#developer beta
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mishtiikrishna · 12 days ago
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let's fucking go-
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stars-obsession-pit · 2 months ago
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Danny was forced to flee from his home universe due to the actions of the Guys in White.
At first, his new universe of choice seemed amazing! Sure the crime rate seemed higher than back home, but superpowers a known thing! If his powers are discovered, he’ll have actual legal protections! And better yet, they have actual living aliens!!
But then as he tried to integrate himself into a normal life, he found the catch.
Apparently, pheromones and associated “pack” instincts are an integral aspect of social interactions in this universe. And since he’s from a different one, he has neither.
It’s like being an outcast at Casper High all over again.
Without the pheromones, he comes off as uncannily flat to basically everyone he meets—never mind how he’s constantly missing context about the people around him. And even if someone does try to connect with him, it seems like his lack of pack instincts might make him come across as dismissive anyway.
He already struggled with social cues sometimes before, but this made things a million times worse.
Luckily, he’s already found a light in the darkness.
Cass.
He’s not quite sure how he befriended the quiet girl, but she’s the best. Even without having pheromones, she seems to just get him. Plus, she’s been indispensable in helping him learn how to understand and navigate social situations properly.
As far as he’s concerned, she’s basically an angel.
He gets the sense she was an outsider like him too once, though he hasn’t tried to pry into her backstory. The last thing he wants is to damage their friendship.
Which is also why he’s trying to keep his growing crush on the down-low too. He doubts she feels the same way, so there’s no reason to rock the boat.
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moonsnqil · 6 months ago
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god i wish there was more omegaverse in this fandom
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alpha-beta-gamer · 1 year ago
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POOLS is an eerie poolcore liminal space exploration game inspired by Jared Pikes's Dream Polls artwork!
Read More & Play The Beta Demo, Free (Steam)
Extended gameplay video:
youtube
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just-ornstein · 1 year ago
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[JK]  My first job was as an Assistant Producer for a video game company called Interplay in Irvine, CA. I had recently graduated from Boston University's School of Fine Arts with an MFA in Directing (I started out as a theatre nerd), but also had some limited coding experience and a passion for computers. It didn't look like I'd be able to make a living directing plays, so I decided to combine entertainment and technology (before it was cool!) and pitched myself to Brian Fargo, Interplay's CEO. He gave me my first break. I packed up and moved out west, and I've been producing games ever since.
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[JK] I loved my time at EA. I was there for almost a full decade, and learned a tremendous amount about game-making, and met the most talented and driven people, who I remain in touch with today. EA gave me many opportunities, and never stopped betting on me. I worked on The Sims for nearly 5 years, and then afterwards, I worked on console action games as part of the Visceral studio. I was the Creative Director for the 2007 game "The Simpsons", and was the Executive Producer and Creative Director for the 2009 game "Dante's Inferno".
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[JK] I haven't played in a long while, but I do recall that after the game shipped, my wife and I played the retail version for some time -- we created ourselves, and experimented with having a baby ahead of the actual birth of our son (in 2007). Even though I'd been part of the development team, and understood deeply how the simulation worked, I was still continually surprised at how "real" our Sims felt, and how accurate their responses were to having a baby in the house. It really felt like "us"!
Now for some of the development and lore related questions:
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[JK] So I ended up in the incredibly fortunate position of creating the shipping neighborhoods for The Sims 2, and recruiting a few teammates to help me as we went along. 
Around the same time, we started using the Buy/Build tools to make houses we could save, and also bring them into each new build of the game (correcting for any bugs and incompatibilities). With the import tool, we could load Sims into these houses. In time, this "vanguard QA" process turned into a creative endeavor to define the "saved state" of the neighborhoods we would actually end up shipping with the game.
On playtesting & the leftover sims data on various lots:
Basically, we were in the late stages of development, and the Save Game functionality wasn't quite working. In order to test the game properly, you really needed to have a lot of assets, and a lot of Sims with histories (as if you'd been playing them for weeks) to test out everything the game had to offer. So I started defining a set of characters in a spreadsheet, with all their tuning variables, and worked with engineering to create an importer, so that with each new build, I could essentially "load" a kind of massive saved game, and quickly start playing and testing. 
