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Hello everynyan 🍄🍄🍄
I keep forgetting that Tumblr still exists, so. I have Twitch! I'm doing my first proper gamedev stream! Come see shroom soup creation in action!
Tonight, 17:00 BST / UTC+1
I'll be doing these from time to time (maybe even once a week?) until I run out of non-spoiler content to make. It's mostly non-boss enemies and some assets here and there.
I also sometimes do coworking streams with Spirit City (cute focus tool game) where I do the spoilery stuff off screen! Also general unrelated drawing and gaming streams.
We're definitely getting there with the game 💪 Progress update upcoming.
Would be great to see you there!
#gamedev#vtuber#rpg maker game#art stream#shroom soup#I miss being more active on here and interacting with other devs...#And with this blog's followers and stuff#Can we bring back pre-2018 tumblr pls
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A monster-taming game recommendation list for fans of Pokemon
Whether you're a pokemon fanatic obsessed with all things pokemon past and present, or a veteran fan disillusioned with GameFreak's recent adoption of monetary philosophies and strategies reminiscent of other major game publishers, or looking for a monster-taming fix as you await new Pokemon content...
I'm compiling here a post of little-known games in the genre that Pokemon fans are likely to enjoy!
Under readmore cause long, but some of these games really don’t get the attention they deserve, so if you have the time, please read!
(I am also likely to keep updating and editing this post)

First up is Temtem!
Temtem is a game made by and for Pokemon fans, from the spanish indie developer Crema. Temtem is currently in early access on Steam and PS5, and is likely to remain in early access until sometime late next year. Full launch will include a Nintendo Switch release, too. Despite this, it has plenty of content to explore before full release. The developers are active, release new content on a semi-regular basis, and are responsive to the community as a whole and individuals if you happen to come across a bug you want to report.
Temtem boasts a wide variety of monsters to collect and train. It takes place in the Airborne Archipelago, a system of floating islands that orbit their star, the Pansun. The monsters inhabiting the archipelago are called Temtem, or tem(s), for short.
As far as game mechanics go, it has many similarities to Pokemon, but also many important distinctions. The biggest one, in my opinion, is that the element of chance has been removed from battle entirely. Moves cannot miss, have the same power constantly, and status afflictions have an obviously displayed countdown to when they will wear off (for instance, sleep lasts as long as it says it will last. Not 2-4 turns). PP does not exist, either. Your tems can battle for as long as their HP holds out. In place of PP, a new system called Stamina exists. Stamina is an individual stat, like HP and Attack. Each move costs a certain amount of stamina. If you go over the amount of stamina your tem has, the deficit is detracted from your health instead, and that tem cannot move next turn. Stamina passively regenerates a certain amount each turn, and items and moves exist that can heal stamina. All battles are also double-battles, you and your opponent will typically have two tems on the field at a time. This is just a few of the differences Temtem has from Pokemon, but they're some of the biggest ones.
Temtem is also a massively multiplayer game. You complete the storyline independently (or with a friend through co-op!), but in the overworld you can see other, real players moving around and interacting with the world. There is also public and area-specific chat you can talk to other players through. Despite this, all multiplayer functions are (currently) completely optional. You do not need to interact with others to complete the game.
Overall, Temtem is suitable for the Pokemon fan who is looking for a more challenging experience. Temtem is not a walk in the park you can blaze through with a single super-strong monster. For one, individual tem strength is more well-balanced than it is in Pokemon. There are very few (if any!) completely useless tems. Even some unevolved tems have their niche in the competitive scene! Aside from that, enemy tamers are scaled quite high, and you typically cannot beat them just from the exp you get from other enemy tamers. You have to do some wild-encounter grinding if you want to progress.
Temtem is a very fun game and I've already gotten over 100 hours out of it, despite only 3/5-ish of the planned content being released!
However, I do feel obligated to warn any prospective players of one thing: the current endgame is quite inaccessible. After you complete what is currently implemented of the main storyline, there is still quite a lot left to explore and do, but much of it is locked behind putting a lot of hours into the game. You kind of have to get perfect temtem to do the current PVE (and this is also somewhat true for the PVP too). By perfect I mean you have to breed a good tem and then train it to get the preferable EVs (called TVs in temtem). This takes... well, for a whole team... tens of hours. Of boring grinding. Some people enjoy it! But I don't. Regardless, the game was still worth buying because the non-endgame content is expansive and fun.
So overall, pros & cons:
Pros
Battle system is more friendly towards a competitive scene
Cute monsters
Lots of gay characters, also you can choose pronouns (including they/them) independently from body type and voice
Less difference between the objectively bad tems and good tems than there is in Pokemon
Lots of stuff to do even in early access
Most conversations with dialog choices have the option to be a complete ass for no reason other than it’s fun
Having less type variety in your team is less punishing than in Pokemon due to the synergy system and types overall having less weaknesses and resistances
At least one major character is nonbinary
Cons
Falls prey to the issue of MMOs having in-game economies that are only accessible to diehard no-life players
Related to the above point, cosmetics are prohibitively expensive
Endgame CURRENTLY is inaccessible to most players unless you buy good monsters from other players or spend tens of hours making your own. However I must add that the grind is great if you like that kind of thing and is quite easy and painless to do while watching a show or something.
Here is their Steam page and here is their official website.

Next is Monster Hunter: Stories!
This is a spinoff game of the Monster Hunter franchise released for the 3DS in 2018. If you're anything like me, and you've played the core Monster Hunter games, you've often thought "Man, I wish I could befriend and ride these cool dragon creatures instead of killing or maiming them!"
Well now you can! In Stories, as I will be calling it, you play as a rider rather than a hunter. Riders steal monster eggs from wild nests to raise them among humans as companions and guardians. And yes, egg stealing is a whole mechanic in of itself in this game.
This game works pretty differently from most monster-collecting games. You do battle (usually) against one or two wild monsters using your own, except you fight alongside your monsters too. With swords and stuff. There's armor and weapons you can smelt to make yourself stronger. Type match-ups also kind of don't exist in this game? Except they do? But not in a way you'd expect?
The vast majority of attacking moves you and your monster use fall into categories reminiscent of rock-paper-scissors. Moves can be categorized as power, speed, or technical. Speed beats power, technical beats speed, and power beats technical. The matchup of your move vs your opponent's determines how a turn will go down. If one move beats the other in matchup, then the winner's move will get to go and the loser doesn't get to do anything. If you tie, you both get hit, but for reduced damage. There's also abilities and basic attacks, with abilities basically being the same as pokemon moves, and basic attacks just being "I hit you for normal damage within this category". Also, you don't control what your monster does all the time in battle. You can tell it to use abilities, but what kind basic attacks it carries out is determined by its species' preference. Velicidrome, for instance, prefers speed attacks, but Yian Garuga prefers technical. Stamina also exists in this game in a very similar manner to Temtem.
Overall this game carries over a lot of mechanics Monster Hunter fans will find familiar (how items and statuses work for instance). You don't have to have played a core Monster Hunter game to enjoy Stories though! It's fine and is easy to understand as a stand-alone.
The story has some likable characters and is rather long (it was actually adapted into an anime!), for those of you who enjoy a good story.
I'd really recommend this one especially. If it sounds fun to you and you can drop $30, just do it. I bought it on a whim and I got a few weeks' worth of playing almost nonstop out of it, and I didn't even get to do everything! (I got distracted by Hades, oops)
Stories is also getting a sequel later next year on the nintendo switch! How exciting!
And yes, you do ride the monsters.
Pros & cons:
Pros
Large variety of cool monsters to befriend and raise
Pretty lengthy story
Every tamable monster is also rideable
Deceptively simple combat mechanics, easy to be okay at, hard to master
Incorporates some mechanics from early turn-based party rpgs like Final Fantasy for a nice twist on the monster collecting genre
Cons
Many monsters are objectively outclassed by other ones, making what can be in an actually good team more limited than you’d expect
3DS graphics inherently means the game looks like it was made 7 years before its time
Here is the Monster Hunter Stories official 3DS product page.

And here is Monster Sanctuary!
Monster sanctuary is a game that just had its 1.0 launch- meaning it was in early access and no longer is! Although the devs say they still plan to implement a few more things into the game in future updates. It is available on Steam, Nintendo Switch, Xbox One, and PS4.
Monster sanctuary is a metroidvania twist on the typical monster collecting game, meaning it is also a sidescrolling platformer in which you use abilities you gain throughout the game to explore the world around you. The abilities in this case are the monsters you get! Every monster has an ability that helps you traverse the sanctuary.
Speaking of the sanctuary, the game is set in one. The monster sanctuary is a magically shielded area, cut off from the rest of the world, created by an order of monster keepers, people who befriend and protect the mystical monsters inhabiting the world. Humankind encroached too far on the natural habitat of monsters and were hostile to the native wildlife, so the keepers created an area of varied environments to safely protect and preserve the remaining monsters of the world.
Unlike many other monster collecting games, this game only has 5 types: fire, water, earth, air, and neutral. However, the types themselves do not possess resistances and weaknesses. Instead, each monster has its own assigned weaknesses and resistances. And yes, this can include things like debuffs, physical vs special attacks, and the typical elemental types.
All battles are also 3 vs 3! And unlike in pokemon, where you can only hit the enemies nearest, all monsters have the ability to hit any opponent they want. Turns also work a little differently in that speed doesn't exist, you just use 1 move per monster in your turn and then it goes to your opponent's turn. Your monsters hit in whatever order you want them to.
There is also a quite important combo system in this game, where every hit builds a damage multiplier for the next. Moves often hit multiple times per turn. Healing and buffing actions also build this combo counter. So what monsters you have move in what order really counts!
But the main mechanical difference between this and other games in the genre is how it handles levels and skills. Instead of learning a set move at a certain level, this game incorporates a skill tree, and you get to allocate points into different skills as you grow stronger. And jeez, these skill trees are really extensive. Monster sanctuary is a theorycrafter's dream. Each monster has a unique, specially tailored skill tree, making every monster truly able to have its own niche. You can make use of whatever monster you want if you just put thought into it!
And like Temtem, this game is not made to be beatable by children. I'm sure a child could beat it, but it's not made to be inherently child-friendly like pokemon. It's honestly quite difficult.
On top of that, you are actively encouraged to not just be scraping by each battle. Your performance in battle is rated by an automated system that scores your usage of various mechanics like buffs and debuffs applied, type matchups, and effective usage of combos. The rating system directly influences the rewards you get from each battle, including your likelihood of obtaining an egg from one of the wild monsters you battled (no, you don't catch wild monsters in this game, you get eggs and hatch them). If you're not paying attention to how the game works and making good, effective use of your monsters, you'll have a hard time expanding your team!
The music is also really good, it's made by nature to be able to play over and over and not get old as you explore each area, and the composer(s) really did a good job with this. Some area songs, namely the beach one, I especially enjoy, so much so I've actually played it in the background while I do work.
This is a game I would really recommend. If I made it sound intimidating, it is by no means unbeatable, you're just gonna have to put some thought into how you play. At no point did I actually feel frustrated or like something was impossible. When I hit a wall, I was able to recognize what I did wrong and how I could improve, or I could at least realize something wasn't working and experiment until I found a solution. It's challenging in a genuinely fun, rewarding way.
Pros & cons:
Pros
Extremely in-depth combat system
I genuinely don’t know if there’s an objectively bad monster in this game
Evolution exists but is completely optional, as even un-evolved monsters can be great
Entire soundtrack is full of bangers
Large and diverse variety of monsters to tame
Cons
Story is a little lackluster, but passable
That’s the only con I can think of
Here’s a link to their Steam page and the game’s website.
A kind of unorthodox recommendation is the Pokemon Mystery Dungeon series!
Likelihood is that everyone reading this has heard of this series already, but just in case anyone hasn't, I thought I'd include it! I would categorize this as a hybrid between the mystery dungeon genre and the monster collecting genre, because you recruit pokemon as you play and can use those pokemon on your team!
If you're unaware, the mystery dungeon genre is a small subset of dungeon crawler games where you progress through randomly generated levels called mystery dungeons. Throughout the dungeons, there will be enemies to fight and items to collect. The challenge of these games is mostly due to the stamina aspect of them, in that you have to manage your resources as you progress through the level. If you go all out in each fight, you will inevitably lose quite quickly. You have to learn to win against enemies while balancing your use of items and PP, so you have enough for the next fight, and the fight after that.
Pokemon mystery dungeon in particular is famous for its stories, the likes of which isn't seen often in Pokemon games. They are hugely story-driven games and are notable for the emotional depth they possess. It's pretty normal for the average player to cry at least once in the span of the game. There's lots of memes about that specifically.
This entry in my list is also unique for being a series. So, which one should you play first? It actually doesn't matter! Each storyline is entirely self-contained and requires no knowledge of prior entries. The quality of each entry varies and is a point of contention among fans. I say you should play all of them, because they all have their merits (though some more than others.... coughgatestoinfinitycough). They're mostly distinct for the generation of Pokemon they take place in. Rescue team is gen 3, Explorers is gen 4, Gates to Infinity is gen 5, Super Mystery Dungeon is gen 6, and Rescue Team DX is a remake of a gen 3 game but has the mechanics and moves of a gen 8 game.
My only real caution is that you play Explorers of Sky, not Darkness or Time. Sky is basically a combination of the two games with added items and content. It's an objective upgrade over its predecessors, and I honestly wouldn't waste money on the other two.
I’m not going to include a pros and cons list for the PMD series because I’m incredibly biased and it wouldn’t be an honest review.
Next is Monster Crown!
Monster Crown is a monster collecting game that seems to take heavy inspiration from early-gen Pokemon games in particular. It is currently in early access on Steam and is not expensive. I learned about it through the developers of Monster Sanctuary, when they recommended it on their official Discord.
The game has lots of charm and interesting creature designs, and an entirely new take on monster typings as well. Instead of monster types being based off of natural elements like fire, water, electricity, etc. Monster Crown uses typings that seem to be influenced by the personalities of the monsters. For instance, Brutal, Relentless, and Will are all monster types!
It also captures a lot of the charm many of us look fondly upon in early GameBoy-era games. The music is mostly chiptune, with some more modern backing instruments at times, and the visuals are very reminiscent of games like Pokemon Crystal in particular. Monster Crown is definitely the monster collecting game for fans of the 8-bit era!
The thing that stands out the most to me about this game is the breeding system. Instead of one parent monster passing down its species to its offspring, you can create true hybrids in this game.
However, it is very early access. I would consider the current build as an alpha, not even a beta yet! So temper your expectations here. I have not encountered any major bugs, but visual glitches here and there are quite common. The game also could definitely use some polish and streamlining, and is quite limited in content currently. But the dev(s) seem quite active, so I fully expect these kinks to be worked out in time!
The reviews are rather positive, especially for being in early access. I'm all for expanding the monster collecting genre, so if you're looking to expand your horizons in that sense, I would recommend you at least give this one a look! I personally had quite a bit of fun playing Monster Crown and am going to keep an eye out for updates.
Pros & cons:
Pros
Charming artstyle, appealing monster designs
Faithful callback to a bygone era of gaming
Controls are fairly simple and easy to get the hang of (and are completely customizable!)
Cool breeding and hybridization mechanics
There's a starter for each monster type!
You can choose your pronouns, including they/them!
Cons
Inherent nature of being very early access means can be clunky and unpolished at times
Also not much content as of right now, see above
User interface could use some redesign in places
Here’s their Steam page and the official website!
Here’s an oldie but a goodie, Azure Dreams!
This is one I actually haven’t played, mostly because it’s really old and therefore only practically accessible if you play it on an emulator, unless you're one of those old game collectors. Azure Dreams was developed by Konami and released for the PS1 in 1997. My impression of it was that it either didn’t sell well or only took off in Japan, because it’s actually really hard to find any comprehensive information about it on the internet.
Azure Dreams is a monster collecting - dating sim hybrid. You can build relationships with various characters and can pursue some of them romantically, although that isn’t the main draw of the game. There is also a stripped-down version that exists for the GameBoy Color, which forgoes the dating portion of the game entirely.
Azure Dreams is kind of like a mystery dungeon game in that you progress through a randomly generated, ever-changing tower using the help of the familiars you have accrued throughout your adventure. Similarly to Monster Hunter: Stories, you yourself also take part in the fighting alongside your monsters. Each time you enter the tower, your character’s level is lowered to 1, but your familiars keep their experience. Thus, progression is made through strengthening your monsters. To obtain monsters, you collect their eggs, just like in Monster Sanctuary (which, turns out, was at least partially inspired by this game!)
Due to this game being very old and on the PS1, the visuals leave a lot to be desired... but if you can get past that, Azure Dreams has lots of replayability and customization to how you play the game. To this day, it appears it has a somewhat active speedrunning community!
If you don’t mind the effort of using an emulator, and like old games, Azure Dreams just might be that timesink you were looking for in quarantine.
