This is a much higher actions-per-minute game,” Busche says. “It is more technically demanding on the player. So when we tried allowing you full control of your companions as well, what we’ve found is it wasn’t actually adding to the experience. In fact, in some ways it was detrimental, given the demanding nature of just controlling your own character.”
Then there’s The Veilguard’s own tactical layer, as described by BioWare. Though the fighting might be faster and lower, like a mana-fuelled sports scar, the studio is keen to stress that the pause button remains as important to the action as ever. This is, according to Busche, where the RPG depth shines through, as you evaluate the targets you’re facing and take their buffs into account: “Matching elemental types against weaknesses and resistances is a big key to success in this game.”
You pick between rogue, warrior and mage – each role later splitting again into deeper specialisms – and draw from a class-specific resource during fights. A rogue relies on Momentum, which is built up by avoiding damage and being highly aggressive, whereas a warrior is rewarded for blocking, parrying, and mitigating damage.
Those resources are then used on the ability wheel, which pauses the game and allows you to consider your options. The bottom quadrant of the wheel belongs to your character, and is where three primary abilities will be housed. “Rook will also have access to runes, which function as an ability, and a special ultimate ability,” Busche says. “So you’re bringing five distinct abilities with you into combat.”
The sections to the left and right of the wheel, meanwhile, are dedicated to your companions. Busche points to Lace Harding, the returning rogue from Inquisition, who is currently frozen mid-jump. “She is her own realized individual in this game. She’s got her own behaviors: how she prioritizes targets, whether she gets up close and draws aggro or stays farther back at range. But you’ll be able to direct her in combat by activating her abilities from the wheel.”
These abilities are complemented by positional options at the top of the wheel, where you can instruct your companions to focus their efforts on specific targets, either together or individually. Doing so will activate the various buffs, debuffs and damage enhancements inherent in their weapons and gear. “So,” Busche explains, “as you progress through the first two hours of the game, this full ability wheel is completely populated with a variety of options and different tactics that you can then string together.”
BioWare has leaned into combos. You might tell one companion to unleash a gravity-well effect that gathers enemies together, then have another slow time. Finally, you could drop an AOE attack on your clustered and slowed opponents, dealing maximum damage. The interface will let you know when an opportunity to blend two companion abilities emerges – moments BioWare has dubbed ‘combo detonations’.
“I like to think about this strategic layer to combat as a huddle,” Busche says, “where you’re figuring out how you want to handle the situation, based on the information you have on the encounter, and how you and your companions synergize together.”
Deeper into the game, as encounters get more challenging, Epler says we’ll be spending a lot of time making “very specific and very focused tactical decisions”. The proof will be in eating the Fereldan fluffy mackerel pudding, of course, but Busche insists this shift to fast action isn’t a simplification. “What really makes the combat system and indeed the extension into the progression system work is that pause-and-play tactical element that we know our players expect.”
The autonomy of The Veilguard’s companions doesn’t end with combat. BioWare’s data shows that in previous games players tended to stick with the same two or three beloved comrades during a playthrough. This time, however, you’ll be forced to mix your squad up at regular intervals.
“We do expect that players will have favorites they typically want to adventure with,” Busche says, “but sometimes certain companions will be mandatory.” Others may not always be available – part of the studio’s effort to convince with three-dimensional characters. “They do have a life outside of Rook, the main character,” Busche says.
"They'll fall in love with people in this world. They’ve had past experiences they’ll share with you if you allow them in and get close to them.”
Being separated from your companions, rather than collecting them all in a kind of stasis at camp, allows you to stumble across them unexpectedly. Busche describes an instance in which, while exploring the Docktown section of Minrathous, you might bump into Neve as she investigates an abduction case. “If I go and interact with her, I can actually stop what I’m doing, pick up her arc and adventure with her throughout her part of the story,” Busche says. “What’s interesting is that all of the companion arcs do ultimately tie back to the themes of the main critical path, but they also have their own unique challenges and villains, and take place over the course of many different intimate moments.”
Some parts of a companion’s quest arc involve combat, while others don’t. Some are made up of large and meaningful missions – as lavish and involved as those along the critical path. “While they are optional, I would be hesitant to call them side content in this game,” Busche says. If you choose not to engage with some of these companion-centered events, they’ll resolve on their own. “And it might have interesting implications.”
The Veilguard promises plenty of change, then, even as it picks up the threads of fan-favorite characters and deepens them, honoring the decades of worldbuilding that came before it. This is perhaps the enduring and alluring paradox of Dragon Age: a beloved series which has never had a direct and immediate sequel, nor a recurring protagonist. Instead, it’s been reinvented with each new entry.
“It’s a mixed blessing to some degree,” Epler says. “The upside is always that it gives us more room to experiment and to try new things. There are parts of the series that are common to every game: it’s always an RPG, it’s always about characters, and we always want to have that strategic tactical combat where you’re forced to make challenging decisions. But at the end of the day, I think what makes Dragon Age Dragon Age is that each one feels a little bit different.”"
