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linuxgamenews · 2 years
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Yukar From the Abyss to overcome fierce trials on the Steam Deck
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Yukar From the Abyss fantasy otome game aims at Proton via Linux with Windows PC. According to further details from developer LocaGames. Due to make its way onto Steam in 2022. Indie game developer and publisher LocaGames, operated by Adventures, Inc. has revealed their fantasy otome visual novel Yukar From the Abyss. Due to release in late 2022. Gearing up to makes its way onto Windows PC with plans for Linux via Proton.
...in our internal testing of the game, it runs fairly well using proton on the Steam Deck. And we will try our best to optimize the game for that within the limits of the engine.
Yukar From the Abyss development is using the Wolf RPG engine to create the game. However, there are no plans to creative a native Linux build. So with focus on the Steam Deck, we will have Proton. Which is essential for choose your own adventure fans. Yukar From the Abyss allows players to adventure with the animal Gods from Hokkaido’s rich mythology. When the main character suddenly wonders from her ordinary life. While venturing into the world of the Gods she will meet, fight, and overcome ordeals. Together alongside the Gods with their rich and strong personalities.
Yukar From The Abyss - Official Trailer
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This title is a fantasy otome game for a broad audience. Yukar From the Abyss uses the local charm and character of northern Japan. Along with real places and cities as story settings. Due to offer features that let players read and learn more about the lesser known history. Including the culture of ancient Hokkaido while they play. In Yukar From the Abyss, Kurumi Oki decides to slow down and move to Hokkaido for a fresh start. Who is also tired and unsure in her busy life in Tokyo. Then one night on the train home after meeting up with her friends, she dozes off. Then realizes she has missed her stop. She gets off the train and finds herself at an unfamiliar station called Kamuy Mosir. Seeking help she meets a group of people dressed in unfamiliar costumes having a party. Without warning, she is chased by the group and captured by a young man. Her captor tells her that she is dead, and he will take her to the underworld, the land of the dead. Still being pursued by other mysterious beings, Kurumi somehow opens the door to the world of the Gods. Here she must overcome fierce trials and explore the mysterious new world. Maybe even find out what happened to the forbidden love of the Gods. Yukar From the Abyss fantasy otome game is coming in late 2022 to Steam. Due to release on Windows PC, but aiming at Linux support via Proton for the Steam Deck.
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dragonpropaganda · 4 months
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do. do you think i might have. too many elements in my rpg. i've got a. hunch
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theresattrpgforthat · 9 months
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Hello! I’ve been following you for a bit now, and all of your recommendations have been super cool and interesting! If you don’t mind me asking, do you have any recommendations for really long indie ttrpgs? One that could match the length of dnd or CoD books, I mean. The specifics don’t matter as much, I just really like sinking my teeth into long game books like that.
THEME: Long Indie Games
Hello friend! Fear not, I have a multitude of long indie games to recommend for you!
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Chuubo’s Marvelous Wish-Granting Engine, by Jenna Moran.
Length: 578 pages.
The Chuubo’s Marvelous Wish-Granting Engine RPG is the diceless RPG from Jenna Katerin Moran, author of the well-regarded Nobilis and an important contributor to Eos’ Weapons of the Gods and White Wolf’s Exalted RPG.
Chuubo’s is a special beast. I personally don’t know how one actually plays this game, but the book itself is fascinating to read. It has recognizable parts such as character skills, Health Levels, and XP, but I think I’d want to sit down with a physical copy to be able to properly read it and get a handle on how you play through a story. If you enjoy a challenge, or even just something enchanting and evocative, I’d recommend Chuubo’s.
Part-Time Gods, by Third Eye Games.
Length: 318 pages.
The gods of today are shadows of what the old gods possessed. Their power has been heavily diminished, and many choose to live a regular, mortal life, revealing themselves as gods only when absolutely necessary. The reason for this is twofold. First, fate doesn’t like it when the gods share their secrets with a mortal. Unless they are the god’s worshipper, terrible events and horrific accidents have a way of happening to the people closest to the god. Secondly, divine works attract creatures and monsters called Outsiders, created by the Source (after its capture) to destroy any god they encounter.
This is a game that’s on my TBR shelf - and it might stay there for a while, because this is another pretty lengthy book. I am very grateful for the index at the back of this book, because I think this would be pretty difficult to navigate. Part-Time Gods is set in the modern-day, but the premise behind your god-hood is very unique, so one of the first chapters is dedicated to telling you what exactly it means to be a part-time god, part-time taxpayer. The book also contains small pieces of prose set in the world, meant to give you a flavour of the genre and tone intended by the designer. I’m really interested in the concepts expressed in this game, and I hope I have enough brain space to read it in the future!
We Are All Mad Here, by Shanna Germain.
Length: 226 pages.
Jack climbing the beanstalk. The little mermaid finding her voice. Alice struggling with the madness of a place unruled by the laws of reality. The queen. The child. The woodsman. The knight. When you think about fairy tales, who do you become? Where does your imagination take you?
