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#digikull#front end developer#back end web development course#web development course#full stack developer#front end web development company#front end development#front end web development course#full stack software developer#digikullplacement
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i love madoka magica however i dont think we as a fandom talk enough about how tragic madoka herself is. probably because the narrative itself steers you away from thinking about her personally. shes not a character shes a desire that homura has, shes a force of good, shes homura's foil. but those are all madoka's narrative roles but madoka herself as a person is not really looked at because we are viewing this world from an unreliable narrator(homura) who only sees madoka as those things. The best thing homura could have done for madoka was give up on her, to let her go. because every time we go back in time the image of madoka is distorted, she loses more of herself every regression of homura's as she tries harder and harder to save her. We don't even know what madoka originally wished for to become a magical girl in the original timeline. and she actually acts quite differently than the madoka we meet. shes a lot more honest and caring and bold. by the time homura's has reached the actual anime madoka has been reduced by the sands of time to a figment of herself. she has no wants or desires of her own beyond wanting to do good and help her friends and when all her humanity is stripped away is when she finally acends to godhood because thats all thats left of her. an ideal and a faith in her. madoka kaname died a long time ago and all that is left is her ghost.
#of course homura doesnt care anymore because she cant go back she can only go forward cuz if she gives up she killed madoka for nothing#she could have left her pass away with dignity but now shes a ghost stuck in a web of time and the only thing she can do is keep trying#to save her#i feel like inately homura knows this but she doesnt want to admit to herself thats shes the real one who killed madoka kaname#this is a very charitable reading of homura#homura died too but its a clear moment because homura is our narrator#homura akemi will never come back madoka kaname will never come back#but life goes on anyway for homura#heres my truth#i loved rebellion but im actually a bigger fan of the original anime's ending so im glad it seems like red ribbon homu is coming back#i thought that ending was a lot more hopeful and beautiful and rebellion was kind of a downer but i always accepted they were parallel#and seems im right based on posters#for walpurgis#madoka uses one of my favorite literary devices which is the underuse of a character#i dont know whats it called but i love it when they dont outright develop a character usually to signal an upholding of the status quo#i already explained how madoka is not shown as a character but they do this in princess tutu too with mytho#mytho is a character from a book hes not real in the way that the others are and therefore cant actually change like the others can#hes always the focus of others and never the one thinking of others#i mean yeah he spends like the whole anime thinking about tutu but thats PART of his book its not him as a person#anyway ive been talking too much but i wanna bring up my favorite subtle use of this in takopi's original sin#the boy#idk his name rn lmao#hes straight up not present for the bulk of the manga and hes legit just absent from the ending scene despite being one point of a triangle#at first that weirded me out like??? he doesnt get closure???#but the reason was he didnt need it#the focus and moral is that those girls were 'weird' unable to be normal (because of trauma) and their closure was theyre at least together#but he doesnt need that because hes already normal hes the status quo a benchmark for the reader for the reader to judge the characters off#and the characters to judge eachother off of#anyway anyway sorry this has been so long#i had to get all of that out of me
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India’s Best Student Learning Platform for Tech Skills
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Top Reasons to Learn Web Development in 2025

In 2025, digital presence is more important than ever—and businesses are constantly looking for skilled web developers. If you're wondering why now is the right time to learn web development, here are the top reasons to get started.
1. Very High Demand for Web Developers
Every startup has a web presence, but even the website of a global brand must advertise its wares or services. With these many businesses going online, the demand for highly-skilled front-end and back-end developers is increasing daily. This gives more room for job opportunities if you learn web development.
2. Excellent Freelancing and Remote Working Opportunities
However, freelancing remains one of the major advantages of web development. Because you can either work freelancing or remote anywhere in the world with good Internet and some necessary resources.
3. Merging Creative with Technical Skills
Web development can be a perfect merging of creativity and logic. You design user interface experiences while building codes for functional websites, thereby giving your career a creative and technical edge.
4. Start Building Projects Immediately
Once you have web development skills, you can start building real-world websites and online portfolios. This active learning will make you grow faster with confidence in your newly acquired skills.
5. TCCI Would Launch You Off
At TCCI Computer Coaching Institute, we teach everything there is about web development: HTML, CSS, JavaScript, Bootstrap, and React JS. This basically means every topic you need to fit into a web developer. Our program is adaptable to every level of the student-professional continuum.
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The Web Developer Bootcamp 2025 - Free Course
Course Content
Introduction to Web Development
Building Web Pages with HTML5 & CSS3
JavaScript Basics & Advanced Concepts
Back-End Development with Node.js
Database Management with MongoDB
Building Full-Stack Web Applications
Deploying Projects to the Web
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Web Development Course by Takeoffupskill
Takeoffupskill offers a dynamic Web Development Course designed to equip you with the skills needed to thrive in the digital era. Whether you're a beginner eager to learn the fundamentals or a professional looking to advance your expertise, our course is tailored to meet your goals.

Our curriculum covers everything from the basics of web design to advanced web development techniques. You'll gain hands-on experience with essential technologies such as HTML, CSS, JavaScript, and frameworks like React and Angular. Additionally, you'll learn server-side programming with Node.js, database management with MongoDB, and deployment strategies to bring your projects to life.
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Our Web Development Course is more than just a learning program; it’s a pathway to a rewarding career. With a focus on practical skills and up-to-date industry trends, we ensure that you’re ready to tackle real-world challenges.
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Full Stack Developer Roadmap
Introduction to Full Stack Development
The front end is what people see and interact with in their web browser. It includes things like the layout, design, and functionality of the website.
The back end is like the engine behind the scenes. It's where data is stored, processed, and managed. It includes the server, database, and application logic that make everything work smoothly.
So, being a full stack developer means you can handle both the visible parts of a website and the behind-the-scenes stuff. It's like being a jack-of-all-trades in web development!
Understanding the Role of a Full Stack Developer
On the front end, they work with things like HTML, CSS, and JavaScript to create the look and feel of a website. They make sure everything is user-friendly and works smoothly.
On the back end, they deal with databases, servers, and programming languages like Python, Ruby, or JavaScript (using frameworks like Node.js). They manage data, handle user authentication, and make sure the website runs smoothly behind the scenes.
In simple terms, a full stack developer is like a one-stop shop for building and maintaining websites or web applications. They can handle everything from designing how it looks to making sure it works correctly.
Importance of Full Stack Development in Today's Tech Landscape
Full stack development is important because it gives you a big-picture view of how websites and apps work. This means you can understand how different parts fit together and how changes in one area might affect others.
Companies love full stack developers because they can save time and money by having one person who can handle multiple tasks. Whether it's building a new feature, fixing a bug, or optimizing performance, a full stack developer can do it all without needing to rely on others as much.
Plus, in today's fast-paced tech world, things change quickly. Being a full stack developer means you're versatile and can adapt to new technologies and trends easily. This makes you a valuable asset to any team or project.
Front-End Development Essentials
Front-end development is all about making websites or apps look good and work well for users. It's like the part of a house you see and interact with, like the walls, doors, and windows.
To do front-end development, you need to know languages like HTML, CSS, and JavaScript. HTML is like the skeleton of a webpage, CSS is like the paint and decoration that makes it look nice, and JavaScript is like the magic that adds interactivity and functionality.
Basically, front-end development is about creating a great user experience by designing and building the visible parts of a website or app.
Mastering HTML, CSS, and JavaScript is like becoming a wizard of web development.
Mastering HTML, CSS, and JavaScript
HTML is the foundation, like building blocks, for creating the structure of a webpage. It tells the browser what content goes where, like headings, paragraphs, and images.
CSS is the artist's palette. It's what you use to style and make your webpage look awesome. You can change colors, fonts, layout, and more to create the perfect design.
