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#i also have game dev stuff to do soon so i have to get on those!!!
grapegoggle · 1 month
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sorry all ive been thinking about lately has been agent 4 and cowboys. their so fucking cool.
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astrxealis · 22 days
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hiii :333 i think i am alive !! ( small update in da tags )
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wispscribbles · 6 months
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Mw3 spoilers (just a long personal ramble)
Hiii. So
As soon as the pre-release came out on, I hunted down spoilers, because I know myself and knew that if someone died and I got that information out of the blue, I wouldn’t take it well. Jokes on me, because I still haven’t been taking it well lol
I won’t talk about how Soap’s death was handled or the quality of the game. Plenty of smarter people are doing so.
I try not to talk a lot about myself and irl stuff on here, but will just say: I am very unwell, mentally. (Cue silence because that’s not surprising at all) Something I am very aware that I do, is that I latch onto fiction with my whole being, usually one specific character. For some reason, I always latch onto the character that ends up dead, usually in a way that make them only exist to further the motivations of other characters. It sucks.
So my hope for Soap has never been great, but for some reason I was still so shocked?? I don’t know, I tricked myself into thinking this time was different. Such an iconic character with so much good setup for great character development. I knew someone would die, but ow. To me, he was the element that made 141 seem more like family than coworkers. Soap’s interactions with the rest just livened up the games so much and made them all shine. Especially Ghost. Their dynamic, man.
Soap was the character that intrigued me enough to jump into the cod rabbit hole. It feels very hollow without him.
I keep telling myself that it’s silly to be so hurt over something fictional, and that I can just treat it as a mcd fanfic and move on, but nope. Brain’s stuck in the bad stuff. It’s a bad habit of mine to let something like this affect me so much, but well. Logic vs feeling and all that.
I really did find so much comfort in Soap this last year, that I severely needed. It feels a little like losing someone I know, someone who helped me through a rough time. I related to something in him and felt inspired. I only started writing after getting into ghostsoap, I started working out and I got back into art after a very long burnout. It may be fiction, but the impact is not.
So that was pretty much the worst case scenario of what mw3 could be to me. I always knew the risk, but, once again, ow. But there also seems to be plenty of good stuff in the game that I enjoy. I’m happy with the Ghost and Soap dialogue, the whole team working together and seeing Laswell and Farah and Alex and Nik. I hope I can be inspired by some of the new content once I’m calmer.
And I was worried they would ignore Ghost and Soap’s relationship after their development in mw2, but they genuinely seem to have gotten real close. It’s nice. I thought the shipping might scare the game devs into never having them appear in a scene together again, so that’s a plus.
Bottom line to all this is: I probably need a little break to get my head sorted. The grief is surprisingly real, it’s triggered some old stuff for me (haven’t been sleeping or eating, been stuck in some old thoughts). I’ll need to calm down and become a bit more normal about this again. Part of the grief isn’t so much about Soap himself, but also just the safe space that this account has been. The very nature of how the fandom is going to interact with Soap and Ghostsoap is going to change now, and man… I liked how it was, y’know? Could’ve used a little longer in that bubble. There’s going to be plenty of new fics and art, lovely stuff as always, but many of them will be tinged with grief, and I’m not in a place where that won’t break me a little.
I will hopefully come back to posting and making stuff once my brain settles down. I have so many drafts for fics and ideas that I hope I can return to. I’ve gotten so used to drawing these lads that I doubt I can stop tbh
The version of Soap that we love is already evolved from the games due to all the time and care the community has put into the character. The games may have killed him, but luckily, he’s fictional. We can do what we want, same as before.
I’m not even saying that I wish they hadn’t killed him. The games are crafting a story that fits their audience. It makes sense.
But I will choose to live in one of the many universes we’ve created for Soap, where he is alive and cared for, with a found family and a spooky lieutenant with a soft spot for him. Good for him.
Hope you’re all taking care of yourselves. RIP canon Soap (again). Thanks to Neil for a wonderful portrayal. And no matter where we go from here, thanks for a wonderful year of creating with you lovely folks. Seriously, some of the kindest people I’ve met in fandom. <3
Lastly: fuck you Kevin O’Reilly, but more importantly, sincerely thank you. (CallMeKevin video about mw2 got me into this mess. Otherwise I was keeping cod at an arm’s length, but he’s my fav youtuber, so I watched it. And here we are!)
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louroth · 9 months
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Hello hello everybody! It is time for another months progress, and I am so excited to share with you, all the things I have gotten my grimy little gremlin hands on. First off, what we are all here for; writing. I have been on fire, to be honest! Last month I churned through the last of the first batch of erotica stories (there's 6 (!!!) of them on my patreon already) and set them up for publishing along with two more unseen ones- I'm still going over the logistics of where to publish for the best revenue (I know this sounds boring, but I have to make an income somehow, and hopefully find another audience as a smut writer on other platforms 💀 I love writing it so why not!), and I am making headway, learning the ins and outs of self publishing. On patreon, there are also two Q&A's that are written in a bit more fictional manner, in character: a more fun way than just writing answers straight up and down. I have enjoyed those so much! There's a bunch of other stuff I haven't even mentioned- honestly, I have to say, I'm really proud of my output on Patreon even though I have been really anxious about writing full time. It's going great! I have to thank my new friends and support-network on discord; you make this all worth it. I cannot express how fun it is to shoot the shit with you in vc, gaming together, or seeing your shenanigans in gen or your in depth theories (thanks for the brainworms!) or memes or staring longingly at the fanfic channel or drooling over your art (ouro related or not) or... Gah. You are just amazing people, and I will waste no opportunity in saying so. Thank you forever and ever and ever an-
When it comes to OUROBOROS, I am happy to announce that the next chapter is damn near done! I was halted because of the discovery that dashingdon is no longer supported by it's creator, and have been working on the twine version ever since, earlier than I expected- it's tough work, but I am so excited to make this an actual game made entirely by myself, and not submitting to a company that quite frankly leaves a bitter aftertaste. It is taking long to make because I want to make it mobile compatible from the start, which there isn't a lot of resources for. But I'm doing my best! The plan is that I will be posting the next chapter for Patreons in the coming month, and then treat you to a full twine release here on tumblr. I haven't made any rewrites when porting the twine build, but I would like to do that too... so we will see; this plan is not set in stone. I will just have to see how it evolves over the next month. Yes, beta-readers is still on the schedule, just holding off a little while while I wrap my head around this new coding landscape.
