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#final fantasy vx imagine
imaginefan · 4 years
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Between Princes
Noctis Lucis Caelum X Reader
Word Count: 1090
Requested: @thatcucumberwhore
Request: Noctis Lucis Caelum x male reader. Reader is the heir to the Empire and the secret lover of Noctis. Noctis and reader want to start a coup so that reader can replace his father and so the world of Eos knows peace. Fluff if possible aswell. (And no prophecy and no Ardyn please, just happy stuff)
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Some would say being a Prince was hard work and you'd be inclined to agree with them if your father actually trusted you to make any decisions on your own, you found that when you made a decision he's swop in out of literally nowhere and change everything to better fit his image of the world he wanted but much like the world you had tired of war and everything it involved, you didn't see a point to the war that you were fighting you could easily live in peace with the leaders and people Lucis but your father didn't want to share, he wanted to own everything.
That was where the plan to overthrow him came from, you had decided that you had enough of it and you approached the prince of Lucis, Noctis Lucis Caelum about your plan and it would have been harder to convince him if you weren't already dating, your plan was to convince your Dad that you should marry into the Lucis family so that when Noctis became king you could be able to kill him and take the kingdom for yourself. This was accepted on most fronts, you marrying Noctis you'd both been dating since you were young and had even thought about making it public (since you were in a position of power in The Empire Noctis could marry someone that he wanted to and still make a political move) before this plan was brought forward and everyone wanted to trick your father into giving up everything, Noctis had spoken to his father and had come to one conclusion that there was no guarantee that he was going to hand the Empire to you before you were married, you needed to find a way to get your father to give up the Empire.
You walked knocked on the bedroom door of the Oracle smiling when she opened the door "Oracle." You greeted her with a smile and she rolled her eyes. "Don't start that (Y/N)." She said as she pulled you into the room "how are you and Noctis?" "Good, that's actually why I'm here." You answered. "Oh, are you going to go public?" She asked with a smirk on her face. "Sort of but we need you and your brother to help us before that." You explained. "Ravus?" She asked. "You two could convince my Dad to give me the Empire." You answered. "Why do you need that?" She asked. "Don't pretend that you don't hate the way that my father runs this place, we are going to change it but the only way that this is going to work is if we can get my Dad to give me the power that he has." You explained. "We should talk to my brother," Luna said and you nodded.
You knocked on Ravus' office door and opened it before he granted permission to do so "Hello Ravus." You smiled as his sister walked in behind you, staying by the door to make sure that no one else tried to interrupt. "What do you want?" He asked. "Is that any way to talk to your prince?" You asked, he only glared at you and you smirked. "So you know how you hate my father... You want to help me overthrow him?" "What are you up to?" He asked. "I'm sick of meeting my boyfriend in a dark corner, so we're going to get married." You answered. "And this is going to overthrow your father?" He asked. "No, you are. I have to take a trip to 'convince' them to take on this plan." You explained putting quotations around the word convince. "You are going to come with me and when we come back you are going to tell my father that they will refuse the marriage unless there's something more in it for them."
"So you convinced him?" Noctis asked as you both laid in his bed at the Citadel. "Not yet, Ravus is going to do that for me." You answered. "Ravus? Are you sure?" He asked. "He's a very good actor and if all else fails he'll do anything to give his sister the best life." You answered. "No offence but a loveless marriage for peace is not the best life." You muttered as you patted his cheek. "Are you sure that this will work?" Noctis asked as he turned over to look at you. "I'm sure that Ravus is going to make it work." You promised pressing a kiss to the top of his head as you pulled him into a hug.
When you got home you weren't expecting what Ravus had planned, your Dad didn't say anything when you walked into the throne room "I think it went well." You shrugged, his eyes moved to Ravus. "It went terribly." He corrected "they are now demanding that we give them something more worthwhile." "Worthwhile?" He asked. "They described him as a petulant child, if this marriage is to happen they want something more," Ravus answered. "My lord if I may." Luna stepped forward. "There is still time to get what you want, we all know that your son is not fit to lead so instead you give the impression that he leads, you perform the ceremony to hand over the Empire and he will the empire to you in his absence and then once he gets Lucis he gives it all back to you." "Mmm." Your father hummed as he looked at you. "Don't mess this up." He warned.
