#unity application development
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mobileappdevelopments · 1 year ago
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Unity is the most popular game engine that allows developers to create a wide range of games. That’s why companies choose to hire Unity developers for their game development. In this blog, we have provided 15 reasons why companies should hire Unity developers. We have also provided a list of skills they need to look for while hiring. To understand Unity game development, let’s first look at the definition and why you should choose Unity over Unreal game engine for game development.
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vasundhara-infotech · 3 months ago
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What is NLP? What is the Role of NLP in AI?
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mobiloittetechblogs · 4 months ago
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Custom 2D, 3D, AR, and VR Game Development Services
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kpissolution · 8 months ago
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consciousphrog · 2 years ago
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I am literally so tired today
The entity is eepy
Going to deep slumber in mother earth's embrace as we speak
No more work for this being
None at all
Nuh uh
...
*quiet sound of pc fans whirring as unity opens*
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reasonsforhope · 7 days ago
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"Canadian scientists have developed a blood test and portable device that can determine the onset of sepsis faster and more accurately than existing methods.
Published today [May 27, 2025] in Nature Communications, the test is more than 90 per cent accurate at identifying those at high risk of developing sepsis and represents a major milestone in the way doctors will evaluate and treat sepsis.
“Sepsis accounts for roughly 20 per cent of all global deaths,” said lead author Dr. Claudia dos Santos, a critical care physician and scientist at St. Michael’s Hospital. “Our test could be a powerful game changer, allowing physicians to quickly identify and treat patients before they begin to rapidly deteriorate.”
Sepsis is the body’s extreme reaction to an infection, causing the immune system to start attacking one’s own organs and tissues. It can lead to organ failure and death if not treated quickly. Predicting sepsis is difficult: early symptoms are non-specific, and current tests can take up to 18 hours and require specialized labs. This delay before treatment increases the chance of death by nearly eight per cent per hour.
[Note: The up to 18 hour testing window for sepsis is a huge cause of sepsis-related mortality, because septic shock can kill in as little as 12 hours, long before the tests are even done.]
[Analytical] AI helps predict sepsis
Examining blood samples from more than 3,000 hospital patients with suspected sepsis, researchers from UBC and Sepset, a UBC spin-off biotechnology company, used machine learning to identify a six-gene expression signature “Sepset” that predicted sepsis nine times out of 10, and well before a formal diagnosis. With 248 additional blood samples using RT-PCR, (Reverse Transcription Polymerase Chain Reaction), a common hospital laboratory technique, the test was 94 per cent accurate in detecting early-stage sepsis in patients whose condition was about to worsen.
“This demonstrates the immense value of AI in analyzing extremely complex data to identify the important genes for predicting sepsis and writing an algorithm that predicts sepsis risk with high accuracy,” said co-author Dr. Bob Hancock, UBC professor of microbiology and immunology and CEO of Sepset.
Bringing the test to point of care
To bring the test closer to the bedside, the National Research Council of Canada (NRC) developed a portable device they called PowerBlade that uses a drop of blood and an automated sequence of steps to efficiently detect sepsis. Tested with 30 patients, the device was 92 per cent accurate in identifying patients at high risk of sepsis and 89 per cent accurate in ruling out those not at risk.
“PowerBlade delivered results in under three hours. Such a device can make treatment possible wherever a patient may be, including in the emergency room or remote health care units,” said Dr. Hancock.
“By combining cutting-edge microfluidic research with interdisciplinary collaboration across engineering, biology, and medicine, the Centre for Research and Applications in Fluidic Technologies (CRAFT) enables rapid, portable, and accessible testing solutions,” said co-author Dr. Teodor Veres, of the NRC’s Medical Devices Research Centre and CRAFT co-director. CRAFT, a joint venture between the University of Toronto, Unity Health Toronto and the NRC, accelerates the development of innovative devices that can bring high-quality diagnostics to the point of care.
Dr. Hancock’s team, including UBC research associate and co-author Dr. Evan Haney, has also started commercial development of the Sepset signature. “These tests detect the early warnings of sepsis, allowing physicians to act quickly to treat the patient, rather than waiting until the damage is done,” said Dr. Haney."
-via University of British Columbia, May 27, 2025
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gelistiricim · 1 year ago
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KİBLEBULMA - DEVASA+ (3)
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Qibla direction holds a significant place in the Islamic faith, symbolizing the direction towards the Kaaba in the Sacred Mosque in Mecca, which is a focal point for Muslims around the world. The term "qibla" itself translates to 'direction' in Arabic, signifying the spiritual orientation that Muslims adopt during their prayers. To assist individuals in determining the qibla direction, various tools and methods have been developed, ranging from traditional compasses to modern technological solutions. One such method involves aligning a real compass with the direction of North to establish the correct qibla direction. Additionally, advancements in technology have led to the creation of Qibla finder apps and online platforms that offer accurate qibla direction information with just a few clicks.
The availability of tools like Qibla finder apps and online platforms has made it easier for Muslims to find the qibla direction with precision and convenience. These applications utilize GPS technology to determine the user's current location and provide the corresponding qibla direction, allowing individuals to perform their prayers with accuracy regardless of where they are in the world. Moreover, online Qibla Finders offer comprehensive databases that include the qibla angles of important cities and centers worldwide, enabling users to access this vital information swiftly and efficiently. By embracing these technological advancements, Muslims can fulfill their religious obligations with confidence and peace of mind, knowing they are facing the sacred Kaaba during their prayers.
