#with the new systems and developments in the game
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Stealing this image from twitter and bringing it over here, because holy shit, some of the clowns I have been seeing talk about the game lately.
#Novice Network is a toxic waste pit right now#filled to the brim with returners who think they’re hot shit talking about ‘If Square really thought a cutscene was important they would hav#e put voice acting in it’ and other shit like that#‘I just skip all non voiced because the voiced cutscenes recap all that boring shit anyway”’#no they don’t???#Is THIS what a new Expac brings out?#because it’s genuinely dreadful#do you even enjoy the game at that point? Complain about fetch quests complain about the dialogue complain about the writing quality#why not just go play a game you like???#It’s getting to the point where I just have my chat log closed most of the time#not leaving NN because it WAS really nice during the post-Endwalker patch cycle#when mostly only people who actually liked the game (????) were still playing.#but the amount of toxic attitude returners I’ve seen in there lately is disheartening.#I hope it’ll come back down in the following weeks#once they’ve burnt through Dawntrail and decided the game doesn’t have anything for them#and they’ve sufficiently wasted their time#instead of just… taking it slow and taking in the world and the sights and the story……..#I’ve heard that Dawntrail is basically ARR 2. Which. big if true.#Because we could use that.#A return to form#with the new systems and developments in the game#bringing the story back down a little bit and reining it in#I am VERY excited to get there some day.#but I know that these people I’m bitching and moaning about aren’t thrilled#(honestly that just makes me like it more)#Anyway#point is#if you’re playing a game why the hell aren’t you engaging with said game?#What’s the point of skipping to the end as fast as possible only to get annoyed when there’s no more content?#This is exactly the problem that I’ve heard ex-WoW players complain about with regards to their player base
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PLEASE DO NOT TAG AS YOUR OWN OC OR PAIRING.
Nathan and Ruben share a bond more powerful than most; mutual understanding through past experiences no one should ever have to go through, and through past actions so horrible they cannot be spoken of. Their grief and the blood on their hands binds them to the STEM technology they created, which has alienated them from the rest of the world— but they give each other the comfort they have both longed for so desperately for years, and that is all they need. They are each other's counterpart; you cannot imagine one without the other, like two sides of the same coin. Through their pain, their grief, their desire, and their regret, they have become one.
anna akhmatova, the guest // bones; equinox // 'i won't become' by kim jakobsson // agustín gómez-arcos, the carnivorous lamb // by oxy // achilles come down; gang of youths // czeslaw milosz, from 'new and collected poems: 1931-2001' // 'extended ambience portrait from a resonant biostructure' and 'migraine tenfold times ten' by daniel vega // a little death; the neighbourhood // marina tsvetaeva, from 'poem of the end' // by drummnist // katie maria, winter // 'nocturne in black and gold the falling rocket' by james abbott mcneill whistler // micah nemerever, these violent delights // body language; we are fury // 'the penitent' by emil melmoth // chelsea dingman, from 'of those who can't afford to be gentle'
taglist (opt in/out)
@shellibisshe, @florbelles, @ncytiri, @hibernationsuit, @stars-of-the-heart;
@lestatlioncunt, @katsigian, @radioactiveshitstorm, @estevnys, @adelaidedrubman;
@celticwoman, @rindemption, @carlosoliveiraa, @noirapocalypto, @dickytwister;
@killerspinal, @euryalex, @ri-a-rose, @velocitic, @thedeadthree
#tew#edit:nathan#nuclearocs#nuclearedits#so much shame in my body but still used my taglist but um let me know if you want to be excluded from oc/ship web weaves#just really wanted to share this one because i'm very proud of it and i want it on my blog. so. :]#recognition of the self through the other + wanting so desperately for the other to be deserving of a second chance#because if there is hope for them than there is hope for you etc etc and so on. that's the core of their dynamic i think#they understand each other on such a fundamental level that no one else comes close to because they are in so many ways the same#like how in in the first game leslie could sync up with ru/vik and all that? nathan would be a VERY good candidate for that as well#and it makes me insane!! and then the added layer of nathan being lead developer of mobius' new and improved STEM system#which makes him the same as ru/vik AGAIN but in like. the way that they're both men of [computer] science#and there's the fact they both have a dead sister. they both killed their parents. they were both mobius playthings for YEARS#and they've happily killed and tortured during all of it. they're angry they're out for revenge they're completely disconnected from#the normal human experience and they're working with what they have. and then after all of that is over then what is left?#their story focuses on them picking up all the pieces. everything that's still salvageable at least. and try to start over in a way#they cannot be forgiven for what they've done but they can move on from the past and do different in the future#there's still things left undone and left unsaid... in my canon at least. i know there's not gonna be any more games. it's fine#anyway they end up going to therapy and then they get better they're not a doomed couple they just like being dramatic#if you read all of this we can get married tomorrow if you'd like
