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#mechanical engineering tutorials
magicmarks · 7 months
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Discover how digital learning revolutionizes engineering education with Magic Marks. Access high-quality tutorials and engaging courseware for a dynamic learning experience.
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they've got a qpr-type deal. to me
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butchlifeguard · 10 months
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i dont wanna decide on a career unfortunately everyone wants me to soso bad
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shawnthebro · 1 year
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Instant Block is a fun mechanic to master in Guilty Gear. Let’s learn how to create and master it in our game!
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spreejobs · 1 year
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Engineering- Utilities Job Vacancy in Abu Dhabi, United Arab Emirates
Engineering- Utilities Job Vacancy in Abu Dhabi, United Arab Emirates
Company Description At AECOM, we’re delivering a better world. We believe infrastructure creates opportunity for everyone. Whether it’s improving your commute, keeping the lights on, providing access to clean water or transforming skylines, our work helps people and communities thrive. Our clients trust us to bring together the best people, ideas, technical expertise and digital solutions to…
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How to draw Mechanical Details
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Credit: Etherington Brothers
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catskets · 8 months
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A more in-depth guide for creating visual novels, especially in the horror, horror-romance, etc circles
Some of you have seen my previous, smaller post on crafting visual novels, especially in this little space of Tumblr that a lot of us have found themselves in. Since that post took off, I've wanted to create a longer guide to help touch on some points I've thought about for the past few months.
In case you've never heard of me, I'm Kat, also known as catsket. I have a Bachelor of Fine Arts in Game Design. I've been making games for nearly 5 years, and I've been doing visual novels more "professionally" for 2. You may know me for Art Without Blood, 10:16, God is in the Radio, or Fatal Focus. I'm here to help you make your first visual novel.
Please note that my advice does not fit everyone, and you may disagree with what I say. That's okay! It doesn't work for all. That's why there's thousands of resources out there.
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FOR THOSE OF YOU WHO HAVE NEVER MADE A GAME
So, you have an idea for a huge visual novel. Horror, a shady and obsessive love interest, a little bit of woo-hooing. 100k words. Maybe a million. What is this, the 07th Expansion?
I notice a lot of people getting into visual novels are artists first. That's okay! I wanted to do art for games before I realized how much I enjoyed writing. And even less of you have probably touched Visual Studio. Again, perfectly okay. We all start somewhere.
My number one piece of advice? Make shitty games.
What does that mean?! My recommendation to those who have never done games is to make a bunch of shitty ones. Think of a theme, or hell, even join a game jam, where you make a game that fits a theme in a short amount of time. Spend about a week on your game. Focus on making something polished. Polish your mechanics. Polish your output.
I recommend, if you can, to make at least 4-6, if not more, kind of shitty games before hopping into longer projects. Making a game is a skill, just like art, just like writing. And game development is combining ALL of these together into one big soup being stirred by a skeleton hand puppet. You'll get into the rhythm and see what works for you.
It also helps you learn, perhaps, the second most important thing here: do you even like making games? There are cases out there where people have created video games (not saying visual novels) just for clout. That's no fun for you, that's no fun for your players. And you might go through this process and find that you don't like making games. That's completely okay! It's not for everyone.
Also, you can use these shittier games to gather an audience. I've built my audience because, for the past few years, I've been releasing games that slowly give me growing fields of eyes every day. A success story overnight is a rare one. It takes time. It's like building a brand, but you aren't a brand, you're an artist.
REV UP YOUR ENGINES!
Ren'py is the number one engine you will be recommended. It is very beginner-friendly, with lots of tutorials, assets on itch.io to use and download, and support. The engine comes with a few tutorials in the form of games, whose code you can freely browse. This is the engine I use most often. Most visual novels you see are made in this engine.
Twine is a text-based engine that most people use for interactive fiction. You can add images and audio, though, if you don't mind messing with HTML. I use Twine for text games and for outlining for my larger games. Ever played Degrees of Lewdity? Yeah, I know you have. Don't ask why. That game was made in Twine.
RPG Maker has multiple versions and has been used for exclusively VNs if you don't mind fucking around with plugins. It can definitely give your game a super unique feel. I recommend RPG Maker MV, since it has the most resources. This line of engines usually costs money, but it often goes on sale for under $5-$15.
People will recommend TyranoBuilder, but as a user and player, the lack of options and the format the games often come in is just...not fun to navigate. It advertises itself as little to no code, but it's often evident in the final results. Some good games have been made in it, though, so if you want to use it for prototyping/practice, you can. I'm not a fan, but that doesn't mean that fans don't exist! This engine costs money.
Not an engine, but check out Ink! Super useful scripting language that's used for more professional projects.
DEMOS, DEMOS, DEMOS
You've got an idea for a long-term project, and now you want to show it to the world! But wait, wait, don't do that yet!
When should I start advertising my game? This is a personal opinion, but I say that you should not start advertising your game until 50-60% of your demo is complete. Why? As I've discussed with some fans of indie VNs, they can name quite a few projects that have been in the "working on the demo" age for 1-2+ years. I've been in the Kickstarter MMO circles. If you, making a single-player experience with little mechanics to balance and polish (aka a visual novel), are taking that long on a demo, I am going to assume the game is not coming out. There are some games I have seen out here that have been in "working on the demo" phase where I haven't seen a single ounce of what the project will look like.
What should I put in my demo? The purpose of a demo is to showcase the mechanics and the vibes and the mechanics of your game. It's a demonstration. In my last post, I pointed to the Dead Space 2 demo that was showcased at E3 (RIP), that takes place about 2 hours into the story and shows how enemies are defeated, some animations, bits of the story, etc. Usually, because it's less about mechanics and more about vibes, visual novel demos showcase a certain percentage of the full thing (5-10%.) Can you showcase the vibe of the game here and what players should expect? If not, show off another portion.
How long should I work on my demo? Before, I said 3-4 months. That can be true, that can also not be true. Think about how long the demo takes you in proportion to how long the actual game should take you. Don't put too much effort. The demo is to showcase the vibe. It's to see how much the public and fans may enjoy the game.
My game is 18+, what should I do? Make a splash screen when the game is downloaded to let players know your game is 18+. If it's going to contain sexual content, you can hide it with itch.io's adult content filter. Write it on the page itself that your game is for adults only. Don't put your demo behind a paywall. This is genuinely ridiculous. The purpose of a demo is to showcase what a game is like before a player purchases it. That defeats the point of a demo. I've seen this happen, and it discourages players from approaching, especially because most demos never make it past the demo phase. So...I'm paying you $10 for 2-3k words of a game that may never come out?
Should I make a social media for my game? YES! Go for it. These anchors are how people will find your game. Make a Tumblr and open that ask box. Make a Twitter. Go to BluSky. Advertising is not bad. Some YouTubers even take e-mail suggestions from developers. Feel free to shoot your shot. The worst they can do is not respond.
HOW TO SET UP YOUR ITCH.IO PAGE:
Getting your itch.io to a presentable state can be very challenging! There's many ways to do it. I highly recommend using this page image guide for learning how to size your images to make your page pop!
Itch.io themselves has suggested to not publish a page until the game or demo is released. You can make the page and keep it as a draft, but do not publish it until you're ready!
Your cover image is the image that will appear in the search of the website, on any front pages, in collections, and on your profile. What have I seen that works? Key art of one of the characters up close and the title of the game! If you can make it a .GIF, do it! Bitches love .GIFs!
Itch.io recommends 3-5 screenshots on your page. I recommend 1 of these 5 be a .GIF that shows how gameplay feels. This is effective, even for visual novels!
Write a 3-5 sentence summary about your game for the description. What is your story about? What is the draw?
DO NOT BE ONE OF THOSE PEOPLE WHO IS GOING TO SAY "This is not like other visual novels. It doesn't have that cheesy this or that or-" No one cares. Genuinely. You're putting down other games in your genre and elevating yourself to the pompous level.
TAG YOUR GAME! itch.io gives you a list of tags to choose from when you go to tag. DON'T USE THIS! Try to go for more specific tags. Arimia has a very good guide on how to use itch.io's tagging system to your advantage.
GENERAL GAME MAKING ADVICE
SCOPE KNIFE IS SUPER USEFUL! Everyone makes games that are way over their workload. It's okay to cut out features and add them later. Prioritize making a finished game before hitting those stretch goals.
PLAN, PLAN, PLAN! Writing outlines is super helpful. I use Twine for my outlines, because you can connect your passages together and make really well-thought webs.
IT'S OKAY TO ASK FOR HELP! Whether it's from friends, professionals, or anything in-between. They can help with assets, editing, etc.
HONE YOUR SKILLS OUTSIDE OF GAMES! Write some poetry. Do some sketches everyday. Improve on your craft to improve your games
MUSIC IS HARD. THERE ARE RESOURCES. Most of us aren't musicians. That's okay. Make sure the music you get for your game is allowed to be used. You can use anything non-commercial if your game will not cost money or donations. I try to do songs in the public domain or free to use overall with credit if I don't have a musician. Consult the Creative Commons website if you're unsure how you're supposed to use a certain piece of music. If you don't use the right stuff, not only can it put you in legal trouble, but it can put streamers in hot water if they play your game and they can't upload the video because music is copyrighted.
