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#reenvision game
reenvisiongame · 11 months
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A bit about the Inn + Other news
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Been in the grind zone once again for some weeks, and good news: We’re finally moving on from Liza purgatory! In exchange, we’re now in the Inn Pit.
It’s been another few weeks since my last post on just about any of my socials, but on my Twitter, I showed a small little clip of Liza’s boss fight. It’s not much of a looker (yet), but man oh man was it working! It’s still not very flashy (I’m not worrying about overly flashy visuals and effects until towards the end of development), BUUUUT I can say that since that last post, it’s done!
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All of Liza’s possible moves have been implemented and I’ve even added a few little neat things. For example, on certain frames of some of Liza’s attacks, you can hit her and her attack will instantly be interrupted, meaning you can basically cancel the attack completely. Although the “reenvision” mechanic doesn’t work on bosses, you can still use it to instantly end Liza’s current attack and reset her position in the arena (so if she’s cornering you, you can reenvision her and both you and Liza will be reset to the positions you started the boss fight in!)
There’s more things like that I’d love to add to not just Liza, but future bosses as well. This game does not have a level system and depends entirely on player skill. While this is turning out to be quite the challenge in figuring out how to give the player the feeeeeeling of gameplay progression, it also opens the doors for quite a number of cool little tricks like this. Letting the player be in complete control of battles like this as long as they know exactly about their opponents... There’s so much potential with this, it’s a little crazy!
ENOUGH about Liza though, she’s been the center of attention for long enough. Let’s talk art. Let’s talk about Clemence Inn!
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SO. THE INN! I mentioned it vaguely at the end of my last post (and “promised” to post more about it the week after... Aha) but Clemence Inn is the name of the main location of the game. It’s a rundown inn in the middle of a small, sleepy town named Clemence. It has a total of 4 staff members: the mayor, a janitor, the town’s bounty hunter, and the Nurse. I’ve shown off the Nurse frequently in the past, so the other 3 will be new characters I’ll show off in time! The Inn is also where you, the player, will live. As the inn comes together and I fill out more rooms (the pictures above and below are only of the inn’s lobby area), maybe I’ll give a bit more of a proper room tour! As well as give a proper introduction the wonderful Inn staff. Who knows? 😳
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With the foundation of the game done and Liza + the store system as a whole also being done, my focus will be shifting to some other very important, yet not as “exciting” things to show off. Basically, I’ll be focusing on game locations, art direction (for said locations), more monsters, more enemies, writing and finishing the script, more smaller things I’ve been putting on the backburner ingame (such as some smaller features and tweaks I’ve been meaning to get to). All of this is very important to the game and uh... Well, it’s literally the rest of the game. However, it’s not as “exciting” to show off as it slowly comes along. I’ll continue to show off these WIPs nevertheless (I love blathering about this game, and I’m sure there’s some who love hearing about games in active development), but if things start to feel a weeee bit like a slog, then it’s because it is! Everything will come together with time though. We’re only in year 2 of development, and I suspect this game will take 4-5 years at least.
To end off this long update post, I’ve also been working on newer, more “finalized” tilesets for the game. That’s right, plot twist: The tilesets currently ingame were always just temporary. I had changed the screen size of the game (384x216 to 320x180) a year ago and surprise surprise, big pixel art assets do not scale down very well! I needed new tilesets, but wanted to take is as an opportunity to practice :P
The new tilesets aren’t that different, but I made sure to make the colors easier on the eyes. Here’s the new (top) vs old (bottom) "main” forest tiles!
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vennyaki · 2 years
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I finally made the feature that this game is named after-
SO. In this game, you have a meter called your “desperation”. It’s the blue bar in the video and that meter is constantly creeping up in almost every battle you get into. Once it hits a certain threshold, the amount of damage you take multiplies. HOWEVER, the amount of damage you dish out ALSO multiplies.
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Once the desperation meter maxes out, you take 4x the damage you normally would (so if a slime were to hit you and only deal 10 damage normally, you’ll now take 40 instead). The trade-off is that you also dish out 4x the damage... AND you can “reenvision” things.
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When you reenvision, you can change things into something else. In this video, I changed the funny slime lad into a plant monster and back!
The biggest challenge of this game’s battle system is meant to be managing your desperation. The higher your desperation is, the more damage you do and the more special moves you can use (because those are also despair dependent), BUT the more damage you take. Which means you have to be on your A-game with your dodging skills.
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Oh yeah... I should probably mention that you only have 100 max HP throughout the entire game, and enemies can hit hard. So be careful out there!
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catastrophic-crisis · 4 months
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[Next Fest] Detective Work com Birds
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Just like a crime scene around the corner, nobody expects an abundance of investigation at Next Fest!
Our plans are bookended with birds of all sorts (divorced ducks, social questing avians, hidden dipping birds), and our star story sends us to Rio de Janeiro! The Posthumous Investigation reenvisions a 1881 Brazilian novel into a time-looping murder mystery, hired by the very man killed to solve his own death.
We'll indulge in silly antics with Duck Detective and relaxed urban exploration in Fragmented City, so tune in if you like birds, investigation, or shooting the shit and talking about video games as you rummage through garbage for clues.
Tuesday 4:00 PM EST / 9:00 PM GMT/UTC / 1:00 PM PST; twitch.tv/catastrophe_jupiter
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Oath: Chronicles of Empire and Exile is a one to six player strategy board game where players will guide the course of history in an ancient land. They might attempt to bolster the power of the Chancellor or scheme to bring the kingdom to ruin. The consequences of one game will ripple through those that follow, changing what resources and actions future players may have at their disposal and even altering the game's core victory condition.
- description of Oath from Leder Games
Oath is Cole Wehrle’s most off-putting game yet. I mean that affectionately. I also don’t anticipate everybody will feel the same way. Riding high on the goodwill generated by Root and Pax Pamir — and dressed up in Kyle Ferrin’s affable illustrative style — this sure is a beaut for something Wehrle called a “hate letter” to the civilization genre. Would it be rude to accuse such an attractive package of false advertising? Because Oath is so determined to make its audience reconsider their assumptions that it sometimes feels like it’s asking too much.