We Are All Mad Here is a tabletop game about fairytales and mental health, providing you with new options for the Cypher System while also creating a setting about visitors to a magical land called the Heartwood. In the fiction, only those who have had some kind of struggle that affects their mental health are able to travel to this magical land. Germain intends this to be a way to tell a narrative about mental health using allegory and metaphor. The Cypher system itself is pretty complex, and you probably won’t be able to play a game of We Are All Mad Here without the core rulebook, so it might be worth it to take a gander at the Cypher System Rulebook while you’re at it.
Coyote & Crow, by Connor Alexander.
Length: 484 pages.
More than 700 years ago, a massive disaster changed the course of history. The world was plunged into centuries of darkness, but the event also introduced the Adanadi — the Gift — a strange mark that appeared on all life. This mark would have an enduring impact on humanity. Centuries later, the Earth is healing. New, advanced nations have risen. Ancient legends stir.
Coyote & Crow is a pretty extensive and unique game, using pools of d12s pulled from your stats, as well as narrative beats such as character motivation, Gifts and Burdens to help give your character a personality. Because it introduces an alternate history and a drastically different future, the core book as a decent amount of lore to acquaint you with the city of Cahokia and the world that surrounds it.
This game has quite a bit of support out there, with adventures such as Stolen Heart, Laughter Lost & Found, and The Case of the Great Underwater Panther.
Impulse Drive, by Adrian Thoen.
Length: 242 pages.
Play a crew of misfits and scoundrels living a life of danger and adventure as they explore space and try to make their ship a home in a technicolor sea of stars. Fight dangerous organizations, investigate unnerving mysteries, and find trouble in a game that rewards you when your characters face their shortcomings. Grow your characters and ship with new gear and abilities as you discover and create the universe together, as a group.
For a PbtA game, Impulse Drive feels pretty substantial. It provides a quick primer on Powered by the Apocalypse games, and includes advice for the players as well as the GM. This might be because the game includes a lot of details about gear and vehicles, as this is a space game that cares what your party has on hand and what their ship can do. There’s also advice on changing the game, extra moves, and a roll table for mutations! If you’re looking to see how to play out a space adventure in a more narrative-focused system, you might want to check out this game!
The Shrike, by Alice the Candle.
Length: 162 pages.
The Shrike is a game about fantastical voyages aboard a skyship. It's inspired by Avery Alder's The Quiet Year, John Harper's Lady Blackbird, Italo Calvino, Ursula K. Le Guin, and utopian and dystopian fiction. It features four complete adventures (two multiplayer, two for solo play). 
This indie game is on the short side of this list, but it’s definitely long by indie standards. The author has provided 4 different adventures that you can read through, which will likely spark your imagination along the way. Interestingly, the voyages are placed in the first half of the book, while the information about Solo, Co-operative. and Guided Play embody the second half of the book. I’m not sure how I feel about this layout choice, but if you’re mostly looking for a book that you can read, flipping through the voyages might be more interesting to you than the rules of play.
Games I’ve Recommended in the Past
Lancer, by Massif Press. 431 pages.
The Wildsea, by Felix Isaacs. 364 pages.
Exceptionals, by Sahoni. 253 pages.
Gubat Banwa, by makpatatag. 399 pages.
Monster Care Squad, by Sandy Pug Games. 176 pages.
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open-hearth-rpg · 8 months
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Scale: Great RPG Mechanics #RPGMechanics: Week One
I’ve fought lots of dumb big things in rpgs over the years. Vastly over-pointed villains in Champions, pantheons from Gods, Demigods & Heroes, just about everything from the early Rolemaster & Middle Earth modules– things with absurd amounts of hit points, tremendous armor class, high damage reduction, silly resistances, etc. 
Yes, there’s a joy to slowly chipping away at a big baddie, maybe getting in a few hits which deal additional effects. I mean I’ve put 1000+ hours into Monster Hunter World & Rise, so clearly I’m used to that. It can be fun at the table, but it can also be a slog. Maybe not a slog, but a process of repetition, of doing the same thing over and over again in the same way. 
Two games got me thinking about Scale as a different approach to big vs. little in the first place. One was Fate Core and how it addressed the idea as the difference in scale between foes being used as a modifier to effect, rather than having blow-out numbers for foes. But the other one, the idea that stuck with me, was from Mouse Guard. The concept that there were absolute bands of scale: you were small and some things were bigger than you. You can’t chip damage your way to deal with a wolf when you’re a mouse. 
Instead you have to be clever. You have to take actions to lower the difference in scale: traps, stratagems, teamwork, etc. It might take just one for something slightly larger, but for bigger differences you’d have to do more- and in smarter ways. 
I remember using this idea for a dumb 24 Hour RPG I wrote, Witless Minion!, with the concept that henchpersons could only actually take down a superhero by bringing them down to their own, lower level. It was a throwaway idea– something I forgot about until I was working on Hearts of Wulin and listening to the Jianghu Hustle podcast. They used the idea of scale to describe conflicts and fights, examining how the characters could come back and deal with nastier opponents. 
That ended up being the core engine for conflicts in Hearts of Wulin, and I adore it. I love watching the clever and creative ideas players come up with to weaken a deadly, ageless master. I love the costs they end up paying to reset that balance– and the desperate rolls they make once they have that foe at a disadvantage. They have one shot to do it before the stage resets and the scales return to normal. Can they do it? At what cost?
