#so for that & the devs who maintain it thank you
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aethernoise · 4 months ago
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After the Dawntrail graphic update nerfed Alyx, I used fantasia to change a few features and Cope, basically. Over the last month I'd gotten used to her new face - even come to like it - until I'd get into gpose and try to capture her like I used to. None of the angles and shapes were the same anymore. I'd look at screenshots from weeks prior and feel utterly despondent that the face I knew for almost 10 years was just GONE.
While the actual feature shapes definitely changed (some due to new facial bones, some are just. completely nonsensical choices) I realized through close scrutiny that a lot of the difference was due to the lack of definition in the skin texture. I can't 3D sculpt, but I CAN paint, so I finally took matters into my own hands and manually edited the highlander face 1 diffuse in Procreate. I basically added shadows where they had removed them, and drew in what feels like a brand new version of the old iconic upper lip.
The eyeshadow is still a little funky up close, but I'm literally so relieved and happy I could cry. I almost did last night when I first imported the texture.
She's back. A little bit different, but she looks like herself again. She's back. WE'RE SO FUCKING BACK.
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imperator-titus · 5 months ago
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Favorite Party Banter [Gale Edition]
[Astarion (Ascended)] [Halsin/Jaheira] [Gale] [Karlach] [Lae'zel] [Minsc] [Minthara] [Shadowheart] [Wyll]
I often miss party banter because of party comp (and sometimes just straight up can't hear??) so here's a collection of my favorite bants while going through dialogue files. I know the wiki has the banter (most? all?) but I added the file names and dev notes.
Either Gale is the main speaker/subject or I think his reaction is good shit.
Not in any particular order.
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[PB_Laezel_Gale_ROM_Act2]
Gale: So, Lae’zel - have you ever been tempted to use psionics in your, erm, romantic endeavors? {Devnote: Curiosity winning out over awkwardness}
Lae’zel: Only once. Did you know, in low-gravity settings, githyanki can maintain aerial suspension for hours at a time? {Devnote: cheekily}
Gale: Fascinating - I think the archmage Tasha described a spell with similar effect. I really must look that up… {Devnote: latter part almost to self}
[PB_Gale_Astarion_ROM_Act3_Spawn]
Gale: If you’re feeling faint after your bout with Cazador, Astarion, I don’t mind donating some blood. {Devnote: Sincere/Genuinely trying to help}
Astarion: When you’re still full of that Netherese bile? I’ll pass, thank you.
Astarion: Besides, I have someone else to nibble on. And they are delicious.
[PB_Gale_Shadowheart_Morgue]
Gale: Look at this place. Such horrors defy descriptions…{Devnote: In very bleak/grim surroundings}
Shadowheart: Silence can be best. Give it a try sometime. {Devnote: A little cheeky, though they’re in a grim place}
[PB_Gale_Shadowheart_ROM_Act3_Selune]
Gale: I must tell you, Shadowheart, the bathing waters here leave much to be desired. {Devnote: a bit know it all}
Gale: The ablutions offered at the Temple of Beauty in Waterdeep are far superior. And they have the most excellent soaps. 
Shadowheart: Hmm. I was wondering why you always smelled like a wealthy dowager. {Devnote: teasing}
[PB_Wyll_Gale_ROM_Act2]
Gale: I’ve heard that in Baldur’s Gate, ‘wizard’ is also a term used for one who eschews their more, ahem, carnal desires. Is that true, Wyll? {Devnote: Fishing for info, a bit annoyed about what he’s heard.}
Wyll: Where are we going with this, Gale?
Gale: Oh, nowhere. I just think it a rather cruel misnomer. Not at all reflective of the glamour wizarding life affords. {Devnote: A bit sulky/sensitive about it}
[PB_Gale_Astarion_ROM_Act2]
Gale: I fear I've been rather hasty to judge you, Astarion. {Devnote: sincere/sympathetic}
Gale: One heartbreak was quite enough for me, but to experience it as many times as you have must change a person.
Astarion: Thank you, Gale. Let us both hope that broken hearts are a thing of the past.
[PB_Karlach_Gale_BlushingMermaid]
Karlach: Man, it's good to be home. First round on who?
Gale: She who thirsts buys drink the first. {Devnote: Like it's a well-known saying}
Karlach: You won't pin me down with a rhyme, wizard! {Devnote: jockeying with Gale}
Gale: She who declines gets the worst of the wines.
[PB_Laezel_Gale_ROM_Act3_001]
Lae'zel: Gale, I've heard you talking in your sleep. Your mate needs better rest for our journey.
Gale: And deprive them of the pleasure of hearing my nocturnal postulations? I'd never be so cruel.
Gale: The mind absorbs much while we believe ourselves dormant. To lie beside Gale of Waterdeep is positively educational.
[PB_Karlach_Gale_ROM_Act1]
Gale: Karlach... a hypothetical question for you.
Gale: If someone - not me, of course - detected a hint of romantic interest in them from another, unnamed individual, what might that someone do about it?
Karlach: Whoever it is, just talk to them, Gale. And leave out the hypotheticals.
Gale: Talking. Right. I'm good at that.
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sanguinesky-if · 2 months ago
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[Dev Log] October 2024
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Hello! Hope your autumn days are going well!
This dev log provides information about the public release of Chapter 3 Pt. 1, as well as the new features I've added and those I plan to implement before moving on to Chapter 3 Pt. 2, so you might find it interesting to read to the end.
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Announcement: Chapter 3 Pt. 1 public release will be delayed.
Why?
As I stated before, I don't want to release the demo to the public until everything I want to include is finished. Unfortunately, I realized how to improve certain aspects and saw the opportunity to add more content only after I released the demo. Therefore, the demo will be expanded, and some parts that didn't turn out well will be reworked. [A detailed list of tasks I need to complete is included in the "About my plans for the current month" section.]
When will there be a public release then?
Not this month. The release date for the expanded demo will be announced at the end of October and will be released on Patreon first before being made available to the public.
I apologize for keeping you waiting, but I hope that when Chapter 3 Pt. 1 is finally released to the public, you'll find it worth the wait.
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What was accomplished last month?
Added a new feature: the MC's smoking habit.
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[Important note: this feature will be available in the expanded demo.] Now, you have four available options for your MC: 1. The MC smokes. 2. The MC has quit smoking but is tempted to start again. 3. The MC does not smoke but is tempted to try due to the stress around them. 4. The MC doesn't smoke. The second and third options will be reflected in moments of stress or when around others who are smoking [option to resume / begin smoking will be provided later in the story]. The first option [the MC smokes] will be reflected frequently in the narrative:
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Fixed many bugs and errors in Chapter 3 Pt. 1.
Many grammatical and coding errors have been corrected, and I want to apologize to everyone who encounter it and ruining your reading experience. I really owe my thanks to readers who helped me to correct them and grateful to everyone who read my story despite of them. However, after this update it became clear to me that no matter how hard I try, my efforts aren't enough to maintain the right level of grammatical accuracy. That's why, most likely starting with the next update [or Chapter 4], I'll try to conduct beta tests. I hope this will help me identify and fix bugs and errors before the update is released on Patreon.
Finished L's Side Story translation.
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About my plans for the current month.
Here's the current list of tasks I'll be working:
Chapters 2 and 3 will be expanded to include a new secondary character who will offer an alternative to Paul(a)'s path.
Reason: to explain briefly and without spoilers, my unplanned decision implemented in Chapter 3 Pt. 1 to give players more choices resulted in negative consequences, where players had to select options that may not align with their MC's personality just to access more content with some of the ROs. This is not how I want it to be in the IF I create, and the new addition will ensure that jealousy is based on the relationships the player has established with these secondary characters by choice, not on the MC's personality.
The content featuring Paul(a) in Chapter 3 Pt. 1 will be reworked [Paul(a) will now appear at a "flirt" status, not only "fwb"].
The variations of K's and Morgan's scenes without jealousy will be reworked [adding more content with them if Paul(a) or the new character doesn't appear].
The "Secondary Rivals" section in the "Romance System Overview" will be expanded [secondary characters will receive special indicators to help players understand which of the presented options establish relationships with them that will affect jealousy moments].
New variables will be implemented to make it easier to recognize the height differences between the ROs and the MC [taller / the same / shorter, depending on the ROs' gender and chosen height]. This will simplify height considerations without repetitive code statements I had to write.
L's Side Story: I need to finish outlining and begin filling in the sections that were left untouched in the drafts. After that, it's on to coding and refining, which is the longest part of the process.
In addition to that, the bonus content on Patreon that will be released this month will include:
K's NSFW Alphabet.
Morgan's POV [Chapter 3 Pt. 1].
A detailed content release schedule for Patreon can be found here.
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As you can see, that's a lot of work, but the rework and expansion are necessary to ensure that everything is handled properly so I can move the story forward without needing to go back and fix things when it might already be too late.
Thank you for reading to the end, I'm very grateful for your support, questions and messages!
Have a wonderful week and days after that! ♥
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painted-bees · 8 months ago
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Thinking a little more on the whole "when did Margie and Raf realize they were In A Relationship?" question, and while they'd both struggle to find a definitive moment, I think there was one particular situation that arose to kinda...lock things in for them.
Sometime prior to autumn 2009, Margie was headhunted by Bioware[Edmonton] thanks to the recommendation of an old Orbital Media colleague who was trying to establish/salvage Bioware's beleaguered handheld dev team. Following a promising phone interview, she was asked to make a 30 second demo track as part of the hiring process, and met expectations well enough that she was offered a job as an in-house musician and sound designer. Which also meant that she'd have to move to Edmonton. She had been keeping Raf up to date with this whole thing, mostly because she was too excited to keep it to herself. Raf was hugely supportive and excited -for- her. 'Cus like...he plays games. He even plays Bioware games, so, yanno...very cool. But he had also assumed this was gonna be more of a freelance contract kind of thing. And so, hearing her mention that the company would cover the costs of relocating her to Edmonton comes as a weird surprise. And suddenly, he's having a real hard time being excited for her. He keeps it to himself, 'cus he'd be an asshole not to. He's been really adamant with himself, and with anyone who asks, that he and Margie are just really good, comfortable friends/roommates. But even by this point, he's kinda known and been unwilling to admit to himself that the only reason he hasn't openly recognized their relationship for what it actually is--is because the non-committal ambiguousness provides him a clean way out if he starts feeling cagey/uncomfy about anything. It was an exit door that he liked keeping open incase he needed it. But Margie had seen it differently. To her, it was a door she figured she was gonna have to leave through eventually. Because Raf would inevitably find a more serious partner to settle down with, or he'd be whisked off by some other important venture that she couldn't be a part of. She figured he was leaving that door open because his current situation was a temporary transitional stage in his life that he simply allowed her to be a part of. And so, she's not really torn-up about the prospect of leaving, especially under the circumstances. It presented an easier, more exciting transition than she might have had to face if Raf had 'outgrown' her first.
So, Margie's excited about the new job offer, and Raf's sitting there feeling like he played himself--while being wholly unable/unwilling to tell her "Hey, uh...this sucks, actually, I really don't want you to go." Because that'd require him to admit that he's been lying to himself--which sucks. But more than that, it'd require him to admit that he's been lying to her--only employing honesty as a tool of convenience to dissuade her from going and getting something really good for herself. He can't, he won't. The sudden off-key in his tone, though, doesn't go unnoticed by her, and Margie is perfectly candid about the whole "we'll visit each other, I'll stay in touch--I'm not gonna disappear on you lmao" Except that's not really...how Raf operates. Distance + time does not make this man's paranoid lil' heart grow fonder. There's never been a relationship-friend, family, or otherwise-with enough staying power for Raf to maintain it once they're no longer within physical proximity. Even if he wants to 'keep in touch', it quickly falls off. He's just known...too many people, and been too many places...his brain doesn't have the bandwidth to maintain close relationships when there's a distance. And, after a long enough pause in communication, his paranoid anxieties lift the barrier of entry higher and higher until it's almost insurmountable. People become strangers again. Always. In the end, Bioware did not get to develop any more handheld titles, and the handheld division in Edmonton is dissolved before Margie was even offered a job start date to plan her big move around. And so the whole thing falls apart before it even had the chance to get started lmao. At which point, Raf finally allows himself to be honest and say "thank god, I was fuckin' dreading an empty apartment again." Treats her to a consolatory dinner, and gets to tell her as much as he is able to figure out for himself--that he doesn't really know what he wants, actually--but that things aren't as casual and clean-cut as he thought it was. He still can't bring himself to be like "yes, romantic committed relationship, that's us, that's what we are" but he does at least take measures to establish that he'd really like to take off his shoes, place them on the rack next to hers, and close the door behind him.