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Sometimes. The rest of the time, I’m glad it asks so much.
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At its most basic, Oath is a tableau-builder.
Even that description is inadequate. Unlike most tableau-builders, the tableau you’re building is shared between players. From its very first moments, you’re presented with a map of a low-fantasy kingdom. Or perhaps it’s an empire. Or a republic, theocracy, meritocracy, thalassocracy — whatever you want, really. It’s a trick that might qualify as openness or vagueness depending on what you’re looking for, or even your mood. In any case, those destinations are divided between three regions (Cradle, Provinces, and Hinterland) and are soon populated by denizens, the game’s most common type of card. These represent, well, everything. Individuals, clans, ethnic groups, modes, technologies, actions, philosophies, ideas. Everything.
The early portion of Oath revolves around the uncovering and settling of these denizens. For example, perhaps you’ve traveled to the Fertile Valley, a minor destination far out in the Hinterland, where you happen across a Faithful Hawk Friend, a Mounted Patrol, and some Wrestlers. You decide to accept the Hawk Friend into your personal retinue of advisers, which acts as both your hand and a personal tableau that’s (mostly) untouchable by other players. In order to make room, you plant the Old Oak in the Valley. When you conquer this land, you’ll be able to trade with the Old Oak even when you aren’t personally present, hearing its whispered secrets from afar. The problem is that any visiting rival will also be permitted to do the same.
In that fashion, every card added to Oath’s growing realm offers a razor-hilted sword. It’s common to find yourself squaring off against old friends or uncovering ways to turn a rival’s most dangerous card against them. More so when moving beyond the confines of a single play.
But now we’re getting ahead of ourselves.
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If your shared realm and its expanding roster of denizens requires a reenvisioning of the tableau-builder, the political situation demands a paradigm shift.
The easy part is that players are divided into three roles. Roles aren’t revolutionary, right? Plenty of games have roles. In Oath, each play focuses on the fate of a single central polity, whether a dictatorship, republic, meritocracy… you get the idea. The honcho at the head of this polity, whether a dictatorship, republic, meritocracy… you get the idea. The honcho at the head of this polity is the Chancellor, a masked ruler with huge military potential. He’s opposed by Exiles, Oath’s default state for anybody playing as a bandit, outlander, or ragamuffin. These folks have their own troops and can carve out their own petty kingdoms, possibly even to the point that it dwarfs the Chancellor’s polity. Sometimes Exiles become Citizens, throwing in their lot with the Chancellor in exchange for one of his relics or the protection of his massive military. Let nobody say that the Chancellor doesn’t keep his pantry well-stocked with both carrots and sticks. Which is why it’s rare — possible, but rare — for a Citizens to abandon the Chancellor to become an Exile again, bribing their troops into becoming loyal warbands beyond the polity’s control.
The purpose behind these shifting roles initially seems nebulous. Supposedly, one changes their role in order to win. That requires us to ask what victory looks like in Oath. Okay, then: what does victory look like in Oath? That’s where things get complicated.
Let’s start with the Chancellor, because the head honcho can’t exactly swap roles. Sure, the Chancellor’s polity might dwindle or even disappear, but the Chancellor isn’t about to name himself an Exile. Every play features a different goal for the Chancellor, which becomes the polity’s “oath.” Aha! So that’s why it’s called Oath! Everybody is trying to meet this same objective!
Except that’s only true to a degree. Yes, it’s possible for the Chancellor to win by keeping his oath — basically, by defining success and meeting that definition. And yes, an Exile can do the same by keeping the Chancellor’s oath even better. Then the Exile becomes an Usurper. They’re playing by the Chancellor’s rules and winning. Maybe the Chancellor needs to control territory, but an Exile has greater holdings. Or the Chancellor has declared that he will control the state religion, but an Exile shows up who’s even more charismatic and capable of manipulating the religion’s power players. That sort of thing.
But there are two additional wrinkles in this tapestry. First, Citizens are totally invested in the polity, which means their efforts further the Chancellor’s aims. So how do they win? Naturally, by helping the Chancellor keep the polity’s oath while positioning themselves as his successor. This is an entirely separate sub-objective that balances Citizens on an unstable tightrope. They want to help the Chancellor keep his oath. At the same time, they’re subtly undermining his position. It’s even possible that they’re laying the groundwork to leave the polity altogether. This can be attractive because of the second wrinkle, Visions. These are additional objectives that trickle from the denizen deck. They’re not dissimilar from the alternate win conditions from Root, apart from being achievable. While everybody else is focused on the oath, an Exile might be playing a different game altogether.
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If this sounds like a jumble, it absolutely is. Of the many possible complaints with Oath, the soundest stem from this quagmire of conflicting interests. Learning the game’s handful of objectives, how they can be pursued or halted by its various roles, when to pursue one or the other, or how a rival might signal their intent through something as subtle as traveling to a distant region or playing a particular denizen — this is deeply tricky stuff. Not only is it difficult to learn, but it can also be a bear to parse. Even experienced players will spend time staring at the realm, charting the surest course from base ambition to lofty realization. Sometimes even a lot of time. And why not? This is heady stuff.
But intricate politics and competing definitions of success are only the first step. Oath takes another. Right over the ledge. Whether it soars or tumbles into the rocky waters below is the big question.
Here’s what I mean. You may have heard that Oath keeps going. The result of that first play becomes the setup for the second, which in turn becomes the basis for the third, and so on, until you decide you’re done or it’s time to reset the game. This isn’t a legacy system. There’s no preordained story. There aren’t even story beats, at least none that have been determined in advance. Instead, the winner of one game becomes the Chancellor of the next. Their holdings become the core territories of the coming polity. Their method of victory becomes the oath of the next generation. And their cards are protected while others are cut from the game, with new random denizens getting shuffled into the deck.