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canmom · 1 year
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on D&D
there have been many a Posten floating across my slice through the tumblr database of late on the flaws of Dungeons & Dragons. this is an old, old argument - pushed by the White Wolf fans before my time, raised to a furious pitch by the Forge movement (Ron Edwards infamously declared that D&D players have brain damage), and continuing to simmer as the Forge gave way to 'Story Games', and then ebbing a bit with whatever that movement have way to. i don't even especially disagree - most of the good times I've had with D&D have been more despite the printed rulebooks than because of them.
however, it's worth considering what D&D actually is.
"D&D" should not be confused with the books released by Wizards of the Coast or TSR. Nor even the other books in the D&D family in the OSR, Pathfinder, etc. these are an important part of it to be sure, and WotC would certainly like us to think that it all flows out of the books.
however, I think 'buying a D&D book without any expectations, reading it cover, and attempting to run the game as described in the book' represents probably a tiny fraction of D&D players. any more than you could discern the practices of a religion by reading their holy book.
D&D, as actually practiced, is something like that - a set of practices or sorta oral tradition. you learn what D&D is when someone invites you to a D&D group, or you listen to an 'actual play' podcast, or - like me! - you fall into forums and read libraries worth of arguments about which edition is best and game balance and funny game table anecdotes, which create a picture in your head of idealised D&D, and then off you go and try and get your friends on board. you use the books primarily as a reference. (or nowadays you go on 5e.tools instead and don't buy expensive books).
the thing is, this tradition is really good at perpetuating itself and it's as endless and weird to dig into as any long running media franchise. and because a lot of it is an echo of weird 70s shit that comes from, say, an off-brand tokusatsu figurine from Hong Kong, or an author like Jack Vance whose legacy has been kinda swallowed by D&D, there's real character. yeah, there's plenty of tedious wank too, but the density of it means it can serve the 'creative prompt engine' function of an RPG in a way that's very difficult for a smaller, more tightly focused, and tbh less stupid game to be able to do.
it's also got a huge body of folklore to immerse in. the Dread Gazebo. Tucker's Kobolds. Pun-Pun. and it's fractal. a D&D forum, a podcast fanbase, etc. will end up with their own niche injokes. (of course, so will an individual group). there's endless lore to learn about the game's own history if you're that way inclined.
now you might say, most of that doesn't depend on it being D&D, the janky system outlined in the books of WotC. and that's true! there's no reason (beyond copyright) you couldn't confront a Bulette in Burning Wheel, play a Mind Flayer in Fiasco, or even set a game of Apocalypse World in Dark Sun.
this is where one of the quiet strengths of D&D-the-product does come in though. the role of the book is mostly to lend a certain sense of concreteness. it's a rhetorical trick: if you can turn to a page of the Monster Manual and see a mindflayer with a statblock, an artwork and a couple of unique abilities, then mindflayers feel more 'real'. factor in the existence of decades of history, splatbooks expanding on the concept, articles in Dragon, modules, stories about other groups who've encountered a mindflayer, and you feel like you know something. nevermind that most of the mindflayer lore is kind of eh at best! D&D is a machine that rewards your autism, hard.
and in terms of actual game design, there are some things that D&D is very granular about, like what your character can and can't do. D&D certainly is an unbalanced grab bag of not-exactly-integrated systems with no unifying design philosophy... and that's largely to its advantage in terms of making the stuff on your character sheet feel concrete, rather than ephemeral like the freely chosen Aspects in FATE. by making the map more complicated, the supposed territory it describes (the shared fiction) might be made to feel more substantial. it's not the only way to do this, mind you - you can absolutely make something a strongly impactful, constraining part of the shared fiction without numbers and dice. but the numbers and dice provide a scaffolding, a thing to lean on when you draw a blank.
(D&D arrived at this more or less by accident mind you. you could definitely say that something like the Moves of a PbtA game are a more coherent and flexible framework for system and fiction engaging without sacrificing substance. and there's plenty of trad games besides D&D which follow the same paradigm, not least because splatbooks are good business. still, I think there is something gained by what seems at a glance to just be an unholy mess of jank).
for a new game, it can't work in the same way. it's a chicken and egg problem. if nobody's ever played your game before, you can't so easily introduce it by doing. (sure you can run it for friends, but you can't rely on most people being introduced to the game that way). there may be a small or even large community of people for any given game, or maybe fans of types of game, but you have to mostly rely on the book to build up the concept in the player's mind.
one of the most useful tools you have is genre, but that's a double edged sword. there are many games that are just 'PbtA for cyberpunk' or whatever, instantly forgettable. again, that's a tricky bootstrapping problem. somehow, a game book needs to get players enthusiastic about the premise using the familiar, introduce them to the unique quirks that make it interesting, and put them in a mindset where they're ready to extemporise in whatever idiom the game suggests. tall order!
