#auditory gaming cues
Explore tagged Tumblr posts
Text
JBL QUANTUM GUIDE PLAY: A BREAKTHROUGH IN GAMING ACCESSIBILITY FOR THE VISUALLY IMPAIRED

View On WordPress
#AI in gaming#auditory gaming cues#FPS games accessibility#gaming accessibility#inclusive gaming software#JBL audio technology#JBL Quantum Guide Play#machine learning gaming#open-source gaming software#visually impaired gaming
0 notes
Text
My Fallout hot take is that enough time passed between the NCR taking the dam and the events of the series. Anything could've happened.
And that Amazon needs to sell replica posters and magazine covers.
#fallout#i loved the show#the humor was on point#the sets were beautiful#the acting believable#the throwbacks to the games were everything#ghoulification!#vats!#the hacking mini game!#the story and characters are compelling#and the auditory cues!#i can't wait for more
3 notes
·
View notes
Note
Okay so i saw your post with dress to impress
And the second i finished my mind just said "what if monkeys played doors?" And yea
So could you do that 🙏🏻
Oh and have a great day!!!
👑🧡 Doors — 💜🌙 Stonefruit Trio HCs 💛🍜
Genres: Comedy || they/them pronouns for reader || No warnings needed



˚.⋆☾⋆⁺₊✧. ݁₊ ⊹ . ݁˖ . ݁⋆˚。⋆୨🍜👑🌙୧⋆˚。⋆✩₊˚.⋆☾⋆⁺₊✧. ݁₊ ⊹
- Right off the bat, MK is TERRIBLE with horror. He really does try his best to be brave about it and puts on this confident front when playing, but quickly gets unsettled by the entities
- The cues for the entities make MK always panic and fumble trying to get away cause it just immediately stresses him out and he keeps flailing while mashing the controls
- Keeps you there with him 24/7 to try and make it easier but it mostly just ends with him aggressively clutching to you whenever he gets freaked out by something
- Wukong is surprisingly better with it. He's seen thousands of years worth of terrifying demons, so the entities don't scare him too bad, and that already makes the game easier for him
- His problem is that he can't really remember what cues go to what entity unless he's played the game for endless hours so he does get frustrated when he's caught off guard by something
- He pays you in snacks to stay beside him and help him out with the game to navigate what to do. After that he's mostly good to go, but he will still get surprised every now and then and need you to console him
- Macaque doesn't really have any reactions to horror whatsoever, he's seen way too much to have entities freak him out in any way. His main problem is not being able to get a grip on the controls
- He kinda cheats and uses his six ears to sense auditory cues before they happen so he's always at least a little bit prepared for those. Visual ones though he can't predict ahead of time and then you see him struggle a bit
- Keeps you there with him to help with the visual cues that he can't see very well, and for whenever he has to take a break from getting too frustrated. If you do get scared at any point though he will tease you about it relentlessly
#lego monkey kid#lego monkie kid#lego monkie kid x reader#lego monkie kid x y/n#lego monkie kid x yn#lmk#lmk fanfiction#lmk x reader#lmk x y/n#lmk x yn#lmk mk#lmk qi xiaotian#lego monkie kid mk#lmk wukong#lmk sun wukong#lmk monkey king#lego monkie kid wukong#lego monkie kid monkey king#lego monkie kid sun wukong#lmk macaque#lmk liu er mihou#lmk six eared macaque#lego monkie kid macaque#lego monkie kid liu er mihou#lego monkie kid six eared macaque#stonefruit trio#lmk stonefruit trio#stonefruit trio x reader#gn reader
120 notes
·
View notes
Text
some autism headcanons for scott fritz and vincent in my au <3
scott
- hes so bad at everything socializing </3 its not even that he doesnt like talking to people, he does, but he does tend to get frantic when he talks and a lot of people find it very hard to get through a conversation with him. his words come out jumbled a lot, he loses track of what hes saying, he has absolutely no idea how to read social cues or body language and so he just nervously and aimlessly rambles on and on about whatever until he feels like hes done, he says whatevers on his mind with no filter, hes awful at small talk, and he doesnt have a good grasp on what is a normal conversation topic. he really wants friendship and connection with other people, but he has no idea how to go about it and as a result has no close friends. scott i love you so dearly
- similarly scott is very blunt (as seen on the phone calls) he does not tiptoe around anything or sugarcoat, he will straight up tell you whatever and then scramble to deal with the aftermath of whatever he said
- scott fidgets with his hands a lot and uses plenty of hand gestures, he also fumbled with his cord sometimes when hes overwhelmed (usually when hes talking) he also has a fidget spinner he got from storage back when those were popular that he uses sometimes
- he thrives on order but his sense of order is not at all a normal one, so what may seem disorienting to someone else makes perfect sense to him. he also really likes to organize things but his organization makes no sense to anyone but him. he also does not like when people move his things (he HATES when vincent uses his mug while hes on night shift)
fritz (he also has adhd which affects his autism a lot)
- like scott hes not great at talking to people, but unlike scott hes aware of the social blunders he makes. he knows that most people arent interested in hearing him talk on and on and on about his interests, but he finds it hard to have a meaningful conversation with someone without bringing them up. dealing with the animatronics is a lot easier for him since they dont judge and also are one of his special interests, so he does often feel more seen by them. he knows that the really should talk to his coworkers instead and he does try to get better about it
- his sleep schedule is busted because he loses track of time really easily when he thinks about/does something related to his special interests. he will lose sleep reading old freddys forums and scrolling ebay for freddys merch because he gets so into the zone that everything else gets blocked out
- he has auditory processing disorder which obviously acts up in a building full of loud music arcade games and screaming kids so he cant hear what someone says to him 80% of the time. he also talks loud so he can hear himself
- it can be hard for him to care about problems/situations that dont include his interests and so he is often percieved as lazy or in his own world
