#RPG Development Company
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Gamesdappis a Role Playing Games RPG Development Company launches its own Role Play Gaming or RPG Gaming Platform where players can blend with the game world with our RPG Game Development Services.
#Role Playing Game Development#Role Playing Game Development Company#RPG Development Company#Role Playing Games Development Services#NFT Role Play Game Development Company#Defi Role Playing Game Development#Blockchain Role-Playing Game Development
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thank god for indie devs making like tiny little maximum 10 megabyte freeware games on itchio keeping the art of filesize optimization alive. ASSET REUSE FOREVER!!!!!!!!!!!!!!!!!!!!!!!!!!
#im watching a video about wario land music -> 'the bizarre music and sound design of wario land 4' by geno7#good video so far! i like this guys stuff. he talked a bit about how they did some of the sound effects for warios voice#a very like. chopped and remixed sample style of doing his vocal lines. which is very cool 1) because it saves a bit of#precious space on that gba cartridge BUT ALSO 2) it just sounds cool and interesting stylistically#and man sometimes trying to keep a file size down really does give way for some really interesting stuff#on my own personal interests in games i ADORE rpg makers rtp and how people can find creative uses for it#i love that a bunch of games can draw from the same asset pool as one install on ur computer#no bloating your hardrive with a bunch of copies of the same assets - its just already here!#and from a developers perspective i love when they reuse old assets from other games in new weird ways#some small visual novel companies will reuse backgrounds and other assets#altho i dont mind a bit of bloat with VNs since a big draw can be the big pretty images and big pretty sounds#but its still cool when people find ways to get creative with space saving. and from a players perspective its also nice#space is cheap nowadays. but its not Free. we can swallow terabytes whole with micro sds and everything#but a lot of players dont get the chance or ability to upgrade their internal memory that often. so i think being considerate of filesize i#very important. and thats not even getting into the download bandwidth limits - a lot of people all across north america can only get like#internet from 1 provider and that 1 provider often likes to upcharge and limit shit because they can#we might live in a future where a lot of powerful technology exists. but access to that tech is another story#so remember the filesize. remember the filesize.#dies in your arms
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#palworld has revealed to me just how many monster taming fans are full of shit#'don't play this game it's made by a company that endorses AI and NFTs! instead play this game made by a company that endorses AI and NFTs!#'this game is just a soulless cashgrab!' meanwhile pocketpair are struggling to keep their servers up#pals have more personality than pokemon could ever hope to have in any of the switch games#oh and as if BDSP weren't soulless cashgrabs#or ultra sun and ultra moon#also they'll recommend other games and they're all turn based RPGs#and ironically enough play a lot more like pokemon than palworld does#or recommend hacks and fangames that TECHNICALLY infringe on TPC's rights but they don't wanna hear that!#big rofl#absolute lack of self awareness#hazy rambles#btw if you're reading this and like the idea of a survival game with monsters but don't like how dark and edgy palworld is#look up anitons#it's probably gonna restart development#it has a steam page and there should be a discord server invite link
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Project Dragon was a game that was in development for 3 years only to be canceled weeks from its announcement and its entire art and development team laid off. The game (which would have been called 'Everhaven' upon release) was intended to be a multiplayer sandbox rpg taking inspiration from both Minecraft and The Legend of Zelda, with an art style similar to that of the Spyro Reignited Trilogy, which some of the team members also worked on along with Crash Bandicoot 4.
According to character design/illustrator Nicholas Kole "Our cancelled project of the last 3 years is officially, truly dead as of today (internal attempts to save it failed), and the embargo on the whole body of portfolio work has been lifted". This means that the only way the game has a chance of resuming development is by raising awareness and spreading the word of it's development. More info from Nicholas Kole and #BringBackProjectDragon Even if you're not interested in the game itself, you can find the concept art, animations, 3D models, music and all other completed pieces of work for the game being shared by the team at either of these links, and I think are worth checking out. Some mounts and NPCs








4 of the 5 playable starter races (5th being human of course)




Edit: the decision to cancel the game was made by Forte, a blockchain company that acquired Phoenix Labs last year, who later decided to cancel all other projects so that the studio could focus on Dauntless and Fae Farm, Phoenix Labs' other already established games, rather than take the risk with this new IP.
I advise against sending any sort of hate towards Forte or Phoenix Labs and instead recommend continuing to share love for Everhaven and what it could have been until they realize their mistake.
Also thanks for 10k notes.
#BringBackProjectDragon#Project Dragon#spyro#crash bandicoot#minecraft#furry#concept art#art#not my art#dragons#rpg#phoenix labs#dauntless#fae farm#forte#blockchain#nft#10k
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كيفية تصميم موقع على شبكة الإنترنت: خطوات عملية للبدء
تعرف على الخطوات العملية لتصميم موقع إلكتروني ناجح من خلال هذا المقال، واحصل على النصائح والإرشادات الضرورية للنجاح في تطوير المواقع الإلكترونية.