Everything moved quickly from there two ceremonies, two fake deaths and an invitation later and your father genuinely thought that he had won, he walked into the large throne room, you sat on the throne leant back relaxed. "Good work son." He smiled as he walked towards you but before he could get to close you gestured for the Glaive to take him. "You're under arrest for crimes against the crown," Noctis said as he appeared next to you. "You can't arrest me, I'm the Emperor!" He yelled. "No, I'm the emperor, remember." You smirked. "You betrayed me!" He glared. "That would imply that we were on the same side once." You shrugged "Bye."
"A lot is going to change now." You mumbled as you sat on Noctis' bed cross-legged. "Second thoughts?" Noctis asked as he stood in front of you. "Never." You smiled as you pressed a kiss to his lips. "We'll do this together." He promised and you nodded. "For now, we have time to make up for."
Requests and general question!
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babyyweebbitch · 2 years
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𖤐 ──・𝑴𝑨𝑺𝑻𝑬𝑹 ☓ 𝑳𝑰𝑺𝑻 !・── 𖤐
𝑯𝒆𝒍𝒍𝒐 𝒍𝒐𝒗𝒆𝒍𝒊𝒆𝒔! my name is Lia i’m currently 18, my pronouns are He/it/she and i’m a black writer here on tumblr , i do take alot of breaks because of either writers block or my real life that’s stressful to me , i do try to give life updates just so everyone is in the loop with what’s going on but i don’t try to do them too often or say too much just to avoid over sharing and respecting the privacy of my family members as well! other than that i love music, games, anime and all that fun stuff! please enjoy my account and my writings :)
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𓄼 ࣪⠀ ִ ۫ ּ ֗ ִ 🫀𝚁𝚎𝚚𝚞𝚎𝚜𝚝 𝚂𝚝𝚊𝚝𝚞𝚜 : open 𖤐 𝚆𝚛𝚒𝚝𝚎𝚛 𝚂𝚝𝚊𝚝𝚞𝚜 : online 🫀֗ ִ ۫ ˑ ᳝ ࣪ 𓄹
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𝑴𝒂𝒔𝒕𝒆𝒓𝒍𝒊𝒔𝒕𝒔 !
𖤐 in order to see what characters i write for — for each
fandom please look at the hashtag section very carefully! 𖤐
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❀ ፧ please note that some of these masterlists are not updated all the time ! i do forget to update them every time i write something new and i do apologise for that :)
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rpgmgames · 7 years
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October’s Featured Game: Konstandin
DEVELOPER(S): Team Galanx ENGINE: RPGMaker VX Ace   GENRE: Horror, Exploration, Romance, Mystery, Drama SUMMARY: One year has passed since the 26 year old Rinor Avdiu and his wife Aulona moved to a village called Buroja. The couple tends to live a relatively happy marital life, though the village seems to have an old eerie legend in which Rinor is unconsciously taking part in. The legend of a cursed knight, called Konstandin. The story revolves around Rinor who tries to find the meaning behind it, while he faces deep mental and horrific challenges.
Download the demo here!
Introduce yourself!  *Hello, we are a small indie gamedev team named Galanx.The project we are working on is called Konstandin, a storydriven rpgmaker game of the horror, mystery, exploration genre. It's taking a while, but everyone grows at their own pace and we're not giving in to the pressure of time. :)
What is your project about? What inspired you to create your game initially? *Team Galanx: So, Nouin and Alma who are core members of Team Galanx are also siblings. They both always had creative fuel boiling inside and were generally passionate about drawing, gaming, well thought out stories. One day, Nouin discovered an engine called Rpgmaker VX Ace and saw all the possibilities it offered to make an enjoyable game.
They had to buy it. So that's what happened.