Other than that, I have been working on the set aesthetic for ouro, which has been really hard, a lot harder than I expected. You all know I am no wizard when it comes to graphic design, but I want to at least develop a set palette and imagery and portraits that is cohesive to the story. The work is ongoing, and I don't have much to say about it- even though it is taking a lot of my brain power. I'm hoping I can come to some kind of set and in depth conclusion that I am happy with before the twine release, because I want the game to feel like a treat to open up and play; a world to get lost in.
That's it! If you want to see weekly and more in depth dev-logs, you know where to go. I hope you have an amazing day or night, and we will see each other soon. xx
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infinitebrians · 4 months
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Favorite Games of 2023 Part 4: Pseudoregalia
I knew Pseudoregalia was going to be good the minute I started the game and did the input for the Mario 64 side flip jump and the game’s main character Sybil did her own version of that satisfying jump. One of my all time favorite things to do in a Mario game (or any game) is that side flip, a jump that is as practical as it is just simply satisfying to do. Sybil being able to do that jump without needing any of the power ups found in the game told me that the developers of this game knew the importance to making character feel good jumping around in a 3D world. Her movement only gets better from there with a bunch of new platforming abilities that makes her capable of getting what feels like anywhere in that game world if desired. The pure control you have over Sybil's platforming capabilities gave me so many great moments of pure curiosity to experiment with what could work. What's better is watching friends and others play the game and figure out their own solutions to the game's open ended platforming design. There are no wrong answers in the world of Pseudoregalia, just results.
This game was a complete surprise in just about every way, just the best feeling platformer I’ve played in a long while in this small, cleaned up former game jam game. I’ve followed the main dev rittzler on twitter for a few years because the gameplay clips of their work have all looked fun and impressive and they always shared other really cool indie dev work as well. So, I was excited to finally play Pseudoregalia when it was announced to be released. It's super low price (6 dollars USD) and being something I was able to finish in the span of one day alone was a huge breath of fresh air in this current gaming environment. It’s something I’ve been personally thinking a lot about recently is the appeal of a simpler, lower priced game. It’s appeal to me coming from playing something that never needs to be some sort of omnipresent, super game. Instead, Pseudoregalia presents itself in a humble statement of, ‘here, enjoy a few hours jumping around this wacky maze like castle as a goat bunny lady!’.
I'm not a person who typically ever has a desire to replay a game right after finishing it, I usually prefer to immediately move on to another game that I've been wishing to play for for a while. Pseudoregalia is a game I've played four or so times now from start to finish, I even started another playthrough in preparation for this drawing/writing and found myself wanting to play it all the way through again. Its the first time I found myself actually physically seeing the appeal of speedrunning, a hobby I always just enjoyed as a spectator. Pseudoregalia just lends itself so neatly to that part of me that loves routing out a path for stuff. How quickly can you find all the vital movement abilities for Sybil? What's unnecessary, what can be improved, what can be gathered while on the path of gathering something else. From at least my perspective of not actually investigating the proper speedrunner's routing, the options feel immense. From these handful of times replaying the game I've gotten a good handle of finding my way around the map and a good idea of how to get a lot of the really important movement abilities almost immediately. It also made the game feel quite different from how it felt to me with my first playthrough, what was once mysterious and labyrinthine was now a familiar playground.
That is one thing I will miss when doing those repeat playthroughs is that sense of discovery that occurred with that initial run. Soon before Pseudoregalia came out, I watched a lot of Videochess and spaghoner's exploration and documentation of the incredible Mario 64 hack, B3313 ( https://youtu.be/pLKB0SG0i8c ). I found that hack incredible at creating a sense of uneasiness and wonder from simply keeping you constantly guessing what was next behind each door something even those two expressed while streaming. During my first playthrough of Pseudoregalia, I was completely lost in that castle and was constantly finding paths that led to new zones or ones circled me back to old ones from hours ago. It was a pretty incredible feeling of discovery that only wore out it's welcome at the end when I just needed one more big key necessary for progression. What helped make exploration in both of these games engaging the whole time is that aspect of having a really fun character to move around as while being lost. It was okay with being completely lost because I could still just keep doing these long jumps into wall kicks that just make Sybil go fuckin' fast in an immensely satisfying way.
I think in the time it's taken me to think about this game again, and briefly revisit it in preparation for this art/writing I've come to decide that this is probably my favorite new game of 2023. In a year full of fantastic platformers to pick from, this one was just a class above in terms of movement design and movement application.
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pichongames · 3 months
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It's time for a new DEV UPDATE! [February 2024]
Let's talk about the upcoming Nintendo Switch port, localization, plushies, and new content coming soon?
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It's time for a new development update, we've been working on a lot of stuff behind the scenes so let's talk about some of it, shall we?
The Bunny Graveyard is coming to Nintendo Switch!
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If you didn't know already, The Bunny Graveyard is on its way to Nintendo Switch. But this port will not just be any normal port, the game will receive some enhancements and changes both visually and gameplay-wise. Including motion-controls, HD vibration and more!
But do not worry PC users, even though some gameplay features will be exclusive to Switch, any content updates, improvements and future chapters will be released at the same time on all platforms.
More languages!
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The Bunny Graveyard: Chapter 1 is currently being translated to more languages, some of these are:
Brazilian Portuguese
French
Russian
Japanese
Simplified Chinese
Korean
...and more!
Boxers Plushie!
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You probably heard of this already, but yes! Boxers got himself his very own plushie, which is still available at the time of this writing, however, this is a limited edition plushie so make sure to grab one before they're gone. As of right now, there's still 8 days left, so think about it! You guys absolutely CRUSHED that funding goal by the way, 450 sold so far!
We're definitely making another one... hehe.
This is also our first piece of merchandise and we're open to do more merch stuff in the future! But for now we'll only be choosing things that don't slow us down during development. So, if you got any requests for merch, let us know and we'll look into it!
NEW free content is coming this year...
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We are working on a new secret project for the game, it will be released as a free content update at the same time as the Nintendo Switch release. It's a small thing that we wanted to make for a while now, but never got the chance to do due to time constraints. Think of it as the next "4-1-1992" for now.
