#that credit is most important
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skelet-bone · 4 months ago
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in my humble opinion, minecraft has plenty of material to make a movie out of, it just has to be an artistic movie that is damn near silent all the time. also animated
like imagine a man wakes up alone not remembering who he is, he’s scared but ultimately finds a way to live, getting a dog, building a farm etc. one day while exploring he finds that he’s not the only person alive, he finds alex who’s been living with villagers.
imagine the movie deals with themes of mortality and immortality and being higher level beings. why are steve and alex different from villagers and pillagers? why are there lost civilizations? and what’s with the other dimensions? who were these old beings? are they one of them?
it could be a beautiful movie about purpose and how to live. especially with that end poem. the take away is you make you’re own meaning. or something like that
but no. we have jack black building blocks and shit.
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quicksilversnails · 13 days ago
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Took some notes from the Wild Life retrospective episode of the Imp & Skizz podcast featuring Grian because I thought the behind the scenes info was really interesting!
(3:15) The wild cards were all kept totally secret from the players (apart from Grian), with the exception of the superpowers and finale (as they required the players to set keybinds)
(3:45) The players were given files containing the required mods each week, which were named things like "creeper rain" to throw them off
(4:12) Wild cards were a combination of data packs and mods
(4:38) Grian told them not to read the folder name to avoid spoilers (which is kind of impossible), so everyone fully believed there would be creeper rain lol. Grian was saying it in jest but everyone took it seriously and were apologetic about having seen it, to which Grian told them not to worry
(6:58) Grian originally contacted a data pack dev called Brace for help with programming the wild cards. Some, like the shrinking/growing could be achieved with minecraft attributes, but the snails were too janky and unusable. Grian still liked the idea though, so he reached out to mod developers Henkelmax and Breadloaf, who designed the pathfinding/behaviour from scratch
(8:49) They had a debugging mode used to test the pathfinding of the snails, shown in the podcast and in Grian's credits
(10:09) Grian wants most of the credit to go to the development team and artists, as he was mostly in charge of ideas & organization!
(10:39) Grian's only regret with the snails was that they were too fast in session 3, leading to unexpectedly many deaths. They were apparently not so difficult to get away from during testing, but perhaps the testers were more used to them than the players were
(11:44) Grian: "We did develop to the lowest common denominator" ie. prioritizing how players would struggle over how worrying about if players would do too well
(12:56) Oli's voice for the snails was iconic. It cost Impulse a life because he intentionally stayed closer to it to hear the voice lol
(13:42) Danny was in charge of the snail models and animations
(14:11) During testing, the snails just sounded like Oli, which made it feel weird. They pitched up his voice so that it'd be less immediately recognizable
(15:18) The snails' jumping attack was meant to be clearly telegraphed: they would stop, wiggle, make a "ooeee" sound before jumping. Many players had their friendly creatures volume turned very low/off (as cows and other mobs are loud), which made this attack much less obvious for them
(16:57) The growing/shrinking had the least testing done for it, as it was the simplest conceptually and to program. This meant that the falling off of blocks due to the shrinking hitboxes wasn't anticipated
(17:55) Before the 1st session, Grian told them that he didn't think anyone would die to the wild card. Pearl's death made Grian pretty nervous, as he didn't want everyone dying too early in the season
(19:29) 6 lives were given, knowing that many of the death to the wild cards were unexpected/unfair. The intent was for ~3 lives to be allocated for wild cards, and ~3 for PvP.
(21:13) The developers were all fans of the Life Series!
(22:43) The shrinking/growing was intentionally pretty simple to ease players/viewers into the concept and build up toward more dramatic wild cards like the snails
(25:38) In the hunger episode, Grian didn't know which foods would be good
(25:58) Grian thinks that "it's unfair that Grian already knows everything" is valid criticism, but that it's important for him to be involved with the ideas. Having someone else do that is like having someone else record his videos: Life Series is his brainchild
(26:35) Well before the season began, while they were still developing the concept, Grian asked the other players for wild card ideas that would meet a few criteria. All of them ended up being unused for one reason or another. Impulse thinks his ideas were very "inside the box" because he was viewing things through what was possible in vanilla Minecraft. His idea was to have a scavenger hunt where the players would search to find a relic. The first person to find it would get a buff. Skizz's idea was for every player to turn into a random passive mob for every given interval of time. They would have to find every other player of the same mob type as them or else the whole group loses a life.