- hes terrible at multitasking
- he isnt very good at volume control especially when he gets excited about something
vincent
- he hates loud noises (source: vincents voice actor doing a skit about him not being a fan of loud noises where he literally beats scott to death for ringing too loud, also shown in a few of the og comics) which is part of why he hates the kids at fazbears. sometimes he tries to wear noise cancelling earbuds to drown them out but scott will tell him to take them out if he sees them </3 he gets pissy when hes overstimulated by sound and sometimes will just sneak off and hide somewhere for a while in the quiet (usually in the storage room behind the prize counter or in parts and services)
- toast is his comfort food obv, hes picky with what he eats and usually only eats easy safe foods
- he does the fucking t rex arms thing all the time
- he has very strong reactions to things he doesnt like (example: the pink uniforms)
- socializing with people is weird for him: he doesnt particularly seek out talking to people, and most of the time he actively dislikes it and avoids it, but there are a few people that he does enjoy talking to. of course, most of the enjoyment comes from tormenting them. besides whatever favorite person he has at the time (my bpd king <3333) he usually finds people to be simple and one dimensional, and he only latches onto people he deems as being interesting enough to study. vincent finds studying people from afar significantly easier and often more enjoyable than actually talking to them face to face since theres less pressure on him to perform and hes free to do what he pleases
- he has control issues and hates change especially when it comes to freddys which is his dollhouse of sorts. he has a very specific vision for the people and dynamics there, and if something major were to change he would not be happy. if one of the staff (that he deals with) were to quit, he would rather kill them than let them leave, even if it was someone he didnt really care about
- he inherited his uncles freddys merch and still collects it + he also collects knives (mostly ones he can actually use but he has some just for show too)
#five nights at freddys#fnaf#fnaf nightguards#fanon fnaf#fnaf security guards#phone guy#fritz smith#vincent bishop
39 notes
·
View notes
Text
Thoughts about the OFF Prologue (spoilers if you haven't played the nearly 20(?) year old game)
Long time fan, first time player (yeah.........) but I have a couple thoughts (edit: after typing, I have a LOT of thoughts surprisingly).
It's very fun! Combat & movement is surprisingly swift, like damn, some RPGs could take a couple of notes. Also, the names for the competences and objects have always been one of my favorite aspects of the game. I get into combat at the end of this.
The new UI is extremely fun, I love it!! I thought they would change the key art for Batter in the menu depending on the zone he's in, but it's just a color-swap I believe, which is fine, I still find it very cute. I'm also surprised they kept the original menu title, but I'm glad they did. Also, Zacharie changing poses every time you talk to him is cute. I thought he would have a different speech bubble/quip if you talk to him, but that's fine that he doesn't.
I'm pretty sure puzzles are the exact same as the original. Saying that, I don't remember the solutions of the originals but I still managed to get through them, despite me not being a puzzle guy. I do remember Mortis Ghost saying that he would've cut down or changed the number puzzles, but I'm glad the game is mostly faithful.
My biggest gripe with one of the puzzles is the one to find Dedan's room. I remember hearing people having trouble with that one and not understanding it was an audio puzzle. I personally don't like the solution of adding a visual bar that represents the loudness (if that makes sense), I feel like it make's it too obvious. Although, people who have auditory problems may find it difficult, so I personally suggest having the option to remove visual cue's for audio in the menu.
Translation-wise, it's been a couple of years so I don't exactly remember the original EN fan translation, but there were a few lines that I noticed were changed. The Judge is eloquent as ever, the Batter is stoic as ever, the Elsen are pathetic as ever, etc. There was just a single line that did irk me a bit but literally who cares.
(Left is the remake, right is the original)
The original sounds more raw and crude compared to the new line. Though to be honest, it's probably just the word "carve" I have an issue with, but whatever. Actually, I did think Dedan sounded a bit more proper(?) compared to the original, but I could be wrong.
Anyways, soundtrack. I was extremely hesitant ACC has a very distinct style. But I think it was mostly pretty good! I believe Morusque did most of the non-battle themes (correct me if I'm wrong), but they did such a great job with them. The soundtrack for the first room in Alma and Clocks Work are definitely the highlights. The creep factor was spot on with the Alma room.
Unfortunately, I found the meat river (the music(?) that plays when you ride a Pedalo) and the game-over music underwhelming, with the latter sounding a little silly to me, I can't lie. But other than that, these hit it out of the park.
Battle theme's on the other hand. Nothing's gonna top Pepper Steak, yeah, and I don't think I'm ever going to get used to White Meat unfortunately but whatever. Dedan's theme is incredible, I really like it; I swear to god I thought Papyrus was about to pop out. The reference is extremely apparent, to the point that I think it's a little grating, but it's very cute. I do think it's endearing that the reference is there, since I know Dedan was a large inspiration to Papyrus. It's a good song though, a bit of a different vibe from the original, but I don't mind. I think Fake Orchestra and this one are on par for me, Toby Fox just needs to make another title that goes as hard as Fake Orchestra.
Last thing, I really like that they added Dedan's corpse sprite after the battle. Oh also, my first game over was with Dedan. I did have to do some grinding but it wasn't that bad. My biggest gripe with RPGs (and the reason I don't play a lot of them) is the grind and gameplay aspect. OFF did get a bit repetitive since I just spammed Furious Homerun and have my Add-On do an attack, but I do like the timing and critical hits.