Q&A Matthew Rhodes Art director
Q. Early BioWare RPGs were literary, with the emotions and detail mostly happening in dialogue boxes. How have you seen the studio's approach to visual storytelling evolve? A. This has been my entire career. When I first showed up at BioWare, it was at the tail end of Jade Empire, and then I was working on Dragon Age: Origins and early Mass Effect. The games had taken that next step out of sprites and 2D models, and it was like: 'How do we say more? How do we communicate more clearly?' During those early days, a lot of games depended on words to fix everything for you. As long as your character was talking bombastically, you could lend them everything that they needed. But as time went on it also became a visual medium, and it's been this long journey of trying to establish art's seat at the table. I've worked with some great writers over the years, and art is also an essential part of the storytelling. From Dragon Age: Inquisition on, I've been trying to stress with my teams that we are a story department.
Q. Is part of that also letting writers know that your storytelling assistance is available, to help them show rather than tell? A. On The Veilguard, that principle has been operating the best I've seen it. Where you would need a paragraph of dialogue in one of those exposition moments where a character just talks to you, we could sell that with a broken statue or a skeleton overgrown with vines. We've had more opportunities to do that on The Veilguard than most of the projects I've ever worked on combined.
To a hammer, every problem looks like a nail, and so in every department, writing will try to solve it with more words, and art will try to solve it with more art. I've bumped up against moments where it's like, 'As much as we could keep hammering on this design, I think this is actually an audio solution.' And then you take it to audio, and you don't get that overcooked feeling where each team is just trying to solve it in their silo. It's a really creatively charged kind of environment.
[main body of article ends here]
Additional from throughout the article --
Image caption: “Spotlights shine down from the city guards’ base as they pursue you through the streets of Minrathous.”
Image caption: “While most of your companions can be sorted into comfortingly familiar RPG classes, The Veilguard introduces two new varieties: a Veil Jumper and a private investigator.”"
Image caption [on this Solas ritual concept art specifically]: “The name previously given to the game – Dreadwolf – was a direct reference to Solas. Your former companion, now on his own destructive mission, still features, despite the name change.”
Text in a side box:
"RATIONAL ANTHEM The hard lesson BioWare drew from Anthem was to play to its strengths. “We’re a studio that has always been built around digging deep on storytelling and roleplaying,” Epler says. “I’m proud of a lot of things on Anthem – I was on that project for a year and a half. But at the end of the day we were building a game focused on something we were not necessarily as proficient at. For me and for the team, the biggest lesson was to know what you’re good at and then double down on it. Don’t spread yourselves too thin. Don’t try to do a bunch of different things you don’t have the expertise to do. A lot of the people on this team came here to build a story-focused, singleplayer RPG."
Image caption: “In combat you no longer control your companions directly – this is a faster-paced form of fighting – but you are able to direct them in combat, and can even blend their abilities in ‘combo detonations’.”
Image caption: “You’ll be exploring new regions across Tevinter and beyond – Rivain is a certainty, and that’s only accessible via Antiva travelling overland.”
Image caption: “There are three specializations per character class; on the way to unlocking them you’ll acquire a range of abilities.”
Text in a side box:
"MEET YOUR MAKER “Full disclosure: Dragon Age has traditionally not done skin tones well, especially for people of color,” Busche says. “We wanted to do a make-good here.” In The Veilguard’s character creator, you can adjust the amount of melanin that comes through in the skin, as well as test various lighting scenarios to ensure your protagonist looks exactly as you intend in cutscenes. “Speaking of our first creative principle – be who you want to be – we really feel these are the kinds of features that unlock that for our players,” Busche says. “We want everyone to be able to see themselves in this game.” For the first time in the series, your body type is fully customizable too, with animations, armor and even romantic scenes reflecting your choices."
Image caption: “Your companions are a mix of old and new – Lace Harding is a familiar face. Veil Jumper Bellara is new, with a new occupation, while Davrin is a new face with a familiar profession – he’s a Warden.”
Image caption: "Arlathan Forest is home to the ruined city of the elves, now a place of wild magic, Veil Jumpers and (allegedly) spirits".
Image caption: "Bellara is driven by a desire to learn more about the elves, rediscovering the shattered history and magic of her people."
[source: Edge – The Future of Interactive Entertainment magazine, issue #401 (October 2024 issue) - it can be purchased online at [this link].]
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tiredsmashbros · 4 months ago
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the first musical doods is here :)))
no way i can finally have an excuse to talk about my musical obsession let alone make it into au lMAOIOHUGIHJV
got a few in my head but the big one so far/the one i wanted to start off with is be more chill! straight-up one of my first ever musicals + one of my favorite all time. like- i love it sm i got the book AND finished it vs dear even hansen + hamilton FUGCHV
this one is pretty much self explanatory {esp if ur familiar with it}: jeremy is smg4, micheal is mario, smg3 is christina, and the squip is mr. puzzles. i have some ideas for the side cast but for now im just doing the main cast and goD THIS WAS NOT SUPPOSED TO BIG i went a little overboard than expected 😭
anyway been feeling a lil iffy with my art so mb if it may look a little wonky?? oof might be on smol hiatus btw too much irl stuff happening smh 😔
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froginmygarden · 18 days ago
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Got a little brain worm on the way home and have a need to write it down. Just a drabble because I'm not good at writing.
DC x DP Just a (clone) couple
Joung Adult!Team Phantom for some reason end up in the DC universe. For reasons, there aren't any equivalents of them here. Danny and Sam are together and Danny and Dani have a familiar relationship. Whatever the reasons they stay in this universe.