We'll be releasing a separate trailer for this soon, so stay tuned!
So... how's Chapter 2?
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Finally, let's have a quick talk about Chapter 2.
We are still not ready to fully reveal Chapter 2, buuuut we can tell you a little bit about it. It is the most ambitious project we have ever done, we expect it to be about the same length as Chapter 1, but despite the length, this chapter has proven to be quite a challenge to develop... but you know us, we love ourselves a challenge!
The story has been fully written, the gameplay has been finalized, but there's still quite a lot of programming to go, and don't get me started on all the music and animations left. Oh, did I also mention that this chapter will be releasing at the same time on Nintendo Switch and PC? And that it will also release in multiple languages? And that I'm still working on this game mostly by myself?
Yeah, things are not the same as they were back when I was making Chapter 1, The Bunny Graveyard is no longer just a silly lil' indie game, but that's exactly what makes it fun. I seriously can't wait to show you guys what we've been working on, this chapter is going to blow you away. Expect a trailer sometime this year.
You can add Chapter 2 to your Steam wishlist now!
Final Thoughts!
2024 is looking like an awesome year for this game, I'm hoping that this year we can get more people to know about this game. I'm extremely thankful for all of the support that we've been getting lately, it's crazy that I can now FINALLY focus on this game full-time, something that I've been trying to do for a long time now. I'm still processing the fact that this game is coming to the Switch, but it really is! Truly a dream come true. If you got any questions, ask in the comments and I'll try to answer as many as I can! And as always, thank you all!
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ganondoodle · 5 months
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some ramblings about the overworld and reusing of the map in totk
i was one of the people that didnt mind revisiting the same map bc i loved the world and would gladly rexplore it all again, i was confident theyd change it up so it felt fresh again .. but it really wasnt, but even if it wasnt i was fine with it bc i was sure theyd HAD to use the build up from botw, with the shiekah and yiga alone theres so much you could do, and a captivating story or characters are more important than any map change to me-
and then, most changes on the surface were artificially stuck onto the world, like some small boulders the size of a large boulder stuck onto a wall, weirdly fusing with it (but thats not relevant and doesnt have a reason either) which really doesnt change anything much, some caves and holes in the ground but nothing really substantial at all, the most changed was death mountain and the gerudo city (while the regions themselves didnt really change either .. no in any interesting way at least to the extend i saw in my what 200+ hours)
im no game dev expert but do know a little and changing up a model and breaking stuff off really isnt THAT much to do so i really dont understand why they dotted the world with useless rocks and little caves that are all extremely similar instead, but then change stuff that is WEIRD to change and would have been easier to leave as it was- like the shrine of life being scraped of the walls, or smoothing over the places were shiekah towers were in botw like they never existed in the first place, and then sometimes adding something for no reason (like apparetly theres a new useless tiny ruin on the akkala fortress??? why?? how?? and i heard someone say they changed how the big hole in one of the peaks of the big mountains looked, like the icy blue texture was removed?? i dont know if i went there in my playthrough but i dont doubt it lol) and instead of the holes of the big shiekah tech pillars being left its just .. filled up with dirt, just like the bit of the calamity ganon arena being jsut rock now and the pit being fileld with just dirt as well-
and theres MORE changes that are arguably MORE time consuming to do but are both unnecessary to do and also WEIRD, erase everything shiekah and say it all vanished into thin air while theres clearly guardian parts in the new, shittier, towers and one decayed left at the hateno institue, the ancient furnace isnt just GONE its filled with rocks that had no way to get there naturally
but then the rest of the world is pretty much the same, with very little changes and if its plopped onto it without actualyl meaning anything, even inconvenience you too, like the path to hateno being blocked by a fortress of monsters so you cant get there via horse, and even if you clear them out, with or without the quest, they just come back with the bloodmoon, i thoguht if i do it with the quest theyd be gone for good and clear the path again, but NO you participating in the fight means nothing but another checkmark bc they will redo it over and over and it will be blocked again anyway (but then the "pirates" which are also a monster fortress .... dont come back ... waht) or the blockage of the bridge at the twin mountains too, you cant actually change anything, the one in the gerudo valley is also just another weird blockage, do you want to force me to build stuff? no thanks ill just walk then and be annoyed about it bc thats way easier
(sidenote, satori being reduced to someone pointing at caves that doesnt even tell you if you did them already or not is so disrespectful, i loved satori bc it wasnt some player helper but a strange and beautiful being, it jsut lived there and you had to be careful to even catch a glimps of it, the atmosphere around it being creepy and otherworldly you dont know what its really capable of, like you are staring at a godly being you cannot talk to but it accepts you when you are there and leaves as soon as you let go of it.... and nows its just a cave pointer...)