the voice of Apocalypse World - the rulebook - is very casual, quite aggressive. 'to do it, do it', not 'when its condition is met in the fiction, the Move is triggered' as a later PbtA might put it. it swears a lot. the voice of a Jenna Moran game is full of little asides and wordplay. the voice of an Avery Alder game is exhaustingly sanctimonious, which has unfortunately spread to other authors. this aspect, the feeling you get reading it describe the stuff it wants you to do, is way more important in telling you about the game than the short story you skip over at the beginning of the book, or even any particular mechanical procedure.
the voice of modern D&D is... honestly in its current edition, painfully corporate and dull. nothing puts me off playing D&D faster than reading the class introductions! but where it has the most character unique sort of slightly arch 'game prose', kind of like an encyclopedia entry with dice rolls in the middle of a sentence. it's unabashedly nerdy, comfortingly so. this is why long lists of almost identical polearms are actually valuable. games need to have something weird and jank and inexplicable for your brain to hold on to.
however... that mass is also a weakness. because all that concrete stuff that you can lean on to flesh out and inspire your imaginings... is also a lot to digest for a potential new player. (this is a reason why I've found it hard to get into games like Shadowrun and Eclipse Phase, lacking a clear on-ramp, and my ideas clashing unpredictably with established stuff.)
compared to games with a hyper-defined setting, and games that create it all improvisationally in the first session, D&D's modular framework is actually pretty ingenious. if every campaign takes place in its own mini setting designed by the DM, there's huge libraries of stuff that could be there, so you can get that 'I recognised that' knowledge, but there's no need to digest a campaign setting or worry about lore conflicts. you can be ~intertextual~ with other D&D games - "oh yeah, my DM used that!" - without all the commitments of an official setting. (of course, D&D has plenty of those too, and many of them are pretty neat. but it's agnostic about whether you use them.) this also gives you a starting point for making your own setting. "here's a thing that's expected to be there. what's your spin on this?" is a really productive question, if the things are minimally interesting.
so being a DM is kind of a bridge between "run it by the book" and "make your own game". you have a lot of freedom, and you have fallbacks to lean on. that's actually pretty good I think.
the DM role is... you could spin it different ways. on the one hand, it gives one player vastly more work than the others, turning them into a mini game designer + master of ceremonies + multirole actor + narrative author + typically, organiser; the one who's responsible for carrying the whole thing. on the other hand... that's a stage. if you are lucky enough to play with a really good DM, the whole thing really does come alive in a way that a book, no matter how elegant or flavourful, could never convey - because it's responsive to you and you get a rapport going. of course by the same token an unengaged, unenthusiastic DM can't be saved by any procedures or rules you could imagine. in that middle ground... that's where tools like Apocalypse World's MC moves come in to help. for D&D, 'how to DM well' is in my experience communicated almost exclusively through stories and imitation - you could never learn it from the DMG.
viewed as a practice or a ritual, D&D likes to mysticise the DM, like the mad wizard who built the moldering pile etc etc. you have the pageantry of the DM's screen, hidden dice rolls, passed notes, asking for perception checks without explanation. if you play in to it (you should, it's part of the fun), you get to lean on the established image of the Dungeon Master, not just someone in a room telling a story. oh wait, is that actual magic?
incidentally, I never really ran Apocalypse World strictly 'by the book'. I was aware of the list of principles and vaguely remembered the moves, but equally, perhaps more so, I was thinking of the idea of an Apocalypse World MC suggested in discussions online. I was also of course leaning on previous experience playing D&D and other games. it worked well, better the second time when I was older, because it's like 75% about being genuinely enthusiastic and paying attention to people when you get right down to it.
all this is why it's hard to replace D&D with a suite of modern, elegant purpose built systems. most of what happens at a TTRPG table, with any 'system', is not determined by what's written in the book but some fuzzy social dynamic in a given group of people and their shared idea of what the game is supposed to be. you can try and introduce rules and procedures into that dynamic, even create a game like Firebrands where nearly every step comes from a prompt list. (the question of how much the explicit mechanics should touch social interactions and narrative structure is a matter of taste). it can be helpful, but you can also risk stifling something important that comes in improv.
viewing the broad space of indie RPGs as its own tradition, like D&D... 'indie RPGs' has its own content, a shared context of frequent ttrpg players, the type like me who are likely to try a new system every campaign. the more games you play, the more analogies you can draw and the quicker you can pick up the gist of a new game. you'll have cross-game skills in e.g. improv or breaking down systems, and an established habitus in terms of stepping into character or playing a GM-like role that can't be written in a book. if you've only ever played D&D, or no TTRPGs at all, you'll have some of that, but a lot will be unfamiliar and the benefit won't necessarily be obvious.
I do think getting into the broader space of TTRPGs is worthwhile, because... ok this is going to sound pretentious as hell but seriously, it's a ridiculously interesting art form, both the designing and the playing of them. but also that's given me a perspective to look back and say, oh, that's what D&D was all along!
what would kill D&D, WotC edition? hard to imagine. there have been splinters, like the OSR for people who like simple mechanics, high lethality and the flavour associated with older editions, or Pathfinder for people who... idk, who really like 3.5 I guess and just wanted a few balance tweaks, idk, did it diverge more? it's definitely just D&D in a funny hat though. oh and there's Dungeon World but lol, Dungeon World.
