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@poopicus
bingus new year
Forsaken characters I wanna play more sometimee. Skelly is my warrior, doesn’t know wtf is goin on but she loves warrioring. Second is gonna b my hunter Arachnia who ofc will only have spider pets
first drawing of the year gets to be the current state of the meat!beta kids. poor dave has a lot of people to worry for…
Space Erik Olson
“I want to build own RTS game but don’t know how or where to get started. I have a (very) rough idea but I don’t know where to start. Can you give me any pointers?”
I’d advocate a 4 step process. 1) Vision. 2) Player journey. 3) Prove your thesis. 4) Build all your features. From here you’d go into playtesting and optimization, but you were interested in how to get started, so I’ll stop at step 4.
1) Vision
Start with a vision that you can articulate and share with your team or players. You don’t actually have to share it, but you need something that could be shared. If the ideas are still sort of fuzzy in your mind, then you haven’t finished this step yet.
Your vision statement can be any length that is useful, though shorter is usually better. If you end up with a longer one, then be prepared to also boil it down to an “elevator statement,” so called because the idea is that you might find yourself on an elevator with some publishing big shot and might have only a minute or two to make your pitch.
Two simple ways to approach this are the “except” and the “cross between.” For example, “Age of Empires is like any RTS except that it has random maps,” or “Age of Empires is a cross between Warcraft and Civilization.”
The vision is important because it helps you identify what is really important in your game for you to nail correctly, but also what isn’t important. Don’t make the noob (and sadly non-noob as well) mistake of saying everything is important. Maybe your world is important, or your combat, or your multiplayer matchmaking, or your interface, or your art style, or your story. But it can’t all be important or you’ll never finish, and probably be unfocused until you realize that you’ll never finish.
I wouldn’t focus on story for a long time, unless you’re really going for a story-driven game. (If what you really want to do is tell a story, maybe you should be writing a story or making a movie, not designing a game.) Getting too excited about any detail too early on (especially story) might lead you down the wrong path away from your vision. Instead think about the player experience. What kind of players will play your game? Why will they play your game? The answer has to be some version of “There isn’t another game that meets their needs.” If your answer is “It’s like this other popular game, but the gameplay is 10% better” that may not be sufficient.
2) Player Journey
If you’re happy with your vision, then I would start thinking about the features you’d need to deliver on that vision. One framework to do that is to create “a player journey.” Tell a story (which can be through words or pictures or a slide deck) about the experience a player might have playing your game. “She picked it up because some of her friends were talking about it, and it kept showing up on Youtube” all the way to “She lost her first couple of games against the computer opponent, which was frustrating, but also drove her desire to try again an prove that she could do it.”
You don’t have to take your made up player through 50 hours of gameplay. Sometimes just a complete story through a game session is sufficient. This is sometimes called a “vertical slice” because you are thinking about everything from firing up the game to logging out and all of the stuff in between, but you don’t need to think about all of the variation therein. For example, if you’re making an RTS maybe you only think about one of the races / civilizations and only some of the units, but you’re also thinking about the player experience going into a match and what happens after the match.
This journey exercise will help you do a couple of things. It will help you figure out some of your features and how important those are to your experience. Do you need a single player campaign? Maybe not. Do you need a way to download the game? Almost certainly.
It will also help you focus on the player experience. In my example, the player lost a couple of early games. This is a bold move because it’s likely to cause players to quit, especially if they don’t feel like they understand the game well enough to have a chance. If that’s important to your experience, then you need to think deeply about how you solve the second part of that equation: the “but she felt compelled to keep trying.” What is it about your game that drives that?
3) Prove Your Thesis
This is a tricky part, because you want to do just enough work to convince yourself (and maybe your team and your publisher) that your basic idea will work but you don’t want to actually build the entire game. You’re really screwed if you start up a lot of development time only to find that one of your core ideas isn’t super compelling in the long run.
Going back to the Age of Empires example, it would have been very expensive to build a random map generator when the team wasn’t confident that random maps really were as awesome as they had imagined. A cheap way to prove the thesis is to have someone build by hand 3-4 maps and then not tell the team which one they were playing on so that the experience might feel random. You might get feedback like “I couldn’t locate my starting resources” or “I felt I lost because the enemy had a better starting location” and then you’ll know you need to prove that those problems won’t be blockers before you declare victory and move on. This is a time to cut corners. Use stand in art. Prototype in paper if you have to. Do the minimum you need to prove your point.
4) Production
From here, you basically have done the hard work to design your game and now you need to figure out how to build it. You’ve done the “what” and you can move on to the “how.” This will lead to a lot of thoughts about specifics, about what features you’ll need, about scope, and about what kind of team you’ll need to deliver. From this step on you’re not imagining a game, you’re making one. There is a lot of hard work ahead of course, but a lot of game designs don’t even make it this far.
Good luck!
3/30/2018
ruby as a werewolf and sapphire as a vampire!! i don’t really know if this is an au or just some really epic shapeshifting, but who cares. it looks cool. i can’t help but give sapphire a bunch of fancy lace and embroidery even though it takes so long to render... worth it though
The lightest known star, OTS 44
js
imagine the whole “actor gets too method to play the joker” thing but applied to literally any other villain character
“Jim Carrey pestered real-life animals in order to prepare for his role as Dr. Eggman. When asked for a comment, he simply said pingas”
“Bill Skarsgard has eaten another child. Clearly the next It movie is going to be amazing”
“Bill Skarsgard ate more children than Tim Curry in his preparation, which means his performance will be superior.”
“Jim Carrey has eaten more children than Bill Skarsgard in preparation for his role as Dr. Eggman, which isn’t really part of Dr. Eggman’s character, but now everyone is too afraid of Jim Carrey to say anything.”
The best reddit thread I’ve ever seen was when someone asked if the gang from Always Sunny in Philadelphia could kill Darth Maul and almost all of the responses were over 4 paragraphs long
Best quote from that thread: “To give the gang a slight advantage, We’ll assume that Darth Maul has not seen any of the films in the Home Alone franchise.”
some idiot on reddit made a bot that replies to every comment that uses the word penis with ‘lol penis’ and didn’t realise it would also pick up on its own comments
How God made our world
I think the funniest thing about Riverdale is that every problem from the murder investigation plotline, to Archie attempting to get over his stage fright and play in the talent show, is treated with the exact same amount of weight and narrative importance, resulting in the funniest show in the world
these are two plotlines in the same episode by the way
I sure hope this uploads
Death Match
Todd Howard vs Andrew Hussie
things to keep in mind:
hussie is a stone-cold killer; todd howard insists on making his darlings Essential, therefore he may be similarly reluctant to go all-out when fighting you
because of todd howard’s clipping issues and poorly-balanced stealth mechanics, his attack patterns and movements are a lot less predictable; hussie will actively telegraph half his attacks, and will spend enough time celebrating each genuinely unexpected one that you can easily regain your footing
Hussie has nothing to lose, Todd has everything to lose
Hussie’s inventory system is also very glitchy, and the glitch may extend to Todd. As a result, Todd’s weapons can become perfectly mundane objects at any time. Have you ever tried to cut someone with lipstick? It doesn’t work.
Todd has access to console commands, which in desperation he could use to achieve godmode.
Hussie has killed gods, and will again.
mii gunner after losing a match
No longer at the house but now in a hellhole flatworld
hey im keith killproof and i draw/write stuff. im a college student, and im currently on t and trying to save up so i can hopefully get top surgery sometime in the near future, so that’s why im opening up commissions! even if you cant commission me, reblogging this post would be much appreciated
(extra info under the cut)
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