I have two notes on this. First, this act of transformation between plays is very real without precluding somebody from entering the story later on. Because Oath isn’t a legacy game, new cards are introduced but the mechanisms never change. Rather than opening boxes or envelopes, you’re shuffling different cards into the same shared deck. Every play is its own complete event, without omission.
That said, Oath becomes something else entirely once you experience those singular events as connected. Like links in an unbroken chain, segments of a tapestry, or the acts of one generation in a chart-spanning family tree. This requires a different perspective entirely, one willing to redefine success not only within the span of one play, but many.
I’ll do my best to explain.
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In one play, I lost my temper. I know, you’re shocked. I was, too. So was the object of my ire. The inciting event was a battle. Of Oath’s many particulars, military campaigns are one of the trickiest to parse, a merger of raw military strength, denizen cards, and dice. Making matters even trickier, a single campaign can have multiple targets. Not just one or two territories, but, well, an entire empire. Even loot can be targeted. So, too, can certain of the game’s more nebulous ideas. Maybe this territory plus that relic plus, oh, the affection of the people. Like everything else in Oath, a little imagination goes a long way toward clarifying what exactly any given campaign is accomplishing.
Anyway, this battle was for the Darkest Secret, one of two banners representing control over a kingdom-wide concept. Here that concept was the religion, the intrigue, the ephemeral glue of the empire. In order to succeed, I needed to hold it for a few extra turns. Fortunately, I was fielding an enormous army with helpful denizens in tow. My attacker didn’t really have much of a hope. She didn’t even need to attack me. There’s plenty of kingmaking in Oath. Consider it a feature rather than a bug and the pill goes down more sweetly. In this case, she couldn’t think of anything better to do, so she woke up and decided to crash her warband against my army.
She won. Barely, of course. My appalling roll certainly helped. I won’t go into particulars, but there’s room in Oath for military catastrophes, and this rated. I flipped. Not the table — it’s too heavy — but certainly some dice were chucked, and not to resolve a roll. This fit arose not only because of my tendency toward competitiveness, but also because Oath had engendered so much investment in the fates of our would-be potentates that my ignominious defeat somehow burst the magic circle like a soap bubble.
My embarrassment was compounded when my attacker and I wound up connected at the hip for three plays straight. She was the Chancellor and I the Citizen who succeeded her. Then the inverse. Then again. We came to resemble rival dynasties, always at each other’s throats but never quite ascendant enough to purge the wound completely. On one occasion, our rivalry grew so heated that even though our empire persisted, its borders were significantly smaller than they had been at the beginning. She turned to me after that game, laughing about our ill fortunes, and noted, “Even though I won, it feels like we lost.”
Every game makes me consider how to win. It’s rare that I’m left asking what that victory means — what comes after. Civilization games revel in transforming their players into an Augustus or a Caesar. Less often do they strive to make us into a Tiberius or Aurelius, presiding over a contraction, a compromise, a diminishment. Over the course of a few plays, that’s precisely what Oath accomplishes. It’s full of minor successes that outlast empires, failures that loom heavy in the memories of succeeding generations, and gradual shifts of identity. As I mentioned in my preview, I’ve played countless games about history, but Oath is the first I’ve played about historiography. This is a board game that’s about writing history more than reading it. Literally, even, since it encourages you to keep a written record of everything that befalls your people.
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Unsurprisingly, this works best when experienced with the same core group, plus or minus the occasional interloper. As a single experience, there’s less of a reason to play Oath than Pax Pamir, Root, or John Company. Taken in isolation, it’s an interesting plaything mired by irritants and infuriants, like spring air buzzing with pollen and insects. It’s only when given room to breathe that it adopts a unique seasonality. Here is spring, irritating and itchy, but also bursting with refreshment and renewal. Summer, hot and lazy. Autumn, the season of decay but also the season of gathering. Last comes winter, cold and bitter, but a relief in its own right, a time to burrow and hold close the things that keep us warm. Something that is stifling alone may become richer through connection. Then it’s part of a cycle, whether a harrowing or a reprieve.
Oath manages to encompass that entire cycle on its own. It’s ambitious like that. At its worst, it grows stomach-sick with ambition. Mostly when viewed through a pinhole. This passage is better suited to a window or a door. What lies on the other side captures such a tremendous portion of why history is so enrapturing: the breadth of it, the character, the sheer interconnectedness of time and place and person. Oath asks for a paradigm shift and somehow matches the gumption of its demand.
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omaxechandnichowk · 1 year
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Omaxe Chandni Chowk: Unveiling a New Era of Shopping and Culture
Omaxe Chandni Chowk is a game-changer for this famous neighborhood, giving its antebellum streets a fresh lease of life and safeguarding its rich cultural legacy. The project has reenvisioned Chandni Chowk as a must-visit location in Delhi with its blend of modern infrastructure, traditional elegance, and a variety of services. Omaxe Chandni Chowk provides an experience that is unmatched, whether you're a shopper, a foodie, or just someone who enjoys the beauty of Delhi's past. Plan your trip accordingly and set out on a journey that honors Delhi in all its beauty.
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Disney: Twisted-Wonderland – Check this out best-seller hoodies right now
Disney: Twisted Wonderland is a well-loved mobile game crafted by Aniplex and launched by Disney Japan. The game unfolds an alternative take on the traditional Disney characters, reenvisioned as students at the esteemed Night Raven College. The unique narrative and personalities, along with its captivating gameplay, have garnered the game a substantial fanbase.
Given its widespread appeal, game-related merchandise has become a coveted commodity. Among these, the top-selling hoodies have grown into a fan-favorite necessity. These hoodies do more than just feature the characters - they offer a comfortable and fashionable means of expressing your passion for the game. If you're an enthusiast of Disney: Twisted Wonderland, it's time you explored these fantastic hoodies and expressed your support for this extraordinary game.