Identifying the correct qibla direction is of utmost importance for Muslims when performing their daily prayers. The qibla finder as a focal point that unites Muslims globally in worship, emphasizing the unity and solidarity within the Islamic community. Ensuring that one faces the qibla during prayer is not only a physical alignment but also a symbolic connection to the center of the Islamic faith, fostering a sense of spiritual connection and devotion. By correctly identifying the qibla direction, individuals uphold a fundamental aspect of their faith and demonstrate reverence and obedience to Allah, enhancing the spiritual significance and efficacy of their prayers.
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project-lumen · 5 months ago
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》》 The LUMEN M-AHA-sterpost 《《
It was a-BAM time.
Hi hello there, fellow Life Series enjoyers! Arto, Pinkish and Kori here, live from our Game-Making Void bringing to you our comprehensive list of resources in one post for easier access and navigation!
Here you'll find our current status, some important links to other posts, as well as an overview of our tags and a handy F.A.Q. section :3
Without further ado, thank you so much, all info is under the cut!
》Status《
Date Format: [DD/MM/YY]
Current mission: APPLICATION ROUND 2 OVER AND DONE! CONTINUING TO WORK ON THIRD LIFE DEMO.
》Other Socials《
Bluesky
Youtube Channel
Our public Discord!
A Secret :3
》Links《
First announcement: Applications
Meet the team!
Second announcement: Our official art guide
Essential info
Arto's lore scraps
》Tags!《
#projectLUMENasks : For every single one of the questions we have answered so far!
》F.A.Q.《
What is this?
Project LUMEN is an effort to bring the Life Series to life in a brand new way, in videogame form! A RPG of sorts with battle mechanics, interaction with npcs, our own unique spin in Watcher Lore, changing art styles and multiple endings with a bunch of mechanics we need to keep secret for now but we know you all will enjoy, at least we hope so.
Cool, how can I contribute?
We want LUMEN to be a game by the community for the community, a tribute to all the wonderful artists, writers and creatives of all kinds. And it is a HUGE project, as such, all help is appreciated. We plan to open applications from time to time to recruit people as passionate as us into our little team. But everyone can lend a hand if they so desire, all ideas, all likes, all reblogs, all comments, all art, is truly, genuinely appreciated. Project LUMEN is completely non-profit, a passion project turned group effort that we are willing to pour our heart into, and we want to be as transparent as possible with it.
How will development of the game itself go?
As for specifications, Kori is the one in charge of the coding department, we are going to use Unity and C# to program everything, Arto will manage music and Pinkish will be in charge of the Martyn and Ren section. But once we review our first batch of applications, we will contact our chosen ones with more details, either for character sprites, script or any other miscellaneous things. We will all be working together as a team, each contributing as much as they so desire.
We will then take to developing our early alpha build including our very first couple of chapters, and release it for playtesting, then we will take all the feedback and make the pertinent changes. We will improve the game and continue developing until we have an almost finished beta build that we will then publish for testing. Take all the criticism again to finally reveal our finished product. Releasing first on itch io and then hopefully ported into Newgrounds for mobile compatibility.
Is there a release date?
As of now, we'd rather not promise anything. But we are actively working on development, and we hope to, at the very least, have a playable alpha demo at the end of this year.
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fearfulfertility · 8 months ago
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The Department of Reproductive Compliance (DRC) stands at the forefront of safeguarding our nation's future, ensuring future generations' prosperity and survival. Through compassionate oversight and innovative reproductive programs, the DRC offers fertile men the opportunity to serve a higher purpose—bringing new life into the world for the benefit of all. With every pregnancy, these dedicated surrogates contribute to a brighter tomorrow, embracing their vital role in rebuilding our population. The DRC is committed to providing the utmost care, support, and guidance throughout this noble journey, fostering unity, strength, and hope for a thriving future. Together, we are creating life, one miracle at a time.
REPORTS ARCHIVE
External Affairs
Necessity for Immediate Draconian Measures
Legal Precedents in Surrogacy Enforcement
Barry the Belly
Re-Education Efforts in Rural Tennessee
State News Broadcast Transcript
Healthcare Services
Case Study: Surrogate S124-1437-L
Above Average Fetal Quotas
Paternity Compound Cost-Saving Efforts
Introduction of O-4 Visa Program
Cost of Conscripting Youth in Rural Communities
Increased Demand for Dermatological Supplies
Psychological Breakdowns in High-Fetal Load Surrogates
Planning & Evaluation
New Paternity Compound Construction
Enforcement of Surrogate Conscription
Surrogate Management Protocols
Operation Overdue
Surrogate Clothing Policy Review
Paternity Compound Recreation Activities
Research & Development
Impact of Prenatal Nymphomania
Termination of Medical Intervention Research
Identifiable Traits of Fertile Male Surrogates
Administration & Management
Internal Memo - All Staff
Disciplinary Action - Unauthorized Harem
Deputy-Directors’ Team Building Event
Rise in Compound Work Injury Claims
Large-Scale Canadian Surrogate Conscription
Restricted Access
Security
Black Ops
Operation R.I.P.E.
Operation W.O.M.B.