PLEASE, DO SOMETHING ABOUT YOUR UI. Wanna know an easy way to get your game to look more professional? Edit the damn UI for your game. Make a new textbox, even if it's just a black box. Change the font. Eventually, players recognize the defaults and patterns of games made in certain engines and may attribute a lack of UI changes to a developer being lazy. It doesn't take very long to change the colors around and move text! Please do it to add a little pop to your game.
DEADLINES ARE AWESOME. Not everyone works well under pressure, but if you give yourself an infinite amount of time to make something, it'll never get done. Set goals for yourself for how much you can work on something.
IF YOU HAVE TO GIVE UP, GIVE UP. Making things is hard, especially long-term. Emergencies happen, jobs happen, life happens. Let your fans know that a project isn't happening anymore. Don't leave them in the dark. You don't need to tell strangers your medical history or anything, but transparency + honesty are really hot traits. You should use those in your creative work. This is one reason why I advocate for not publishing or advertising things until you know it's stable.
SHOWCASING YOUR CONTENT
People love to see WIPs for games! This is what the devlog is good for! A devlog is a post where a developer talks about and showcases some things happening in the game? What can you add to your dev log?
PERCENTAGES! How much of the artwork is done? How much of this character's route is done?
SNEAK PEEKS AT ARTWORK AND SPRITES!
GIFS! GIRLS LOVE GIFS!
Anything else to showcase your game's content! Posting consistent updates retains and even gains a fan's attention for your work.
RUNNING YOUR TUMBLR
You've joined us, and you've made a Tumblr for your blog! Link it on the itch.io page, so people can come find you after playing your awesome demo!
Do I have to respond to every ask? No. It's your blog. Delete whatever asks you want.
I got a hate comment! What do I do? Delete it and move on. I have a more detailed section on hate below.
I want to interact with [blog]! How do I do that? Reach out to the devs for silly little collabs. If you come onto a developer slightly headstrong, they might feel you are being abrasive or using them for content.
If people make fan content, interact with it! Encourage it! Reblog it. Show your love.
OTHER IMPORTANT THINGS
PROFESSIONALISM IS KEY. These may be pet projects, but you want to appear some level of professional on your actual itch.io page.
Being dismissive of player and fan complaints or criticisms will make you appear childish.
If your game is broken, fix it. I have been told by some amateur developers to ignore game-breaking bugs. It does not make me, a player, want to engage with your content. It seems messy and unfinished.
With the above point, it's 100% okay to have bugs and errors upon release. Every developer and their brood mother has. To decrease these issues, get playtesters. Friends can play your games, spot any errors, and help you point out things that can be improved upon. I recommend having playtesters at every stage of development.
Make sure your game runs before you publish it. Please.
You can still be silly and giddy! There's no reason to not be, especially when you get positive comments! The point of this is to not be outright rude to potential players and fans.
IGNORE HATE COMMENTS. In this case, a hate comment is a statement that contains no constructive criticism and are only here to be insulting or malicious. People are going to leave you with actual piles of dog shit in your ask box. They are trying to provoke you. Giving hate comments any attention, even if you're there to "clap back" proves that they got to you, even if you don't take the hate to heart. They will continue to pester you. Delete any hate comments and ignore them completely. Laugh about them with friends in a private setting, sure.
THINK BEFORE YOU REFERENCE! I know one big thing in this community is adding references to other games in yours, such as plushies of other characters or putting them on posters. The best thing you can do it ask the developer before adding this. How would you feel if some random person you've never met put your character in a video game? Most of us would feel weird and potentially violated. Open communication with devs is awesome. I am usually okay with it as long as someone asks for permission.
As a complete aside, I prefer more tasteful references to other games as opposed to 523482346 plushies and posters. These have been slightly overdone. Why not theme a candy after another game's character? Maybe your characters know each other.
OTHER RESOURCES I RECOMMEND
Devtalk is a server dedicated to independent visual novel creators. You can find jobs, resources, advice, talks, and, like, everything there! Devtalk is super useful. Everyone in there is so cool. They have a really great and comprehensive list of resources that I could not even begin to cover.
Visual Novel Design is a great YouTuber. No other words, check the guy out!
Ren'py and whatever other engine you're using has documentation that's super useful to follow.
Arimia not only has amazing VN resources, especially for marketing, but she also just has? Amazing games that you should check out?
And for a shameless self plug, I'm the lead of Sacred Veins, a collective of devs creating narrative games, whether it be horror, humor, romance, or everything in-between. Come hang out with us!
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vienssunshine · 10 months
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Distracted Driving
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pairing: Yuki Tsukumo x fem!reader nsfw: dom!Yuki wc: 1.9k author's note: I skimmed a motorcycle tutorial for this description: Yuki convinces you to ride her bike and rewards you for your bravery
“There’s nothing to be afraid of,” Yuki says, holding out her spare helmet.
You’re floored she would even suggest the idea. “I’ve only ridden on your motorcycle, what makes you think I can drive it?”
“You’ll be a natural,” she urges, pushing the helmet into your arms, “and this is the perfect place to try it out.” She gestures to the abandoned dirt lot you’re standing in; it doesn’t have much to crash into. The only other thing out here is the road lined with glowing streetlights heading back to a city you passed around fifty miles back, a distance like that meaning an ambulance would take forever to arrive if you had an accident. You can’t even get started about wait times in emergency rooms.
“You said we were coming out here to go stargazing, not to see how fast I can kill us both by crashing your bike.”
Yuki laughs and steps closer. “It’s cute when you get all worked up over nothing.” She presses a kiss to your flushed cheek. “What if I give you a reward for your bravery?”
“It’s not bravery, it’s stupidity,” you respond. This is a bad idea, no doubt about it. You have trouble driving a car, which has four wheels, a motorcycle only has two. It’s like making the jump between rollerskating and rollerblading, but with the potential of much more severe consequences. Your eyes flick back up to Yuki—she’s dressed in her stupid, dangerous, sexy motorcycle jacket and goggles—and see her watching you with a tilted head and smirk. She’s been your girlfriend long enough to know that curiosity is tugging at you and isn’t surprised when you look away and ask, “But…what is the reward?”
Yuki turns, walking back to her propped-up bike. “Only one way to find out.”
She’s such a tease. What’s more frustrating is how it works so well on you.
You huff, strapping the helmet on. “All right.” It can’t be that bad, can it?
It is indeed bad when you’re on the thing, the angry engine rumbling beneath you and the exhaust spitting out fumes of gray smoke. The glare of the headlights just barely scares off the darkness of the night so you can see the dirt a few feet in front of you. If Yuki’s arms weren’t wrapped around your waist, you would’ve been off the motorcycle in a second.
Your fingers tighten around the handlebars. “This is a terrible idea.”
“You’re gonna do great,” Yuki purrs in your ear, sending a tingle down your spine. Or is this death machine activating your fight-or-flight response? Either way, you readjust yourself in the seat.
“Okay, whatever, how do I even do this?”
One of her arms loosens from your waist and she lays her hand on top of yours on the right handlebar. Her riding gloves leave her fingers uncovered, so you’re able to feel her skin as well as the rough leather coating her palm. “This is the throttle, and you twist it toward you to move forward.” With Yuki leaning forward to demonstrate the mechanics of the handlebars, her chest is pressed against your back. Her motorcycle jacket would muffle the sensation if it wasn’t unzipped like it is now, so you can feel the plushness of her breasts on your shoulder blades as she’s describing another lever on the bike. “…is the brake. Got it, angel?”
“Um, yeah…yeah I got it.” Doesn’t seem that hard, just a few twists and levers. Maybe it is possible you’ll survive this ordeal.
“Okay, I’ll just–” You twist the right handlebar toward you and the bike kicks up and starts rolling forward.
Yuki laughs, “Attagirl! Look at you go!”
You laugh a little too, not because you’re amused, but because you’re in disbelief that you’re moving the thing and haven’t blown up yet.
Still cautious, you turn the throttle slightly further, bringing the speed of the motorcycle up past the pace of a casual walk. And when you steer the bike into a gentle turn at the border of the dirt patch, you find it easier to control than you expected. Soon you’re successfully circling the lot while Yuki cheers you on. As impossible as it first seemed, you’re actually doing it, you’re driving her motorcycle.
“That’s my girl,” Yuki says. You want to turn and show her the smile her encouragement brings to your face, but you’re not comfortable driving without looking straight ahead yet.
“This is kinda fun,” you say, still leaving room to change your opinion in case of the terrible crash that your nerves are convinced will happen.
“You’re so good at it,” Yuki responds, giving your waist a small squeeze with her arms.
These kind of situations are why you like dating Yuki so much, she knows how to pull you out of your comfort zone, help you grow and try new things. Despite your anxiety, every experience she’s helped you through, though usually miserable whilst occurring, has been rewarding after pushing through it. It’s how you feel now, you’re proud of yourself for doing something that scared you.
You’re about to express your gratitude when her hands unclasp themselves from around your waist and travel up your torso. Your brows furrow, but you’re able to focus on the upcoming turn until her fingers splay out on your breasts, squeezing and kneading them.
You look down to the gloved hands on your chest. “Yuki, what…what are you doing?” The motorcycle lurches to the side and you snap your eyes back up to the dirt ahead of you, scrambling to re-center the bike until it steadies. The close call leaves your heart pounding and breath short, but Yuki is unaffected.