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runariya · 5 months ago
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Drive to Survive (JJK) • Chapter 6 “Addicts Deny”
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pairing: F1driver!Jungkook x female race engineer!reader genre: colleagues2L, formula1!AU, racing!AU, drama, kind of fantasy/cyborg!AU fic rating: 18+, MDNI warnings: denial, denial, denial, unethical thoughts regarding race practice, lil meow makes an appearance, the FIA is sus, Jungkook is sorry, protective Jungkook because that's a warning for and of itself, MC is jealous, a little bit of fluff, but still she's in denial 🙄, a lot of embarrassment, MC is reckless, physical violence, threats, Jungkook has anger issues, slight PTS, a lil 'babe', MC can't face the truth, foul language, lmk if I forgot smth word count: ~ 7.400
🎵 Treasure - JIKJIN 🎵
a/n: okay, I've clearly lied regarding the writing break. Last night I've stayed awake with mini-me on me sleeping (even though we're both down with a high fever but whatever) and so I've spent the night writing away...so yeeeey! double unedited DtS- AND HR-Update 🎉
a/n 2: This work is purely fictional. All characters and events are entirely imaginary and do not reflect reality. Content errors related to the sport of Formula 1 are not excluded. Please do not use this story as your own. No translations are allowed without permission. Thank you for understanding! 💕
01 • 02 • 03 • 04 • 05 • series masterlist • 07
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It's Monday after the race in São Paulo, and you find yourself back at the headquarters, preparing for the triple header ahead: three races in three consecutive weeks. The jet lag nags at the edges of your consciousness, but you push it aside, just as you try to maintain the facade that keeping Jungkook at a distance is easy. 
The wreckage of Jungkook's car has arrived this morning at the headquarters as well, and your immediate task is to retrieve the crash data. Specialised crash sensors in the car have recorded crucial information on impact forces, angles, and speeds, which you'll need to analyse to assess the severity of the crash. This data is essential for the mechanics, who must start working immediately to ensure Jungkook's car is ready in four days for the sprint race weekend in Japan. Toto has already informed you that he wants the data discussed in the debriefing in a few hours, adding to your stress level. 
As you sit at your desk, your thoughts drift back to the chaotic events of the race. Jungkook's crash and the subsequent confrontation with Mingyu replay in your mind. After the race, Jungkook underwent a thorough physical check, and thankfully, he emerged unscathed. Still, you worry about the potential impact on his performance, which you'll have a chance to evaluate during tomorrow's simulation session. You focus on extracting and compiling the crash data, immersing yourself in the technical details to drown out the lingering anxiety.
Once you finish the report, you print it, gather the papers, and make your way to the garage where the mechanics are already hard at work. The sleek, partially disassembled race cars glint under the bright lights, the smell of grease heavy in the air, and the walls are adorned with various tools and parts, neatly organised yet exuding a sense of controlled chaos. As you enter, you spot one of the lead mechanics, a man you think is named Yoongi, though everyone here calls him Lil Meow. He's hunched over Jungkook's damaged car, his hands deftly manoeuvring the wrench.
"Yoongi," you call out, approaching him with the crash data. "I have the data from Jungkook's crash. The debriefing starts in a bit, so I thought I’ll give it to you in person."
He looks up, nodding as he wipes his hands on a rag. "Thanks. Let's see what we've got."
As Yoongi begins to look over the data, an idea pops into your head. "Yoongi, hypothetically speaking, could a device be ingrained and hidden in a car that sends electromagnetic shockwaves to disturb electrical connections?"
Yoongi raises an eyebrow, clearly intrigued. "Hypothetically, it’s possible. It would be against regulations, though. Such a device could emit controlled electromagnetic pulses that interfere with the car's electronics. It'd be tricky to detect, but if someone knew what to look for, they might catch it."
You hum thoughtfully, processing this information. "Interesting. Thanks, Yoongi."
Leaving the garage, you mull over the idea. If Mingyu plays unfair, then perhaps you could too. The notion of using such a device to either disrupt his car or his body gnaws at your professional integrity, but the stakes are high, and the competitive edge is razor-thin. Returning to your office, you decide to keep the idea in your back pocket, a potential ace up your sleeve. The balance between ethical boundaries and the fierce desire to win is a delicate one, and you can only hope you navigate it wisely in the intense weeks to come.
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In the cool, dimly lit conference room at the team headquarters, you stand beside Toto and the engineering team, surrounded by screens displaying telemetry data and race footage. The atmosphere is tense as you begin the debrief with a detailed analysis of Jungkook's crash with Mingyu. On the large central screen, you replay the critical moments leading up to the incident, dissecting every move and decision.
"From what we've reviewed," you start, gesturing towards the screen where the onboard footage plays in slow motion, "it appears Jungkook attempted an overtake on Mingyu into Turn 4. Mingyu defended aggressively, causing contact that sent Jungkook off track."
Toto nods, his expression grave. "We need to understand why Jungkook chose that moment. Was there a miscommunication on strategy? Please replay the radio communication."
You do as said, the communications during the incident echoing through the room, emphasising Jungkook's frustration with Mingyu's defensive manoeuvres. "There were clear frustrations expressed over the radio. Jungkook felt he had the pace and opportunity, but Mingyu closed the door aggressively."
Jungkook, seated among the team, clears his throat. "I believed I could make the move stick. I saw an opportunity and went for it. In hindsight, perhaps I should have waited for a better chance."
Toto interjects, "We need to ensure incidents like this don't repeat. You have to trust the team's strategy and communicate effectively."
You move to the next slide, focusing on the damage assessment. "Fortunately, the crash data indicates that the impact was primarily absorbed by the car body. The chassis integrity remains intact, which is crucial."
The chief engineer chimes in, "The initial assessment from the mechanics confirms that the car will be fully operational for the upcoming race weekend. We'll conduct thorough checks to ensure all systems are optimal."
Toto nods, turning towards Jungkook, he address him directly. "Jungkook, let's discuss your perspective on the incident and your decision-making process during that crucial moment."
Jungkook meets your gaze briefly. "I thought I had the pace to pass Mingyu. I misjudged his defence. I'll be more patient in the future."
You nod towards Toto, appreciating Jungkook’s honesty. "We'll work on refining those split-second decisions."
Transitioning to the broader strategy review, you outline the team's approach to the race. "Our strategy focused on tyre management and capitalising on the race pace. We opted for a two-stop strategy which, despite the incident, allowed us to compete for points until Jungkook's retirement."
Next the chief engineer addresses you, being the engineer responsible for Jungkook's car. "What feedback did Jungkook provide post-incident regarding car handling and performance?"
You respond, “Jungkook reported minor understeer pre-crash, but overall, the car's balance was manageable. Our focus now is ensuring all components are thoroughly checked and aligned."
Shifting focus, Toto then assesses the impact on team morale while looking around. "Given the incident, how are team dynamics holding up?"
Jungkook sighs, "It's frustrating, but we're a resilient team. We'll learn from this and come back stronger."
Turning to the positive, Joongki acknowledges George's stunning victory. "On a brighter note, George's performance was exceptional. Starting from P5 and mastering the changing track conditions to clinch victory showcases our team's capabilities."
The room lightens up with smiles and nods. George beams from his seat. "Thanks, everyone. It was a team effort all the way."
You hastily write down Toto’s next words. "But again back to the crash. To prevent similar incidents, we'll reinforce communication protocols and strategic decision-making. Clear rules of engagement between drivers and rivals will be crucial moving forward."
"Now, regarding the FIA's decision regarding the fight after the race," Toto proceeds, his tone turning almost cheerful. "Thanks to my and Christian Horner's intervention and negotiation with them, Jungkook and Mingyu won't face a ban from the next race. However, there will be a fine to be paid. This is a lesson for both drivers."
There are visible sighs of relief, with shoulders relaxing and expressions softening around the table. Engineers exchange nods of approval, while a few team members even allow themselves small, cautious smiles. Spontaneous clapping breaks out, followed by a few cheers, as the gravity of Toto's influence in this decision is silently acknowledged by the team.
Jungkook glances again to you, as if you see your reaction but averts his eyes to Toto. “Thanks, boss.”
Toto stands, offering final words of encouragement. "Let's channel today's lessons into preparation for the next race. We have a championship to contend for."
As the debrief wraps up, you hastily make your way back to your office, focused and no time for chatter. 
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The rest of the day passes in a blink of an eye, the quiet hum of the building’s A/C underscoring the solitude of your surroundings. You’re once again the last one working, or so you think. As you step exhausted into the lobby, ready to call an Uber to take you back to your hotel, you come across Namjoon and Jungkook standing by the entrance. Namjoon offers a quick goodbye, leaving you and Jungkook enveloped in an awkward silence.
Jungkook breaks the stillness. "How are you getting home?"
You shrug, trying to keep your tone nonchalant. "I’m taking an Uber, like always."
He frowns, clearly displeased. "It’s too late for you to go alone. I don’t want you walking around at night by yourself."
You roll your eyes, the familiarity of arguing with Jungkook bubbling up. "Jungkook, I’m perfectly capable of taking care of myself. Thank you very much."
"No. And before you start, it’s not about patronising you," he insists, his voice dropping to a softer, more earnest tone. "It's about me genuinely fearing for your safety. I can't bear the thought of something happening to you."
You sigh, frustration and a hint of something warmer mingling in your chest. "I'll be fine, Jungkook. It's just a short ride. I’ve done it for weeks at this point.” 
He shakes his head, his eyes locking onto yours, the determination evident. "If something did happen to you, I'd never forgive myself. Your parents would say the same. It’s just not worth it.”
Reluctantly, you concede, the weight of his words settling over you. "Fine," you mutter, "but only because you're being so insistent."
You follow behind Jungkook as he leads the way to his car, the contrast between his towering frame and your smaller stature evident, even though you navigate in heels. Despite the footwear, you feel shielded by his presence, almost invisible to anyone who might approach. His athletic build is unmistakable—broad neck, shoulders, and arms hinting at strength, while his small waist is hidden under an oversized gym shirt. The scent lingering around him is enticing, a mix of sweat and something distinctly masculine, wrapping you in its comforting familiarity.
Reaching his car, Jungkook opens the passenger door, gestures for you to enter first, a small smile gracing his lips, his eyes warm and reassuring. You settle into the passenger seat as he takes his place beside you, the warmth of his presence contrasting with the cool leather of the car seats. The interior smells faintly of his cologne and detergent, bringing you an unexpected sense of comfort. As he starts the engine, you feel a surprising peace wash over you, his presence beside you calming your nerves. You try to swallow down all these feelings, focusing on the passing city lights outside the window.
"Do you have plans tonight?" you ask, breaking the silence, your curiosity getting the better of you.
Jungkook snorts, a bitter laugh escaping him. "With who?"
You raise an eyebrow and look at his profile. "Any of your flirts?"
He glances at you, a small smile tugging at his lips. “I thought you realised what was behind the flirting.”