One evening, they were brainstorming while enjoying a traditional Albanian dish together... then it hit them! Albanian. Traditional. Their native folklore was so rich, yet very few people knew about it. Why not use this as an opportunity to tell the world an amazing story, inspired directly from their roots?
A story they might have never heard of, but which possibly all could relate to.
And so, it was decided. Their main inspiration would be: "Besa e Konstandinit"
But of course, telling the original story wouldn't leave any room for curiosity. So Nouin and Alma had the idea of creating a modern setting where other characters would be included. This way the players could enjoy two sides, that'd be connected through the legend of Konstandin. One filled with first world problems and one where you'll have to face real problems.
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How long have you been working on your project? *Team Galanx: We've been working on it for 4 years, but not consistently.
Did any other games or media influence aspects of your project? *Team Galanx: Plenty of them. But it's not like we can pin down one exact source. It might've been a historical albanian documentary, a novel, a horror game, the howling of the wind, nature, people, memories of the war, the news on TV, native fables etc.
Have you come across any challenges during development? How have you overcome or worked around them?   *Team Galanx: There were various challenges and there still are, but as long as you take the time to work it out and not let yourself drown in self pity then it'll get better. There's no easy way if you decide to work on a big project.
Each member will have a schedule, personal affairs to tend to, or simply not have motivation, so at times the project will fall flat. The key is to communicate and brainstorm to flesh things out and come up with new refreshing ideas until you feel that what you're working on, is worth sharing with the world.
Much like how everybody likes to show their babies around. Basically, make the project your baby and nurture it, then any challenge or hardship will seem minor.
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Have any aspects of your project changed over time? How does your current project differ from your initial concept? *Team Galanx: Our core idea is still there, but the entire game has gotten a revamp. Maps, art, dialogue, events, flow of time, voice actors have changed. The sound quality is great and new puzzles/riddles have been added, some unnecessary parts have been removed etc. The storytelling and transitions in general are smoother.
You'll get to see the differences yourself. Time is a great teacher. :)
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? *Team Galanx: It's all Nouin's and Alma's fault. Had the basics. Started working. Crafted a few minutes of wonky gameplay and cheesy dialogues.
After their wave of pride and excitement passed, the siblings discovered that the game looked generic as hell, so both had enough and said: Our story is too valuable to be interpreted so weakly. Everything will be custom made!
Amen to that.
With help from the internet they found the third member of Galanx's core team, composer and sound supervisor Frank.
But the greed and zeal for perfection didn't stop there either, so they went hunting for pixel artists and voice actors. Several changes and two demos later, here we are as Team Galanx. Working on a game with custom made graphics, soundtracks, songs, sprites, animated cutscenes and full voice acting. :)
What was the best part of developing the game? *Team Galanx: Seeing everything come together and work even better than what we had initially planned. That satisfaction can't be compared to anything else.
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? *Team Galanx: If we play any, it's mostly for fun. It feels like, if you start analyzing other games you will never be fully immersed in their story nor will you be satisfied with your own project and that'd be a shame on both sides.
We'd rather work on Konstandin with what we already have in mind. :)
Which character in your game do you relate to the most and why? (Alternatively: Who is your favorite character and why?) *Team Galanx: Konstandin and Mona. The reasons contain spoilers, so we'll just say that these two are interesting in their own way.
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Looking back now, is there anything that regret/wish you had done differently? *Team Galanx: Some things, yes. But since Konstandin hasn't been finished yet, we have the benefit of going over those regrets/ wishes and working on them.
Once you finish your project, do you plan to explore game's universe and characters further in subsequent projects, or leave it as-is? *Team Galanx: We'd leave it, because it wouldn't make sense to pry further onto Konstandin's universe if Konstandin's issue has been resolved. When we successfully launch our final product, we'd like to focus on another exciting project we have in the backburner.
What do you look most forward to upon/after release? *Team Galanx: The feeling of having made something that others are taking their time to play and hopefully enjoy. Fan reactions, yes. Let's plays. Constructive criticism. Having something to be proud of. Fan art. The end of an era and the start of something new etc.