“It’s your reward, silly.” Her fingers pinch your nipple through your shirt and you gasp. “For being so brave.”
“What?” you whisper. You can’t make sense of this. Heat burns through your body and you’re not sure if it’s from her touch or your panic. This has to stop. Where did she say the brake is? You can’t remember.
“If you keep doing this”—she nuzzles her chin onto your shoulder and nibbles at your ear—“we are going to crash. This is literally distracted driving.” You steer through another turn, having a much harder time with it than your first attempt. With her touching you like this, if you make the smallest mistake, like hitting a rock or going into a turn too fast, you’ll both get sent flying.
“Don’t worry about it,” Yuki coos, “I’ll make sure nothing happens. Just enjoy the ride, m’kay?”
“This–this is crazy, you know that?” A sharp exhale leaves your lips when Yuki moves from your ear to your neck, opening her warm mouth to lick and suck on your pulse. You shift in the seat of the motorcycle, trying to keep your attention on the land ahead while Yuki’s every movement is pulling it away.
“Fuck, don’t–” Her hands are moving downward, unbuttoning your pants and traveling underneath your underwear. Surely you’ll crash if she touches you there.
“You’re doing great, angel. Just keep those pretty eyes on the road.” You whine her name and she gently sinks her teeth into your neck, her arm slinking around your waist as other her hand descends to your heat. “Thought you’d be too nervous to be this wet,” Yuki breathes against your skin, hungry. The bike wobbles.
She slides her fingers through your folds and your vision blurs, the glow of the headlights melting into the dark of the night until you blink and refocus your eyes.
“Yuki–shit–I’m–”
You’re driving. You need to tell her to stop, but you can’t get the words out, you don’t know if you want to. Even if you think this is bad, idiotic, truly a one-way ticket to the hospital, the excitement flooding your core, swirling and churning deep inside you, is impossible to reason with. Any tension or tightness in your abdomen is softened with the swipes of her elegant fingers. You’re helpless when she’s making you feel this good.
It’s hard to keep your attention on the road, but you’re still trying, so you don’t notice how your hips angle themselves forward so she’s able to start circling your clit. You also don’t notice how your tightening grip on the handlebars—your body unable to bear the pleasure spreading out within you—causes the motorcycle to pick up speed, now traveling at the pace someone could pedal a bicycle at. The wind whisks your moan away into the night and the muscle memory built in the first few minutes of riding takes over to help you steer.
“I want…more,” you say, grinding your hips against her hand.
“Gotta focus on driving, angel,” she responds.
“I–fuck–I know, it just–feels so–”
“Uh huh?” Yuki skims her teeth over the heated skin of your neck.
“It feels so…good…when you touch me,” you say, and she kisses you. You try to keep your eyes from fluttering closed as she continues to swirl her fingers around you, tending to the pressure pushing up against your insides. It’s interesting how you’re being built up to an orgasm so much faster than normal. Splitting your attention between an activity like driving while pleasure is sailing through you wipes out any of those thoughts you have that take you out of the moment—how your body looks, whether Yuki likes what you’re doing, if you’re being sexy enough. In this moment, you’re out of your head, able to feel her touch without insecurity marring the sensation. Maybe Yuki knew this would happen. She knows you well.
You moan her name, doubling over. You shoot your head back up immediately, keeping your eyes on the road even though your legs are attempting to press together, trying to shut out the pleasure overwhelming your body, though the tangled metal of Yuki’s motorcycle keeps them apart and you susceptible. The bike rocks again.
“Yuki–I can’t–I can’t take anymore,” you plead, “I can’t focus.”
“I’ve got you,” she says, her hand stroking your waist. Her skilled fingers pick up to the pace she knows you like when you’re close.
“Fuck,” you gasp.
“It’s okay,” Yuki tells you, “Just let go.”
So you do. The rope holding you together snaps as strings of pleasure whip through your poor body. Any consequences of releasing yourself, thoughts of crashing, dying, long ambulance wait, it’s all washed away; you even let go of the handlebars. The motorcycle bucks for a second, but Yuki wrangles it with her free hand, holding onto the handlebar as you cum all over the hand working at your clit.
You grab onto her forearm, clamping down on it as pleasure rolls over you, making it hard to realize how reckless letting go of the handlebars of the motorcycle you were driving is. You don’t really care though, with this feeling washing through your body, you don’t care about the bike, your stupidity, or anything that doesn’t relate to the motorcyclist behind you who’s slowing her strokes and cooing in your ear as the last muscle spasms of your orgasm calm.
Yuki takes her hand from your pants and is unfazed by the wetness coating it when she reaches it forward and to the lever sitting underneath the right handlebar. She pulls on it and the bike slows to a stop. So that’s where the brake is. The realization makes you laugh a weak, fucked-out laugh.
She kicks out the bike stand and you unfurl from your hunched form and sit back so you’re leaning against her chest.
“That was insane,” you heave out, “and stupid and dangerous, and…”
“…and?” There’s a grin in her voice.
A hazy warmth settles over you. You pull her arms into your lap, running your fingers over her gloves palms.
“Thanks, I guess,” you say.
She knows you mean more than just for the orgasm, she knows you appreciate how she pushes you from your comfort zone and helps you try new things. Even if those new things are reckless and crazy.
Yuki leans to your side and presses a kiss to your cheek. “You’re welcome.”
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zoeythebee · 9 months
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This is THE single largest milestone in my entire 7 year game programming career.
I don't think I've ever gone over my history with moving platforms before, but basically. Back in my sophomore year of highschool I had a programming class! I hadn't chosen to take it, but the class I wanted got cut so I got this instead. And I already knew how to program, and the teacher was chill so I was like "can I like just work on whatever?" and she said sure. The rest of the class was doing an online html+css class.
Anyway I was like "yo I have an entire class period to program! I am gonna make a game!" That game was the first version of ThreeEye, and it's scope was very small. My plan was some like 8 levels, and the only mechanics were movement, spikes, and moving platforms. Spikes were extremely easy.
But there are no words for the difficulties I faced trying to impliment moving platforms.
I spent... Every. Single. Class period.
For. A. Semester.
Trying get them working.
I tried making the game in Gamemaker and Godot.
In Gamemaker I had a strange issue with the player sorta hovering above the platform, instead of cleanly moving on top of it. And also sinking a pixel inside of the platform when moving up. I never fixed it.
I then tried Godot, and I continued to struggle.
Oh I struggled, I struggled and struggled and struggled.
And was it worth it? No.
I found the bug, and it was caused by my refusal to actually read documentation and instead follow tutorials. The tutorial I was reading had the arguments for a 'move_and_slide_with_snap` function out of order.
So I fixed the bug.
And immediately found another bug that was even more dramatic and hard to debug.
And I quit.
I quit game dev for 2 years, and never looked back. At that point almost all I had done was watch tutorials and ineffectively debug. And I was so hyper focused on fixing this ONE issue that I never grew. I burnt out and I declared that programming wasn't for me.
2 years later I discovered a video of someone making a game without a game engine, but in C. And I thought it looked fun. So I decided that I would try programming again, but I wouldn't focus on trying to FINISH something. I would program as a hobby, and try to enjoy the act itself.
And I got that spark back, and now, 2 and a half years later. I solved moving platforms with the following 2 lines of code.
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And it's not these lines specifically, my skills as a programmer and EVERYTHING surrounding these two lines is what brought me here. My code structure was good enough, such that actually implementing the moving platforms took 5 minutes. I copy and pasted some code, cut some stuff out, and added the above lines.
I know I am technically a better programmer than when I first faced this challenge, but after having actually beat it. I feel like I have made it further than I ever had before.
Also that means this game is also further along in progress then anything else I've made before.
Yippie!
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fusionsprunt · 4 months
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May we have tips on drawing robots? (Like, all them joints and wires and what-nots, I'm curious)
TBF I don't have any knowledge on robotic engineering to explain the thought process behind designing the complex mechanisms of a machine. I usually work with simpler structures, things I can visualize mentally, or references I find online.
To me, it's about coming up with some funky shapes and, in the case of a robot's inner machinery, messing around with unsymmetrical designs (when breaking down a robot, you can't expect all the wiring to be tidy and consistent). Sometimes, one gotta accept the fact these things might not make any sense visually, or work efficiently when practiced in real life (thanks to fiction and creative freedom!).
I wish I knew tutorials or proper reference links to share with you. Until then, the best advice I can give is: do not always worry about What Makes Sense, because most of the time, it won't make sense anyway.
If you draw, try looking up references for the exact kind of machinery you're trying to portray in your art, preferably something of your liking, so you'll feel inspired + have something to start off with. You can create Pinterest boards and collect different images online for this.
My OC Beatrix, for example, is heavily inspired by Alita: Battle Angel's "doll" and "berserker" designs. My other OC, Hunter, is inspired by a supporting robot character in the Monica's Gang comics I read as teen. Then, I just kept adding stuff I found cool.
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asaraviapt · 1 year
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[EN] Video Game Writing Resources!