so, especially if you played botw, it all very much feels like a retread but with little sprinkles and weird changes (or outright annoying ones like the shrine of life being licked of the walls) here and there and othertimes just plain annoying inconveniences, and then the main points of your quest are .... in the same spot as in botw as well, its at rito village, death mountain, gerudo town, zoras village ... its repetition is entirely unnecessary, you had interesting locations all over the map, put a temple into or under akkala fortress my god that things i BUILD for that, anything in akkala really, put another one high into the mountains, in or UNDER hateno?? the krog forest or the deku tree being one?? kakariko??? no ?? it jsut had to affect each species exactly where they are .. again, and even the temples are there so its not even a thing made there affects the town nearest but still far away enough to be different or the terrain literally leveled the ground and they are gonna have to look to settle elsewhere (the closest is gerudo town but like ... is it), its not just repetetive but also makes the regions feel WAY more disconnected and self contained, none of them care about each other or do anything but defend against the thing that conveniently affects them directly at the same place again and the activities are largely the same too, find shrine find krog
ok then we got the sky, .. which is largely empty with just some repeating minibosses or some get crystal to there thing, its empty and barren of life, not a single NPC ever goes up into the sky aside from two dungeons companions, despite them already using the sonau tech ballooons and what not and having literal bird people there AND being literally obsessed with anything sonau, rarely theres a construct there, a robot with little to tell and not really doing anything, the ruins dont tell a story either, its just .. there
then theres the underground and omg its just as big as the overworld map! and then the .. terrain and look of it is almost always the same (only in the gerudo region is it a little more sandy) with the same kind of sonau thingies being the same everywhere that dont even LOOK ancient, it bothers me so much, are you telling me this building has been here for well over 10 THOUSAND YEARS?? and then the lightroots ... are in the same spot as the shrines .. so its not even a discovery really bc you know where shrine or root is now .. and then every more important place is literally beneath surface important places (even under taburasa .. the town you newly built in botw) which again .. isnt really a discovery then, and then the map itself is just the surface map but inverted, which to some may be a neat thing but, to me ... so its the surface AGAIN but more boring bc it doesnt have any regional differences too and then they have the gall to put the old amiibo stuff there (the labyrinths??? you go throguh all that and its just the renamed same armor from botws DLC??? how dare you), or some crystal things for your battery that are just another currency that has to be exchanged twice to specific people to be most useful- and the big weird magician statues ?? man idk if i should help this one, the giant mech like statue is giving me the creeps, and how the hell is it talking through the statues of thE GODDESS??? HUH´? and then it turns out its just a guys that sells you largely useless stuff for yet another currency you can only use at few specific spots
even the enemies are the same aside from mini- and gigamas, it even repeats the enemies from the surface
the best part of the underground/surface are the yiga, and even they are made kinda boring, in the underground its little outposts that give you some crystal currency and blueprints for autobuild i bet you arent ever gonna use, the most valuable thing is their little diaries and on the bigger spots koga (he is surperior to every single other character, sorry gan) but even kogas questline is like .. removed from everything else, its its own contained thing ocne again ... the arenas that are kinda fun to do but ultimately
you have a barely changed map from botw, a largely empty sky with some rather boring shrines or minibosses that get used over and over and no story to tell really, and then the entire map of the surface again with important points and shrine points being repeated as well
and then you get option over option to skip any traversal of all that too, with ultrahand and the towers and the ceiling jump and fast travel its a repetetive map twice and one largely empty with out skipping from point a to point b
i know how difficult game dev is, but in all those years with a giant team and money this is it? and not even the story has anything to go for? how do you take the addictive exploration of botw and turn it boring
anyway, yet another ramble taking me the entire evenign to write, again, this is not meant as blind hatred but an expression of my feelings and thoughts about it and for this one why it felt so weird and boring to explore ... the thing i like so much about botw ..
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hypersomniagame · 3 months
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HYPERSOMNIA JANUARY DEV LOG : "LOG 1, WOOHOO!"
Hi! For all of you who follow HYPERSOMNIA, or are just stopping by, let me introduce you to this post to really set the tone.
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For 2024, I am going to try to release a dev log about HYPERSOMNIA once a month, may come earlier, may come a little late, but I'm doing this to help give insight on to how the game is going, and to give me motivation to work on the game.
First things first, big news!
HYPERSOMNIA IS NOW AVAILABLE TO WISHLIST ON STEAM! (LINK)
After a while of back and forwarding with Valve, I've finally got a Steam page to call my own, and MAN is it bizarre seeing my weird little RPG in my Steam library. Like, that's my logo, and my key art, and screenshots of MY game, that's so weird. It doesn't feel real. BUT IT IS!
And, I would really really really really really appreciate it if you would consider wishlisting the game on Steam. It helps with the algorithm, and my happiness because I like seeing numbers go up, it feels good.
I even drew this as a announcement/commemoration for the page going live.
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(P.S; if you couldn't tell, I really like Half-Life, it's one of my favorite game series.)
Secondly...
A new trailer is in the works! We were accepted for this year's MOTHER Direct (4th time baby, whoo!)
The trailer has been coming along well, I hope to show more battle oriented clips that I've missed the last few years, like special moves.
Can you believe I've never actually gotten to adding those in the game? I mean, they come set-up in default RPG Maker projects but I've never gotten around to revamping them until now, year 4 of engine work. Isn't that strange?
I also hope to improve on editing in the trailers. Whenever I finish a trailer I come back a few months later to notice minor points where I was kinda sloppy.
I'm not much of a video editor, (I only learned so I could edit trailers on my own) but I'd like to keep them at a good presentable quality. You gotta have standards with that kinda stuff, it's important!
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OK, TIME FOR THE ACTUAL GAME STUFF. HERE WE GO.
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Abilities are now implemented! And work! Wahoo!
In HYPERSOMNIA, players are able to switch abilities between party members. I find this a really interesting mechanic for how simple it seems, you get to choose who plays what role in your party. I think this is HUGE, and opens up a lot of unique scenarios for the game's encounters. I've had this planned for years, as far back as 2021 if I can recall, so it's super cool seeing it in game.
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Mapping is being worked on!
I've also been working on mapping out more areas of the game! The forest part you hopefully saw in the last trailer is almost completely mapped. I've been working on the second part to it and am hoping to finish it sometime soon.
Mapping forests really suck. THOUGH, almost all the maps for the first chapter of the game are done! That's just another step closer to the demo. (Which, FYI, will be on Steam and Itch! ^^)
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I've also been working on re-spriting older scenes!
This one's been really fun to do, I've been going back and redoing older stuff from the 2022 trailer, like this train! It's weird seeing it side by side, because you can definitely see where it's come from but at the same time, it looks so different.
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(Also side note, these sprites are CRUSTY! EWWW!)
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Lastly, Script and Music updates!
The script for HYPERSOMNIA's first act has been completed! with just 37 pages of just cutscene dialog alone! We're also currently working on wrapping up NPC dialog! Not much else to say.
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And music is being worked on!
Music has been making some progress! I like to lay out demo's for areas I'm mapping out to help make both the music and scene come together. (Also, to help break up the eerie silence when playtesting...)
Speaking of music, FIREBALL, the games main battle theme, was recently delisted on our YouTube channel.
We did this because we decided we wanted to resample FIREBALL, and found that it's best to not have the song uploaded until a complete, final version is made. At least for the demo, it could possibly change before the final game but that's a bit too far in the future for me to think about fully.
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Hey! Thanks for reading the whole dev log! Unless you just skipped to the end, you should probably go back up and read it. there's a steam page now. and some cool ross art at the top. you're missing out!
I hope this was like, readable to you all. I'm new to this whole dev log thing, so if you read it all the way through, let me know! It'd be cool!
I'd like to use this portion to pretty much just advertise Unique Indie RPG's.