Massage Service for Covert Insemination
Food for Wombs
Conscription of Olympic Wrestling Team
Private Chat Log - Lt. Gen. [REDACTED]
Surrogate Recruitment via Social Media Application
Internal Affairs
Corruption and Abuse in Paternity Compounds
Director [REDACTED], Intelligence Profile
Comprehensive Review of the Ethics Training Program
Operational Justification of Surrogate Conscription
Internal Audit - Quota Breach
Internal Security
Uprising in Paternity Compound 112
Suspected Sabotage Activities
Suppression of “Whistleblower” Film
Analysis of Quarterly Surrogate Escape Attempts
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whoreiorcats · 2 months ago
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predictions for what will happen to Mark in S3?
Ohhhh my little markiepoo. Either full comprehensive reintegration or he straight up dies, and I don’t think he’s gonna die.
Obvs the whole battle between the self and ego thing has been set up, but I feel like the conclusion has to be that an understanding and unity must be reached or you rend yourself apart trying to “win” the fight.
With what Britt has said about natural reintegration, I think it’s one of those things where both the physical procedure of aligning brainwaves and the metaphysical reunion of a split soul has to take place in order for the self to not ultimately be destroyed in the process, as happened with Petey (who actually seemed to be pretty well metaphysically reintegrated to me, but never completed the physical half of the process, making him an inverse of Mark’s situation?)
I am a pretty strong proponent of the sit-in prediction too, but I don’t see Mark feeling particularly invested in innie activism, as it were, at least not for its own sake.
That will probably fall more onto Helly and Dylan, I think mark will be more invested in taking advantage of the time he has with Helly/his friends before Lumon or anyone can put an end to it. I think he might even be largely cynical about the possibility of equality with outies.
Especially if you consider his lack of consideration for Ms Casey in s2e10 not as flawed/inconsistent characterization but actual negative character development, this tracks.
Ok now I’m tangenting but stick with me. Consider the place Mark S is in when he tells Ms Casey she’s a whole person with rights in s1 vs the place he’s in when Helly comes back and he’s like it doesn’t matter they have all the power and you’re the same as your outie btw.
I really don’t think the way he treats ms Casey is inconsistent with what we’ve seen him do this last season; he has had some traumatic and eye opening experiences.
His takeaway is largely that he has to stop worrying about everyone else, even other innies, and start thinking about his own needs and desires (“I’ll make googoo eyes at whoever I want”, “but I want to live with you”, turning around to take his chances with helly instead of being at the mercy of his outie)
I think overall he’s going to have to find balance between all these conflicting desires, duties, and perspectives. We already have the Buddhism motif showing up in Chikhai Bardo, and even tho it’s Gemma who seems to have the highest familiarity with these terms, they seem the most applicable to Mark, or maybe I should say Mark has the most to learn from Buddhist teachings.
Possibly that means an earnest meeting between Gemma and innie Mark needs to happen? I want a kind of iMarkGemma zufu realization/moment to happen lowk. She’s not even trying to like do anything she’s just the way she is and iMark is like ohhhhhhh 😬😬😬😬😬 love you badddddd. And then he’ll probably go be mean to Helly about it or something idk
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talonabraxas · 7 months ago
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The Four Worlds Talon Abraxas
The function of the Four Worlds in the evolution of matter is identical to the function of the the four levels of the human soul. They are the delineation of the evolution of matter from the pure, amorphous spiritual Substance, or light, that was the first emanation of the Creator, into the solid tangible matter that makes up the form of physically perceivable universe in which we live.
Atziluth—The Archetypical World
The first and highest of the Four Worlds, corresponding to Fire of the elements, Chiah of the soul, and Yod of the Tetragrammaton, is called Atzilut. The term Atzilut is usually translated as "Emanation", but literally means "closeness". This is the "World", or primordial Substance which is the first emanation out of God's unique and pure Essence, and is therefore the "World" closest to Divinity. This Substance corresponds to Philosophic Fire, which - as opposed to literal fire - is best described as "living light". The Substance of "living light" is intangible and has no definite, specific Form, but its dynamic qualities of vitality and illumination are distinguishable. Life and light are the two qualities that must be postulated as being prevalent in any Divinely creative act. Since these qualities can be discerned as having existence distinct from Essential Divinity, the emanation of the primal "living light" (Substance) is the preliminary phase of Divine Creation. This phase is what is called Atzilut. As this is the primal spiritual Substance from which all other matter evolves, it corresponds to that which is called Chiah in the evolution of souls.
Briah—The Creative World
The next phase, corresponding to Water of the elements, Neshamah of the soul, and the first Heh of the Tetragrammaton, is called the World of Briah, which translates as "Creation". Like Neshamah, the function of Briah is to define specific Form and function in the amorphous energy of Atzilut. This is the evolutionary stage where matter begins to condense, "solidify", and to acquire specific, distinguishable qualities of it's own. This is because the Divine Unity is indivisible. Specification, which is division from that Unity, cannot be classified as Divine because the condensation of primal Substance into specific Form begins to occur at this stage. Thus, Briah corresponds to Neshamah, the stage where the human soul acquires individual personality and identity.