تعرف على الخطوات العملية لتصميم موقع إلكتروني ناجح من خلال هذا المقال، واحصل على النصائح والإرشادات الضرورية للنجاح في تطوير المواقع الإلكترونية.
#marketing#artificial intelligence#business#linux#machine learning#programming#python#rpg maker#software engineering#indiedev#تطوير الذات#تطوير المواقع الإلكترونية#web development#web design#web developers#web developing company
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Icarus, and the Sunflower
A Desert Duo/Scarian AU about an avid player meeting his favorite, comfort character in a death loop video game.
I can’t write a fic, nor have time to draw comics like i used to, so we are doing bullet points on a tumblr post
PART ONE: BEFORE THE ALPHA TEST
PILOT: PART TWO
2.1k words below the cut
SOME BEGINNING NOTES: - This AU is only character shipping, and references a lot outside the life series events (evo, hermitcraft, empires, etc). This is not meant to ship the CC’s themselves and if anything alludes to it, it is purely unintentional. - This is not canon-compliant ermmmm i do what i want and i will put every idea i have into this - Tags for this part? Game dev AU, Grian is whipped for Scar, some characters are real and some are fictional, this is only the pilot, absolutely not beta'd i only have one impulsive braincell
A. Gria
Gria is a single man in his late 20s; he works at a game company called E.V.O. Games (Entertainment Virtual for Everyone). He was an architecture graduate who dabbled in game dev in his spare time during his undergraduate studies. Although he didn’t pursue that path, he utilized his skills in level design. He used to work in several indie game companies, one of which was a company founded with friends, before he was hired by E.V.O. Games. He was excellent at his job, and his ideas and inputs always improved whatever project he worked on. Because of this, after a few years, he was promoted to creative director.
His latest project was “The Evolutionists’ Portal,” a 3D pixel-style puzzle game in which the player has to navigate the world to find portals hidden in each level, and these portals progress the game. With each portal traveled into, the world becomes bigger and more complicated, making each portal harder to find. However, with multiplayer, this task is easier through working together (and doing fun shenanigans together).
It had a buggy release, especially for multiplayer, but it built a decent player fanbase; the story itself was short and simple, but it was replayable thanks to its multiplayer mode.
For visualization, it’s 3D with a top-down perspective like “Pokemon Diamond/Pear/Platinum” but has gameplay similar to “Stardew Valley”
Gria and his team get along well, and he is quite close to some of them:
Martyn: an audio engineer. This is the first game he’s worked on since he was first hired in the company.
“Big B”: a VFX artist. He and Gria joined the company around the same time and bonded over stressful deadlines and annoying seniors when they started out.
Jimmy: the project manager. Although Gria takes a lot of joy in teasing him, he is hardworking and great at keeping everyone in check with the calendar. Out of everyone, he is the one Gria is closest with. He also works on another game by the company called “Empires.”
Pearl: an environment artist. She joined the company a bit later in the development. It is her first time dealing with pixel graphics but she did it incredibly well. She also works on “Empires” with Jimmy.
“Empires” is a free-to-play fantasy open-world action gacha RPG. It is the biggest game of the company and their title game.
For visualization, it’s just “Genshin Impact” and “Honkai: Star Rail”.
Recently, there was a buzz around that their game, “Empires”, will have a collaboration event with another big name. Gria was too busy and overworked to take notice of this, though.
The fruits of his labor later came as game nominations for “Best Multiplayer” and “Best Audio Design.” Gria was happy their work was acknowledged by players worldwide, even if they didn’t win.
B. Hermitopia
After so long, Gria finally took a week off. It was foreign to have no obligations for even a day. He doesn’t use this time to travel; instead, he sits at home and lurks on the internet to keep up with gaming news and updates. He uses the username “Xelqua” with a red macaw as his profile picture.
He stumbled upon a “Redstone tutorial” post by the user ”Potatonutshell”. Curious and intrigued by how such a complicated contraption is possible in a game (and bored out of his mind), he asked this user what game it was for. Potatonutshell briefly, and over-excitedly, DM’d Gria with a huge wall of text about this game called “Hermitopia 6.”
In the beginning days of his break, Gria spent time messaging this Potatonutshell fella, named “Mumbo.” Mumbo named himself after a character named “Mumbo Jumbo”, who is one of the most skilled “redstoners” in the game. He related heavily with the character and took a lot of interest in the redstone circuitry game feature as he is a programmer in real life. Gria thought the game was interesting, but not enough to install a 36 GB game for $39.99. He changed his mind when Mumbo told him more about the game, especially its base-building mechanic.