Hello! My name is Andrea--I have been writing for games since 2018, and even worked as a writer at Firaxis Games from 2022 until April of 2023. So, I knew a few things about narrative design--but what the fuck is it? Recently, I gave a talk about the fundamentals and history of the field of narrative design. In Spanish. So, let's talk about it in English--the "what," "why," "how," "when," and "who," of narrative design! What is narrative design? Narrative design is not just writing--it's a huge part of it, but designing a narrative system involves implementing narrative content into the build of the game. So there is a technical learning curve to it. Personally, I watched and obtained certifications in Unreal Engine 5 and Unity in order to be aware of the limitations of each engine. I used the free trial of LinkedIn Learning, but courses about this engine are available in these websites: - https://platzi.com/ - https://www.arkde.com/ - https://www.domestika.org/?query=unity - https://www.coursera.org/ Why do we need narrative design? In order to create an interactive story that the player feels a part of, narrative designers are mandatory. It's not a responsibility that can be placed on other designers (then we would be entering crunch territory) rather someone who specifically specializes in both creative writing and game design is needed to explain within the context of the game's story why the mechanics work in a certain way. Imagine if a Telltale game did not have dialogue, for example--what would we be left with? Or if The Last Of Us did not convey a narrative through its environments.
Narrative designers are needed so that all of the departments are in sync and understand the story that they are trying to tell. For example, if a game takes place in a haunted house that was abandoned, we need all hands on deck. The narrative designer can explain to the environment artists why there are so many holes in the living room--perhaps the last tenants of the house were a rowdy bunch. Or, they can tell the sound designers which planks of wood are the most rotten and need a loud sound effect to highlight how it has been abandoned. How do I become a narrative designer? There is no one way to become a narrative designer. Some people start in QA and transition into the field, I have also witnessed engineers and doctors wanting to get into narrative design. I do recommend having the following (at least): - A passion for storytelling. - Deep understanding of the mechanics of the game and the player experience. - Communication skills are incredibly important--can you describe your story in a concise way to your peers in a Confluence page?
Documentation skills are also a massive plus.
Very basic understanding of game engines and limitations. You don't have to be a computer science major, but know what your requests will entail. If you have an idea of a cutscene, can the engine handle it? Will the animators have enough time? Is it within scope?
If you can, attend game jams! They are an amazing way to network with amazing people and get a feel of what the game production pipeline is like.
Additionally, I highly recommend the following resources: First, the free resources! ~It's free real estate~
Look up Twinery tutorials. (https://twinery.org/) Not only is it free, but you can use it on your browser. More importantly, you will learn about branching narratives and can create your own games within a few minutes--the interface, though it requires a bit of coding, is incredibly easy to use and there are a lot of tutorials available online.
Download Ren'Py (https://www.renpy.org/) and watch tutorials. It's free, and there is a huge community of visual novel developers who may need help with narrative designers, writers, editors and even translators. An amazing resource that a colleague shared was this Discord with visual novel developers--if you have an idea, feel free to connect with artists and voice actors here! https://discord.gg/nW5yn4FE
Network, network, network! Follow narrative design and game writer groups on Discord, Facebook and even LinkedIn. -- An amazing convention that is online, free and accessible regarding narrative design is LudoNarraCon.
If you go to itch.io you will see a list of game jams that you can attend to for free! Some game jams that I have attended and had a positive experience are the following: - Woman Game Jam. I encourage folks from marginalized genders to attend this game jam, as we have a large pool of mentors willing to help in every single discipline at any time due to the global nature of it. It is a safe and inclusive space for women and nonbinary folx who want to get into the gaming industry! - Global Game Jam. Self explanatory, it has some in-person opportunities but you can also attend remotely. - Greenlight Jam. Do you have an idea that can not be done in only 48 hours? The Greenlight Jam is amazing, as it lasts four weeks--which allows narrative designers to develop complex narrative systems and even record voice lines for a more complex project. Side Note: Even though most game jams have a time limit, I do encourage narrative designers to develop and polish the prototypes and levels created during game jams to have portfolios and writing samples that stand out!
Work With Indies is a job site that publishes job opportunities--including ones in writing and narrative design. Additionally, their Discord has some networking events with writers so you can connect with them.
Other websites that not only publish jobs but include networking events are Hitmarker.net (this is their Discord), IndieGameAcademy (link to Discord),
Newsletters! A lot of experienced game writers have newsletters dedicated to the craft, to name a few that I highly recommend: -- Greg Buchanan's newsletter. Rounds up game writing news every Tuesday, and includes job opportunities. -- Bright Whitney's newsletter. A studio founder with amazing insights regarding game design and thoughtful narrative, Whitney's threads are extremely insightful. -- Susan O'Connor's blog on The Narrative Department. In addition to providing free knowledge regarding world building, narrative design, game writing and other specifics of the craft Susan interviews industry professionals and alumni who offer testimonials that have amazing advice. -- GDC talks about narrative design. Though I recommend the GDC vault as well in the next section, I highly recommend the GDC talks regarding not only narrative design but the development of your favorite titles!
Now, for resources that may not be free--but I highly recommend, as someone who used them first hand. - The Narrative Department. This post is not sponsored by them at all, however it is rare to find an instructor as kind and hard-working as Susan O'Connor who has been a narrative designer in historic AAA, AA and independent titles. Known for her contributions in Tomb Raider, Batman: The Enemy Within, and BioShock to name a few (imdb is: https://www.imdb.com/name/nm1897248/) her Game Writing Masterclass offers a certification in everything related to game writing. A few subjects she touches on are: -- Characters and how to make them compelling. -- Barks and ambience writing. -- Dialogue, backstories and scripts. -- How to work with other departments. And more! Additionally, you would obtain access to a huge alumni network full of game writing professionals working in independent, AA and AAA studios! Not to mention that all of the assignments completed in the class will look amazing in a portfolio as game writing samples. - GDC Vault. Though I have an opinion on the price tag of GDC tickets and the vault, I would definitely include it as it has resources from several studios, writers, narrative designers and more! When was narrative design formed? When can I become a narrative designer?
That's a wonderful question. Narrative design, as a term, was first used around the 90s but became more established between the 2000s and 2010s. So, although the field is relatively new, and there are not a lot educational resources available, consider yourself part of an innovative field that is exponentially growing! Recently, a game developer asked when was the best time to keep an eye out for job openings. And a harsh truth about the gaming industry is that it is extremely volatile--layoffs, downsizings and startups rise and fall. This is not meant to deter anyone from pursuing a career in narrative design, but rather I am including it for the sake of transparency. We cannot predict when a studio is going to layoff their employees, or when they cancel unannounced projects. Unlike most industries where we know for a fact that recruiters keep a sharp eye for candidates in Q1 and Q3, a piece of advice I received from a mentor of mine was to try to predict when projects are going to need more stories. There's the release of a game, and then there is the addition of additional narrative content--and for this, they will more than likely need associate/entry/junior level narrative designers, writers and quest designers. But--this is related to searching for a job as a narrative designer, and I can write a novel about that (and will edit this article to redirect folx into it.) So, keep an eye out for huge game announcements. Then, cater your resume to what the studio is looking for in a narrative designer. Now, to finish off this article: Who is a narrative designer? If you have a passion for storytelling and games, and have participated in game jams, congratulations you are a wonderful narrative designer! Make sure you always include that you are a narrative designer, and not an aspiring narrative designer--it makes you stand out amongst applicants. That's all I have for now--feel free to interact, comment and share! Let me know if I missed something and I will be sure to add it.
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magicmarks · 10 months
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Explore the transformative impact of online learning on engineering education in India. Discover how platforms like Magic Marks revolutionize learning for students.
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metamatar · 28 days
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hi, do you have any advice for getting into robotics? my background is in programming with incredibly poor mechanical or electrical engineering skills, but I think your robotics is not software take is pretty spot-on, and as someone interested in robotics I'd love any input, anything from tips to good textbooks.
modern robotics by lynch and park: is a great free textbook to start with if you don't know stuff about forces and torques. also introduces kinematics with screw theory which is imo the best.
university of michigan has a good mathematics for robotics course worth just checking your math skills against
and art of electronics is the best reference for electronics stuff.
install ros and work through the demos and play around in the simulators. its open source and widely used, theres a lot of help in terms of tutorials. this is programming stuff, but it teaches you the necessary systems stuff from a robotics perspective.
just mess around mostly? if you can, get a turtlebot or something from the nearest makerspace. but its often that novices pick projects too hard or too expensive for their skill levels so like go ask for advice! on the robotics reddit / discord atleast before you make plans.
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powdermelonkeg · 1 year
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Assorted Post-TotK Spirit Tracks AU thoughts:
The main technology you use is the Robbie Rucksack—mirroring the Purah Pad, Purah did most of the designing, but Robbie got to name it. Turnabout is fair play.
It gets upgraded as you go with more and more features, like a grappling hook, paraglider wings, a dowsing rod, etc.
Its most important feature, though, is the ability to switch tracks (hence locking Link into a specific rail until Zelda joins his side).
Link is piloting the first ever engine in the modern day, the Sheikah Engine. The tutorial segment is him driving it to Lookout Landing Station, so Zelda can name him Hyrule’s first official engineer.
The cannon you get later is actually a guardian laser.
The Railway Tower is the central hub for the rails that spread across Hyrule initially. Purah runs it.
Beneath it, in the Depths, Josha (now 16, eagerly talks about taking a trip to Mt. Lanayru on her birthday) has excavated what looks to be some kind of seal. Onlooker in the ZST crowd seems unusually interested and lavishes Link with an absurd amount of praise.