Yetzirah—The Formative World
It must be understood that Briah is a purely embryonic stage where specification and differentiation are applied only in an abstract sense, identifying the potential function of specific Forms and forces. The actual separation and division of these different qualities occurs in the next phase of evolution, called Yetzirah, which literally translates as "Formation". The world of Yetzirah corresponds to Air of the elements, Ruach of the soul, and Vau of the Tetragrammaton. As Air is generally associated with the intellect, this is the stage where differentiation of qualities (analysis) is applied to matter, and where these qualities are combined (synthesis) and Formed into archetypal conceptual compositions with a view towards various specific applications. This is the function of the human intellect with which an individual theoretically experiments with various courses of action with the intellect and comes to a decision that the individual thinks will best serve the primal motivation or desire. Yetzirah corresponds to Ruach in that this is the stage where a specific compound is identified and given personal existence in the same way that an individual human personality is given identity and necessitates a physical vehicle.
Assiah—The Material World
Here we come naturally to the fourth and final stage of development, called Assiah, which translates as "Action". The World of Assiah corresponds to Earth of the elements, Nefesh of the soul, the human body, and the final Heh of the Tetragrammaton. Assiah is the actual physical universe in which all things live and carry out their functions. This is the final proving ground where all the preceding Worlds and Spheres are actualized. The results are judged according to how well they perform their intended purpose, which is conceived in Briah and gestates and takes Form in Yetzirah. In correspondence, the human body is the proving ground of the soul, where the soul is evaluated according to how well it fulfills it's intended purpose (Thelemically, the Higher, or Pure, Will).
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new-holocene · 8 months ago
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ode to abandoned projects
normally i dedicate my public facing social media accounts solely to sharing my finished artwork, but I figure some reflection on the past few years of my development as an artist would be worthwhile. I was initially trying to find an old gmod map I made (I didn't find it), and in the process I found a number of screenshots of WIPs spanning the past 7 years. for many of these projects, they were abandoned because I got too busy with school/university.
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from march 2017. made in unity. I don't remember the specifics of this project. I think I was trying to make a short narrative walking sim.
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from december 2017. I wanted to make a short smw romhack. I remember drawing level designs on a spare piece of paper after finishing a secondary school exam early. one day I'll make a romhack, one day...
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from may 2018. I had just replayed marble blast ultra after finding it had a PC port. shortly after I found all the textures were just in the game files and could be modified easily. myself and an old friend wanted to make a 'games repainted'-esque mod. I claim full credit for every marble game since that's included a 🤔marble skin.
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from march 2020. a mockup of a piece I was calling 'alignment chart' for the first time I had ever applied for a bursary. this used a mixture of generative art pieces i made in processing and graphic design. this piece is interesting to look back on because it marked the development of my art style for the first time, and the psuedo-cuneiform generator ended up being a recurring feature of my art. my application was rejected because i did not read the terms and conditions to realise it wasn't open to university students - and I was still studying computer science at the time.
from may 2020. I was aiming to participate in the low res game jam but never got to finish due to university work taking up my time. I never fleshed out the mechanics of the game, but the goal was to take care of the tree in the center of the map. it doesn't look like much, but I really pushed myself (or rather, tortured myself) by not using a game engine and writing this in C++ with raylib instead.
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from april 2020. this was going to be a browser based demake of five nights at freddy's (a game I've never played and have no interest in) titled "five years at yanderedev's". I figured that it felt too close to participating in lolcowing someone and that it was in bad spirits, so I scrapped it.
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from september 2020. a mockup of my homepage sharpfourth.net. I kept the logo and general layout for whats on the site currently, but didn't include the scanner warped images.
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from october 2020. I wanted to make a walking sim in the quake engine, but once again, university work got in the way. however, this got me familiar with the basics of using trenchbroom (a map editor for quake), which came in very, very handy for later projects.
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from october 2021. myself and some close friends had planned to make a zine detailing how to do DIY feminising HRT in Ireland (and maybe the UK). we never got around to writing it (partly because we feared potential legal repercussions for disseminating medical advice lol), but this marked a further development of my art style.
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from october 2021. I had hoped to make a first person RPG in godot. once again scrapped because I got too busy with uni. I spent ages trying to implement a wonky movement system that could be exploited, being inspired by bhopping from source or strafe jumping from quake. the dialogue system was the last thing I worked on. I used trenchbroom again - this time with qodot - for making the prototype map. while making this demo, I realised the potential use of godot and trenchbroom in visual art, something i would revisit during my first gallery residency.
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from march 2022. this might be the most unassuming piece in this collection, but it marks a significant turning point in my life. I was tasked with making diagrams for a group project in uni, but given that I was facing extreme burnout and apathy towards the course, I instead "doodled" with the elements of the diagram. this spiraled into me writing my zine/short-story EATARTHU, which I then used to apply for a gallery residency. I was fortunate enough to get the residency, and I dropped out of college to pursue art.
as discouraging as it might be to constantly start and abandon projects, it's important to stop and remember that ever single abandoned game or drawing or album or whatever marked a chance for you to learn and develop as an artist. one day you might very well finish a project, and it'll reflect a bit of every single abandoned one of its precursors.
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spectralpixelsredone · 13 days ago
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Foil Analysis: Ruby Rose vs. Salem
Ruby Rose and Salem serve as quintessential foils in RWBY, embodying opposing ideals, methods, and destinies. As the main protagonist and antagonist, respectively, their contrasting traits amplify the central conflict of the series, highlighting themes of hope versus despair, unity versus division, and self-acceptance versus self-destruction. Ruby’s journey from a naive Huntress-in-training to a symbol of hope parallels Salem’s descent from a hopeful human to a being of infinite destruction, making their dynamic a compelling study in narrative contrast.