“Hermitopia 6: Hermit Civil War” is an open-world fantasy action RPG known for its base-building core mechanic. It is the sixth game in the franchise, and each game starts in a brand-new world. The player and the lovable NPCs are called hermits, a band of humans, fae, hybrids, and other species who live together on an island and work together to live a sustainable life amidst the hostile creatures that roam the world.
For visualization, it’s like “Skyrim” with “Baldur’s Gate 3” graphics and dialogue UI.
Gria planned to try it for a few hours, only humoring his new internet friend, until he met this beautiful NPC named “Scar Goodtimes” — a human-vex hybrid with scars all over his “handsome face and carved body”, as Gria would personally describe him. He was also a builder who lived near Gria’s very odd underwater base. Throughout the remaining days of his break, and his weekends after that, Gria played Hermitopia 6 religiously.
Scar calls him “GRIAN”, which was a typo error — Gria pressed enter early in the name selection screen and he didn’t realize it until Scar first mentioned his name 3 hours into the game. He can’t be bothered to fix it, though (and he's grown fond of it.)
Gria continued to play the game in his free time, slowly falling in love with the game as he kept on playing. He also kept talking to Mumbo, who he fanboyed about the game with. He found out that Mumbo lived close by too, so they hung out frequently and bonded over the game.
Gria: I genuinely thought you had a big mustache, y’know, like Mumbo Jumbo. Mumbo: I do too! It’s... it's there! [he shows his very faint mustache] It's there! Gria: sure.
Xelqua started off as a lurker, to an active Hermitopia fan account. He was interested in the base-building aspect of the game and shared his designs online.
Hermitopia is not a dating simulator. There is no romance mechanic in the game. Anyway, Gria installed (and tweaked) a romance mod because no one can stop him from flirting with his fictional vex boyfriend.
Mumbo: Grian, if I hadn't met you personally, I would've pictured you as a crazy Scar fanatic. Gria: Wha— How— I’m not crazy. Mumbo: You downloaded a romance mod just to flirt with Scar and commissioned an artist to draw a scene from it, and now you have it framed on your bedroom wall. So, Grian, I think that’s crazy behavior. Gria: … I do what I want, Mumbo!
Gria's love for the game and Scar grew more as another hermitopia game was released (Hermitopia 7). Then, he, as Xelqua, became a notorious name because of a supposedly harmless poll about the sexiest character in the game. He was known as the insane Scar fan.
He's got every Scar merch, though there isn't much Hermitopia merch released in general. However, if someone posts about a new Scar fan merch, a certain username might appear in their notifications, like a hound trailing a scent. Haters and trolls are also dragged to hell and back because, if they aren't regretful after being berated by this insane man, they will not be able to surf through the web in peace as long as Xelqua holds a grudge.
As insane as this Xelqua person is, Scar had become a popular character within the fandom, compared to his old status as an underrated sweetheart without much attention or fanfare thanks to Xelqua constantly (for years without missing a day) talking about him. Xelqua also organized or helped some Scar fan events and constantly supported merch creators with hermitopia merch (especially if it involved Scar.)
User Xelqua, about Scar: He is my little sunshine, my precious sunflower. He might’ve killed some men, but he was hot while doing it.
C. The Collaboration Event
Back to Game dev stuff, Gria isn’t open about his current obsession with his coworkers. When the collaboration event with the “Empires” games was finally announced, two representatives from the other company came to visit. “Skizzleman” has been a writer for Hermitopia since the 3rd game. A character from Empires, Gemini, will become a new character in the next Hermitopia game, and there will be a DLC that will add a new small map with many biomes and new materials. In Empires, Hermitopia characters will be featured in a limited-run gacha banner and a limited-time story event.
Now a Hermitopia fan, Gria tried to interview Skizzleman about the game (while making it not obvious how obsessed he is with it). Skizzleman was the one who wrote the lore for “Impulse” as well as most of his dialogue throughout the games.
Another representative for Hermitopia, the lead designer Joel, came to visit for the collab event. He is a fanatic of Empires and a diehard “Shadow Lady” fan, which is why he is so excited to work with E.V.O. Games for the collab.
Accompaniment art for this here: link
Gria was never into gacha games, but with a mix of Pearl and Jimmy convincing him to try the game they worked on (not to mention the fact that it is free-to-play), and showing him an initial sketch of what some hermitopia characters will look like in the game (this isn’t allowed, but Jimmy and Pearl found the thought of their serious coworker playing a gacha game amusing), he finally caved. Little did they know, showing a topless concept art of Scar is more than enough to reel him in.
When the collab update was finally released, Gria grinded Empires just to get Scar. He practically paid his own salary back to his company just to get Scar to max level and his additional skins. (He loved his new “HotGuy” skin the most)
With the release of “Hermitopia 8: Moon Collision” and the introduction of co-op multiplayer mode, Gria invited Pearl to play with him with the excuse that they're only going to see how Gemini looks in the game. Gria successfully got Pearl hooked on the game.