So Sam, Danny and Dani start making a life together as a family, Tucker goes on to make a "small business" involving VPN's and tech in general (finds an anthropomorphic girlfriend on the way or something), Jazz goes to uni (JL members city of choice, although I advise against Gotham or Metropolis, because that would make this too short).
For some MORE reasons unknown, although they might be by the making of our favourite clock-man, the DP people's DNA has by default markings of being clones in DC (I don't know if this is canon or fanon but Connor had something like that ╮⁠(⁠^⁠▽⁠^⁠)⁠╭). The thing is here Jack = Bruce, Maddy = Alexander and Jeremy = Clark, Pamela = Lois! Do you see my vision here??
So *JL member from the perspective city* meets the Fenton/Manson/Nightingale?? family accidentally when they are visiting Jazz, and has a sweet deja vu moment. Some time passes and the off handedly mention it to someone in the JL.
Batman being the paranoid bastard that he is goes on to check this thing out, because he can smell the fish from a mile away. Thinks the couple are clones, gets very paranoid again and starts making plans, plans get found by his kids, kids tell the JL and friends. So starts the collective discussions of what should they do, some say that they should get rid of the clones, some others that they don't have proof for anything nefarious and shouldn't do anything at all, someone points out that they have literally showed up out of nowhere and that it is reasonable to be suspicious. And Connor is also there.
Meanwhile Team Phantom is going about their lives like normal, but with a "I know that you know" mindset, and don't really bother with hiding themselves.
In my opinion the part that has to be the most glaringly noticeable about them should be that Danny (Batman's clone apparently) should wear a lot of flannel and have a "Midwestern Nice" personality" (the stuff of legends I have only heard about in passing) and over all should resemble Clark in fashion sense. For Sam (Superman's clone apparently) the exact opposite - she can put the GOTH in Gotham.
And all JL angst/drama/confusion happens in the background as we follow Connor Kent's/Superboy's POV and him dealing with having two half siblings and the half siblings being together and them having a child and this is too much for him oooooooooo noooooooo nononoonononoonononononno what in the sweeet home Alabama whhhhhyyyyyyyy!??!
So it's like a metronome tick's between the POVs of fluffy new life/potential threat to the JL I mean the child of Bruce/Lex and child Clark/Luis having potential super-smart, super-powered (potentially evil??) children. But overall it's crack.
Maybe I'll plan it out and actually try to write it, but meanwhile you can enjoy my half-ill/fever induced brain worms and play in the brown dirt puddle I call my creative thinking.
To who ever finished reading this
Good night! ;P
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chubbycelebs · 5 months ago
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Fame Greedy
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Jeremy Sumpter was stood on the set of a new advert he had been signed up to by his agent. After his successful childhood in films, Jeremy struggled to break free of his past and become a serious actor now he was older. He could never land movies despite his incredible body and devotion to the roles. He was becoming frustrated with his situation. After he finished filming the advert for the day he stomped back to his hotel room and slammed the door in frustration. What more do people want. Jeremy went for a shower to cool off and when he walked out of the bathroom with a white towel around his waist he saw his agent sat on his bed. “Jesus Adam warn me next time I could’ve been naked” Jeremy said jumping slightly as he realised just how naked he was. “Oh I don’t mind Jeremy just ignore me whilst you get ready. There’s some things I wanna run past you” Adam, his agent said to him. Jeremy started to get changed. As said before he has a pretty perfect body so he wasn’t embarrassed when he dropped his towel in front of his agent to pulled on some white briefs. “So I know you are frustrated by doing adverts all the time and I think I’ve figured a way to change your direction” Adam said scrolling through his phone trying to find something. “Oh please anything is better than doing these pissing adverts” Jeremy chimed in now pulling on some jeans. “Well you see there’s been a role open up and they want you specifically.” Adam put his phone down and looked at Jeremy as he pulled on a tight shirt that showed off his toned body. “Omg no way! That’s amazing I’m so down!” Jeremy said cracking a smile. “Well there’s a catch you see. They want you but they want you to erm bulk up a bit…”
“what do you mean? How much?” Jeremy said becoming a little skeptical. “Well they didn’t give a maximum number but they said at least 60 lbs.”
“60 lbs!!!! If I gained that I’d be fat?!? Are you sure?” Jeremy said shocked by this number. “Well Jeremy they kind of want that. You see your playing a gamer for this movie and they want a big guy so they asked for you to do this…”
“Jesus christ. Well I guess I can always lose it after the film. Fine I’ll do it. Go get me some food then” Jeremy said standing up pacing around his hotel room. Was he really about to do this? He worked hard for his perfect body just to get roles and now they want him fat? I guess 60 lbs isn’t life changing. I could definitely lose that he said to him self.
Every day now Jeremy would wake up and start eating and wouldn’t stop until he passed out from a food coma. He loved eating cakes and pies and fast food. He thought there could be worse things to do. Just being told to sit on his arse and stuff his face with crap wasn’t so bad. Some days he even enjoyed lying around in his tight briefs stuffing his gut.
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He started to feel his body soften as time went on. His abs melted into a soft belly that was bulging outwards. As he sat rolls formed on his body. He looked down and poked them. His finger sinking deeper into his gut was kind of intriguing. He’d never been this soft it was interesting finally letting go. It was also so easy that he started to enjoy it. He made games for him self to try and eat as much as possible. He would gain these 60 lbs in no time.