It was fairly organic, and as the game's functionality improved, so did our starter houses and families. 
The thought process behind the creation of the iconic three neighborhoods:
I would not say it was particularly planned out ahead of time. We knew we needed a few saved houses to ship with the game; Sims 1, after all, had the Goth house, and Bob Newbie's house. But there wasn't necessarily a clear direction for what the neighborhood would be for Sims 2. We needed the game to be far enough along, so that the neighborhood could be a proper showcase for all the features in the game. With each new feature that turned alpha, I had a new tool in my toolbox, and I could expand the houses and families I was working on. Once we had the multi-neighborhood functionality, I decided we would not just have 1 starter neighborhood, but 3. With the Aging feature, Memories, a few wacky objects, plus a huge catalog of architectural and decorative content, I felt we had enough material for 3 truly distinct neighborhoods. And we added a couple of people to what became the "Neighborhood Team" around that time.
Later, when we created Strangetown, and eventually Veronaville, I believe we went back and changed Pleasantville to Pleasantview... because I liked the alliteration of "Verona-Ville", and there was no sense in having two "villes". (To this day, by the way, I still don't know whether to capitalize the "V" -- this was hotly debated at the time!)
Pleasantview:
Anyway, to answer your question, we of course started with Pleasantview. As I recall, we were not quite committed to multiple neighborhoods at first, and I think it was called Pleasantville initially, which was kind of a nod to Simsville... but without calling it Simsville, which was a little too on the nose. (There had also been an ill-fated game in development at Maxis at the time, called SimsVille, which was cancelled.) It's been suggested that Pleasantville referred to the movie, but I don't think I ever saw that movie, and we just felt that Pleasantville kind of captured the feeling of the game, and the relaxing, simple, idyllic world of the Sims.
Pleasantview started as a place to capture the aging feature, which was all new to The Sims 2. We knew we had toddlers, teens, and elders to play with, so we started making families that reflected the various stages of family life: the single mom with 3 young kids, the parents with two teens, the old rich guy with two young gold-diggers, etc. We also had a much greater variety of ethnicity to play with than Sims 1, and we had all new variables like sexual orientation and memories. All these things made for rich fodder for a great diversity of families. Then, once we had family trees, and tombstones that carried the actual data for the dead Sims, the doors really blew open. We started asking ourselves, "What if Bella and Mortimer Goth could be characters in Sims 2, but aged 25 years? And what if Cassandra is grown up? And what if Bella is actually missing, and that could be a fun mystery hanging over the whole game?" And then finally the "Big Life Moments" went into the game -- like weddings and birthdays -- and we could sort of tee these up in the Save Game, so that they would happen within the first few minutes of playing the families. This served both as a tutorial for the features, but also a great story-telling device.
Anyway, it all just flowed from there, as we started creating connections between families, relationships, histories, family trees, and stories that we could weave into the game, using only the simulation features that were available to us. It was a really fun and creative time, and we wrote all of the lore of Sims 2 within a couple of months, and then just brought it to life in the game.
Strangetown:
Strangetown was kind of a no-brainer. We needed an alternate neighborhood for all the paranormal stuff the Sims was known for: alien abduction, male pregnancy, science experiments, ghosts, etc. We had the desert terrain, which created a nice contrast to the lush Pleasantville, and gave it an obvious Area 51 vibe.
The fact that Veronaville is the oldest file probably reflects the fact that it was finished first, not that it was started first. That's my guess anyway. It was the simplest neighborhood, in many ways, and didn't have as much complexity in terms of features like staged big life moments, getting the abduction timing right, the alien DNA thing (which I think was somewhat buggy up until the end), etc.  So it's possible that we simply had Veronaville "in the can", while we put the last polish on Pleasantville (which was the first and most important neighborhood, in terms of making a good impression) and Strangeville (which was tricky technically).