(29:44) The food qualities were weighted by the rarity of the item, so very common blocks like dirt and cobblestone would never give anything good. The other items were randomly selected
(30:23) Regular blocks/items cannot be made edible normally, so they had to circumvent that and custom code a fix for items not stacking correctly
(32:41) While a lot of players do want to win, the main priority is creating entertainment, which prioritizes playing recklessly
(33:20) The food wild card wasn't included in the finale because it would've felt like "too much". There was a higher risk of technical issues since it changed the data values of items, and Grian didn't want someone's last death to be because they ate their sword. In his mind, it was a good and fun wild card, but didn't need to be repeated in the finale. Impulse points out that they all would have collected more rare items by that point, removing the incentive to search for blocks to eat
(33:46) The wild cards in the finale were nerfed from their original sessions. The shrinking/growing had a smaller height range, the snails moved slower, etc.
(36:21) The personalized snail skins were a late addition by Danny, who made 18 skins very quickly
(36:49) Grian did not anticipate the snails becoming as popular with fans as they were. After the session released, they had the idea to release the snail merchandise, which directly funded the rest of the season
(39:20) Grian spent what "felt like every day" testing with the developers. They'd record the sessions on Tuesdays, meet up with the dev team, talk about what need to be done, testing, bugs, etc, edit and upload on Saturday, and would get a few days grace before starting again
(40:01) After the snail session, Grian was worried that the season would be very short due to all the deaths. They were considering toning down the later wild cards but ultimately didn't change them too much
(40:36) The time wild card was carefully balanced. If it had gone even a little faster, many players likely would have died because they wouldn't have time to react to threats like baby zombies or creepers.
(40:57) While sessions normally run for a variable amount of time, session 4 was hardcoded at 2 hours. Grian ended the session ~10 minutes early, just after they hit max speed, because he felt like things were getting dicey
(42:46) When the wild card first activates, it looks a lot like the server had frozen or crashed. Grian told the players before the session started that it would look like the game was broken, but that it isn't broken. Skizz tabbed out anyway and missed the beginning 😔
(43:30) Having the rain start just as the wild card began was a good visual indicator of time slowing down. This was a suggestion from the dev team (probably Brace)
(44:41) Impulse and Grian "cheesed" the end of the session by going branch mining. Grian wanted players to take advantage of the wild cards (eg. mining quickly, helping to kill someone), and not have them just be an annoyance.
(45:30) Keeping the client and server-side time stay in sync was challenging. The sky's motion was changed to be smoother on client-side. The players were also not as fast as the server (around 2x faster), the server was going faster than that, and the time of day was even faster
(46:56) The sounds were pitched up/down based on the speed to add to the effect
(27:46) In testing, if the players were made 7x faster, it would be basically unplayable, which was why it was capped at 2x speed. This made mobs very dangerous, as they were now faster than players and could catch up to you and kill you easily
(49:01) On several occasions, they had to extend the fuse duration of creepers to make them more fair. In the time session, their speed was only increased by ~10%
(49:39) Usually, Grian was the one to test the wild cards and notice when things like creeper speed would be an issue, since he was the one with experience making videos
(50:50) A challenge with balancing wild cards is accounting for the playstyles of so many players: reckless players like Scar and Skizz, "kind and gentle" players like Bigb who would stay off to the sides, and "the sweat squad" (Scott, Impulse) who play very cautiously
(52:48) Trivia Bot was the only wild card that was not planned in advance. Grian was struggling to come up with a wild card for that episode, and wanted to have a wild card available that could give people lives in case many people died to early wild cards without it feeling cheap.