6 months had passed and the 60 lbs of fat he was asked to gain was sitting softly on his body. His body looked like it had melted away into lard. His once fit body was now replaced with a body of someone who’s lazy and unable to stop eating. Jeremy had to admit, yes he was concerned to start with but he really enjoyed the process. He loved eating and over eating. He loved sitting and doing nothing all day. And truthfully he enjoyed the extra weight on his body.
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He was asked for a screen test so the ex jock actor came into the studio and got ready for the screen test. He was asked to sit in just white briefs and to sit in the set built for the movie. The camera and sound crew were all set up and ready. The director calls action and Jeremy started acting the first scene. The scene was asking Jeremy to lay on the sofa with a bag of crisps on his belly and eating the whole bag whilst a video game plays in the background. He admitted that he thought there’d be some lines to say but he happily just laid back and stuffed his belly. The director yelled cut and asked for Jeremy to come to his office. “Everything alright?” Jeremy asked the director as he entered the office still in his costume. “Jeremy my boy look at you. You look amazing. Thank you for your devotion to the project” the director said placing his hands on the sides of Jeremy’s belly. Jeremy couldn’t help but feel proud of his gain. “You see though. When envisioning the character we thought he would be well fatter. He’s a really lazy greedy character and you just look a bit chubby. We want some really mass on you.” Jeremy was a little taken a back. He felt like a lard arse already but maybe this wasn’t enough. “Alright then. I’ll erm gain some more for you then.”
“Amazing thank you Jeremy. You are gonna be one big star one day!” Jeremy walked back to his hotel room his belly rumbling. He plopped him self down on his bed. He caught a glimpse of him self in the mirror opposite his bed. He pulled off his shirt and looked at his bulging belly, the rolls that replaced his abs. He had never thought he’d get this fat but now he was gonna have to get fatter. He called for room service and huge trolly of food came to his room. He’s gonna enjoy these next few months of stuffing.
Every month Adam came round to check on Jeremy and make sure he was making progress. He would make Jeremy strip down and show his fat body. He took measurements of every part of his expanding body.
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“Wow you really are packing on the pounds huh big guy?!” Adam said patting Jeremy’s belly. “I just need this role Adam. I’ve gotta show I’m serious about this. Plus it’s not hard being a lazy slob all the time anyway” Jeremy walked over to the trolly of food and stuffing in a burger. “Well you sure are a lazy slob.” Jeremy looked around at Adam as he said this. “See you next month chubs!” Adam walked out of his hotel room. That’s when Jeremy felt the hot pulse of horniness in his tight underwear. Did he enjoy Adam fat shaming him? Something about being called a lazy slob and chubs made his dick stand to attention. Maybe this fat body wasn’t bad at all. In some ways it’s actually better maybe…
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A year had passed Jeremy never stop eating. He never did exercise. And never wanted to lose the weight. He awoke one morning and pulled on a tight white vest and his usual white briefs. He looked at him self. His round fat gut was huge now and hung out of his white vest. His underwear barely fit his fat figure now. He pulled up a photo of him self from last year and was so pleased to see how his body had changed. What a lard arse he had turned into. He remembers being told about this role and vowing to lose the weight after he finished but. Kw he was this huge, he never wanted to go back to his fit old self. If anything he wanted to be bigger. That evening filming started for the film. Every scene had Jeremy stuffing and eating him self silly. For months the director had him stuffed with food on camera. He had very little lines and spent the whole time being a hog on set. All this pigging out lead to him to gain even more weight and by the end of filming, the old fit boy had transformed into a huge round lard filled fatty.
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Jeremy!! So good to see you big guy!” Adam came in on the last day of filming. He was met with the sight of a morbidly obese Jeremy. “You look huge!” Adam said as he hugged the greedy actor and placed hands on his belly. “Adam what actually is this film? All I’ve done is eat and be a fat pig for months. Why is that?” Jeremy said with a grin looking at Adam who had his hands on Jeremy’s fat gut. “Oh you see I was gonna say but I just kept forgetting. You see there’s a load of people who really enjoy seeing fit men get fat so me and the director thought you’d be perfect. We’ve been filming you for well over a year as you’ve grown into the man you are today. It’s like a documentary all about how you’ve turned into such a huge hog. And it’s gonna be a smash hit!”
Jeremy looked at Adam and couldn't help but smile. “You better sign me up for the sequel to this film then Adam”
“Don’t worry. The presale for this movie is already insane so you’ll be back. You’ll be along side Tom Holland as well next time!” “Oh I can’t wait to see how that goes…”
Based on the recent images I’ve posted on Jeremy Sumpter I decided to write a story with some images along side them. Hope you guys enjoy this story of the growing actor. Hopefully his fame will out weight him one day!
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captainsophiestark · 6 months ago
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Miscommunication
Kol Mikaelson x Reader
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Masterlist - Join My Taglist!
Written for my personal fic writing challenge for 2024, Sophie's Year of Fic! Featuring a new fic being posted every Friday, all year long :)
Fandom: The Vampire Diaries/The Originals
Summary: You've finally worked up the courage to ask Kol on a date, but with all the people who've been trying to kill him lately, he jumps to the wrong conclusion about what's being asked of him. Set right after TVD "A View To A Kill", if Jeremy didn't succeed in killing Kol.