Shortly after the ceremony, Josha rushes in and says there’s an emergency. Right then, something BURSTS out of the ground beneath the tower, shattering it to smithereens—Purah barely escapes. The stone tower dwarfs the other rail towers around Hyrule in size, reaching from the Depths all the way up to the Sky. Link has to use it to switch his train between map layers.
Calling it the Spirit Spire. It’s full of Phantoms and poes.
Zelda gets her body stolen (expected)
Link gets the Master Sword stolen (NOT expected; snuck up on by Byrne a la Ganondorf vs Sonia). After all, a king revived deserves a fitting weapon.
At the bottom of the Spirit Spire, in the Depths, Link gets the Phantom Flute. Various functions of the tower are enabled by flute song.
Zelda’s spirit can be seen by the Sages, Impa, and Link—nobody else. But she accompanies you and comments on a LOT
Phantom Zel is scared of Keese (same way ST Phantom Zel is scared of rats, reference TotK first battle)
Phantom Zel can go anywhere in the Depths, but she loses her armor in the light.
Spirit form Zel can also take control of certain mechanisms, unlock things for you, phase through walls, etc.
Bringing Zelda to a bargainer statue has the statue reject her soul. It would disrupt the balance of the afterlife to take a soul while the body still breathes.
Tracks in the sky due to Spirit Spire
Remlit sanctuary > Rabbit sanctuary
References to other Zelda games like DLC outfits/items are accessed by playing those games’ songs. Stone walls have the song notes, you’re not taught them outright.
Opening scene is Link in his Tarrey Town house, getting woken up by Zelda who’s excited to see him drive.
Working title: Rails of the Realm
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ansu-gurleht · 2 years
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okay here is my beginner’s guide to morrowind! it talks about some of the mechanics you’ll want to know, but it’s also a little bit of a walkthrough to get you a good start on your journey. note that i originally wrote this for somebody specific: i don’t think it does, but if it seems like it’s talking at somebody in particular, that’s why. anyways, i hope this is helpful!
before you start the game:
there is only one mod i absolutely recommend you play with, and it’s not quite a mod at all.
when you download morrowind from steam or gog or whatever, you have the game! congratulations! however, what you really own is the assets of the game and a horribly broken engine. that’s where openmorrowind (openmw) comes in.
openmw is a remake of the original engine of morrowind. you see, morrowind’s original engine fucking sucks. this is for a multitude of reasons, but for me, the reason i switched was because at the later stages of a playthrough, the game will literally start corrupting your saves. don’t have that problem with openmw!
i can’t really give you a guide on how to install it and get it running better than the one on the openmw website (https://openmw.org/en/). go install it and you will have a much smoother experience overall.
before you start a new game:
before we start talking about PLAYING the game, though, let’s also take a peek through the options.
in the first page of the options, “prefs,” you’ll find some things you’ll want to switch on. namely, subtitles, always use best attack, and auto-save on rest. i’m not sure which of these are enabled by default, but enable them all.
in the “controls” section, you’re likely going to want to swap the “activate” and “jump” buttons. for some reason, the default control scheme has “activate” set to “spacebar” and “jump” set to “e”. this is, of course, counterintuitive to anyone who plays modern pc games. go ahead and just swap those around.
in the “video”-“video” section, go ahead and set your game to the highest resolution, and maybe increase the field of view a bit (i play with 75 fov, but you may prefer higher. idr what the default is, probably stupid low). in the “video”-“detail” section, crank up that view distance as high as it’ll go. i’m not sure what the default is, and i’ve fiddled with my set-up to maximize it for openmw. also turn on trilinear texture filtering and the anisotropy to the highest setting. also raise all the “video”-”water” settings to their maximum values. trust me, you can run this. it’s a new engine but the game itself came out in 2002. not the most graphics-intensive game out there.
tutorial and creating your character:
okay, that’s the options out of the way. now let’s hit that “new” button and make a new game.
watch the intro cutscene, talk to jiub, and tell him your character’s name. follow the instructions of the guards until you get to the one who asks you where you’re from. this is how the game asks you for your race. there’s no bad options here - pick whichever race you like best. you can take into account the bonuses each race gets, and compared to later games in the series these bonuses are more significant, but you can really play any character with any race in this game. it’s worth noting, however, that the beast races (argonians and khajiit) can’t wear full helms or boots/shoes. for a first timer, i would probably recommend dunmer (dark elf).
after that, go into the census office. this is where you build your class properly. you CAN take the class quiz, or pick from the premade classes. i would not recommend this. i’ve come up with a custom class that i think covers pretty much all the bases and gives a fairly enjoyable experience for a newcomer:
specialization: magic
attributes: endurance, intelligence
major skills: long blade light armor conjuration restoration marksman / destruction
minor skills: short blade medium armor spear mysticism alteration
now let me explain my choices here, to give you an idea where i’m coming from, and what those choices mean.
your specialization gives you +5 to all nine of the skills that fall under that specialization, and makes those skills increase more quickly. i’m giving you magic because magic skills don’t always increase the fastest, and every little bit helps.
your chosen attributes get +10 each. endurance determines your starting hp, which is obviously important, among other things, such as how much health you gain on level up. intelligence increases your maximum magicka. when you level up, you get to pick three attributes to increase, and depending on what skills you increased to get to your new level, you get multipliers on how much you can increase certain attributes. i recommend always increasing endurance, even if you don’t get a multiplier for it. speed, which affects your, well, speed, and strength, which affects your physical damage done as well as your carry weight, are good choices for leveling up as well. but you can increase other attributes as you think is necessary - i won’t elaborate on what each one does here, you can look it up on uesp.
your major and minor skills are what you need to increase in order to level up your character level. major skills get +25, minor skills get +10.
i always recommend at least one weapon skill and at least one armor skill for your major skills. i’m giving you long blade, bc it’s the most ubiquitous and useful weapon skill in the game, and light armor, bc it’s generally speaking the best armor skill in the game, and is also lighter to carry around as well.
i’m giving you conjuration and restoration bc having a magic skill as a major gives you a starting spell from that school. conjuration gives you bound dagger, which summons a daedric dagger for you to use for 60 seconds (and gives you the requisite skill to use it effectively), and restoration gives you hearth heal, which is a very effective heal, albeit a somewhat costly one to cast.
i’m giving you two options for your last major skill: either marksman or destruction for ranged capabilities. note, however, that marksman is not as good in this game as in later titles, and not all destruction spells are at range. destruction gives you the starting spell fire bite, a decent on touch (melee range) fire spell.
just like you have a weapon skill and armor skill in your major skills, i recommend doing the same thing with your minor skills. so i’m giving you short blade, the second most ubiquitous and useful weapon skill, and medium armor, which is almost as good as light armor, albeit a bit heavier. you can mix and match your armor pieces to great effect in this game, and wearing at least one piece of a type of armor (a medium armor gauntlet, for example) will increase that skill when you get hit.
i’m giving you spear mostly bc it’s a fun weapon to play with, and not in the other games. mysticism is an important skill for a few reasons: 1) telekinesis, which we’ll mostly use to disarm traps from a distance, and 2) teleportation spells like almsivi/divine intervention, which lets you teleport to the nearest tribunal temple or imperial shrine respectively, and mark/recall, the former of which lets you set a point the latter can teleport you to from anywhere. alteration gives you access to a lot of good spells, like feather, shield, levitate, water breathing, water walking, and open.
okay, that’s enough about your class. next you’ll be asked what your birthsign is. i’m going to recommend either the steed, which gives you +25 speed and makes walking around at the beginning of the game more bearable, or the lady, which gives you +25 personality and +25 endurance. up to you whether you value the speed or the endurance more. there are other options, of course, but i think these are best for a first-time player.
okay, after you pick your birthsign and confirm your character, you’re free! kind of. not really yet. you’ll be notified you now have an inventory menu, and instructed to pick up the papers on the table to your right. do so. then, we’re going to do something a little sneaky. on the shelf against the rightmost wall is a limeware platter, which costs like 650 gold. you want that platter. so you’re going to take it. now, you just did this in full view of a guard. but you’re fresh off the boat, so he won’t arrest you - he’ll just confiscate what you stole. BUT, if you drop the platter before he gets to you, he won’t have anything to confiscate. and since YOU dropped it, it’s technically YOURS now, so you can pick it up without any ramifications.  congrats! you just got like, 300 gold (note: your mercantile skill affects how much gold you get from selling things. very rarely will you ever get full asking price for anything).