“What’s there to realise?” Your tone is more snarky than you intended and you regret opening your mouth at all. But Jungkook seems not to mind it at all. 
"For years, flirting has been my self-defence mechanism. Those women who fall for it are usually gold diggers. I know to keep my distance from them…like Trish."
You nod, absorbing his honesty and the subtle repulsion after he said her name, but he isn’t finished.
"The ones who are disgusted by my flirting," he continues, "are the genuine ones. Those are the ones I can befriend. Or more," he adds in a whisper, his eyes flicking to you before quickly returning to the road.
“Oh…” Your breath catches, but you can't find the words to respond. His admission leaves you speechless, and you can feel your heart thudding in your chest. Jungkook takes a deep breath, the tension in the car thickening.
"No matter what happens on track," he says softly, "I’ll never disobey your orders again. I’m sorry. We’re a team, and I need you to know that I understand that now."
Before you can react, he reaches over and takes your hand, his thumb gently rubbing your knuckles. The simple touch sends a jolt through you, making you gulp while warmth spreads from your hand to your entire body. You feel a mixture of emotions—comfort, confusion, and a deep-seated denial of what this could mean. You tell yourself it’s just a friendly gesture, nothing more.
You don’t protest, your hand remaining in his as he continues driving. The silence between you shifts, becoming something more intimate and reassuring. You can feel his strength and sincerity through the connection of your hands, and despite your best efforts to deny it, a part of you feels a deep sense of belonging.
As the car glides through the streets, Jungkook’s touch remains steady, anchoring you to this moment. His presence, his warmth, and his words blend into a quiet promise of trust and solidarity. You tell yourself it’s just the circumstances, you being lonely, the late hour, the emotional weekend behind you—but in the back of your little heart, you know it’s more. And for now, you let yourself enjoy the fleeting peace that comes from simply being beside him, his hand in yours.
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After Jungkook dropped you off at your hotel last night, you couldn't sleep all night. You kept overthinking the car ride, replaying every moment in your mind. Yet, you told yourself that the sleeplessness was due to your jet lag and not because of Jungkook. 
The race simulation room you're in this morning is a high-tech haven within your team's headquarters where you'll spend the next few hours. The walls are adorned with monitors displaying data streams and circuit maps of the Suzuka International Racing Course in Japan. The vibration of machinery and the occasional click of keyboards form the backdrop to your team's focused atmosphere.
Jungkook is seated in the futuristic simulator, which replicates the cockpit of his Formula 1 car. The simulator's three large screens wrap around him, providing a near-360-degree view of the track. He’s fully suited up, helmet on, and hands gripping the steering wheel with the intensity of an actual race. His focus is tangible, his eyes darting from the virtual track to the display on his steering wheel, which shows telemetry data in real-time.
You stand at the control station, a complex array of monitors and control panels before you. Each screen shows a different aspect of the car's performance: speed, gear selection, engine temperature, tyre wear, and countless other parameters that will inform the team's strategy for the upcoming race in Japan. Your headset is on, allowing seamless communication with Jungkook and the rest of the engineering team.
“Okay, Jungkook, we’re ready to start the first run,” you say, your voice steady and clear through the radio. “Let’s focus on getting a clean lap to gather baseline data.”
Jungkook nods, and you watch as he navigates the simulator's controls. The car roars to life on the screen, and he accelerates down the virtual pit lane and onto the track. You keep an eye on the various readouts, watching how the car behaves through the corners and straights of Suzuka's iconic layout.
As Jungkook takes on the first set of S-curves, you notice slight oversteer. “You’re doing great, Jungkook. Let’s try to manage the oversteer through the Esses. Adjust your throttle input a bit earlier.”
“Got it,” he replies, his voice calm yet focused.
Lap after lap, you gather critical data. Tyre temperatures rise and fall, fuel consumption rates adjust, and the balance of the car shifts as Jungkook fine-tunes his driving lines and braking points. Each piece of data feeds into the computer models that will help predict how the car will perform in the actual race.
“Alright, let’s try a few different setups now,” you suggest after a series of consistent laps. “We’ll start with adjusting the front wing angle to see if we can get more downforce.”
You signal to one of the engineers, who quickly inputs the new configuration into the simulator. Jungkook waits patiently, using the brief pause to take a sip of water.
“Okay, new setup is loaded. Let’s see how this feels,” you inform him.
Jungkook nods and restarts his run. Immediately, you notice the car’s behaviour changing through the corners. “How’s the balance now?” you ask.
“Feels better, more responsive at the front. But I’m getting a bit of oversteer in the hairpin,” Jungkook reports.
“Copy that. We’ll try adjusting the rear suspension next,” you respond, making notes on your tablet.
The session continues, each adjustment bringing you closer to the optimal setup. You guide Jungkook through various configurations, each one providing valuable insights. The simulator’s feedback is so realistic that it’s almost like being on the actual track.
“Let’s do a race simulation now,” you announce after a while. “We need to see how the car behaves over a longer stint.”
Jungkook prepares himself, taking a deep breath and settling into a rhythm. The laps roll by, each one providing a wealth of data. Tyre degradation, fuel usage, and lap times are all meticulously logged. You communicate with him constantly, advising on tyre management and fuel-saving techniques.
“Pace is looking good, Jungkook. Keep it steady,” you encourage as he maintains a consistent lap time.
The simulation runs smoothly, and after a predetermined number of laps, you call him back into the virtual pit lane. “Great job, Jungkook. That was a solid stint. We’ve got a lot of good data to work with.”
Jungkook exits the simulator, removing his helmet and wiping the sweat from his brow. A sight you appreciate even in a professional setting. He joins you at the control station, where the team is already analysing the data.
“Let’s review the telemetry,” you say, pulling up the graphs and charts on the central monitor. “We can see here that the tyre wear was pretty consistent, but we need to look into the slight drop in pace during the middle stint.”
Jungkook leans in, his scent hitting you square in the face as he examines the data with you. Flashbacks of yesterday running wild in your mind. “I felt a bit of a drop in grip around lap ten. Could be the tyre temps spiking.”
You nod, trying to snap back to the present while you highlight the corresponding data points. “Yes, the front-left tyre temperature was higher than expected. We might need to tweak the camber settings.”
The debrief continues, with Jungkook providing invaluable feedback on how the car felt at different points of the simulation. You discuss potential adjustments, comparing them with the data gathered to formulate the best strategy for the race weekend.
As the session wraps up, you give Jungkook a pat on the back. “Excellent work today. We’ve got a lot to go on for Japan.”
“Thanks, it felt good. Looking forward to the weekend,” Jungkook replies with a smile.
You watch as he heads out, already thinking about the next steps. The data from today’s session will be critical in fine-tuning the car for the unique demands of the Suzuka circuit. You and the team will spend the next two days poring over every detail, ensuring that Jungkook has the best possible car for the race.
The room gradually empties, the noise of activity dying down. You sit back for a moment, reflecting on the day’s progress and Jungkook’s magnetic pull. Even though he sometimes feels like the sun you can't stop orbiting, there's still work to be done. With Jungkook’s skill and the data you’ve gathered, you would feel confident about the upcoming race weekend, if there wasn’t Mingyu. 
As you power down the equipment and gather your notes, you can’t help but feel a sense of excitement. The race in Japan is just around the corner, and with every data point analysed, you’re one step closer to a successful race weekend.
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Making your way up the floors to your office, you stop by the kitchenette to fetch a coffee after the sleepless night. The day ahead isn’t over yet, and you need a boost to keep going. The rich aroma of freshly brewed coffee fills the small room as you pour yourself a cup. Just as you’re about to head to your office with your coffee in hand, Namjoon approaches with a smile.
"Hey, good morning," he greets you warmly.
"Good morning, Namjoon," you reply, returning his smile.
"Got a minute?" he asks, his tone friendly yet a bit hesitant.
"Sure, what’s up?" you respond, curious about what he wants to discuss.
He clears his throat and begins, "I wanted to clarify something about the first day we met. I’m sure you heard what Jungkook said as you were leaving."
Intrigued, you nod and encourage him to continue. "Go on."
"Well," Namjoon says, a bit awkwardly, "I wasn’t looking at your butt. I was actually looking at your posture. Your left shoulder seems to sag a little bit. Do you wear your purse on that side?"
A wave of embarrassment washes over you as you realise you had misinterpreted the situation. You thought he was checking you out. "Yes, you're right," you admit, feeling your cheeks heat up. "I do carry my purse on that side."
Namjoon nods, seemingly relieved. "Would you like to do a little workout for it? I’ve got an hour until I’m scheduled with Jungkook."
You ponder for a moment, but the idea of a break sounds perfect given your level of stress and tiredness. "Sure, why not," you agree.
Soon, you find yourself in your gym clothes, which you keep in your office for moments like this. You follow Namjoon to the team’s gym, a well-equipped space designed for quick yet effective workouts. Namjoon starts guiding you through a series of exercises meant to correct your posture and strengthen your shoulder.
As you move through the exercises, Namjoon breaks the silence. "By the way, you and Jungkook don’t have to worry about me. I’m gay and dating George."
You’re taken aback, not because of his disclosure but because it confirms he noticed your earlier embarrassment. "Oh, um, thank you for sharing that," you stammer, then quickly clarify, "But just to be clear, the relationship between Jungkook and me is purely professional."
Namjoon gives you a knowing look. "I don’t believe you," he says with a chuckle. "Jungkook talks about you all the time. You’re his favourite topic of conversation. He always brings up how you first met when you were teenagers and how you couldn’t stand him."
You feel a mix of emotions swirling inside you. Embarrassment, confusion, and a hint of something else you don’t want to place. "Really?" you ask, trying to keep your tone neutral.
"Yes, really," Namjoon continues. "He admires you in a way that’s more than professional. And I can see it in the way you look at him, too. It’s mutual."
You deny it again, "Namjoon, it’s not like that." But internally, you’re struggling with the truth of his words. Memories of late-night strategy sessions, the way Jungkook's eyes light up when he talks about racing, and the fluttering in your stomach every time you see him after a race flash through your mind.
Namjoon doesn’t press further. Instead, he focuses on guiding you through the next set of exercises, his demeanour still friendly but more subdued. "Just think about it," he says finally, offering a gentle smile.
You tease, “George, huh?”
Now it’s Namjoon’s turn to blush. “Yeah, it’s still fresh,” he admits, looking slightly embarrassed. “We’re at the stage of getting to know each other. Please keep it secret for now.”
You nod, a playful smile on your lips. “Your secret’s safe with me. But if you need any advice, you know where not to find me,” you say, masking your own embarrassment.
Namjoon laughs, shaking his head. “Thanks, but I think I’ll manage. Just don’t spread it around.”
“Of course not,” you reply, still smiling. “But if I see you sneaking off, I’ll know who you’re talking to.”
Namjoon chuckles again, the tension easing. 
You finish the workout feeling more relaxed physically but with your mind in turmoil. As you change back into your work clothes and head to your office, you replay Namjoon’s words over and over. You know there’s some truth to what he said, but admitting it, even to yourself, feels like opening a door you’re not ready to walk through.
The day moves on, filled with meetings and data analysis, but Namjoon's words linger in the back of your mind. Every interaction with Jungkook feels charged with a new awareness. You catch yourself watching him a little too closely, analysing every smile, every glance.
Later, as you work late into the evening, Jungkook stops by your office. "Hey, I wanted to go over some of the simulation data with you," he says, his voice as casual as ever.
"Sure, come in," you reply, your heart beating a little faster.
As you discuss the data, you find yourself distracted by the way he leans in, his focus on the screen, the small gestures that seem so familiar yet newly significant. You wonder if he feels it too, this strange tension that Namjoon has made you so aware of.
"I'm heading home in an hour. Will you be done by then? I can drive you home," Jungkook offers.