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as much as I am enjoying Kingdom Come Deliverance, I am losing my patience with it a lil bit because of the save system. The game doesn't allow me to save whenever i want to like most RPGs, I need to gather these "saving schnapps" and there aren't many/enough so i don't want to waste them. But this means whenever I get attacked on the road and die, I lose entire hours of progress. This is bullshit tbh. Since I started this game, most quests I had to do 2-3 times... just redoing every dialogue etc. If this continues , completing this game will take a million hours. Maybe I will have to regularly quit the game and restart, just because at least it saves when we quit the game.
#I am tired of it... I died once today and I had to redo like 30 minutes of progress... (but wait... that's not the end of it...)#so I sit there skip skip skip dialogue because I have already done it... then I sell my items AGAIN#so now I avoid the spot where I was attacked and I progress and I get to do a nice quest with Theresa then I complete another sidequest#QUESS WHAT... I get attacked again and I die after another hour of playing...and last save is AGAIN where I was WHEN I STARTED GAMING TODAY#so I do that shit I already had to redo once ... now doing it for the 3rd time... again skip skip skip dialogue and again sell items ...#now I have 3 quests to do before I am at the point where I can do smth new and interesting. gaming this way is simply not enjoyable#tbh I don't understand why developers care if people will “cheat” at RPGs and save all the time before dialogues and fights etc.#WHO CARES if we “cheat” ... it's the player's choice and it's possibly to not save constantly and not “cheat”#but this type of save system just makes gaming tedious even when this would be a very enjoyable rpg with good story and fun gameplay#if i could save whenever I want I would LOVE every second i spend playing it... but this way? nah I am not loving every second#anyway I will solve my issue by constantly quitting the game I guess(and thus it will save)but that's stupid that I have to resort to that#but frankly now I just quit the game because I don't have more time for this today ... ugh#kingdom come deliverance#kcd1#my post#my posts#my thoughts#text post#video games#kcd mine#textposts
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Mapping is pretty tedious… I’ve made a little floor plan to make it a bit easier, but it’s far from final. Likely will have some downsizing done to it.

Having this in the program itself is fun because I can set the starting point in this at any time and test how nicely each of these rooms flow together. It’s also pretty surreal since it’s all placeholder tiles, smaller scale, and no separation between rooms.
Hmm I already see a couple things I want to change about it—
#game development#indie game#horror game concept#horror game#rpg maker#rpg maker xp#solo dev#pixel art#map planning#still stuck in an awkward spot where I have a lot of art for this and a couple rooms figured out but yeah#i gotta keep telling myself that an average time to make a game alone is like 5 years or so lol#I don’t think the unlabeled map of the building is a spoiler or anything#I might try to find some scripts for a map option perhaps#eh anyway— as far as progress updates go#I’ve sprited a couple other characters and an enemy (that I am currently trying to figure out a battle system for)#the first hallway is pretty much done aside from events#I’ve gotten more progress on tilesets a bit more objects#and ive started working on spots that I know for sure how I want them to play out rather than brute forcing spots I haven’t planned for yet#well happy late new year#I’ve got a lot of resolutions to commit to hehe
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spoke too soon abt the ttrpg dog in me being smaller these days because if i don't play a game in the next 1 second i'm going to eat probability
#i would say dnd because that's the original dog in me#but i'll be so so real i would play any system#i am developing a very strong urge specifically to try and wrangle some of my friends into trying weird new systems with me#we played that one game uhh zone? i think. a while ago and i had so much fun exploring a new system with my beloved friends#i just wanna try more ttrpgs#i also just wanna roll dice. please. please. i wanna play dnd or motw again (just played a game last night) Please. I'm Dying. I Need it.