(how do you drop the platter, you may ask? well, to open your menu/inventory, you need to right-click. very counterintuitive, i know. but you’ll get used to it. to drop an item, click it and drag it outside of any of the menus. you can either drop it directly beneath you, which usually happens, or you can place things directly onto surfaces like tables or shelves if you’re close enough to them.)
now you’re expected to go out the door across from the platter shelf. go out, and close the door behind you. there’s nobody in this side of the building, so with the door closed, you’re free to just jack anything you see without ramifications. there’s a lot of ingredients to take, if you want to get into alchemy (which can be useful, for either making beneficial potions or for making a quick buck), but most of what you want is the expensive stuff you’ll find. there’s a book you can take (books can be very expensive in this game), some silverware, a bottle of liquor called flin, a lockpick, and a shitty dagger. you’ll want to sell everything you get here except for the lockpick, and maybe the ingredients if you want to do alchemy. there’s a little chest on the bottom of the shelf by the exit that’s locked. you should be able to pick it with ease with the lockpick you just got, even though your security skill sucks atm. there’s like, 31 gold in there i think? worth taking regardless. to pick the lock, equip the lockpick (click and drag it onto the little portrait of your character in the left of your inventory screen), and “attack” (left-click) over and over while pointing your cursor at the chest until it unlocks. there’s a couple of torches you might want downstairs, as well.
after you’re done looting, leave the building. you’ll find yourself in a little courtyard. the game’ll tell you to look in the barrel by the next door, and take the enchanted ring you find inside. don’t get too attached to this ring. go into the next door and talk to sellus gravius, the guy inside. this is your first real encounter with morrowind’s dialog system. it is not like skyrim’s. at all. get used to it. this weird wikipedia like structure is going to be your best friend. you have a list of all available options on the right, and you can click highlighted options in the text itself. you can talk about whatever to sellus, but you have to say a couple specific things to progress. i can’t remember what it is exactly, but he doesn’t have much to say outside of it, so it shouldn’t be hard to figure out. he’ll give you some money, a package for caius cosades, and a note with instructions on how to find caius cosades. don’t accidentally sell the package. don’t try to open the package. just leave it in your inventory until you’re ready to go find caius.
seyda neen:
after that, you’re free to go! and this time you’re really free, and you can do whatever you want now! but that’s a bit overwhelming, so i’m going to let you know what there is to do in this town, seyda neen.
first off, almost right outside the door there’s a bosmer (wood elf) named fargoth. he’s lost his ring. yes, that ring. give it to him. that’ll earn you better prices with the local merchant, who happens to be fargoth’s friend. don’t worry, if you want the ring, we’ll be getting it back later.
now to go make some money with all the shit we stole. go to arrille’s tradehouse, which is the building with the little raised platform adjacent. the “front” door is locked, it’s actually arrille’s house, so you have to go around on the platform to the real front door. go inside and talk to arrille. in the right pane of the dialog, you’ll see the option to barter with him. click that and get to selling your shit. 
here’s what you want to buy with the money you just got (around 500-600 gold). buy all the chitin armor pieces you can. it’s very good light armor for this stage in the game. buy the iron saber for now; you’ll be replacing it soon but you need something, and it’s cheap. buy one of the journeyman’s probes - you need these to disable traps - and one of the journeyman’s lockpicks, since the one you stole from the census office only has 10 uses. buy 3 bottles of sujamma - it’s a regional liquor that gives you +50 strength and -50 intelligence for 60 seconds. it’s VERY powerful for dealing with foes you normally shouldn’t be able to handle at a lower level. note the intelligence drop though: if you need to cast a spell, cast it before you drink the sujamma. buy 2 scrolls of almsivi intervention - like i said earlier, this teleports you to the nearest tribunal temple. lastly, buy 2 scrolls of ondusi’s unhinging. sometimes you need to open something that you just can’t pick with your too-low security skill. that’s where this scroll comes in.
yes, you just spent like, all of the money you just earned. it’s okay. we’re going to make it back and then some, soon.
before you leave arrille’s, go upstairs (behind him). talk to the guy, hrisskar flat-foot, at the top of the stairs. he’ll offer you a topic about recovering gold. he wants you to find out where fargoth (the ring guy) is hiding his gold and valuables. you’re going to help him find it, because YOU want those valuables as well. we’ll get back to this quest later, though.
next, talk to elone, the redguard behind the counter. she’s a scout, which means she knows a lot about the land. you can ask scouts all sorts of interesting questions about geography. but what you want from elone is directions to balmora. ask her about balmora and she’ll give you said directions in the form of a note.
finally, talk to the wizard lookin’ fella in the corner. ask him about the latest rumors. keep in mind what he says about mentor’s ring - we’ll be pursuing this later.
now, let’s make sure we equip all the armor and weapon we just bought. right-click to bring up your inventory/stats/map/magic menu, click on each piece of armor and weapon, and drag them onto the little portrait of your character to the left. that’s it! you’re equipped and ready to face the wilderness.
the wilderness, plus notes on combat:
leave arrille’s tradehouse from the door you came in from. jump off the corner of the platform into the water below, and cross that little river, heading west. on the far shore, you’ll find your first foe: a mudcrab! very scaaaaary! this is your introduction to combat. it works a little differently in this game. first of all, just because you SEE your weapon connect with an enemy, doesn’t mean it’s going to HIT necessarily. this game plays off of dice-rolls, and a lot of factors contribute to whether or not you’re gonna actually do damage. but the two most important factors are: 1) your level of skill with the weapon you’re using, and 2) your fatigue. that’s the green bar in the bottom left of your screen, what you’d call in skyrim your “stamina”. if your fatigue is low when you enter an encounter, you’re going to really struggle to fight!
here’s a somewhat annoying thing about fatigue: running at full speed diminishes it! so when you’re out in the wilderness, you’re going to want to conserve your fatigue by walking. it’s slow, but hopefully bearably so if you picked the steed as your birthsign. and it’s better than dying to a mudcrab because you were too tired to properly swing your weapon.
fortunately, there’s this thing called resting! if you’re out in the wilderness, you can press “t” to rest for as long as you’d like, or “until healed” (until your hp, magicka, and fatigue are completely restored). unfortunately, this close to seyda neen, you can only “wait” - all this does is restore your fatigue. it’s illegal to rest inside of most settlements, or even in their outskirts.
anyways, hopefully you’ve completely dominated that first mudcrab of yours. should go down in one hit, so long as you can connect. another thing to note: you may have noticed when you bought your saber that its damage stats are ranges. for instance, its chop stat (the one you’ll be using with your “always use best attack” enabled) is 5-18. to maximize your damage on the high end of that range, you’ll need to hold down your click for a second or so to wind up the attack. you’ll do a lot more damage this way rather than just mashing left mouse button!
anyways, after you’ve gotten your first kill, proceed along the coast, making sure to head between the rocks just up the way. you’ll find either a rat or a kwama forager (worm thing), and that’s how you know you’re going the right way. it’ll attack on sight, but there’ll be another critter there, a little grey insect looking thing called a “scrib” that thumps its tail on the ground and squeals. it’s not going to attack you when you get close, so don’t attack it. be nice. it’s just a little guy! if you do decide to attack it, though, you might be in for a nasty surprise: it has a paralyzing bite! a scrib can really catch you off guard at this low level. so leave the little guy alone!
across from the scrib, to the left, you’ll find a corpse. if you’ve been talking to the residents of seyda neen (i highly recommend you do) you may have heard that the local tax collector is missing. this is him. take the tax record and 200 gold from him. let’s read the tax record! to read any note or book from your inventory, click and drag it over your character portrait! this is really how you interact with anything in your inventory. note who has the highest unpaid tax to find a motive, but we’ll get back to that later. we’ve got some other stuff to do in the swamp.
proceed northwest, killing any little critters (except scribs!) that get in your way. pretty quick you’ll find yourself with a mountain on your right and the ocean on your left. follow the coast along those mountains. you’re going to find pretty quick a weird looking door on your right. that’s an ancestral tomb door! they all look like that. make a note of where this is, we’re coming back to it. keep progressing along the coast.
eventually you’ll find a little shipwreck. yes, that’s a ship, albeit a local, kinda weird-looking one. just before you get to the ship itself, there’ll be a chest next to a log that’s sticking up out of the water. there’s a silver longsword in there! take it, it’s your new weapon of choice, slightly better than your saber. now let’s explore the ship! get on board and take the trapdoor down to your right. at the end of the interior, next to the next trapdoor down, there’s a crate in the water with moon sugar in it! you may be familiar with skooma, the narcotic? moon sugar is what it’s made from. it’s very valuable, but also very illegal, so we’re going to have to be careful with how we sell it. we’ll get to that eventually.
take the trapdoor further down, and immediately swim up, bc you’re gonna be underwater! at the end of this section of the ship, you’ll find a little chest on the floor with 3 diamonds in it! woohoo! now let’s get out of here, that skeleton’s freaking me out. there’s nothing of note in the cabin section of the ship, so don’t worry about it. let’s go back to that tomb!
samarys ancestral tomb:
okay, right outside the tomb, SAVE! you need to save a LOT in this game if you want to make progress! i recommend having multiple running saves going as well as your quicksave. my most recent playthrough has 5 different saves that i cycle through. it’s a good way to make sure you don’t get stuck in untenable positions! make sure you have your silver longsword equipped and head on in.
once you’re in, open the door right across from you. in the next chamber, you’ll see these little raised things with jars on them. those jars have dead people in them! you don’t really want what’s in those jars, though - you want what’s next to them. always check next to these jars in ancestral tombs for valuables. most of the time it’s just clothes or ingredients, but sometimes, like in the case of the first jar on the right, there’s valuable scrolls! take it, and proceed down the corridor and turn right.
here’s your first challenge! a ghost! this is why we got the silver longsword first, because only silver weapons (or higher quality) or enchanted weapons can actually hit ghosts! this ghost knows a nasty little fire spell that can do quite a bit of damage if you don’t kill him quickly. just keep up your consistent, charged hits until he goes down. across from the entrance to this chamber is another jar-plinth with another scroll, this time an offensive one! take it, it might prove useful. save again!