You look up at him, seeing the hope in his eyes, and can only hum in response.
"Great. I'll meet you at the lobby entrance," Jungkook says, standing up with a gentle smile that you reciprocate without thinking.
When Jungkook finally leaves, you sit back in your chair, staring at the door. You know you need to confront these feelings, but for now, you bury them deep, focusing on your work. The race in Japan is just days away, and you can’t afford distractions.
But as the hour ticks by and the office grows quiet, you can’t help but wonder what might happen if you allowed yourself to acknowledge the truth. Namjoon's words echo in your mind, and for the first time, you consider the possibility that your relationship with Jungkook could be something more than professional.
But for now, you pack up and push the thoughts aside as you head to the elevator, Jungkook already waiting for you with the same smile that leaves you breathless. 
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Friday evening in Japan is eerily quiet at the paddock. The day's training session had gone well, the team managing to make final adjustments that promised a successful qualifying later that day. However, a strategic error in tyre management—a responsibility that fell squarely on your shoulders—left Jungkook in P3 during the qualifying session. The sense of disappointment still lingers as you step out into the darkness, determined to salvage the weekend by any means necessary.
The Red Bull garage looms ahead, bathed in dim, ambient light that casts long, eerie shadows. Each step you take echoes softly in the stillness of the night, your heartbeat a frantic drum in your chest. Fear and determination war within you, a volatile cocktail that drives you forward. The vast expanse of the garage stretches out before you, empty and silent, offering the perfect opportunity for your second solo mission. You move swiftly, your movements fluid and precise, slipping inside like a ghost. Your eyes dart around, frantic, scanning every nook and cranny for any sign of Mingyu or his team. The air is thick with tension, but as you search, you find the space blissfully clear of any presence. With a quiet sigh of relief, you head straight for Mingyu's gear, the objective of your desire. The silence around you feels both a blessing and a curse, heightening your senses and making every sound seem louder than it is. You remain on high alert, fully aware that discovery could mean serious consequences for both you and the team.
Carefully, you pull out your phone, the cool metal a reassuring weight in your trembling hand. You activate the camera, its bright light slicing through the darkness and casting sharp, eerie shadows that dance over the metallic knobs embedded in the fabric. Each click of the shutter feels like a small victory, highlighting the unusual and illicit modifications better than the pictures you’ve taken weeks before. The knobs glint under the stark light, their presence a silent testament to your growing suspicions. Encouraged by your discovery, you delve deeper into the search, your breath quickening as you rummage through more gear, adrenaline high in your veins. To your dismay and confirmation, you find similar knobs embedded in his right racing boot. The sight sends a chill down your spine, a cold reminder of the dangerous game you're playing. But the thrill of uncovering the truth fuels your resolve, and you focus intently on documenting the evidence, pushing fear to the back of your mind.
Just as you're about to snap another picture of the racing boot, a strong hand clamps down on your shoulder, wrenching you around with a force that knocks the breath out of you. Your heart leaps into your throat as you come face-to-face with Mingyu. His eyes blaze with anger and suspicion, his imposing frame casting a shadow over you and filling the garage with an oppressive presence. His tall and buff build swallows you whole and blocks out the dim light, making you feel small and vulnerable. 
"What’s a little bird like you doing here?" he snarls, his voice a dangerous, low rumble that sends a fresh wave of fear coursing through you. The menace in his tone is unmistakable, and you can feel your body tense up, every instinct screaming at you to run.
You open your mouth to respond, but no sound comes out. Your vocal cords feel paralysed by the sheer panic rising within you. As Mingyu steps closer, his towering frame becomes even more intimidating, forcing you to instinctively back away. Your hands tremble uncontrollably, making it hard to keep your phone steady, and a cold sweat breaks out on your forehead, trickling down your temples. "I... I was just..." you stammer, but the words catch in your throat, refusing to form coherent sentences. The weight of the situation presses down on you, making it hard to think or react rationally.
Mingyu's eyes narrow, his gaze piercing and unforgiving. He steps even closer, closing the gap between you with a menacing determination. You keep backing up, your steps frantic and unsteady, until you find yourself at the very edge of the garage. The cool night air brushes against your back, offering a stark contrast to the oppressive heat radiating from Mingyu's anger. "Tell me, what exactly are you doing here?" he demands, his voice a dangerous growl. Suddenly, his hand shoots out and grabs your neck, the pressure firm and unyielding. You gasp for breath, your hands instinctively flying up to grasp his wrist in a futile attempt to loosen his grip. The fear coursing through your body now is overwhelming, drowning out any semblance of bravery you thought you had.
Regret floods your mind like a tidal wave, threatening to drown you in its intensity. You curse yourself for embarking on this dangerous mission alone, for underestimating the risks and overestimating your ability to handle them. Thoughts of Jungkook, your team, and the potential consequences of your actions swirl in a chaotic storm within your head. What if you don't get out of this situation unharmed? The fear is almost paralysing, making it hard to focus on anything but the desperate hope that somehow, someone will come to your rescue. The reality of your vulnerability hits you hard, and you can't help but feel a deep sense of despair and helplessness.
Mingyu's grip tightens, the pressure on your neck intensifying as you see the rage boiling over in his eyes. "Answer me!" he growls, his voice a harsh, guttural sound that shakes you to your core. He shakes you slightly, his grip unrelenting. The world starts to blur at the edges, your vision narrowing as lightheadedness takes over. You feel your strength ebbing away when, suddenly, a voice cuts through the oppressive tension.
"Hey! What’s going on here?" Taehyung's voice slices through the air, sharp and authoritative. Mingyu's head snaps in Taehyung's direction, his expression a mix of surprise and annoyance. Relief floods through you, a lifeline amidst your mounting fear. Taehyung strides toward you with purpose, his eyes immediately locking onto Mingyu's hand around your neck, the protective fire in his gaze unmistakable.
Mingyu releases you abruptly, and you stumble back, gasping for air as you clutch your sore neck. "She was trespassing," Mingyu snaps, pointing a condemning finger at you. "Spying. That’s against regulations."
Taehyung steps between you and Mingyu, his stance solid and unyielding. "All I saw was a man assaulting a woman. You might want to reconsider your actions," he says, his tone icy and eyes never wavering from Mingyu's face. The tension crackles like electricity, a standoff between the two men that hangs in the air.
Mingyu's eyes flash with unrestrained anger, but he takes a reluctant step back. "This isn't over," he warns, jabbing a finger in your direction one last time before turning on his heel and vanishing into the shadows of the night.
Taehyung turns to you, his face softening with concern. "Are you okay?" he asks, his voice now gentle, a stark contrast to the sharpness it held moments before.
You nod slowly, still rubbing your neck where Mingyu's fingers had left their mark. "Yeah, I think so. Thanks to you," you manage to say, your voice a bit shaky from the adrenaline still coursing through your veins.
"We need to report this to the FIA," Taehyung insists firmly. "Mingyu physically assaulted you. This can't go unaddressed."
"I'm not sure," you reply hesitantly, the thought of further exposure daunting. But Taehyung’s unwavering resolve cuts through your doubt.
"It's the best course of action," he says, his tone brooking no argument. "And we won't say a word about what you were doing before Mingyu showed up."
You sigh, a mixture of resignation and acceptance washing over you. Knowing he's right, you agree. "Okay. We'll report it. But what were you doing here, anyway?"
A small, wry smile tugs at Taehyung's lips. "I had the same idea as you. But you beat me to it," he admits, a hint of admiration in his voice.
As you and Taehyung leave the paddock, the night air cool against your flushed skin, you glance at him, a new worry gnawing at you. "Promise me you won't tell Jungkook about this," you say quietly, your voice barely above a whisper.
Taehyung frowns and glances at your neck. "I’m afraid I won’t have to, it’s quite unmistakable." 
The two of you walk side by side, the night’s events casting a long shadow. Mingyu's warning echoes in your ears, a constant reminder of the stakes involved.
Back at the hotel, you part ways with Taehyung, thanking him again for his help. Alone in your room, you sit on the edge of the bed, staring at the pictures on your phone. The evidence you’ve gathered is significant, but it has come at a cost. You hope that tomorrow will bring clarity and that you'll find a way to move forward without further jeopardising yourself or the team.
Sleep doesn't come easily that night. The memory of Mingyu's hands around your neck haunts you, and the weight of your decisions presses heavily on your mind. But amidst the fear and uncertainty, you feel a flicker of determination. This fight isn't over, and you’re more committed than ever to seeing it through.
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“___, could you please follow me?” Toto steps in front of you, blocking your view of a raging Jungkook, who is stomping his way toward you through the paddock on this Saturday morning before the sprint qualifying begins.
You glance up at Toto, his face passive and pale, and nod. “Yes, boss.”
Following him to the back room of the garage, you notice two representatives from the FIA and Taehyung sitting by the table, clearly waiting for Toto and you.
“What’s going…” Jungkook had clearly followed you but his presence and voice are cut off as Toto, unimpressed, closes the door in his face.
“Please take a seat,” one of the representatives says, thick with an Italian accent. Your nerves flare up, but Taehyung’s reassuring smile eases them a little.
“We heard that a driver had physically harassed and injured you. Is that true?” the same representative continues emotionless. 
You glance again at Taehyung, who nods, his warm smile still in place, giving you the reassurance you need. “Yes.”
“Could you name the driver who harassed you and what he did?” the other representative asks then. 
Last night flashes in your mind, the fear returning momentarily as you fiddle with your thumbs. “It was Park Mingyu. He choked me.”
Both representatives note your answer down, nodding before standing up.
“Thank you very much for your statement. If it’s not a bother, could we take a picture of your neck?”
You reach up, feeling the slight swelling on your neck. The bruises, shimmering in red, green, and blue at some spots, are a reminder of the aggression you faced. Each tender spot under your fingers feels as if Mingyu's grip is still there, the phantom pressure of his hand lingering around your throat. A shiver runs down your spine, and you gulp, realising the importance of this evidence. It must be documented meticulously to ensure there’s no doubt about what happened. The thought of the photographs being taken, capturing your vulnerability and the violence inflicted upon you, makes you uneasy, but you know it's necessary. “Sure,” you whisper, your voice barely audible. 
After the pictures are taken, the representatives thank you and exit the room. Almost immediately, Jungkook seizes the opportunity to peek into the room, his anxious eyes scanning for you. You realise he must have been waiting outside the entire time. The door closes softly behind them, leaving a heavy silence in their wake. Now, you're alone with Taehyung and Toto. The room feels smaller, more intimate, with just the three of you. Taehyung stands quietly beside you, his presence a comforting reassurance, while Toto's gaze remains steady and composed, though you can sense the undercurrent of worry in his eyes. The gravity of the situation hangs in the air, making the room feel even more charged with unspoken words and unresolved emotions.
“I’m glad you’re okay,” Toto says, his tone distant as he speaks. “And I appreciate your assistance.” He adds, turning briefly to acknowledge Taehyung. “It’s unusual for a rival team to intervene like this.”
“It’s nothing, really,” Taehyung waves his hand around, still smiling at you as if knowing you need this more than ever. 
“Are you good to work?” Toto asks you.
“Yes, boss,” you reply, telling the truth.
"Good," Toto murmurs, his brow furrowing in contemplation. "Make sure to stick close to the team from now on, alright?"
"Yes, boss. I'll keep close," you reply, though Toto's shift in demeanour leaves you feeling unsettled.
"Good, good," Toto repeats, his voice trailing off slightly as he heads out the door. There's a visible tension in his movements, contrasting his usual composed self.
Jungkook strides purposefully into the room just as Toto makes his exit, his gaze flicking from you to your neck and then to Taehyung with a mixture of concern and anger etched on his features. His steps are quick, his posture tense as he points an accusatory finger at Taehyung. "What did you do to her?!" The words are sharp, laden with worry and protectiveness.