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It looks especially charming when you're out socializing with friends: https://twistedwonderland.store/product/disney-twisted-wonderland-hoodies-eel-jade-leech-twisted-wonderland-pullover-hoodie-rb0301/
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2. The Great Seven (Twisted Wonderland) Pullover Hoodie:
If you're on the hunt for a fashion design that melds classic and comfort, then the Twisted Wonderland Pullover Hoodie is the ideal pick for you! Crafted from a soft and comfy fabric, this hoodie promises to keep you toasty throughout the winter season. Moreover, the hoodie boasts a stylish and complex design that will lend a fashionable and sophisticated flair to your look. Whether you're putting together an ensemble for work or going for a casual look for a laid-back day out, the Twisted Wonderland Pullover Hoodie will make a fantastic addition to your wardrobe.
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lutoogyan · 1 year
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Disney: Twisted-Wonderland – Check this out best-seller hoodies right now
Disney: Twisted Wonderland is a well-loved mobile game crafted by Aniplex and launched by Disney Japan. The game unfolds an alternative take on the traditional Disney characters, reenvisioned as students at the esteemed Night Raven College. The unique narrative and personalities, along with its captivating gameplay, have garnered the game a substantial fanbase. Given its widespread appeal,…
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whats-up-gamerz · 1 year
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Reflect on Analog Design Process- The Border Agent
Hello gamers!! Believe it or not, I am somehow sick again. At this point, I think I’ve gotten everything there is to get at the school I work at, at least until the kids get creative and come up with something else...
With that said! It’s time for a little reflection! This is a reflection on the physical game prototype I’ve been working on, based on Papers, Please. Apologies for any typos, can’t take a break while waiting for the fever to break!
Reflect on your process for designing the mechanics for your mentor game- what worked, what didn’t?
Namely, what worked best was going back to the mentor game. When I was stuck on where to take a learning objective or how best to increase player buy-in, spending a little time back in Papers, Please helped guide my process. However, if I could do this process again, I would have liked to do a play test earlier in the process, since the nuts-and-bolts mechanics of the card game was still difficult to calibrate.
Another thing I would like to do differently is more playtesting- I playtested the game with adults, and while I learned alot from the process, I am sure things would go differently with younger audiences such as teens.
Mentor Game Analysis
Title: Papers, Please
Subject area & learning domain: Ethics and Philosophy, Empathy
Learning goal/objective: Players will evaluate immigrants and their documents to make choices based on arbitrary state rules, weighing their own family needs and desire to follow rules with their personal morals.
Game goal: Survive a month of days without running out of money or being arrested by earning enough money at your immigration job.
Core dynamic: Survival, in that the main pressure on the player comes from the need to earn money and survive. Otherwise, all ethical decisions would be easy (simply do what you believe best, no worries about money)
Main mechanics: Documents are placed in a small place for examination and movements, along with options to get more information from these as well as the immigrant. Players are given new rules each day or older rules are changed, keeping the player on their toes. The immigrants often speak with the player, causing them to have many chances to consider the impact of their decisions.
Reenvisioned Game Analysis:
New Title: The Border Agent
Subject area & learning domain: Ethics and Philosophy, Empathy
Learning goal/objective: Players will evaluate documents to make choices based on arbitrary state rules, weighing their own desire to win with their personal morals. Players will also have the opportunity to role-play as immigrants, creating an argument for their victory from scratch through empathy.
Game goal: Collect the most points through credits and approval stamps by the final round to win the game
Core dynamic: Collecting, specifically collecting points through credits and approval stamps
Main mechanics: Newspaper headlines are analyzed, passports are chosen based on requirements, players roleplay to persuade the Border Agent to approve their passports
Describing the Game
In the game, players attempt to earn credits and approvals stamps, both worth points to win the game, by playing their passport cards when they believe they might be approved and convincing the Border Agent to choose their specific cards. Once per game, a player will also serve as the Border Agent, meaning they are given 3 rules to follow along with a limited number of approved stamped to use without penalty, all in the service of earning credits.
The form and materials include cards and “plaques,” such as the newspaper stand and the Border Agent stamps.
The core loop I was aiming for was “interpret headlines to choose passports to play---use persuasion and ethics to insist on your passports being approved---collect rewards of approval stamps” for players. In addition, where the player lies in the Border Agent sequence, you could also add “play as Border Agent” and “be impacted by decisions from time as Border Agent.”
I was originally concerned that players may elect to play “unethically” as a way to game the system, but was pleasantly surprised when during my play tests, players easily and automatically “policed” each other. Without any additional prompting, players readily recognized and remembered unethical and unfair actions and promptly “punished” players who did so, meaning that a player who decided to reject all women cards in order to earn 10 credits found that none of their passports were approved as they were “punished” turn after turn by subsequent Border Agents. In following rounds of the game, this player chose to carefully consider their options as the Border Agent with a long discussion and in-depth explanation to fellow players.
Peer Responses
My response was less a suggestion and more an addressing of a concern I had posted previously, that the game may not be fun OR be too fun and not provoke empathy in players. AC, a fellow designer, responded, saying card games in particular are good for teaching players “how to handle conflict and help clarify their values with will bring in the dialog for the implication of morals that you are concerned about.” 
Thanks for reading! Take care of yourself and try to avoid getting sick!
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rnssoftware88 · 2 years
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Best Software Companies In Noida
1. TCS (Tata Consultancy Services) 
2. Accenture 
3. HCL Technologies
4. EY
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6. Rns Software Solutions Pvt Ltd
RNS Software is one of the top-rated IT companies in Noida and is a leading organization in software development highly skilled in New Age Technologies. It is the most propitious service company in Noida. They present a variety of benefits to serve businesses in performing the best and reaching their goals and also help reenvision your business through a digital glass.