Honorable mentions:
Pokemon Insurgence (or any Pokemon fangame/ROMhack, really!) is a Pokemon fangame that introduces Delta Pokemon, which are really cool type-swapped versions of existing Pokemon. It’s sufficiently challenging and has a lot of variety in what you can catch in the wild, so you can pretty much add whatever you want to your team! The story is quite good, and the main campaign is multiple times longer than a typical Pokemon game’s campaign. Download it here!
ARK: Survival Evolved is NOT a monster collecting game BUT you do get to tame and fight alongside a lot of really cool extinct species, including but not limited to the dinosaurs we all know and love. This game is genuinely fun as hell, especially with friends, but I must warn you: never play on official servers. I highly recommend singleplayer, playing on a casual private server, or making your own server. Here’s the Steam page.
#pokemon#temtem#monster sanctuary#monster hunter stories#monster crown#azure dreams#pokemon mystery dungeon#pokemon alternatives
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Seeing you appear on my dashboard just reminds me of all my good memories with Hetalia. I've honestly probably forgotten a lot of stuff which I think is unfortunate. I only just recently watched four episodes of the 7th season but haven't completed it. But anyways, I still have a soft spot for it in my heart and seeing you post for it sometimes makes me want to write something again even though I'd probably give up on it easily. DA is dead and the fandom isn't as active like when I first joined. Still miss it a ton tho <3
Sorry for the super super late reply! I’m really happy I remind you of such happy memories 🥺 I could say the same for you—you along a few other people were the best thing to happen to me in this fandom.
You were always interacting with my stuff and being super nice. You gave me the inspiration to keep writing, so I’m glad that I’m giving that back. And I can’t forget your love for Allen, along with a few other things...
Aw, I guess writing for Hetalia is a little difficult because their fandom isn’t the most active. But there are still people out there who love it! DA is very dead and I’m officially immigrating to tumblr because it’s actually a graveyard. The devs have completely ruined DA in more ways than one, so even if it’s difficult, your best bet is to start here on tumblr. I’ll always be here to support you if you do!!!!
I knew of this ask ever since it arrived in my inbox, so I’ve been thinking about it until now. I was having a really hard time to day, as in I was feeling a yucky mix of all sorts of negative emotions. I won’t be specific, but it kinda related to writing... It’s not involved with social media or anybody online, but it was more of a personal issue with someone where you feel like you’re giving your all but you don’t feel appreciated. It was all a misunderstanding and we could’ve handled it better, but I guess it opened my eyes to how they felt about me. So that’s why I really appreciate you and my other readers. You guys always have my back so I’d spend hours to give you things to read :)
Although, I have to point out I may be 1 day late for that Romania fic. I was having a bad time today and I don’t want to taint the story with my negative energy 😩
#alfredosauce50#update#trying to soothe my negative emotions#thank you for your kind words#I love you#hetalia#Hetalia fanfiction#you’re a legend Nat... I still will call you Dina#you will always be dina-soar in my heart#I’ll refuse to call you anything else#I also really like dinosaurs bro the Jurassic park trilogy is godly
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November’s Featured Game: Grimm's Hollow
DEVELOPER(S): ghosthunter ENGINE: RPG Maker 2003 GENRE: Indie RPG, Adventure WARNINGS: Discussions of death, losing a loved one, grief SUMMARY: Grimm’s Hollow is a spooky, freeware RPG where you search the afterlife for your brother. Reap ghosts with your scythe, explore haunted caves, and eat ghostly treats on your journey through death.
Download the game here! Our Interview With The Dev Team Below The Cut!
Introduce yourself! *BB: My name's Bruno and I did some of the music along with Nat! I’m super happy to have participated in this game! *NW: I’m Nat Wesley, a.k.a. Natbird! I’m a composer available for hire with a few projects in the works. I’m honored to have had the chance to work on the soundtrack to Grimm’s Hollow! *GH: Hello! I go by ghosthunter online; I started developing RPGs with a friend in school when we found out that we both enjoyed RPG Horror. I enjoy art, webcomics, cartoons and narrative-driven indie games a lot. I bought RM2K3 on sale and started pouring pixel art into it, before learning how to do things like chase scenes, cutscenes, etc. I used to fantasize about making my own game, drawing dungeons and ghosts in the back of my sketchbooks, before I finally started Grimm’s Hollow. Now I’m near the end of high-school, and I’m hoping the best for uni!
What is your project about? What inspired you to create this game initially? *GH: Grimm’s Hollow, originally, wasn’t as ambitious or personal. It was simply just going to be “my first game”, something that I could finally put my doodles and RM2K3 skills to. I wanted a game that a younger me would have enjoyed, back when I first discovered the classic RPGMaker games and replayed them constantly for those endings. That was my initial inspiration. It eventually evolved into an action turn-based RPG that relies on timing, yet it’s mostly narrative-driven. You traverse death in search of your sibling, and try to make an escape. There are unexpected pieces of me that ended up in this game, some of which I’m still noticing even now.
How long have you been working on your project? *GH: Since the summer of June 2018.
Did any other games or media influence aspects of your project? *GH: Standstill Girl, OFF by Mortis Ghost, Undertale, Over The Garden Wall, and the animation medium in general.
Have you come across any challenges during development? How have you overcome or worked around them? *GH: Many! Making your first game is such a giant learning curve, that the list of challenges goes on. I would say that the most difficult issue I encountered (and that, in some ways, I am still facing after release) is working around the limitations of the game engine I am using. I wanted to see whether creating an engaging but simple 1-party RPG in RM2K3 (without going completely custom) was feasible, and I experimented with quick time events as part of that. I worked around the engine’s built-in formulae so players could see progress when they upgraded their stats - although the game might display as defence as “10”, in reality the game stores it as 40 since the engine splits defence by 4. Since I did not want to create an RPG which was too complex for my first game, I also scrapped traditional staples such as armour or weapons. There were also issues such as having an appropriate “game over” handling event which wouldn’t shoot you back to the title screen after you lost a battle; getting RM2K3 to play a small cutscene where you faint and respawn somewhere else was tricky. I felt that if the player had to reload after a loss, it would disrupt the game flow.
Have any aspects of your project changed over time? How does your current project differ from your initial concept? *GH: Like I mentioned before, the game started off impersonal. I just had a soft spot for a spooky cute aesthetic, and I wanted to indulge in that. It was (and in its essence, still is) meant to be a short story, to keep the player invested for the short game length - nothing grandiose. The original draft did not have Baker play a role in the narrative - he was just an ordinary shopkeeper NPC. For a long time during development, Lavender did not even have a name. In the very first draft, she was a silent protagonist the player could name and customize. But she played a very active role in the final outline, so it was hard not to give her own unique voice when one emerged from the narrative naturally. I am glad I did; she grew on me quite quickly! Grimm was virtually unchanged from beginning to end. The only difference was that a close friend suggested that he seemed like he would be into drinking Oolong tea - so that’s what he offers you when you meet him. Timmy also did not go under massive overhauls like Lavender and Baker did, but his relationship with Lavender became much more fleshed out as I wrote the narrative. In other facets of the game’s design, there were not many changes to the original prototype.
What was your team like at the beginning? How did people join the team? If you don’t have a team, do you wish you had one or do you prefer working alone? *GH: It was just myself, doing the art, writing, programming, etc. But halfway through creating the second cave, I realised I would need a very specific sound for Grimm’s Hollow. So, I contacted Nat for music, but I also created a post on tumblr calling for a composer since there were many tracks to make. I met Bruno as a result! I am very happy with their work and I am so grateful I’ve got to work with them! (Some players are asking for an OST release, which is in the works).
What is the best part of developing a game? *GH: I really enjoyed the early stages of development: creating new tilesets, sprites and maps and piecing them together in the editor, then taking a small screenshot and sharing it with my friend over summer vacation … It was nice to see the game’s world slowly come together. I think that’s what I enjoyed the most from beginning to end: that sense of world-building, that sense of relaxation from making a small cosy game. The latter started to disappear as work and other responsibilities started to intrude, and pressure began to seep into development time - but I never stopped loving making the world and characters. I also want to say that, by lucky chance, I have met a lot of kind people from making my first game. I’m very grateful for that, so thank you to everyone.
Do you find yourself playing other RPG Maker games to see what you can do with the engine, or do you prefer to do your own thing? *GH: All the time! Other RPG Maker 2003 projects are great inspirations for pixel art tilesets, as well as how to code harder features such as custom menus. They’re also just fun to play.
Which character in your game do you relate to the most and why? (Alternatively: Who is your favorite character and why?) *GH: Lavender and Timmy are relatable to me in multiple ways. I can’t elaborate on Timmy since that would go into spoiler territory, but I somewhat relate to Lavender’s insistence on managing her life on her own - sometimes to her own detriment. I’d say the most fun character to write for was Grimm. He can be unintentionally silly while speaking in the most formal way, but also very caring too. Everything he does and says was easy to write, whereas I had to think harder for the interactions between everyone else - especially for very crucial scenes regarding their development. That being said, my favourite is still the game’s central two siblings. I can not pick between them for the life of me.
Looking back now, is there anything that regret/wish you had done differently? *GH: I wish I started testing even earlier! Not only does it give you a good sense of what’s missing, but seeing people enjoy what you’ve made yet get hindered by bugs is a very strong incentive to fix your game immediately. When I was lacking motivation or was stuck, I found that good feedback and support made me motivated again. I also wish that I could have pushed the deadline a little further, or perhaps released the game on Early Access since it will take me a while to refine post-release bugs - but as it is, the 31st of October really was the deadline for my game due to external circumstances (no, that deadline wasn’t just because it was Halloween!). Other than that, I wonder if using an updated version of RPG Maker would have produced the same game …? It’s hard to tell, but I hope people enjoy it for what it is - I will be working on that post-release patch soon!
Do you plan to explore the game’s universe and characters further in subsequent projects, or leave it as-is? *GH: There are no current plans, but I would be happy to have the opportunity to improve and expand on the game. As it is, the game’s released for free and done as a hobby, so I would struggle to do that by myself.
What do you most look forward to now that you have finished the game? *GH: Earlier on, I was really looking forward to players’ reactions. Games are made to be fun, and I would have felt distraught if my game didn’t achieve what it was set out to do. Yet it was not just about the gameplay; it was about the narrative. I hoped that what I found funny, the player would too; what was heartfelt to me, was heartfelt to the player as well. Like sharing a laugh, or just a good experience together. I hoped they would enjoy the feeling that went into it, despite the struggle of making it against circumstance and limitations. Now, I look forward to resting and sleeping once this over. I want to explore my other interests, improve, and explore new media. I want to relax, and refocus again like I was before the heat of development.
Is there something you’re afraid of concerning the development or the release of your game? *GH: Bugs! Some are easy to fix, but others are harder due to the limitations of the engine (e.g an error in one ending is caused by an overflow error).
Do you have any advice for upcoming devs? *GH: Show your game as early as possible, to as many people as possible. As soon as you have something playable, it’s ready for feedback. You’ll see if that game mechanic you spent hours refining works, or if it doesn’t work and why. You’ll understand what players enjoy and what they want more of, but also what they don’t like or don’t enjoy. And you will definitely encounter bugs. You’ll be able to pinpoint and fix minor problems early on that can easily become a larger issue later. You’ll be able to fine-tune your game so its best bits shine, and the difficulty is just right.
Question from last month's featured dev @dead-dreams-dev: Is there anything you’ve added to your game for no other reason than because you’re hoping fans will get a kick out of it? Fanservice, fourth wall breakage, references to other games, jokes, abilities that are just ridiculously overpowered and badass, etc? *GH: It’s hard to say; game design is trying to find the intersection between what’s good for the player, what the developer enjoys, and what’s feasible to implement. Every decision made should be conscious of that … I think a lot of the game’s early light-hearted jokes was not only made because I enjoyed it, but I hoped the player would “get a kick out of it” too. But more so, I think it’s because I would struggle to write a story which is serious and bleak from beginning to end. The game is a little self-indulgent in the narrative that way.
We mods would like to thank ghosthunter & team for agreeing to our interview! We believe that featuring the developer and their creative process is just as important as featuring the final product. Hopefully this Q&A segment has been an entertaining and insightful experience for everyone involved!
Remember to check out Grimm's Hollow if you haven’t already! See you next month!
- Mods Gold & Platinum
#rpgmaker#rpg maker games#indie games#pixel games#rpg#adventure#cute#grimms hollow#grimm's hollow#gotm#game of the month#gotm 2019#2019#game of the month 2019#november#november 2019
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I’m currently listening to like, old FNAF songs because nostalgia and they’re fuckin’ bops y’all don’t @ me.
Anyways, because of this, I new prompt/oneshot came to mind. The Batfam somehow end up being kidnapped and they enter a version (of the version) of the first (or whichever game) FNAF game.
Like, say that the creator of the game was a Robotics engineer who had hopes of creating a game. So, they create this horror game, and get hella into it, so much so they wrote books, created a sort of real life version of it (miniature tho) and etc etc. Then the Dev presents the game to another branch of the company they work at and it gets shut down. They get laughed at and everything being told that the game would never succeed and etc etc. And adding onto the Developer’s tragic backstory is that they got back stabbed and got their designs stolen by a coworker and got fired for whatever reason.
Anyways, the Developer not only got humiliated, got their work stolen but they even got fired from their dream job. Resentment breeds and then they cronstructe a real life version of the game(s) they created. They went so far as to stay as close to their games lore (in FNAF the animatronics were possessed by kids, same thing applies here). So, this Creator got jilted, back stabbed and humiliated and went a bit crazy and killed a couple kids who “possessed” the animatronics (the kids could actually possess the animatronics or not, up to y’all, but let’s say in this prompt/oneshot, that they did).
Anyways, let’s say Red Hood heard about five kids from Crime Alley that went missing in the exact same location at different dates. This catches his eye and he researches it some more. The more he researches the more he finds out. For one, more then ten kids went missing at this one location (which is this kids pizzeria party hall). Jason, whose known to protect kids, especially if they’re from Crime Alley or are street kids. But, he finds these series of suspected kidnappings/disappearance of these kids really particular. Something is off and he wants to investigate it.
Switch to Red Robin’s POV were he’s out on patrol and finds crates full of various mechanical/robotic parts. He’s, rightfully so, confused as all hell and tries to investigate were the fuck these robotic parts are being shipped and who shipped them. Unfortunately, he couldn’t find anything of substance as whoever ordered these hid their tracks very well. He takes a couple of the parts to analyze back at the Batcave/the Nest. He opens a couple more crates but finds other shit, like painting equipment, marble titles, plaster and other shit that is usually used when someone is renovating a place. They all have the same markings and the like and RR is confused but starts to suspect that one of the Rogues might be up to something. He also has a theory that this might be the work of a new, and upcoming Rogue as the stuff he found doesn’t fit any of their current Rogues MO but he doesn’t ignore the possibility this might be one of their other Rogues work.
Then we switch to Batman’s POV where he was working a different case but then notices something. He notices that someone is skimming money (a fuck load of money) off of this one companies branch and no ones noticed as its covered up pretty well (but Batman caught some minor, but significant inconsistencies). He tried to track the money transcations as he’s worried one of the Rogues might be planning something or something akin to that. The more he digs, the less he can find because everything leads back to shell companies and to stuff that doesn’t exist. The trail is covered up pretty well but this is Batman, he’s the worlds greatest Detective so he manages to find out that the money is being used to buy... paint, titles, chairs, and various other household renovating items? He’s a bit confused but then thinks that this might be Mad Hatter but when he looks into all the stuff that’s being bought, it doesn’t fit Mad Hatters Wonderland Aesthetic/MO. Still, he keeps on eye on the transactions.
Cut to Nightwing & Robin out in Blüdhaven. They’re out on biweekly patrol together. It’s a rather slow night but Robin and Nightwing are having fun (and bonding ofc!). Then, at one point, when the duo stop a mugging, the lady that they saved made an offhand comment about some kids going missing. Robin’s instinct goes off and he asks the woman whats she’s talking about. The woman explains that some street kids she knew from her job at a youth center just stopped coming. She chalks it’s up to her paranoia but she thinks they might have been nabbed. Nightwing cuts in and offers to walk the woman home which they do. Robin is thinking back on the woman’s comment about a few “missing” street kids. He tries to rationalize it as these kids probably just leaving or ending up in a Dention Center but he can’t help but think about it. He remembers something RH said about street kids going missing at this one specific place. He can’t stop thinking about throughout the rest of his and Nightwings patrol. Nightwing notices that Robin isn’t very focused so he asks what wrong. Robin dances around the topic but eventually does tell Nightwing what’s on his mind.
“That woman we saved earlier said something that stuck with me.”
Nightwing raises his eyebrow. “What did she say that stuck with you?” Nightwing knew that trusting ones gut instinct is important. There’s a reason why something’s that might send alarms off. He just hoped Damian could trust those instincts.
“She offhandedly remarked about missing kids. She told us that some kids she knew from the youth center she worked at haven’t showed up in three months. I remembered, earlier something that Red Hood said about streets kids going missing from a specific location, all at varying times.”