Taehyung responds with a laugh, raising his hands in a placating gesture while you move to stand in front of him, hoping to diffuse Jungkook's escalating emotions. "I saved Miss Dangerous here," Taehyung explains calmly, his tone light despite the seriousness of the situation. "Mingyu's the one who hurt her."
Jungkook's brow furrows as he processes the information, the tension in the room palpable as both you and Taehyung attempt to calm him down. You speak softly, explaining what happened and reassuring him that you're alright, urging him not to confront Mingyu in anger.
Later, as the sprint qualifying session is about to start, news spread through the paddock like wildfire. Teams and media alike learn of Mingyu's ban from the weekend's events, the result of his repeated violations of regulations, specifically for his assault on you. The atmosphere at the Suzuka Course is a mix of relief and lingering tension, with whispers of the incident circulating among team personnel and journalists alike, punctuated by murmurs of support and solidarity from your colleagues. 
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Race day arrives on Sunday, and the paddock is clamouring with media for statements about Mingyu's ban and the incident involving you. Toto steps in, shielding you from the press frenzy, urging you to focus on the impending race while he handles the public relations. 
Watching his interview on the pit wall through a nearby screen, you feel grateful for a boss like him. He speaks confidently to the reporter, highlighting your skills as one of the most talented race engineers across all teams. Toto emphasises the importance of protecting women in a sport where they are still a rarity, citing the FIA's response as evidence of their commitment to a safe work environment.
Just as you start to settle into the seat, Jungkook startles you by placing his large hands on your shoulders. 
“I’m sorry.” He squeezes your shoulders lightly. “I didn’t mean to startle you.” 
“It’s okay, I’m fine.” You smile at him, your voice quiet.
“You ready for the race?” Jungkook shifts to beside you, leaning against the pit wall with crossed arms. He’s already in his black gear, fitting his body perfectly. 
With a playful grin, you counter “It’s you who needs to be ready.”
“We’re are team. Aren’t we, babe?”
You blush at his playful persona but laugh along, realising how much you've missed his relaxed and humorous side. As the anticipation builds, you feel a sense of optimism washing over you, hoping that everything is finally starting to align positively.
The race unfolds spectacularly, the anticipation building with each lap as Jungkook skilfully navigates the track. As the final lap approaches, Jungkook's dominance is undeniable. You with the pit crew, glued to their monitors, erupt in unison  cheers as Jungkook crosses the finish line in first place. The shouts reverberate through the paddock, faces full of elation and pride for the team's achievement.
With George closely following in second place, the team's success is complete. The pit lane becomes a stage of jubilation as Jungkook's car rolls to a stop, surrounded by cheering mechanics and team members. They hoist him and George onto their shoulders, their exuberance contagious as they celebrate their victory. The air is filled with high-fives, hugs, and congratulatory shouts. 
Standing at the back of the crowd, you fix your gaze on Jungkook amidst the post-race celebrations. His figure stands out, exuding triumph and relief, yet there's a subtle hint of something unresolved in his expression. You observe him scanning the crowd, his eyes searching earnestly as if seeking something beyond the victory itself. Your heart races with conflicting emotions, wanting desperately to catch his attention without uttering a word.
Finally, his gaze meets yours, a brief moment that feels like an eternity. In that instance, his smile lights up like the sun itself, mirroring the warmth that spreads across your own face. The connection is fleeting yet profound, a shared acknowledgment that transcends words.
Suddenly, the realisation hits you like a thunderclap. Your expression falls rapidly, hands pausing mid-clap, the color draining from your face. 
Jungkook notices the shift in your demeanour, his brow furrowing in concern, but before he can react, you pivot abruptly, heart pounding as you retreat from the scene as fast as you can.
Your only destination being away from him. 
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01 • 02 • 03 • 04 • 05 • series masterlist • 07
a/n 3: lmk what you think in any way you like! please send me a message, ask or comment if you would like to be tagged for upcoming chapters 💕 also - character asks and drabble requests are open
Like what you read? Check out my other work here!
taglist: @jksusawife
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urlknight · 23 days ago
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Hi there, Love your work! I'm also doing stuff in Unreal and it feels like it's rarer to find other indie devs using it. I love how clean all your UI feels, and UI is something I seem to really struggle with.
Do you have any recommendations for workflows / tips / sources etc for getting better at UI?
Also I'd love to know more about the material / shader workflow for your latest post if you have more information anywhere.
Thanks :)
Hello there! Thank you!! I hope you don't mind me answering publicly as I feel like some people might be interested in the answer!
I really appreciate your UI (User Interface for those not knowing the acronym) compliment as it's something I've spent a long time working on and specializing in, in my career as a software engineer. UI/UX often goes completely unacknowledged or taken for granted even though it takes a lot of time and hard work to create and develop. In the engineering world I frequently had to advocate for and explain user experiences to those who didn't have as deep of an appreciation for UI or a very sophisticated understanding of why a good, visually appealing user experience makes, or on the flip side, can break everything. I think it's a very challenging, overwhelming topic to grasp and communicate, but just by being interested in it you're already way ahead!
There's a lot going on with UI. From visuals to knowing common design elements to successfully conveying a story to the user to implementation to testing to designing for accessibility to animation and I probably didn't cover everything with that run-on sentence. There's frontend engineers out there whose role is solely to maintain and improve UI component libraries for companies. And that's without throwing games, whose UIs are all uniquely visually tailored to their experiences, into the mix... I could keep going on about this honestly, but I'll get to what I think you can do personally! 1. Learn about common design patterns. What's a toast? What's pagination? What's a card? Little things like that. These apply to all software UI/UX, including video games- and knowing these off the top of your head will make it so much easier for you to invent your own UI designs and patterns.
2. Study the UI in the everyday applications you interact with. Step through menus and think about how you got from point A to point B. Take a moment to think about the why someone put a button where they did. Study the UI in your favorite video games, too! Take a lot of notes on what you think works really well and what you think doesn't. And also there's online resources that are great for inspiration. I personally spend a lot of time on the Game UI Database. - https://dribbble.com/ - https://www.gameuidatabase.com/ 3. Don't be afraid to start with basic sketches or even just simply representing everything with grey boxes. All my UI starts out as really crappy sketches on paper, or tablet sketches on top of screenshots. Visualize your ideas and then keep iterating on them until you've got something. For example, I went from this:
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To this. (And come to think of it I might actually still want to make those cooler looking buttons in my sketch) 4. Break everything out into pieces and individual components. A good UI is made up of building blocks that you can reuse all over the place. That's how it stays consistent and also saves you a lot of stress when you need to go in and update components. Instead of a million different looking UI pieces, you just have to update the one! These individual components will make up your very own UI Component Library, which will be the standardized design system and source of reusable components for your project. This also applies to your visual elements that don't do anything (like I personally have a whole mini library of diamond and star shapes that I reuse everywhere).
For reference, here's a breakdown I made of my Inventory UI. On the right, I've labeled most of the individual components, and you might be able to see how I'm reusing them over and over again in multiple places.
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5. Spend some time listening to designers talk, maybe befriend some designers! Many of them have an unique, interesting view of the world and how we interact with it even beyond just software. Their perspectives will inform yours.
6. Test your UI on users whenever you can. Get feedback from others. This is the best way for you to see what works and what doesn't. As game devs we spend so much time with our games it's easy for us to lose sight of the full picture.
7. Be patient and don't give up. Continue to be open to expanding your knowledge. These UI skills take time to develop. I personally am still learning even after like 10 years of doing it. Coming up with the visual elements is very challenging for me and I spend a lot of time rearranging things in photoshop before I actually start coding anything at all in Unreal.
Whew, that was a lot, but I hope that gives you some thoughts and a place to start!
I don't have any posts out there about Blender/Unreal shader workflows right now, but I'll consider making another post sometime soonish. I appreciate you asking and you're welcome! :)
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caramsels · 1 year ago
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tell me more about this "mono isnt a human" theory thats really interesting
Thanks for asking! A few people have asked for my thoughts on Mono’s identity, and because I will take any opportunity to ramble about Little Nightmares, I wrote up my (hopefully intelligible) interpretation of Mono, and why I think he was always a Resident of The Nowhere, instead of a kidnapped human child like most of the LN kids. This theory is super connected to a few other ones I have, so I’ll rattle descriptions of them at the start for context. Also this post is insanely long I’m sorry
The Nowhere
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The Nowhere is its own world that real children get kidnapped to, it feeds off of humanity and kinda functions like your local mall. A weird amount of emphasis is put on jobs in The Nowhere, Residents are often referred to solely by their job titles (The Janitor, The Doctor, The Teacher, etc. etc.)
Besides having a job in The Nowhere, a Resident's proximity to humanity seems to give them a higher status as well. In a LN1 interview, it was said that ALL residents wear masks (as opposed to just the Twin Chefs); we even see in LN2 that The Doctor makes and presumably sells these masks. A humanoid appearance is something that most Residents want. The more humanoid a Resident looks, the more powerful they are perceived to be (not always, because of The Ferryman, but he’s just chill like that.)
Kids and valuable teens/adults (like the circus performers and Otto from the podcast) feed The Nowhere kinda like how animals feed humans. Some Residents are given jobs to maintain this system. Some jobs require more power than others however, typically these are the jobs that require a Resident to keep control over an entire area, which leads me to…
The Cycle
The head honcho Residents like The Thin Man and The Lady are more humanoid and more powerful than the others, this is because they are handpicked and raised from birth to inherit these forms that are passed down over time. This one is super important to most of my points about Mono, so I’m going to spend some time defending it.
The Lady (prior to the Six stuff) had 4 predecessors, each represented by a different mask/hat that you can collect in VLN; This means that The Nowhere (at the time of the first loop in LN2) is on its 5th cycle. The Thin Man is also a mantle that is passed down, we see the previous one interact with Mono before Mono has even entered a time loop in the LN2 comics. This Thin Man, when datamined, notably wears a different hat than Mono’s iteration.
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Furthermore, when asked if Thinny Lad is a mantle that is passed on or Mono in a timeloop in an interview, the devs had this to say:
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The Pretender (VLN) is a good example of what I think Mono is supposed to be, and what the child forms of the 5th cycle Residents were. The Pretender is a humanoid child with supernatural powers and a strong sense of loneliness. She has her own mansion and Resident servants. The Pretender is the heir to a currently unknown position. She has a portrait of her and five past iterations on her wall, followed by another one of her and her two Resident parents. The Pretender is native to The Nowhere.
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But… who is the boss of all the Residents? Who assigns these jobs? Who creates the natural Residents and brings others into The Nowhere?
The Eye
(you could argue its the ferryman but i think he works under the eye too. employee of the year)
I think most fans agree on this one so I won't spend too long on it, but basically I think the Eye is the unseen overall antagonist of Little Nightmares, overseeing everything and everyone in The Nowhere all the time. The Eye feeds off of misery and has a fate planned for everyone, it is not happy when anything throws a wrench into these plans. I don’t think we are meant to know The Eye’s motives, not yet at least, but if I had to guess; they have something to do with an extremely misguided and angry feeling of loneliness, as that is a prevalent theme in an insane amount of Residents. This finally brings me to Mono.
Mono’s Familiarity with The Nowhere
Mono is very familiar with Pale City, he is much more aware of his own fate, abilities, and world than he’s given credit for.
In the door/boat cutscene, Mono watches every TV in the water until it exits the frame. This early in the game, Mono already has an inherent connection to TVs.