D&D-the-product-line has come close to collapsing a couple of times, once when TSR went under, again when 4e divided the 3.5e fanbase hard, but 5e being a 'pretty solid for the most part' game that managed to somehow appeal to multiple ideas of 'what D&D is', along the Actual Play renaissance selling a new generation on the idea of D&D... that saved it. maybe it's about to take another hit with this new OGL killing the secondary industry.
I don't think that most of the D&D groups out there, in it for the idea of D&D, would be playing other TTRPGs if only D&D was not so big. likely they wouldn't be doing any such thing at all, but some other dorky hobby. if WotC-run D&D goes under, I'm not sure what happens! D&D-the-practice would continue no doubt, and maybe it starts looking like the OSR, with numerous variations on a theme that don't carry the stamp of 'officialness', until one or another can become an unofficial standard. maybe it looks like open source software and some kind of nonprofit D&D foundation is created to control the source lol. would be interesting to see.
aaaaanyway. if you want your fave non-D&D TTRPGs to thrive as D&D has, here's what you gotta do. talk about them. tell anecdotes from your games, the stupid memes and injokes, what you really like about the mechanics, tell everyone about the weird fun fucked up bits of the lore. tell a story about what it means to play that game. and sure, talk about how it's different from D&D and why you like it more. that story is the bait that will get people onto that fun new RPG system and give them a handle to get started. what got me into 'Story Games' all those years ago was finding a forum with a whole bunch of people having fascinating nerdy discussions about sides of TTRPGs I'd never been exposed to in D&D.
[of course me being me, I took it way too seriously and made a whole thing in my head about how much better these new, progressive Story Games were better than janky old incoherent Trad Games. for years I wouldn't even consider playing D&D or similar. all I can say is, I'm really glad I got over that attitude. hence this kind of post.]
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slasheru · 8 months
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Little bit on the SLASHER U engine: We're running on Wolf RPG Editor which is based off a fully licensed 1998 version of RPG maker that's no longer supported - Wolf gives its users 100% control, you can copyright aspects of your game (as applicable), and it's got licensed use of its assets and engine tools FOR LIFE BABY, so SU is never at risk for losing the engine or, er, falling victim to EXTREMELY SHITTY COMPANIES JACKING UP THEIR ENGINE IN THEIR VILLAIN ERA LIKE A RANSOMING ROBBER-BARON cough unity cough.
Seriously though, we're good, I just wanted to drop in my 2 cents as a dev that what Unity is doing is unethical and unconsciable. OKAY BACK TO YOUR DAILY MURDER SEXY POSTING
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mayarab · 6 months
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WIP List (Tag Game)
I was tagged by @the-grim-and-sanguine - You can see their post here!
RULES: post the names of all the files in your WIP folder, regardless of how non-descriptive or ridiculous. Let people send you an ask with the title that most intrigues them, and then post a little snippet or tell them something about it! and then tag as many people as you have WIPs.
OH LORD HERE WE GO
ORIGINAL
The Queen & the Demon
Just Another City
Chaos Magic Kaijus
Guardiãs de Primália
Better! Twilight aka Vampires in Rio
Warylk
Conto Avantesma
Continuação de Journey Home / A Caminho de Casa
Contos Andarilhos
D&D Romance
Fantasy Heist
Space Adventure
Aline
Obsessão
O Santuário de Liara
Reminisce
Queer Greek Myths + Fairytale Retellings
Melting Pot of Ideas
#SuperQueerWIP
Crônicas de Irhullan
Foi por Acaso
Swordswoman & her Wizard GF
Shape-shifter & Hunter
Demissexuais & Dinos + 2 Girls, Music, Books and Internet
Story Engine Anthology
The Golden Queen
A Garota e o Dragão
Alathea
Demon Soul
A/B/O but with actual wolf social structure
Chaotic God + Necromancy + Chaotic MC
Bruxas Latinas + Witches in Saquarema
Isekai Scout
The Untamed x Inuyasha
Portal Book
CdZ inpired Mess
Hunted Siblings
Kingdom Hearts x OUaT
Chosen One Academy
Daughter of the Chosen One
Magic People
Isekai Brazuka
Anna & Milla
Mage & Prince
Warylk AU (Makhy lives)
Warylk Coffe Shop AU (Gods Edition v1 - with powers)
Warylk Coffe Shop AU (Gods Edition v2 - no powers)
COMICS
Pimpim Café
Garotas Mágicas RPG
O Sonho de Nina
Ace of Cakes
To Be Human
I Heal Hearts
Escola Mágica + Criaturas Sobrenaturais
FANFIC
Inuyasha Mermaid AU
Year of the OTP 2023 InuKag
Bond
The Heart of the Miko
Memory Loss
Shikon Strike Force
Inuyasha dies and KagMirSan try to bring him back
Inuyasha HighSchool AU
Kagome MD
SessSan KindergartenGod
InuKagMirSan Polycule
Inuyasha x Pokémon
Prophetic Dreams
Inuyasha Beauty & the Beast
A hanyou birthed by a female Youkai
Inuyasha Retelling Sequel
Polyam Kag/San
ATLA: Twin Avatars
Inuyasha VTuber
Inuyasha sends a video masturbating to Kagome by mistake
Inuyasha + Sell Your Haunted House
Inuyasha + FFVII Remake
Inukag song fic - Give your heart a break - Demi Lovato
GAMES
Viking Punk
Whimsical Life
On the Shoulders of Giants
Avantesma
Esperanthya 5e Setting
Sparkles & Wonder
Azure Garden
Witch’s Workshop 2.0
Digital Deckbuilding Card Game
DnD Character Creator
Match 3 Mobile-style game SEM MONETIZAÇÃO AGRESSIVA
Runeterra Hack
NON-FICTION
Assexualidade e Esteriótipos
I'm just gonna tag a few people under the cut AND WHOEVER ELSE WANTS TO DO THIS THING BECAUSE THERE'S NO WAY I CAN TAG T HIS MANY OMG I HAD NEVER LISTED IT ALL OUT LIKE THIS HELP
tags: @artemis-devotee @anisaanisa @ruddcatha @razdazberry @atelierwriting @akiwitch @mauvelilywilliams @bia-sa @ninaescreve @autielivros @saphoblin
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juney-blues · 2 years
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hey do you feel like downloading random code off of someone’s Google Drive??? does that seem like a safe and productive use of your time?