I'm very happy I actually game over-ed with Dedan, I was afraid I would be able to get through him with just 200cc, but no, I did have to use items and such. Also, I underestimated the ahah2 so my Batter and Add-On just kept falling asleep or feel lethargic. That's what I don't like about RPGs. Getting through bosses with one match. I'm happy he put up a fight, very fitting.
I'm excited to play the rest of the game! I skipped out playing the original because I heard how much of a grindfest it was, also because I was really afraid of it for some reason, so I opted to just re-watch the same 2 hour game play like a P*rsona fan. I did play the tutorial though.... I need to pay my dues and finish what I started.
EDIT: LAST THING, I think the characters teleporting being changed to... THUNDER? LIGHTNING? Is so funny. I did like the original, but I do giggle every time I summon a Pedalo and lightning strikes. I strike thee, Pedalo.
#im so excited to get my fangamer merch#IVE BEEN THINKING ABOUT THAT BATTER JACKET NIGHT AND DAY#im so mad i missed out on the judge plushie. i actually bought the merch day 1#but i didnt include him and changed my mind later. and by the time i got back to it#he was gone. I had to cancel my entire order and go order again if I wanted to add him on#whatever. i dont regret it#etc#off game spoilers#off spoilers#i dont think i need to add spoilers but whatever#spoilers
10 notes
·
View notes
Text
t4t c!awesamdream with both on the ace spectrum but are also both curious about sex and would like to try it
and while c!dream had the opportunity to try it and found out, yeah he likes it but just as a thing of "it feels great when done right". like playing video games but sensations being more from the touch area instead of visual/auditory/etc.
c!sam meanwhile didn't have a chance yet as he needs to feel a certain level of comfort with the person he tries it with. he had conversations with some of his friends about sex where they all offhandedly mentioned that they wouldn't have intercourse with him for different reasons (not attracted cause gender/relationship or sth else).
and well when he starts T, he does get higher horny levels and still wants to try out sex with no opportunities. he debates maybe even paying a sex worker but not knowing about how the whole procedure there goes scares him off (+ missing comfort of knowing the other person)
cue him becoming friends with dream. and one day after many conversations and times spent together, the topic comes up.
and c!sam finds out that some of his supiciouns have been corrected. generally, he likes sex. he also finds out there are parts he does not like (e.g. so much slimy liquidy stuff involved. which turns out is at some point a sensory issue for him). much like c!dream, he does enjoy the pleasurable feeling of it though.
5 notes
·
View notes
Text
Introduction!!
Hiya everypony!! I wanted to post a little something to introduce myself ^^ This blog will be a lot of agere/hyperfixation posting, so hopefully you're ok with that! I am here to meet new friends that I can relate to and are understanding of my regression/dreaming
- I'm not comfortable having my name out there, so you can just call me Cat (she/her) !
- I'm 25+ (regress/dream at 3-6) and am not comfy with communicating with minors, but this blog is 100% sfw
- I'm neurodivergent (undiagnosed atm but told so by medical professionals and on medication) and have issues with executive functioning, oversharing, difficulty with social cues, and auditory processing problems. I also have moderate-severe OCD, which can hinder other parts of my life. I say this only to ask for patience as things can be hard and responding can be difficult if I get overwhelmed with stuff, but it does not mean I don't wanna talk :3
- This blog/acc is for my own agere/inner child healing journey, and I do not want to interact with any NSFW elements. I do not see my regression/dreaming as sexual in any way (I am also not looking for a cg).
- My interests include MLP (all gens but especially G4), Bluey, Hazbin/Helluva Boss, anime/manga (shoujo and magical girls mainly), drawing, coloring, listening to music, making music, Sylvania Families/Calico Critters, Pokemon, IdolM@ster Cinderella Girls, Vocaloid, Pretty Cure, analog media, y2k aesthetics, shopping, playing with my stuffies, wearing cute clothes, going on cute dates, stationary, animation in general, the Sims (only have 4 T-T), WoW, CoD, Sanrio, Strawberry Shortcake, Animal Crossing of all types, Nintendo games, Witch Hat Atelier, Cardcaptor Sakura (my fav anime!!), Shugo Chara, Tokyo Mew Mew, Di Gi Charat, Lucky Star, and anything cute! <3.
Feel free to message away, as I'm an open book and love to talk way too much honestly, but that's all the stuff I could think of to say atm. If you are into any of my special interest stuff above I will be able to talk to you easily ^^

#agere#sfw agere#age regression#sfw interaction only#sfw littlespace#sfw little blog#sfw only#sfw age dreamer#age dreaming#age dreamer#neurodivergent#fandom agere#my little pony#older regressor#age regressor#agere blog#sfw age regression#agere little#agere community#safe agere#sfw agedre#agedre blog#safe agedre#agedre community
12 notes
·
View notes
Note
Omg I’m giggling Winnie would sooo unironically devour soft tacos. Honestly she was so lonely in that closet that she’d love to befriend everyone (even Shrimpo but that’s currently a work in progress)
All I have of her right now is doodles in my multi subject note back that I do during my lectures LOL. There’s only one other person in my Brit lit 2 class, and it’s an hour 15 minutes. So there’s only so long I can spend actuvely staring at the prof as he goes over romanticism and egocentric bad boys… clearly I was not the audience for these romanticists from the old😭😭😭
Anyone boom take a doodle dump :3
She got big ole eyebrows and I just love them sm



Also a silly little interaction comic(?) I like to think I’m funny at times </3


One day she’ll get an actual ref…
ANYWAYS Winnie the werewolf is meant to be a distractor but with a twist, I like the idea of a brawler type toon who can stun twisteds, so like her skill (which mechanically speaking would either have a super duper long cool down or could only be activated once per floor) would give her a brief period of invincibility where she could stun a twisted. The amount of time a twisted is stunned depends on its rarity, with main characters having shorter stun periods and Dandy being an exception because uh… lethal status.