JavaScript is the magic wand. It adds interactivity and functionality to your webpage. With JavaScript, you can make things move, react to user actions, and even fetch data from the internet.
By mastering these three languages, you become a web development wizard, able to create amazing websites and apps that look great and work smoothly!
Exploring Modern Front-End Frameworks (React, Angular, Vue.js)
React is like a LEGO set. It lets you break down your app into reusable components, making it easy to build complex interfaces. It's super popular and used by companies like Facebook and Instagram.
Angular is like a Swiss Army knife. It's a comprehensive framework that comes with everything you need to build a sophisticated web app, including built-in tools for routing, forms, and HTTP requests. It's maintained by Google and used in a lot of big projects.
Vue.js is like a paintbrush. It's lightweight and easy to learn, making it great for smaller projects or for developers who are just getting started. It's known for its simplicity and flexibility, and it's gaining popularity fast.
Each framework has its own strengths and weaknesses, so it's important to choose the right one for your project. But no matter which one you pick, they all make front-end development faster, easier, and more enjoyable!
Back-End Development Fundamentals
back-end development, you work with things like servers, databases, and programming languages like Python, Ruby, or JavaScript (using frameworks like Node.js).
Servers are like the brains of the operation. They handle requests from users, process data, and send back responses. Databases are like the storage room. They store all the information the app needs, like user accounts, posts, or products.
Programming languages are the tools you use to build the back end. They let you write code that tells the server how to handle requests and interact with the database.
Back-end development is all about making sure everything works correctly, securely, and efficiently, so users have a great experience with the website or app.
Learning Server-Side Programming Languages (Node.js, Python, Ruby)
Node.js is like learning a versatile language. It's based on JavaScript, which many people already know for front-end web development. With Node.js, you can use the same language for both front-end and back-end development, making it convenient.
Python is like learning a friendly language. It's known for its simplicity and readability, making it great for beginners. Python is widely used in web development, data science, and many other fields.
Ruby is like learning an elegant language. It's known for its clean syntax and developer-friendly features. Ruby on Rails, a popular web framework built with Ruby, makes web development faster and easier.
Each language has its own strengths and specialties, so it's worth exploring to see which one you like best. But no matter which one you choose, learning a server-side programming language opens up a world of possibilities for building powerful and dynamic websites and apps.
Database Management Systems (SQL and NoSQL)
SQL databases are like well-structured filing cabinets. They use a language called SQL to organize data into tables with rows and columns. SQL databases are great for handling structured data, like user information, product catalogs, and financial records.
NoSQL databases are like flexible storage containers. They can handle different types of data, including unstructured and semi-structured data, like documents, JSON files, and multimedia files. NoSQL databases are good for handling large volumes of data and for applications that need to scale quickly.
Both SQL and NoSQL databases have their own strengths and are suited for different types of projects. SQL databases are often used for traditional relational data, while NoSQL databases are used for more complex or dynamic data structures.
Diving into Full Stack Frameworks
Django is like a complete toolkit. It's built with Python and comes with a lot of features right out of the box, like user authentication, database management, and URL routing. Django is great for building large and complex web applications.
Flask is like a minimalist toolkit. It's also built with Python, but it's more lightweight and flexible compared to Django. Flask gives developers more freedom to choose the tools and libraries they want to use, making it great for smaller projects or for developers who prefer simplicity.
Express.js is like a speed demon toolkit. It's a lightweight framework for building web applications with JavaScript on the server side. Express.js is known for its speed and simplicity, making it a popular choice for building fast and scalable web servers.
Each framework has its own strengths and specialties, so it's worth exploring to see which one fits your project and preferences best. But no matter which one you choose, full stack frameworks can save you time and effort by providing built-in tools and conventions for building web applications.
Integrating Front-End and Back-End Technologies
The front end, which users see and interact with, is built using languages like HTML, CSS, and JavaScript. It's like the face of the website or app.
The back end, on the other hand, handles the behind-the-scenes stuff like storing data, processing requests, and managing users. It's built using server-side languages like Python, Ruby, or JavaScript (with frameworks like Node.js), along with databases like SQL or NoSQL.
To integrate the front end with the back end, developers use methods like API calls. APIs (Application Programming Interfaces) act as bridges between the front end and back end, allowing them to communicate and share data seamlessly.
So, integrating front-end and back-end technologies is all about making sure they work together smoothly to create a cohesive and functional website or app for users to enjoy.
Version Control and Collaboration Tools
Version control helps keep track of changes made to code over time. It's like having a time machine for your project, where you can go back to previous versions if something goes wrong. Git is a popular version control system that many developers use.
Collaboration tools make it easier for team members to work together on coding projects. They provide features like shared repositories, issue tracking, and code review, making it easier to collaborate and communicate effectively.
By using version control and collaboration tools, developers can work together more efficiently, avoid conflicts, and keep track of changes, leading to smoother and more organized coding projects.
Git and GitHub for Version Control
Git is a tool that tracks changes you make to your code over time. It helps you save different versions of your work, so you can go back to an earlier version if needed. It's like having a backup system for your code.
GitHub is like a social network for developers. It's a platform where you can store your Git repositories (collections of code), share them with others, and collaborate on projects together. It's like a hub where developers can work together, share ideas, and improve each other's code.
Together, Git and GitHub make it easy for developers to work on projects together, keep track of changes, and share their work with the world. It's a powerful combination that has revolutionised the way developers collaborate and build software.
Collaboration Tools for Team Projects
These tools provide features like shared file storage, task management, and communication channels. For example, Slack is a popular tool for real-time messaging and file sharing, while Trello is great for organizing tasks on a digital board.
By using collaboration tools, team members can stay organized, communicate effectively, and work together smoothly, even if they're not physically together. It's like having a virtual office where everyone can collaborate and get things done.
Building RESTful APIs
API stands for Application Programming Interface. It's like a menu that tells other programs or services how they can interact with yours.
RESTful means following a set of rules called REST (Representational State Transfer). It's like a standard recipe that ensures your API is easy to understand and use.
So, building a RESTful API involves designing a set of rules and endpoints that other programs can use to request and receive data from your application, just like ordering food from a menu in a restaurant.
Understanding REST Architecture
REST stands for Representational State Transfer. It's a set of guidelines that developers follow to create web services that are easy to understand, use, and scale.
In simple terms, REST architecture organizes web services into resources, each identified by a unique URL. You can perform actions on these resources using standard HTTP methods like GET, POST, PUT, and DELETE.
Imagine each resource as a page in a book, and the HTTP methods as actions you can take, like reading a page, adding a new page, updating a page, or removing a page.
By following REST principles, developers create APIs that are intuitive, consistent, and compatible with a wide range of platforms and technologies. It's like having a common language for building web services that everyone can understand.
Developing RESTful APIs with Express.js
Express.js is a framework for Node.js, which is a platform for building web applications. With Express.js, you can create routes for different endpoints (like URLs) in your application.
So, developing RESTful APIs with Express.js involves setting up these routes to handle different types of requests (like GET, POST, PUT, DELETE) from clients (like web browsers or mobile apps).
Think of it like creating a system where clients can send requests to your server, and your server knows how to handle those requests and send back the appropriate responses. It's like having a courier service that knows exactly where to pick up and drop off packages.
Authentication and Authorization
Authentication is proving who you are, like showing your ID. You might use a password, fingerprint, or phone code.
Authorization is what you're allowed to do after proving your identity. It's like different levels of access in a building. For instance, employees have access to some areas, while managers have access to more.
So, authentication makes sure only the right people can get in, and authorization decides what they can do once inside. They work together to keep your accounts safe.
Implementing User Authentication and Authorization
Authentication is checking IDs to verify users' identities, like providing a username and password.
Authorization is assigning different access levels, like VIP or regular, once users are verified.
Together, they control who gets in and what they can do.