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tittalisting · 2 years
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Shinobi life roblox where naruto spawn
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#SHINOBI LIFE ROBLOX WHERE NARUTO SPAWN CODE#
#SHINOBI LIFE ROBLOX WHERE NARUTO SPAWN SERIES#
Today's Deals on AmazonĮach location links to a post all the available working private server codes for that location, which will greatly increase your chances of getting to the enemy and scroll first by playing on a less crowded server. As a result, we have compiled the complete list of all item spawns in Shindo Life, their spawn and despawn times, spawn duration, location, rarity, and type. That is, most of these enemies only spawn twice per day, essentially every 12 hours.
#SHINOBI LIFE ROBLOX WHERE NARUTO SPAWN SERIES#
However, major challenge in the process is finding the spawn locations of the enemies that drop these items and being there at the right time. New subreddit after name change: r/ShindoLife A sub reddit created to talk about the roblox game Shinobi Life 2 created by Rell Games Having concluded the series in late 2014, Masashi Kishimoto has kept himself busy this year with the side story Naruto: The Seventh Hokage and the Scarlet Spring and writing the story for the latest Naruto. Shindo Life is a Naruto-inspired Roblox game where players explore a re-imagining of the hit show - taking on other ninjas through a.Shindo life hacker server. Shinobiâ s life 2 was based on fighting simulation and released on January 1st, 2020 by Rell Games.You are able to unlock different abilities that your avatar owns. Similarly, scrolls that allow you to summon specific Bosses and Tailed Spirits are placed around the map, and allow the boss to be summoned freely every 5 minutes, with a chance to reward exclusive scrolls upon. Scrolls containing Ninja Tools, Sub-Abilities, and Tailed Spirits have a chance to spawn at set times each day. Les shinobi sont pour la plupart organisés en clans, eux-mêmes regroupés au sein dune base militaire : le village caché. Les femmes ninjas sont appelées kunoichi ().
#SHINOBI LIFE ROBLOX WHERE NARUTO SPAWN CODE#
code: Code Server Vip Shinobi Life 2 : Shindo Spawn List / Shindo Life Weapon Spawn. Le terme shinobi () autrement appelé ninja () désigne les combattants de lunivers de Naruto. A large part of the Roblox Shindo Life ninja fighting experience is related to exploring the game's multiple different locations to defeat enemies and collect different sub-abilities, ninja tools, Bloodline modes, and many more items. Today I will be showing ALL Jin Spawn Locations in Shinobi Life 2 Roblox with Jin Spawn time and RarityPLEASE SUBSCRIBE & RING MY BELLAtlasZero Discord. Shinobi life 2 is a reenvision of shinobi life by the original developers. Locations are the main areas in Shindo Life which is where gameplay is. Shindo Life (Roblox) Private Server Codes List December Jul 04.
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reenvisiongame · 6 months
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The inn's done. How about a brief tour?
Took far longer than I expected, but the inn is finally done! I actually finished this up around October, but as they say, the last 20% takes 80% of the work. For the most part, the visuals of the inn won't change much from here to the end of the game, which is exactly why I spent so much time on it!
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With this being the most important location of the story, I wanted it to be as good as it can possibly be. It was my hope that putting a lot of effort in now means I won't have to worry about this place as much during the end phases of development. Now even with this, please remember: nothing here is 100% final. Anything can change from here through to the game's release.
I've already introduced the inn's staff in a previous post, but one character I neglected to mention was OJ. He's a weird little guy who can almost always be found in the inn's dining hall. No one ever seems to mention him, but he's a friendly conversationalist nonetheless. Keep an eye on him as the game progresses and you might find out why people choose to pass him by, however.
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One thing about Clemence Inn is that it also doubles as a town hall. Shepherd, the mayor of the town of Clemence, has an office space of his very own. Can you tell what he likes from appearances alone?
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You can't really have an inn without a place to cook, now can you. This is the kitchen area, where all the yummy food is cooked up for the inn's many visitors. Every now and then, you might see a friendly face in there.
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Heading upstairs, the inn is split into two separate hallways; One for guests and one for residents. As the player, you get a resident room! When you start the game, your room will be rather empty but, as you progress, the room will become even fuller than what's shown here.
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Heading outside, we have the inn's garden area. This place is ideal for any guest who wants to simply relax and enjoy the peaceful scenery. To help maximize the tranquility, there's even a fountain in the middle of the garden.
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With the garden area, I should mention that part of the reason this took me so long is because I had to redo the outdoor tilesheet as well. This was a lot of work, but the results paid off tremendously. Just outside the inn greets you with a rather pretty view!
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Unless this post is take 8 minutes of straight scrolling, I unfortunately can't show off all of the inn and its surrounding area. So, I picked the parts that I thought were the most interesting. There's a lot more to the inn than what I've shown here, but I suppose this just means there's more to explore when the game releases.
Currently, I've been reworking the player's battle spritesheets. It's about time I finally make a more "finalized" version of these, especially now that I have a better grasp of what is and isn't working in the game's battle system.
Along with making adjustments relating to that, my plan is to add more places to the game. Next up will be the game's first "dungeon", in quotes because it's less so a dungeon and moreso a 2-room-long walk through nature. After that, I'll work on another location in the game, Clemence's library. My goal is to just slowly expand outwards until the entirety of Clemence is done, then continue to just add more places from there, slowly branching out until the entire game's map is complete. I think that'll give me enough time to do things like finish the game's script, add all the enemies and boss fights i wanted, add more items, make more adjustments, etc.
From here on out, everything about development seems like it'll be taking less of a "step by step" method and more of a "everything will kinda just flow where I need it to be by the end of this" method. In the meantime, here's to hoping the next big update takes a little less than 5 months to show off :P
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And before I forget, have a happy holidays and new years everyone!
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vennyaki · 1 year
Video
SO! The past few weeks, I’ve been working on a cutscene system. Just today, I finished up the bulk of it and I managed to make the short little scene above!