Is there something you're afraid of concerning the development or the release of your game?  *Team Galanx: Our fears can be summed up to: People not liking our game, bugs, equipment malfunction and the sudden death of a team member. Otherwise all is well.
Question from last month's featured dev (Somnimouse): What kind of stories do you appreciate most in RPG Maker games? For example, do you like ones based off real-life experiences, fantasy elements, or morals? *Team Galanx: A combination of all these would be perfect. A real life story told in a fantasy setting that has a great message to top it off? Sign us up!
Do you have any advice for upcoming devs? *Team Galanx: You make a game to share thousands of creative and morbid ideas that might be floating around in your head all day long. A game is your cake, but everybody can have a piece of it. Some people might throw up from it, others might want more. Wanting more, means they want to experience a piece of your imagination, so let that drive you. If you had no motivation to continue your game and were waiting for a sign, this is it. Go bake that cake.
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We mods would like to thank Team Galanx 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 Konstandin if you haven’t already! See you next month! 
- Mods Gold & Platinum 
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rpgmgames · 8 years
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March's Featured Game: Jimmy and the Pulsating Mass
DEVELOPER(S): Kasey ENGINE: RPGMaker VX Ace   GENRE: RPG, Exploration, Comedy WARNINGS:  Blood SUMMARY: Jimmy dreams of the most fantastic things. He dreams of big yellow fields of sunflowers. He dreams of living woodwinds and talking mice. He dreams of his mom. He dreams of his dad. He dreams of all the video games he's played with his uncle. He dreams of his brother standing beside him like a ten-foot giant. Sometimes he has nightmares, too. Jimmy's about to go on the adventure of his lifetime - and no one's going to know about it but him.
Our Interview With The Dev Team Below The Cut!
Introduce yourself!  *Howdy! My name's Kasey, and I'm the lone dude working on Jimmy and the Pulsating Mass. You might also know me as Housekeeping on rpgmaker.net. I've been working with RPG Maker seriously for about six/seven years now, I think. I was also the developer of A Very Long Rope to the Top of the Sky, The God of Crawling Eyes, and The Heart Pumps Clay; I was also one of the developers that worked on Born Under the Rain (I mainly did the script and the music on it). Before that I played with RPG Maker on and off for years; I even made a 5-10 hour game on the Playstation version of RPG Maker in high school, which is clear and indisputable proof that I was the most popular guy in school. I also have played guitar for fourteen years, have an MA in English with an emphasis on creative writing, and if you put a dog in front of me I will pet it until it gets tired of me.
What is your project about? What inspired you to create your game initially? *Kasey: Jimmy and the Pulsating Mass is about a lot of stuff, but I think that what it's most about is depicting what it's like to be a shy, introverted kid. It's also about success and the pressure Americans put on themselves to be successful, the importance of empathy, imagination, video games, fear, family, etc. Basically, these are all things important in childhood, so I think that's the umbrella theme that works best. For Jimmy's subject matter, I was inspired by several things, so it's hard to pin it down. But, in a more practical sense, I'd been wanting to move forward and make a commercial project since I first started seriously working with RPG Maker, but I always thought that I would have to find a team. So, I think what inspired me the most to actually get on this path by myself was seeing in-development screenshots of Lisa. I said, "Hey, this guy's doing everything by himself, and his art style might be simplistic, but it looks great, so why can't you do that?"
How long have you been working on your project? *Kasey: I've been working on Jimmy for about two-and-a-half years. Before that, I was working on a shorter version of this game for a half a year or so, so let's call it an even three.
Did any other games or media influence aspects of your project? *Kasey: Oh yeah! Earthbound is the first and most obvious influence; there's some tonal similarities, but I mainly used it as visual inspiration. I was also inspired by Yume Nikki's approach to using setting as a form of characterization; that opened up a whole new world of storytelling for me, which is pretty exciting. Jimmy essentially has a "class system" in that he can imagine different monsters and change his abilities; this was heavily influenced by Final Fantasy 5's class system. The field actions are somewhere between Breath of Fire and Lufia 2/Wild Arms's tools; they give Jimmy new ways to interact with the environment, including solving some basic puzzles, but the game isn't puzzle-heavy like Lufia 2.