Leadership and Influence
Ruby’s leadership is rooted in inspiration and selflessness, evolving from impulsive enthusiasm to strategic guidance by Volume 6. She prioritizes her team’s well-being, fostering unity and encouraging others to strive for their best, even under immense pressure. Conversely, Salem’s leadership is manipulative and authoritarian, demanding absolute obedience while exploiting her subordinates’ weaknesses to further her destructive goals. Her influence sows discord, undermining the unity Ruby seeks to cultivate.
Ruby’s Benevolent Leadership: Appointed leader of Team RWBY, Ruby grows into a moral center, inspiring others with her optimism and determination (e.g., motivating Jaune and Blake). Her leadership style emphasizes teamwork and trust, as seen in her development of team attack strategies.
Salem’s Tyrannical Control: Salem expects total obedience, punishing subordinates like Cinder for prioritizing personal desires. Her Bad Boss tendencies, such as choking Hazel with Grimm hands, contrast sharply with Ruby’s supportive approach.
Impact on Allies: Ruby’s faith in her team strengthens their resolve, while Salem’s manipulation (e.g., corrupting Lionheart and Ironwood) destroys her allies’ morale or turns them against each other.
Chess Motif Reflection: Ruby starts as a “pawn” with potential to become a “queen,” symbolizing growth, whereas Salem’s black chess queen motif represents her unchanging dominance and control over her “pawns.”
Ideals and Motivations
Ruby’s idealism drives her to protect humanity and unite people, inspired by fairy tale heroes and her mother, Summer Rose. Her optimism persists despite setbacks, reflecting her belief in making the world better. Salem, however, is motivated by a death wish and despair, seeking to destroy Remnant to end her immortality curse. Her inability to comprehend hope underscores her role as Ruby’s antithesis.
Ruby’s Hopeful Idealism: Ruby’s Plucky Girl nature and Silly Rabbit, Cynicism Is for Losers! attitude fuel her mission to unite humanity, as seen in her defiance of Salem’s despair gambit in Volume 8.
Salem’s Destructive Despair: Salem’s Despair Gambit aims to shatter Ozpin’s faith by destroying Ruby’s optimism, implying Ruby is the “simple soul” critical to his mission. Her Divide and Conquer strategy contrasts with Ruby’s unifying efforts.
Response to Death: Ruby is nonchalant about death due to her naive heroism, while Salem’s Death Seeker nature stems from her inability to die, pushing her to destroy the world to escape her curse.
Moral Outlook: Ruby’s Embodiment of Virtue (purity, per Blake) clashes with Salem’s Evil Cannot Comprehend Good, as Salem questions why humans fight impossible odds, a concept Ruby embraces.
Ruby’s Nonchalance About Death: Described as a great warrior, Ruby’s naivety, idealism, and inexperience make her completely nonchalant about death, reflecting her youthful, heroic perspective. Salem also is not afriad to die.
Powers and Abilities
Both Ruby and Salem wield extraordinary powers that set them apart in Remnant, but their applications reflect their opposing natures. Ruby’s silver eyes and Semblance symbolize light and protection, while Salem’s magic and Grimm control embody destruction and chaos. Their abilities, though unique, highlight their roles as light and dark counterparts.
Ruby’s Silver Eyes: Her Magical Eye power, inherited from Summer, destroys Grimm with light, driven by a desire to protect life. This contrasts with Salem’s Agony Beam, which inflicts pain, as seen with Oscar. (Both powers are connected to the Brother Gods.)
Salem’s Grimm Control: Gained from the Pools of Grimm, Salem’s Wrong Context Magic allows her to command Grimm, contrasting with Ruby’s silver eyes, which are anathema to them.
Speed and Movement: Ruby’s Semblance (Not Quite Flight, Blow You Away) creates rose petals and wind, symbolizing freedom, while Salem’s tornado-conjuring magic (Blow You Away) is used to dominate and destabilize.
Combat Style: Ruby’s Skilled, but Naive approach relies on Crescent Rose and her Semblance, with weaknesses in unarmed combat, while Salem’s Unskilled, but Strong style leverages immortality and raw magic, outlasting opponents.
Appearance and Symbolism
Ruby and Salem’s visual designs reinforce their foil dynamic, with Ruby’s heroic, gothic aesthetic subverting dark expectations and Salem’s Obviously Evil appearance signaling her malevolence. Their shared motifs, such as glowing eyes and red-black color schemes, underscore their narrative connection.
Ruby’s Dark Is Not Evil: Her gothic black-and-red outfit and scythe (Sinister Scythe) suggest darkness, but her Perky Goth personality and angelic motifs (e.g., silver eyes) reveal her heroism.
Salem’s Obviously Evil: Her black robe, red eyes, and Grimm-like features (Red Eyes, Take Warning) mark her as a humanoid Grimm, contrasting with Ruby’s subversion of dark aesthetics.
Glowing Eyes: Ruby’s Glowing Eyes (silver) symbolize hope and protection, while Salem’s Glowing Eyes of Doom (red) flare during malevolent acts, highlighting their opposing natures.