Security Best Practices
Use strong passwords: They're like sturdy locks for your accounts.
Keep software updated: It's like fixing holes in your fence to keep hackers out.
Be cautious with links and attachments: Opening them can let malware in, like letting strangers into your home.
Enable two-factor authentication: It adds an extra lock to your accounts.
Back up your data: It's like keeping spare keys safe in case of emergencies.
Security Best Practices
Strong Passwords: Mix letters, numbers, and symbols for security.
Regular Updates: Keep software current to plug security holes.
Online Caution: Avoid suspicious links and downloads.
Two-Factor Authentication: Add an extra security step.
Data Backup: Save important files regularly for safety.
Front-End Framework Deep Dive
Front-end frameworks simplify web development:
React: It's like LEGO for building interfaces.
Angular: Think of it as a Swiss Army knife for large-scale apps.
Vue.js: It's like a paintbrush, offering flexibility and simplicity.
Mastering these frameworks empowers developers to create efficient, user-friendly web applications, much like mastering tools in a toolbox for building amazing things!
Advanced Techniques in React/Angular/Vue.js
React: Mastering state management with Redux or Context API.
Angular: Using Angular Universal for server-side rendering.
Vue.js: Leveraging Vuex for centralized state management.
These are advanced techniques that can enhance the functionality and performance of your web applications built with React, Angular, or Vue.js.
State Management and Performance Optimization
State Management: Keeping track of the current condition or data in your app.
Performance Optimization: Making your app run faster and smoother.
Working with Databases
Working with databases is like managing a collection of organized files on your computer. You store and retrieve information from these files using a language called SQL. It's like sorting through folders and files to find what you need.
SQL vs. NoSQL: Choosing the Right Database
SQL databases are like well-organized filing cabinets where data is stored in tables with rows and columns, good for structured data like user information.
NoSQL databases are like flexible storage containers where data can be stored in various formats, good for unstructured or semi-structured data like social media posts or product catalogs.
Choose SQL for structured data that needs a clear organization, and NoSQL for flexibility with unstructured or rapidly changing data.
CRUD Operations and Database Design
CRUD operations are like the basic actions you can do with data in a database: Create, Read, Update, and Delete.
Database design is like creating a blueprint for how your data will be organized and structured in the database, making it easy to perform CRUD operations efficiently.
Deployment and Hosting
Deployment is the process of preparing your website or app for the internet. It involves things like configuring servers, setting up databases, and optimizing code.
Hosting is like renting space on a server to store your website or app files. Hosting providers offer services that make it easy to upload and manage your files so they're accessible to visitors on the internet.
So, deployment and hosting work together to make your website or app available to the world wide web.
Deploying Applications to Cloud Platforms (AWS, Heroku, Firebase)
AWS: It's like renting a big store in a mall, offering a wide range of services.
Heroku: Think of it as a specialized boutique, known for simplicity and ease of use.
Firebase: It's like setting up a pop-up shop, focusing on real-time data syncing.
Each platform has its strengths, so explore to find what fits your project best. Deploying on a cloud platform makes your app accessible worldwide.
Continuous Integration and Continuous Deployment (CI/CD)
CI/CD streamlines development:
Continuous Integration: It's like assembling puzzle pieces as they're created, with automated tests ensuring smooth integration.
Continuous Deployment: Think of it as putting the finished product on the market right away after passing tests.
CI/CD helps catch bugs early and deliver updates quickly, ensuring high-quality software reaches users fast.
In conclusion, Becoming a full stack developer is like embarking on an adventure. You start by learning front-end basics like HTML, CSS, and JavaScript, then dive into back-end technologies like Node.js or Python. Along the way, you master frameworks, version control, and deployment. With these skills, you're equipped to build complete web applications from scratch, contributing to the dynamic world of technology.mn
#Full Stack Development#Front End Development#Back End Development#Web Development#CSS#html5#nodejs#python#c++ programming#Full Stack Development Course
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Roadmap to become a Web Developer
ROADMAP TO BECOME A WEB DEVELOPER
Table Of Contents:
Basics of Internet
Front-End Development
Back-End Development
DataBases
APIs & Caching
Practice
1.BASICS OF INTERNET:
The basics of the internet encompass a broad range of concepts and technologies that enable communication and data exchange across the globe. Below are some important topics:
TCP/IP Protocol Suite
IP Addresses
Domain Name System (DNS)
Web Servers
Web Browsers
HyperText Markup Language (HTML)
Cascading Style Sheets (CSS)
Hypertext Transfer Protocol (HTTP)
Uniform Resource Locator (URL)
Internet Service Providers (ISPs)
2. Front-End Development:
Front-end development is the process of creating the visual and interactive aspects of websites and web applications that users interact with directly.
Front-end developers are responsible for designing and implementing the user interface (UI) and user experience (UX) of a website or web application. All that we see and interacting in the web page comes under front-end development. For example, Buttons, designs and content structuring.
Below are the Key components in Front-End web development:
HTML (HyperText Markup Language)
CSS (Cascading Style Sheets)
JavaScript
3. Back-End Development:
Backend web development is the server-side of web development. Backend developers focus on building and maintaining the server-side components of web applications, including handling requests from clients, processing data, and generating dynamic content.This involves implementing the logic, functionality, and database interactions that power the front-end of a website or web application.
Below are the Key components in Back-End web development:
Server-Side Programming Languages - Node.js, Python, Ruby and PHP etc.
Web Frameworks - Express.js, Django Ruby on Rails etc.
Database Management Systems (DBMS) - MySQL, MangoDB and Oracle [Depending on requirement developers use SQL or NoSQL Databases]
4. DataBases:
Databases are organized collections of structured data, typically stored electronically in computer systems. They are designed to efficiently manage, store, retrieve, and manipulate data according to specific requirements and applications. Databases play a crucial role in various software applications, ranging from simple websites to complex enterprise systems.
Types of Databases:
1.Relational databases
2.NoSQL databases
3.NewSQL databases
4.Graph databases
5. APIs & Caching
Application Programming Interface is a set of rules, protocols, and tools that allows different software applications to communicate with each other. APIs define how different software components should interact, making it easier for developers to integrate various systems and functionalities into their own applications.
Types of APIs:
Web APIs
RESTful APIs
SOAP APIs
GraphQL APIs
6. Practise:
At this point, you know crucial elements used for web development. The fun part begins from now on. Set goals, make projects and practise everyday. Most importantly, make it funny and enjoyable.
All the Best.
Author
Mahesh,
Senior Web Developer,
Careerpedia.
#web development course in Hyderabad#full stack web development course#Front-end web development#Back-end web development
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#full stack software developer#back end web development course#web development course#full stack developer
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Hi! I’m a big fan of your art and work over all
I’ve been wondering, since I’ve seen you give your thoughts on some other dragons, what are your thoughts on Clay?
On Clay...
Clay. I’ve talked about him for a bit in a previous post somewhere. He is the first protagonist in the entire series and thus serves as our introduction into this world. While he enters the story with his own emotional baggage, he pretty much resolves all of that within the first book and mellows out from then on, fading into the background as a quiet support character.
Because of that it is maybe easy to dismiss Clay as that big guy who talks about food a lot and doesn’t do much else. But I do think he’s a bit more complex than that and is a well-rounded character with things going on in his own right.
CW: Discussion of physical abuse.
Formative Years
Clays early years were molded heavily by his belief that he almost killed Tsunami while she was hatching. He believed this because his guardians, mostly Kestrel, insisted this is what happened. Of course at the end of the first book we learn that this wasn’t the case and that they were just misinformed about how Mudwings work.