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Hey! I am absolutely IN LOVE with Mudborne. I played the first demo but I think I'm gonna reinstall it to see the new demo. I LOVED Apico, and I think I'm really gonna enjoy Mudborne. I can't wait till it comes out!
Thank you so much! Lots have changed since that first gamejam version, the new demo is much closer to what the game will be like - albeit a little bit information overload in some parts just so I can show off all the main mechanics in one go The starting region of the full game is what the demo is loosely based off but it'll be a bit more slower paced and handholdy before it then kicks you on your slimy butt and tells you to go work out the rest!
#also I think for people who liked apico#although the ui and some systems are the same#the genetics and the puzzle stuff are quite different#i think you'll still love it#but you definitely have to have a forget everything you know moment#as the frog genetics and bee genetics and getting new species is wildly different#mudborne#game development#ask
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Finished RER2! I'm happy I finally got to the end, after stopping late into it the first time I played it.
I find it and its predecessor to be really underrated, especially in the story department. It doesn't help that they never developed the massive bombshell that they dropped in the stinger to the true ending, and seeing how 7+8 turned out... I don't think they ever will, and that bums me out.
#Resident Evil#resident evil revelations 2#it has its flaws definitely but I really enjoy it overall#I think bringing Claire back after such a long absence was brilliant. Barry then? even more pronounced an effect bc of how long he was gone#and it introduced Moira who's another one of my faves... I truly wish she would show up again in some capacity#and Alex is such an iconic villain... it's a SIN that she's kinda hidden away in this lowkey title imo!!#(specially since she has an open door to come back considering. you know.)#and imo it has the best utilization of a partner character in any RE game#I played the whole game on my work breaks#I get antsy bringing my systems (switch especially) to work bc there's a lot that could go wrong in the way#but still.#instead of developing new titles they seem to prefer remaking games that don't actually need remakes now so *sigh*
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shameful shilling mystybelle here to feign shilling sans shame so salicuously she succeeds in selling her sauce to the supreme sight of the masses -
HI Do you Roleplay? Do you RP with mixed company sometimes, and get worried about fairness?
You should try World Seed! It's a set of rules, or SRD, that'll make it a lot faster to start playing! I made it myself, so it can actually fit any setting, and get up and running really quickly.

If you're insane, you can even use it as a starting outline for a full pen and paper game of your own, or as the basis of a template for a video game design document! It uses the GNU GPLv3 (a better version of D&D's OGL if you know what that is), so as long you share a raw copy of World Seed SRD alongside your work, you can share/edit/sell it or anything you make with it freely!
World Seed, at its core, is built as an immersive sim system, so all of it's rules are simple, and function best when the only thing you need it for is deciding how an interaction resolves when everyone is unclear. So it can handle anything you add to it!