D. The Watchers Studio
Before Gria properly applied to a game company, he developed small-scale games with his high school friends. They called themselves “The Watchers.” He met them in a small art club and they bonded over their favorite games. Gria’s favorite game growing up was an old zombie game with a title he can no longer remember.
One of their unfinished games was “The Life Game.” It was a battle-royal death game where the players had to gather resources and have limited lives.
Two of their old friend group recently reached out to Gria to catch up. They said they wanted to work on “The Life Game” again and wanted to ask Gria if he wanted to join again. Of course, Gria already had a job himself, so he declined. However, he hung out with the two and checked in with their progress, nostalgia hitting him as they relived their old game ideas.
The two invited Gria to do an alpha test and asked him to invite any friends who might find it fun. Gria invited Jimmy, Pearl, Martyn, and Big B, as well as Skizzleman and Joel who he’s been acquainted with. He also sent an invite to Mumbo, who was unfortunately busy with his job at the moment.
To Gria’s surprise, the two had turned their game into a VR game. All seven of them played in a medium-sized studio, and although the game was fun, it was nausea-inducing, especially for Joel. They all lost to the Computer-AI characters, which concluded their Alpha Test.
After the meetup, the two lent them their CD copy of the game with the VR Headset they used (which was suspiciously generous of them).
Skizzleman liked the game a lot and asked if they could do it again sometime, which Gria relayed to his two old friends. Pearl shared the same sentiment but is too caught up with work which makes her unable to join their next session.
The gang kept discussing the game they played and its potential to become a hit with a little more polish. This made Gria feel proud of his old team and his past self, reminding him of the time he was passionate about making games despite his lack of experience.
With limited coding knowledge and a little help from Mumbo, he made a server to host “The Life Game” online instead of LAN. He sent copies to Mumbo and Pearl in case they’d join later. According to the two, the game had more improvements to it since the last time they played it, which was months ago.
Gria had a small voice in his head telling him this was a bad idea— well, he did get a bit sick in the last session, but everyone had fun. So, he ignored the warning bells and hit “Join World.”
This marks the End of Pilot Part One Next Chapter > PART TWO: UNFIXABLE ERROR
ENDING NOTES: I've been brainrotting and hyperfixating on the idea for a while now, and I don't know how to let it all out so I'm going to try out this format. Hopefully I could add more to this! Thank you if you've read this far into the post. :) Made a spotify playlist too in case anyone is interested (I'm still working on this though)
#desertduo#scarian#trafficshipping#hermitshipping#grian#goodtimeswithscar#life series#mcyt#AU - Scarian Death Game#<< i have yet to change this#my art#my writing#<< ?? if you could even call it that#Icarus and the Sunflower
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We provide the easiest solution to take your business online with our web development and web designing services at techprosense.
#programming#software engineering#rpg maker#logo design#adobe#python#machine learning#linux#artificial intelligence#poster#web development#webdesign#web developers#web developing company#reactjs#code#developer#css#marketing
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"Voices of Success: Web Development Unleashed - What Our Clients Say"
Introduction: In the dynamic world of web development, success stories are not just a testimonials to the capabilities of developers but also reflect the satisfaction of clients. Today, we are into the voices of success that echo through our web development endeavors. Discover accounts of clients who have experienced the unleashed potential of innovative web solutions from us.
Unveiling Transformative Experiences
Seamless User Experiences
One recurring theme in our clients' testimonials revolves around the seamless user experiences delivered by our web development team. From responsive design to intuitive navigation, our commitment to creating user-friendly interfaces has garnered praise.
"The user experience on our website now is a game-changer! Our customers love the simplicity and efficiency." - [Elisha, RWorld]
Cutting-Edge Technology
Our clients consistently commend our commitment to adopting cutting-edge technologies in web development. The integration of the latest frameworks, languages, and tools ensures that our clients' websites are not just current but also future-proof.
"Their proficiency in incorporating the latest technologies is impressive. Our website feels modern, and we're ready for what's next in the digital landscape."
Collaboration and Communication
Transparent Communication
Effective communication is the cornerstone of successful web development projects. Clients appreciate our transparent and collaborative approach, keeping them informed and involved throughout the development process.
"Clear communication and regular updates made the entire process smooth. We always felt in the loop, and that was invaluable."
Client-Centric Solutions
Tailoring solutions to meet the unique needs of each client is a core principle. Our clients have commended our client-centric approach, ensuring that their business objectives are at the forefront of every development decision.
"They took the time to understand our business, and it reflected in the final product. It's not just a website; it's a strategic tool for our growth."
Real Results and Impact
Boosted Conversions
Many clients have reported tangible business results following the launch of their new websites. Increased traffic, higher conversion rates, and enhanced online visibility are just a few of the outcomes that have led to business growth.
"Our online sales skyrocketed after the new website went live. It's more than we could have hoped for!"