To us, this may all seem absolutely ridiculous. We look at Clay and see this obvious gentle giant without a malicious bone in his body angsting about being a blood-crazed monster. But for Clay himself, this was a very real, very horrifying situation. Suspend your disbelief for a moment. His entire childhood was marred by the crushing guilt of almost having murdered his surrogate sister at birth, and he couldn’t remember why he did it. He understood nothing about this situation, and didn’t know if this secret violent side could even resurface one day. Basic things like going to sleep would become terrifying; he may have laid awake, wondering whether his body might act on its own as soon as he fell unconscious. Just like back then, when it acted before he could even form coherent thoughts. The fear of losing control to the monster and waking up on top of a loved one’s mangled body was always there.
This perception of himself as a violent killer was at odds with his social nature as a Mudwing. He loved his surrogate siblings with the same intensity that any Mudwing would love their own, and thus he hated the part of himself that threatened them. As a direct response to this dissonant view, Clay developed a desire to protect them. If he willed himself to shield them from getting hurt with all of his strength, he would never be able to harm them again. This was his way of coping with the fear.
It is pretty apparent from the text that at least Kestrel was physically abusive towards them. Dune was possibly too, Webs I don’t think so, but he also didn’t do anything to stop it. As Clay grew older I think he began to recognize the patterns. He would start deliberately acting in ways so that most of Kestrel’s ire would be redirected towards himself instead of the others. This is why all the Dragonets of Destiny have such deep respect for Clay; they remember him always standing between them and Kestrel, even as he ended up with more and more scars for it.
Luckily, he is able to reconnect with his Mudwing heritage at the end of book 1 and learns that he never was that blood-crazed murderer the guardians insisted he was. But even so, the scars and memories would never fully fade, and he’d never lose sight of the need to protect his loved ones.
Personality and Interests
Clay’s love of food and eating is well-established, to the point where it sometimes seems like it is his only character trait from book 2 onwards. This is normal; he’s got a big body and I assume the self-regenerative properties inherent to Mudwings burn a lot of calories, so he needs to eat a lot to refuel them. I think there’s a bit more to him still though.
Clay is at his happiest when he can either prevent someone else’s pain, or take it away. Conversely he becomes distressed when he sees someone suffering. I believe he is incredibly earnest and built close to water. He cries easily, though never in response to his own pain or suffering. He feels positive emotions very strongly and can get overwhelmed that way, especially when he sees his loved ones happy. When he cries, he does so openly and without shame. It is very unsatisfying to tease him because he will usually just take what people say to him at face value and thus make them feel bad.
He’s also very physically affectionate and huggy.
People who meet Clay often get the impression that he is book dumb, or just stupid in general. This is not the case, as Clay does have a capacity for learning even complex subject matter. I just think he struggles with subjects he can’t see a practical application for, or aren’t relevant to things he wants to do. He has little interest in memorizing ancient figures or learning how to measure the sides of a triangle
When Glory fights Deathbringer in book 3, she makes mention of a “dragon anatomy class” which I assume was taught by Webs. Clay, as much as he struggled with history and numbers, excelled at this particular class because its insight could be used to keep people safe. As such, whenever the need for it arises, Clay is usually quick to act as the group’s primary healer/medical advisor.
(Excerpts from WoF graphic novels 2 and 3, censored for blood.)
This notion is further supported by the fact that, once they all become teachers at the Jade Mountain Academy, Clay is the one to lead an anatomy class, just like the one he attended before.
In conclusion
Clay is pretty much everyone’s big brother. While he isn’t as eccentric and colorful as the people he is surrounded by, his earnestness and general benevolence make him the backbone of the Dragonets of Destiny. Whenever anyone has a deeply-rooted, serious problem they are hesitant to bring up with others, Clay will usually be the first person considered as a confidant. Tsunami and Starflight know he would never judge or shame them no matter how ridiculous the thing they approach him with. Glory trusts him with her emotions whenever her stoic facade cracks. And Sunny has an incredibly strong bond with him.
I think that makes him pretty cool, even if he doesn’t really have much to do anymore once he overcomes his personal demons. I’m happy that he gets to be happy in the end.
#wings of fire#dragon#wof#digital art#wof art#flawseer art#flawseer reply#wof clay#wof webs#wof glory#wof tsunami#wof mudwing#wof seawing#wof rainwing#flawseer talk#flawseer story#wof headcanon#character analysis#long post#long winded#swearing
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Ahm, hello Life is Strange fandom- I got an announcement
I have been working on my own LiS fan visual novel
This is VortexVN,
You play as Victoria waking up from a hangover with no memory of the week prior, you are tasked with piecing together what happened between her and one of the 4 love interests.
And of course the love interests are:
-Chloe (Chaseprice)
-Max (Chasefield)
-Kate (Chasemarsh)
-Rachel (Amberchase)
The game starts with a quiz; you unlock a route by picking answers related to the character you wanna romance (they are very obvious)
It takes place in an AU where the events of LiS1 and BtS didn't really happen and there are no special powers, Victoria's still a bi tch- I guess that's her special powers.
Think of this game as a spiritual successor to Love is Strange by Team Rumblebee rather than Life is Strange 1
Gameplay so far is your typical point and click visual novel affair, you will be given options to explore rooms, examine objects and talk to other characters- the interactions will play a crucial part in how the game ends,
You can win the girl or get rejected or worse... It will depend on how Victoria carried herself throughout the game,
Mistreating certain characters may prove to be a dealbreaker for the love interest,
Each girl has two close friends in the dorm that you should not upset (I'll reveal who in the guide pdf)
This game is also perfect for Victoria haters as you can ruin her life
The game has its own journal system that will be different depending on who you're romancing, it also comes with a read button (I blurred most of the text so you can get curious and play the game)
Read button will display the journal content in Open Dyslexic font
In the demo you'll only get to explore Victoria's room and the dorm hallways and you'll get two encounters from Juliet (Showers) and Alyssa (Hallway)
VortexVN is still in development, I have finished part.1 of the project and will start polishing it soon- the initial build of part.1 will be available to play as a demo!
The cutscenes lack color and proper shading at the moment and you will find placeholders as well, the art style is all over the place- this will change after the polishing phase
Download links:
Mac and Windows
Web browser ver (I don't recommend that you play it on mobile, also the web version lacks animation and takes forever to load graphics)
programs used:
-Renpy (visual novel engine)
-Photoshop CS5 (Drawing/rendering/animating/designing)
-Clips studio (Texturing)
-tablet: XP-Pen Artist 13
Note: I'm not monetizing this project nor do I claim ownership of the Life is Strange ip, all materials and assets presented in this visual novel were either created by me or are royalty free- I did not lift anything from the games via data mining or by leaks
This game is not a response to or a gotcha at Life is Strange Double Exposure or Deck Nine, I didn't really dislike the game
Besides, I've had the idea of a Victoria centric fan game since the first LiS back in 2015
I'm open for feedbacks! You can DM me or reblog this with a review or something- maybe write a comment.
#life is strange#lis#victoria chase#chloe price#max caulfield#kate marsh#rachel amber#chasemarsh#chaseprice#chasefield#amberchase#life is strange before the storm#lis bts#alyssa anderson#juliet watson#VortexVN
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Eddie is jerking off, +18
As the darkness enveloped him, Eddie's eyelids fluttered open, his pupils adjusting slowly to the faint moonlight that seeped through the curtains. He lay there for a moment, his mind foggy and disoriented, trying to recall what had woken him from his restless slumber. The silence was oppressive, punctuated only by the soft hum of the air conditioner in the corner of his room.
Eddie's hand instinctively reached down to rub away the lingering sleepiness from his eyes. As he did so, his fingers brushed against something else - a hardness that seemed out of place among the tangled sheets. His gaze drifted downward, following the path of his hand until it came to rest on his own erect cock.
A slow smile spread across Eddie's face as he felt a familiar thrill coursing through him. It was an old habit, one he'd developed during his teenage years when sleepless nights and repressed desires had driven him to seek solace in the quiet darkness. He didn't bother to turn on the light; instead, he let his eyes adjust further, drinking in the dimly lit contours of his own body.