(Now from a story telling perspective this is solely for the purpose so I can imagine her just launching at t pebble during panic and going crazy LOL)
Realistically an ability like this probs wouldn’t even fit in the game but your honor… I love her and this is my whimsy and joy we’re talking about
Uhm onto t-Winnie. Contrary to her more brawny methods of her toon side, t. Winnie is completely harmless! In fact the danger comes not from her own actions per-say but the debuff she’ll apply to players :3
Silence. It’s hard to notice at first, over the chatter of the group and from the mechanical groans of Dandy’s store as he descends back to the depths of whence he came. A few seconds go by in a surprisingly comfortable lull; however it’s as the elevator opens, the fluorescent lightening pouring out from its maw, that the first signs of wrong, wrong, wrong settle.
There is no beeping, there is not the whir of gears, there won’t even be the annoyingly familiar plip plop of ichor machines dripping. Just pure uncomfortable silence.
The silence debuff basically masks all auditory cues and sfx, mechanically speaking this would mean no main character noises if one was spawned on the floor with her as well and no chase sound cue (which means you’d only be able to rely on the eye icon if you were spotted)
It’s supposed to mimic the isolated closet they spent most of their early creation within
It’s meant to be unnerving, and can easily make a simple floor seem all the more difficult because you’re on edge!
(Plus hear me out, blackout with t.pebble, if you didn’t have brightney or vee to scan for twisteds it would be prettttyyyy hard to complete)
T. Winnie’s pathing would also lock onto the closest player by themselves, she’s completely passive and will mainly just stare at you, while also following. So if the closest person was extracting they kinda just stand there like this: 🧍♀️LOL
Because winnies a passive toon they don’t have a panic speed/run speed. Plus due to their bigger size she can be quite the slow one so it would be better to just let her roam tbh…
Anywaus perhaps the reason she finds herself sticking to straggler toons is providing her own warped sense of comfort in their ichor twisted mind. That they never got to feel pre twisted!
Is she op… mayhaps but that is why she’s an oc tehe
Anyways I am so sorry for this yapfest oricjaiajsuxu
(Trust I’m drawing all the ocs I’ve got my grubby mittens on them— they are getting drawn…)
me and winnie are besties rn. bet. me and shrimpo fighting rn
thats my fav. part of writing is i can just bs everything including making interacting with the twisted possible. So >:D FLY AWAY WINNIE
embrace the OP. embrace it. We are FREE BESTIE
Alway yap at me trust <3
(GHOGG UR SO SWEET)
5 notes
·
View notes
Text
the beauty of our Weapons
Wake-up cues echoed through the helmeted heads, and the recruits stood in their docking stations, like dormant soldiers ready to be summoned to life.
The monotony of the morning ritual unfolded – a mechanical ballet of standing up, the buzzing hum of the waste disposal system, and the subdued hiss as visors lifted for the brief respite of personal maintenance.
The visors retracted for the morning ablutions, revealing the faces behind the technology. Teeth were cleaned, faces washed, all within the confines of the armored exoskeletons.
The procession continued to the chow hall, where the recruits stood in line, trays dispensed with calibrated precision, and the visors retracted for the obligatory morning sustenance.
Medication followed, a regimented routine of pharmaceuticals administered under the watchful eye of the instructors. The recruits, visors now open, swallowed the pills, a routine ingrained into the fabric of their existence.
The rhythmic hum of the Mark IV Armour Suits echoed through the room as the recruits stood in perfect formation. The visors descended, cutting off the outside world and enveloping them in a cocoon of darkness. In unison, they assumed parade rest, a tableau of discipline and uniformity.
As the visors dimmed, a subtle glow emanated from the HUD, casting an ethereal light on the recruits' faces. The group channel crackled to life, connecting them in a shared auditory space. The familiar voice of the AI guided them through the recitation of the suit pledge.
"This is my suit. There are many like it, but this one is mine," echoed through the helmets, a mantra that had become ingrained in their consciousness. The words, though spoken collectively, resonated with individual significance, each recruit internalizing the creed that bound them to their armor.
As the last words of the pledge hung in the air, the visors remained dimmed, a collective tableau frozen in the aftermath of shared recitation. The recruits, visages obscured, awaited the next command.
KO10T and 6DG05 approached the platoon, their armored forms cutting through the dimly lit atmosphere. The HUD displayed a synchronized visual of the recruits, each figure standing at attention, visors dimmed, a collective embodiment of the creed they had just recited.
KO10T: [Instructors-Only Channel] Impressive. They're adapting well to the routine.
6DG05: [Instructors-Only Channel] Indeed. The neural conditioning is taking root.
KO10T: [Instructors-Only Channel] The synchronization is key. Unity in purpose, uniformity in action. They are becoming the embodiment of our vision.
6DG05: [Instructors-Only Channel] The next phase of training will shape them further. Deadly force instruction will test their resolve.
KO10T: [Instructors-Only Channel] We proceed as planned.