Nightwing is a bit surprised, but he’s heard Jason talk about the case. He makes a note to investigate the missing kids in here and compare notes with Jason afterwards. He has a feeling that the missing kids in ‘Haven might be related to the one in Gotham (considering street kids are the ones going missing. That stuck out to him). He reassures Robin that he’ll investigate it, and Robin replies that he wants in. Dick sighs but let’s him (it’s be a great bonding experience! No matter how morbid in retrospect...).
Batgirl (Stephanie!) is out on patrol with Red Robin when they talk about any recent activity they’ve seen. Red Robin makes an offhand comment about how he found crates filled with house renovating shit but he couldn’t trace them back to anyone. Batgirl stops, as she remembered when two weeks back she was at the Harbor and found crates filled with tech and... house renovating stuff. Batgirl then asks Red Robin for the serial number that the crates had, he’s but confused but tells her. Batgirl then realizes, those weird ass crates she found and she couldn’t trace back were the same one Red Robin were investigating. She tells him this, and tells him that she found were one of the crates were being hauled off to. They both decide to cut patrol short (it was almost finished either way, but tonight was uncharacteristically quiet). They both head off to Red Robin’s Nest. They both exchange info about the weird ass crates and theories. Batgirl thinks that this might be the work of a new up and coming Rogue as everything she found in the crates doesn’t suit any of their current Rogues MO. Tim agrees with her, but can’t find anyone that could be their new Rogue.
Now with everyone having different cases, which are all interlocked together let’s get into...
Five Nights At Genni’s
Ft. The Batfam, the Developer, FNAF Case Fic AU, fuck canon because everyone is on pretty good terms, Lots of Dead Kids (👀), And Scary Ass Probably Possessed Animatronics!
COMING SOON!
because I’m to lazy to continue on with the prompt/oneshot but I’ll finish it don’t worry lol
Now, if anyone wants to write a whole ass AU case fix stemming from this prompt/oneshot, go ahead! I’d honestly love to read the Batfam try and piece together the FNAF lore, while within the game itself, while trying to figure who tf is doing all this shit. It’s perfect for like, writing a great case fic, an exploration of the Batfam’s relationship and the Batfam themselves. But, it doesn’t have to be serious! Like, if y’all don’t want to write the part about several dead kids and want to write a semi crack fic centered around the Batfam being within the FNAF games then go for it!
Anyone who sees this, tag your fav Batfam writer! Because I haven’t found when fics where the Batfam ever interact with the FNAF games (whether them as actual games or something like what I wrote above). I’d love to see their takes on this prompt!
#batman#batman and robin#fanfic prompt#gotham#robin#fnaf#case fic#fnaf au#batfam#batgirl#nightwing#red robin#tim drake#stephenie brown#bruce wayne#dick grayson#damian wayne#red hood#jason todd#dead kids#ghost#robots#sorta crack
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Bungie Weekly Update - 10/31/19
This week at Bungie, we’re hosting a celebration.
Festival of the Lost has been unleashed on the Tower. Cobwebs are everywhere, black cats are on the prowl, and every vendor has some candy for you to enjoy. Eva Levante went all-out this year on decorations and brought some new masks for you to earn. While candies and treats are readily available, you also have the BrayTech Werewolf to earn, packing the multikill clip punch. The Tower isn’t the only place that’s a bit spookier. There’s been an uprising on the Moon, and Eris is calling on you to challenge the Hive in the Altars of Sorrow and the Pit of Heresy.
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Xenophage made its grand entrance, bug and all. We’ve seen Guardians cracking the puzzle and claiming their Exotic in real time, but it isn’t the only new weapon for you to add to your arsenal. We’ve got some Hive-infused weapons that not only look mean, but back it up with some serious firepower.

If you’re wanting to take on opposing Guardians with a bit more lethality, Momentum Control has arrived. Fast respawns, quicker kills, and ability regeneration tied to the defeat of your opponents. Get out there and make Shaxx proud.
So, now that we’ve covered everything that went live on Tuesday, let’s see what else is on the calendar: A charity, a costume contest, a hotfix, a bounty, and more are inbound.
TRICK OR TREAT!
Even with everything going on, we can take a moment to appreciate the little things in life. A bit of humor in the face of fear. Eva Levante is hosting the Festival of the Lost this year, and we have another opportunity for players to earn the Levante Prize. Throw on a mask, embrace your inner darkness, and join us in celebrating Festival of the Lost 2019.
Want to participate? Here’s how:
Create a costume for your Guardian and strike a pose in the perfect setting.
Snap a screenshot in any Destiny 2 destination or activity.
Play with shaders and armor combinations for the spookiest outcomes.
Group participation is encouraged!
Submit your image to the Community Creations page on Bungie.net.
We’ll retweet our favorites from @Bungie and grant winners the Levante Prize.
If you do win, make sure you give us Bungie.net profile links so we can deliver the emblems!

While we’re all for fun and games, we’d love for you to try and scare us while you’re at it. Bonus points to those who do.
PINNACLE HOTFIX INBOUND
Destiny 2 Hotfix 2.6.1.1 is tentatively planned for Thursday, November 7. It contains some quality-of-life fixes for the sandbox and Season Pass weapon acquisition. One of the more major changes deals with your pursuit of pinnacle Power. While we’ll be providing a patch note preview below, we have some words from the team on our initial goals for pinnacle Power and why we’re making some adjustments.
Dev Team: When we designed the pinnacle band of Power for Season 8, our intent was to provide an aspirational progression that reflects participation in some of the more difficult and time-limited content of Destiny 2. This was meant to be a slower progression than the powerful reward band, but one that wasn’t a gateway to accessing content.
We’re not hitting our goals for the availability of rewards in all slots for the pinnacle-level rewards. You may have experienced getting duplicate Energy weapon drops from these sources, which is compounded by the need to get a drop in all slots in order to gain enough Power to raise your character’s overall Power by 1. To mitigate this, we have increased the Power granted by pinnacle rewards to +2 instead of +1.
Once this change goes live, only four slots will be needed to increase your character’s average Power, at which point your powerful rewards will allow those slots that you might have missed to catch up. Our goal is that the pinnacle band remains a reward for tackling the more prestigious challenges, but takes some of the sting away from receiving multiple drops in the same slot. We appreciate all the feedback that we’ve received on this, we and hope to hear more from you on how this band of progression feels with the new change.
PLEASE NOTE: As this change is currently planned for next Thursday, players should wait to earn their pinnacle rewards until this hotfix is available so they can take advantage of the +2 change.
Alongside the changes to pinnacle rewards, we’re also adding the Season Pass weapons (Pluperfect and Temporal Clause) as possible rewards from the Vex Offensive activity. While players may currently unlock the chance for these weapons to drop with random rolls from the Crucible, Gambit, and strikes, we wanted to add them to another activity to give players more agency in earning random rolls.

Additionally, we’ve developed a fix for ashes to assets to prevent Telesto from being the absolute best-o, where players could earn their Supers far more quickly than intended.
Stay tuned to @BungieHelp for updates on the exact time and date of this hotfix.
IRON FRIGHT
Amid all this excitement, Lord Saladin wanted to get in on the action. The Iron Banner returns next week, bringing Power-enabled combat back to the Crucible. With a handful of bounties in tow, you’ll have opportunities to earn the Iron Will armor set, along with some pinnacle-tier rewards.
Iron Banner Control
Starts: 9 AM Pacific on November 5
Ends: 9 AM Pacific on November 12
Note: You may be thinking “Wait, 9 AM? What’s going on here?” – Day Light Savings ends this weekend for us in the states. I know, it’s confusing. I don’t really know why it happens either. You can find more information in the Player Support Report later in this very article.
Earlier this week, Destiny 2 Update 2.6.1 introduced changes to Heavy ammo spawning in the Crucible. The following change will also be present within the Iron Banner:
Heavy ammo initial spawn changed to 60 seconds (was 45 seconds)
Heavy ammo additional spawning changed to every 120 seconds (was every 60 seconds)
Now, to make sure we say it again, we are currently planning a hotfix that will increase pinnacle reward Power gains next Thursday. We highly recommend that players wait to redeem any Iron Banner bounties which reward pinnacle gear until the hotfix has been applied.
We also fixed an issue in 2.6.1 that was causing the Iron Banner bounties to reset daily. Players will have four bounties to complete throughout the week.
REGICIDE
If you follow your community news, you know that Gothalion is on the move to a new streaming platform. To ensure a nice, warm welcome in his new home on Mixer, we’re inviting the internet to hunt him down in the Crucible. We’ve placed a Bungie Bounty on his head! It seemed like the neighborly thing to do…
Bungie Bounty—King Gothalion
Saturday, November 2, 10 AM–Noon Pacific
Momentum Control on PC
www.mixer.com/kinggothalion
Festival of the Lost has introduced a new competitive mode in the Crucible. If you play on PC, that’s your hunting ground. The rules are simple: Match with Gothalion, as either a teammate or an opponent, and win. The game must be played on his stream during the two hours allotted. To the victors go the new Bungie Bounty emblem.
This is a housewarming party and you’re all invited to attend. Bring snacks and ammunition. This is one of those rare occasions in which stream sniping is encouraged!
CHARITABLE ENDEAVORS
This week was also host to the inaugural Game2Give charity event, supporting the Bungie Foundation’s iPads for Kids program and Children’s Miracle Network Hospitals. We’ve been blown away by the community involvement, as we’ve raised nearly 1 million in donations from Guardians around the world. The charity is still going, and this weekend continues the event with DCPLive, joined by special guest Pete Parsons!
As a reminder, we have a few incentives for each donation, 100% of which goes to the charity!
A $10 donation will earn you the NEW Mist Blossoms emblem.
A $50 donation will earn you both the Mist Blossoms emblem and our first-ever Charity Ghost, the Gilded Shell Exotic Ghost.
A $100 donation will earn you both items above and enter you to win an item from the Bungie Prize Pool.
We’re having many more players join in on this event through the weekend, so stay tuned to http://bung.ie/game2givestream for more information.
FORGE WARDENS
Two-Six-One was our most recent update. We’ve got a slew of changes that have gone live, but it seems that the Izanagi’s Burden quest line continues to evade some players. Destiny Player Support is on the case, bringing the most up-to-date information on what we’re tracking.
This is their report:
Izanagi’s Burden
Earlier this week, we deployed Destiny 2 Update 2.6.1 to players. With this update, we resolved an issue that was preventing a subset of players from completing the Mysterious Box quest to receive Izanagi’s Burden. Following this update, however, new issues have emerged which block progression further down the line for this quest. Specifically, Destiny Player Support is tracking the following two issues:
Players are not receiving progress when redeeming forge keys.
Players are not receiving progress for the Obsidian Crystal received from rare Black Armory bounties.
These issues are currently under investigation, to be addressed in a future update. Players who are encountering other issues with Black Armory forges or the Mysterious Box quest should report to the #Help forum.
Festival of the Lost
This week, Festival of the Lost returned in Destiny 2. Eva Levante has made sure that this Festival is open to all.
For anyone joining us in progress, let’s review the entry requirements outlined last week:
Brand-new players who go through the New Light experience must achieve at least 770 Power before Eva Levante will beckon them with her Festival of the Lost introductory quest. If these players are lower than 770 Power, they will not be able to interact with Eva Levante at all.
All veteran players, including those who were boosted to 750 Power at the launches of New Light and Shadowkeep, may head directly to Eva Levante to begin her quest.
Don’t forget to wear your favorite mask when completing activities around the solar system. Wearing a mask is required in order to earn candy and Chocolate Strange Coins.
Lastly, this year’s Festival of the Lost will conclude at the weekly reset on November 19. Players looking for more information on Festival of the Lost should see our official guide.
Destiny 2 Known Issues
In addition to issues with the Mysterious Box quest tracked above, Destiny Player Support is investigating the following issues to emerge in Destiny 2:
Players may intermittently experience delayed loot drops and/or pursuit progression. If a player is at activity completion and has not yet received their loot, they should make sure they do not return to Orbit early.
If a Cabal Scorpius Turret Daemon falls off the map in the Haunted Forest, it will not be killed and won’t respawn, halting progress. Players will have to wait out the remaining time to collect rewards, or return to Orbit and restart the activity.
Following the launch of Destiny 2 Update 2.6.1, we monitored elevated ANTEATER, MONKEY, and WEASEL errors. At this time, issues causing these elevated errors are expected to be resolved. For the latest information on the state of Destiny services, players should follow @BungieHelp on Twitter or monitor our support feed at help.bungie.net.
For the latest known issues to be confirmed by Destiny Player Support, players should visit our Known Issues thread in the #Help forum.
Daily and Weekly Reset Time Change
Beginning this Sunday, November 3, Daylight Savings Time in the United States will end. This means that Destiny 2’s reset time will change to 9 AM PST (1700 UTC) through March 2020.
For more information, please view our Destiny 2 Ritual Reset Guide.
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So i’ve been looking around for footage of demo players looking at/attacking the purple rocks/crystals/eridium(?) we see around in the gameplay demos. I’m aware of the 2 in the beginning area, one in the area you reclaim with lorelei (the base with rhys’s hologram pad), and the one right before gigamind. trying to find more in case there’s more ~fancy shit~ inside them like the ones on Eden-6.
So far, rn, I have pictures of the e3 eden-6 Moze gameplay and the zane coop Joltzdude gameplay one (the one by gigamind). i'm trying to find a connection between all these things and literally all i’ve got is different colored (??) glowy purple rocks
so not really much to go on.
green
red
Also we get a special tool later on to break said glowy rocks that appears to be a melee override only for that interaction.
if the tool is by a corporation or alien in origin, i don’t know for certain. i like to think it’s atlas because of the color scheme and the triangle shapes, but that might just be because i like atlas (also, anyone else realize it’s possible this may be the one melee weapon the devs said would be in the game? ... aw man...)
It could just be alien in origin though, i don’t know for certain. i could be missing inscriptions or smth since my monitor is bad tm. Given what we know about Eridian weapons though im inclined to say it isn’t... mostly bc the holoblades we see guardians use in bl1 are strictly blue/purplish and the weapons we see them use in tps are always solid (AFAIK).
mmm im also considering zer0′s sword tech as an option, like the whole bit where they’re like ‘monomolecular edge’ and are able to cut straight thru a maliwan wall/shield. that seems a bit too... quick?? like we go thru all this trouble for a single sword upgrade, give it to zer0, then we’re done with it all after gigamind?
like... from a writing perspective we probably could’ve just knocked down the wall to gigamind using a cyclone or explosives or whatever. walked in through the front entrance. i mean we’re Vault Hunters for crying out loud, death and destruction is almost literally our middle names. that’s practically chekov’s monomolecular edge upgrade.... you get the point. the tech could (and should) totally come back into play.