His hand closed around his cock, feeling its smooth texture as it responded eagerly to his touch. Eddie's breath quickened as he began to stroke himself lazily, the sensation sending shivers down his spine. The room seemed to fade away, replaced by a world of pure sensation - every nerve ending attuned to the gentle pressure and release of pleasure.
His fingers danced across the sensitive skin, tracing the ridges and valleys like a mapmaker charting unexplored territory. The softness of his palm contrasted with the rigid length of his dick, creating an intoxicating mix of textures that left him breathless.
His thumb brushed against the swollen head, sending sparks flying through his nervous system. He squeezed gently, coaxing out a bead of precum that glistened like dew on a spider's web. The salty sweetness filled his nostrils as he inhaled deeply, savoring the primal scent that was uniquely his own.
His cock responded eagerly to each pass, swelling further with each downward glide before releasing its pent-up tension with a soft hiss.
As he pumped himself faster, the friction generated by his hand created a symphony of sensations - velvety smooth skin giving way to ridged flesh, each stroke building upon the last to create an unstoppable momentum. Eddie's eyes rolled back in his head as he succumbed to the pleasure coursing through him.
His breath came in ragged gasps, each exhale punctuated by tiny tremors that ran from crown to base. Sweat beaded on his brow, mingling with precum as it dripped down onto his stomach like tears shed for lost innocence.
In the moments leading up to his orgasm, Eddie's world narrowed to a single point - the sensation of his cock throbbing in time with his heartbeat. The room receded further into darkness, leaving only this one moment, this one feeling that was both fleeting and eternal.
As Eddie's climax crested, his hand moved in frantic circles around his cock, milking every last drop of pleasure from the swollen flesh. The air seemed to vibrate with tension as he approached the precipice, his body coiled like a spring ready to unleash its pent-up energy.
And then it happened - a burst of white-hot semen that erupted from the tip of his dick like a geyser unleashed by some ancient geological force. The first jet shot across the room, splattering against the wall with a wet smack before dripping down onto the carpet like molten lava.
Eddie's eyes snapped open as he felt himself being emptied out, each pulse sending shockwaves through his entire body. His mouth hung agape as he watched in rapt fascination as stream after stream of cum arced through the air, painting an abstract masterpiece on the walls and ceiling.
The room seemed to spin around him, a kaleidoscope of color and sound as his orgasm raged on. His hand continued to pump himself, milking every last drop from the spent cock until it finally subsided into exhausted stillness.
As the final droplets fell away, Eddie lay there for a moment, his chest heaving with ragged breaths as he gazed up at the ceiling in stunned silence. The cum-stained walls seemed to loom over him like sentinels guarding some ancient secret, their sticky residue a testament to the primal power that had just been unleashed within him.
#eddie munson#eddie munson smut#eddie munson x reader#eddie munson x you#eddie munson roleplay#eddie munson rp#eddie munson fics#eddie munson fanfic#eddie munson oneshot
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Bloodborne PSX One of the best fanworks on the web
Though the PS4 boasted and still boasts an impressive library of releases, for many (myself included) the system served to be bought for initially one purpose, to be the Bloodborne Machine. Most of the people in my life who had a PS4 during its generation either bought one exclusively to play Fromsoftware’s Nightmare Hunting Adventure or had initially got one solely to play the game and ended up getting more games afterward. It’s a phenomenon the game industry sees time and time again, with previous generations having swathes of fans buying entire consoles for one or two games. As far as games go though, Bloodborne is at the very least worth the price of entry. At the time, it was heralded as Fromsoftware’s most cutting-edge and impressive game to date. A gorgeous gothic world filled with creatures ripped straight out of H.P Lovecraft’s nightmares, a haunting soundtrack showcasing beautifully composed choral scores and a combat system that incentivized aggression and speed to achieve brutal and bloody efficiency. It’s no wonder then why Bloodborne still has such a large following behind it. Fans of Fromsoftware have hoped for a sequel or PC port year after year to largely disappointing results. But where the community shines is in its fanworks.
From fanart, comics, music, animations, and even fan-made video game spinoffs, the game has been shown a monumental amount of love since its debut in 2015. One of these fanworks was released back in 2022 and has since become one of the most famous pieces of fan-made content surrounding the game, this of course, being BloodbornePSX by LWMedia. An incredibly impressive feat of coding and art direction, the game serves as a “Demake” of Bloodborne’s first Yharnam segment, made to look like and play as if it were made on the very first PlayStation console. With some custom-made areas and an entirely unique boss to boot the perfectly paced experience is both a treat to fans who have been orbiting the game since its earliest days and new fans looking for the best and brightest fanworks to interact with.
The game has since gone on to be covered by a variety of news outlets all over the web, along with its creator receiving much-deserved attention for her efforts. One Lilith Walther (AKA b0tster on social media) holds the title of developer for the project. A long-time video game enthusiast and FromSoftware fan herself, she’s had quite an impact on the community I’m sure she’s very proud to be a part of. Later in the article, we’ve got an interview with Lilith herself about both Bloodborne PSX and her current project, “Bloodborne Kart”, but first, let’s talk a bit more in-depth about BBPSX.
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(Official launch trailer for Bloodborne PSX, uploaded January 31, 2022 by LWMedia on Youtube)
Bloodborne PSX:
So, what exactly is Bloodborne PSX? To start, let’s answer what precisely a “Demake” is first. Demakes often have the goal of remaking the likeness of a game either stylistically, mechanically, or both, as if it was developed on retro/outdated hardware. Famous examples of Demakes include “The Mummy Demastered” developed by Wayforward as a sort of tie-in to the 2017 film “The Mummy” in the stylings of a 16-bit run and gun adventure against armies of the undead, and “Pixel Force Halo” by Eric Ruth games which take the prolific XBOX franchise and shrinks it down to a Mega Man-esque platformer reminiscent of the NES’ 8-bit days. Demakes are intensely attractive looking, not only into the past of video games and their developments but just how creative developers can be with games that they love and appreciate. Bloodborne PSX hits as hard as a Demake can in my opinion, blending masterfully recreated graphics with perfectly clunky early PSX gameplay quirks that go above and beyond to make the game not only LOOK like it belongs on the nearly 30-year-old console but feel right at home on it as well.
(A screenshot depicting the player character “The Hunter” facing off against two fearsome Werewolf enemies. Screenshot sourced from the Bloodborne PSX Official itch.io page)
Gameplay:
Starting off with the masterfully recreated clunk in the gameplay, Bloodborne PSX “shows its age” by hearkening back to a time when being seamless just wasn’t an option. Much like adventure action games of the past (and much UNLIKE its modern inspiration), you’ll be cycling through your inventory delightfully more than you’d expect. Equipping keys, checking items, and even the trademark weapon transformations are all done through the wonderfully nostalgic menu and inventory screens. Taking one of the foundational parts of Bloodborne’s combat system and making it such a more encumbering mechanic is nothing short of sheer genius when it comes to ways to really make you feel like it’s 1994 again. On top of this, the Hunter’s movement itself has been made reminiscent of classic action titles. Somehow, both stiff enough to feel dated and fluid enough to make combat that same rush of bestial fun found in the original, it goes a long way towards the total immersion into that retro vibe the game sets out to give the player. Anyone who grew up with Fromsoftware’s earlier titles like Armored Core and the King’s Field series will be very familiar with this unique brand of “well-tuned clunk”.