Before Pale City comes into frame for both Six and the player, Mono is already standing, he is familiar enough with the route to Pale City that he knows they arrived without even having a clear view of their destination. This is because Mono has been to Pale City before, in the sixth episode of the LN2 comics:
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In this comic, Mono met (and wasn't killed by) The Thin Man shown earlier. So to list off the amount of things Mono was already familiar with at the start of LN2: His connection to TVs, his connection to The Thin Man, and how to navigate Pale City. Mono having a lot of experience living in The Nowhere is demonstrated somewhere even more prominent too:
Kickass Character Design
Six’s character design intentionally makes her not fit in with her environment. While the color scheme of The Nowhere and its residents is mostly bland, monochrome, and washed out (sans the lighting), her jacket is highlighter yellow. This represents that Six does not belong in The Nowhere, she’s from the human world.
With this information to ride off of, Mono’s design becomes interesting. Mono’s design is a beige button up, tan trench-coat, and tan pants: A monochrome, muted outfit that fits in perfectly with the aesthetic of The Nowhere. Mono’s outfit including a key ring and a useful color scheme for camouflage further implies familiarity and experience with the way The Nowhere works. If Six’s simple, bright design represents her not belonging there, Mono’s muted, practical design represents the fact that he does.
His Mask
We actually know why Mono wears his mask, we have a direct answer:
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You can interpret this as a representation of Mono being shy or insecure or a combination of multiple things, but I think it’s mainly meant to represent, as the description states: Mono hiding from The Nowhere, Mono running away from his fate. The Eye wants Mono to grow up and be the next Thin Man, but he doesn’t want to. Mono’s mask represents his fear, his refusal to use his Thin Man powers, his refusal to do anything that connects him to the world that hates him and wants him to fail; he wants to hide from that world, his future, and the reality of what he is. But ….
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(straight up a post of Mono running from his fate)
Unexplained Powers
Mono’s OP reveal was the moment that shook me the most when I first watched my sister play the game; I’ve honestly always been shocked at how little it’s talked about in the community. To me, it was a reveal that told us we Did Not REALLY know much about the character we had been playing the entire time, and that was exciting.
When Mono fights the Thin Man and contorts the structure of Pale City, it is with ease. This is not his first time doing any of this, his body language does not match that of someone who just discovered/unlocked a new ability, him busting out the moves is framed more like a choice that he decided on just before removing his mask. The Thin Man boss battle is easy on purpose; because it's not too hard for Mono in universe, all he does after is wipe off his head nonchalantly and then he proceeds to warp reality. The ominous boss theme that plays during this fight isn’t even for the Thin Man, its MONO’S boss music. The Thin Man is the one who helps control The Signal Tower’s influence, Mono is the one interfering with it, he is the “Signal Interference.” The theme continues even after he’s defeated The Thin Man, further hammering in that it is his.
Mono has his own ominously powerful boss theme and the abilities of one of the most powerful Residents at his disposal; he is not a normal kid.
Mono even shares a power with the established Resident heir that we already know; The Pretender.
When The Pretender sees RCG eavesdropping on her crying, she yells so loud that it physically hurts RCG, causing the screen to glitch. I don’t think this is just a visual effect to show how loud it is to the player; I think this is an in universe ability. You know where else we see a powerful child amplify their voice on purpose to harm an enemy with a screen glitch/distortion effect? Mono in Chapter 5.
Mono and the fifth Thin Man
I think that Mono ran away from wherever it is he’s supposed to be, (probably the Signal Tower) and The Eye/ Thin Man want him back; this is why Mono is not killed by The Thin Man in the comic, just pursued by him
Loneliness
I don’t think I even really need to dissect how loneliness relates to Mono’s character, but he’s not the only character who deals with it. A huge recurrent theme with Residents is loneliness; the sense that they need something, they are missing something. The Lady has a bunch of dolls, The Janitor has.. a bunch of dolls in his own way. The Hunter too. The Pretender runs off to cry when her human doll friend gets messed up at her dinner party. The Resident we meet in Chapter 3 of the podcast is the most direct example so far of intense loneliness in a Resident, and not so coincidentally, it has a ton of parallels to Mono.
Narrative
For the rest of this post, I’m going to focus on how I think this theory fits into the story; because I think factoring in the cutscenes and storytelling beats is important when putting together something’s lore.
A little chatter about Mono
Mono is often characterized as a shy little boy who plays the straight man to Six’s feral goblin who loves eating rats, which is a whole other can of worms, but with this characterization I feel like some fun and interesting parts of his character are neglected, such as: The fact that Mono is an ominous little weirdo. His attempt at trying to save and comfort someone is to hack down her door with an ax with no warning, then proceed to chase her through the house she’s been trapped in; Mono is not too familiar with human interaction. Mono isn’t really a dashing hero who tries to save every kid he comes across either. In the comics, Mono finds an area that is away from the monster killing all the kids, but it’s not like he tells the other kids or tries to bring them with him or anything. I don’t think that this means he is a toxic manipulative character or anything because he is. 9 or 10 years old. I think if anything, this is a trait that experienced characters in The Nowhere have: RCG and Mono both know that indifference is the way to survive in The Nowhere, good deeds usually get you killed. It’s the way things are. I think overall Mono is a well meaning boy who just talks and acts ominously, because that’s what he is used to; he’s an eldritch overpowered being who lives in hell if it had a 1940s aesthetic.
I think that Mono doesn’t start the game a sweet perfect little boy whose ending is sad because he gets betrayed, that’s not a character arc. I think Mono starts off relatively morally gray out of necessity, mostly helping Six out because it was kinda his fault she got captured. He develops into someone who is willing to fight his fate, fight the Nowhere and stop resorting to the escapism his mask provides, only to get crushed to rock bottom in spite of his growth. After all, the villain of Little Nightmares is The Nowhere itself.
How this creates character conflict in the plot
Anytime Mono goes into a weird TV trance, Six is horrified. Her body language tenses and she moves away from him. Six has seen first hand that even the kids like her in The Nowhere cannot always be trusted or relied on (RCG shutting the door on her). Some kids like the Pretender aren't even normal kids, they have powers they use to kill people. The one person Six is starting to trust, and he’s showing signs of possessing supernatural powers? Terrifying. Mono notices these reactions, they give him more cause to hide what he truly is from her. Residents scare and disgust Six, he doesn’t want to lose the only person he has.
This conflict leads me to another point; you know those moments of Six being sadistic and angry towards Residents? How an ominous music cue plays when she kills the bully and breaks the mannequin’s fingers? Earlier in the game, when Six first catches Mono, his part of Togetherness II plays briefly to show his feelings in that moment, which implies that the music cues we hear when a story beat happens are Mono’s reactions. I don’t think these scary music cues are because Mono is scared of Six being creepy, Mono himself likes to beat up Residents. I think that Mono is scared in these moments when he sees the extent of Six’s hatred towards Residents, because even though he doesn’t like them either… Imagine how she’d react if she knew about him.
It is only the Thin Man fight when Mono is finally pushed to the point of using his powers, because in the plan to get Mono to the Signal Tower: The Thin Man took Six as bait. Six was constantly pulling Mono out of his TV trances, Six was supposed to die back at The Nest, Six has been a problem for the Eye since the start and now it’s time to kill two birds with one stone, to sentence Six to her new fate and to crush Mono’s spirit so hard that he finally resigns to his.
The drop is its whole own debate, but whatever you think about it, I think at least one factor in Six’s decision is that from her perspective: Mono has revealed himself to be an entity she cannot trust, he didn't tell her either; he's been hiding it this entire time. Why didn’t he use this power to help them all the previous times they were in danger? What are his motives? What IS he? This, mixed with other factors, causes the drop. (a lot of manipulation on the part of The Nowhere is involved too imo but this isn't a Drop analysis)
Mono is crushed, he loses Six and any true feeling of empowerment that he had before. Rather than The Eye trapping him in the Signal Tower and forcibly transforming him into a resident, I think Mono actually accepts his fate because hes just. That depressed. He actually ages pretty normally for most of the sequence (except for being straight up like 12 feet tall, the podcast confirmed that Residents are just super super big as opposed to the kids being really small, bros got Resident genes) This sequence from the art book leads me to think that Mono knows what the hat entails, Mono chooses to run the Signal Tower like The Lady runs The Maw. The chair sequence is not actually him sitting in a chair for that long, I think it just represents his resignation more than anything.
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BUT! Mono is an “uncommonly single minded boy,” who also has control over time, i.e. Mono Thin Man slowing down time in his chase just to fuck with you or the clock sounds in The End of The Hall. Whether you think he goes back for revenge or to stop the downfall of everything, he goes back in time. I think it's on purpose, I think every TV in the background of the first scene implies that Mono has gone back to this point in time over and over again, failing repeatedly, leaving a new TV behind and forgetting the past attempt each time.
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This could all be wrong, maybe Mono is just a really badass 4th grader from the human realm who got his abilities like Six, just off screen. But one thing I love about LN is all of the different, creative and interesting interpretations of the fans. So here’s mine regarding Mono lore. Sorry this was so long and I write posts weirdly it is 4 AM. I hope you enjoyed
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lulu2992 · 6 months ago
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Hello! I was wondering something. In Vaas: Insanity there are six visions that occur in the hotel, five of which happen in numbered rooms: 1991, 2003, 2006, 2007, and 2012. So I was thinking, what if those numbers correlate to a specific year? Personally I think that it's kinda confusing, because that would imply that for example, Vaas rebelled against Hoyt in 2012. What are your thoughts? Thanks for reading!
Hello! I don’t think I’d even realized the room numbers could be years, but that makes total sense! I’ve just watched a video of the mission and there are two rooms with the number 2012: the one in which we see the Pirate meeting you’re referring to, and the one in which we see Jason kill Vaas. The second event did happen in 2012 so I agree: the room numbers must be years!
Now, about the Pirates wanting to rebel against Hoyt… While it’s true there were tensions between them and the Privateers in Far Cry 3, what we see in that vision is strange to me for several reasons. Firstly, why is there another “Pirate Leader”? Wasn’t Vaas their only leader, especially in 2012? Has there ever even been another leader? Who is this guy he’s listening to as a pupil listening to a teacher?
Secondly, what he’s upset about is the fact they want to “take the land from the natives”. That’s an inherently infuriating concept, sure, but in the context of the story, why would Vaas be surprised and angry about that? He knows what he signed up for when Hoyt recruited him, he knows his boss hates the Rakyat, and I even believe he started working for him in the first place partly because he felt betrayed and wanted revenge. The way I see it, Vaas becoming Hoyt’s right hand and leading the Pirates is his ultimate “Fuck you” to Citra and, by extension, the Rakyat. He wouldn’t complain about their land being stolen.
Thirdly, in the vision, when he asks where the men are from, they all (except the “Leader” who’s just been shot in the leg) say they were born “here”. The problem is that, in Far Cry 3, the in-game description said the Pirates “came to the island”, implying they’re all foreigners. Also, they have nothing but contempt for the Rakyat and their accent is not the same, so I’m not sure why Insanity implies most of the Pirates are native Rook Islanders. As far as I know, Vaas is the only Rakyat among them.
I also think it’s a bit weird to imagine they have wives, children, and “normal” family lives... but maybe some of them do, who knows?
So, in my opinion, the idea that Vaas himself asked the Pirates to rebel, especially for the reasons cited in the DLC, doesn’t make sense. On the contrary, it was he who maintained the fragile balance of power between his men and Hoyt’s, and it was precisely when he died that the Pirates, without a leader, started attacking the Privateers to try to get control of the island. I think it would have been strange for Vaas to “start a war with Hoyt” in Far Cry 3.
That said, it seems the DLC’s writers believed Vaas felt guilty for not becoming Citra’s “Ultimate Warrior”, leaving the Rakyat, and convincing others to follow him. I don’t really agree with this interpretation (and Insanity isn’t canon to me anyway) because he chose not to complete the ritual, still clearly resents the tribe, and I don’t think other Rakyat became Pirates, but maybe that’s why the devs thought the rebellion against Hoyt was Vaas’ idea.