Word Count: 2,517
Category: Fluff, Humor
Putting work into an AI program without permission is illegal. You do not have my permission. Do not do it.
"Hello, love. I wasn't expecting to get a call from you."
I grinned at the voice of the youngest Mikaelson brother coming through the other end of the phone. I'd met him at the Grill a few weeks ago, and we'd pretty much immediately hit it off. I'd been trying to work up the courage to ask him out ever since, and after overhearing his siblings talking about how close he'd come to dying recently, I'd decided to stop wasting time and just give him a call.
"Hi Kol. Uh, I know this is kind of out of the blue, but... well, I wanted to see if you wanted to maybe get together at some point and... talk. Hang out. All that... stuff..."
I grimaced. I'd never done this before, and it was probably painfully obvious, especially to a vampire with a literal thousand years of experience.
"You want to get together and talk?" asked Kol, a lilt to his voice that I couldn't quite decipher. Everything in me screamed that I should bail out, but I grit my teeth and forced myself to toughen up.
"Yeah. If that's something you'd want to do."
"Oh, it very much is." My heart stopped. I'd been sure this call was about to be a total fumble, but apparently, somehow it'd worked? "What did you have in mind?"
"Uh..." I mentally kicked myself. I'd spent so much time trying to work up the nerve to actually call him, I hadn't thought at all about what I would do if he actually said yes. "Well, I don't know. Is there anywhere you'd especially like to meet up? Or anything you'd like to do?"
"How about your house?" The doorbell rang. "Right now?"
My brain short circuited. He was here? Now? I wasn't ready at all! The house was fairly clean, and I didn't look like a total mess, but I also wasn't ready for a date! And wasn't a first date supposed to be about thirty degrees more chill and removed, like a going to a movie or dinner or something?
I forced myself to take a deep breath. Yes, this was technically a first date, but Kol and I had interacted before. We were friendly, maybe even friends. It's not like he was some stranger I was about to let into my home.
"Uh, sure. Now is... now is good. I take it you're the one at my door?"
"Yes I am, darling."
"Okay. Well, then... I guess I'll see you in a second."
I hung up the phone before I could make any more of a fool of myself, paused at the mirror in the hallway to quickly adjust my outfit, then strode confidently to the front door. If I pretended to be confident, it would probably rub off and turn into the real thing, right?
I swung open my door to find a grinning Kol on the other side, one arm raised and resting against the doorframe. My heart did a little backflip at that, and I just hoped his vampire senses hadn't clued him in on it.
"Well? Aren't you going to invite me in?"
"Oh! Right, yeah, come on in, Kol."
He grinned at me as he slowly, deliberately put one foot over the threshold, then the other. He paused once he officially stood in my house, facing me with a look like he expected me to have some kind of reaction. I just gave him a smile.
"Welcome in. Uh, I'll be honest, I wasn't really prepared for you to come over, like, now. But we can make some drinks, maybe play a board game or something? I actually think I have an at-home dart board buried somewhere around here if you want to get your ass kicked like you did the first time we met."
Kol huffed a laugh, a smaller, more genuine smile pulling onto his face as he shook his head at me.
"Well, now we have to play, don't we? I can't let my honor be tarnished without fighting back."
"I think it only counts as tarnishing your honor if it's not true," I mused as I led Kol into the kitchen, incredibly aware of how closely he followed behind me. If vampires could hear heart beats, then I was well and truly screwed.
"Exactly. I didn't get my ass kicked in darts, so what you said wasn't true."
I paused long enough to give Kol a judgey look over my shoulder, then walked around to the cabinets behind the kitchen island.
"Alright, I'll go dig out the dartboard in a minute, but let's figure out drinks first. I'll be honest, I'm not the best bartender, but I'll see what I can do."
"Here, let me. I'm an excellent bartender."
Kol reached for the bottles in my hand, but I paused, holding them slightly away from him. He leaned into me, and my heart did its stupid jumping jacks again, although I ignored it. Instead, I fixed Kol with another look.
"Are you an excellent bartender in the way you're an excellent dart player? Or are you actually an excellent bartender?"
Kol shook his head, an edged smile spread on his face as he reached across me and took the bottles from my hands. I was more than a little disappointed when he pulled away.
"Alright, I'm going to make us some drinks while you go and get that dart board, right now. We're going to settle this, once and for all."
"I'm still not totally sure that I actually have it," I reminded him, walking backwards out of the kitchen. Kol just hummed, shooting me one last look as he got to work on the drinks before I turned the corner.
As soon as I was out of his sight, I paused to take a few deep breaths. I was starting to feel seriously giddy hanging out with him like this, and I needed to calm the hell down. It was a casual first date, after all. I didn't need to get ahead of myself.
Once the butterflies in my chest had settled down a bit, I walked the rest of the way to the hall closet, or what I thought of as my junk closet. It was packed with things that were just useful or sentimental enough that I didn't want to throw them away, but that basically never came in handy on a regular basis. If that dartboard someone had gotten me for my birthday a few years ago was anywhere, it would be here.
I dug through a few boxes I thought might be likely candidates, trying to remember where past me might've put things last time I'd organized everything. Finally, after what felt like way too much searching, I found it at the bottom of a box on a higher shelf. Even better, a bag with all the darts still together was with it.