(A delightfully dated looking diagram showing off the controller layout for Bloodborne PSX’s controls. Image sourced from the Bloodborne PSX Official itch.io page)
Graphics:
Speaking of old Fromsoftware games, though, let’s talk about the absolutely bit-crushingly beautiful graphical work on display. As I’m sure you’ve seen from the videos and screenshots included in the article, BBPSX’s art style and direction are nothing short of perfect for what it aims to be. While playing, I couldn’t help but notice every little detail (or lack thereof) in the environments meant to emulate the experience of a game made on 30-year-old hardware. Low render distances, chunky textures, blocky polygonal models, just the right amount of texture warp, it all blends together to create an atmosphere that I can 100% picture being shown off on the back of a jewel CD case with a T for Teen rating slapped into the lower corner. While playing, something rather specific that called out to me was the new way enemy names and health bars were displayed in the bottom right corner of the screen while fighting. As a big fan of the King’s Field games, this small detail went (probably too much of) a long way toward my love of how everything’s meant to feel older. Other games trying to match the more specific feel of King’s Field, like “Lunacid” created by KIRA LLC, also include this delightful little detail, a personal favorite for sure.
(A screenshot depicting the second phase of Father Gascoigne’s boss fight, showing off the game’s perfectly retro art style. Image sourced from the Bloodborne PSX Official itch.io page)
Sound design/Soundtrack:
But where would a game be without its sound and score? No need to fear, however, because Bloodborne PSX comes complete with a chunky soundscape that will make you want to check and see if your TV is set to channel 3. A haunting set of tracks played by fittingly digital-sounding MIDIs ran through filters to sound just as crackly as you remember backs up crunchy sounds of spilling blood with low-poly weaponry. Original sounds from Bloodborne have been used for an authentic sounding experience, but have also been given the CRT speaker treatment and sound like something you remember playing on Halloween 20 years ago. If you watched the launch trailer featured above then you know exactly what I’m talking about. The Cleric Beast’s trademark screech and Gascoine’s signature howl after his beastly transformation have never sounded so beautifully dated, and I’m here for every bit of it. Even the horrific boss themes we know and love from the original Bloodborne have been brought through this portal to the past. One of my favourite tracks, the Cleric Beast boss theme, might just sound even better when played on a 16-bit sound chip. It really cannot be understated just how much weight the sound design of the game is pulling. In my opinion, the only thing missing is that sweet sweet PSX startup sound before the game starts crackling through the speakers of a TV in the computer room.
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(The Bloodborne PSX rendition of the Cleric Beast’s boss theme. Created by and uploaded to Youtube by The Noble Demon on March 20, 2021)
Interview with the developer:
Before writing this article, I had the absolute pleasure and privilege of talking with Lilith Walther about some developmental notes and personal feelings about inspirations and challenges that can come with the daunting task of being a developer. Below are the nine (initially ten, but unfortunately, a bit of the interview was lost due to my recording software bugging out) questions I posed to Miss Lilith, along with her answers transcribed directly from the interview.
I’d like to start this section of the article by saying Lilith was an absolute joy to talk to. During the interview, I really felt like she and I shared some common ground on some topics regarding how media can have an impact on you and what sorts of things come with video games as an art form. After some minor technical difficulties (and by that, I mean my video drivers crashed), I started off with something simple. The first question posited was: “What got you into video games initially?” Lilith’s response was as follows: “When I was a kid, the family member of a friend had a SNES lying around. I turned it on and didn’t really understand. I was a guy on top of a pyramid, I walked down the pyramid, and some big ogre killed me. Later I learned that was A Link to the past.” and after a brief laugh continued, “A couple years later my parents got a Nintendo 64 with Mario64 and Ocarina of Time and that was it. Never put the controller down since then.”
She then went on to describe what precisely about Nintendo’s first foray into 3D Zelda had hooked her. “I’ve heard this story so many times. It’s like you’re not even playing the game. You’re just in the world hanging out in Kokiri forest collecting rupees to get the Deku shield, and the game expects you to! It was just, ‘run around this world and explore,’ and that really hooked me.” I couldn’t agree more with her statement about her experience. Not just with a game as prolific as Ocarina of Time but many experiences from older console generations that could be considered “the first of their kind”, or at the very least some of the earliest. Lilith also described her first experience with a PlayStation console, stating: “Later on I got a PS2 which played PS1 games. I didn’t end up getting a PS1 until around the PS3 era, so I guess I’m a poser. I remember my sister bringing home Final Fantasy 9 when it was a relatively new game. If it wasn’t my first PS1 game it was definitely my first Final Fantasy game. Of course I went back and played 8 and 7 afterwards.” A solid answer to a simple question.
The second question I asked was one starting to move toward the topic of Bloodborne PSX and its namesake/inspiration. Or at least the family of systems it was released on: “What PlayStation console was your favorite and why?” Lilith’s answer surprised me a bit. Not because I disagreed, quite the opposite, actually. But with such a big inspiration for her work being games from the PSX-PS2 generations, what followed was a pleasant bit of insight into one of her favourite eras of gaming, to quote: “I can give you two answers here.” To which I assured her she was more than welcome to, but she was set on having something definitive. “No no I’m only going to give you one answer. I can give you the correct answer that I don’t want to admit, but it was the PlayStation 3. It’s so embarrassing but I genuinely was hooked into the marketing of the whole ‘The cell processor is the smartest thing in the world’ and all that. It really seemed like the future of gaming and I was all about it. I think I owned an XBOX360 before but I did eventually get it and really enjoyed it. It took a couple years for some of the best games to come out but I really did.” A few examples she cited as being some of her most memorable experiences on the console were Uncharted 2, Journey, Call of Duty 4: Modern Warfare, and Warhawk. All games I’ve seen on several top 5 and top 10 lists throughout my life within the gaming space. A delightful show of affection for a generation personally very dear to me as well, in which she ended the segment by declaring “Hell yeag”, a bit of a catchphrase she’s coined online.
Getting into the topic proper, my third question was one about her personal relationship with Bloodborne: “How did Bloodborne impact/appeal to your interests?” A question that received perhaps my favourite answer of the whole interview. From her response: ”Oh that’s a big one. Going to the opposite end of the poser spectrum, I was a Fromsoftware fan before it was cool. One of the games I played religiously on my PS2 was Armored Core.” A statement which made more sense than perhaps anything else said during my time with her. “Then later in the PS3 era everyone was talking about Dark Souls, this was when I was in college. I finally caved and got it and saw the Fromsoftware logo and thought ‘Oh it’s the Armored Core people!’ I played and beat it, really enjoyed my time with it. I skipped Dark Souls 2 because everyone told me to hate it, I still need to go back to that one.”
It’s something I would recommend anyone who hasn’t played Dark Souls 2 to go and do. “Then Bloodborne came out and I thought ‘Alright this is the new one, gotta play this one’ and I was a huge fan of all the gothic stuff in the aesthetic. And how do I explain this, I do really like Bloodborne. I like the design, and the mechanical suite of gameplay, as a video-gamey video game it’s very good.” The tone shifted here to something a bit more personal. “But as well, I was playing it at a specific time in my life. I came out in 2019, I know Bloodborne came out in 2015 but I was obviously just playing it non-stop. It was just one of my ‘coming out games’, you know?” For those who maybe don’t understand the statement there, “coming out” is a very common term used within the Queer community to describe the experience of revealing your identity to those around you. Whether it be to family, friends, or co-workers, almost every queer person has some sort of coming out story to tell. Lilith is speaking in reference to her coming out as a trans woman. She elaborated: “Obviously I can only speak for myself, but I just feel like when you make a decision like that, that part of my life just ended up seared into my brain, you know? Bloodborne was there, so now it’s just a part of me. And it definitely influenced some things about me. It was there because I was working on Bloodborne PSX at the time, but it had an impact on something I’ve heard a lot of other Trans people describe.” She went on to describe the concept of “Coming out a second time” as sort of “finding yourself more within your identity” and becoming more affirmed in it. She described both Bloodborne and her development on Bloodborne PSX influencing large parts of her life, a good example being how she dresses and presents. As a trans woman myself, this answer delighted me to no end. I, for one, can absolutely 100% relate to the notion of media you experience during such a radical turning point in your life sticking with you. There are plenty of games, shows, music, and books that I still hold very near and dear to me because, as Lilith stated, they were there. All the right things at the right time.