Positive Brand Image
A well-crafted website contributes significantly to shaping a positive brand image. Clients recognize the impact of a professional and visually appealing online presence on their overall brand perception.
"Our clients consistently comment on how polished and professional our website looks. It's a testament to the quality of work delivered."
Conclusion
In the web development, success is not measured by lines of code or flashy designs but by the impact the website has on the client's business. The voices of success shared by our clients tell a compelling story of collaboration, innovation, and transformative outcomes. As we continue to unleash the full potential of web development, these voices inspire us to push boundaries and exceed expectations. The journey of success is ongoing, and we look forward to creating many more success stories together.
For More Information:-
#adobe#logo design#poster#programming#python#software engineering#rpg maker#machine learning#linux#artificial intelligence#web development#webdesign#web developers#web developing company#app development#app developers#app design#app developing company#software development#softwaredeals#software developers#softwaredesign#digitalmarketing#social media#seo services#seo#online marketing#social media marketing#digital marketing
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IGN: "Key Dragon Age developers have announced they are leaving BioWare after the developer restructured to focus on the next Mass Effect." Michael Douse, publishing director of Larian Studios: "*laid off I wrote more but then deleted it because I’m not about to ruin a long weekend. Something something $30 billion corporation operating for decades unable to provide the necessary economic foundation from which to support a big RPG. But again, I deleted it. It is possible not to layoff large parts of your development teams between or after projects. Critically, retaining that institutional knowledge is key for the next. It’s often used as an excuse to ‘trim fat’ and to an extent I understand that under financial pressure, but doesn’t that just highlight how needless the aggressive efficiency of giant corporations is? I’d understand it if they were pumping out hit after hit - perhaps you could argue it’s working - but clearly the aggressive streamlining (layoffs) aren’t. It’s *nothing but cost cutting* in the most brutal sense. It’s *always* people lower down the food chain that suffer, when it’s *clearly* strategy higher up the food chain that’s causing the problem. On a pirate ship, they’d toss the captain overboard. Video games companies should be run like pirate ships. The delta between VC and unemployed game developer is fascinating because where one falls upwards the other in parallel velocity tumbles downwards. You can tank an entire multi-billion dollar initiative and head upwards, while an incredibly talented artist, engineer, QA, etc can head into poverty. I don’t have LinkedIn btw 😬 Just in case any of this annoys you, just imagine I meant the exact opposite of it and you’re the best. Have a great weekend ✌️ "[source]
Michael Douse: "To make it absolutely clear, what I hate about the way layoffs are carried out is that they are done *before* decision makers know what do do with a studio, and not as a result of figuring out a direction. This is consistently true. It is a short term cost saving measure at a huge human expense that doesn’t solve a long term problem. (A lack of a viable strategic direction defined at an executive level). You can probably figure it out if you trust your developers instead of firing them. On a positive note, I’m seeing a slight shift in this direction. In the low-stakes arena of remasters and remakes, but they are the foundation of something bigger." [source]
#dragon age: the veilguard#dragon age: dreadwolf#dragon age 4#the dread wolf rises#da4#dragon age#dragon age 5#bioware#mass effect 5#mass effect#long post#longpost#video games
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Gamesdappis a Role Playing Games RPG Development Company launches its own Role Play Gaming or RPG Gaming Platform where players can blend with the game world with our RPG Game Development Services.
#Role Playing Game Development#Role Playing Game Development Company#RPG Development Company#Role Playing Games Development Services#NFT Role Play Game Development Company#Defi Role Playing Game Development#Blockchain Role-Playing Game Development
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TRICK NATION//may the 4th
may the 4th be with you! in honor of today and our recent gift of a clone known as trick, i figured a proper face card is in order as a celebration
now,,, u mean to tell me,, we have a new clone that loves chance, defected WITH his captain after injury during battle(the hurt/comfort is speaking to me like venom), AND is in a company with a BADASS mandalorian, AN UMBARAN, and a padawan///?? this is like every oc dream i’ve had come true now officially part of the star wars universe IN THE FORM OF A TURN BASED RPG?/? HUUIUHH like is this real am i dreaming somebody punch me in the throat 🎀
i wanted to draw him with beautiful mid length hair but i don’t think we will be that blessed so here’s a relatively standard version of mr. trick for now. the blast marks on his helmet and upper chest plate lead me to believe that he either is blind in his right eye or has a cybernetic eyeball like wolffe but for now im sticking with eye injury until i’ve had more time to develop a better headcanon. i also wonder who will be voicing him?? will we have a temuera return?? dbb?? somebody new? who knows! (someone probably does i just live under a rock in the outskirts of the fandom with a pair of binoculars)
anyways enjoy my silly little head canon and have a lovely day 🧡
#my art#clone trooper#clone trooper trick#trick#clone trick#zero company#star wars zero company#zero company trick#star wars#star wars clones#star wars clone troopers#star wars the clone wars#star wars fanart#clone wars
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Bug Fables: The Everlasting Sapling version 1.2 update now available - Gematsu
Publisher Dangen Entertainment and developer Moonsprout Games have released the version 1.2 update for adventure RPG Bug Fables: The Everlasting Sapling in celebration of the game’s fifth anniversary, the companies announced.