https://drive.google.com/file/d/1722RIGvFWHzRv_yS82IknMgQhV3NLIHf/view?usp=sharing
EDIT: I've updated the game since then!
New versions can be found here as I add them:
https://drive.google.com/drive/folders/1JjcxtJiRrteggkB9YcrhGTDr5za09QON/view
here have my unfinished shitpost video game then!
it’s made in “wolf rpg”, an RPG-Maker-like game engine no one has used since 2010, and even then they only used it for RPG Maker-esque horror games and not actual rpgs! (Misao and Mad Father are two games made with it if you’re curious)
I made a shitty joke comic in a bout of hyperfixation on an actually funny sprite comic by Samanthuel Splendidland, and the spinoff game, also by Samanthuel splendidland, and in that poorly thought out daze I made a Not Very Funny comic based off of that without splendidland’s permission!
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and in my hubris, having decided i hadn’t gone far enough, i was possessed to make a not very funny *game* as well! and it’s finally in a somewhat presentable state! battles animate, the story exists somewhat! there’s a bus! there are *several* items!  and maybe even “jokes.”
 here are some screenshots i guess!
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it has like, about 30 minutes of content if you aren’t particularly thorough?
it’s also incredibly unpolished and only really goes up to the second world.
ok have fun with this i guess
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how did you start making your game? did you have prior experience of doing anything like that or did you spontaneously learn it? was making it easy?
Weeeellll... (really long post warning now lol) in 2018, I heard about Doki Doki Literature Club. I played it, thought it was a magnificent game, and heard it was made on an easy-to-use software called Ren'Py. In 2020, I decided to give the engine a try. I wanted to make a silly visual novel. Kind of a... romcom thing? Here's some screenshots from it:
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I gave up on it after a few weeks because I was learning to code with no help. No YouTube or anything, so I got frustrated pretty quickly. That, and it just... looked ugly to me after a while.
Then, in around May of 2022, I was bored and I was like, "Hey, remember that engine I used 2 years ago? Yeah, we could do something with that", and I did research this time into the engine and how to actually USE it. Thusly, A Wolf In Sheep's Clothing. I'll admit though, I was still AWFUL with the engine until I made the deluxe edition. I'm hoping with AWISC 2/Aesop's Fox, I can really try to demonstrate what all I've learned since I made the first. It ultimately isn't very difficult after a few tutorials. I'd say it's the absolute BEST program for beginner coders if you don't have the money for RPG maker.
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pumpkin-spike18 · 8 months
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✨Weekly Progress #32-33✨
buckle up cause I actually did a lot the past two weeks lmao
Weekly Progress #32
Came up with mushroom jam rpg idea
Initial ID rest of SYVNH work
Thumbnail 10 SYVNH BGs
Designed new SYVNH sprites
Updated P-M expressions
Spooktober discussions
New list of P-M work to do
Thumbnailed 15 SYVNH CGs
Made VF jam outline
Finished VF jam script
Found music and sound effects for VF Jam
Attended Spooktober meet and greet
Thumbnailed VF art
Sketched VF sprites design
Fin 1 VF sprite
omg where do I start...
I'm not planning to join Mushroom Jam wait, it's like 3 months long?? I just might... but I had a mini-idea where I can test out Wolf RPG Engine so I might as well write down the idea and potentially make it--... I'm joining this jam in a couple months, aren't I? (derp) So far, I just have the concept idea in. I'll have to learn how to make what I want to do first. It'll just be a simple puzzle game.
All the remaining SYVNH pre-work has been done! Now to do the actual work...
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I sped drew 10 BGs and 15CG thumbnails during lunch at work. Don't ask what happened with the Deli there. I had an image in mind, but the space started looking empty and then the angle got twisted to the top. I'll fix it when I start drawing digitally.
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And some new sprite designs! :) ...That is all I'll say for now. Save the surprise for the full game. Or when I run out of advertising ideas at the end of the year.