Halfway through our questions, we’ve finally arrived at one pertaining specifically to the development of Bloodborne PSX: “What are some unique challenges you’ve faced developing a game meant to look/play like something made on retro hardware?”
Lilith answers: “So there’s two things, two big things. One is rolling back all of the quality of life improvements we’ve gotten over the years in gaming. Not automatically using keys is always my go-to example.” Something as well I mentioned in my short talk about the game’s gloriously dated feeling gameplay above. “That was definitely very very intentional. Because it’s not just the graphics, right? It was the design sensibilities of the 90s. Bringing that to the surface was very challenging but very fun. Another big part was, since it was one of the first 3D consoles, I wanted to recreate the hype around the fact that ‘ITS IN 3D NOW!’ So if you go into your inventory you’ll see all the objects rendered in beautiful 3D while they slowly spin as you scroll through them.” This is a feature I very much miss seeing in modern video games.
She continued, “I think the biggest one was the weapon changes. Bloodborne’s whole thing was the weapon transformations. Like, you could seamlessly change your weapons and work them into your combo and do a bunch of crazy stuff, and I kind of said ‘that needs to go immediately.’ So now you have to pause and go to your weapon and press L1 to transform it, that was extremely intentional. So once I had those three big things down it all just sort of fell into place. Like the clunky UI and the janky controls. You need jank and clunk, and I think that’s why Fromsoft games scale down so nicely, because they are jank and clunk.”
A point I couldn’t agree with more. Despite all the modern streamlining and improvements to gameplay, Fromsoft’s ever-growing catalog of impressive experiences still contains some of that old-school video game stiffness we’ve (hopefully) come to appreciate. She went on to make a point I was very excited to share here in the article, “It was just a lot of trying to nail the feel of the games and not just the look, right? Like I’m not trying to recreate a screenshot; I’m trying to recreate the feeling of playing this weird game that’s barely holding together because the devs didn’t know what they were doing.” In my humble opinion, something she did an excellent job with.
Fifth on the list was a question relating to her current project, Bloodborne Kart, a concept initially drawn from a popular meme shared around social media sites like Tumblr when the buzz of a Bloodborne sequel was keeping the talking spaces around Fromsoft alight: “Anything to say about the development of Bloodborne Kart or its inspiration?”
Lilith answers: “So first off Bloodborne Kart is less trying to be a simulation of a PS1 game and more just an indie game. It’s not trying to be a PS1 game, I just want it to be a fun kart racer first. Starting off of course is Mario Kart 64, that’s the one I played back in the day. But I looked at other games like Crash Team Racing and Diddy Kong Racing, but also stuff like Twisted Metal of course. I always used those as a template to sort of look at for design stuff like ‘how did they handle what happens to racers after player 1 crosses the finish line.” The next portion of her answer was initially a bit confusing but comes across better when you consider certain elements present in BBK’s battle mode. “And also Halo, like for the battle mode. I had to do a battle mode and it kind of just bubbled to the surface. Split Screen with my sister was such a big part of my childhood. Thinking about Halo multiplayer while I was making the battle mode stuff.”
Her answer to the previous question began to dip into the topic of our sixth question: “Are there any unique challenges or enjoyable creative points that go into making something like Bloodborne Kart?”
As she continued from her previous answer: “One of the biggest quirks of the battle mode I had to figure out was how to tell what team you were on at a glance, and that came back to Halo again. I started thinking about how you could tell in that game and it hit me that the arms of your suit change to the color of whatever team you’re on. It was just something I never even thought of because it’s so seamless. So that gave me the idea to change the kart colours, and that’s the most recent example of me pulling directly from Halo. It’s wild how a small change like that can turn your game from something unplayable to something fun.” I would agree. Tons of small details and things you don’t think about go into making seamless multiplayer experiences. Some of which we take for granted nowadays. She then made a point about one of the most challenging aspects of BBK’s development, “The most challenging thing was definitely the Kart AI. AI is just my worst skill when it comes to game development among the massive array of skills you need to make a game. It’s really hard to find examples of people coding kart driving AI, You know? You need to make a biped walk around you can find a million tutorials online but if you need to make something drive a kart, not really. I was really on my own there. A lot of the examples out there are very simulation oriented. Like cars using suspension and whatnot, but I’m making a kart racer. So I started simple, I put a navpoint down and if it needs to turn left, turn left, if it needs to turn right, turn right. And I just kept adding features from there.”
Moving onto our last three questions, we started to get a little more personal. Question seven being: “What’s your favorite part of Bloodborne Kart so far?”
Her answer was concise in what she was excited about most, quote: “The boss fights.” Short and sweet but she did elaborate. “Translating a big part of Bloodborne is the boss fights. So I made a short linear campaign which is basically AI battles and races strung together. Some of those stages are just boss fights which are unique to the rest of the game. When you make a video game you sit down and you make all your different modes of interactions, and then you make a multi-hour experience mixing and matching all those different modes in more complicated ways. I think the most interesting part is when that style tends to fall away and it ends up building something entirely unique to that experience.” An example she gave was the infamous “Eventide Island” in Breath of the wild, it being a unique experience where the game’s usual modes of interaction are stripped or limited, forcing you into a more structured experience that ends up being a majorly positive one. “That’s what the boss fights are in Bloodborne Kart. They do multiple game mechanics like a chase that ends in a battle mode. Like Father Gascoine’s fight where he chases you, and after you blow up his kart he turns into a beast and picks up a minigun.” That sounds absolutely incredible. It’s very easy to see why she’d pick the boss fights as her favorite element when they’re clearly intended to be such unique and memorable experiences.
Our last two questions veer away from the topics of development proper and focus more on our dear dev’s personal thoughts on the matter. Question eight posits: “What’s your personal favorite part of being a game developer?”
After some thought, she gave a very impassioned talk about something she considers to be the best part of the experience: “When people who aren’t game developers think about game development they think of things like ‘oh well you just get to play video games all day and have fun’ but it’s not! Except for the 2% that is, and it’s near the end of development. When all the pieces fall into place and you start actually ‘making the game.’ Game development, especially solo, you’re so zoomed in on specific parts. Because you’re not making a game you’re programming software that’s what making a game is. You spend months working on different systems and then you actually sit down and make a level, and you hit play and it you go ‘Oh my god, I just made a game’. That part is what sustains me. It’s magical. That’s the best part when it comes to true appreciation of the craft aside from the reception.” An answer that I don’t think I could’ve put better if I tried.
My last question is one that I consider to be the question when it comes to interviewing anyone who works on video games. Perhaps a bit basic, but heartfelt nonetheless: “Anything to say to anyone aspiring to be a game developer?”
Lilith’s answer: “Yes. Just do it. For real. This is what I did and it always felt wrong until I looked at more established devs echoing the sentiment. You cannot plan a game before you’ve started making one. The example I always bring up is the team behind Deus Ex wrote a 500 page design document for the game and almost immediately threw it out when they started development. Just start! You’re going to have unanswered questions and I think that trips people up. Don’t start with your magnum opus idea, start with something simple and achievable. I feel like a lot of people set out with the goal of making a triple-A game, and that’s good! But it can’t be your first game. Game development is creating art, just like any other form of art, and it’s like saying ‘my first drawing is going to be the Mona Lisa’ and it just doesn’t work like that. You need practice and development, and it’s difficult to see that because games take so long and so much, so it’s definitely seen as a bigger undertaking. But it’s still art. You’re still making mistakes and learning from them for your first project. Your next game will be better. View your career as a game developer as a series of games you want to make, and not just one big game.” A perfect response to an otherwise unassuming question.