The update adds the following content:
-Fishing in The Fishing Village – Catch worms and reel in some fun!
-New Post-Game Boss Fight – Face off against the heroes of legend in B.O.S.S. mode!
-Team Up with Allies – Watch allies you support join you through a new special medal!
-11 New Medals – Expand your strategies with even more new gameplay-altering medals!
-New Items to Discover – Scattered across the overworld, waiting for explorers to find.
-One New Music Track – A brand-new addition to Bugaria’s already beloved soundtrack.
Vi’s Beemerang now has an option to lock angles to the nearest eight cardinal directions in battle.
A grace period added after falling droplets allows for easier freezing.
Various language fixes, minor balance and bug resolutions, and more!
“This update is a love letter to the incredible Bug Fables community,” DANGEN Enertainment said in a press release. “For those who have already journeyed through the world of Bugaria, this update offers a perfect excuse to return. And for newcomers, there has never been a better time to jump in and experience the award-winning adventure for the first time.”
Bug Fables: The Everlasting Sapling is available now for PlayStation 4, Xbox One, Switch, and PC via Steam, GOG, and itch.io.
Watch a new trailer below.
Version 1.2 Update Trailer
youtube
#Bug Fables: The Everlasting Sapling#Bug Fables#Moonsprout Games#Dangen Entertainment#Gematsu#Youtube
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Unity's behavior is embarrassingly greedy. Clearly trying to brute force their way into skimming revenue from every mobile game on the market -> pushing their adware onto every piece of software. It's been really disheartening to see every game development software company demand exponentially more profit the past few years. Especially since it comes at the expense of scaring away blossoming developers...
If you haven't learned to make games, but plan to - use something open source like GODOT, or at least an old version of RPG maker with a one-time purchase of a license.
If the owner of the IDE you're using would be legally within their rights to do what Unity is doing now you should assume that they will do it eventually too.
#text#unity#Amazing that years of cumulative tool development and resources can just be exploited#Unity is derided (somewhat justly) as a platform#but for many it's been a crucial step for learning at LEAST#gamedev
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It appears that today is the day of ZA/UM successors.
To begin with, we have this article, which mentions three projects by former Disco Elysium devs...
Dark Math - a 20-person team, half of them formerly from the Disco Elysium team, working on a detective RPG called XXX NIGHTSHIFT
Longdue Games - has the "leads" of the cancelled Disco Elysium sequel, now working on an as-yet unnamed RPG with a "psychogeographic" mechanic - it's a bit vague, but they do have funding
Kurvitz and Rostov are rumoured to be working on an unannounced game at a studio called Red Info, backed by chinese company NetEase. if so, we don't know anything about it yet!
Alongside these, we have senior writer Argo Tuulik and a number of other ZA/UMites, who've announced a plan for a new studio called Summer Eternal with a whole-ass manifesto for their company structure...
Lots of radical zeal but they haven't even made the company yet, so unclear if this will get off the ground, but they're also planning on making an RPG of some sort.
I'm very tempted to end with something cynical like 'release/implode, place your bets' but honestly? I really hope they all work out, and we enter a new era of literary CRPGs in which there will be more opportunity to work on arty shit in games. I don't wanna be that doomer about it all.
So best of luck to all involved, let a thousand za/ums bloom... (look, the summer eternal guys twisted mao's 'half the sky' quote to be about 'creatives', just let me have this one ok)
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Do you have recommendations for working class sci fi/space opera games?
I've been enjoying reading through Traveller and Orbital Blues and reading books like The Expanse about just regular people making ends meet IN SPAAAACE. So I'm curious if you know of any other games matching that regular people doing regular things but also exciting things threaten the status quo.
THEME: Working Class Sci-Fi
Hello, I hope you find something in here that suits your fancy!
Comet Express, by Dice Doctor Games.
Inter-galactic delivery is perilous
Dangerous people need dangerous goods transported to dangerous places.
This is where Comet Express gets in. The safety of our delivery crew is secondary to the successful delivery of your precious cargo.
Why would anyone in their sane mind do this job? Three reasons. One Money. Two Thrill. And Three, who said you were sane?
Comet Express is all about just trying to get your job done and go home - alive. You're all part of a trading company that values its cargo over its crew, with a successful job being determined with the condition your cargo is in by the end of the job.
What's interesting to me is that I don't see anything on the page that says that you can fail. Your roll determines whether or not you avoid risk; but from what I can see, you can do well, do poorly, or somewhere in between. It's typically assumed that at least some of your cargo makes it to your final destination.