Veronaville:
But my personal favorite was Veronaville. We had this cool Tudor style collection in the Build mode catalog, and I wanted to ship some houses that showed off those assets. We also had the teen thing going on in the aging game, plus a lot of romance features, as well as enemies. I have always been a Shakespeare buff since graduate school, so putting all that together, I got the idea that our third neighborhood should be a modern-day telling of the Romeo and Juliet story. It was Montys and Capps (instead of Montagues and Capulets), and it just kind of wrote itself. We had fun creating the past family trees, where everyone had died young because they kept killing each other off in the ongoing vendetta.
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[JK] You know, I have never seen The Lone Gunmen, and I don't remember making any kind of direct references with the Strangetown Sims, other than the general Area 51 theme, as you point out. Charles London helped out a lot with naming Sims, and I'm pretty sure we owe "Vidcund" and "Lazlo" to him ... though many team members pitched in creatively. He may have had something in mind, but for me, I largely went off of very generic and stereotypical ideas when crafting these neighborhoods. I kind of wanted them to be almost "groaners" ... they were meant to be tropes in every sense of the word. And then we snuck in some easter eggs. But largely, we were trying to create a completely original lore.
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[JK] Well, I think we kind of pushed it with The Sims 2, to be honest, and I remember getting a little blow-back about Bunny Broke, for example. Bunny Broke was the original name for Brandi Broke. Not everyone found that funny, as I recall, and I can understand that. It must have been changed before we shipped.
We also almost shipped the first outwardly gay Sims in those neighborhoods, which was bold for EA back in 2004. My recollection was that we had set up the Dreamers to be gay (Dirk and Darren), but I'm looking back now and see that's not the case. So I'm either remembering incorrectly (probably) or something changed during development.
In general we just did things that we found funny and clever, and we just pulled from all the tropes of American life.
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[JK] The alien abduction started in Sims 1, with a telescope object that was introduced in the "Livin' Large" expansion pack. That's when some of the wackier ideas got introduced into the Sims lore. That pack shipped just before I joined Maxis in 2001; when I got there, the team had shipped "House Party" and was underway on "Hot Date". So I couldn't tell you how the original idea came about, but The Sims had this 50's Americana vibe from the beginning, and UFOs kind of played right into that. So the alien abduction telescope was a no-brainer to bring back in Sims 2. The male pregnancy was a new twist on the Sims 1 telescope thing. It must have been that the new version (Sims 2) gave us the tech and flexibility to have male Sims become pregnant, so while this was turned "off" for the core game, we decided to take advantage of this and make a storyline out of it. I think this really grew out of the fact that we had aliens, and alien DNA, and so it was not complicated to pre-bake a baby that would come out as an alien when born. The idea of a bunch of guys living together, and then one gets abducted, impregnated, and then gives birth to an alien baby ... I mean, I think we just all thought that was hilarious, in a sit-com kind of way. Not sure there was much more to it than that. Everything usually came from the designers discovering ways to tweak and play with the tech, to get to funny outcomes.
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[JK] Possibly we were just testing the functionality of the Wants/Fears and Memories systems throughout development, and some stuff got left over.
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[JK] I can't remember, but that sounds like something we would have done! I'm pretty sure we laid the groundwork for more stories that we ended up delivering :) But The Sims 2 was a great foundation for a lot of continued lore that followed.
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I once again want to thank Jonathan Knight for granting me this opportunity and taking the time from his busy schedule to answer my questions.
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bakedcrossaintt · 4 months ago
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One thing i wish for in Horizon 3 is that they don't just pretend Beta is okay now. Yes she bonded with Aloy, she's slowly opening up more, but she's still a deeply traumatized person with some serious fucking issues from being literally locked up her whole life. I want the game to take that serious and to show us moments of growth and her overcoming her fears and discovering this world. I want to see her being fascinated by things that she's never experienced before. I want to see her being scared by the littlest things and then having her friends be patient and empathetic with her to help her overcome that. I want to see her discovering her own likes and dislikes and goals and what it's like to finally be her own person!!!! There's sooo much potential for an incredible character arc here of someone that has been isolated and quite literally stripped of her personhood her whole life, terrified of a new world, but slowly learning how to really live for the first time.