P-M is short for a short game I've been working on and off (mostly off) since 2020. The full name will be Pre-Make. All the major work has been finished, but it got pushed to the side for a long time. The gameplay for P-M is actually the original test run for the gameplay I planned for SYVNH.
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(The last update was 2021... I think that predates this blog...?!)
Hmm... My coloring style was pretty different back then...
And then, towards the end of the week, I found Velox Fabula jam. After a few hours of lamenting with other members of the devclub... I came up with a short idea for the game. I'll probably be writing a post mortem next week to better explain the thought process behind the game, but here are some concept art for the game :)
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Weekly Progress #33
Finished VF sprites, BGs, CGs
Coded VF game
Finished VF gamepage
Found mushrooms I want to draw for mushroom jam
I squished it all together, but there were two sprites, 3 BGs, and 3 CGs finished from scratch this week.
You can play my entry, one last time. in browser here!
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bmpmp3 · 2 years
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sorry im still in da rpg maker zone but i do think its awesome how a program thats so intensely designed to make one thing (strategic combat focused turn based rpgs) accidentally became so conducive for making story heavy puzzle focused adventure games instead
like dont get me wrong people DO make plenty of normal fantasy turn based rpgs but i think the accessibility of the program, both price wise (free for wolf rpg editor and usually less than 5 bucks on sale for some of the earlier rpg maker version) and technical wise (my friend the eventing system my best friend) along with the community acceptance of the engines quirks and limitations really help foster these pieces of software as indispensable tools for independent story game and adventure game creation
it may seem like we’re attempting to put a round peg in a square hole but i think that it adds something when horror adventure game protagonist John Normalman from modern day Ohio whos haunted by the ghosts of his past inexplicably has an HP gauge and level that never changes
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Tagged by the illustrious @ladytp
Favorite color: red (sangoire and garnet), green (emerald and bright teal) and purple (all the shades of purple).
Currently reading: hmm...omg wait this is what I’m reading: “The Rose” by Tiffany Reisz, I adore roses and this is a mythology-themed book of smut and it’s pretty catchy so far! I’m having fun reading it.
Also re-reading material in the online course “Sorcery of Hekate” by Jason Miller 10/10 recommend. One of the (few) most grounded magickal practitioners I’ve ever met.
Last Song: “Collateral” by The Midnight, it’s part of a synth-cyberpunk-80s-retro-wave playlist for my Star Wars RPG character, Ayy. Her first mission was on Nar Shadda and the cyberpunk feels stuck. GM is awesome been playing her for almost two years I think?
Last series: oh man... I think it was “A Song of Ice and Fire” by don’t-we-all-know-who? If this is “Television Series” then...damn, what was it? *goes to ask the not-husband* snippets of Gravity Falls. 10/10 recommended!!!
Last Movie: THE BATMAN!!! I LOVE IT!!! ROBERT PATTINSON IS THE BATMAN NOBODY KNEW WE NEEDED AND WE SO DO HE MAKES BATMAN SO WHOLESOME YES!!!! I saw it twice in two days. I mentally eyerolled at the engine in the batmobile but also who cares it was fun? Nail biting from the perspective of someone who regularly traveled the freeways of LA in Cali growing up. Should poke my car-geek Dad about it...
Sweet Spicy or Savory: Y E S
Coffee or Tea: Tea. Really. I have So Much Tea. Except sometimes coffee but coffee literally hates me it makes my anxiety terrible, I feel it in my teeth afterwards and it’s very bad for me overall. Thank you Hashimotos.
First Ever Ship: Hitomi and Van from Escaflowne (the series) possibly also Hiro and Relena from Gundam Wing. Yeah they were poster-people for toxic-relationships ugh.
Three Ships: Beth Greene and Daryl Dixon, Hitomi and Van...hmm...Bruce Wayne and Selena Kyle a’la The Batman.
Currently Working On: oof...it’s been a hot second. First things I’m going to finish though are Gallows Night Angel and Do You Offer Your Throat to the Wolf with Red Roses
Also helping play-test a gaming system.
Favorite Piece of Clothing: frankly? A new bra I got. I feel so incredibly sexy in it! Displays me so very well...that, and I splurged a little while ago on a fancy silk robe and nightgown. Hindsight: should have gone with a different cut of nightie with less lace, but still oh so nice. I sleep so well in it I’m considering saving for some silk sheets but we have cats so...
Another: my “The Raven” fingerless gloves. I adore them. Now all I need is those rockin pair of boots and a new leather jacket...
Comfort Food: hot tea with honey and cream and gluten-free-baked-goods. Also cheesecake. Basically any warm drink.
Time of year: Spring and Autumn! I adore the ephemeral flowers of spring and the turning leaves and all the mushrooms in between!