KO10T opened a channel to the recruits their visors still dark, blocking out all sensory input. When he spoke it felt for the recruits as if he spoke to them directly.
KO10T: [Recruits' Channel] Attention, recruits. Today marks a pivotal moment in your training. We will be heading to the range for an extensive session on the use of paramedic rifles. You will spend the entire day in practical exercises.
The recruits marched in lockstep, a procession of obscured faces hidden behind dimmed visors. The lead recruit, privileged with the unobstructed view, navigated the path as if guiding his comrades through a digital mirage. The HUD transformed their march into a simulated realm, where symbols and markers replaced the tangible reality, reducing the act of movement to the mechanics of a bland video game.
The eerie precision of their synchronized steps mirrored the regimented dance of avatars in a digital landscape.
Locked up, strapped in, feeling fine, In our chasity cages, we toe the line. Paramedic pride, from head to toe, In these cages, we're ready to go.
In the hollow, metallic cadence of their virtual realm, the recruits marched forward through the digital landscape.
They say it's for safety, a paramedic's delight, Our chasity cages, gleaming and tight. No distractions, no wandering gaze, Just focused on saving lives, in all our paramedic days.
The rhythmic thud of boots on the unseen ground echoed in their helmets, synchronized with a chorus of paramedic marching cadences.
So here's to the cage, a paramedic's delight, In the darkest of hours and the dead of night. With pride, we wear it, as we proudly say, In our chasity cages, we save the day!
Each recruit, isolated in the visual confinement of their dimmed visors, found solace in the shared audio realm.
Three years of service, we're in this together, Shaved heads, strong bonds, in any weather. Paramedic corps, diverse and gay, Marching proud, we're here to stay.
Amidst the chorus of voices emanating from the helmet channel, the cadences told tales of service, duty, and the peculiar fusion of man and machine in the paramedic corps.
A byproduct of training, unexpected and true, Most of us are gay, who knew? But in this corps, acceptance reigns, Different paths, but shared pains.
The boots thudded in rhythm, a synchronized march beneath the muted grey sky. The chorus echoed through the paramedics' helmets, a digital harmony that reverberated in the hollows of their sealed suits. The HUD painted a monochromatic landscape, the real world reduced to symbols and data points.
So here's to the conscript years, a journey unique, With shaved heads and friendships, we all seek. In the paramedic corps, where colors blend, Marching forward, together, until the end.
In front, the chosen paramedic, a temporary guide through the digital march, led the way. he AI crafted an experience, carefully orchestrating the sights and sounds, encapsulating the essence of a conscript's journey in the digitalized march.
In the barracks, where friendships bloom, Three years of conscript service, in this groom. Our heads are shaved, our spirits high, Marching forward, under closed visors.
As the song continued, the recruits felt the weight of their suits, the tempo of their existence dictated by the relentless march.
Finally they arrived at the range where their instructors KO10T and 6DG05 welcomed them.
KO10T and 6DG05, towering in their suits, faced the recruits at the range, the digital landscape of the HUD shifting to a visual representation of the firearm safety rules. The monochrome backdrop transformed into a series of animated icons, each rule presented with clarity.
Treat every weapon as if it were loaded. The HUD illustrated a firearm, a constant reminder of the potential danger in their hands. A digital replica that emphasized the gravity of handling any weapon, real or simulated.
Keep your finger straight and off the trigger until you intend to fire. An animated hand appeared on the HUD, the index finger extending and retracting, demonstrating the disciplined control required when wielding a weapon.
Never point your weapon at anything you don't intend to shoot. The digital landscape shifted to scenes of caution, icons depicting safe and unsafe directions. The recruits absorbed the lesson, the gravity of the rule underscored by the symbolic visuals in their helmets.
Keep your weapon on safe until you intend to fire. The HUD displayed a firearm's safety selector, transitioning between safe and fire modes.
The recruits, encased in their suits, felt the weight of responsibility amplified by the symbolic imagery in their helmets.
The visors of the recruits depolarized, revealing a stark reality beyond the digital confines of their HUD. The training ground sprawled before them, a desolate landscape of concrete and metallic structures. The recruits, now able to fully perceive their surroundings, glimpsed the faces of their comrades, their expressions a mix of anticipation and trepidation.
The machines, looming like monoliths, stood ready to dispense the paramedic rifles—a tangible manifestation of the authority and responsibility bestowed upon them. The air crackled with a sense of purpose, the recruits acutely aware that this was no simulation; these were real weapons, and the training about to unfold was a bridge between theory and the stark reality of their roles as tactical paramedics.
The depolarized visors not only exposed the immediate environment but also revealed the subtle details of each recruit's facial expressions. Eyes that once hid behind the visors now met in shared acknowledgment, a silent understanding that the gravity of their training had just escalated. The desolation of the training ground mirrored the stark path ahead, a journey into the heart of their paramedic duties, where decisions could mean life or death.
The recruits received the paramedic rifles with a sense of solemnity, the weight of responsibility palpable in the crisp air. Instructed by KO10T and 6DG05, they meticulously inspected the weapons, their gloved hands navigating the intricate details under the guidance of the HUD overlay. Each recruit, visors still depolarized, engaged in the careful examination and cleaning process, ensuring that the tools of their trade were in optimal condition.
The HUD overlay became a digital assistant, highlighting key components, providing real-time feedback on inspection progress, and offering visual cues for the intricate cleaning procedures. Symbols and indicators flickered within their visors, creating a seamless fusion of technological guidance and hands-on application. The recruits, immersed in this augmented reality, moved with a shared purpose, a choreography of precision guided by the digital cues.