Rose vs. Chess Motifs: Ruby’s Flower Motifs (roses) evoke growth and beauty, while Salem’s black chess queen signifies control and destruction, tying into their respective roles as pawn/queen and master manipulator. (Ruby also has pawn motifs fitting her low status.)
Personal Struggles and Growth
Both characters face profound emotional challenges, but their responses diverge sharply. Ruby grapples with self-doubt and the burden of leadership, ultimately embracing self-acceptance, while Salem’s isolation and immortality drive her to self-destruction, unable to escape her cursed existence.
Ruby’s Heroic Fatigue: Her Heroic BSoD and Driven to Suicide moment in Volume 9 stem from the pressure to be perfect, but she recovers by accepting herself, as guided by the Blacksmith.
Salem’s Hates Being Alone: Her isolation, from her tower imprisonment to losing Ozma and their children, fuels her Driven to Suicide attempts and world-destroying goal, contrasting with Ruby’s recovery.
Response to Failure: Ruby’s Failure Hero arc (e.g., failing to save Penny) leads to growth, while Salem’s refusal to acknowledge wrongdoing traps her in a “self-inflicted hell.”
Relational Dynamics: Ruby’s bonds with friends (e.g., Blake, Penny) reflect her equality, while Salem’s Fantastic Racism dismisses non-magical humans, showing her inability to connect.
Narrative Roles
As protagonist and antagonist, Ruby and Salem anchor the central conflict of RWBY, with Ruby representing the potential for redemption and unity, and Salem embodying the threat of division and annihilation. Their arch-enemy dynamic, tied to Ozpin, positions them as pivotal forces in Remnant’s fate.
Ruby as Protagonist: Ruby’s journey from pawn to potential queen mirrors her growth into a leader, opposing Salem’s Big Bad role as the orchestrator of Remnant’s chaos.
Salem as Antagonist: Her Arch-Enemy status with Ozpin extends to Ruby, whom she targets to crush Ozpin’s hope, making Ruby’s optimism a direct counter to Salem’s despair.
Unity vs. Division: Ruby’s efforts to unite people (e.g., against Salem in Volume 8) directly oppose Salem’s Divide and Conquer strategy, as seen in her manipulation of Lionheart and Ironwood.
Destiny and Choice: Ruby’s choice to be herself (Be Yourself) defies Salem’s God-Emperor past and God Guise, where she sought to impose her will on humanity.
Conclusion
Ruby Rose and Salem’s foil relationship enriches RWBY’s narrative, contrasting hope with despair, unity with division, and growth with stagnation. Ruby’s evolution from a naive pawn to a potential queen challenges Salem’s unchanging role as a destructive chessmaster. Their shared traits—glowing eyes, extraordinary powers, and red-black motifs—underscore their connection, while their opposing ideals and methods highlight the stakes of their conflict. As arch-enemies, their dynamic drives the series’ exploration of humanity’s potential for redemption or ruin.
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kpissolution · 10 months ago
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belacqui-pro-quo · 4 months ago
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What is at the root of the imperfection besetting men, which we did not desire? It arises from the fact that "things in their totality are one." A startling utterance, of a kind to send Western thought back to its beginnings. Yet, this is indeed what Guarani thinkers say, what they are continually proclaiming — and they pursue its strictest consequences, its most unsettling implications: misfortune is engendered by the imperfection of the world, because all things that constitute the imperfect world are one. Being one is the property shared by the things of the world. The One is the name of the imperfect. To sum up the deadly concision of its discourse, Guarani thought says that the One is Evil itself.
The misfortune of human existence, the imperfection of the world, a unity seen as a rift inscribed at the heart of the things that comprise the world: that is what the Guarani reject; that is what has impelled them from the time immemorial to search for another space where they might know the happiness of an existence healed of its essential wound — an existence unfolding towards a horizon free of the One. But what is this not-One so stubbornly desired by the Guarani? Is it the perfection of the world to be found in the Many, according to a dichotomy familiar to Western metaphysics? And do the Guarani, unlike the ancient Greeks, place the Good there where, spontaneously, we deny it? While it is true that one finds in the Guarani an active revolt against the tyranny of the One, and in the Greeks a contemplative nostalgia for the One, it is not the Many which the former embrace; the Guarani Indians do not discover the Good, the Perfect, in the mechanical disintegration of the One.
In what sense do the things said to be One fall by that very fact within the evil field of imperfection? One interpretation has to be ruled out, even though a literal reading of the fragment seems to invite it: that the One is the All. The Guarani sage declares that "things in their totality are One," but he does not name the All, a category perhaps absent from his thought. He explains that each of the "things," taken one by one, that make up the world — earth and sky, water and fire, animals and plants, and lastly men — is marked, graven with the seal of the One. What is a thing that is One? How do we recognize the mark of the One on things?
One is everything corruptible. The mode of existence of the One is the transitory, the fleeting, the ephemeral. Whatever is born, grows, and develops only in order to perish will be called the One. What does that mean? Here one gains access, via a bizarre use of the identity principle, to the foundation of the Guarani religious universe. Cast on the side of the corruptible, the One becomes the sign of the Finite. The world of men harbors nothing but imperfection, decay, and ugliness: the ugly land, the other name for the evil land. Ywy mba'e megua; it is the kingdom of death. Death: the fate of what is one. Why are the things that make up the imperfect world mortal? Because they are finite; because they are incomplete. What is corruptible dies of unfulfillment; the One describes what is incomplete.