Lilith’s passion and love for video games were reflected very clearly in every response she gave during my time with her. Her dedication and appreciation for the art form can be seen in every pixel of Bloodborne PSX, as well as the development logs and test builds of Bloodborne Kart. I really do think that the way she answered my final question speaks volumes to the type of attitude someone should take up when endeavoring to make art as intensive as a video game. Whether it’s fanwork of a game that’s important to you or an entirely new concept, do it.
(developer of Bloodborne PSX Lilith Walther, image provided by Lilith Walther via Twitter)
Closing:
If you’d like to check out the positively phenomenal experience that is Bloodborne PSX I’ve included a link to the official itch.io page below the article, as well as a link to the official LWMedia Youtube page where you can check out Lilith’s dev logs, test videos, and animations about her work and other art. Thank you so much for reading, and another very special thank you to Lilith for setting aside some of her time to talk to me about this article. Now get out there and cleanse those foul streets!
Links:
Bloodborne PSX official itch.io page: https://b0tster.itch.io/bbpsx
LWMedia Official Youtube page: https://www.youtube.com/@b0tster
Lilith Walther Twitter page: https://twitter.com/b0tster
#my writing#my stuff#writing#video games#bloodborne#bloodborne psx#demake#article#b0tster#bbpsx#Youtube
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thinking about kristoph and klavier. it's just the two of them. just a boy and his sweet little brother. no apparent family, origins, place to go, anywhere to belong.
thinking about kristoph developing the idea at a young age that his brother depends on him. no parents to take care of them, most likely they pass away in one way or another. and his brother is innocently young, too young. so kristoph becomes a parent, on top of a sibling. he is the only front, the only defense between his brother and whatever cruel world betrayed them. kristoph can't falter, can't disappoint, can never be unsure. for his brother, he learns to be cold. steadfast, and strong. unbreakable. to be a foundation for a boy to rely on.
he tells himself klavier depends on him to survive. to succeed, to make something of himself, all of it falls on kristoph's shoulders. and control becomes a theme of his life. it's his responsibility to make sure klavier lives his life right, well. and the pressure of that seeps out through judgement.
he tells himself klavier depends on him, so he can ignore the fact he depends on klavier too. he can't feel any sort of weakness. so he judges klavier, when he pursues music. he's critical of him, detached. seemingly uncaring. he protects klavier, and he punishes him when he endangers that concept of protection. he keeps him in line, because only kristoph knows what best for klavier.
klavier, for kristoph, is always that innocent, sniveling child. who doesn't know better, who needs to be guided. because at the worst of it all, it was kristoph and his little brother. no one would know him better. and he would do anything to protect him
and that control becomes obsessive. kristoph needs to control everything in his life. his work, his image, his protégé, and always his brother. he spites things that escape his grasp. he spites klavier when he leaves to tour his music, because he can't admit he needs him too. at the end, klavier will return to him, eventually. because klavier needs kristoph gavin to survive.
he forges evidence, to protect the success and image of his career. even for a case against his own brother, he cheats. because it's not about what's right. it's not about anything but control, for kristoph. because there's no way he could be anything less than perfect. kristoph can't falter, can't be weak, or the world will eat you alive. and when zak gramarye veers out of his grasp, over something he can't control, the nature of who he is, he spites him too, and the man he chose. he forces his way into the case to make sure he can enact control, to protect his view of the world, and of himself.
and klavier, of course, comes back to him. believes in him, follows his word, even with doubt in his heart, a doubt that haunts him for years to come. he destroys phoenix's career, has his brother back, and protects himself from facing a truth he can't handle. he wins.
and it's not enough. he plots out the murders of his forgers, stalks every involved person of interest on the case, and plants himself right by the biggest threat: an unpredictable, awfully lucky man. someone who never did anything to him personally, but whose mere nature is contradiction to the ideals kristoph has pledged himself to. he does this because he isn't confident, perfectly conniving and infallible. for the first time in a long time, kristoph feels control slip out of his fingers and it terrifies him. he obsessively intangles himself with the case for seven years, watching, waiting, for loose ends to be cut.
this need is so intense that when he passes by zak, his first instinct is to murder him in cold blood. for no reason other than he is a threat to the stringing web of sanity kristoph is holding himself by. if he were more clever, more careful, he might've stayed, listened in, found out zak had no intention to do anything but give one last thing to his daughter, before he disappeared again. none of that mattered. because kristoph panics, at the idea that someone, anyone could do something to destroy his image, his life, his control. he's paranoid, and as thorough as he's been, he's sloppy.
and as he thought, phoenix is his perfect downfall. kristoph seemingly loses everything, he's found guilty of murder. his protégé, who he raised up strictly and intensely to follow in his steps, accepts this and is the falling blade to his final bow. but he doesn't snap. he doesn't break his illusion, his facade of poise and composure.
because he still has klavier. klavier, who returns to law after years to meet the man who sent his brother to prison. klavier, who believes his brother is innocent. klavier, who still depends on him. once again, it's kristoph and his little brother. he's already done the unspeakable to protect their lives, to sustain all he's built for him.
klavier visits him in prison, feeds him information, holds faith that he is good, even after he is betrayed by his closest friend. even as things lead to an awful conclusion klavier denied for too long. and when everything plays out the way it does, kristoph at the stand, he still sees klavier the same. he speaks for him, calls him incapable, believes he doesn't know better. because klavier will always come back to him. klavier needs him to survive, to be succeed in life, klavier depends on him.
until he doesn't. the one thing kristoph has always had control over, the reason he needed to be in control of it all, leaves him too. through his never ending desperation, he has become unforgivable. he threatens klavier, demeans him, humiliates him, but none of it works. everything is, as he says, spinning out of his control. he has nothing left, but the ego he's created for himself.
the jury system is the final blow. the idea that no matter what he could do to ensure his victory, the neverending upkeep of his perfect, unfaltering persona, he was at the whim of someone else. his control, completely stripped away from him. because without that, what is he?
when phoenix asks him why he killed zak gramarye, five black psyche locks appear, chains barred and tight. he claims he is simply an evil, cold-blooder murderer. a simple, unsatisfying thing. it's snide, and spiteful, and it's a lie. kristoph's secret, held so close to his heart that he doesnt even know he's keeping it. why did you kill a man, after seven years, when he had done nothing but hurt your pride?
he needs control. somewhere deep down, there's still that teenager, panicked and unsure, staring down at his brother with pleading eyes, deciding that he needs to become inviolable. like the law, absolute and unwavering. and in that he became unreachable. he emotionally neglected and abused the only family he had left, and told himself it was for his sake. he's insecure, entitled, angry; he's vengeful, petty, neurotic. so caught up in the fantasy he created to eliminate what was weak in him, he saw weakness in everything, in everyone.
to admit that would be suicide. it would be a complete mind shatter. he laughs hysterically out of the courtroom, out of acceptance for what he's lost or denial of everything he is, he breaks in one way or another. the places he was led to by love, by responbility, a bloodied bottle in his grip, poison on lips, standing alone at the end of it all.
to shield himself from cruelty, he became cruel himself. kristoph loved his brother, and that too, became a weakness to snuff out.
that is. if. they had actual backstories to explain why they are the way they are. foams at the mouth and collapses
#kristoph gavin they made you so interesting#and then just threw you in the clink#gavin brothers#i think about you. SO much#is this an analysis#or an essay#i blacked out#comically evil kristoph is also funny to me but#he just. the two of them#head in hands#ace attorney#moontalk#charlieog#kristoph gavin#klavier gavin#aa4#hes also npd coded but thats another essay for another day#klavier bpd coded too but in a way i cant explain#cluster b brothers
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