And i mean we’re probably not actually using Zer0′s sword itself, since that’d be weird for zer0, but the idea that Rhys helps us use that new tech to build a gauntlet to break those rocks? yeah i could get behind that. we know we talk to rhys in person about a vault at one point and we know Zer0 is present when we do. and yeah it could’ve just been a set up to talk to/introduce katagawa, but i don’t see why they can’t do both at once.
and i am wondering if the stuff embedded in the crystals themselves is eridian tech? shards? or something. hear me out, like maybe the color (green, red) is based off planet origin, given eden-6 has the glowing green and promethea has the glowing red. or it could be elementally-based, given what we know about sirens/Vault Monsters. Mostly think they’re eridian because of the rocks/walls we’ve seen in ruins with glowing inscriptions in 1 and 2, and TPS w/ tycho’s ribs/eleseer and the sentinel and even the traveler in tales. Like the sentinel changes color based on element and the traveler changes colors when it goes to teleport.
tycho’s ribs. you can see more crystals here as well.
eleseer and the giant crystal you walk into to enter the Vault.
sentinel changing color based on element
the traveler. tho they’re more crystally than the others, maybe the traveler is more ancient? it seems more sentient, like... it laughs and emotes and stuff so maybe the older Vault Monsters were built off sentient beings (like the Warrior) while the ‘newer’ ones (the Sentinel) are mostly tech? idk, just spitballing here lol
it does lowkey make me wonder if Sirens are meant to be Vault Guardians and that’s why we’ve seen a disproportionate number of them throughout the games. i mean that’d tie into the theory that Siren powers and Vault Monster powers are intertwined, although the only example I have of this is Lilith and the Traveler so... the better theory is the Sirens and the Lost Legion Eternal are intertwined bc that actually makes sense...
anyway magic rocks. we see some of them in tycho’s ribs and a huge one we move thru in eleseer, but the way they vaporize on contact with the new melee weapon in bl3 makes me wonder if it actually is Eridium Eridium or some weird Eridium (not-Eridium?) that isn’t the kind we see on Pandora. Maybe it’s not activated or something, i don’t know. it’s clear somehow refined eridium is still relevant in bl3 despite hyperion not refining it anymore (and the absence of slag) since it’s literally everywhere whenever you kill an enemy, so take that as you will.
also, it could simply be the tool we use making it vaporize and shit instead of it inherently being like that. tho i don’t understand the reasoning behind vaporizing this very precious material. but im mostly curious why eridium is now suddenly appearing across the planets/galaxy. open first vault on pandora, eridium appears on pandora. open second vault on pandora eridium appears... everywhere else? and we know it was present on elpis before the opening of the warrior vault on pandora, but if that is because of it’s connection to pandora or other reasons, like it’s vault being weird, im not sure.
furthermore, there could be eridium on promethea because the first vault has been opened. damn you tales for making me uncertain if this was atlas’s doing or Typhon’s! and we see one of typhon’s logs on eden-6, though we’re not allowed to hear what it says yet in the demo, so it’s possible he’s also opened the Vault on eden-6. if it’s him doing the vault openings, anyway. im so curious what the difference is between pandora’s eridium and the purple crystals on the other planets. how come theirs sprouted with cool shit inside and ours didn’t? fuck that maaaaan.
overall, im just very curious as to what’s inside the crystals. there is 100% something there, we’re not breaking them into purple powder for nothing. Moze even says something like “im breaking you out!” when attacking the rock during the gameplay demo so... she must’ve been talking about whatever [the green thing] is inside. we neeeeed it and it’s apparently more important than raw eridium. which is a doozy considering it is (was?) a fairly precious commodity
it would be neat if we were going around collecting the distributed pieces and reassembling them to create a big boy Vault Defender to stop the twins. but i highly doubt it. hear me out. it’s gotta be something important right? so im betting it’s some kind of gear or upgrade for our characters. maybe even some lore. but nothing huge. my reasoning is that it doesn’t appear to be a main quest objective. if anything, it seems like a crew challenge. i thought maybe it could be tannis’s but i thought hers would be the eridian logs (then i realized this is just glorified ECHO logs, so prob not) , or the Typhon Deleon logs. but it’s possible she has more than one.
and imagine someone ignores all the purple crystals throughout their playthrough. i really doubt right before the last mission of the game, they’d be like alright kids, go back and break every single crystal with these glorified brass knuckles for fun times!! because that sounds miserable. odds are they’re introduced in some way, and we get the gauntlet, and then we gotta break a few for a quest or two, then the rest are optional for unique gear/skins or upgrades or lore or smth.
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Thoughts on The World (Upright)
Asra (Sadly I wrote them after playing the route so just what I remember)
ASRA GOT HIS LAST NAME WOOP - ALNAZAR IT IS
The book went by but that’s okay, story was great anyway
Loved how the writers got back to the time the magician challenged the mc to find who is the right Asra like, that was really cute because now the MC can undoubtedly tell just because Asra is Asra
The baker got a name and a cat, he has a damn good ending
Julian is now actively working in the palace I just, yeah babe there you go
THEY GOT INTO A HEIST????? The fuck Asra xD
And Salim actually asks if they pulled it off that is just... the tree and the apple
Muriel looked after the shopppp, he’s such a good friend omg and he’s so happy about the wolf I can’t
Okay “There’s no place like home” - “The end” not exactly what I expected but okay. Would have been nice if it had maybe more to do with the story focus, though of course, it shows that Asra can finally settle and not has the urge to leave. That’s good, very good.
Nadia (From here, directly while playing the route)
I really liked the beginning here with the unselectable option and then the High Priestess genuinely setting down a foot and reminding us
Personally, I love the idea of ending it on a high note in the lazaret because I always felt that there should be even more attention on it. So having them go back and have the MC say that it holds no power of anyone anymore, is a place to remember not fear, that was amazing. Good MC-character-development
Death is just trying to be hip. Let Death be hip!!
But also, so far, Death was a very cool character. Didn’t see too much from him and I wish we had seen more of the other Arcana too, but it makes a lot of sense why and he played his part very well
“Back off, zombie!”
Now that I see the Devil’s Realm for the second time, I actually think it’s pretty fancy. He is one devil of a goat, but at least he has taste in architecture
Interesting to hear the Devil say he’s perfect
Urgh, such good character development for Nadia. Very important words. Anyone can change, well, except the devil.
Since the devil here too, neither changes nor dies (of course, turning to stone is the best option because he’s an Arcana and blah) still, I can’t help but be afraid of the future, will there ever be someone again to bind him? Or will he just come back and try the same again, this time maybe succeeding?
Sorry but Namar for best dad. He’s just happy he gets to visit
Natiqa’s “Then I’ll die happy and full of pie.” is my new life motto now.
Valerius got a winery? He’s a lucky guy
Really liked that CG, can’t lie. And that ending. Sweet.
WHERE IS THE WEDDING THO (Apparently they are already married?? Damn, we missed that? ): )
NOW FOR THE BEST THING (Hopefully)
Julian
“Believe in the impossible” is such a good quote. Makes me wonder if there’s still magic in the real world
Damn, the devs really let us carry Julian? Awesome, that’s what we wanted, thanks
I mean, the argument was not nice, but so far I enjoy all of the Julian/Portia interaction, I realize they may have come a little short before
Yes, yes. I still like the Devil’s ‘Palace’ and knowing it’s an open space, that’s rad.
I know it’s cliche but awwwwwwwwww Julian to the rescue, even if it hurts him he comes to us... I can’t... My heart... ♥
And then everyone comes aaaaaaaaah
I feel like that’s the most the devil put up a fight so far? Well, most i noticed. It’s good, fits the drama of Julian. Also, the first time that the MC said someone will come and bind him again if he ever comes back? Did I not notice it before? Maybe... But well, okay, figured as much lol
JULIAN OPENED A SHOP NEXT TO OURS AWWWWWWW
And there’s our drama king, I love him so much, my heart can’t take it, we can be dramatic together finally
Julian does not like to clean, noted lol
Julian’s favorite leech dealer is our favorite leech dealer, it’s canon and we will all accept that
uwu the fire salamander and Julian being friendly is everything
Malak looking smug, thank you for reading, I am done. Also, he lives with them now officially? From all the familiars I always felt like he was the one furthest away from everyone, this is adorable!
And so we have: Nadia x Portia being canon in one of the timelines wow
Guess we are sailing with the whole family, fancy :D
UHUHUHUHUUH THAT CG IS AHAHAHA YES, GOOD, THANK YOU CG DRAWING PERSON
Oh I am ready for another adventure, yes thank you, next
I mean, about this ending, I feel like Asra’s - it’s very much on Julian’s character development and that is good as it is, but less on the story somehow, it’s not as round as Nadia’s but it’s forgiven because it’s Julian
Where is my sexy pirate time 2?
Thanks for reading! Time to... do the.... reverse ones..... I guess...... Soon....... I’m scared
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Holes in the Firmament
Every dev I know has at least one dream game - stuff that they'd love to be able to make some day. The more ambitious these get - the more complex or long - the less likely they are to get made. And in a collaborative medium like games, the more people (and the more money!) involved in a project, the less control any given individual has over it.
This isn't intrinsically bad. (It can also be wildly valuable to a project and rewarding personally.)
But we devs still dream of those games we'd make if we had, say, the resources of a two hundred person studio, the backing of a major publisher, and absolute freedom.
Three of mine are behind the cut.
As a note, none of these reflect upcoming Obsidian projects. Nor are they projects Obsidian would likely ever make. They don't fit the studio's brand. Which is why I'm dreaming about them here, and not pitching them internally.
So, first up!
A Squad-Based 1st-Person Firefighting Game with a Robust Relationship System and a Branching Narrative
I don't understand why there aren't more games about firefighting - though if I had to guess it's largely because making fire look good in-game is extraordinarily difficult. As is making an environment decay over time (though I suspect there are probably some pretty good, easy solutions for this using dev sleight-of-hand).
There are actually a Iot of interactive sim games about firefighting for training purposes. Much like war and flight, firefighting is something best trained without risking real life and limb.
Firefighting appeals to me as a gameplay space because it's actively protective - it's about limiting destruction and saving lives. But it can very easily be modeled with similar gameplay loops to shooters - ultimately both are about emptying rooms of danger - here it's just with water instead of bullets.
I could be water!
In short, firefighters engage in almost unequivocal good. They're heroic. They’re human. They’re flawed. And they brave dangers every day. But our industry basically ignores them.
Firefighting would give us the opportunity to set games in the modern world with people who, during their off hours, experience much more relatable struggles than your average freedom fighter, super spy, or elite soldier - relationship difficulties, debt, children, and the like.
So what would this game actually look and play like? It would likely be mission-based (calls come in of their own accord, after all), make use of movement and environmental hazards (not unlike a cover-based shooter), and have simple companion-direction mechanics similar to the Mass Effect trilogy or Spec Ops: The Line.
(Alternatively, the action could be dialed down a bit to focus on positioning a la Valkyria Chronicles.)
The gameplay would be focused on keeping your squad alive while saving as many people as possible.
Between missions you hang out at the station, or the bar, or at home - or try to balance all three, a la Catherine. You build relationships, helping your squad perform better together. You never recruit anyone, but your companions, your fellow firefighters, can die in missions, altering the narrative in both tone and content.
tl;dr: Mass Effect 2 meets Rescue Me with some dashes of Catherine
Next!
Narrative-Focused Urban Fantasy RPG/Immersive Sim
How does this not exist yet? Where's our Dresden Files or Hellblazer inspired RPGs? Or even The Magicians or Harry Potter, for that matter?
Where my Chilling Adventures of Sabrina RPG?
There's Vampire: The Masquerade: Bloodlines, which, while fantastic, is 13 years old.
While I'm looking forward to Necrobarista, that seems like a pretty tight, focused experience.
We've plenty of games with magicians in fantasy realms or in space - AKA BioWare's entire oeuvre - but few in the AAA space set in the modern world.
Unless you count superhero magicians.
Wait. Did Dr. Strange even get a game? Google suggests no. What’s going on here, videogame industry? Why won’t you suffer a witch to live?!
Honestly, I get to an extent why this is. There's a reason there've been Vampire: The Masquerade and Werewolf: The Apocalypse games, but no Mage games, either for Ascension or Awakening. Magic is broad, and often (especially in games) wildly destructive, which can be at odds with a modern setting (or rather what makes a modern setting interesting).
Art by Jason Chan, from Reign of the Exarchs by White Wolf.
But it doesn't have to be.
The flexibility of magic actually allows for a lot of different gameplay styles. You can do straight up first-person action like The Darkness or stealth survival like Last of Us. If I were to adapt Phonogram, a comic I love deeply, you can bet your ass there'd be beatmatch spellcasting.
A lot of gameplay mechanics we take for granted are actually damned-near magical.
Maps that point you where to go and tell you where your enemies are?
Dropping from a second story window without difficulty?
Regenerating health?
Items that make you smarter, stronger, or more likable?
Bullet time?
Rewinding to an earlier point in time to avoid death or a bad decision?
So that's another question a developer has to answer: if magic comes in so many shades, what color is yours? What are you hoping to accomplish?
For me, the presence of magic in the modern world demands a layer of secrecy that implies other layers of secrets. A modern world in which magic functions immediately deepens. What else lurks out there? Where are the other magicians? How are they using their abilities?
Additionally, magic is surreal. Bend and twist reality, and you're forced to look at it from new angles. If you can tweak people's emotional responses to you, how do you know the relationships around you are real?
And that's before you realize your dreams literally might come true - especially the nightmares. Is the face in the mirror a reflection, or something sinister and jealous? Is the ghost haunting you your literal past reaching out to reclaim you?
My dream modern magician game is an open-world immersive sim in an urban setting. Drop Prey, Dishonored, or BioShock style gameplay into a sprawling city filled with physics objects ripe for transmutation and NPCs waiting to be enchanted. Add an otherworld accessed by stepping through mirrors (the entire map within is reversed).
It's about what power can accomplish, what justifies its use, and what its limits are.
Populate the world with a few powerful magician NPCs with their own agendas; dozens of NPCs to chat up, learn more about, seduce, and manipulate; and a threat that could consume reality's very soul if someone doesn't step up to deal with it. Shake. Serve.
tl;dr: Dishonored meets Vampyr by way of Hellblazer and Hellboy
And finally!
Friendship Simulator 2019
My favorite parts of the Persona games and Catherine are the things outside of the core gameplay loops. The bits where you're hanging out with your friends, chatting with them, finding out more about them, and guiding and supporting them (or tearing them down).
Or hiding in the toilet to text your significant other.
One of the things I love about Persona 5: Dancing Star Night in Starlight is that the narrative is almost solely in this mode. It's entirely about learning more about your fellow Phantom Thieves.
Lest you think I uncritically and unabashedly love it, P5D has some major narrative problems - it entirely fails to pay off its initial premise, for example, and there's no persistence to the player choices or (player-driven) reactivity within the narrative.
Nor does the way the player "progresses" the narrative make a tremendous amount of sense within the fiction of the world.
Sorry I got distracted.
Point is, from a narrative perspective it's a game about getting to know people better - literally exploring their lives - and then supporting (or undermining, if you're terrible) them.
Similarly, nothing the player says in Persona (or, for the most part, Catherine) has any impact on the game. The player might progress a Social Link more slowly by being an ass to the protagonists' friends, but they'll still increase that Link over time, provided they put time into it.
And I don't want to be dismissive here. Time management is one of the major ways in which the player engages with the Persona games. Outside of combat and maybe monster-training, it's probably the most important mechanic at play. Taking longer to max out a Social Link means you're missing other content and missing opportunities to increase your stats. Or maybe the Social Link doesn't get completed at all. (Sorry, Haru.) Or maybe you’re not powerful enough to overcome the next Shadow in time and your game ends. Those are non-trivial consequences.
But the story of the Social Link, or the story of the game, will never change based on (the vast majority of) the player's interactions with their buddies.
Despite that, the games give the player a lot of freedom as to when (or whether!) they approach those relationships.
On the other end of the spectrum, Life is Strange (and Before the Storm) does a fantastic job of letting the player get to know the characters around Max (and Chloe) and responding logically to the player's choices.
The kid who has a crush on Max (Warren, I think?) remembers what the player promises him and then responds to whether or not the player follows through on it.
If Chloe plays A Game That Absolutely Involves Neither Dungeons Nor Dragons with her friends, they'll refer to it excitedly later and ask her to join in another round.
The TellTale games are also pretty good at this, especially Wolf Among Us, but that'll take me a bit far afield.
What Life is Strange does not provide the player is any control at all over the flow of the narrative. When the player completes a narrative beat within a scene, they're rushed along to the next scene, which is never one of their choosing. There's plenty of flexibility within the relationships (and within many of the smaller subplots), but little within the game's larger structure.
Ultimately, Persona provides little variability, while Life is Strange provides little narrative control.
I want to make a game that grabs the strong aspects of both of these while jettisoning their weaknesses.
(Far, far easier written than done!)
Basically, I want to make a game focused on the exploration of relationships. Where the personalities are the mysteries to unravel, and the interpersonal relationships between characters the dungeons to be navigated. Where the inner demons are the beasts in need of slaying - not through mystically entering the subconscious and doing battle with the Shadow, but through conversation.
I want a game about building a community, a family, and helping it come to support itself.
I think that one essential change that would make this significantly more doable is discarding the larger threats to the characters, especially those supernatural in nature. The relationships among the cast of Persona 4 are propping for the story of the Midnight Channel Murders. Arcadia Bay's pending apocalypse distracts from the relationships that seem to be the actual core story of Life is Strange.
(I find Before the Storm a stronger narrative than the original Life is Strange in large part because it's not being torn in multiple directions.)
Which isn't to say that there can't be threats, obstacles, and dangers. The world presents all manner of difficulties. Most of them requiring far more challenging and interesting solutions than "stick a sword in it."
That's a lot of abstraction, so what would this game actually look and play like?
Well, as I mentioned above, I think the Persona games, esp. Persona 4 Golden and Persona 5 already do a fantastic job of providing the player the framework for exploring a space and approaching relationships at their own pace.
Add into this characters that the player can engage with in order to learn more about them (not unlike Vampyr), help with their problems, and build (or break!) relationships with them or others, and you have something of an open-world interpersonal relationship game.
The narrative of these relationships would change based on the player's actions (both in regard to how they interact with the character and how they deal with (or fail to deal with) the character's problems). So would the player's reputation, which impacts their interactions with other characters.
(The reputation system is actually one of my favorite ideas in Pillars, but I think we sometimes fail to use it to its full potential. I certainly know I do.)
Side note: in this dream game, the relationships I'm describing are not expressed in a systemic way. They're not ranked like Social Links, and they don't have reputation bars like in Dragon Age or Tyranny. It's much more akin to Life is Strange here, with each character containing their own narrative(s) to be navigated.
Over time, you bring some of these characters closer to your protagonist, recruiting a tight-knit circle that helps you face the game's primary conflict. These relationships bounce off of one another. You can never make everyone happy, after all, and some people will never get along. Late game play requires that the player balance these relationships and help forge friendships or avoid catastrophic fallings out.