#gaming#indie vtuber#game design#game development#tabletop rpgs#tabletop roleplaying#tabletop game#tabletop games#immersive sim#pen and paper#world seed#rp community#rpg game#rp#oc rp#independent rp#indie rp#open rp#rpg#new rp#roleplay#It definetely won't gain sentience#cannibalize the world you've built with its systems#and then try to consume you and your group as god of reality#and then attempt to carve a path into this world in order to consume it as well and remake both worlds in its own twisted image#that'd be ridiculous
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I know I know clown nose clown shoes honk honk but da4 getting a name change and confirmation of another villain just days after I posted about how the name made me worried about the game being overly Solas focused is just.... Damn I cannot stop winning
#dragon age#Dav#Like obviously I still have concerns extended development time new combat system real honest to god player agency etc etc#But damn if this doesn't feel like a win!#Damn if I'm not a bit more excited about the game already
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The inherent eroticism between a condemned and their executioner
#I’ve been playing raging loop nonstop for the past four days#god I fucking love mysteries#I love going through a story over and over with new information every time#learning from each previous loop and seeing things I hadn’t seen before#I fucking love mysteries !!!!!!!!#I love murder mysteries I love supernatural mysteries I love horror mysteries#I love being introduced to a religion and then getting every. single. detail. about the belief system#I love putting pieces together and having the main character realize it ten minutes later#I LOVE MAIN CHARACTERS WITH FLAVOR#I love main characters who aren’t blank reader-inserts#I love when they have unseemly traits that make them human#I love the tropey stuck-up anime man with glasses who gets his shit handed to him in the most devastatingly development ways possible#i love characters whose secrets don’t fully come to light for FOREVER constantly teasing you with info just out of reach#tfw the tags contain the real post#I just needed to rant about this game bc my gf wants to play spoiler-free#which is fair but I NEED TO GUSH ABOUT IT
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my dude you said can of worms.
The thresher Maw is a big ass worm with anger issues.

yeah
#me creating an entirely new solar system#developing an entire planet's geography and environment#figuring out what pre-Citadel human colonial development would look like#designing and naming trucks older than the Grizzly#all just because they never actually put Shanxi in the fucking game#or Akuze for that matter. but thats a whole nother can of worms#Unintentional joke that I found
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For this week's smaller update, a look at how the dev environment has changed! I figured out a method for making skyboxes I like and made the environment look a bit more unified, just to have something nicer to look at while I work. A few new objects have also appeared to test and develop several systems. It's unfortunately a lot of code based work and not a lot of visual based updates to show off.
#boundlessut#devlog#indie dev#game dev#game development#unity3d#I lose a lot of time just walking around or playing with new systems...is that a good thing or a bad thing?
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“I’m the greatest programmer ever” to “stupidest coding bug known to man” pipeline
#dragon bahs#i’m about to be done with my current game design and development project#and along the journey i found new and creative ways to break things#for example!#famously if you multiply a movement vector by a variable whose value is set to 0 then you will not move. hope this helps#also been learning to work with json files to save specific game data#and there was a cool and epic bug caused by the loading system#which would multiply all the items in your inventory everytime you exit and reload the game#turns out when you don’t destroy unnecessary game objects it causes problems. hope this helps
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i was wondering if you have any input on how you put together the item display hud in apico (gamemaker)? i'm also using gamemaker and i'm having trouble figuring it out... i'm trying to make the the hud background draw behind the data it displays... the only way i can think to do it, i would have to get the sizes of every data entry before drawing them to the screen, which seems really crude! i hope that makes sense
Hello! So for menus in APICO, they're made up of two different objects - there's the main menu object, which stores a position in the world, and any menu data (like say progress for machines) Then there's a slot object that stores the actual item+count in the slot. For each menu I have a definition file with a layout for the slots. So for example, the sawbench, which takes in logs and you 'chop' them into planks or sticks, has a definition like this:
Each slot has a position in the "layout" section - which is the offset x/y from the top-left of the menu. When I create a menu object, I read the definition and for each slot in the layout I make a slot object, stored in a list on the 'parent' menu. Whenever the menu gets moved in the world (either by opening it or the player dragging it around), I update the slot positions in the world too, i.e. menu.x + slot.ox - that way they always stay in the right position. I do the same stuff for any UI too, buttons or mechanicsm, each just has a relative x/y pos and I update them when the menu x/y changes.
For drawing, the slots have no draw event at all - instead the menu draw event first draws the menu, then draws each of the slots in it's slot list, this way you get the bg first then the foreground 'slots'. Each of the menus in APICO is a seperate sprite - it didn't use 9 slices (at the time when APICO was made GM didnt have this)
However in later games where I did use 9 slices, I just store the height/width of the menu in the definition too, and read that to use for drawing. For collision, using a specific sprite makes it 'easier' as gamemaker then has the right boundary box, if you use 9slices you have to mess with a couple of the standard properties to make the boundary box match the drawn height/width.