(note: this scene won’t be in the final game, it’s purely for testing) 
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It’s simple and still has areas of improvement, but I’m so excited with how things are shaping up. A good friend of mine is helping to review the story to make sure things flow correctly, and that’s going well so far. Speaking of which, opening the game’s main design and storyboard document lags my entire computer because it’s at 277 pages and it’ll only continue to grow. I also refuse to make a new document-
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Aside from my poor document management skills, my pixel art abilities are improving, the main foundations of the game are all mostly in... Development is going well!
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wearejapanese · 3 years
Link
By Kyle Yamauchi
Will Matsuda’s photo project Hanafuda is a test of memory and recognition. Scanning the series of photographs, I identify a crumpled iris blossom, a pale pink peony, a darkened hillside, and a nimble doe. To anyone unfamiliar with the Japanese card game, these images are nothing more than flora and fauna. But to Japanese Americans like me, they coincide with the faces of hanafuda cards and also recall childhood memories of friendly competition with one’s obachan. I don’t remember at what age I learned to play, but I do know every visit to granny’s house prompted multiple rounds of hanafuda. The desirable gaji card always incited squeals of delight and the beautiful sakura cards were worn from handling.
Matsuda’s Hanafuda treads a fine line between reimagining and recreating the timeless prints of the beloved game. Unlike Western playing cards, hanafuda is void of numbers or conventional suits, instead depicting flower and animal prints representing the 12 months in a calendar year. Matsuda, who learned how to play at a young age from his Grandma Amy, still doesn’t understand all the rules. Growing up in Portland, Oregon, he only played hanafuda once a year when he and his immediate family visited his grandma on O‘ahu for the holidays. He fondly remembers losing to her, claiming she didn’t hold back in leveraging her years of experience. It was this nostalgia that prompted Matsuda to create 25 vertical photographs of scenes reenvisioning hanafuda prints.
At the time, Matsuda was living in New York for a residency at The Center for Photography at Woodstock. While on a leisurely stroll in the Catskill Mountains, he recognized a variety of the same plants, such as wisteria and iris, depicted on the hanafuda cards he played in childhood. Intrigued, he learned that Woodstock is on the same latitude as northern Japan, which would account for the similarity in foliage. Consequently, Hanafuda ended up being shot at an unconventional Western location with Japanese subjects.
Matsuda knew he wanted the series to have a human presence, and as one of the few Japanese Americans in the area, he often cast himself as the subject. “I was thinking of these cards as a metaphor and vehicle to think about Japanese American culture and identity,” he says. “If I put myself in the photos, I find it to be an easier way to access these more complicated ideas.” As a result, the series conjures paradoxical feelings of familiarity and displacement. Matsuda’s Asian features are a familiar sight in Hawai‘i or Japan, but as he poses among North American pine trees, against a black sheet, and below a starry sky in upstate New York, he creates a universal space neither distinctly Japanese nor American. There is a sense of longing for Japanese culture, an attempt to “find the bits we can latch onto or belong to, wherever we are,” Matsuda says.
Read more...
https://fluxhawaii.com/hanafuda-redux/
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zombiegurlmode · 4 years
Text
Camren is a dead ship. Get over it bish.
I thought about whether i truly wanted to write this or not. Then again, i thought to myself, this is my vent area i will write whatever the hell i want. You no likey you getaway from me. Simple fact of life right?
So a little background story before we dice the meat and butcher it into pieces. Sony is one of those companies that i hate to love and love to hate. It all started with their almighty creation the PlayStation. Such a phenomal brand that it paved the way for the revolutionizing the gaming industry we know of today. And then lo and behold sony is also famed for killing off its own brands by their lousy marketing efforts or failed attempts. Exhibits A to C: sony vaio, sony erickson, PS Vita (probably one of their greatest massacre of all time). So when i learned that 5H were actually part of the Sony umbrella corporation, (ooo this is a reference. Hint: refer to my handle) all i could think about is who’s the next victim. Well we got our casualty right?
Anyway, next stop on our background story is i’ve heard of 5H way before i’ve learned of camren. I mean i couldn’t even be bothered whoever the hell are the members of 5H were. All i know is that i really liked their song work from home and then I listened to their other songs and appreciated some of their other songs while others not so much. Personally, i just thought of 5H before as another run of the mill generic knock off version of Spice Girls. Funnily enough, they did their own version of Spice Girls. Then i came across never be the same and instanly liked it. I never even knew that she was a former 5H member. Honestly, i still couldn’t be bothered at that time.
Fast track a few months or a year, i had a major setback with my sexuality. I encountered a colleague of mine whom i have developed strong affections for. This totally knocked me off my orbit and bothered me since A) she’s married and B) i’m in denial. I mean at the back of my head i already knew since i was young. I was just suppressing it. No need to go into details since most of us are on the same boat on this. You know the usual ploy of disasterrific coming out agenda and the whole enchalada. So to eleviate some of my concerns, i even ended up consulting professional help from a friend of mine who is practicing professionally. I learned from her that there are even conversion camps to somehow “change us back to normal”. Creepy if you ask and i’m even downplaying it. Anyway, i saw in a facebook post one of my friends attending a pride march here in the Philippines. So i gathered my courage and spoke to her and ended up coming out to her.
Fast track again, she introduced me to camren and the rest is history. I was hooked, lined, and sunk with this dead ship. And i haven’t been the same ever since. I read Bashuda’s post here (hope i got your name right). An open letter to lauren jauregui. And all she’ve said, i’m willling to bet most camren shippers underwent too. We are all looking for that special kind of love that knocks us out of our orbit, takes our breath away, and drives us crazy up the wall. The all consuming type of love that you know is worth every damn fight you’ll have to go through. And somehow, we shippers see that in camren and gives us the hope and courage that the love we all seek do truly exists in this otherwise selfish, relentless, and brutal world we all live in.