Perhaps we can see it more clearly now. The imperfect earth where "things in their totality are one" is the reign of the incomplete and the space of the finite; it is the field of strict application of the identity principle. For, to say that A = A, this is this, and a man is a man, is to simultaneously state that A is not not-A, this is not that, and men are not gods. To name the oneness in things, to name things according to their oneness, is tantamount to assigning them limits, finitude, incompleteness. It is the tragic discovery that this power (pouvoir) to designate the world and define its beings — this is this, and not another thing — is but an absurd apology for real power (puissance), the secret power that can silently declare that this is this and, at the same time, that; Guarani are men and, at the same time, gods. What makes the discovery tragic is that we did not desire it to be so, we others who know our language to be deceptive, we who never spared any effort in order to reach the home of the true language, the incorruptible dwelling place of the gods, the Land Without Evil, where nothing in existence can be called one.
— Pierre Clastres, Society Against the State
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indigo-scribbles · 11 months ago
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AMA with Owlcat's devs
Some time ago Owlcat had small AMA event ont their discord server. Here are some anwsers that I think you guys may like to read.
How many games are you currently working on?
We have several new games in development. We will announce them when we are ready - stay tuned! Meanwhile, we continue the support of existing two projects - Pathfinder: Wrath of the Righteous and Warhammer 40,000: Rogue Trader
How much voice acting are you looking at for future projects?
We believe that full VO has become a must-have feature (even if it takes a significant budget to implement) and are currently working to make full VO applicable to all future titles.
Can we expect to see more Pathfinder stuff soon? Or ever? Or Starfinder?
We don't exclude such possibility in future, but there's no Pathfinder or Starfinder game in development right now.
I believe it was mentioned at some point in the past that you'd like to (theoretically, of course) make a WoD game. If that's still true - which of WoD many lines would be most interesting to you in that regard? (and edition too) Still purely theoretical, just as a matter of personal interest, with no consideration of real-world complication, licenses and all that
We really love this IP (as we love many others), but we aren't working on such a game right now, so we haven't really discussed it.
How was working with GW and the Warhammer IP? Are there any plans for future titles, like we've seen with Pathfinder?
It was a quite fruitful cooperation. A lot of important feedback that helped made the game as 40k as it can be. Both sides are happy with how RT turned out! We plan to continue further improving the game through QoL updates and new content. For now we already have two DLCs planned, and we'll see what comes next!
Recent article/interview hinted the studio is working on 4 different games - when would we find more about these unrevealed titles?
We can't wait for the moment in future when we can finally tell you about each of the new projects in development! But we need to be ready first, and it still may take some time. We'll reveal each of the projects in its due time. Stay tuned, we're certain you will be as excited as we are when you finally get to see them!
I was wondering if you will step away from your known tech/engine and dare to move towards something new like Unreal Engine 5 ?
At least one of the new projects is done with Unreal Engine 5. We're pretty excited for the new possibilities it gives us. But at the same time, we have a lot of expertise with Unity, and would prefer not to waste that potential. It means that you'll definitely see more traditional isometric games from us based on a familiar approach seen in Pathfinder and Rogue Trader!
Will the UE5 game (the one hinted at by that recruitment post a year ago or so) still be party-based or is it closer to something like the Witcher? If the former (which I dearly hope for) then should we expect about the same number of companions, both in general and in the active party or will it be reduced?
In all our games, the story always involves many different characters, some of which may choose to join the protagonist as companions. This game is not an exception. ☺ That is all we can share at the moment.
Does that UE5 project (with mocap cutscenes and all) represent your plans going forward or is it on a parallel track and you still plan to continue making those old-school isometric games with classic long text dialogues too? Is the team’s opinion on the topic unanimous or are there different “factions” now? xD
This is a new direction we're exploring, but we're working on more traditional old school isometric RPGs simultaneously as well, as you may have guessed by previous answers. We're not moving away from that. ☺
On that topic - can you share something from your personal experience/feelings about working with a new engine and consequently a different style of game? Which parts of “exciting” and “dauinting” was it?
We will be able to properly answer this once we're done developing the game. ☺ Of course, the new engine requires people with new expertise and various changes to the development pipeline. But it also allows us to explore new opportunities and possibilities, which is great.
Do you want to/plan to return to the Pathfinder/Warhammer worlds or are you more interested in exploring new settings?
Diving into new settings is exciting, but there are certainly parts of the team who would love to explore the Pathfinder and Warhammer 40,000 worlds further. Where this will end up, remains to be seen.
Is there any specific setting that you’d love to make a game within if you didn’t have to deal with these pesky real-world issues of IP licenses, marketability and such?
We're pretty open-minded about this. Many major universes were proposed on internal meetings at some point (literally most you can think of!). It all comes down to the mix of team's excitement about a specific setting and the terms that we are offered.
Was there something that you really wanted to do in one of your already-released games but had to drop the idea, due to either artistic vision or time/resources/technical constraints?
Many times. This happens in game development all the time, when time and budget constraints come into play. Pathfinder: Wrath of the Righteous could have more content for some of the existing Mythic Paths or a deeper Crusade system. Rogue Trader could have the option to get new, bigger ships, more psychic disciplines and more unique character abilities. A big chunk of a planned content for Santiel's Pride was cut, as well. Sometimes these chunks return in later DLCs or free updates (like it happened with the Devil in Wrath), hopefully that'll be the case with Rogue Trader as well!