KO10T and 6DG05, their own suits clad in authority, circled the recruits, offering occasional guidance and words of encouragement.
The cleaning materials in their gloved hands became extensions of their commitment, each stroke and wipe reinforcing the symbiotic relationship between the paramedic and the rifle. The HUD overlay provided a digital guide, indicating areas that required special attention and offering real-time feedback on the cleaning progress. Symbols and prompts danced within their visors, guiding their hands through the complexities of the rifle's anatomy.
Inside the helmets, 6DG05's voice resonated with clarity, transmitted through the secure communication channels. The HUD displayed relevant information, providing a visual aid to complement the auditory instructions. As 6DG05 delved into the details of the MK 656 rifle, his words were accompanied by digital overlays within the recruits' visors.
The recruits, visors depolarized, absorbed the information in synchronized unison. The visual representation of the MK 656 appeared before their eyes, a holographic projection that highlighted key features and components. Each detail mentioned by 6DG05 triggered an annotation within their HUD, ensuring that the recruits could visually correlate the verbal guidance with the actual components of the rifle they held.
The instructor's voice carried a reassuring tone, guiding the recruits through the intricacies of the weapon. The HUD simultaneously displayed the relevant sections of the rifle, emphasizing the rail-mounted polymer flip-up sight that would be instrumental in their initial training. Symbols and diagrams augmented the verbal explanation, enriching the recruits' understanding of the MK 656's manual mode and its compatibility with the armoured suits.
As 6DG05 continued his instructions, the recruits felt a sense of integration between the auditory and visual elements, the information seamlessly converging within their helmets. The technological symphony of guidance unfolded, preparing the recruits for the hands-on experience that awaited them on the firing range.
Over their encrypted communication channels, IU664's voice reached H2U8M with a digital clarity that transcended the confines of their helmets.
IU664: [Text Insert on HUD] Feels solid, doesn't it? The weight, the texture.
H2U8M: [Text Insert on HUD] Yeah, like an extension of the suit. Excited about the shooting practice?
IU664: [Text Insert on HUD] Absolutely. Can't wait to see what this MK 656 can do.
In the controlled environment of the range, the recruits stood in a disciplined formation. The MK 656 rifles, extensions of their armoured suits, were cradled in their gauntleted hands. The noise suppression technology seamlessly isolated them from the external world, transforming the explosive cracks of gunfire into subdued, controlled reports within the confines of their helmets.
With each precise pull of the trigger, the rifles unleashed 5.56×45mm NATO ammunition downrange. The Built-in Air Filtration ensured they could breathe easy, maintaining optimal air quality as they focused on their marksmanship. The HUDs projected critical information, creating a digital overlay that enhanced their understanding of the ongoing exercise. Real-time data on target accuracy, ammunition count, and various performance metrics guided them through the training.
The atmosphere on the range was a paradox — a symphony of controlled gunfire accompanied by the quiet assurance of the recruits, their actions synchronized by the technology woven into their armoured suits.
KO10T: [Text Insert on HUD] Let's give them a taste of reward conditioning, 6DG05.
6DG05: [Text Insert on HUD] Agreed. It'll boost their morale and reinforce positive behavior.
As the recruits continued firing, the instructors, initiated the instant reward routines. Each time a shot landed within the designated target parameters, a surge of pleasurable stimuli coursed through the recruits' chastity cages. It was a subtle reinforcement, a digital pat on the back to encourage precision and accuracy.
The instructors observed the recruits through the telemetry data, ensuring that the reward conditioning was having the desired effect.
IU664: [Text Insert on Encrypted Channel] Well, looks like hitting the mark comes with its perks.
H2U8M: [Text Insert on Encrypted Channel] Pleasure for precision, who would've thought?
IU664: [Text Insert on Encrypted Channel] Incentives in all the right places, my friend.
H2U8M: [Text Insert on Encrypted Channel] Wonder if the higher-ups are getting a kick out of watching our pleasure stats.
KO10T: [Text Insert on Encrypted Channel] Alright, recruits, cease fire. Secure your rifles. It's time for a break. Chow and tea. Enjoy.
As the message from KO10T echoed in their helmets, the shooting range fell silent. The recruits carefully secured their rifles, following the procedures they had been trained on. The HUD guided them through the steps, overlaying instructions on their field of view. Once the rifles were safely stored, they began their march to the designated area for a well-deserved break.
12 notes
·
View notes
Text
playing shelter 2 for the first time and I have some thoughts and some stories
mild cw for fictional animal death
the art style is so so so so pretty. I wish more games did stuff like this
the use of stars as visual guide to the den is really interesting, I wonder if there’s any extra symbolism? especially with paws (which I played first) having a star as well. if there are any shelter 2 fans reading I’d love to hear your ideas
THE CUBS. they’re so cute the way I got instantly attached is so unfair. why do you do this to me game. why do this when there’s such a large chance of one dying. send help
the first predator attack I got was an eagle… and a fox. at the same time. I heard the eagle first and then I saw the fox and was like ??? that’s a weird auditory cue for a fox attack. I killed the fox, turned around to see this big white mass grab one of my cubs. somehow I saved them, and I have no idea how I managed it
also also. idk if it’s just a switch port thing or what but the fox death animation is so funny to me. they just ragdoll like 8 ft backwards like they got one punch man’d
actually considering the controls for hunting in this game the one punch man thing isn’t actually that far off I think
anyways the rest of the animations are literally perfect no comments or advice I love them
at one point one of the cubs got scared for no discernible reason and I was like ???. then 2 seconds later a thunderstorm started. anyways apparently my AI video game child is more observant than I am in this essay I will
the absolute terror when only 3 of the cubs come to get food. I look around for the brown one and BAM. she’s several feet away just staring at nothing. honestly me too girlie pop
the point is this game is amazing and I’m so neurodivergent about it that I actually posted on tumblr.com so 10/10 would recommend
10 notes
·
View notes
Note
I've always sorta wanted to make a horror movie that uses visual and not auditory cues to build suspense and tension. I feel like you could do a lot with color and lighting (red light when danger is around?) (Idk I'm not a filmmaker). What do you think of this thought? Would you want to see a visual horror movie?