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norrthie · 6 months ago
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thinking about flappy hermits a lot might as well share the very first sketch i havent shown to anyone yet
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dammjamboy · 1 year ago
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BETTER CALL SAUL!
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edwardos · 5 days ago
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Working on Prerelease 7 Dev today.
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pawborough · 5 months ago
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January Check In
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Hello, all!
Happy update day, catfolk! We apologize for the late update, but we wanted to share the Beta dates with you in this update. We took extra time to ensure the dates were accurate without risking something not being ready in time or causing burnout for our team. We’ve done quite a bit of internal assessment on the pros and cons of letting ~2,000+ people into the game. 
Our most pressing thought was how to reconcile needing to continue working on key features while getting valuable feedback and play data on all that we already have. There was a lot to consider, in reputation, timeline, and team morale. We did not want to give the wrong impression that we felt anywhere close to a done game, but we have a lot of high fidelity mechanics and playability to share which need high population testing regardless. We’ve finally settled on rolling our sleeves up and opening to testers. At the start, we’ll provide a comprehensive breakdown of everything we’re planning to add over the months of the test, and continue our monthly check-ins on our progress. We’re ready to grind, and we hope you are too! And in many ways, it will be much nicer to get the comprehensive mass testing whenever we have something new to roll out!
We hope you will all agree that this update was worth the wait, as we have exciting news to share with you today, along with our most exciting news yet! :)
Accessory Progress
We are proud to announce that we have 47 unique accessories, altogether with 564 color variations. 
We have just about reached the edge of our odyssey in the first production run of accessories. After 8 months of practice and training for our fledgling team, we’ve improved immensely at our pipeline. What has previously taken us months now takes a matter of weeks. We have one more backer accessory to develop, and any additions in the near future will be small, simplistic items in comparison to our full sets, but I’m very proud of the team for how far we’ve come, and the marvel of quality they produce in good time.
This month’s new progress includes:
Frog Friends
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Illustration by Remmie, sponsored by Hag
Protogear Recolors
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Recolors by Emma
New decor
We’ve also been busy with decors. 
Argh, matey! 
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Macaws by Jersopod, cannon, barrel and newspaper stack by Giulia and Remmie
In addition, style compliant sketches of the original rose decor!
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Sketches by Remmie
Archetypes
We’re here to introduce a very exciting mechanic that has been in the works since our initial overhaul. It’s one of my personal favorite concepts, and the primary motivation behind how we’ve structured the cat design system.
Introducing… cat archetypes!
Archetypes are a specific combination of traits which, when fulfilled, mark the cat’s profile with a badge and reward the user as an achievement fulfillment. (If the cat’s traits are changed, the badge will be removed. Cats may fulfill multiple Archetypes simultaneously.)
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For example, this badge means the cat fulfills the Ruby archetype, a badge which requires the cat to have the color Ruby in all slots.
Examples of the Ruby archetype include:
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To give examples of the specificity, other Archetypes include for example “Leopard,” which must have the following to comply:
A Yellow range Leopard overcoat
Light Greyscale or Light Yellow undercoat
Yellow or Greyscale Claws
None for the second accent
Here are some Leopards!
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Owning these cats will give the user rewards, sometimes completely custom to the Archetype. 
What we hope to achieve with this system is a greater incentive to think creatively within the restrictions of our cat builder, and to reward our players for intentioned play in collecting, breeding, and designing a variety of cats. After all, it is the core of the game!
And with each new addition of colors or patterns, we’ll release an onslaught of new Archetypes! We plan to introduce a healthy amount of them, some easy to get, and some harder depending on genetic obtainability and the obtainment method.
This system is already up and running on our servers, and is in its infancy. We’ll get a lot of data from testing it out!
Originally, this system was on the backburner while we focused on bigger picture mechanics, but we’ve fast tracked it so we can bolster and better encourage casual play while the Guild system is still in its preliminary beta state. 