Have you ever seen that strange purple square at the beginning of the 2nd and 3rd HYPERSOMNIA trailers?
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Yeah, that! That's UNIQUE INDIE RPG's, which is a Discord community for you guessed it, Unique Indie RPG videogames developed by people like me! Or you! Or whoever! Who cares!
I help run it with some of my friends, and we all share cool stuff about our videogames! There's a ton of other SUPER cool RPG Maker games there like Astral Guard [LINK], or SOMEWHEN [LINK], or even MOMOinc [LINK]!
And of course, HYPERSOMNIA. It's a really laid back community, we're all super chill. Come swing by! We'd love to have ya, and SHOW US YOUR GAME!
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[LINK TO DISCORD SERVER]
TWITTER
YOUTUBE
STEAM
UNIQUE INDIE RPG'S [SHOW US YOUR GAME!]
[PREV] [ABOUT HYPERSOMNIA] [NEXT]
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izicodes · 3 months
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Saturday 20th January 2024
Someone asked me earlier this week a question that I didn't really deeped about beforehand. Basically, I was stuck answering it and it boggled my mind ever since because it stuck to me how I didn't think about this earlier on?
"What are your career goals?"
Since I started learning programming and Web Development back in 2020, I just thought "Oh getting a proper job in Tech would be great!"... but now I got it, it's like okay what now? Do I just continue this, learn new things, and just stick to this position?
I had to answer this person straight away for specific reasons but I said "Maybe being a Senior Software Engineer would be nice 🤷🏾‍♀️" and yeah I'm sure having that title would be great for my Dad to boast to his family and mates about "Oh my daughter is a Senior Software Engineer~! 😎", which honestly I don't mind as he's happy, but what else? What do I actually want to work towards now - short and long-term?
But making short and long-term goals is very important. For some people, this helps them have a path for them to work towards. I am one of those people because that's what I did to get where I am now in my programming journey, but I didn't think THIS far as to what next after I got the job I wanted. I came up with some ideas but I might work on them a bit:
Senior Software Engineer be nice?
Whatever a CTO actually does? (long-term)
Be proficient enough in Web Development technologies to teach others properly maybe? Especially the younger generation (HELP I tried teaching my sister coding and she called me a nerd...)
Work on my own web app product thingy?? and sell?? and earn money?? (confused about how I would do that though)
Venture out to Game / App Development maybe? (long-term)
Ability to work anywhere internationally (I have other goals where I would have to visit countries so would also like to work in Tech as I complete those side-quests)
Right now I am comfortable working FOR someone / company - I'm the type that SOMEHOW I become a CEO I still would work than be a no work/meetings/travel to conferences type of CEO if that makes sense
Help other companies temporarily on Web Dev stuff (free or paid, I don't mind - just want experience, innit?)
Work in another country maybe? That doesn't speak English though cause that's cheating (to me, I like challenges and language learning is a really good one)
But maybe now I will have something to work towards, but I will soon convert this bunch of ideas to a roadmap a bit~! 🤔
Thank you for reading and hope this makes you think about your own goals in terms of career/work/profession~!
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felassan · 5 months
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Do you think were going to see a Dreadwolf reveal trailer at Dragon Age Day or at the Game Awards?
hello!
I'm not sure, and I'm also hopeful/excited (so.. a regular felassan state of affairs hh..). if it's in a place where they feel ready to show it to the world more then that'd be neat, it'd be cool to see what's being worked on. and ofc anything said here is only speculation.
it's been at TGA before (2018 trailer, 2020 trailer), the last time being 3 years ago in 2020. if the 2024 internal currently-aimed release window mentioned in error on a dev profile recently is indeed still current (I'd guess that the change to "TBD" won't have been because the aim changed since the dev put that there btw, it'll have been because there isn't supposed to be any public info about the currently aimed release window yet but the games press noticed it on the profile, prompting BW/EA to ask the dev to change it. separate note: this being the case doesn't mean that there's no possibility that the window will slip more though), appearing at TGA 2023 wouldn't be a shock. maybe it depends on whether the possible 2024 release window is in early (but still after April 1st 2024 because of the fiscal quarter & FY24 slate stuff) 2024 or late 2024? as if it's later in 2024 (like say November) I could see a world where it isn't at TGA23 but is somewhere in the summer video game event/news expo period instead, because of the recent trend that's been observable in the industry generally and commented on by a former bioware dev re: an industry move towards shorter marketing periods (like more in the realm of a few months-6 months than a year). it's been said that the policy for this for a lot of AAA games has become a lot shorter, tending towards a lot shorter and louder marketing campaigns.
jeff grubb recently said on DA:D, "The Game Awards 2023 sounds right to me, they’ve done stuff at The Game Awards before. I’m expecting them to be there. If they’re not, it better be soon after, because Dragon Age: Dreadwolf, was, you know, there was a chance Dragon Age: Dreadwolf could’ve came out this year. Obviously it did keep moving internally, as I’ve reported before. It’s now, they’re looking at, you know, by the mid of next year, something like that.” and "The reality is, we very well could get Dragon Age: Dreadwolf content at The Game Awards. They’ve had teasers there before, it would make all the sense in the world for something to show up there." [link] this is interesting bc i'm pretty sure I remember a tweet from him last year about TGA22 where he straight up said "no it won't be there" or something basically when he was asked about it.
what I would say is that if it's gonna happen in a substantial way (as in not a codex entry and a blog post) in early December 2023, it'd likely be at TGA, not on DADay. this is based on how it was done previously and also on what's been said about DADay (an unofficial fan holiday event that just happens to occur very close to when TGA is held, thereby being overshadowed by it in terms of scale) vs TGA (a massive industry-wide high publicity event). DADay has seemed to have been more of a community-focused thing, a place to announce something smaller in scale like a tv show or a new book or to have something smaller highlighted like short stories or a codex. it's more of a 'today we are announcing we will be at TGA' with a new trailer-type [hypothetically] context rather than a 'here is a new trailer that isnt an ingame cinematic' type context, if that makes sense. saying that if it isnt going to be a 'big' trailer at TGA23, maybe there's something at DAday like last year where they showed an ingame sequence, which is smaller than a 'big substantial trailer' but still a video.