I grinned, doing a little triumphant fist pump to myself before turning to head out of the closet. In the doorway, however, I found Kol hovering, watching me intently, a menacing air about him that hadn't been there earlier.
"Hey... what are you doing?" I asked. He raised an eyebrow at me and crossed his arms.
"Me? I was about to ask you the same thing, darling. It really took you that long to find the dart board?"
I furrowed my eyebrows at him, watching for any clues as to what the hell he was doing before briefly glancing away to check the time my phone. Honestly, it hadn't even been that long.
"I mean, yes? Have you looked around this closet at all since you got here? It's a mess. How long have you been standing there, anyway?"
"I'm not an idiot, sweetheart," he said instead of answering me, taking another step forward. I narrowed my eyes at him. "I know you're back here messaging your little friends, trying to set up another ambush for me after the first one didn't work. I know how you Mystic Falls people like to operate."
My frown deepened. "Kol, what the hell are you talking about?"
"Don't play innocent with me, darling, it won't work. So who have you been texting?"
"No one, other than you! I knew you were acting weird on the phone, and when you first showed up. I thought my nerves were just getting the better of me, but apparently not."
"Nerves for what? Don't tell me Jeremy's going to come bursting through the door playing Van Helsing again."
"Jeremy who, Kol? Seriously, I have no idea what you're talking about."
For the first time since he'd appeared in the closet doorway, Kol seemed to believe me. His look changed from borderline threatening to almost as confused as my own.
"Jeremy Gilbert."
I paused, trying to place the name. It sounded familiar, but it took me a little while to figure out why.
"That's... Elena Gilbert's little brother? Right?"
"Yes. You're actually trying to tell me you don't know him?"
I scoffed. "Kol, of course I don't know him. I graduated from high school when he was still in middle school. I barely remember him or his sister."
He studied me, eyes scanning my face, apparently looking for some sign of a lie. I just watched him back, waiting on some kind of explanation for this to make sense.
"So you're not working with Elena and her little group of friends, then? Or either of the Salvatores?"
"No, Kol. Working with them on what?"
"You're not lying."
"I know I'm not lying! Now what the hell are you talking about?"
Kol sighed, slumping back against the doorframe a little, the tension easing out of his body although he still looked a little confused. I could relate.
"Elena and Jeremy tried to kill me not too long ago," he said, as if he was saying they'd asked him for directions on the street. "Elena tried to keep me busy by lying about wanting to discuss a truce with me. I assumed this was a terrible second attempt at the same thing."
I sighed, shaking my head and closing my eyes for a beat as I leaned against the shelf behind me. I knew he was a vampire, and I'd even known someone had tried to kill him recently. But somehow, I'd underestimated the level of ridiculous drama and miscommunication that would likely create.
"Yikes. Well... I'm glad you survived, and I can honestly tell you that I'm not a part of any plot to try to kill you. I can't even remember the last time I talked to Elena, and the only time I've ever talked to either of the Salvatores was when Damon was drunk and hit on me at the Grill."
Kol snorted. "Sounds familiar."
"I'm sure."
The two of us stayed put, neither moving to stand up or leave the closet, neither speaking either. The silence just hung, and I had no idea what I was supposed to do next, so it was a relief when Kol leaned forward, the menace in his posture gone and replaced by tentative curiosity.
"You know, this leaves us with a very important question."
"And what's that?"
"If you weren't trying to drive a stake through my heart... why did you call me and ask to meet up?"
And just like that, the relief was replaced with sheer nervous panic.
"Uh... well..."
Kol grinned and took a few steps towards me.
"You said you wanted to get together and talk," he said, a teasing tone to his voice that made my heart speed up at the same time that it made me want to give him a shove. "What exactly did you want to talk about, if not murdering me?"
I shook my head, trying and failing to keep a smile off my face. Kol was well and truly in my space now, standing right in front of me, one arm over my head and leaning against the shelf behind me. Based on the grin he gave me when I met his eyes, I got the feeling he could hear my heart racing.
"I... Well, I was trying to ask you on a date."
"Were you now?" asked Kol, his shit eating grin doubling in size. I huffed.
"Yes. And it took a lot of effort to work up the courage to actually go through with it, so if you're just messing with me right now with the whole leaning into my space and flirting thing, I might actually join Team Try To Kill Kol."
Kol just laughed and shook his head, leaning in a little bit further as he did. I couldn't help a subconscious glance at his lips, and with the way they curled up even further, I knew he'd noticed.
"I'd never dream of messing with you about this, darling. Honestly, this is the best news I've gotten in days. If I hadn't been working to keep a few different people from killing me, I would've asked you out a week ago."
I grinned. "Really?"
"Absolutely."
I huffed a happy, disbelieving laugh as Kol leaned the rest of the way in, his lips finding mine. Fireworks exploded in my chest at the sensation, especially as he wrapped one arm around my waist and pulled me closer to him. My hands found his shoulders, holding on tightly, and when I finally pulled away after a few long, long moments, I was a little breathless and a little dizzy.
"Now that was worth thinking I was about to be vampire-slayed," said Kol, grinning at me before starting to lean in again. I laughed, but put a hand to his chest to stop him.
"I agree, but this is still a first date. I want to actually talk to you and get to know you beyond the few conversations we've had at the Grill, not just make out in my closet."