Yeah, but what is that primary conflict?
Potentially anything the world could throw at a person. A lot of television shows have provided us a framework we can borrow from. Veronica Mars comes immediately to mind. (Or one of my favorite films, Brick.) Then there's Lost, which is overtly about building communities and relationships in order to survive. The Wire is another possibility. (Imagine playing as a Stringer Bell type trying to build a crew while maintaining relationships with rival crews.)
My point being that we already know what these kinds of stories look like. We just have to be brave enough to make a game that's focused around understanding other people rather than shooting them.
tl;dr: Life is Strange meets Persona, minus the strange and the personas
And that’s three glimpses into my brain. Into my dreams.
You may have noticed a few through lines. I'm pretty clearly interested in making games:
Set in the modern day
That tackle modern, realistic (and I use that term extremely loosely) concerns
That are largely non-violent
With non-linear narratives
That involve exploring the lives and feelings of non-player characters
And give those interpersonal relationships systemic narrative bite
Obviously, the projects I've been involved in recently don't check off every one of those boxes on my wishlist. That's generally how it is, if you're making games with other people.
But if you're very, very lucky, you get the opportunity to work on projects that scratch at least one or two of those itches.
I've been very, very lucky.
Cheers, <3 <3 <#
#gamedev#game design#narrative#relationships#persona#catherine#mass effect#life is strange#prey#dishonored#vampyr#necrobarista
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Hey! Below is my Patreon newsletter for October - I’m sharing this one publicly as an example of what I’ve been writing up and posting every month since July. I cover all the game dev & 3D modelling work I’ve done that month and post progress gifs and lil explanations of my progress and such! There’s usually a bunch in em that I don’t post anywhere else too. October’s newsletter is also a good introduction to my current game project, Housepet! If you’d like to support me and read newsletters like this every month, please consider becoming a Patreon here :O At the time of posting this I’m pretty close to my first goal...! Thanks for reading!!
BOO!!! It’s here again, the spookiest time of the year... [THUNDER SFX] When Ghouls and and Devils roam the streets... [WOLF HOWL SFX] That’s right, it’s [AUSTIN POWERS VOICE] Halloween Baby!! Although by the time you’re reading this it’ll be… [GHOST MOAN SFX] NOVEEEMMMBER 2017! Truly, the march of time is the ultimate fright. Speaking of, let me start talking about the work I did this month past.
A reminder of what my current game project is: it’s called Housepet! It’s a game where you decorate the inside of a pet house to attract characters that can become tenants who pay you rent which can be used to buy more furniture. The furniture you place alter your Housepet’s stats and your tenant’s comfort contributes to your Housepet’s mood. You also fight enemy houses in simple RPG style battles, and every tenant you have can be equipped as their own unique attacks to be used in fights. Obviously.
The first thing I did this month was start designing some enemy houses for World 1! Last time I talked about the battle system it was time based, but I’ve since remade it to be turn based and more similar to a pokemon battle system, which I think is generally easier to explain and get into. Here’re some sketches:
Enemy houses have an evil form when you fight them and a good form when you beat them. You cured them by fighting them I guess?? I’m not worrying too much about making stuff make sense at this point, I’m just doing what I think feels funny or game-y. A more cohesive “plot” can be figured out later if I want there to be one.
For the first overworld area I want these guys to be the enemies, going in order of No. 1, Birdnest, Neighbours, Sweetooth, B&B and then the boss, St. Catherine. The theme of the overworld here is like, typical grass intro level and small village/town, so the enemy houses are kinda standard houses/buildings, but it’d definitely be fun to start losing that in later levels.
Battles in Housepet would be pretty special events as opposed to a game where you’re expected to grind by fighting enemies. You have to fight them one at a time to progress through a board, and the stat increases between them will usually mean you’ll need to decorate your house some more or get more tenants before you can win the next fight. Battling here isn’t a focus of the game, but more of a way of marking progression. Beaten houses will drop Catalog Scraps which can be used to unlock new types of furniture as well as rewarding players with a chunk of cash, and there’ll be a simple EXP system that rewards you with new rooms in your Housepet on level up. There’ll also be bonus spaces on the board with rewards and minigames and such. That’s the plan!
Like I mentioned previously, the battle system has been reworked to be more similar to something like Pokemon, but I’ve simplified it. The only stats the Housepet has are HP, POW, DEF and SPD. HP is just health, or House Points (lol...). POW is your attack power, DEF is your defence against being attacked and SPD determines if you should go first in a battle. You might notice there’s no special attack or special defence, since in Housepet attacks won’t have elements tied to them.
In this early gif (the UI is very temporary) you can see you can exit to the overworld from inside the house, pick the enemy to fight, compare stats, choose and make attacks, damage/crit the enemy and have the enemy take turns too. I’ve also implemented winning and losing, progressing to the next enemy after a win, attacks that can damage others/damage self/heal others/heal self and such, as well as a STUN and SLP status. STUN is essentially being paralyzed, meaning there’s a chance you won’t be able to make a move that turn, and SLP means you’ll sleep for a few turns before waking up. I have other statues I want to implement planned too.
I also played about with making a system for controlling the camera during fights, which I think’ll add a cool dramatic element to certain attack animations!
Below is a text example of just how exciting fights can be with the SLP status…!
Obviously here I was just testing - enemies actually have a hidden “urgency” variable that helps determine the chances of what attack they’ll use (above though it was ignored and they were forced to use Birdsong every turn). If their urgency is high, if they have low HP for example, they’ll be more likely to use more advantageous attacks, such as something damaging or something that would heal them. With a low urgency though, say if they had high HP, they might be more lax and more likely to take a turn to try do a non damaging move that might cause a status on the player. Urgency can also be lowered if the player has a status, and if they have one that can be caused by one of the enemies attacks, the chance for them trying to use that attack while you already have the status dips very low. Each enemy has their own unique rules for urgency and their attacks, which means they all act differently! I think that’s cool.
Woah who’s this!! I want Housepet to have lots of different characters you can unlock as tenants, since the character collection to me is a pretty important and fun aspect of the game. This guy’s the Edgy Rival type, look at his cool spikes and brooding, golden eyes...
I’ve come up with a good few tenants so far and plan to make many more. Here’s a look into the Creative Process of coming up with character types:

Right now I have it in my head that you convert Guests (visiting characters attracted to your house) into Tenants (permanent characters in your inventory you can place in your house and use as attacks in battles) by finding them visiting one of your rooms and interacting with them in a short VN/dating game style dialog back-and-forth where they ask questions about the home and, depending on how appealing to them you make it sound with your answers, you’ll “weaken” them. The more weakened they are, the more likely you’ll be able to “catch” them Pokemon GO style by throwing a crumpled up paper lease ball at them. But I also want there to be other ways that are perhaps more secret or multi-staged. For example, there’ll be characters that knock on your front door from time to time, and one of them could start a path like this:

...Listen, it’s fine. This is what people want from games I think.
I spent a good half of the month just on designing a more permanent UI that connects everything together, since that was a big goal of mine for this month. Man, UI is hard…! It’s something that takes a lot of energy for me to do personally at least. I’ve come up with a solid enough solution for now, for inside the house at least, that’ll work something like this:
I’ve started implementing this and so far you can pick items by main category and subcategory, place move rotate and remove furniture and tenants, have tenants activate and move around when not in move or remove mode. I’ve also started to re-implement buying and selling furniture from the catalog.
The last thing worked on this month was starting to add a way to change the floors and walls of a room. I’m thinking I want low res tiling photograph textures for the floors to give it that Petz/early 2000s game feel that has such a charm to it and works well in highlighting the solid colour furniture and characters.
Oh! And! I modeled a victoria sponge cake I ate in Edinburgh castle as an item I want people to be able to place on surfaces. I want a whole sub category of food “furniture” because, it’ll be a good excuse to model a lot of pretty food.
Unrelated to Housepet, here’re the sticker designs I’ll be sending out to this month’s sticker tier backers! I haven’t done pixel stuff for a long time now and I miss it, so it was fun to do these pixel flowers… Very relaxing. I’ll also add in stickers of these pixel roses I did a while ago now (the ones featured on my business cards!) since I think they’ll go nice together…!
[THUNDER SFX, AGAIN] Hah ha ha… Did you enjoy it? My spooky tale of times since past? Thanks for supporting me this month everyone!! I think I made some good progress - it’s definitely fun to compare stuff from the first newsletter I introduced Housepet to how it is here. But for now… [DOOR SQUEAK SFX AS I CREEP OUT] Farewell… And sweet dreams… [NO FURTHER SFX AS I STAND OUTSIDE THE DOOR I LEFT AND WAIT FOR YOU TO LEAVE SO I CAN COME BACK IN AND WORK SOME MORE]
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Annotated edition of May 3 Week in Ethereum News
As it is wont to do, the newsletter buried the lede: ProgPoW is indefinitely shelved.
I think it’s been relatively clear since last time that ProgPoW wasn’t going to happen. The leads of the two largest clients are against it personally, plus it’s quite clear that there isn’t anything close to community consensus. If anything, at the moment the majority of the community opposes it. Greg Colvin bringing it up again last week unfortunately made it harder to do in the case where we do actually need it, ie an ASIC manufacturer has a 10x breakthrough but is only selling the machines privately to control 50%+ of the network.
I’d say it’s unclear whether ACD continues to be a thing. To me it feels like an experiment which was worth trying but has become calcified, which needs a complete refresh in terms of both process and non-technical people involved. But inertia is also a very strong force. To overcome that, Ethereum should have a strong culture of continuously sunsetting things if they are not working.
One amusing thing to me has been the idea that ProgPoW is an AMD/Nvidia conspiracy. Given that ETH price declining in 2018 absolutely destroyed their earnings and share price, those two should have been conspiring! Yet if they were, then they did an exceptionally bad job at it. Instead everyone I know got the impression that the GPU manufacturers were indifferent. There are some competing interests for them of course - the anger of their traditional gaming market, plus AI/neural net researchers - but it still surprises me how they did not get involved at all.
Despite the noise, Ethereum governance works! I remember polling everyone I talked to at EthDenver2019 about whether they supported ProgPoW and (at the time I was pro-ProgPoW; I’d say my position is much more complicated now) being disappointed at how everyone I talked to was against it.
I’m very glad we don’t have on-chain governance where a few exchanges/whales could collude to push things through. Because of that, I’d say on-chain governance will drastically limit the market cap of any basechain’s native token.
Eth1
Latest core devs call. Tim Beiko’s notes. Updates on EIPs for eth2 curve, EVM subroutines. ProgPoW shelved due to clear lack of consensus. Discussion of migrating to binary trie
Analysis of EIP-2315 simple EVM subroutines
DHT+SkipGraph for chain and state data retrieval
Notes from the fee market change call
Vitalik’s EIP1559 fee market change FAQ
There’s a risk of being repetitive, but much of the eth1 work does not lend itself to high-level summaries. Folks are discussing the technical details of EVM improvements (eg, subroutines), as well as getting clients to be stateless (eg the DHT and Skipgraph link). And we’re also talking through EIP1559 in light of Dan Finlay’s escalator algo alternative proposal.
One development not mentioned is that Martin Swende has come around to Alexey’s gas/oil proposal instead of his previous approach of penalties for trie misses.
Eth2
Latest what’s new in Eth2
Schlesi multi-client testnet launched with Lighthouse and (slightly updated) Prysmatic clients. Then Nimbus joined Schlesi a few days later.
Bitfly has a Schlesi explorer
Nimbus client update – up to date, joining Schlesi testnet, RFP for security audits, and benchmarking Nimbus on a 2018 midrange phone
Update from ConsenSys’s TXRX team: prkl network monitoring tool, verifiable precompiles, cross-shard tx simulator, fork choice testing, discv5 sim, and work on turning off proof of work.
A step-by-step guide on joining Prysmatic’s Topaz testnet for Windows10 and MacOS
ConsenSys’s high-level eth2 FAQ
I don’t really do corrections in the newsletter, because once you send an email, you can’t easily clarify your language without sending another email.
But, if you click the “Nimbus joined Schlesi,” then it appears to me that Nimbus is receiving the blocks and following the chain, but not proposing/attesting/etc. I probably should have been more clear when I said “joined.”
Layer2
Channels funding channels: how state channels reduce latency and onchain transactions
This series feels to me like a “yes, state channels are almost here now, let’s get ready to reconsider how to use them.” Productionizing any new technology isn’t easy, and finding the uses that best fit the tradeoffs is not trivial. Seems like this is that series.
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I’m very excited that Week in Ethereum News will continue for the next year due to Chainlink, Celer, Trail of Bits, and 0x.
Stuff for developers
buidler v1.3 – test time-based cases in Buidler EVM, works with TheGraph
Waffle’s plan for making testing better with v3
Testing with Python and Brownie
Typechain v2 – Typescript bindings. truffle v5 support, natspec
Solidity docgen v0.5 – documentation generation for Solidity project
Running async/await scripts in Remix IDE
Austin Griffith’s scaffold-eth, a toolkit to prototype and win hackathons
A linked hashmap in Solidity
How to add proxy Ethereum addresses to BigQuery
Authereum’s batched transactions API for interest rate arbs
discv5 feasibility study for Status
Tutorial to testing on mainnet fork with Ganache, Jest and Uniswap
Etheroll security issue: hacker monitoring for onchain forks and then uses that info to frontrun transactions. Novel (to me!) hack
Dragonfly releases an oracles tracker
Synthetix CTO Justin Moses on 10 things they did to improve their Ethereum development experience. tldr: Buidler, Slither, TheGraph, and Tenderly.
It feels like a very undercommented trend how most devs now tell me that their stack is Buidler + Waffle + ethers, and increasingly Typescript as well. Of course, dev tool stacks are perpetually in flux, but this seems to be the stack du jour.
This isn’t new either. After writing the paragraph above, I remembered that Connext’s Rahul had written something about a similar stack 3 months ago. I go back and check Rahul’s recommendation: Buidler + Waffle + Ethers + typescript. If this was a chatbox, I would put a rofl emoji, but in prose this seems less appropriate.
Ecosystem
Contribute to the TornadoCash trusted setup ceremony. It takes about 5 secs of clicking and requires you to leave the browser tab open a few minutes.
Multisigs controlling multisigs: Avsa’s vision for a usable web3
Renew your ENS names or you will lose them. Names start to expire May 4th
Forgive me the clickbait - you actually have 90 days grace period if your domain expired, but I don’t want anyone to miss this if their domain has expired.
If you haven’t contributed to Tornado’s trusted setup ceremony, I recommend that you do. Assuming that the software works correctly, you can ensure that Tornado becomes trustless for you by participating! It literally takes just a few seconds to start, and then you leave your browser tab open for about 3 minutes. You can even contribute multiple times.
Enterprise
Hyperledger Besu v1.4.4, added priv_getLogs, added Splunk integration
Governance, DAOs, and standards
Governance processes for Maker and Compound add WBTC to Maker and USDT to Compound. TBTC also proposed for Maker
Maker’s MIPs ratification vote is live
MetaClan: DAOs for in-game coordination
ERC2611: Geotimeline Contact Tracing Data Standard
Last call: ERC1363 Payable Token
Last call: EIP1193 Eth provider Javascript API
ERC 2612: permit, 712-signed approvals
EIP2357: Total difficulty in block header
Lots of blowback to Maker adding WBTC. I very much understand the criticism, but to me it looks like Maker is taking reasonable measures, given the current situation where DAI is trading a little rich on the peg. It’s true that permissioned assets have some risk, but this is literally why MKR is supposed to have value: because those MKR holders make good decisions.
Now perhaps you don’t like that model, and that also makes sense, designing for stablecoins is a large solution space. But this has always been the Maker vision. And I say this as someone who does not hold any MKR, and never has (though you’re welcome to give me some!).
Application layer
DeFiZap and DeFiSnap merged to be ZapperFi: now track and trade your DeFi together
Gnosis Safe apps: interact with apps straight from the Gnosis Safe interface
dforce/lendfme plan post-hack: user airdrop, dSAFU insurance fund, large bug bounty
OpenBazaar now supports Eth
A rough proposal for a GasToken forward
Everest: a project registry from TheGraph and MetaCartel
I know I have said this before, but the ebb and flow between sections is fascinating to me. The stuff for devs section was full this week, but the app layer was a little light. Maybe I just missed stuff.
Arbitrary “how much of this section is DeFi” count: 3/6
Tokens/Business/Regulation
UMA did an Initial Uniswap Offering, and there was a 5-10x spike
It appears Telegram will have to return $1.2 billion to investors
Ideo’s Simple Agreement for Future Governance for DeFi
Auditing the 10k top Eth addresses: ETH is better distributed than BTC and a bunch of other interesting claims
I again note that US federal regulators continue to bailout Silicon Valley investors from the worst deals that Silicon Valley did in late 2017/early 2018.