Also, because Vaas, Pagan, and Joseph are unreliable narrators in Insanity, Control, and Collapse, some of the “visions” they experience, for various reasons, either never happened or show a distorted version of reality, so maybe this scene isn’t a memory but a fantasy, a romanticization of his past and a way for him to “correct” it in his mind. It’s possible Vaas never actually started a war on Hoyt but (at least in the DLC) wishes he had done it.
Again, I doubt this meeting happened or even could have happened in Far Cry 3, but I suppose that’s why the scene exists in Insanity.
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teaveetamer · 8 months ago
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"It's on the devs if they can maintain a newbie boom" Did this guy went into FE thanks to 3h ? Everyone knows IS hardly keep the same formula
I don't really want to focus too much on the content of the statement, I prefer to keep the focus on the "wtf why did you screenshot someone else's ask (who has you blocked) and reply to it? You're not the fucking president of the United States. No one was specifically going to seek your input on this completely mundane observation, and if they did then they would have sent the ask to you in the first place." But I do just want to point out a completely obvious observation, which is clearly what OP of that ask was getting at: not every series *wants* to keep their "newbie boom". Sometimes the newbie boom isn't healthy or desirable for a series.
Technically speaking companies do want to appeal to the most people possible, but companies are also aware that you cannot please everyone. Broadest possible appeal is not always the move that is going to make you the most money. In some cases it's far better to have, for example, two more narrowly focused series that strongly appeal to two different core demographics rather than one series which middlingly appeals to two different core demographics. Call of Duty and Stardew Valley are both massively popular games, but no one would honestly decide that mashing them together would be a good idea.
That is to say, if the people who joined the FE series with 3H enjoyed things about 3H that are antithetical to the existing FE series, it is not in any way beneficial for the series to try and keep those players. Attempting to would, most likely, just result in both groups being unhappy at best or driving off the previous core playerbase at worst. I'd say the Resident Evil franchise is a pretty good example of this kind of corporate "mass appeal" strategy backfiring. You can only go so far before the thing people enjoyed stops being the thing people enjoyed.
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canmom · 2 months ago
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knife missile simulator 2024
played through Children of the Sun by René Rother - thanks to @teitomonogatari for the rec! Here's a trailer:
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...wait, hold on, that's not right. here's a trailer:
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I was hoping for a game that would scratch that Neon White itch, and... kinda?
What we have is a sorta... sniping-based puzzle game is a decent way to describe it. It's a game of clearing a field of enemies with one bullet - feasible because you can steer this bullet with your miiiiind. Every time you hit an enemy you can launch the bullet in a new direction; later you gain the power to steer the bullet in flight with certain restrictions. At the end of the level you get a nice linear visualisation of the path of your bullet, tracing out some kinda crazy zigzag.
This is not really a game about stealth. Your enemies are totally helpless - later they don armour and even generate their own psychic shields, but there is really fuck all they can do to stop the bullet taking them all out in a matter of (without the slowmo) seconds. What it brings to mind to me is the 'knife missiles' from Iain M Banks's Culture novels, both in how the bullet moves and how completely unstoppable it is as a weapon.
Narratively, this is the story of a psychic girl who was raised by an American cult and is now on a one-woman revenge mission to kill every member and finally its leader. The exact beliefs and practices of this cult kind of left vague, but the leader wears a distinctive beard and sunglasses and there's suggestion of human sacrifices and maybe sexual violence depending on how you intepret a particular dream sequence. Probably the major inspiration is the infamous Jonestown, though history furnishes us with no shortage of other possibilities.
As far as the cult theming goes... as this kinda wanky guy says, it is honestly pretty superficial and tends to pull its punches. Given that this is mostly a solo dev effort (with the exception of some illustrations and the dynamic music), it's understandable that it can only go so far with narrative elements - thus we get fragmented comic-like memories wrapped in heavy glitch effects.
Honestly, the main issue that I have as a story is that it didn't seem to be saying anything new - the cult are pretty much stock villains, and while there are some suggestions that the girl gets off on killing and so on, it doesn't really give you that much to get invested in about her as a character. The final twist, in which the cultists appoint her their new leader, mostly merits a 'oh, ok sure lmao'.
As a story about an abusive cult, I think part of the reason it stumbles is that the player is only ever in a situation of overwhelming power. With only vague snatches of what the cult did before the start of the game, you don't really get much of a sense of 'these bastards' - they are more like walking targets. But the game doesn't seem interested in going further with showing your effects on your victims either.
Rather than say more about that, I want to comment on the mechanics. The comparison to Neon White makes a lot of sense: both are games about optimising a route through 3D space with certain restrictions. Both require you to hit every enemy, and exploit those enemies to reach places you otherwise couldn't.
And this is a scoreboard game; it has a fairly involved scoring system factoring in where you hit the enemies, distance travelled by your bullet, time and various other factors. It's not an incredibly hard game - I placed within a few thousand of the top of the leaderboard on most levels, and within the top 100 or even top 10 on a couple, generally speaking just by getting lots of headshots and maintaining my multiplier streak. It usually took a decent number of tries to clear, though, because it is quite a fiddly game - especially with the time pressure, an enemy might move slightly causing you to miss them by a few pixels, or you might slightly screw up the angle and be unable to make a curve shot, etc. etc. Admittedly this is because I tried to play for score from the start - if I had taken my time more and aimed for centre of mass, I'd probably have cleared each level sooner.
Compared to Neon White, where the basic route is usually pretty obvious even if shortcuts aren't, figuring out a viable route is also a challenge here. Conveniently, you can mark the locations of each enemy and it also auto-tags one if you kill it on any given attempt, so you don't have to remember enemy placements, and there is also a pretty informative crosshair which can confirm when you're pointing at a valid target. So, in each run, you gradually figure out more of your path: 'that guy, that guy, go over there to get distance for an armour piercing shot, then those two guys' etc. etc., then keep trying until you nail it.
Neon White's predictability was a huge point in its favour as a speedrunning game - if you screw up, it was nearly always be due to a fumbled input rather than bad luck, and you could rely on enemy placements regardless of your pace. Children of the Sun is also pretty deterministic... but it features a number of enemies who move on cycles or patrol routes, meaning several levels involved waiting for enemies to reach the right position to take your shot, waiting for gaps in moving trains, etc etc. It's usually not a huge obstacle, but the variations caused by small differences in timing added to the sense of 'agh nearly had it'. And since there is no music per se, but musical sounds associated with your actions in game, it doesn't have the same continuous 'flow' when you try a level over and over.
Possibly the reason for these timing-based levels is that it needs them to provide depth, because in general, movement here is much more straightforward. There is no gravity: your bullet travels in a straight line and can squeeze through the tiniest gaps, so generally if your crosshair says you will hit, you will only miss if an enemy moves.
Neon White's movement is in significant part about verticality and gravity: many of your movement tools give you options to gain height or cancel a fall. White's default state is to fall downwards unless he's on a platform; the bullet's default state is to go in a straight line, no matter what.
Additionally, in Neon White there is no slomo, but you can have moments of parabolic motion where you have a chance to line up your next dash or jump. Children of the Sun on the other hand has multiple speeds of slow motion: when the bullet is in flight, when you are aiming, and when you are adjusting trajectory, time advances at different rates. These are very necessary: you'd need esports level flick aiming skills to play the game otherwise. But the sense of speed and rhythm came across a lot more strongly in Neon White.
Why make such a point by point comparison? I'm thinking about this because the THRUST//DOLL project involved a very similar style of movement to the bullet: you pivot with the mouse and click to accelerate in a particular direction. My plan was to have you dodging patterns of moving bullets, but I'm starting to see this would be even more annoyingly hard to predict than the slow-moving cars and trains in Children of the Sun, forcing the player to rely heavily on slomo - which would in turn undercut the sense of speed.
A lot of Neon White's sense of rhythm came from the fact that you didn't have to think too hard about the next place to go. It was often possible to complete levels, and even score a gold, with just one or a few tries. Getting the boxes was more puzzle-y, but generally speaking involved making a plan and executing it - I'll get this weapon from here and jump from here - once you already had all the info.
Meanwhile, Children of the Sun is, at least the way I played it, more about feeling out the route with trial and error, and carefully lining up your mouse while time mostly stands still. Which can totally work - I did complete the game! - but was a different vibe.
One thing I didn't do here was unlock all the challenges. There is a challenge in each level, and each one has a vague hint suggesting what you have to do to get it - typically shooting through particular things or blowing up specific targets. But you only get confirmation when you actually do it, so you need to either mess around until you figure it out, with no indication as to whether you're on the right track, or else look up a guide. The challenges give a decent point bonus so they're important to exploit if you want to get the really high scores. I kind of understand why they took this approach - otherwise it seems like a bit of a box-ticking exercise - but after solving the levels I never felt much inclination to go back and look for the challenge trigger, the way I liked to go back and search for the boxes in Neon White.
The final level of Children of the Sun is something like two levels rolled into one. You have to kill the outer enemy group, which removes a shield covering the inner enemy group, which removes a shield covering the boss. In practice this meant: I had to do the first half of the level many times, with the same strategy every time, occasionally messing up, until I figured out the second part... which naturally involved a bunch of tricky shots and unclear routing. It's the classic problem of a multi-phase boss or a long level without checkpoints.
I don't usually find this bothersome, and I think the reason is that usually there's still room to tighten up your execution of the first phase, and when you get good at it, you can knock it off really quickly and you get the fun feeling of doing something really sick. By contrast, once I'd figured out my route through the first set of guys, there was not much more to learn: I continued to shoot them in the same way. Maybe it's just that the first shot was really annoyingly precise!
The real lesson for me: it's pretty essential for games like this to keep their levels short. But it was fine in the end, I got the bastards >:)
Overall... Children of the Sun was definitely a diverting five hours, and it's definitely interesting to see an implementation of a mechanic I was trying, but I feel like it didn't quite work for me the way Neon White did. Still - I appreciate the rec! I'm always glad to see a game with a unique mechanic and aesthetic, it's a very impressive showing for a largely one-dev project, and I'm excited to see what he comes up with next.
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jesawyer · 1 year ago
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Hi Josh,
I'm curious of your opinion as a person with lots of experience in the industry. I've talked to a coworker recently about our experience with Directors in different companies. We both seemed to agree that combining the responsibilities of a Head of Studio and Director into one person isn't the best idea, especially if the studio can afford to separate these roles into two people. I pointed out that I'd much rather see the Lead Designer drive the direction of the game, as they are much closer to the people that actually have to execute it.
Obviously, none of use are in these positions, we are just the recipient of the consequences. I wonder if you have some opinions to provide on the topic on who should drive the game's direction, and how much this person should also be involved in running the studio.
Thanks!
In my experience, the responsibilities of a game director and lead designer are much closer than the responsibilities of a studio head and game director.
In fact, I'd say there's virtually no overlap between what a studio head does and what a game director does. The studio head is responsible for the entire studio, encompassing everything from payroll to outsourcing contracts to interfacing with publishers. They're also responsible for steering the studio's future as a whole. The game director is not responsible for any of that but is responsible for the creative direction of their project, specifically. They interface with developers directly on a daily basis on creative and logistical issues.
A lead designer does the same thing but their scope is limited to design rather than every discipline (and they are subordinate to the game director). Ideally, the game director is giving clear direction but leaving space for the leads to work with their staff to achieve the vision. On larger projects, the game director simply doesn't have the bandwidth (or expertise) to continually direct the entire staff on individual tasks; that's why the leads exist.
Again, in my experience, the studio head spends so much time involved in things completely unrelated to day-to-day development that I think it would be extremely challenging to maintain their vision with the rest of the dev team.
There may be studios where the studio head hands off all of the logistics/admin tasks to other people and operates as the official or de facto game director but that seems odd to me, personally.