(idk if this post/ramble made sense but there you go). guess we'll find out in < 3 weeks. (❁´◡`❁)
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jester-dragons-aus · 21 days
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Ah fuck I've done it again
Amalgam AI AU
I've seen some AUs about the humans being AI instead of Caine and I thought that might be the simplest way to get this monstrosity to happen with a massive glitch without abstraction playing a part.
I think I just really like horror AUs and doing stuff like that is just so fun so I made another one with a better title than "Horror House" cuz c'mon what the hell does that mean lol
The only characters I don't have designed currently are Zooble, Caine, and Bubble but I'll add them soon. Caine will be a human, Bubble could be something to help him out and what not.
Inspired by AUs like Sm-baby's and The Horror Circus AU, but like, different ofc.
Think this: the game wasn't originally supposed to be a horror game, just a game you go through for fun. Like Undertale, I guess? But not quite
[WARNINGS: LOTS OF EYES/ARACHNID IMAGERY, BODY HORROR, EYESTRAIN]
So first and foremost, I think people would wanna see Pomni, though Jax was the first to be designed.
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Pomni is supposed to be some sort of anti-virus or some sort of protecting thing. Supposed to fix bugs and glitches and prevent viruses from getting into the game. Like a firewall, I guess? I tried to make her look like "right/wrong" esc thing. She was the last to be designed and it was like 1 am when I designed her. I had no clue what to do with her, I'll be completely honest.
Story wise, she'd be trying to find a way to undo this massive glitch and get the game back to normal before she can even rest. Once Caine pops up to try and fix the game from inside, as a dev himself, she does her best to protect him and help him fix the game.
No there is no shipping in this AU, they're just helping each other basically survive. They might become friends over time but nothing more. :V
Next up: Ragatha and Gangle! I actually really like Gangle's design but Ragatha definitely needs a few tweaks I think.
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Ragatha, before this massive glitch, would have been an NPC that would help a player out at the start but end up getting lost after a certain point, like a tutorial. She was the most caring character in the game before everything went down.
Gangle used to be someone who ran a little theatre thing in the game, as I've seen from other AUs and took inspiration from, but she's usually nice no matter what mask she has on. More arms means she can help more people at once, right? Game mechanics wise she was like a little shop keeper for costumes if they're needed and she can help with newer mechanics on stage if something new is added. Friendly NPC, you know? Love her design, too!
Now for the first two to be designed, Jax and Kinger!!
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So Jax was like a reoccurring villain, I guess. Always trying to make the player quit the game or just scare the shit out of them, despite him not being very scary himself. He's more played off to be a joke character, if I'm honest, always failing with his antics and what not. It's part of the code! I actually like his design, small lil paws and just so shapey over all.
Kinger was like a final boss, I guess? The scariest of all of them at that time. He was a king, ruling over his pawns and such, all of which were also bug themed! I love making Kinger bug related it's so fun. He's a big softie in reality but hits like a train if you ever went against him. He had terrible vision despite all of his eyes and was very slow despite the amount of legs.
Now for what everyone has been waiting for.
The reason for the AU title.
The MASSIVE glitch that caused everything to go downhill.
The Amalgam.
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I still think it needs a few tweaks here and there but this is one of four concepts I've had for it.
One time all four of these characters were together, which was relatively rare but possible, a glitch happened in the game. Pomni doesn't know where it started from and none of the game devs understand how it happened, but it did. Some devs think there's a hacker. A massive glitch pulled those four characters together into one terrifying being, always hostile and destructive. All the code of the characters were merged into this thing and somewhat scrambled. The game has now been broken to where once you're in, you can't escape until it's fixed, yet no one knows it, which is why Caine went in.
So much has happened and it's still being fixed, but a hostile blob of characters constantly attacking whenever it's near? It will be hard to fix.
It seems to be guarding something.
Concepts for the amalgam:
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You can see in the first one I was going to put Zooble there but I still need a good design for Zooble. Let's see what they'll be.
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I just wanna thank you for being one of the few fans for being so comprehensive about the AMA, and for giving an opinion that wasn't just bitching and moaning about being baited.
Like, it's a bloody gacha game. That's basically gambling with some extra fancy steps. Anyone that has agreed to play the game should've known this particular detail. Yes, I know it's a pity that the OG app will be discontinued, but I am at least willing to give Solmare the benefit of the doubt (mind you, the question about being able to transfer your old stuff to NB or not was the most upvoted one, so it's not like they weren't listening).
If you want my honest opinion, I'm glad that they didn't decided to shut the OG app down right off the bat, because that would seriously obstruct any future plan of updates for NB.
The OG app is still up for the same reasons why Webkinz Classic is still up and running even with the existence of Webkinz Next: Because it's the devs' MAIN SOURCE of profit. Sure, they have the anime, the merchandise, the collaborations and what-have-you, but the app is where everything started, so deleting it would be poor strategy on their end and ruin everything in the long run.
Personally, I am willing to wait for an update where you're able to transfer your old stuff to the new app; while that doesn't happen, I'll be sticking with the old app. But if its servers eventually close and I'm not able to transfer, I'll just start off on a clean slate, no stress and no sweat. Obey Me! has made me so happy these 3 years and bloggers like you have been delivering quite the superb content, of course I'm not leaving this fandom so soon.
I'm taking it easy, but I'm also taking it. I'm aware that this situation is out of my control, and that's fine. Life goes on.
Honestly given that they said they're still planning on releasing events and stuff on the og app and that lonely devil is still there and it's continuing to release old events + having s1-4 there I don't see it shutting down anytime soon which the devs themselves confirmed
And yeah at the end of the day solmare is a business. It's main purpose is to make money and og om! was their lightning in a bottle moment. They're not gonna do anything to hurt the og app and piss off the majority of their fanbase
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So there really is nothing to be upset about? The og app will continue like it has since the end of s4 and the main story post season 4 will be continued in the new app which also contains a few different features and gameplay from the og
So we get to keep the og and get a new thing! That's....isn't that a good thing?
And even if we don't get to transfer what we have from the og app.....it's not that bad a problem? We've been playing this game for 3 years now right? Don't we know by now how to save up resources and effectively get the cards we want? And even if we don't get the cards in the first round you always get a second or third chance later on. And okay I've played a lot of gacha games and so far om has being comparatively the most generous... like the whole transfer thing still doesn't seem like that big of a problem to me?