I’d say it’s inevitable that we’re going to see some folks copy UMA. Watch for it.
Adam Cochran’s onchain activity of top 10k addresses is very interesting. Definitely some undersupported claims in there, but certainly worth a read. This is the second time he wrote a 100+ tweetstorm and then compiled it to a blog post. Personally I prefer viewing it as a blog post.
General
EtherScan Connect: an alpha for mapping addresses with a leaderboard
a16z raises $515m crypto fund
Vitalik’s review of Gitcoin grants round 5
SuperMarlin: no trusted setup with DARK polynomial commitment
“alpha for mapping addresses with a leaderboard“ is another thing I could have said more eloquently. It’s an interesting attempt by Etherscan to give something to their community, though of course it comes with risks.
There’s something amusing about a16z announcing a new fund, mentioning Bitcoin, and then mostly talking about the stuff that’s being built on Ethereum, without actually mentioning Ethereum. People like to talk about being contrarian investors. Wanna know how buying ETH is somehow still a contrarian play in crypto right now? It’s right there.
zk continues to just explode. It almost seems like plug and play, where people are pulling out the parts of different schemes that they like and putting in others, depending on the tradeoffs you want around trusted setups, verifier time, prover cost, etc.
Housekeeping
First issue post-ConsenSys. As a reminder, this newsletter is and has always been 100% owned by me.
Did you get forwarded this newsletter? Sign up to receive it weekly
Permalink: https://weekinethereumnews.com/week-in-ethereum-news-may-3-2020/
Dates of Note
Upcoming dates of note (new/changes in bold):
May 6-20 – Gitcoin’s virtual hackthon
May 8-9 – Ethereal Summit (NYC)
May 22-31 – Ethereum Madrid public health virtual hackathon
May 29-June 16 – SOSHackathon
June 17 – EthBarcelona R&D workshop
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Majority of my followers know what Wakfu is, but not all know about the game: how many wounds it left in my heart, and everyone else’s. This post isn’t gonna be precisely explaining the wrongs that Wakfu did, I just wanted to mention that, in aftermath, it was a disaster of a game that left its most loyal players hurt, disappointed and immensely sad. I still keep meeting people who love this franchise, but can’t stand the game anymore since it’s.. Changed too much and didn’t stay enjoyable, to say mildly. I’m surrounded by, literally, traumatized veterans who look back at the good old days and shed tears. And I’ve been talking a lot about GW2 recently, not for no reason.
I want you to heal, just like I did. I mean.. I’m still hurt over Wakfu and I’ll stay this way forever, but I found a game where you can feel safe, loved, cared about. Devs in GW2 are humans who talk to us, who put smileys and memes in their posts, who hang out on reddit and ingame. This’s one of the major and striking differences between Wakfu and GW2. I’m still genuinely stunned by my own experience with customer support, I had a few troubles during my 1.5 years in GW2 and the response was not only fast and effective, it was HUMAN AND CUTE. I’m still not over it. Now that I’ve been invited to be a creative partner.. I’m still not over it too. They shower their regular players and content creators in gentle attention and kindness. I cry. During the 5+ years of being the most active and visible artist in Wakfu fandom, literally promoting it with thousands of drawings, I’ve never got a tiniest bit of official recognition. Not even a single placement on official media. When I took part in contests, I never won. Overall it’s been a one-way street. During my first 1.5 years in GW2, I’ve been noticed, picked up by the team, pampered and spoiled to the point of barely believing it’s true. That’s my personal experience, but it should indicate Anet’s general attitude towards the players. They. Do. Care.
I just wanna try and convince more ex-Wakfu players to give GW2 a shot. The two games are different in the visual and core gameplay aspects, yes, transitioning from an isometric 2D turn-based to a 3D, real-time game was somewhat harsh, but boy, how glad I am that I did it.
There’s EVEN MORE TEXT, brace yourselves. :D In GW2, I found everything that I wish was in Wakfu.
GW2 is a true sandbox. You log in, you do whatever the fuck you want. Level your first (second, 12th, 33rd, 68th) char? Grind mobs and dungeons? NO. Run around, look for events, explore, literally everything you do and everywhere you go, gives xp. You can level via crafting! Which, btw, is relevant throughout the entire game, unlike in Wakfu.
You do have dungeons of two kinds, and you CAN farm them if you want, but it’s your deliberate decision. There ARE farms in GW2, but they’re fun, if you’re not trying to get a legendary weapon in a month. I personally like running around with a bunch of random people who are there to FARM events in a specific map, but that happens once every two months.
Said legendary weapons ARE hard to get and yes, they can get you burnt out in no time if you don’t have a concept of a “long term goal”. Leggies are a prestige item, and, just like other prestige items (auras, specific minis, skins, etc), they’re meant to be your ultimate show-off item. People see you and know that you’ve been through.. A lot. BUT. Your hard-earned prestige item is to stay prestige. I assume you know relics in Wakfu? Then you must know what happened to them after a few years.
There’s no devaluing in GW2. Your trophies stay relevant and rare. Your prizes, your exclusive titles, skins, etc stay exclusive. You aren’t losing half of your wealth just because the devs decided to revamp ALL GEAR FOR THE THIRD TIME.
Speaking of the gear, the orange set you get at 80, is endgame gear. GW2 is 5 years old, so that orange gear is. People crafted it on the release and.. It stayed endgame. Yes, there’s also pink gear, which ~5% better than orange and is only needed if you do high lvl fractals or are min-maxing in raids. If you’re casual or just starting, you don’t even have to think about it. But once you craft your set, it stays relevant forever. People’s effort is never shoved up their asses.
There’s no constant carrot-on-a-stick gear upgrades. Level cap is 80 since release and will stay so. The game promotes safety and stability, that’s what attracted me. You take a 2 years break? No problem, you log in and go play. Nothing has lost its value, you don’t feel inferior, you don’t need to catch up to play with your friends.
Which reminded me: there’s a wonderfully done level downscale system. You’re a lvl 80 in a lvl 16 zone? Your stats are auto-adapted so the enemies you fought as a noob are still dangerous, and your reward (xp/gold/materials) is adapted to your true lvl. You go and play anywhere you want, and get fair rewards.
Crafting materials of all levels are also demanded and relevant. Oh yeah, you can run around for hours just gathering wood/ore, familiar to Wakfu players? It’s nice and relaxing until you meet another player. Well, in GW2 all gathering nodes are NOT shared. You see a tree? It’s your tree. That dude who runs up to it won’t steal it from you.
Oh also there’s no kill steal! Which is big, imo. You’re encouraged to play together, to help people kill stuff, to contribute to any event you see around, since everyone gets rewarded equally.
Legendary stability of GW2 servers. Lemme just say: there’s no weekly maintenance. There is. No. Downtime. Even on the big update days, you can download and play pretty safely. If there’s a hotfix, the game KINDLY WARNS YOU that you need to update and you have TWO FLIPPING HOURS to do so. Before you did that, you still can play, finish whatever you were up to.
Everything revolves around player’s happiness and convenience. There are constant quality-of-life updates. Your bags are full of crap? Here, salvage it into materials with two clicks, then deposit into your bank with two clicks (from anywhere in the world), then compact the rest of your shit. Yeah, with two clicks. x’D
There’s wonderful Fashion Wars. The game offers so much customization, and it’s taken so seriously, that it’s one of the endgame aspects. There’s 30000+ achievement points to earn, which are mostly fun and make you go out of your usual way. Dailies? You get 10 points and 2 gold for doing 3 easy tasks that take ~15 minutes.
There’s LORE. There’s fun little interactions all over the world. You just did an event? Stay here and listen, probably npcs will say/do something and start another event, logically following the previous one. The world lives and breathes. You can just walk around and observe. You’ll learn so much. And of course, there’s always a good cause to laugh. Dialogues/reactions are just hilarious sometimes.
Regarding the lore: there’s a so-called personal story which accompanies you up to lvl 80, then there’s “living world”, smaller events and single maps being rolled out every once in a while - so far there’s 2 seasons available, and 1 being “historical”, not playable anymore. In that season, they fucking crushed the main capital city. It changed forever. It was an epic event, which I missed, but watched people’s videos later. Then season 2, then HoT, then season 3, and now we’re waiting for PoF, second expansion. The updates have picked a nice pace and are frequent now.
There’s just so much to do. Just go, dive into the world and drown forever. :3c And meet me on the bottom. x’DD
GW2 feels different from Wakfu, but I found similarities for myself. It’s a sandbox after all, and later endgame has a lot of strategy. GW2 is never tank-and-spank. You just, literally, can’t facetank shit here. You gotta use your skills wisely, time your dodges, play with traits/passives until it all flows together. You’ve got a HUGE BUILD FREEDOM. There’s 9 classes, each having at least 3 defined roles, with more variations. You don’t just go ranger (oh archer it’s like a cra rite??) and do pew pew from max distance. Well, yes, you have a bow and can pew pew.. Or you can be a melee fighter, you can be a full blown healer/support.. As a ranger, yes.
I’ll be wrapping up now, I swear. GW2 is true f2p. Which of course does have a few restrictions (can’t trade or use map-chat), but you can get to 80, gear up and explore to your heart’s content before you decide to pay. I personally played for 5 months, every day, before I bought HoT.
Why’d you buy an expansion? More story, more maps, new class traits, gliding in HoT and mounts in PoF. The expansion and living world content has been constantly improving, visually, mechanically and lore/writing-wise.
Other than that, there’s a gemstore offering cosmetic and convenience items (gems can be bought for cash OR ingame gold). There are infamous rng boxes, but none of those are p2w. GW2 is oriented at the western consumer, which means, yeah, they know that we hate p2w and they’ll never do that to us.
*breathes out* I had to get that off my chest. I wanna talk about GW2 forever, but it’s exhausting to do one-on-one. :P Hopefully someone’s still reading this!
Now lemme remind you that now I have those partner links, if you use this to create a new account and play for free (for an hour or two months? w/e), or this to buy an expansion, I’ll get paid a bit. Not much, but it definitely helps!
And I was gonna write this wall of text regardlessly of the partnership one day, now I just have more incentive. x’DD Plus, we’re gonna have a beta weekend on 11-13 august, where you can preview the second expansion for free! It’s a perfect timing to write this post and try convincing you. You’ll just need a f2p account, and you’ll be given a lvl 80 boost and whatnot for that beta weekend. I’m not sure yet, but I assume you WILL. Just please register using my link above, so that I get paid for the two hours I spent on this post. :D
#wakfu#gw2#guild wars 2#please read it's like a matter of life and death to me#gw2 is everything for me right now#and i want YOU to play a game which would love you back
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you know. sometimes i love something a lot so i need to scream about the things that piss me off about it. i don’t think this is a particularly negative post but it’s just like sheer frustration and if you dont get some satisfaction from articulating your frustration into tumbler dot coms longposts and destroying the capital of this website because you are not a gemini sun then like fair i guess feel free to disregard this. tonbokiris kiwame is cool go look at that.
now to the lukewarm tea ive been simmering for five years. the one thing i always think about all the time is that tkrb is a popular game despite itself. the piss poor gameplay with only the barest of bare QoL in the five years its been up, the seeming complete lack of direction and the frankly nonexistent worldbuilding is held up purely because of its attention to detail and reverence to the original culture and history of the swords combined with some very good character design and subtle but nuanced character writing that can be openly interpreted. just enough flavour to imply something larger but chickening out on actually making anything y’know. concrete. basically allowing the fans to draw their own conclusions. but even then a game like that would not survive cause there have been countless, hundreds of games with high quality and fervent attention to detail and respect for the source material that just died completely because they have such little to actually offer in terms of engagement. i think the main thing that bugs me about tkrb is that it has one of THE most creative, dedicated and strong fanbases of this genre of game who go out of their way to engage with any and all of the content and the devs seem kind of oblivious to this.
in comparison to modern gacha style games, touken ranbu releases barely any new content and frequently recycles content but somehow it’s still relatively popular with approx. 1mil active players daily but the maddening thing is that tkrb can reach much MUCH further. the fans are there, the curiosity is there, it’s just the game content is not fucking there. it does not put the effort into commissioning seasonal art, pushing new events with actual plotline/story content, creating promotional materials, tie-ins etc. but somehow its still in the top 5 comiket circles for nearly five fuckin years straight. here are your badley compiled receipts: c89(w2015), c90(s2016), c91(w2016), c92(s2017), c93(w2017), c94(s2018), c95(w2018), c96(s2019)
it can launch itself from laughably low in the appstore ratings, hovering in the middle of the 200′s to TOP 30s in the appstore at the flick of a switch. what is this magic button that fucking quadruples revenue and skyrockets your app into the top 50 grossing apps? 3/4 of your characters getting static CGs that you cannot use at all anywhere in the game but will do a powerpoint transition and appear for 5 seconds at login. oh and like a few free mats i guess. and i kid you not it fuckin worked.
wanna know why that worked? it’s cause otherwise characters, especially fan favourites just don’t get anything at all. it’s like most characters outside of the very popular ones rarely get new art, new recollections, new anything outside of their kiwame upgrade which is more often than not years down the line and only recently, four years in, they decided to add alternate costumes but even then there’s a catch which has me feeling some kind of way.
and yes, i fully understand that tkrb is a multi-media franchise, i get that it’s got its fingers in so many pies like the stageplay, musicals, various manga anthologies, the animes, hell its even got live action but man, would it hurt to give some love in game? i’m not asking them to go full fgo route and commission the industry creme de la creme to make 6 full CE illustrations, lots of promo art and tonnes of new merch every single month. but the fact is for such a big franchise, reusing the same sprite art on nearly every piece of official merch, going so far as to add NEW costume art which is just the heads of the old default sprites edited onto new bodies? it screams cost cutting, it screams lazy, the path of minimum effort. it’s almost like the game itself and the original materials are an absolute afterthought at this point with only the most dedicated hanging on to it. i guarantee that the majority of people still playing tkrb are the committed day1 players and the actual rekijou cause it’s just painfully offputting to new fans, with other fans even going out of their way to specify the game is not integral to enjoying the series which sucks, but it’s true.
its a real damn shame to think that something you are so invested in is not particularly invested in itself. sometimes, just sometimes i wish they dev team for tkrb was more hands-on, more adventurous, more willing to listen to players, invest in the game and genuinely try and make the game the best it can be. i’m not asking for balls to the wall summer events, beautiful animated CMs from the likes of the industries best animators, i’m not asking for pages of supplemental lore compiled into books, character backstory novels or whatever i’m just asking for the lore and the characters that we love to sometimes occasionally be remembered in the actual game outside of like ... the two years between their kiwame and the vague possibility of a recollection. i want to feel like this game puts as much effort into itself as the fans do towards it.
it’s a painful truth but there’s one shining light which is that the fandom for tkrb is genuinely one of the most committed and transformative ones ive ever seen. i have never been involved with a fandom that varies so widely and puts in so much effort for these characters and this world. tkrb exists solely as a popular franchise due to the sheer legwork of the fans carrying it on their backs collaboratively. ultimately, tkrb is very very lore-light, there’s so much thats missing and the characters in-game rarely rarely interact with each other. the characters are contained solely in however many voice lines they get at implementation, their kiwame letters, and their updates kiwame lines and the only interaction they get with other swords is recollections or depending on the sword, the odd custom sparring lines.
but despite that there has been so much fan effort to explore everything in so many different varied ways, and amazingly there are certain tropes, relationships, lore etc. that have started off fanon and become canon. the fan community, especially the fanartists, doujins, writers, animators etc. being given a small indulgence by the anime is one of my favourite things about tkrbs relationship with its fanbase. that’s not to say that the fans dont give back in kind a hundred fold.
there’s so much i love about tkrb fans going out of their way to go SEE historical swords in japan, single-handedly reforging swords using crowdfunding and revitalising lots of small-town tourism having real world impact. shit makes me unbelievably happy. the stage plays and musicals are always met with warm reception and are always well attended and even though its hard to access, there are lots of western fans who have dived into a whole new MEDIUM that most of us arent really familiar with but out of their love for tkrb theyve done that. they have hosted the musical as far out as india and france, making tkrb a truly worldwide franchise and there theyve met full seats! as far out as india! then theres the fantranslators, who always have the drive the commitment and energy for the thankless work, the wiki always always is well maintained and they have new content up so fast, and there are so many people willing to help you out. even when crunchyr*ll got hanamaru s2 (i think) a week late and we were left without subs for the premier episode for a whole ass week, fantranslators who had never subbed before stepped up to translate a whole episode for FREE, encoding, subbing and timing it all despite never having done so just so others could understand the episode faster than cr*nchy themselves could. even, as well, it’s made so many history nerds out of a whole bunch of people, it’s created an appreciation for nihontou and japanese history that would otherwise probably never be in their orbit because of how inaccessible it is, especially in english. even on a personal note, i started learning japanese primarily so i could understand tkrb and the history behind it better and to read jp fanart/interact with fanartists.
no matter what, i am forever warmed by how much i love tkrb and its fanbase and im glad that tkrb is still going strong, even despite itself sometimes and i hope that moving on tkrb tries new things, and becomes better for everyone.