So now unto to the main agenda, Lauren’s live or podcast or whatever we call it now with becky g. All i got is that she doesn’t like being called daddy. I concede defeat you shippers arguing in wattpad can now be laid to rest. It’s now finally settled straight from the horse’s mouth. We now can definitely without a doubt say who tops. Hahahaha. Ok, just kidding. I just couldn’t resist. I mean she had it coming. I’m just feeding my crazy self. Although, you know she did say daddy’s get your sh*t *wink wonk*. You know I wouldn’t mind being called a daddy hahahaha. Again couldn’t resist. At this point, i’m just twisting her words and being playful.
Since i can’t control myself from taking shots at her words, let’s continue on with my tomfoolery. Lauren again gave us another proof. This time she proved herself again that she is in fact a living breathing meme. And this meme came into my mind:
Literally no one: ....
Lauren: you know camren is not real blah blah blah
Cs: who even ask about camren? It’s a dead ship. You said it yourself it’s not real. Get over it bish. (Honestly lauren. Joke’s on you bud)
Ok, ok, all kidding and lousy jokes aside. What i truly can take away from all her passionate speech is this LJ1 IS COMING!!!!!!
I mean denying camren again? Real shocker. News flash to me. Really i swear i almost had a gay panic in the office no less. Honestly lauren it’s 2020 and covid is out here doing it’s thing and your back reliving a dead ship no less and retelling yet again the same things you’ve said before. Oh don’t get me wrong tho. I am not downplaying in any way what you have to go through. I mean come on for crying out loud my front is still in the closet quaking like a damn moron. Look what i truly do not appreciate is why is it about the cs again huh? Come on, it’s not like we tag you in all your accounts to chant our undying faithfulness to our ship that has been turned officially into submarine. Where our beloved captain may or may not be in hiding in plain sight or maybe our delusional minds are conjuring these thoughts. Neither do we publicly declare our posts or force anyone to believe in our conspiracy theory. We have a very dedicated community much like a dedicated server where we gather like cults and study our fine specimens... sorry i meant closely observe and adore our ship. We have a special place where we can commune and comment and make fun of our created fanfics out of the very fine figments of the numerous authors’ machinations. And yet here we are people trespassing on our free space and demanding to cease and desist this atrocious camren lunacy wherein you couldn’t just possibly stumble upon camren accidentally unless you were intending to. Because as i’ve mentioned before i’ve heard of 5H and camila cabello way before i encountered the anomaly of camren. I even searched about 5H because of camila cabello’s involvement in the group. And not in one of those searches did it yield to camren. Not until i was introduced to it by a friend. And now i am clearly a camren fiend.
Anywho, quite obvious to me that the marketing for LJ1 has begun and we are now all entering the hook phase by drawing in attention by creating new drama or reliving or reenvisioning past established conflicts to fit into the narrative. Well i’m excited for its official release and that’s all i have left to say now. Have a pleasant day everyone. The madness had finally ended here.
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modmamono · 3 years
Text
Translating Puyo Puyo Characters into a modern High School setting.
*Dusts of my Tumblr*
I co-write a Puyo Puyo fan fiction called: An Ordinary Puyo Puyo High School AU. It's in an AU where a lot of characters go to a high school together in a world like ours, but we co-exists with Angels, Genies, Elves, Birds, Ghosts, just several kinds of fantasy creature that aren't fantasy in that world.
They co-exist in a contempory setting. So they mostly wear clothes like ours'. Regardless of what historical culture each species has had in the past (or maybe not, I'd have to check the notes again) they wear regular clothes like ours, or practical wear fitting of their role in the Primp High School.
Commissioning @chaoplushie is my personality. And I pay him a lot to have him draw these versions of these characters come to life with the notes I give. I give him a lot of notes while giving him some freedoms with it where I can.
There are many ways to adapt characters and I, someone who's out-of-touch even with his own generation, reenvisioned characters as students in the modern day in different ways as a non-artist myself.
Let's start with:
Arle - Recontextualization
[@chaoplushie art here is all stuff I commissioned and water marked on his behalf.]
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In this universe, magic is rare, not even Arle, Satan or Schezo have it. Arle isn't a magician here. So she has no excuse how to dress the way she does.
So I needed to figure out the closest thing to what Arle is/does but in a domestic setting.
It's safe to say that Arle is a pretty outdoorsy girl. She's really active in the games, she struck me as an adreniline junkie.
So I made her a trackrunner, a sporter in general. A jock you could say. And if you're a jock you getta be always in practical sports clothes 24/7 and wear brand clothing (StFo, Stay Focused).
Side-effect of the practical clothes is that it makes Arle less wide without her skirt, chestplate and cape.
Don't worry, she's a nice girl.
Panotty - Different, yet the same
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You can't see it, but he's actually wearing a hoodie on the right. So that's how he's different. His MO is pretty much the same as in the games plus something you can infer from his hoodie.
This is very much just a clothes adaptation. Unlike his bestie:
Harpy - Not changing anything
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Harpy is the same in more ways then one. And her default white dress is a timeless piece of fashion, you don't change that.
Don't needlessly update things that don't need to be updated:
Marvett - Crocs! (and modern tech update neccecity)
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I needed a laugh so I needlessy replaced slippers with Crocs. Something I do kinda regret. But whatever. Marvett is a little weird for going outside in slippers while wearing warm clothes, now she's weird for doing so in crocs without socks (I did say I'm out of touch, is this a case?)
Also I believe Marvett is one of the Spirit Summoner characters. I could be wrong on this but I think Rabbisuke is summoned from that pen.
In our fic, Rabbie is summonned by the stylus Marvett holds.
Gotcha! Nah, that'd be dumb. He's bonded to Marvett here instead. She also isn't a summoner, they got bonded by accident because most students here are just normal kids.
There have been more ways me and my co-writer (@warelander) changed characters to fit in this world of An Ordinary Puyo Puyo High School AU. But I just wanted to share these four.
This has been an ad for @chaoplushie, he's mosty just on Twitter. Commission him something if I don't get to him first.