How was the response to the Dance of Masks DLC?
Overwhelmingly positive. Despite being released almost a year later, it is close in popularity to DLC4 - The Last Sarkorians, which is a very big sign of success. We're very excited to see how well it was received. And we owe this to the community itself - the concept of the DLC was based on the results of a large community survey where we asked what the people wanted.
Is it looking hopeful for a possibility of more DLCs like that in your games?
Absolutely. You may see by the Season Pass 2 DLCs that we're learning from our mistakes and are willing to listen to the community. And this type of DLCs seems to be what our players enjoy a lot.
With how huge the changes in the patches for RT is - do you still plan to do an EE eventually, like with the Pathfinder games, or did you decide to change the approach and we can expect more big patches instead of a new edition?
In Rogue Trader, so far we're leaning towards multiple big updates over the lifetime of the game, rather than an Enhanced Edition. Two of them have already went live, each with massive updates and improvements.
Would you consider doing a World of Darkness, Star Wars, Rifts (Kevin Siembeida) or DnD game? Would you be willing to do a Warhammer Fantasy cRPG?
These all sound interesting and have their dedicated fanbase among the team. Choosing one would be hard though!
Would you consider making Icewind Dale 3?
We love this franchise, but don't see such opportunities for us, at least in foreseeable future.
Would you consider creating your own IP for a game?
Absolutely. Every game developer eventually wants to create something of their own. We already have multiple ideas inside the studio and while we haven't established any specific plans yet, we will certainly move forward with this sooner or later.
What is your next project?
There are multiple projects in development right now. All we can share now is that one of them is based on Unreal Engine 5, has a way bigger production scale than our previous games, and is a way more cinematic experience than our previous games.
Can we have a DLC connecting Kingmaker and WotR?
It was one of the proposed options in the big survey (30 000 people) back in 2022, where we asked the community about their preferences regarding DLCs. This option ended up slightly above the middle of the list, so we went with a more promising variant which you now know as a Dance of Masks. As of now, while the concept definitely sounds fun, it is rather unlikely we will be doing any more paid DLCs for Wrath of the Righteous. The team is slowly moving on to the next project.
Are there any plans to translate WotR to Portuguese-BR?
We don't plan on adding more officially supported languages to Wrath of the Righteous at the moment, but things can always change if we find a good opportunity. Meanwhile, there are multiple existing fan translations, PT-BR among them, that can be installed as mods.
Do you plan to add the Telekinesis discipline for Psykers in Rogue Trader at some point?
It is a good potential DLC material, but there have been no decisions about this yet.
Would you be willing to add a full respec option in Rogue Trader?
Unlikely, as this is a deliberate design decision. We do have plans for major improvements for the levelling UI and experience as a whole though, process is already underway.
Would you be willing to add Real Time w/ Pause to Rogue Trader?
No. The game is not built with RtwP in mind and it would require a complete overhaul of the game to make that happen.
Will there be an offline physical copy for Rogue Trader on PS5?
No plans at the moment. If anything changes, we will certainly let everyone know.
Why are Rogue Trader companions so much different from what we received in WotR?
Well, it's a different universe and a different game, why would they be the same?
If you do another Pathfinder game would you be willing to add the gunslinger class? Will you ever do a PF2E game or remaster Kingmaker/Wotr into that rule set?
Gunslinger mismatched a bit with the themes of the first two games, and it also would require a major mechanical rework and a whole new type of weapons only useable by that class, which was a bit too much work for a single class. If we are ever to do a new Pathfinder game, we'd probably have a long debate which edition to base it on, leaning towards PF2E because it's more up-to-date. As for the Gunslinger class, could happen if it fits thematically. The idea of remastering the older games at some point in distant future has certainly visited us, but it's too early and currently we are too focused on new projects to even consider that.
Would having fully voiced games hinder your ability to write sprawling and reactive dialogues?
It certainly adds to the budget and complexity of development, but solutions for these issues exist and we believe it will not affect the quality of our writing or limit our ideas.
Have you thought about how to automate buffing in your games?
It's a complicated question. It's important to not automate things too much, as it may hinder some of the 'old school' magic of the game. But we know it may get tedious on higher difficulties, especially for console users. We've considered implementing an analogue of buffing mod into the main UI during the Enhanced Edition, but other features took precedence back then, and we never had a chance to revisit it. Unfortunately, at this point it's unlikely something this big will be added. In Rogue Trader, we've significantly changed our approach to buffs, and it should be way less of an issue.
What is your process for expanding and changing npc’s in adventure paths?
Comes naturally during the videogame adaptation. To improve the player experience, you often have to change or alter something from the original adventure path, as a videogame functions a bit differently from a tabletop RPG.
Are there any plans to collaborate with Chris Avellone again in the future?
It was a tremendous pleasure to work with Chris. He is an amazing narrative designer, and we love the stories he tells. Still, we also have a lot of our own narrative ideas we'd like to explore, so there are no existing plans to collaborate on that matter. At least, for now.
Is it likely your games will come to Gamepass?
We certainly recognize the popularity of Gamepass, and would be interested for that to happen. However, currently we don't have any such agreements, so we can't give any promises.
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