Either way the only thing worrying about it will do is make you upset and that defeats the purpose of playing an escapist game
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loverofpiggies · 1 year
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Just read through your whole post and hot dang. I'm honestly really proud of you, and the amount of growth you've had. it's not easy to look inward, and it's certainly not easy to confront those things in our past that make us the way we are, but I'm glad you did. A few bits hit a bit close to home for me as well. Back before my egg cracked and I realized I was trans, I would get picked on by my siblings a lot. I'd get called a girl, and given "girly" names. It was the worst, and I tried to fight back, but it never helped. That and having such deep wells of anger in me all the time, and not really knowing why, or how to get rid of them, or if I even could. I relate a lot to those feelings, and I also relate to having those feelings gradually going away as soon as I addressed the underlying problem(my transness) I dunno how much this will mean to you but for me, as a trans woman, I'm really proud of the journey you've been on. I hope you find yourself being more comfortable in your own skin, and I hope that you have a great day ^u^
Hey there! I won't lie. Posting my post had me pretty nervous. Anxiety and paranoia are things I kinda deal with anyway, but. I felt like I was hiding my problems for too long, and in my heart (as sappy as I may sound) I believed if I just opened up about what I've felt my last few years and was honest, that people would accept it. It was scary to post at all! But... I want to say, that all the messages I've gotten have meant the world. So it means so, so much to hear you say this, especially from a trans woman. To hear that my experiences with my own gender, even being cis, were things trans people have dealt with, was a huge eye opener. And as you could tell from my post, those deep wells of anger you felt, god I know that feeling.
Part of my guilt, anger and shame from this, is actually why I went so quiet online for so long. It's hard to parse all of my emotions, but I've also always had this terrible feeling I never 'deserved' anything good that happened, because 'I was so horrible'. That's also why I had to stop working on Gloomverse. I didn't feel like I deserved the followers I had, or any of that. Truthfully I'm not in the right place to work on GV at this point in time anyway (Partly because I've been so obsessed with game dev fun) but it was a significant factor that caused me to stop. And I was too ashamed to admit it, even to myself, why I really did.
But messages like yours, and the messages I've gotten for my most recent post... I think I'm repeating myself, so I'm sorry, but it's hard to express how free I feel now. I feel like this monstrous weight has been lifted, and maybe I shouldn't have been to harsh about what I 'deserve'. I feel like I'm the happiest I've been in years! So yes. Your message means a lot to me, and I'm glad my post resonated with people. I just hope talking about my experiences can help someone else, too. Also don't worry, I recognize I'm not actually horrible! Horrible people don't feel bad about doing and thinking horrible things, and that was another thing I had to slap my own face to wake me up from.
Okay yall, I promise now my blog will return to fun silly stuff!
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fayesdiary · 3 months
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Congrats on beating 3H !! So what are your thoughts of the complete Fodlan experience ?
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Jokes aside, honestly I'm not sure I can give a straight answer.
Overall I'd say it's been one of if not my least favourite Fire Emblem, but that really doesn't sum it up.
A more accurate description would be that it had a good chunk of things I loved (above all the Nabatean fam, Dimitri and his story and Claude as a character)... But it's buried beneath a mountain of boredom to slog through, decisions I just don't vibe with and The Bullshit™. Sooo much tedium and Bullshit in this game, and the fact I was kinda done halfway through VW and only persevered through the end out of sheer spite doesn't help.
And it's such a shame because when I liked the game I REALLY liked it and think it has some of the best/most interesting ideas of the entire series... But was it really worth slogging through hundreds of hours playing the same mediocre at best maps and story beats over and over and having to constantly bear that. Fucking. Monastery? Right now I'm inclined to say no. As much as I love those things, it was not.
Playing all the routes one after another really lays some of the biggest issues of this game, like the repetition. SOOO much of this game is recycled between routes and also in a single route to honestly insulting levels, and it doesn't get that much better in Part 2. The fact the devs somehow didn't think people would want to play more than one route is just. Baffling.
Something I realized in the final playthrough is that they also recycle maps for what are supposed to be completely different locations. So you get shit like Brigid somehow looking the exact same as a forest in the Alliance filled with Demonic Beasts, or Rhodos Coast and a beach in the Sreng Peninsula perfect copies of each other. Complete with the monuments for Cichol and Cethleann. Also like damn, Seteth's wife was so dead they had to bury her twice. In two different locations.
The writing is all over the place as a result of the chaotic development where not even the devs could agree on what the story was, and the whole game could be used as a test study on the sheer damage scope creep can do as well as the obsession with lore and worldbuilding that they contradict as soon as it's convenient over making an actually coherent narrative. And also why you don't throw literally any idea you can come up with to the wall hoping something sticks.
Because of the overreliance on telling over showing, what with the bland recycled maps and all, that Garreg Mach almost feels like the only real location in Fódlan, and that's something no amount of in-game libraries or novels worth of lore if those ten thousand years of lore are even real and didn't just make it up
Speaking of Garreg Mach, dear Sothis I hate that place now.
The monastery was fun the first time around, but then it became a chore to something I actively dreaded doing. It's monotone, you do the same shit every time, it lasts FOREVER compared to, you know, the ACTUAL Fire Emblem gameplay I'm playing for. And while you can technically skip it, you're losing on so much stuff to progress your units if you use it, so it feels like the option is just there to mock you. Getting into Persona and realizing how well the calendar system can work if done properly did nothing but sour me even more on the monastery.
The characters having new dialogue every chapter is really neat and something I wish got properly carried over to Engage, this game manages to turn even that into a chore.
And like - I really want to like this game, and in a sense I do, there's quite a bit of it I love. But so much of it makes me actively groan that I don't think I'm gonna replay it for at least a year. And if I do it will be with the No Monastery mod.
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keystone8379 · 7 months
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keystone you should talk about something in regards to kirby fighters 2 community edition
Oh you're right I haven't done that yet! Regarding Kirby Fighters 2: Community Edition, there is a metric TON of stuff to talk about here. The dev team is some of the closest friends I've ever had. Smash Tactics is a thing because I was able to test the game over and over again with the members of the dev team. We've spent many hours sharing progressively crazier character ideas. We have created some warcrime moves. (or, well, more warcrime moves. KF2 already has plenty of those) I think, however, the best place to start for CE on the KF2 lore account is probably just a development history.