#rentxt#i started off grouchy but now my heart is warm#thats just how touken ranbu works babey#you know sometimes i think about how tkrb fans reforged hotarumaru and i get teared up
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My Thoughts on Resident Evil 2 (2019); It Could Have Been Great
I've taken some time off to reflect on Remake 2 and take into account all of my thoughts on its gameplay and story. And I think it's time for me to give my full review on the game.
WARNING: This post will contain unpopular views on a well liked/received game. Turn back now if you want to return to the comfort of the status quo.
Resident Evil 2 (2019) is not a bad game. It is entertaining as an experience and functions as it is supposed to. The atmosphere, outside of some issues I have with the tone and how they've been marketing it with the series presently, is good. The revamp they gave the environments and and enemies, while not something I personally give much value to, is impressive. The sewers look grimy and disgusting, the BOWs look like rotting corpses and react to getting their heads blown off like, well, someone getting their head blown off in real life. The best environment by far is the police station though. I am completely satisfied with how they've designed the station here.
On paper, the zombies function well and their AI is decent. Mr. X is the breakout feature of the game and he does end intensity to the game but I think he overstays welcome a bit too much and steals away attention from G-Birkin, as I feel there's not enough scenes or standout gameplay moments with G. Sherry's segment is actually tense and I like it.
Some of the story works, the new addition of the Orphanage is good and adds a neat new location to experience in the city as well as a chance to actually explore the city outside of the station. Something that fans had complained about in the original. Annette Birkin and Marvin Branagh both stand out as well portrayed characters, with Annette being given more things to do in the story and interact with the characters. And Marvin's interactions with Leon and Claire (Leon in particular) are great and make you feel for him and his steady decline in health. Annette's death scene in Claire's story and the scene with Kendo were the only moments in the game I felt an emotion for. It's not the worst story in the series. But it's not the best. It fulfills its requirement of being a story. As a whole, it is a good horror game to play and an ok RE game.
This game, however, may as well be called "Missed Opportunity the game". They had the ability to really make this game pop out and be a new experience while still giving a good showing of what made RE2 so great and they completely dropped the ball.
Files are omitted, something well known and beloved in the series that's used to add flavor and life to the story and environment are gone and replaced with bare bones explanations that just tell you how to solve puzzle Y.
The option to interact with the environment is removed as well, something that's been a part of the games since the beginning and only RE6 has ever done until now. Why?! This is the perfect game to add these kind of details in, to add more charm and flair to the setting and even some depth to the character you're playing as and to make the story feel more alive. They may not add anything to the mechanics of the game, but it gets you further invested into the story and environment around you. This is the ultimate irony of RE2 remake. The environment and graphics look and feel more realistic than ever before, but you are completely unable to simply look at or comment on them like a real person would in the world, be able to experience them. You can look, but you can't touch.
Characters this time around feel off and simplified from how they were in the original.
Irons is an example, in the original his villainy was more understated. You couldn't trust him as far as you could throw him, but he still came off as someone in command and faked being morose about what was happening. It was only later after you meet him in his torture chamber and after reading the various files throughout the game that lay out his depravity he really becomes unhinged. But in this new telling, he just automatically beats up Claire and kidnaps Sherry right on first meeting him, no subtlety, no buildup, just straight up asshole. And that's just not interesting.
Ada feels very cardboard in this game, there's not very many standout moments with her, even when she's given her own gameplay segment, she immediately makes herself suspicious with her noir ripoff coat and glasses and behavior. Gives away that she's here to steal the G-virus to Annette when originally she didn't break cover as John's girlfriend until the very end of the game. Her 'death" is unrealistic and contradicts what Capcom has been giving us as her death scene for years by now, as well as just not being as emotional or engaging. And her relationship with Leon come off as more like a partnership the likes of Helena in RE6 than of a growing romance that eventually spans decades. It felt more like manipulation mixed with appreciating Leon as a person overall and not as "wow, this guy really cares about me and is charming, there's something I really love about him".
Leon comes off as much flater than he did originally as well. Originally, he took charge of the situation and made it his mission to gather survivors and get out of dodge as fast as he can. Even though he was a rookie and in over his head, he actively tried to help people and get them to listen to him and what he had to say. Here, Leon just fumbles around obeying whatever anyone says to him. He never questions Ada and her odd behavior until the end, which comes off as weird considering he did everything she asked and never has seriously questioned or brought up concerns about her until that point. Just blindly says he's got to talk to Irons first when Ben begs him to let him out, rather than question seriously what Ben had to say about Irons or how he had locked Ben up in the first place. Leon's really passive this time around rather than being active in trying to help people.
Claire (and also Leon) is way too casual about this whole thing. Neither really reacts appropriately to seeing this messed up shit. Some of this might also be the lackluster dialogue (which tried too hard to be gritty and edgy at times especially when it came to Claire, my god) and acting on Claire's VA's part but it's still negative.
Claire should not be so gung ho about facing down a 15 foot tall abomination against nature like it's Revelations 2 rather than it being her seeing these things for the first time ever. Critical Nobody made a good point in how in the original the boss fights happened out of the blue and neither Leon or Claire actively tried to take on G- Birkin or Mr. X. They were ambushed and had to fight their way out of the conflict and neither made some dumb action quote line during it as well until the very final boss where it was warranted. It's like Ethan and RE7 all over again with the generic action movie responses to shit he should be freaking out about. And once again it takes me out of the experience.
Claire's story revolving her brother just gets dropped like a sack of bricks during it for dumb reasoning, after being placated by some coded message with which her mild confusion at doesn’t sell me on her being so concerned she’d fly to Paris and bust into Umbrella’s HQ over later on.. What I think they should have done if the devs really wanted to sell this one being more “real” than the original, was put that scene with Leon and Claire in the STARS office over some limp wristed attempt at Chris writing a coded message. That scene in the original was one of the best in the game.
The scenarios and how they handled them is fucked. We all know it. They completely shat the bed when it came to making use out of the A/B gimmick.
Both the 1st run and the 2nd amount to playing the same story, only you don't meet Marvin in the 2nd. Which is not enough of a difference to justify the existence of a A/B scenario thing. In the original, A and B discs gave you an obvious difference. Characters have different deaths, the boss fights were different, there were changes in the actual story if you play Leon or Claire first or second that affected the B scenario, whatever items you picked in the A scenario affected the B one. This greatly increased the replayablity of the game and added much more bang for your buck in enjoyment.
I understand if they seriously weren't able to really do an A/B gimmick like before due to different constraints on the budget that differed from the 90's. Which is why when I heard they weren't going to do the A/B thing that didn't bother me. But they either lied or changed their minds mid production and shoehorned it in, most likely for nostalgia points and to haphazardly add more replayability. What is the point doing alternate scenarios if they don't differ or add anything new to the game? That's just a waste of resources and everyone's time. They could have spent their time on simply making two solid stories/campaigns that worked coherently, but they didn't.
Turns out IGN weren't completely lying or wrong when they said that the two stories played the same way. Even when you play the 2nd run there's no real difference.
The story changes are really bunk as well. Why omit the police knowing about the Mansion Incident and making Marvin and Co look like idiots who can't put 2 and 2 together? Why change things like Claire's story progression and removing the interactions between the two throughout the game (even though this game really wanted to push the idea of them being an item they only had two scenes of them interacting??)? Leon and Claire talked with each other via the radio the whole time and really let you believe these two were working together to get out alive, even with you weren't face to face most of the time in the original. Leon also played a roll in saving Sherry as well, which carries over into future games but that's completely scrapped here.
Why is Ada's connection to the original game, (which is still in Remake 1 which now is the prequel to this game), absent? Where's new lore and enemies like Lisa Trevor? Where's the potential of connecting things to future events like the Simmons thing with Ada from 6?They had a golden opportunity to clear up some confusion about what events from which scenario were canon or not here and to really add some surprise into the story, but nothing was done with it.
The enemies are all bullet sponges, even the bosses, that makes fighting them really cheap and frustrating. You have to shoot a zombie something like 4 times with a shotgun to put it down. I repeat. A Shotgun to the head takes more than two times to put down. And even than that's probably not good enough. That's not good enemy design, that's just an exercise of my patience that I am now very in short supply of.
There's also a severe lack of enemy variety. You only get zombies, lickers (for one part of the game), zombies with a plant skin, and G-embryos. That's it. No Licker B's, no giant moths, no giant spiders, no new enemies that could add some more challenge to the game. Nothing. And with most of those enemies being of the zombie mold, that means more repetition in gameplay. Add in the frustration of everything being a bullet sponge, and you're not in for a good time.
The Characters you're playing as feel the same with little to no different weapons or attributes to set them apart. Unlike in Remake 1, where both Chris and Jill had completely different defensive items and skills such as exclusive lockpicking, more inventory space, and a lighter preset. Remake 1 also had interesting mechanics that really added more challenge and intrigue to the game in the form of a new enemy (Crimson Heads) and a way to effect directly how much challenge you want in your playthrough (you could choose to leave the corpses unburnt and make life harder or make things easier by burning as much as you can). In Re2make, there are no such distinctions between between Leon and Claire that really make them stand out as unique characters in gameplay.
The soundtrack is bland and generic. You also can barely even hear it. You absolutely have to play the OG OST to really get any kind of musical accompaniment in the game. Too bad that's something you have to pay Capcom $3.00 for. I think the only music that really stands out are the G-3 and 4 boss themes and The 4th Survivor music.
In the end, I was let down heavily from Remake 2. I wanted to like this game. I wanted to see Capcom learn from their mistakes with the foreign, lackluster 7 and see them make an actual RE game again. They succeeded, somewhat with the latter. RE2 '19 IS better than 7 and does feel like an actual RE game and deserves the title of such. But it's not better than Remake 1. Or even as good. Every time I look at Remake 2, all I see is what could have been. And every time I think about the positives of this game, a niggling thought of "but it could have also done..." is there in back of my mind. While seeing and viewing this game, I was in an emotional dead zone, not excited, not angry, just a near continuous state of "meh".
The story's mediocre and feels simplified from the previous one. The environment, while looking nice, feels lifeless (and not in a good way). I don't feel like I'm in a real breathing world, fighting against zombies. And this trend towards photorealism and making things more "gritty" for the sake of gritty while sliding further and further on quality in writing is not something I wanted or expected of this series. And it feels like the heart and soul of this series is getting drained out and replaced with some mediocre expy of the latest horror trends rather than doing its own thing.Which to me seems like we're going to head for another slump like what happened with 6, where the series gameplay quality generally increases, but the meant of the characters, writing and series' uniqueness gets worse and worse.
Before Remake 2 came out, I was excited to see what the remakes of Nemesis and Code Veronica were going to be like. But now I'm very wary of what they might do to the story and gameplay of those games when they remake them. And I'm even less enthused than I already wasn't about RE8 or any new games going forward.
Remake 2 was Capcom's last shot of getting me on board with their new "vision" for the series started with RE7. And I'm just not interested. So this will be last game I give any attention to for Resident Evil.
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Does Every Developer Need to Use Rebase?
Written by Alexander Junger, Software Engineer Backend
As a developer nowadays, chances are that you grew up with Git. Sure, you might have had to use SVN at an internship at some point, but Git is generally what we learn and use these days. You might have found out that Git was created by Linus Torvalds for himself and his kernel developer friends. Maybe you tried a rebase once (by accident?), destroyed a few days worth of somebody else’s work, and now you’re feeling a bit gun-shy. You may very well decide that rebasing is not for you and Git is a glorified save button anyway.
Learn to walk before you run
To me, the most important aspect of proper version control is that it allows you to understand the history of the software you’re working on. Especially in legacy code bases I sometimes ask myself questions like “what were they thinking?”, “is that a bug, or was it once a feature?” Git can answer those questions. That is, if the code history has a linear plot, is structured into atomic commits that have descriptive messages and grouped in branches indicating the larger feature those changes were part of. Working with branches is a topic of its own, owing to many branching models and countless variations. The two essentials however are descriptive messages and atomic commits. That’s something everybody working with Git should be well- versed in.
The intro paragraph obviously uses exaggeration to make a point, but I do believe that many of us are missing out on the more advanced features of Git. Are they needed or can we cover our bases without them?
Descriptive commit messages in reality: “Fixes the stuff”…
Everybody has “been there, done that” – commiting just to get it committed, with the message being an afterthought at most. The established way to stay disciplined while working on unappealing tasks is to make it as easy for yourself as possible. Thus, align on a pattern for commit messages within your team and really stick to it with every single commit. In the backend system of Runtastic, we mostly use the imperative style as per Chris Beams.
What I like to do is add our Jira ticket numbers as a suffix, to add more context. Many Git interfaces automatically integrate your issue tracker when the ticket number is referenced in the message.
Tekin Süleyman makes a point in his talk “A branch in time” that your commits will probably be around for much longer than your company uses your current issue tracker. Thus, relying solely on details in a referenced JIRA or github issue is not a safe bet – it should be an addition to an already explanatory commit message.
Atomic commits in reality: The “Plutonium-commit”
It has a half-life of 2 weeks (indicating the time after which even the author no longer has a clear picture of what changed) and contains a new feature, two bug-fixes and, while we’re at it, the refactoring of an unrelated module. Also two major library updates. And, you guessed it, a new bug…
This is the exact opposite of an atomic commit and can be prevented to a certain extent by simply structuring your work. If you’re testing properly – yes, to me that means TDD – you already have a workflow that makes this very easy. Let’s have a look at how it works in practice: I mostly commit units. That means, if the unit passes its specification, I decide: do I need to specify it further (edge cases etc.)? If not, I commit it, if yes, I might still commit it and amend that commit later, or just continue working on that unit. Your mileage may vary, but this usually gives me commits with a granularity that fits just fine.
Through our Runtastic training program, I was able to attend the Craft Conference in Budapest this year (an amazing conference!). Tim Ottinger gave a nice talk titled “Test Driven: The Four Step Dance”, in which he argued that “Integrate” should be the fourth step after “Red-Green-Refactor”. What does that mean specifically? To him it means “making changes part of the code base,” as in committing, pushing, and having them run through CI.
More collaboration makes it harder to maintain a concise history
So you’ve figured out clean, atomic commits. But then your colleague requests some changes on the pull request. The usual choice is likely a new commit, everything looks good in the overall PR diff, but now we have two non-atomic commits:
In the long term, commit a7176f1 is probably not a relevant part of this software’s history that could cause confusion, or at least some wasted time. We should merge it with the first commit of the branch by performing an interactive rebase, applying the commit as a fixup to the first one. This means that it will be merged into its predecessor, forming a new commit that replaces both of them, while keeping the message of the predecessor (in this case 04b7fc5)
If you haven’t configured a default editor for rebasing, you have to prepend your choice in an environment variable. Like most other backend developers at Runtastic, I use vim for coding, so that’s what I also choose for any interactive rebase.
EDITOR=vim git rebase --interactive 04b7fc5^
The interactive window will display a list of commits to be rebased, allowing you to edit the action to use for each one. The default “pick,” which simply replays the commit on top of its (new) parent, can be replaced with actions including “drop”, “edit” or in this case “fixup”. Once we’re happy with the to-do list, a save and exit will start the rebasing process.
pick 04b7fc5 fixup a7176f1 pick 2ba3b03
Neat, we just rewrote history to make our commits atomic!
In the example above, we use the parent of the first of our three commits. This means whatever we do in the rebase, those commits will remain ancestors of 7ddc117. In many cases however, you would run `git rebase -i master` or use any other branch reference. Given that your copy of the referenced branch is up to date, this moves the branching point from where it originally was (say, commit 7ddc117) to the tip of the target branch. The effect is that your branch is now “aware” of what happened in master in the meantime and contains those changes.
This is where TDD step 4, Integrate, comes into play again. I like to continuously integrate the changes of others into my own work, by applying my own branch onto the master or feature branch early and often. This increases collaboration and speed while preventing what I call “merges from the abyss”. These are branches that split off from their parent two months ago and you need to “load more” a couple times in your commit graph to finally reach the branching point. The problem with those: you have no idea, whether the author is aware of the changes that happened to the codebase since then.
By rebasing – integrating often, we make our commit history more linear and easier to grasp. The rebase puts our changes “ahead” of everything else on the parent branch and it’s completely our own responsibility. Thus, a reviewer can safely assume that we considered all those interim changes and that our own changes make sense in that up-to-date context.
But rewriting history is bad!
“Not so fast!”, you say. “Pushing a rewritten history requires force and it can cause mayhem!”
Most devs know this and many teams have the rule to never force push. The argument is that a cleaner history is not worth the risk of losing work by a happy little accident. So incorporating rebasing into your git workflow would require you to also incorporate force pushing. Sounds dangerous, doesn’t it?