(53:33) Trivia seemed a little boring on its face, so presentation was essential
(54:34) This one made Grian the most stressed due to all the moving parts involved in making it (coding and pathfinding mostly by Henkelmax, visuals by Hoffen, audio/music, questions)
(55:08) Trivia Bot's design was based on Grumbot and Mettaton from Undertale. Hoffen drew concept art shown in the video
(58:32) They show Trivia Bot's custom animation for becoming a snail and it's really cool
(59:12) The music was the most stressful part of the project. Grian spent 2-3 days looking through Epidemic Sounds for a Trivia Bot theme song and couldn't find anything good. He commissioned Zera @hopepetal for a theme song, which is played in the podcast. However, Grian realized he needed a full audio package, so he commissioned Oli late in development, who created the final soundtrack and many audio variations
(1:01:38) Grian wants to send appreciation for everyone who worked on the project, even if their work ultimately went unused
(1:02:58) Skizz was happy to give back however he could by staying on standby in the final episode as a zombie, as the players were able to "reap all the benefits" of the hard work of the development team
(1:05:21) Grian didn't know any of the trivia questions beforehand, which were done by fans of the series. The goal was for ~50% of the questions to be answered correctly, which was approximately met
(1:07:11) Players couldn't get questions about themselves because it would be too easy. This would encourage players to leave their bot, allowing other players to mess with them
(1:07:57) Grian felt a little left out from the discovery element of the wild cards, and decided to mess with Scar by hiding his bot. He wasn't expecting Scar to die from it, and could tell that he was genuinely a little upset by it. Grian felt bad about it, which led to a genuine in-game alliance between them
(1:12:32) Grian was very close to letting Trivia Bot give lives as rewards, but decided it would feel too cheap
(1:14:38) Mob swap was slightly toned down, with more camels and sniffers spawning
(1:15:07) Evokers didn't drop totems anymore. Instead, there was a minuscule chance a warden or wither would spawn, which would drop a totem if killed. Grian was a little disappointed that the warden got cheesed in the end
(1:17:45) Having the mobs start passive and turn hostile was mostly for the presentation, building anticipation, and so players could predict where mobs would spawn and react accordingly, making things feel less unfair
(1:20:32) There was no superpower made for Skizz (or Mumbo presumably)
(1:20:38) The superpowers were another late addition. There was a large design doc where Grian created all the powers, which were handed over to Henkelmax and completed over 4 days
(1:21:42) Grian avoided superpowers involving strength, that could cause someone to die easily. Most of the powers were social or movement-based, which couldn't be used for offence as easily
(1:22:25) Some powers were randomly assigned, others weren't. Impulse's was random. Cleo's, Bigb's, Lizzie's, Grian's were assigned.
(1:24:25) Grian gave himself the mimic because it could easily backfire (like in Grian's fall damage death), and because it would've been confusing for a player who wasn't aware of the other powers. They likely would've spent the episode just figuring out how everything worked and not actually using the power to its best ability
Lots of discussion about the superpowers and how they interacted in the episode itself, go watch if you're interested :)
(1:33:38) Talk on how the series "standard" rules evolved since 3rd Life. There was no keep inventory, and no restrictions on enchanting levels or potions, which created slow or unbalanced fights
(1:36:23) 3rd Life was designed to be an experimental series, which made Grian eager to improve it. For example, some people just weren't dying in 3L, leading to the boogeyman in LL, and so on
(1:37:17) The goal with the seasons isn't to one-up the previous one, but to create a different experience every time, which keeps things engaging for the creators
(1:38:31) At the end of each session, Grian would ask the group if they had fun and how they felt about the wild cards. According the Skizz, the answer was "a resounding yes"
(1:39:08) Grian had moments throughout the season where he personally felt like things didn't go well for him, and was anxious for the rest of the group's episodes. Things worked out while editing the raw footage, though. His issues were never with the wild cards themselves, but his own actions (traps not working, spending too long branch mining), but would always find funny moments in his footage
(1:43:41) Everyone in the Life Series cast genuinely likes and genuinely respects everybody else in the group. This allows them to make the show and get mad at each other, because they know it's all just in-character
(1:44:50) It'd be hard to top Wild Life in spectacle, and Grian doesn't want to start an arms race with himself. The next season could potentially be closer to 3rd Life, but Grian's not sure yet. For Grian, Wild Life was the most enjoyable
(1:45:20) Grian: "As long as people keep enjoying [the Life Series] then I'd love to keep doing it"
(1:49:35) With the finale, Grian knew how the wild cards played out the previous sessions and was able to adjust them
(1:49:56) Grian's goal was to create safe chaos where everyone knew what was happening and wouldn't die to them, which didn't go entirely to plan. The snails were 60% of their original speed and people still died
(1:51:03) Grian made a precise timeline of when each wild card would start/stop, it wasn't randomized.