Have you come across any challenges during development? How have you overcome or worked around them?   *Kasey: Yeah; in a game this size, you run into all sorts of things. I think the biggest challenges for me tend to be with drawing. I've got a lot of experience writing, composing, and eventing, but I'm a middling-to-poor artist, so I've had a major learning curve there. There's not much of a story towards overcoming my artistic deficiencies; I just keep at it. The cool thing is that I can see some clear progress from when I started, and that keeps me on task.
Have any aspects of your project changed over time? How does your current project differ from your initial concept? *Kasey: Here's a boring answer: basically, no, my initial concept is the same. Well, that's not entirely true; like I mentioned earlier, Jimmy was originally a much shorter game that wasn't going to be commercial (it was also drawn with crayons and looked like garbage), but, once I committed to making a full-length RPG, it's been the same. This is probably because this isn't my first rodeo, so I knew what I could do and planned within the boundaries of the engine.
What was your team like at the beginning? How did people join the team? *Kasey: I am...utterly alone. Boohoohoohoohoo!
What was the best part of developing the game? *Kasey: I like writing/eventing scenes the most, which sucks, because it's a relatively short part of the process, and it's one of the last things I do.
Looking back now, is there anything that regret/wish you had done differently? *Kasey: There are things I learned--mainly about drawing--that I would have liked to know when I first started. Like, I wish that I would have known what saturation was; yeah, that's how clueless I was. My early work was super saturated and is an eyesore; I had to go back and lower the saturation a bit. I would have liked to know I could hold ctrl when using the select tool in Graphics Gale and push the arrow keys to test to make sure that tiles looped correctly. I would have liked to know that you can create a picture file that's the same size as the resolution of your game, place images on that, and use the x/y coordinates to determine where your pictures using the move/show picture commands will end up. That's the kind of stuff I wish I knew--would have saved me so much time early on.
Once you finish your project, do you plan to explore game's universe and characters further in subsequent projects, or leave it as-is? *Kasey: It's going to be a standalone game. I have a very rough idea for another game in the same universe, but I've got a lifetime of ideas, so I would need a very good reason (inspirationally) to pursue that.
What do you look most forward to upon/after release? *Kasey: I just want to see people enjoying it!
Is there something you're afraid of concerning the development or the release of your game?  *Kasey: Yeah: I'm scared to death of marketing. That's why I've been dragging my feet on getting a promotional video together (don't worry, I'll get to it this summer). I'm afraid I won't be able to reach enough people and not many people will play it. I'm afraid that the coolest thing I've ever done will be overlooked.
Question from last month's featured dev: Which character from your game do you relate to the most? Why? *Kasey: This is an easy one: Jimmy. I'm still a fairly quiet adult when I'm with a large group of people, but when I was a kid, I was so, so shy. I remember when I was a kid at church camp (don't laugh, I'm from Texas; this was inescapable), we were doing some exercise in compliments, and the camp counselor said that I was quiet, but he could tell that "the wheels were always turning," and I think that was a pretty accurate description of me--now to a degree, but especially then--and that's what I'm trying to depict with Jimmy--all those wheels.
Do you have any advice for upcoming devs? *Kasey: The best advice I can give you is to get into every aspect of game development. Make a short project--maybe an hour or so--and do EVERYTHING. Make all the graphics, make all the music, experiment with every single eventing command, make little puzzles, change the window skin--do it all. Some of it's going to feel like cleaning the gutters, but you're going to get so much perspective. Even if you end up working on a team later where all you do is draw character cut-ins, you'll at least know to an extent what your other team members are going through, and that's IMPORTANT. Also, play lots of games with a critical eye; think about why things are engaging and how they could be improved. Culture is built off of itself, so learn from the past and make it better.
We mods would like to thank Kasey 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 Jimmy and the Pulsating Mass if you haven’t already! See you next month! 
- Mods Gold & Platinum 
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