"You didn't like making out in the closet?"
"I didn't say that." Kol grinned, and I gave him an exasperated smile of my own. "I like this, Kol, a lot. But I could've just kept flirting at you with the Grill if all I wanted was to make out with you. Dates are supposed to be... a little more than that, at least to me."
Kol sighed, bringing his hand up to cup my chin and running his thumb across my lips before stepping back. My heart was doing backflips, and from the smirk on his face, I knew he could tell.
"Alright then, darling. I'll give your version of a date a try. As much as I like making out in closets, it might be nice to just talk to you for a bit, too."
I beamed at him. "Good. Although, it doesn't have to be all talk." I retrieved the dartboard that had been shoved back onto a shelf when Kol had first gotten in my space and held it up. "We have a few things to settle, after all."
"Oh yes we do. Come on love, our drinks are waiting in the kitchen. You're going to need one, so you have something to blame your loss on later tonight."
"Keep talking, Twilight. It's just gonna make it that much sweeter when I win."
****************
Everything Taglist: @rosecentury @kmc1989
TVD/TO Taglist: @elenavampire21
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riding-the-sunset-bird · 10 months ago
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A character reference based on all four Steps of Our Life! It's only "sort of" a height reference as well since obviously they're not 100% accurate (the devs don't have specific heights for everyone to my knowledge).
I did dig into the code to try and get characters at their "normal" heights but there are other matters at play too (example: Nicolas is obviously "taller" than he should be because he needs to be pushed upwards to be visible enough above the game's text box; likewise with other very short characters).
Still, this should serve as either a nice reference guide for every character or a "height reference" in the sense of getting an idea of which characters are shorter/taller than others.
I'm also going to detail some extra notes below the break, including posts from GB Patch's Tumblr that reference any defined heights (with Cove being the obvious one) or general height things, as well as some more stuff about the MC's height in comparison to the three love interests depending on what you pick.
Cove's height is listed on GB Patch's FAQ as 4' 1" in Step 1 (also stated as "mostly average, perhaps a bit on the short side"), 5' 4" in Step 2 (in-game this is defined as "very tall" on the MC's potential height spectrum, as that is the only option considered on par with Cove's height), 6' 0" in Step 3, and 6' 4" in Step 4. A fun fact is that Cove's final height was originally 6' 3" (191cm) instead.
Derek in Step 2 is under five feet tall (this post also lists Cove as "around 5 and a half feet tall" which you could take as either close enough to 5' 4" as stated above or a potential original height he had that got changed). In-game, he's "short" but not "very short", as having your MC be "very short" will prompt narration telling you that you're shorter than Derek, whereas "short" only has you relate to him in smolness generally.
Step 4 Derek is "mostly average." He wouldn't be considered tall nor would he be considered short. His youngest brother Nicolas will "probably end up as a similar height to him" once he's more grown up.
Step 4 Baxter is "taller than average, but not especially tall."
I've been informed that, on the Our Life Patreon Discord, Step 4 Derek's height is listed as 5' 9" (175cm) whereas Step 4 Baxter's is listed as 5' 11" (180cm), so those are their defined heights. Before that, both of their heights had jumped around somewhat. A post from 2019 said that Derek was 5' 11", but a post from June 2021 said that Baxter was 5' 11" and Derek was 5' 9" (so consistent with the Discord). Then there's also another post from July 2021 (you'll have to scroll down for this one) that listed Baxter at around 5' 10" while Derek was 5' 8"/5' 9". If you're insane enough to try and use the character reference too, then Baxter would actually be around 6'1" at minimum since he's taller than Step 3 Cove (though you could also make the same argument that this means the mom trio of Pamela, Noelani, and Kyra must be decently tall as well since they're so close to Cove on the character reference).
I don't have any experience with GB Patch's other game, XOXO Droplets, so I don't know what ages the characters are in it, but since both Shiloh and Jeremy are characters seen visibly in Our Life, I thought I'd also mention that they're listed as 5' 10" and 5' 5" (or 5' 5 1/2") respectively in XOXO Droplets. Jeremy also apparently grows to 5' 8" in his 20s and he's 22 in the Our Life Cove Wedding DLC (I don't think this is spoken of in the game specifically but he's labeled as 22 in the code).
As for the MC and how their height plays into things, "tall" and "very tall" as well as "short" and "very short" tend to be considered the same for the most part in the game's code. It's not that there isn't a difference at all (I would say it's still notable), it's just that sometimes the game may be more vague about height differences. My post about Errands references this where you don't need more athletic points due to being "very short" instead of "short" to give Cove a piggyback ride.
A guesstimate I'd make is that about 5% of the time, the game will take note of whether you're "very tall" instead of "tall" or "very short" instead of "short." Otherwise, you're either "generally tall," "average," or "generally short." There are also other instances (usually with Cove) where the game might just check if you're either generally tall (around Cove's height) or not generally tall (i.e: definitely shorter than him).
This is actually relevant to the heights because, following all above information, one would assume that Step 4 Derek is average, Step 4 Baxter is tall, and Step 4 Cove is very tall going off the MC's potential "height spectrum" of very short, short, average, tall, and very tall, but it's not entirely the case.