Pelt System
Perhaps the feature we are most excited to see in use and tested is the Pelt System, which we briefly introduced in the 2024 November Check In. There is a frankly insane amount of functionality behind this feature, which includes autonomous user decision and interaction every step of the way. 
First, we were able to implement dynamic layering. This means that Unclipped (top layer) pelts can actually sport layers which are placed behind the cat automatically. Valuable uses for this feature include the inside of sleeves, backs of hoods, and items which you would otherwise always want to go behind anything it’s stacked above.
Users can view their pelts already submitted, see their submission progress, choose to submit more to the pelt, choose to print their pelt themselves, choose to list pelts for buyers to print on demand, and view their pelts on any cat.
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There is also a draft system which allows users to store information they aren’t ready to submit yet. 
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Users can list pelts as a print-on-demand resource, and are able to control how many copies they will allow to be printed. 
All prints will require a tax which will be dependent on the coverage %, calculated based on the amount of pixels that cover the canvas. This means that small pelts, like a hat or a monocle, will take only a small tax!
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AND we have a rudimentary tagging system going as we experiment with this feature! Big news! Once we iron out the kinks, we’ll be able to roll out user filtering and tagging of other content, such as cats or forum posts.
And drumroll please…
As teased at the beginning of this update, we are overjoyed to announce the Closed Beta dates!  Early access launches on February 3rd, with the regular Closed Beta starting on February 6th!
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During the Closed Beta, you’ll have the chance to experience many new and polished gameplay features, exciting customization options, and the now refined economy! We encourage all testers to not only find any potential bugs and ui improvements, but also to provide feedback and suggestions on all of our game features and our economy!
All 253 Early Beta, 1940 Beta and Kickstarter codes have been generated, and we will begin sending them out shortly over the next day.
In the coming week, we’ll put out writings on our expectations early on and the features roadmap that we’re currently staring at. We can’t wait to see you all in Kotemara soon!
To summarize: We shared decors, Protogear recoloring, Frog Friends, pelt system showcase, archetypes and closed Beta dates.
What to expect next month: Further asset and development updates. Check-ins for how closed Beta will be going.
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gangrel-pride · 4 months ago
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personally I think Aloy sacrificing herself to save the world because Elisabet did it goes against the whole She Is Not Elisabet Sobeck thing both games but more specifically Forbidden West have been constantly hammering on
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carlyraejepsans · 1 year ago
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Halfway to the sofa, they stopped, making a small sound like a grumble of annoyance. For a second, the red glow in their eye grew faint. "Sleep," they rasped out in a low, halting whisper, "I saved you an ache in the neck." It took him a second to register that the kid wasn't talking to him. Mostly 'cause Frisk didn't speak. To him. Or ever.
Sans wakes up late into the night and sees something he shouldn't have.
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manaohu · 8 months ago
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once-in-a-half-life · 7 months ago
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his livestream got rudely interrupted
(from the E3 2003 demo released by Valve)
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fretbored34 · 23 days ago
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Betas ftw 🙌
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siramay-the-showgun-dragon · 9 months ago
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BEHOLD DANGANRONPA DEVELOPMENT DOCUMENTS
you know months ago before thigs happen i found and downloaded all of these on reddit and i notice no one else did so here! heck i even used a translator to give a rough translation of each document if any of you are into that so if anyone's interested
you can find all Danganronpa 1 and 2 development documents on this folder
according to my labels ...
DR1 bullet time battles. DR1 hangman's gambit. DR1 menu. DR1 nonstop debates. DR1 school life. DR1 settings. DR1 student handbook. DR1 survival mode. DR1 trial gameplay DR2 Class trial DR2 daily life outline. DR2 daily life. DR2 E handbook. DR2 final dead room. DR2 island mode outline. DR2 island mode. DR2 logic dive. DR2 magical Mirical girl monomi DR2 menu. DR2 story outline DR2 twilight syndrome murder case
ENJOY! @drmedicsgamesurgery @hopeymchope here it is
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