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wormdramafever · 9 months ago
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Patch update for Goodbye Volcano High!!!
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Hot Off the Presses, Patch 1.06 is Here! 🙌🏼 The devs have been hard at work in the Goodbye Volcano High patch update mines, and we’re so excited to share it with you! All Platforms -Fixed “A Different Kind of Album” achievement/trophy—old players who were previously bugged may need to get missing photos again to complete this. -Added the ability to maintain photo progress across playthroughs—go to Settings and toggle on “All-Time Photo Collection” to activate this. -Reduced affinity requirements for seeing Trish’s final scene and unlocking her final photos. -Reduced affinity requirements for unlocking Reed’s final photo. -Updated final lyrics writing minigame to work as it was originally meant to—player only chooses two lines to change, with the original two lines carrying over from previous lyrics writing minigame. -Fixed Battle of the Bands minigames overlapping if autoplay is toggled off. -Cleaned up compression artifacts on certain character’s faces (Ms. Roberts, Naser, Trish) when playing at resolutions under 4K. -Added user icons to social media posts. -Fixed various camera placement and zoom issues. -Fixed various issues with VO getting cut off. -Fixed various issues with Affinity icon not appearing when it should or appearing at the wrong time. -Fixed rare issues with settings not applying correctly, reverting back to default, and having mismatched button states. -Fixed “static” choice bubbles occasionally staying onscreen after being selected. -Fixed the episode 6 montage music not respecting master/music audio settings. -Fixed subtitle colour setting not respecting LnL text. -Fixed VO toggle not affecting LnL character VO. Thank y’all so much for your bug reports—we really appreciate your help! <3 If you have reports, send them our way at support [@] ko-op [dot] com 🌟 PS: GVH is verified on Steam Deck for all your on-the-go queer dino needs! Happy gaming, y’all!
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gramophoneturtle · 8 months ago
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Update/Pinned Post
Welcome to my art archive. I've posted a lot about my OCs, TWEWY, Persona 5, Xenoblade X and in other fandoms.
Unfortunately due to recent-ish changes on Tumblr I no longer feel comfortable posting here much or at all. I'll keep my blog up for the foreseeable future or maybe even forever because of how Tumblr stores data. I'd rather have the link back to the source.
Or if the other sites explode in the meantime.
This has nothing to do with the date sadly. I'm just at my limit.
Here's where you can find me:
Pillowfort: gramophoneturtle. The most artist respected place and a decent long form blogging place.
Neocities: I'm currently developing an art archive on neocities over here. This will be THE archive place, one day! With RSS, one day!
Bluesky: gramophoneturtle. Twitter replacement. I don't trust it but it's meshing with me more than mastodon. Stream announcements are here b/c I ran out of energy for crossposting.
cohost: gramophoneturtle. I don't trust it'll stay but it has both a draft system & can save alt text on draft edits. Wild stuff to praise but when porting art out of Tumblr, it's helpful to have new drafts.
Twitch & YouTube: I stream weekly on Twitch and store VODs on both. Twitch has all my VODs and YouTube has VODs from Fall 2023 and onwards.
More details, pros and cons about each site below for those who are curious. Thanks for sticking around and reading.
Pillowfort
It's user funded and transparent about the breakdown of funds
They're against generative AI. Their reinforcement came out around the time Tumblr's not-really-against-it stance came out. This is huge to me.
They're working on a PWA of the site so it will have a way to function like a smartphone app
Image post options aren't great but you aren't limited to 4 (unlike cohost - kinda, and Bluesky)
Alt text gets eaten if you edit a post currently which is awful. (Tumblr used to do this.) Alt text isn't an option for picture type posts but is for text posts with pictures. But hey at least you can include alt text!
Communities are nice for fandoms and stuff. You can search by tags but you don't follow tags, you join/watch communities.
They have funding for the next 6 months past any month that was fully funded. So as of April 1, 2024, funding should last until (the end?) of October if they were to not get any more donations/subscriptions from now on. Basically, they have a 6 month buffer and so far for 2024 they've been keeping it and maintaining their monthly funding goals
Neocities
Home page URL should not change but artwork URLs might
The artwork section is inspired by Tumblr's archive page/system. I don't think I want it to be exactly like it (might be a limitation of static pages re: tag filtering) but I want to try and partially make it
Artwork on there have been nightshaded and glazed. I would like to reglaze some pieces that are too glazed for my liking, now that I have a better computer for it (so it doesn't take forever). That's why not a lot of art is on there yet
I might go into detail about how I automated some of the web dev stuff to make my life easier on my my main blog. In summary: I'm using 11ty (eleventy), generating pages from data and templates, using github for version control and github actions for updating the site automatically
Bluesky:
Feeds are cool. I've found and made (through SkyFeed) a lot of Feeds. Feeds can look for text in posts and alt text, and/or specific tags. Can filter out reblogs or replies. Can work off of user lists. Can include/exclude specific posts - like Twitter Moments. There's a lot of flexibility and filtering.
Feeds can lookback anywhere from 25 hours to 1 week when not looking at one user. So when pulling from many users, you could just get the latest updates. For one user (say your own gallery of whatever) you're allowed to go back to the beginning, it can be your art gallery. And then people can just follow that feed so you don't have to worry about your art getting buried if people just want to follow your art
There's a setting you can turn on to warn and prevent you from posting until you add alt text. I love this. Especially since, like Twitter, you can't go back and edit a post
Forcing ALT text has the added bonus of leaving it last so I can double check tags and text in case I accidentally hit the post button before I'm ready
Twitch
There is art. And VTuber stuff. And life updates. Art/project updates. Lots of OC talk. Like I wish I could post more about Null considering how much stuff I've spoken about them on stream but freaking time! And energy.
YouTube
Used to do more Timelapses but stopped because laptop was not having fun with it. Now that I have a new computer it might be better!
Also has Twitch VODs because I want another place to back up VODs since local recordings take up a lot of space. And I can mark Chapters(/Moments?) timestamps to find stuff again.
Special thank you to those that made it all the way down here!
So what is the blog for now? Archiving, mainly, as I said at the beginning. I might link to my neocities page in maybe art updates or to pillowfort. And I might need a place to fall back to if the other sites don't last. I know bluesky and cohost are not much better/probably not better in other ways so I know that posting on them probably won't be good long term.
But that's why I'm working on the art archive site on the side. I'll always have a safe and controlled place where I can have all my art and details and stuff. It's gonna take a while and it's challenging but it's what I feel like I gotta do now.
I'm just so tired.
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slugdragoon · 7 months ago
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Devlog #0.2
Wow, I have had an incredibly productive past two days in terms of my game development. I've been sticking to naming my devlogs 0.x because I didn't consider them "real" until my prototype was playable/not embarrassing, and I didn't want to start with #1 until I thought I'd be doing it regularly, but all of a sudden, it seems very close.
I thought that, after my Devlog #0, I wouldn't post about it at all for some time, but it's been 24 days and I felt the need already to provide two more updates. Every time I post my thoughts about other games (which is fun), I always think I'd love to have something to show for mine, and coming back keeps me connected and working on it.
I think posting on Tumblr has really motivated me. Really, indie devs, and particularly solo devs are so motivating to me (shoutout to artists too), and I feel more accountable to the 5-10 or so people who have been viewing my posts so far. If that's you, thank you, if you even just took a small look.
Just a text post this time, but just in the past two days:
Party members are now implemented with their own stats and skills. Currently I have dummies hard-coded in there, but it is possible to add new ones to the party. Probably recruitable enemies will have a method to create a party-version of themselves.
The basics of the battle system work. There is a system in place to maintain turn order between party members and enemies. For the player turn, we have skills that target either your own party members (healing spells) or enemies (hurting spells), and both have single and multi-target variations. Enemies do basic attacks. Death of party members is not yet implemented.
New UI elements (ugly ones for testing functionality) have party member stat windows in-battle displaying their remaining health and magic, which update when they change. These windows are outlined in a highlight currently for the player whose turn it is, and selector arrows are shown for targeting of spells at both the party and enemies.
Oh, also for at least few days before the last two of coding, I wrote out a decent bit more in my design doc for planned skills/mechanics/enemy types, and worked on some art. They go hand-in-hand in my workflow, and each side pushes each other along, as I need to know what's going in the game to know what assets I need, but sometimes drawing and animating makes a idea clear that goes back in the design doc. Just in a creative zone right now!
The next stretch will be doing some work on items, NPCs (especially shops, and an out-of-battle menu for accessing Party Info, Skills, and the Items.
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peregrinefashion · 1 year ago
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Help me help us all by submitting user feedback!
From what I’ve seen on here and on discord, I’m not the only one who feels this way. So let’s submit some feedback! They’ve already shown they’re pretty receptive to it, so if we’re polite about it they might fix it.
Here is the official feedback form for US players (with a link to xseed Europe on the page I believe): https://www.xseedgames.com/contact/
If you struggle with format, here’s the outline I used:
Thanking the devs for the game, and saying how much I enjoyed it
What I was looking forward to about the event
How half the patterns being single use only with no way to get more makes me not want to do the things I had been looking forward to
A polite request that they make the shoes/ear cuffs/wings/etc. permanent patterns, or at least provide a way to get more than one of these patterns
Thanking them for their hard work, both with the update and the emergency maintenance.
Be polite, and keep your sentences simple, because the person who reads this feedback might not speak English as a first language.
Thanks for helping! Hopefully they’ll fix this with the emergency maintainence. But if not for this event, hopefully for the next one.
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mydnd · 20 days ago
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The Problem With Stock Art in TTRPGs
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Disclaimer: I think stock artists are great because they provide affordable, high-quality images (in most cases) that allow indie developers to do what they need to do. Without these talented artists, many creators would struggle to find cost-effective ways to add visual appeal to their work. However, there are a few pain points, especially when browsing through platforms like DriveThruRPG and Shutterstock.
The Style Problem
One of the most frustrating things about sourcing stock art is the lack of cohesive styles across different assets. If you’re creating a small adventure module or a supplement, this isn’t a huge issue, you can probably get away with a few stylistic mismatches. But for those trying to produce a full core book or a substantial project, finding enough art in a similar style is like pulling teeth. You either have to compromise on visual consistency or resort to commissioning custom art, which isn’t always feasible for small indie devs on tight budgets. Especially if you come from a developing country.
Limited Variety
Let’s talk about variety(or the lack thereof). Need an illustration of a character in a wheelchair? Good luck finding more than one, and that’s probably in a very specific, cartoony style. What if you need an image of a character shielding another character in a dramatic pose? Forget it. The limited range means that if your project requires anything outside of basic fantasy tropes, you’re likely out of luck. This shortage leads to the same stock art being reused over and over in different publications, making products feel less unique and contributing to an oversaturated visual landscape. Which leads me to my next issue...
Artistic Monopoly
Another significant issue is the market dominance of certain artists, which is evident on platforms like DriveThruRPG. There’s one artist, in particular, who understood the assignment (am I using this right?) and filled the gaps in style consistency and variety, producing a large volume of good-quality art (DAZ3D saving the day). While this benefits publishers by providing a reliable source, it stifles competition and diversity among other artists, making it harder for new talent to get noticed. For publishers, this reliance can lead to projects looking visually similar.
Solutions
So, what’s the fix? If you’re an artist and have a particular style, consider creating multiple related pieces to form small thematic sets. A collection of characters in a consistent style, or a series of action poses, can go a long way in helping publishers maintain a cohesive look. Think about the niches that are underserved: inclusive depictions, unique character interactions, or scenes that go beyond the standard “hero posing heroically” motif.
In short, stock art is essential to the indie TTRPG community, but there’s room for growth. With more comprehensive, varied, and thematically consistent sets, artists could fill a critical gap. So, if you’re an artist, consider expanding your portfolio; the community will thank you.
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