What's also interesting is that your character dying is no excuse to get the job done. Character creation is meant to be quick and simple, so if you die, just roll a few d6 and you'll have a new grunt to move the payload.
I think that perhaps the biggest weakness of Comet Express is the lack of roll-tables for the GM. There's a few in this brochure-sized game, but most of the outcomes are rather vague, and still require a lot of improv. If you're a GM that likes to come up with everything on your own, this won't be an issue, but a new GM might struggle.
Pressure: Industrial Science Fiction, by Osprey Publishing.
A science fiction roleplaying game of bringing law and order to the dark and dangerous corners of the universe.
Pressure: Industrial Science Fiction Roleplaying is a rules-light, story-focused game of facing the darkness at the heart of humanity’s fragile and claustrophobic existence – both on Earth and among the stars. An entirely standalone title, Pressure also develops and expands upon the mechanics and setting introduced in the Those Dark Places roleplaying game.
As highly skilled agents of Special Operations Squads, players are tasked with cleaning up after the Corporations – investigating links to organized crime, neutralizing rogue weapons research, negotiating with rebel leaders on orbital stations, and hunting down whatever that black-budget excavation team ‘awoke’ out in the Procyon Sector…
The universe is a dangerous and hostile place; the Hypercities and the Deep Black alike hide powerful foes. But you have the tools, the training, and the resources to face these dangers… you hope.
Pressure has a unique game system, although pieces of it sound familiar. There's Attributes and Skills that will add modifiers to your basic dice roll, as well as a stress mechanic called Pressure, which you will have to test yourself against every time your character suffers something shocking or disturbing. Already this sounds like a much better mechanic to me than a sanity or madness degeneration!
Thematically, this definitely looks like very hard sci-fi, with trained military operatives in space being the core focus. This is a space-horror game, although what kind of horror that is feels like it's up to whatever the table is interested in.
If you want to read a full review of the game, check out what Lowell Francis has to say about it on his blog, Age of Ravens.
Transit: The Spaceship RPG, by Fiddleback Productions.
TRANSIT takes place beyond our home planet, allowing you to traverse the unlimited depths of space and explore worlds outside our own galaxy.
Your role as an Artificial Intelligence is to inhabit an interplanetary vessel, manage your resources, and direct your crew. You’ll deploy your ship’s officers into the field, hunt down criminals, engage in interstellar combat, and deliver supplies and colonists to remote settlements.
You must rely on your resources to complete missions by acting through your ship, tech, and crew. Three different AI types – Combat, Command, and Support – lend themselves to varied and interesting game play, but it’s when an AI is paired with a ship that the real diversity in character creation comes to the fore.
TRANSIT is more than just an intergalactic skirmish game. When your interests and those of your crew are aligned, things can go very well, but when you and your crew come into conflict, they turn from asset to liability. They’ll think you’re insane, but you’re just trying to survive and complete your mission. How did it come to this? What will you do next?
While skimming the reviews for this game, I came across a big fountain of praise for TRANSIT's index. I love a good index, and am often saddened when a game has a poorly organized index, or doesn't have one at all. A book that you can reference well is infinitely easier to use.
On top of this, TRANSIT feels like a really unique combination, as it's both a skirmish game and Powered by the Apocalypse. Those are two things I don't normally think would be put together! It's also got a really unique perspective, since you are playing ships, rather than the people inside them. Is your AI going to be human-like, or something completely different? Find out in TRANSIT.
Voidhunters, by Fox Tale Games.
It has been forty years since the end of the last Great War, in which the Espiri Empire consolidated victory against Salvatori forces. The war was hard-won – planets were bombarded, resources were leashed to build grand war engines and vast voidborn battleships, and though the embers are slowly burning out, the winds of rebellion are relentless in stirring dissent.
But the war is of no concern of you and your crew. You are voidhunters, freelancers tasked by government and private clients to search for treasure in the depths of space. It’s dangerous work, but it pays the bills, and it’s always interesting.
From empty war hulks drifting powerless through space, to locked-down laboratories hiding unfinished weapons, tech and viruses, to the ruins of the Asar, the ancient space-faring civilization that came before your own, every episode of Voidhunters can take you and yours somewhere new.
Voidhunters feels a little closer to science fantasy, because it describes itself as a soft sci-fi setting, with magic and mechs. It's inspired by media such as Cowboy Bebop, Rogue One, and Firefly, where danger is supposed to be constantly present, while opportunities to be a hero are still around the corner.
The game uses d20 dice pools, and characters are a collection of Abilities, Skills and Talents. Ability scores determine your target number to roll under. Attributes & Skills give you dice. Talents are special things your character (and only your character) can do.