Hello,
honestly, I am not the best person to ask, since I usually avoid horror media. (but i know plenty of deaf people who love it, its not universal lol)
I think it would be tricky to make but interesting project. Too many bright/weird lights can be a negative thing, since it can strain eyes and/or cause seizures.
If you want an example of something I found extremely scary despite playing without sound, it would be game Subnautica. It takes place almost entirely underwater, so sound is muted anyway and you cant use the traditional scary sounds. But there is darkness all around you, huge monsters are emerging from waters, weird structures and lights... yeah, its scary as fuck alright.
Deep silence can be its own kind of horror.
Mod T
7 notes
·
View notes
Note
Ghost has no gender, no hair tie, no overarching motivation… damn someone give this dude a purpo- no not murder put the knife away buddy
Actually SPEAKING of murder, since he’s basically blind, and lived the majority of his life in darkness, does he ever use that to his advantage when fighting? I know Drows get darkness as a racial ability, so I could see him doing his whole “tee-hee murder spree” schtick all showy and ego-boosting and whatnot, only to suddenly drown his opponent in Drow Ink (Drownk?) and fight them in the pitch black
You’ve never mentioned it afaik but I thought it was a neato idea
P.S. LOVE how you draw Orin and you are so right, she CAN have the body of a Gym Dude AND a schlong big enough to make Ghost see stars (probably the only way he’d be able to tbqh)
HEY THIS ASK MADE ME LAUGH MY ASS OFF MULTIPLE TIMES. Just hit after hit honestly. "No gender, no hair tie, no overarching motivation" IMPECCABLE LINE. "Actually SPEAKING of murder" PERFECT TRANSITION. "big enough to make Ghost see stars (probably the only way he'd be able to tbqh)" AGHGSGHAHAHAHGHHAHA
So anyway, thanks anon, this was a pleasure to read (also, glad you're into the way I draw Orin!) <3
First off, you're so right, this man needs a purpose so badly it's unreal.
Secondly, I've actually never thought about him using magical darkness specifically! That's a very cool idea (and I love the phrase "drow ink"). Even though he's canonically a paladin, I don't tend to think of him using much magic, at least not in the typical spell-casting sense—the way I see him, any magic he has is interwoven into him in ways that make him subtly stronger, faster, more resilient, and overall deadlier. He doesn't intend for magical effects to come out as spells; things just tend to happen the way he wants them to. Now that you bring up darkness, though, I'm thinking that that sort of thing might apply. Perhaps, when you encounter him in a dimly-lit passageway, the shadows around him are just a bit darker—and the dark just a bit more disorienting—than before.
That being said, he does absolutely fight in ways that let him take advantage of the fact that he's got much less need for light than others. When he expects a fight, he does his best to ensure that fight happens in a dark area—he'll be fine, but his opponents will struggle. But he can make it work in bright places when he needs to.
In previous editions of D&D, drow were sometimes said to have infrared/thermal vision. I know they took thermal vision out of the game system because it's an absolute nightmare to make rulings on (can you see a presumably room-temperature zombie? does a zombie produce any body heat? how long has it been dead? is it actually room temperature? is there a certain necromantic chill to it?), but conceptually I like it, so I think he does have some infrared vision with slightly better acuity than his standard visible-spectrum vision. That helps him against quite a lot of combatants—it's not great for detail, but in a fight he doesn't need much more than basic motion and position. Between that and a well-developed ability to track the movements of creatures based on auditory cues, he's still a frighteningly competent combatant in daylight (though he'll grumble about it being too fucking bright approximately once every five minutes until he's back in the dark).
You're right that he's not got very much of a chance at seeing stars. (Aside from through those... uh... alternate methods. Orin truly did show him a whole new world.)
4 notes
·
View notes
Text
How to Talk to Anyone: 92 Tricks for Instant Success in Relationships
📚✨ Get your free account for 30 days + two free books from Amazon! 🌟 📖
Question:
Ever wondered how some individuals effortlessly captivate everyone around them, turning every interaction into a success story? What if I told you there's a treasure trove of communication secrets waiting for you in the audiobook "How to Talk to Anyone: 92 Little Tricks for Big Success in Relationships" by Leil Lowndes? Have you considered starting a free trial account to explore this invaluable resource and unlock the key to mastering conversations and relationships?
Answer:
Absolutely! "How to Talk to Anyone" by Leil Lowndes is a game-changer in the realm of communication, offering 92 practical and effective techniques to navigate social and professional interactions with finesse. Here's a detailed breakdown of why this audiobook is a must-listen and the additional benefits of starting a free trial account:
Value and Features of Audiobook Membership:
📚✨ Get your free account for 30 days + two free books from Amazon! 🌟 📖
30-Day Free Trial for Unlimited Listening: By signing up for an audiobook membership, you gain access to a 30-day free trial. This means you can explore and absorb the wisdom of "How to Talk to Anyone" and countless other titles without any cost for the initial period.