Because the menu + the slots are both objects/instances, it makes it easy for checking whats highlighted/clicked, so I literally just have like mouse left/right events on the slot object itself. When the menu is closed I can also deactivate any related slots, and reactivate them when the menu is opened. After APICO I stopped using GameMaker for a bunch of reasons, but in the new framework (LÖVE) I basically do the same thing - a menu class and a slot class, each menu having a definition with it's height/width + a layout of all of it's 'child' slots, all created as instances.
#hopefully that kinda helped?#once the system was setup too it was easy to add new menus#design it in aseprite or whatever#then export the menu 'bg'#then define the slot layout positions and thats it#with later games using 9slices mean I could skip the bg export as they all used the same#so new menus are just make a definition and write any extra logic#which is what you want really#just able to focus on the actual game logic not pissing about with sprites#gamemaker#ask#game development#indie games
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You know what, I'm going to add to this after all. Ray tracing is a gimmick and infamous for how intensive it is on hardware where it updates in real time, such as in video games. Before it was considered at all feasible outside rendering CGI, there were other methods of simulating light that were far easier for hardware to handle and, honestly, the difference between them (I can't remember what the name of the algorithm is) and ray tracing is minimal.
Adding to the problem is video card manufacturers pushing it while not increasing the VRAM on cards that are now expected to handle ray tracing, NPC scripts/AI, all other graphics, and stream encoding at the same time. GPUs have not seen a meaningful increase in VRAM in years despite the push of 4k graphics and ray tracing.
Oh and handling generating in-between frames to increase FPS/hide poor optimisation and up-scaling from 1080p to 4k or 8k. Sometimes both at the same time (in addition to the rest).
Further compounding it is consoles using stripped down versions of GPUs but not allowing users to upgrade them or other hardware. At least not in an easy way that doesn't void the warranty.
There's only so much that can be off-loaded to other components and it is a Choice™ to decide not to include an option to disable features that minimally improve the graphics (I specify graphics since more than one game has been released where turning off ray tracing wasn't the first thing recommended to turn off if you wanted to hit 30+ FPS) but can and do overwhelm GPUs.
Mandatory Ray Tracing should be banned in games. Genuinely absurd to think the majority of consumers are running high performing RTX graphics cards.
#i have a suspicion that this plus the price increase in gpus is to push people to rent computers a la geforce now#and gpus are one of the main ways developers compensate for having dog shit optimisation#the others being (hoping) the end user has enough ram to hide memory leaks#and high hdd/ssd capacity so compression doesn't need to be optimised#(also a high or no data cap since so much is downloaded rather than coming on a physical disk)#some developers are better at having granular options than others too#some will let you tweak or disable damn near everything so it runs best on your system and so you can choose what looks good to you#while others do the bare minimum and can't even be bothered to let users change things like particle effects or ray tracing#your options are basically play how the developer decided (regardless of your system) or not play at all#if the game runs fine until x or y or z but then starts to stutter/crash and would be fine if you could turn things down/disable things#you're sol if the developer didn't bother to allow changes outside of gamma and anti-aliasing for example#also not everyone has a 4k display or notices minute details#some people don't even see a difference between 30 fps and 60#don't get me started on how so many developers treat colour blindness as something spiteful rather than a medical condition#but more and more developers are forcing large and/or intense graphics/textures rather than giving users (aka customers) an option#or having a separate additional download if someone does want 4k or 8k textures#you know the way so many games operated when <720p displays were common but there was a way to download hd textures#for people who wanted them *and* had a display that could do 1080p#though it goes back to the (usually) aaa publishers and how graphic generations hit their peak a while ago#adding more polygons isn't something big or noticeable anymore unless it results in a performance *drop*#(the team fortress 2 snake immediately comes to mind)#(or the final fantasy 14 grapes)#ray tracing is one of the buzzwords used to sell a remaster (possibly to people who bought the game before)#or indicate a game/console is new and not part of a previous generation
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