The risk depends largely on the type of branch, I’d say. Rebasing a branch that multiple devs actively work on – which in itself is already questionable – certainly carries some element of risk that can only be somewhat controlled by close coordination. However, let’s say the example given above is about a branch owned and worked on by one person. If this developer changes the history on that one branch, no other developer is impacted, except when reviewing it.
So I think we shouldn’t be so rigid about force pushing and rather establish guidelines when it makes sense and when it doesn’t. Here are some best practices I found regarding rebasing and force pushing in the context of the code review process:
Before the Code Review
Sometimes it makes more sense to change the order of commits, or even move some parts of a commit’s diff to another commit. Rebasing is nothing more than sequentially going through the to-do list you modify in the interactive window. This means you can simply halt at one commit via the “edit” command, reset it and then create two separate commits from the working changes – see the reference for details.
It can also make sense to do multiple runs. Consider the three commits pictured above. Let’s assume that there are some changes which should be part of C1 but, for whatever reason, were only committed with C3. We can use the splitting technique as described above, leaving us with a temporary commit (512ceb0) and a cleaned-up atomic Commit 3.
We run another interactive rebase, moving the temporary commit from line 3 to 2, and, once again, we mark that commit with fixup. We end up with three clean commits and our branch is now ready for review.
For me, rebasing a task branch is now the default before I open a pull request. When I think of an additional test case that’s missing for a class, it goes into the commit that added this class. I decide on a situation-by-situation basis whether I want to shift focus from writing code to rebasing. In that case, the additional test case would be amended to the original commit right away. More often though, I just create a fixup commit referencing the original commit (with `git commit –fixup <SHA>`) because it’s less of a distraction from coding. Just before opening the pull request, I run rebase with the autosquash flag to automatically squash test cases into the commits they belong to. No matter which way you choose, you will help your reviewers with more structured commits.
During Code Review
If you already opened a pull request and your code is being reviewed by others, avoid force pushing rebased commits! Imagine that the pull request suddenly shows a completely new diff, but no other commits were added. If your colleagues are thorough, they’d have to review your entire PR all over again. What this looks like depends slightly on the software you use to review, some are smarter than others in this regard.
Some review systems don’t even require force pushing at all, even though the commits of a PR are completely malleable during review. They are only “baked into” the codebase on approval. One such system is Phabricator, which makes a great point explaining their review concept. At Runtastic, we use BitBucket. It works similarly to the GitHub workflow, which means that rebasing and force pushing during review doesn’t work really well. You can, however, commit the requested changes with a fixup commit. After a regular push, the reviewer will see the exact changes you made to the PR and the “history of the PR” is preserved.
Sidenote regarding code review that I find interesting: Linux kernel developers still use mailing lists for that – and Git actually has built-in tools to send diffs via email for exactly this purpose. Check the email section in the Git reference. Because of this review style, they actually rebase frequently in their review process. Whenever changes are requested, the patch author rebases the entire branch and sends out an email with the updated patch, until everybody agrees that it can be merged as is. This goes to show that every team needs to find the process that works best for their context.
After Code Review
Everybody approved your pull request and it’s ready to be merged. Now is the time to clean up those fixup commits. A final interactive rebase with the `–autosquash` flag tidies up those commits into a clean history. What I described above as “history of the PR” is now no longer necessary and all changes should be in atomic commits that build on each other. Small rebases on personal branches are usually nothing to worry about. Now, the first time rebasing a branch with thirty commits or so…that’s where you want to make sure you’ve had your cup(s) of coffee.
If you’re skeptical that this is going to go well, it can make sense to backup the branch before rebasing it:
$ my-feature-branch:~$ git checkout -b my-feature-branch_backup $ my-feature-branch_backup:~$ git checkout my-feature-branch $ my-feature-branch:~$ git rebase …
If in the middle of the rebase, you decide that you’re too far down the rabbit hole, abort the rebase with `git rebase –abort`. And should you go through with the rebase, only to discover that you overlooked something, leaving the whole branch in a broken state – time to use your backup:
$ my-feature-branch:~$ git checkout my-feature-branch_backup $ my-feature-branch_backup:~$ git branch -D my-feature-branch $ my-feature-branch_backup:~$ git checkout -b my-feature-branch $ my-feature-branch:~$ git checkout -D my-feature-branch_backup
This works because a branch is nothing more than a reference to a certain commit (just as HEAD), so the commits on your backup branch are not affected by the new commits you’re implicitly creating with the rebase.
A curious mindset is important
You will run into conflicts and it can initially be tempting to simply abort, thinking “I’ll clean up my branch the next time”. But of course conflicts don’t happen randomly, they are predictable and follow some common patterns based on how Git works and the rebase you’re doing.
Git also offers many additional commands that are helpful when things don’t go smoothly:
bisect: Allows you to find the commit that introduced a certain behavior (e.g. regression). Let’s say after rebasing, you notice that your test suite no longer passes – you must have accidentally broken something, perhaps while resolving a conflict. With bisect, the last known healthy and the first known broken commits can be flagged. Git will then traverse this commit range in a binary search pattern. For every commit it stops at, you check if it already contains the regression and flag it as good or bad. Once the offending commit is identified, it can be fixed with an edit rebase. (It goes without saying that fixing a bug this way should only be done if you notice right away and that code is not merged upstream yet!)
reflog: Allows you to see the history of a reference (such as a branch or HEAD). That might seem like inception-level stuff at first, but a reference changes over time and, of course, git keeps track of that. It’s not strictly necessary to use this command but it can come in handy.
stash: Perhaps the best known in this list, but I still want to mention it because of its versatility. Stash works like a stack for dirty working directories. The default “push” mode saves and then wipes it clean, while the “pop” mode recovers the last state you stored. This is especially helpful for in-between branch switching or during rebasing.
Don’t shy away from the Git reference. It often contains typical examples of how commands can be used. Keep a curious mindset about features that you don’t (and do!) use regularly, know that you can recover almost anything, practice, and you will soon start appreciating those more advanced features of Git.
Why bother?
We have seen a few ways every developer can get the most out of Git in day-to-day work. Now, integrating rebasing into a team’s workflow is definitely a hotly debated topic.
Is it for everybody? Probably not. I’ve shown some examples of completely different strategies and I think all of those have the potential to be the “best one,” providing they work for the people using them.
For me personally, combining the essentials – that is structuring and describing – with cautious rebasing of individual commits on non-collaborative branches already goes a long way. It will increase the quality of your code history, the way you structure your programming, all while keeping risks quite low. As I see it, this can be part of every developer’s reality.
It’s obviously an entirely different animal (in risk, needed concentration…) to move around large feature branches from here to there and I agree that such things should not be done carelessly.
Can it be justified? For sure.
Whatever you’re doing, just don’t degrade Git to a glorified save button.
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Event Heroes: How MozCon Creates an Active and Engaged Community
Each month we interview an events professional who is breaking the mold. This month we spoke with Danielle Launders—Community Events Manager at Moz—about building an engaged event community, setting event goals, event hacks, Spain and more.
Every year, over 1,000 marketers, SEOs, agencies, consultants and executives converge on Seattle for MozCon. This three-day event is the experiential flagship of Moz—one of the world's leading providers of search engine optimization (SEO) software.
Danielle Launders has spent over six years working on events at Moz—managing everything from sponsorships to collateral to content and all of the logistics in-between. Underlying Danielle's unique approach to events is a passion for bringing people together.
Topic discussed in this Event Heroes interview include:
Setting event goals
Delighting attendees
Incorporating a local environment into an event experience
Leveraging online and offline touch points to build an event community
Integrating event technology to measure ROI
Note: This interview has been edited and shortened for clarity.
Brandon: You’ve been at Moz for almost six years on the dot. During that time you’ve managed everything from smaller, intimate events to Moz’s huge annual customer conference. But before any of this, you worked as an environmental analyst. What led from your career in environmental science to where you are today?
Danielle: Honestly, I would say a lot of luck and chance.
I enjoyed my time in the environmental field, but after three years of driving 60 hours a week for fieldwork, I was ready for a change.
I had a discussion with someone and they told me about this exciting company named Moz who were hiring for their marketing team. This same person thought I’d be a good fit, and they knew the CMO so they made an introduction. I ended up going through the interview process and was hired.
I fell in love with the team, the product, and the community. It was just really exciting and I’m so fortunate it happened. I can't say I planned it. Sometimes life just works that way.
Brandon: Was the initial position for event marketing?
Danielle: No, actually, the initial position was for marketing administration supporting the whole marketing team. This gave me a lot of exposure to different marketing specialties and I found that events was an area I was most interested in. At the time, the event marketer was looking for extra support with sponsorships and MozCon, so I got to dive right in.
I've been helping with events and sponsorships at Moz since 2013. This year will be my seventh MozCon. Which is kind of crazy!
Brandon: Moz has a very active community of over 600,000 marketers and SEO specialists who actively contribute to the Moz blog, chat on social and, of course, attend Moz events. Could you tell us a little bit about how you tap into this community?
Danielle: Community is such a strong backbone for both Moz, and MozCon. We really try to give our community members opportunities to connect with one another.
For instance, the MozCon Facebook community has become an extremely active year-round group and our members are so supportive of one another. The group ranges from first-time attendees to MozCon veterans, with more joining every year.
It’s a great way to get acclimated before the conference each year. We often see first-time attendees reaching out for words of advice to get the best from their MozCon experience and veteran attendees jumping in to recommend their favorite not-to-miss speakers, sessions, and activities. It’s been amazing to see how community members are able to build buzz and excitement while being there for each other.
Another strong facet of the MozCon community is our community speaker program.
I feel like we're giving back and yet at the same time our community is giving us so much more.
It's an opportunity for anyone in our community to pitch to speak for 15 minutes on the MozCon stage. Each year, we get over 80 really great pitches and we select the top six to join us for the community speaker spots.
There have been a handful of community speakers over the years that we’ve invited back to be a headline speaker at MozCon or that we’ve recommended for other conferences. It’s rewarding to see our community members build their speaking careers on our stage.
Brandon: Someone once said that you are “an excellent event marketer with an eye toward customer service and realizing that details push events from good to great.” Now, we know that MozCon has great content, tasty snacks, and ample networking opportunities—but how else do you strive to provide attendees with a stellar experience? Any new approaches you’re planning on for 2019 and beyond?
Danielle: That's so nice! Yes, a core pillar of MozCon is that we want to give our attendees the best conference experience possible. We actually internally call MozCon a great big hug to the community.
For a lot of people, they only get to go to one conference, maybe two, a year. We’re honored that they choose MozCon so we want to make sure it’s an amazing experience!
MozCon 2017
From a planning perspective, we are very intentional with everything that we do. We spend a lot of time considering the content, the layout, the environmental design, the food and snacks, how our guests will interact with everything, and many other elements. We come at it from the perspective of what would I want from a conference if I were attending?
The next step is thinking about how we can enhance that experience year-over-year.
We know our attendees will be joining us from nine to five for three days straight—and some of them have never been to Seattle before. So we provide them with amenities such as ethernet cables and power strips in the sessions to make sure that they can take notes and keep in touch with their teams back home but we also look to create opportunities for them to explore our city with other attendees during our evening programming or for morning runs and other informal activities.
Knowing that some of our attendees may not have the chance to really explore Seattle, we try to bring a little piece of Seattle to the conference.
One way we do this is by featuring a special snack each day from one of our favorite Seattle food vendors. Seattle is known to be a foodie town, and this gives attendees a small taste.
Seattle is also known for its coffee, so we love to treat our attendees with really good coffee. Nobody typically talks about coffee at a conference because likely it's just drip coffee, but last year we actually had a bicycle that was in the lobby and it had nitro coffee cold brew on tap as well as a trailer serving frappuccinos.
We’re also big proponents of making sure the swag that we give attendees is something they actually want to take home.
Take for instance last year when we had a superhero theme. We created a little figurine of Roger, Moz’s mascot, wearing a cape. Today, we’re still getting pictures on Twitter and the MozCon Facebook group of Roger hanging out on different desks.
Roger picked his favorite coffee this morning at @_anchorhead #MozCon pic.twitter.com/VBqN7EAeWH
— Sam Insalaco (@SamInsalaco) July 11, 2018
Brandon: Another thing that’s very cool about MozCon is that your goal isn’t to make a profit from ticket sales. (BTW: We love the graphic you’ve created to represent this for promoting past Moz events). So what are the primary ways that you measure ROI and prove it to key stakeholders? How do you use technology and integrations to help you here?
Danielle: Of course to make MozCon sustainable, we need to break even so ticket sales is a very important metric for us. Our marketing automation software helps with email communications, but it also helps us track whether attendees are current customers or potential prospects.
We also look at where attendees are coming from, the roles they are in, and if they’ve attended MozCon in the past as they are valuable indicators for ensuring our audience and content are aligned. Our tech stack helps us track some of the supporting metrics for these goals.
Given that the attendee experience is a huge part of MozCon, tracking post-event survey information like NPS is also important.
There are many ways to measure success on financial terms (for instance tracking customer conversions, up-sells or cross-sells further down the line), however, we really do see a lot of value from MozCon in brand awareness, and building a community of brand champions. This can be a little harder to track, but we believe it’s equally as important.
Brandon: According to our Event Marketing 2019: Benchmarks and Trends report, most marketers believe that email marketing is the most effective channel for promoting your event. Which promotional channels have worked best for you?
Danielle: We definitely rely on email marketing. We have an event email list specifically dedicated to updating subscribers about MozCon. Email is especially useful because the audience is self-electing. They want to learn more.
Our biggest campaign every year is the announcement of our final agenda, which contains our confirmed headline speakers and community speakers. Sometimes people aren't able to get budget approval for making a purchase until the full agenda is available, and email is a great way to spread the word.
Another big thing for us is blog posts. Since we have a lot of readers that follow our blog it is a valuable channel. We also use social, but I would say email and blog posts are our top two converters.
Brandon: How do you work with other teams in your company to drive event success?
Danielle: Our event team is part of the Moz marketing team but to pull off MozCon, it takes cross-team, and cross-department collaboration.
Event marketing at Moz operates across the company— working with nearly every team from our dev team who builds the web page that drives registrations, our design team who brings our online and on-site experience to life, to our sales and customer service teams. It’s truly a team effort.
We coordinate across the marketing team for support from our email, newsletter, blog, social media, and paid marketing channels.
Then, when it comes to the actual event, our on-site volunteers are all Moz staff.
For example, we have engineers working alongside our customer service team and our administration team. It’s great because they actually get to meet the people they're building the products for or marketing the products to or processing payments for while also having a deep team bonding experience.
The MozCon Staff
Our Moz staff are the ones working registration. They're the ones hosting our Birds-of-a-feather tables at lunch, networking with attendees or showcasing our products in the Moz hub. It's all hands on deck in a really exciting way.
Brandon: Could you tell us more about these Birds-of-a-feather tables?
Danielle: During lunchtime, across all three days of the conference, we have speakers, partners or Moz staff host discussions on different topics. These topics have a wide range, for example they may be email-focused or SEO-focused, or even vertical focused like agencies that work with commerce and retail. Two years ago we had one for new parents adjusting to returning to work.
Brandon: Going into 2019, what trends and new strategies are you excited about incorporating into your event strategy?
Danielle: I'm excited to see how our new white label app will provide a place for information and connection. This includes having a space for our attendees and our partners to connect, networking features for attendees, and having a searchable digital agenda.
Brandon: What's one piece of advice you'd give to someone who is just starting to run a conference like MozCon?
Danielle: Have a clear understanding of the why and make sure that all of your stakeholders are aligned on the goal. That's going to drive all your decisions down the road. From here, you’ll get a better understanding of your ideal audience, content, speakers and experiences.
Brandon: Now for the tough questions. We understand that when you’re not building a huge community around events, you like to travel the globe. Any favorite destinations?
Danielle: I’m so fortunate to have the opportunity to travel and I haven't been to a place I don't love yet. But I’ll always have a soft spot for Spain. I actually studied abroad there and I've been back three times.
Brandon: What is one of your favorite things about living in Seattle?
Danielle: Honestly, I would say the food. I'm so lucky to experience the amazing food scene here. I also love the access to the outdoors. In two hours, I could go to the beach, I could be on the ski slopes, or I could be on a hiking trail. It's amazing.
Brandon: How do you stay inspired and keep your creative instincts fresh?
Danielle: Actually, I like to create a lot. I'll make anything from jewelry to my own body care to furniture. I also consider cooking to be creating. I think it's really important—even if it doesn't look beautiful or taste good—to always be creating something.
That's all for this spotlight, but you may be interested in checking out these other Event Heroes:
Mike Butcher (TechCrunch/The Europas)
Britta Schellenberg (Brightcove)
Cathy McPhillips (Content Marketing World)
Vasil Azarov (Growth Marketing Conference)
Dayna Rothman (SaaStr)
from Cameron Jones Updates https://blog.bizzabo.com/event-heroes-danielle-launders
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