on the other side of the next door is either a greater challenge or an even greater challenge. sometimes it’s just a skeleton, and sometimes it’s a lesser bonewalker, which can be very dangerous! take him down as quickly as you can, because bonewalkers often know very detrimental curses that can lower your attributes. save again after you kill it!
next, you want to disarm the trap on that urn in the bonewalker room. equip your journeyman’s probe and start clicking on that urn, just like you did with the chest in the census office! once the trap is disarmed, take mentor’s ring! told you we were gonna get that. it’s a very useful ring that increases your intelligence and willpower by 10 points each. go ahead and equip that. there’s a weird named ash in the urn, and a key to the chest next to it, but don’t bother. the chest never has anything valuable in it. don’t forget to reequip your silver longsword after you disarm the trap!
speaking of, here’s another little tip. press f1. this gives you the quick-select menu, where you can assign items or spells to your number keys. i’d put your main weapon (right now the silver longsword) on number 1, then put your most used spells on the next few numbers, in whatever order or fashion you prefer. makes swapping between items and spells much easier.
heading back to seyda neen:
leave the tomb and hug the mountains going east until you hit the road. then follow the road east some more until you see a man fall from the sky. yes, that just happened. he’s dead and free-game, so let’s loot him. take his nice enchanted sword (it’s slightly better than your current weapon, so long as it has a charge), equip his nice conical hat, and either equip his robes and shoes (you can wear robes over your equipped armor in this game! isn’t that so cool) or take them to sell later. take any gold he might have on him, and take those weird “scrolls of icarian flight” he has. do NOT use those scrolls. sell them. you will DIE if you try to use those scrolls. also, take a gander at his journal underneath him, and then take it to sell as well.
alright, from here, follow the road east and south back to seyda neen. let’s head back to arrille’s to sell some of the stuff we got. note that you are now carrying moon sugar, which as i said, is illegal. honest merchants won’t trade with you if you have moon sugar or skooma in your inventory. we’ll find some dishonest merchants later, don’t worry. but for now, you’ll have to simply drop the moon sugar on the floor before you start selling. don’t forget to pick it up when you’re done!
next, remember that guy you noted from the tax record, the one with the highest unpaid tax? we’re going to pay him a visit, ask what happened to the tax collector. i won’t tell you where he is; check the houses around seyda neen until you find the one with his name on the door. before you go in, save, and make sure your fatigue is up.
talk to him. he’ll confess to killing the tax collector, giving you the option of letting him go, or doing justice right then and there. do the justice. he’ll immediately attack you - with his fists. this might not sound scary to you at first. in later games, hand-to-hand combat merely does a little bit of damage to your health. in this game, hand-to-hand hits do damage to FATIGUE. and remember how important fatigue is? it affects everything, from physical combat to your chance at casting spells. so you’re gonna wanna take this guy down before he does too much damage to your fatigue. if your fatigue reaches zero, you get knocked out, falling to the floor. at this stage, hand-to-hand hits actually do damage to your HEALTH. and it’s easy to get trapped in a loop of getting knocked down. so don’t let that happen and kill him quickly. this fight is probably actually harder than the bonewalker, since this guy does a lot of damage to your fatigue with each hit, and you’re draining your own fatigue by swinging at him. but keep up with your consistent charged hits and you should be able to take him down.
be sure to take the ring he’s wearing! it’ll come in handy later. then loot the place - it’s effectively your house now, a decent starter shack. especially important is the book on the floor, which is a skill book increasing your mercantile skill, and sells for a pretty penny. there’s also some ingredients in the various barrels and sacks, if you’re into alchemy.
next, let’s go back to the census office. yes, the place you started at. talk to the old dude who set up your class and birthsign. there’ll be an option to report the murder. do so, and he’ll give you 500 gold. nice!
next, head on to the lighthouse on the coast. you should be able to see it from anywhere in seyda neen. step inside and talk to the lady immediately on your right. ask her about the ring you picked up from the murderer and she’ll give you two pretty high-quality healing potions! nice. now, head upstairs. there’s a very valuable book at the top you can take (the lady downstairs can’t see you now) which increases your unarmored skill. 
now head outside to the top of the lighthouse. stand at the corner facing the rest of the town, and wait until 10pm. if you’ve spent a lot of time resting/waiting, you might have missed your first 10pm, and will have to wait almost a day for the next one. don’t worry about it, you don’t have a time limit. now watch that little torch-wielding gremlin fargoth crawl around for a little bit. he’ll make a few stops along his way, but don’t worry, he can’t see you from up here (even though he does approach and stop in front of the lighthouse at one point). eventually he’ll stop by a tree-stump in a mucky pool - that’s where you need to go. once he walks away from there, head back down the lighthouse and go there. inside the stump you’ll find a bunch of gold, fargoth’s old healing ring, and a nice lockpick. take it all.
now, hrisskar wanted you to return with the money so he could split you a cut. instead, we’re just going to never talk to him again and keep all the money. there’s no repercussions for this at all, unless you’re a completionist who wants to finish every quest completely. but there’s not really a tracker for your completed quests, so it doesn’t really matter.
one last thing to do in seyda neen. we’re going to talk to an altmer (high elf) named eldafire. she can usually be found across the bridge towards the silt strider (the big bug thing you probably saw when you got off the boat), although she tends to roam a bit. ask her for a little advice. she’ll recommend you take out the bandits in the addamasartus cave nearby. let’s do that.
addamasartus cave:
the cave is right across from the silt strider landing, hiding behind a big boulder. save and rest until healed right outside the cave, then head on in. the first enemy shouldn’t be much of a problem to you at this point. she should go down in a few hits, and not get much of a chance to hurt you. take any valuables she might have, especially the addamasartus slave key.
the next enemy, who is beyond the door down to the right, is going to be much more challenging. he’s a mage who will cast a weakness to fire spell at you, and then cast a fire spell at you. you’re a dunmer, so you have some resistance to fire, but this guy can still fuck you up if you’re not careful. try to dodge his spells until he runs out of magicka and is forced to attack you in melee. or be brave and try to take some swings as you dodge. up to you. don’t be surprised if he kills you a time or two - he’s pretty tough. if you need to, go outside (or close to the front door) to rest to heal your wounds after he’s dead. or before he’s dead - no shame in running to fight another day.
okay, now that the hard part is done, we can explore the rest of the cave. go down the stairs to where that mage came from, and turn left when you get to the water. there’ll be another enemy, this one throwing throwing-stars at you. you can try to dodge them - they’re kind of small so it’s difficult to see them - or you can just tank the hits as you rush her down. they don’t do much damage. she’ll go down pretty easy, too. she’ll have a lockpick and probe - take them. if you picked marksman as your ranged skill, you can take the throwing stars as well, although they’re not as effective as a bow would be.
now, loot the room - the crates, sacks, chests, etc. the crates near where the throwing-star lady was should have a total of 8 moon sugar and 2 bottles of skooma in them. the chest will have a random leveled item (that is, an item suited to your level) - you might get lucky with this! in my test run, i got a steel daikatana, which is better than my silver longsword (except against ghosts). don’t forget the crates and barrel over by the water! sometimes the crates can have scrolls, potions, or soul gems in them.
next, go behind the rocks to the left of where the throwing-star lady was. you’ll find a door the slave key will unlock. on the other side of the door you’ll find a little stretch of water. at one point you’ll have to dive under to get to the next chamber - just watch your breath meter! but you shouldn’t have a problem, it’s not a very long dive. at the bottom of the water in the next chamber, you might be able to find a skull to the right. if not, don’t worry about it! but there is a rising force (levitation) potion right next to the skull. don’t drown yourself looking for it though, it’s not that important.
in this chamber, you’ll see a spiral pathway rising out of the water. find where you can clamber onto the pathway and follow it up. there’ll be a rat up there - but nothing you can’t handle. up there you’ll also find some glowing mushrooms. in between them there’s a few pieces of gold, a netch leather pauldron (don’t worry too much about that part - your chitin pauldron is better), and the important part, a “thief ring”! it’ll give you a decent buff when you need it. it’s a little tricky to see against the stone floor of the cave, but try your best to find it.
follow the rest of the passage until you come out near the beginning of the cave. you may have wondered why we went down (to where the mage was) instead of up to where there was a door earlier. we’re going to go up there now. your addamasartus slave key will open the door, and you’ll find two argonian slaves and a khajiit slave. talk to them and offer to let them go free, and unlock their bracers. congrats, you’re an abolitionist now! the game tracks how many slaves you’ve freed for a hidden faction you’ll find eventually. you need to free quite a few to join that faction, so try to free every one you can if you want to join.
now you’re done with addamasartus! feel free to leave. we’re done with seyda neen, now, as well, unless you want to head by arrille’s first to sell off some stuff before you leave. don’t forget to drop your moon sugar and skooma before you barter, and then don’t forget to pick it up before you leave!
onward!:
next stop, balmora, where the imperials wanted you to go. there’s a couple of ways we can get there. the first and easiest is to just hire a silt strider to take you there. those big bug things are basically giant buses, and they have routes all over the western half of the island. but i recommend you walk to balmora, following the directions elone the scout gave you. a big part of this game is exploration, and you’d better get used to it quick. don’t be afraid to get a little sidetracked here and there. explore the occasional cave or mine or tomb on your way - but always save before entering one, and know your limits. the dungeons in this game are largely not leveled to you, and if you enter the wrong one too early, it can really ruin your day. so don’t be afraid to turn around and leave, or load the save you made before entering, if things get too tough.