A "tall" MC (generally tall) will look "down" at Step 4 Baxter just as he will look "up" at them or they'll look directly at each other if the MC is "average," same as Step 3 Baxter, but--
when the game has any instance of differentiating between "tall" and "very tall" (they never do this for Step 3 Baxter so the base assumption would have to be that he's just average height), things change.
During Baxter's apology in the wedding of his Step 4, Baxter dips his chin to look at the MC if they're "short"/"very short," levels his chin to look at the MC if they're "average"/"tall," and then lifts his chin to look at the MC if they're "very tall." A generally tall MC still has to lean down to kiss him if they choose to do so though.
Also, during the intimacy scene with Baxter (either in his office or his living room), if the MC is "very short," "short," or "average," it states that Baxter is taller than them. If they're "very tall," then Baxter is shorter than them, but a "tall" MC is "almost the exact same height" as him.
This is all a really long-winded way of saying that GB Patch referring to Step 4 Baxter being "taller than average but not especially tall" might mean that he's some infuriating middle ground between average and tall where he's not quite one but not quite the other either (which honestly is very Baxter of him so I can't even be mad).
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junglemindless · 1 year ago
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okay, so. i have loved pjo since i was 12 and this can definitely be explained also by the fact percy is so freaking hot. this days i was thinking about our boy and just have to share some of the stuff i thought about him in all this years. here we go with some headcanons of bf percy and percy in general;;
• i have a thing for silver chain necklaces. you know, one of this things every hot guy has? yeah. percy does wears one. his mother give it to him probably. and he never takes it off. it reflects the sun when he's surfing, stands out on his tanned skin, touches your face when he's on top of you kissing you or whatever else
• percy IS an nba obsessed. he will invite you to watch the games with him and will give you his personal opinion about the players, the moves, even the uniforms if you want to know.
• he secretly is zodiac guy. like, in front of his friends or any public conversation he will deny it. but if you're into it, and just says something like "our zodiact signs are compatible!" he'll be happy about it and feel like he's part of something magical, you know? like he's known all along that you're supposed to be together.
• talking about interests: he definitely will listen with heart eyes whatever you talk about. books? shows? basketball or another sport? celebrities drama? taylor swift folklore's love triangle? he's here for it. laying on his bed with you sitting by his side telling him about it, and he's just staring at your beautiful eyes and playing with your hair
• he also love movies. he has an letterboxd account which he is religiously active on. also, he give extra stars to the movies you watch togheter just because he is on a good mood.
• btw, when he's calling you to watch a movie, it is to watch a movie. boy take the movies thing really serious.
• he will be watching barbie AND oppenheimer. and he will take you to both.
• percy can't sleep without being tangled with you. he's an huge touchy guy, bear hugs, forehead kisses, hands on your waist, head laying down on your chest. he just loves the feeling of your body with him
• bro is an biology princess. is the only thing he really found interesting. he loves nature, the sea, the animals.... everybody knows he's going to do marine biology. he's not an working-on-office-all-day type of person so 99% of chance of him working saving marine animals on an research group.
• his instagram profile would totally be about animals he saved. him just doing ✌️🤘👉👍with some type of turtle or an aquarium of clown fishes
• you gave him different marine stuffed animals and he keeps it on his shelf, right on the side of a picture of you and him on a beach day.
• as soon as he gets money, he will take you to a summer on greece.
• he is so fucking loyal. he CAN'T like anyone else. he just thinks about you. in a way that is almoust obsessive.
• also, kind jealous. okay, im trying to be nice with him, he's very very jealousy guy. not because he doesn't trust you or your love for him, but because he doesn't trust other people. at least, thats what he says everytime he sees this one friend of yours
• percy is a tattoo guy. he will have symbols, greek words, abstract stuff, strong animals.... and your initials on his chest once he knows for sure you're here to stay.
• i saw that jeremy allen white keeps a letter of his wife with him to read when he's missing home and i just can't get it out of my mind. percy will totaly take a small peace of paper with something you wrote to him when he's traveling to research or smth and read it before going to sleep 😫😫😫
humm alright. i think that's it for today. i love percy he's so fucking sweet. also, english is not my first language and i had never write for tumblr before soooooo sorry for anything.
hope you enjoyed and stuff 💪
HEY! we have a part. 2 :)
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jeanmoreautemple · 2 months ago
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Friendly reminder that the Jerejean age gap is less than 3 years
It has come to my attention that some fans apparently have a hard time infering information from basic statements or don’t go back to the books to double check stuff?
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Like- if it’s said that Jean is the same age as Neil, and Jeremy is starting his fifth year in college, please make the effort to do some elementary school level math. How could the age difference between jerejean be more than 4-4.5 years? Is there a head canon going around of Jeremy starting college late or him being held back? He just turned 22 at the beginning of TSC guys.
It’s not even a 3 years (at most 2.9 months if you take your time and think about Jeremy being a Pisces and Jean a Scorpio- but I might be accused of reading too much into it😭and maybe that math is way too advanced)
I love AFTG fandom spaces but I wish they’d stick to facts. The OP above is the discord server admin and he was talking about how he was misinformed about Kevthea and brought up the jerejean age gap and then no one corrected him, and all agreed 👏🏻 👏🏻 👏🏻
And I’ve seen this stuff on Twitter and tumblr:
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I’m all for defending your ship and characters (with book textual info preferably) but don’t make up shit to make your ship look good/better.
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