(1:54:16) All the superpowers were randomized, with Bdubs' power being removed from circulation because it didn't have much use in a finale setting
(1:56:10) It was important for Grian that in the final moments, the wild cards were removed, so there were no interruptions. The timing worked out well because there were a few people left and it ended within ~10 minutes (this implies that the change wasn't based on # of players alive, as people had speculated based on Gem's death)
(1:58:48) The players all randomly switched to zombie skins throughout the session to mess with people on NameMC. Well-played :)
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dykedvonte · 2 months ago
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I think Curly’s monologue in the How Fish Are Made DLC gives so much insight to why he thinks the way he does but is also so sad cause it’s just this anger from a person who no longer has the energy to be angry.
You can tell a lot of it’s directed at himself, his choices and how he thinks they affected the people in his life. How he tried to work with what he had and it just wasn’t enough both by the design and how he interacted with it. He’s bitter, he’s upset but he’s also accepting it in a place he really isn’t expected to. But then again that’s always a problem he’s had.
It really goes in tandem with how he is characterized in mouthwashing as we really don’t get those inner turmoils. He’s always trying to help people with theirs and his gets clouded through a different persons view.
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dollsahoy · 3 months ago
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Post: learning to spot the tells of generative images wouldn't be so necessary if people would just source the images
Half the comments: [lists of tells]
And I know I have made posts about spotting the tells, but, really: Sources! Sources are important! Because for years, if not decades already, there has been a problem of people posting art without sources, thereby robbing the artists of recognition
If you genuinely value the work of human artists, then, please: credit them.
Note: this post is not about generative images/AI art, and if you use it to comment on that, then you have missed the point. Please credit artists.
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opheliasam · 1 year ago
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sam winchester + being loved captivity
Reassurance to Sierra in High School—Sierra Demulder / For Your Own Good—Lean Horlick / A Self-Portrait in Letters—Anne Sexton / Ask Polly—Heather Havrilesky
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feroluce · 5 months ago
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I don't generally hang out in the Dr. Ratio tags, so I'm not sure if this is common knowledge or not, but it tickles me every time I remember it;
did you guys know Dr. Ratio actually had an in-game cameo before his big debut in 1.6's The Crown of the Mundane and Divine? He was actually in the 1.5 update, The Crepuscule Zone aka Fyxestroll Garden Event!
So in 1.6, we get to actually meet Ratio face-to-face partway through. But even before that, we unknowingly talk to him through text messages in the researchers' group chat.
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We know that this is Ratio's username, because we have his achievement:
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And in 1.5, we have just one (1) single instance of this same username on the message boards...
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Dude's been trolling since before he even showed his face BSKZJDMSKMSNDN
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welcometogrouchland · 2 years ago
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Also I am. Constantly forgetting how fucking funny Hunter is. We never give him enough credit for how funny he is because his life is so fucked up but I swear 90% of his lines are just bit after bit after bit. He's not even trying either. Anytime he actively tries to make a joke it falls flat but if you just put him in a Scenario he'll find a way to be so over invested and yet out of touch/at odds with whatever's going on. He's so autistic
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reksink · 6 months ago
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A Little Survivor (With Grand Gourmand Bonus💚)
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excalibur0 · 1 month ago
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i am going to live out the rest of my life in meljayvik delusion land and everyone should join me
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mstormcloud · 3 months ago
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Amy has always been a beloved character of mine but running the daily account honestly made me love her even more. Like girl you are so complex, you are so awesome and should be beloved by all. Some people are so evil about you I don’t understand why you simply want love and that’s not a crime at all…..you’re angry, upset, and mad and I love you for it. She’s so awesome.