Favorite Fanfiction: oh man...so many. I’ll go with favorite authors: LadyTP, Dynamicsymmetry, ShannonPhilips, Sour_Idealist, IDreamtOfManderlyAgain, Abelina, DragonessEclectic (my first fanfic author I adored. Loved her stories so much I printed them out to read while crossing the country. Back in the days before widespread cellular service and internet access everywhere), Maroucia and fulcrumstardust
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dreamdiaryjam · 2 years
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hello! I recently fully realized that anyone can join a jam and it doesn't need to just be professionals doing it! So like... I've never done one before! I don't have the time or skills yet to enter this years jam but I would like to do next years! do the games need to use RPG maker? If not do you know any free and safe alternatives I could use!? I'm sorry if this has been asked before I looked around a bit but couldn't find out! Thank you so much for reading! I look forward to next year!
Yep, this jam is open to all skill levels! RPG Maker is a great way to get started in game-making as a matter of fact, many people worked on their first game projects thanks to these jams!
As for our guidelines, you can use anything you're comfortable with! RPG Maker tends to be chosen (2003 specifically) because it's fairly easy to pick up and it's what the original game was made in, so there's lots of documentation on how to make a fangame in it, but we've had Unity games, games programmed in Assembly, and so on!
As for free, GameMaker and Unity have a free version, I believe! RPG Maker also goes on sale fairly regularly if that helps (RPG Maker 2003 usually goes for $1.99 compared to the standard $19.99, so I highly recommend getting it on sale!) There's also programming from scratch through a programming language, but that requires a lot of prior knowledge
EDIT: Another free engine I forgot to mention was Wolf RPG! I haven’t used it myself, but I’ve heard many suggest it!
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elektramouthed · 2 years
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 In relation specifically to role-play, an avatar can be viewed in one sense as we would view any other protagonist of a narrative. It has identifying characteristics, principally visual, which locate it in relation to the genre and narrative in which it functions; it has a narrative function, to perform actions that will progress the narrative; it will interact with other characters with different functions, whether collaboratively with “helper” character types, or combatively with antagonist types. [...] However, more importantly for our purpose, this is a protagonist some of whose agency has been delegated to the player.  [...]  The imaginary relationship between player and character can be thought of in relation to longstanding questions about the ways in which readers of literature relate to the fictional characters in the texts they read. The French narratologist Gerard Genette coined the word “focalization” to capture the way in which texts establish narrative point of view [...]. This helps one to think about the relationship between player and avatar-protagonist. In Genette’s terms, the perception of the gameworld from the avatar’s point of view resembles Genette’s category of internal focalization, in which the narrator is restricted to what the character sees and knows. However, multiple narrative structures are at work; narrative information is revealed to the player and avatar by other means, such as backstory, on-screen text, and cut-scene, in which the narrative view resembles Genette’s zero focalization, where the narrator knows more than the character.  However, we need additional theories to account for ways in which the player can act upon the game through the avatar. In particular, we need to keep sight of the fact that, while games may share many characteristics with literary and film narratives, they are still games. We can think, then, about how the progression of the narrative, through character roles, events and consequences, and the temporal unfolding of narrative complications and resolutions, is integrated with the ludic system of the game: the puzzles, missions, point-accumulation, game economies, leveling, and win–lose outcomes. Similarly, we can think about how role-play here means to assume the representational guise of a warrior, elf, mage, or halfling on the one hand; but also to manage a package of quantified assets to play against the game engine on the other. [...]  This double engagement of the player—with the ludic system of the avatar and the narrative properties of the protagonist—is not limited to RPGs, of course. Player engagement with a favorite character can feel like the inhabiting of the fictional entity’s persona, while the player is playing the game system at the same time.
Andrew Burn, from Role-Playing in: The Routledge Companion to Video Game Studies (eds. Mark J.P. Wolf, Bernard Perron)
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unlitcolor · 1 month
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WOLF RPG EDITOR TUTORIALS
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If you are interested in building games with Wolf RPG Editor, I'm making tutorials on Youtube about this Japanese game engine developed by SmokingWOLF.
Wolf Editor is similar to RPG Maker, but it's free and aimed at advanced users. You can edit everything without coding; for example, making your own main menu from scratch.
Some games made with it: Misao, Purgatory, Alice Mare, Mad Father...
The newest version 3.3 is available in Japanese. Only version 2.24 is in English, translated by an independent team.
I'm considering creating a side project with it, something related to my main game.
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Updated my resources page
Cleaned up all the broken links, and organized everything to make sifting through it easier. I did my best to make sure everything in there is free to download, though some resources require payment to be used commercially. Resources on the page include:
-Graphics
Only has three options in here so far, will be looking for tilesets to include in this.
-Audio
A mix of music and sound effects. Some of the listings will look familiar to those that have played or watched a lot of RPG horror games.
-Scripts-
Links to the RPGMakerWeb pages on script tips and tricks, including the script call list. Sometimes instead of a full script, you only need a script call. Also links to the rpgmaker vxace script archive for lost scripts.
-Free RPG Maker adjacent programs
As it sounds. If you don't have the money for RPG Maker on sale, you can give these a try. Some of them are more advanced than RPG Maker (Wolf editor, notably), so pay special mind to read some of the documentation for each respective engine.
-Misc resources
Basically anything else that didn't fit neatly in the above categories. Links to Uboa's resource list, tutorial pages, mp3 to ogg converters, and art tutorial and reference blogs for those making their own art.
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