Vast Library of Audiobooks: Audiobook platforms provide a diverse and extensive library covering various genres. From self-improvement to fiction, the selection caters to different tastes and interests, ensuring there's something for everyone.
Flexible Listening Anytime, Anywhere: Audiobooks offer the flexibility to listen on the go. Whether you're commuting, exercising, or relaxing at home, you can seamlessly integrate learning and entertainment into your daily routine.
Enhanced Retention with Auditory Learning: For many, auditory learning enhances information retention. Listening to books allows you to absorb valuable insights in a way that complements different learning styles.
📚✨ Get your free account for 30 days + two free books from Amazon! 🌟 📖
Getting Started with a 30-Day Free Trial:
To kickstart your audiobook journey and dive into the world of "How to Talk to Anyone," you can visit this link. Sign up and start your exploration of communication mastery.
Appreciation and Achievements:
The appreciation gained from listening to insightful audiobooks is immeasurable:
Improved Communication Skills: Leil Lowndes' techniques will empower you to make dynamite first impressions, master small and big talk, and establish deep rapport with anyone.
Enhanced Confidence: Learning the art of effective communication boosts confidence in various social and professional settings.
Life-Changing Insights: The audiobook is based on solid research, providing practical and proven techniques that can positively impact your personal and professional relationships.
📚✨ Get your free account for 30 days + two free books from Amazon! 🌟 📖
Basics to Learn for Effective Communication:
For those new to audiobooks and the art of effective communication, consider focusing on:
Active Listening Techniques: Enhance your ability to listen actively, a crucial aspect of successful communication.
Body Language Awareness: Leverage the power of non-verbal cues to reinforce your verbal communication.
Application of Techniques: Practice the named techniques from the audiobook in real-life scenarios to internalize them effectively.
Transform your communication style with "How to Talk to Anyone" and embark on a journey of personal and professional success. Your path to mastering conversations starts here. Don't miss out on the chance to learn from one of the best in the field!
📚✨ Get your free account for 30 days + two free books from Amazon! 🌟 📖
#communicationskills#HowToTalkToAnyone#AudiobookLearning#reading#x reader#book#book review#for women#for many reasons#relationshipbuilding#relationship#book summary#book recommendations#best seller books#social skills#personal growth#life hacks#self improvement
2 notes
·
View notes
Text
I just graduated with a degree in game design and they literally taught us this in school. Devs should definitely be embarrassed about lack of accessibility options. A couple other ones we learned about that aren’t mentioned here are looking at your games through colorblind filters to make sure everything is still visible, including visual cues for anything auditory (or at least an option to toggle that on or off), and as somewhat of an extension off of being able to remap controllers being able to switch to using an entirely different controller that better suits your needs.
game companies should be fucking EMBARRASSED about being inaccessible. it should be mortifying to ship a game with shit captions or no UI scaling options or no option to disable flashing / strobing effects. games lauding their character customization should be laughingstocks for not including hearing aids or congenital disorders or prosthetic limbs. EA should be publicly fucking humiliated for the sims series being 23 goddamn years old and include cats and dogs and horses and werewolves and zombies and mermaids and star wars and not FUCKING WHEELCHAIRS.
54K notes
·
View notes
Text
Price: [price_with_discount] (as of [price_update_date] - Details) [ad_1] From the manufacturer The ZEB-Jukebar 3902 is designed to enhance your audio immersion by incorporating top-notch audio technology, bringing the theater experience directly to your home. The ZEB-Jukebar 3902 offers the flexibility of being wall-mountable so that you can tailor your audio setup according to your space. Delivering extraordinary and powerful audio, this soundbar commands attention with an impressive power output—140W The 4.46-inch subwoofer driver is here to offer you a visceral experience with the deep bass that resonates with intensity, making you groove to every beat. Delve into a cinematic auditory experience with the virtual 5.1 surround sound feature best suited for watching movies and playing games. The LED indicator on the soundbar enhances the overall experience, providing clear visual cues for settings and modes, ensuring ease of use. Versatility takes center stage with multi-connectivity options, including Bluetooth v5.0, HDMI (ARC), Optical, USB, and AUX ports. This extensive range ensures seamless integration with a myriad of devices for a flexible and hassle-free audio experience. [ad_2]
0 notes
Text
Digital Media: Sources and Significance [Academic Blogs]
1.The Visual Semantics of Journey and Player Affective Experience
Journey (Thatgamecompany, 2012) is a paradigmatic example of how minimalist design can trigger deep emotional engagement. Applying Isbister’s (2016) model of emotion through design, I conducted an analysis of the game's wordless story, adaptive music, and nameless avatars, which collectively construct strong emotional bonds among players. Isbister highlights the importance of aesthetic principles in shaping emotional experiences during game play. Through Journey, the player's motion and cooperative goals create a sense of togetherness without dialogue, thus complementing Isbister’s contention that game design can generate empathy. This observation has directly influenced my approach to prototyping character interactions; as a result, I have started focusing on environmental storytelling and non-verbal cues instead of text exposition. Significantly, Journey's musical system responds dynamically to game event dynamics, which strengthens emotionally intense moments. My plan is to apply similar strategies by using adaptive audio within Unity. Studying Journey has enhanced my understanding of how emotional trajectories can be developed through spatial design, auditory features, and cooperative game dynamics.
Reference
Isbister, K. (2016) How Games Move Us: Emotion by Design. Cambridge, MA: MIT Press. Available at: https://mitpress.mit.edu/books/how-games-move-us
0 notes