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hecksupremechips · 9 months ago
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The dungeon meshi art style is very good my favorite thing is that whenever a character is at a side view you can actually see their nose shape
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dearest-love2410 · 6 months ago
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On summers
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starchaserdreams · 9 months ago
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Potential Unpopular Opinion Alert:
I like All The Young Dudes: Sirius' Perspective by Rollercoaster words better than the original
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userautumn · 17 days ago
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through no fault of his own, i think sebastian stan might have actually tanked his career with the apprentice
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metamelonisle · 1 year ago
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i actually know about kirby outside the context of smash bros or memes this makes me better than literally everyone i know irl and i am not joking
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feroluce · 8 months ago
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Connecting dots tonight (didn't connect shit, I've connected them, etc) because of this post about item descriptions to do with Sampo I saw a few days ago and! I feel like there are so many interesting things that could be implied from this!! Because the recipe for the High-Tech Protective Gear is given to you by Bronya (before the IPC invaded Belobog!), who says this little interesting tidbit about it:
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This is an item from before the Eternal Freeze, 700 years ago. Even to the rest of the universe, it would be SORELY outdated. It cannot be made in Belobog anymore due to the loss of entire eras. It is effectively useless; this recipe had to be somewhere gathering dust, kept around solely for archival purposes. There is no reason for Sampo to know about this item or have any idea how it works and yet. AND YET. He's just running around selling knock offs!!
He shouldn't even know how to make these, but the fact that he does means Sampo either
had the blueprints from off-world before he came to Belobog (most likely but also most boring answer)
broke into Qlipoth Fort and copied down the blueprints (completely plausible - he's possibly shown doing exactly that in his splash art)
found another copy out in the ruins of the old world (also completely plausible - Sampo is astoundingly resilient against both the Fragmentum and the cold, as noted by Lynx haha)
Meanwhile, the Inferior Protective Gear recipe comes from an NPC in the underground, and when she gives it to you, she talks about building robots and the robot fighting scene sorry about the quality I didn't have screenshots for her dialogue so I had to use wiki
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Which makes me feel like it's safe to say that the inferior gear is mostly being used in the underground, especially by the vagrants and their robots for fights, because...well, who else would use it? Cocolia has made it illegal to explore too far into the Snow Plains, and besides, it's way too dangerous for most civilians even WITH gear. The Silvermane Guards are funded by official sources, they have no reason to rely on Sampo for armor. So it makes sense for an underground mechanic to know the recipe; there's probably not as much market for it up in the overworld.
And if you look at the descriptions, you can see why this probably wasn't something that could be made in Belobog anymore; it requires a charging system of some sort.
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We know it's not a problem with the basic materials because all three ingredients can be found right in the administrative district. But the underground only has two of them; somehow, despite being in the planet's crust, and literally crawling with robots...there is no metal down there. It isn't found anywhere, sold by anyone, or dropped by anything. And metal just so happens to be the one ingredient Sampo replaces in his knock off version.
The Inferior Gear uses trash instead, something which, going by the words of that same mechanic, is MORE than abundant in the underground- any good quality parts are extremely difficult to come by down there.
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Anyway, all his shadiness aside, I love the implication that Sampo is smart enough to be able to take this item that no one else on the planet probably knows anything about, and was able to figure out what he could replace, and how, and with what, in order to make it easily accessible to the people of the underground, even without access to overworld resources. Because his version DOES work! It literally gives you the exact same amount of defense boost as the IPC one!
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Someone should absolutely still knock him around for it, though, world's most slappable face fr fjkdsjfdkjafk
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