there’s a little town called pelagiad between seyda neen and balmora. feel free to stop there to restock if you need to. otherwise, just follow the road signs and elone’s directions. you’ll get to balmora in no time. and don’t forget! conserve your fatigue. you don’t want to be running everywhere, run out of fatigue, and then run into even a basic enemy you suddenly can’t handle because you can’t connect any of your hits.
once you get to balmora, go to the south wall cornerclub like you were told in your directions to caius cosades, and ask around to find out where caius lives. i’m not going to hold your hand on quest instructions any more! figure it out on your own. it’s not too hard, so long as you just remember to talk to people about important topics - usually “latest rumors,” “little secret,” “little advice,” and “morrowind lore.” but peruse the other topics, too! you might learn something about the people and place you’re in.
before caius gives you your first official orders, he’ll tell you to join a guild to establish a cover identity. there’s a lot of factions in this game you can join. you’ve got the imperial guilds: the fighter’s guild, the mage’s guild, and the thieves’ guild; the morag tong (essentially the dark brotherhood of this game, but a bit different flavor-wise, as well as in how it works); the religious guilds: the tribunal temple and the imperial cult; the imperial legion; and the great houses: house redoran, house hlaalu, and house telvanni. i won’t go into detail about all of these, but i will mention a few.
factions, and a bit on fast travel:
even if you don’t plan on playing through the questline, i recommend joining the mage’s guild. it gives you a couple of invaluable services: spellmaking, enchanting, and the guild guide. the first is self-explanatory: it lets you use any magic effects you’ve already learned to make custom spells from them. enchanting as a service is what it sounds like - you pay somebody to enchant items for you (you still need to bring a filled soul-gem, though). the guild guide is probably the most important, however. basically, it’s a teleportation service between the mage’s guilds of vvardenfell.
morrowind doesn’t have a fast travel system per se, but there are quicker ways to get around than just walking everywhere. we’ve mentioned the spells that can do this, like almsivi/divine intervention and mark/recall. but you can also take the bus (silt strider) across most of western vvardenfell, or a boat across most of eastern vvardenfell. but those two systems are largely disconnected; the only real way to trade off is to silt strider to vivec, walk (or divine intervention) to ebonheart, then take a boat to sadrith mora or tel branora, or vice versa. 
but the mage’s guild guild guide solves this problem rather nicely! you can teleport from anywhere in the west to sadrith mora in the east much more quickly than the silt strider-boat trade off in vivec and ebonheart. so join the mage’s guild, i’m serious.
the only other factions i’m going to mention are the houses. they’re very important, and you’re going to want to join one. and only one, i might add - once you join one, you’re locked into it. so make your choice wisely. here’s a brief description of each house:
house redoran is a house of noble warriors, whose capital is ald’ruhn, literally inside the hollowed out remains of an ancient giant crab. they are most favored by the local warrior-poet god, vivec, and most of the buoyant armigers (vivec’s personal army) are from redoran.
house hlaalu is a house of sneaky merchants, whose capital is balmora. they’re the most closely affiliated house to the empire, whereas the other two are distrustful of the empire - and therefore distrustful of house hlaalu.
house telvanni is a house of arrogant wizards, whose capital is sadrith mora (literally translates to “mushroom forest”). they live in settlements built around giant fungal wizard towers, and are most distant and distrustful of the new forces (like the empire) in vvardenfell. they’re also most likely to own slaves, although they will accept argonian and khajiit as members all the same.
there is a bit of a disparity when it comes to the rewards you get from quests from these houses. telvanni gifts you with powerful spells and enchanted items; hlaalu gives you gold; redoran gives you, um. “honor.” which doesn’t sell for much in this economy. that might affect your decision here, but really, choose whichever faction appeals to you most. you’ll be able to get your hands on lots of money and powerful artifacts regardless of which house you choose. 
i think that’s about all you really need to know to get started in this game! really, the best piece of advice i can give you is: take your time. take in the atmosphere, the lore, the books, the dialog. absorb yourself into this game and you will have the most amazing experience with it, i think. if you have any questions, let me know!
P.S. i’m going to add things to the end of this as i think of them:
a lot of the time, you’re going to run into people you need information from who won’t give it to you. every npc has a disposition stat, basically how much they like you, and if it’s too low, they won’t discuss certain topics. there’s a few ways to increase their disposition. 1) use the speechcraft skill to admire, intimidate, or taunt the npc. (taunting actually serves a different purpose to the other two, but we’ll get to that shortly.) 2) use a spell, namely the “charm” effect from the illusion school of magic, to temporarily raise their disposition with you. 3) increase your personality attribute, like with telvanni bug musk (always a good item to have around). and 4) bribe the hell out of them. you can bribe in 10 gold, 100 gold, and 1000 gold increments. 100 gold tends to be the most efficient way to bribe, and most people will open up to you after about 200 gold spent this way. money isn’t exactly difficult to come by in this game, especially after the first few levels, so this greasing of the wheels of commerce won’t hurt your wallet too much.
okay, that’s about how to increase a npc’s disposition. how about the scenario where you need (or want) to kill an npc without getting a bounty on your head? simple: either 1) take them out into the wilderness where there are no witnesses (this only works in cases where you can get this person to follow you, such as by using the conjuration school’s “command humanoid” effect), 2) use the “frenzy humanoid” effect from the illusion school to get them to attack you (this shouldn’t trigger a bounty, or for their friends to attack you as well), or 3) “taunting” them to get them to attack you. if your speechcraft is low, this will take many tries, because most of the time your attempt to taunt will fail, and also because it generally takes several successful taunts to get an npc to actually attack you. but you don’t have to worry about using a spell this way, and if you’re patient it’ll work out just the same. 
another thing to note: if you’re on an assignment from the morag tong to kill somebody, you’ll get what’s called a “writ” with their name on it. the morag tong, unlike the dark brotherhood, is a government-sanctioned entity - using the tong to have someone killed is completely legal. this writ is your permission to kill that person. you don’t have to worry about incurring a bounty when you have a writ - you can just straight up merk somebody in broad daylight. watch out, though - sometimes that person’s nearby friends will attack you too. most of the time, though, although they might shout about it, nobody will report the crime. if somebody does, expect to be approached by a guard. in that instance, just present your writ to them, and they’ll be forced to let you go. (if this appeals to you, consider joining the morag tong. although every major city has a morag tong chapterhouse, you can only join the tong from the headquarters in vivec city. i won’t tell you exactly where those headquarters are in vivec - it’s actually fun trying to figure out on your own. just ask around and you’ll figure it out.)
okay, i forgot to mention. once you’ve leveled up your major or minor skills 10 times (repeats of the same skill count as well), you’ll get a notification saying it’s time to level up. to do this, you need to sleep in a bed. simply resting won’t do it. you need some kind of bed. make sure it’s a bed you’re allowed to sleep in! i recommend saving before trying to sleep in a bed. sometimes you’ll find a bed in like a mages guild and assume it’s free game but it’s actually someone in particular’s bed and you get expelled from the guild for trying to sleep in it. not a fun time. 
since you’ll have the goty edition of the game, you’ll have tribunal enabled. that means sometimes when you rest you’ll get attacked by a dark brotherhood assassin. they’re not too tough, though, and they have very useful and very expensive armor and usually a decent weapon. if you want the attacks to stop, talk to a guard about them. but why would you, it’s free money. 
i forgot to mention in the main body of this guide, but there are only a handful of places where you can pawn off your skooma and moonsugar. there are two in balmora: there is ajira, the resident alchemist of the balmora mage’s guild, and ra’virr, a merchant whose store is right next to the mage’s guild. in general, if a merchant is a khajiit, and normally deals in ingredients or potions, they’re likely to buy skooma and moonsugar. 
another thing: you do have a journal! your character automatically records most important information in it about your quests. now, this is an actual journal, with entries in chronological order. so it can be difficult to find relevant information by just looking through it normally. if you have the goty edition (which you should) you have the option to categorize by topic and quest! should be a button on the right. not all quests are marked, but most are. 
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thedansemacabres · 9 months
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some car care tips for car animism folks & for all who are interested:
Oil changes are a tough subject when it comes to when, but most people agree taking your factory recommended changes and halfing that is the way to go.
Learn about an engine. What it does and what part does what. It’ll help you in the long run with mechanics and evil dealerships.
Detailing cars is easy and not that expensive to get into, there are plenty of simple YouTube tutorials. This helps keep your interior clean and your car’s spirit nice and shiny.
All cars have problems, and every model has particular ones. For example, on the z31 (my car), the digital dashboards are unreliable and tend to fail.
Learn to do basic wrenching and fluid changes. All cars come with manuals (haynes, chilton, and factory are best) to help you save money and bond with your car by working on it. You will do better than you think.
Some guy on a form has had the same problem you have. Do not be afraid to google—you are not alone, and plenty will help you with cars
Put on parking brake and then turn your car to park. This puts the weight on the break and not the transmission
Learn to change tires and even rims! There are heart rims and such which add personal flare
conversely, interior depending on the car is easy to change, so you can truly get personal with customising.
Ignore fast and furious for actual car things
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