An interesting extra detail in Voidhunters is that matching your target number is even better than rolling under; it reduces the number of threats the GM can roll at you, and allows you to set yourself up for a better chance for the next time you roll as well. Otherwise, the GM will be able to collect threat dice to make things harder to do, or even more dangerous if they feel like it.
If you want a bit of action movie pulp in your space drink, maybe consider Voidhunters.
Free Spacer, by Christoph Sapinsky.
Free Spacer is a contemporary science fiction tabletop roleplaying game. It leverages the newest space sciences, takes into account biotechnology, and brings the internet to the rim of the quadrant.
As a Free Spacer, you’re a crew member on a small starship, an outsider, and a contractor. You’ll explore new worlds, investigate dangers, negotiate contracts, operate your starship, and do science!
As the Game Master, you have a wealth of tools at your disposal to build whole worlds and manage the machinations of sector factions in the ongoing Cold War. You’ll be able to easily run conflicts, spaceflight, fabrication projects, and other challenges, while quickly generating new locations and characters.
Play to find out how the crew gets the job done, the choice they make, the rules they break, and the length will go for their Patrons.
The author of Free Spacer says his principal purpose of the game was to make it feel like science fiction, and everything I'm seeing from it looks like hard sci-fi. The setting is a deeply imperfect future; no faster-than-light communication, a sector-wide cold war, and the need to negotiate contracts for every job.
The game uses 2 different kinds of dice: d10's and d6's. d10's contribute to your chances of success, while d6's contribute to your chances of failure. All of the rolls are player-facing, with the GM contributing threats and complications, which definitely feels a little reminiscent of Star Wars FFG, down to the non-binary dice results. You can succeed, you can miss, but you can also have a little bit of both worlds, which I think has the potential for nuanced storytelling.
Space Ambulance, by Bully Pulpit Games.
Space is a huge inconvenience. It’s big, it’s dangerous, and it is between you and anywhere interesting.
Once upon a time it was so outrageously hazardous that people traveling through it were killed now and then just for being there. Of course today spaceships are safe and sensible and no one dies in old-fashioned ways like “hull depressurization” or “reactor explosion”. Today spaceships are smart - smarter than you and me - and they are carefully built with safety in mind. You are far, far more likely to be killed by falling out of bed than you are by a spaceship failure.
And yet.
Sapient beings are amazingly fragile and incompetent. We touch things we are told not to touch. We eat too much, or too little. We make poor choices about who to make friends with. We fall out of bed. Sometimes, through no fault of our friendly and safe spaceships, we get in trouble in space.
When this happens, every second counts. You need to call an ambulance - a space ambulance.
Space Ambulance is a game about the dedicated professionals of the space ambulance services. You will explore the lives and loves of the crews, both on the job and off, as they perform dramatic (and not so dramatic) rescues, fill out paperwork, and await their next thrilling (or not so thrilling) call.
Space Ambulance advertises itself as focused on the drama between the characters, so I'm guessing it might be something like Grey's Anatomy - in space! Bully Pulpit Games in general intrigues me with a lot of the concepts they put forward, so I think that whatever you pick up from them, you're in for a solidly good time.
Xenopolitan, by Willy Elektrix.
Xenopolitan is an RPG about everyday life in an alien metropolis. Live the life of an extraterrestrial person with real world problems. Play as a human or extraterrestrial entrepreneur, student, artist, social worker, politician, reporter, criminal, detective, or anything else, and experience life in this galactic future-scape.
Setting: The year is 2099. Ingress is a city with 90 million people from thousands of different species and planets. It flies in the skies above Earth and is a hub for extraterrestrials conducting business with various Earthling corporations and governments. Players are denizens of this sprawling, cosmopolitan city, and their backgrounds and goals can be as diverse as the city’s population.
Xenopolitan really does feel like an alien slice-of-life rpg. The entire book is dotted with in-world excerpts, like newspaper obituaries, reviews of various artists, and even dating profiles for NPCs!
The game uses Fudge Dice, also known as Fate Dice, if I'm not mistaken. It also uses a d10 as a Luck die, which doesn't really contribute to success or failure, but ether adds a benefit or a complication. The things you'll be rolling for appear to be rather mundane things, like figuring out how to break up with your girlfriend, or trying to pass your driver's test.
At it's core, Xenopolitan is about making it in a big, big city. Each character will have personal weaknesses and drawbacks that they'll have to work to accommodate or overcome, such as a criminal record, a responsibility to take care of someone else, an undocumented immigration status, etc. If you want to mix the speculative, goofy elements of sci-fi with the mundane, everyday struggles of modern life, you might like Xenopolitan.
Additional Cool Things...
Last Fleet, by Black Armada Games.
Arkyvr, a toolkit for Mothership that has players cast as a documentary crew.
Holdfast Station, by Lampblack and Brimstone.
Space And Stars Rec Post
Space Adventures Rec Post
Space Westerns Rec Post
Space Fantasy Rec Post
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