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bwprowl · 4 years
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Rage and Replacements in Final Fantasy VII Remake
Final Fantasy VII isn’t my favorite video game ever. Hell, it’s not even my favorite Final Fantasy game (That’d be FF4). But it is a game that I really, really like, and for that I’m immensely grateful that Final Fantasy VII Remake exists. Not just for letting me dive into an exhaustingly immersive version of this game’s world that, thanks to design, music, and general vibes, ‘feels’ pitch-perfect as a recreation of that, but also because it lets me experience a resurgence in Final Fantasy VII fan enthusiasm and discussions in our modern era. Just being able to scroll through my Twitter feed and see tons of great art and memes based on this old game I love is a testament to how worthwhile this project has turned out to be.
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That said, as anyone who’s played through all of FF7R can now tell you, much of that rich retro-recreation is in service of the later twists in this installment. The whole thing turns out to be designed to pull the rug out from under the player and the characters by the end, an exercise in escaping the original plot of Final Fantasy VII as much as the walled-in city of Midgar itself. And there’s thus some trepidation from people who may have preferred that this revisiting of the story stay on the rails they remembered, sticking only to the plot of the original just with all those glossy current-console-generation bells and whistles helping it along. And while I can’t really condemn that mindset, I also can’t really adopt any element of my own.
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As someone who’s played through Final Fantasy VII several times, and has played the beginning of Final Fantasy VII particularly quite a few times, the attention to detail in recreating the Midgar portion was worthy of applause. But as much as I was happy to get sucked back into the world, right from the start, pretty much, I was being even more drawn in by the presence of new elements. Right after that first reactor bombing run, where the demo left off (both in the original and for the Remake), we get a new illusory scene of Sephiroth and the appearance of the spooky plot-arbiters called Whispers as Cloud, Aerith, and Sephiroth himself all make cryptic statements hinting towards the idea that we might have Done This All Before. And as an absolute slut for metatext in fiction, that really drove me as I played through the thing. It creates an interesting context, treating the plot of Final Fantasy VII as a setting unto itself that we’re then drip-fed this new plot on top of. And of course that doesn’t become clear until right at the end, but it’s still an element, that question of what’s ‘really’ going on here even as we’re also enjoying being taken through an FF7 theme-park with fancy new takes on stuff like Wall Market and the Train Graveyard.
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I guess my hang-up comes in comprehending the real issues of FF7 faithful upset that we didn’t get a straight recreation. A lot of times my attitude towards new versions of things is “The original still exists, so if you don’t like the changes made to the new one, you can still go back to the old one.” And indeed, if all these folks are as big of fans of the original FF7 as they profess to be, they can understand that Remake isn’t going to cause their PS1 discs to blink out of existence. Part of me can understand a fear that with Final Fantasy VII Remake 2 (whenever that manages to come out) pointedly going in an ‘unknown’ direction plot-wise, we may miss out on seeing reenvisioned versions of our favorite later FF7 stuff, but this is Tetsuya Nomura we’re talking about. I think it’s clear that whatever else you think of the man, Nomura is a HUGE fan of FF7. Cait Sith has already popped up, and Cid, Vincent, Yuffie? Safe to say all those characters will still be in there. The Gold Saucer will almost certainly still be in there. Chocobo breeding and fights with the Weapons, probably all still going to be in there. They’ll probably still make us do the Wutai sidequest again. The contexts may end up changing and there may be all sorts of wild new shit in-between, but to think a massive FF7 fanboy like Nomura is going to completely excise a lot of the most enjoyably iconic parts of it is to ignore the sheer unbridled love for the game that came through just in this first part.
And god, how can you not be excited to actually have no idea how or if Aerith is going to die in this version? They’re setting me up for another shock based on one of the most overspoiled spoilers in video-game history, and that’s friggin’ brilliant, if you ask me.
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Because the fact is, all those elements in the original FF7 are what make it still hold up today, and if you want to experience them in their original iteration, you can absolutely still go back and play it. Heck, I’m amazed at how much playing through Remake has me hankering to return to the original, never mind revisiting all that Compilation material. This game has me curious about checking out Dirge of Cerberus, a game that everyone knows is bad! But on the subject of the original, there is the point of those who seemingly were counting on Remake to ‘replace’ that old game, or newcomers who jumped on thinking this would be an ideal way to experience that story for the first time. And with that ending up a wash, I don’t think it’s as big a deal as some are making it out to be, again for the simple fact that the original FF7 still exists, and can be bought and downloaded and played on more platforms than I can list at this point. You can play FF7 on your phone! If you’re reading this and getting mad about Remake’s plot changes on mobile, you can just download the original FF7 on that device and play it instead.
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Because it’s important to admit that graphical fidelity and robust modern gameplay flourishes do not a masterpiece make. I like a lot of the touches in the original FF7, its prerendered backgrounds used for a sense of style and perspective that would’ve been unthinkable in the sprite era of RPGs, but it is true that a lot of its other graphics, especially its overworld models, look a bit shit. They’re chunky, awkward first attempts at translating the old Final Fantasy style to a polygonal place, and they definitely don’t hold up. But for something great, looking like shit shouldn’t matter too much. I said my favorite Final Fantasy was IV, and that game looks like shit too, running into simply awkward translation to the 16-bit era the same way VII did with 3D on the PlayStation. But IV is still a wonderful game to play that tells a killer story with characters I love. And FF7 does the same, with its own systems and interfaces to gameplay that make it great to go through even as those characters are represented by shuffling tinkertoys. If you love FF7 so much that you were all-in on its Remake and compelled by the nostalgia it summoned, then you should still be able to derive joy from that original and recommend it to newcomers for the same reasons. To feel betrayed that this new version didn’t sufficiently replace it is to admit that you thought your timeless favorite needed replacing.
And finally, I have to laugh at anybody arguing that Final Fantasy VII Remake was ‘falsely advertised’ as it was, since you know what other game famously misrepresented itself in its advertising?
Final Fantasy VII.
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