So it's late September, the year is 2020. Kirby Fighters 2 was leaked, got a trailer, and released all within the span of 24 hours. Soon after that, firubii (you might have seen her before) shows her findings from a Twitter datamine, that being evidence of a 3D Kirby game. "Wow! Awesome! I sure hope it's nothing like Battle Royale!" I say at the time. But I digress.
A few months pass and eventually fish gets in touch with Firubii for I believe checking hitboxes and frame data? We get a few things for some of the weirder moves from characters like Ninja, but the fact that a modder was among us got people excited. The prospect of a balance patch mod was an undeniably appealing one and could breathe new life (and a time) into the game. And one that Firubii was interested in.
March 16th, 2021 rolls around and Fish pings everyone saying that they had set up a poll for balance suggested for Firubii to implement. They also got an all star cast of top players and fighting game expects and colgate and me. because I "have lots of opinions." We're all put into a dev chat and poll responses start flowing in.
This poll was crazy. You had Ninja downplaying Mag like crazy. You had Celica Trying His Best. You had nonsense adjustment suggestions like "Not really that effective." But my favourite would have to be probably Qwertz saying to EVERY balance suggestion box "The game needs no balance changes, only quality of life changes."
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So we all in the chat start throwing around ideas while not really getting anything done. This will be a running theme. About a month later I was like enough is enough and starting pinging people for proper balance discussions and locking in changes. There's a few notable things we did for v0.1, including making Sword a LOT faster, giving Hammer Palutena's Lightweight, (the s4 custom move) making Bandana Dee's spears stick into the ground for a few seconds, and making Cutter's boomerangs bounce off walls. That last one was our first real criminal change, as Cutter could effortlessly lock down the entire screen. I spent hours labbing counterplay only to find none and grew to despise the character and suggested massive overcorrections for v0.2. Oops.
Overall v0.1 was pretty good! It had some iffy stuff and launched with a Whip desync in game but other than that it was a success I think. It came out during July of 2021, a little under 4 months from the initial announcement. There's a few public tourneys with good turnouts but run via Parsec and Parsec makes me want to commit violent crimes. Progress on 0.2 also goes fairly well. There's some bad ideas in there like making MK not very fun but overall it's not so bad.
Until development just HALTS. To my understanding, I believe it was something personal Firubii was going through but I don't have all the info. Then again, I didn't ask. Like sure, I'd like to have the new CE versions as soon as possible, but ultimately the well being of the people actually making the mod is the top priority, it's why it's so irritating when people are jerks about CE's slow development. Obviously I want the new versions out. But we all have lives outside of this and sometimes other things need doing.
Eventually 0.2 gets out, at the start of Febuary 2022. It's solid but still has some things that irk me. After a few months, we ask for player feedback on overall balance and specific changes and get not many results. Granted, CE doesn't have much players so balance discussion is somewhat meaningless for a game this unexplored. I think 1.0 fixes all of the glaring flaws though.
At some point, once again, development freezes, and this one was rough. No communication from Firubii led to a lot of dooming, especially with how close we got to actually launching 1.0. We DO actually know why she vanished for so long this time, it's because her house caught fire. It didn't burn down don't worry! But this still caught us all SUPER off guard.
Anyway, CE resumed development and went for a little while, but hit a brick wall when trying to add training mode. I'm not an expert on the inner workings of KF2 but I know Firubii talked to Ryn (yes, the goku in strive Ryn) about it a little bit. I actually posted about this to my Threads account but who gives a shit about threads. That's more or less where we are now. It's been a while since the last tester build but what can you do.
There's also a few other things but there wasn't really a good place for them. Colgate thought it was a good idea to make a tierlist video for a game no one could play. It wasn't. I had to spend the days after that video doing damage control. There was a playlist where people could suggest songs to add to CE, but tbh it was more just an excuse to listen to music in VC while we could still do that. We were gonna move off Gamebanana because the site is run by N*zis but this was during the fire arc so didn't happen. AV also thought it'd be a good idea to shittalk CE and ask to join the dev team in the same day. There was also the time we had to rush out a trailer for Savi's Dream Display but I have a few criticisms about that which I'll share with him one day.
I think that's it? If you wanna download the mod I'll link it right here: https://gamebanana.com/mods/303920
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Group F Round 2
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[image ID: the first image is of Ellie, a girl with medium length blue hair and green eyes. a spherical red clip is in her hair. she wears a white sleeveless dress, a brown bag slung over her shoulder, and a large red bracelet. the second image is of the Protagonist of Melatonin. he's a young man wearing a pink hoodie, black sweatpants, and pink slippers, sleeping on a couch in a dark living room, illuminated only by a TV and a small lamp. on his chest is an open laptop. the living room is populated with items like books, gaming equipment, empty cups, glasses, and paper coffee cups, and an empty pizza box. end ID]
Ellie
Monster Tale is an old game for the DS (13 years old holy shit) and in my opinion a VERY underrated classic Ellie is a young girl that gets magically transported to a world filled with monsters. Soon after she meets a baby monster she names Chomp. Chomp was separated from his mother, and so Ellie sets out to help him find her and hopefully find a way home Along the way Ellie learns multiple other kids have been transported to this world, but unlike her, have been using the monsters for their own selfish desires. So she beats them up to get them to stop :p More seriously, the game is very cute and has a big message on friendship and being kind while also standing up for what you believe in. You'd think Chomp would do the fighting, but no! He mostly just assists Ellie, who fights with her handbag and this cool bracelet she found as she explores and tries to find his mom Overall she's a very sweet and caring girl, wanting to help others and do what's right, even if she has to get her hands dirty to do it. I love her a lot! Also a fun fact I thought was neat is that the team behind the game had to go through multiple publishers because they all wanted to change Ellie into a boy or an older woman, and the dev team was adamant that Ellie stays as she is.
Protagonist
Literally super relatable dude. Bestie has sleep problems and dreams about stuff that we usually worry or stress about. Things like money or the future or whatever. Despite the dreams feeling challenging sometimes he still manages to persevere and sleep through the night though! Not me trying to explain the plot of a rhythm game- that’s the best I can do LMAO he’s just a silly guy with a good sense of rhythm and a poor sleep schedule (omg it’s me)
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