art test
WHY ARENT THERE ADULT-SIZED PLAYGROUNDS
LIKE EVERYTHING IS THE SAME AS A KIDS PLAYGROUND
BUT BIGGER
WHY DO WE NOT HAVE THOSE
That is all
fandom is a hobby, not a form of activism
adult women aren’t inherently creepy for being in fandom and having hobbies apart from raising babies and doing taxes
the vast majority of people pushing back against the worrying trend of instigating harassment over fictional characters and relationships aren’t incest supporters or pedophiles, actually
liking a m/f ship doesn’t make someone a dirty heterosexual invading your space
preferring gay ships doesn’t make you ‘’woke’’ and good
no one owes you a disclaimer that they are a good person who recognizes that their favorite fictional villain’s actions are evil and that they don’t condone those actions irl
liking a fictional villain is in no way comparable to advocating abuse/murder/genocide/etc and you’re a fucking idiot if you believe that
just because a woman is attracted to a fictional villain doesn’t mean she’s promoting toxic relationships or going to end up in a toxic relationship. assuming women can’t tell fiction and reality apart stinks of internalized misogyny
some rando’s a/b/o fanfics have none of the level of influence that popular tv shows and movies spreading propaganda have
no one owes you a detailed description of their traumas and mental health problems
abusive relationships are not the same as enemies to lovers ships
y’all need to chill the fuck out over people, relationships, actions and events that don’t actually exist and learn how to enjoy and discuss them like normal people
fandom is a hobby, not a form of activism
feel free to add more
So, let me guess– you just started a new book, right? And you’re stumped. You have no idea how much an AK47 goes for nowadays. I get ya, cousin. Tough world we live in. A writer’s gotta know, but them NSA hounds are after ya 24/7. I know, cousin, I know. If there was only a way to find out all of this rather edgy information without getting yourself in trouble…
You’re in luck, cousin. I have just the thing for ya.
It’s called Havocscope. It’s got information and prices for all sorts of edgy information. Ever wondered how much cocaine costs by the gram, or how much a kidney sells for, or (worst of all) how much it costs to hire an assassin?
I got your back, cousin. Just head over to Havocscope.
((PS: In case you’re wondering, Havocscope is a database full of information regarding the criminal underworld. The information you will find there has been taken from newspapers and police reports. It’s perfectly legal, no need to worry about the NSA hounds, cousin ;p))
Want more writerly content? Follow maxkirin.tumblr.com!
August started out similarly to the last couple months, with progress being on the slow side and contributions being made in base asset development. However, progress began ramping up towards the end of the month, and we’re now at a place where we’re making some decent progress towards a test build. We’re only just beginning, of course; and it’ll still take a lot of time before anything is ready for the playtesters. But still, progress is progress.
This month is an important milestone in that we finally started to implement the assets we have into the RPGMV engine. At this point in time, we now have the beginnings of a playable city in the works, and we hope to refine it into a state where we can give you some sneak peeks sometime soon. All I can say for now is that I’m personally very excited with how the city looks, even now at this primitive stage: I can’t wait for you all to see it.
As mentioned previously, the most noteworthy progress made in August was that our base assets are being implemented into RPGmaker. However, this in no way means that other areas of development weren’t touched upon: in fact, quite the opposite. Everything we’ve worked on during the past month includes, but is not limited to:
With a few exceptions, maps for the city that will be shown in chapter 3 has been implemented into RPGmaker
Basic map events have been put in place that allow map movement, door accessibility, functioning stairs and elevators, etc
A number of cutscenes, as well as NPCs, have been mostly implemented into the game and fleshed out
A number of additional pixel artwork for NPCs and map objects were completed and added into spritesheets
Organization for various songs and the music department in general has seen significant progress
Progress was made on the writing for cutscenes and various flavor text/NPC dialogue
The game files in general were reorganized, as well as optimized
Going into development for chapter 3, a very important and rather difficult challenge was posed to us in the form of the chapter’s playable area, the real world city. Of the two areas we worked on so far, Fallen World was based off of a preexisting area in the base game, and therefore much easier to develop; and the Neural Network, while original, was still a part of dreamworld, allowing us to conceptualize much of it based on our major interpretations of headspace.
The city is different in that this is a place entirely separate from Sunny’s imagination or even Faraway Town. This means that we have virtually nothing from the base game to draw inspiration from, and have to build it from the ground up almost completely by ourselves. This is partially the reason why chapter 3 is taking so long to complete: from a development perspective, we’re having to blaze our own trails. For a team of voluntary, part-time, amateurs, this has proven to be somewhat of a hurdle.
Our main goal with the city was to make an area that felt ‘dynamic’: basically, for it to feel like a real city. Faraway Town in base OMORI is a tiny suburban community: to that end, the buildings are sparse and short, with identical houses lining the streets. Combined with a general lack of large-scale activity and mostly static NPCs, it gives off an atmosphere of relative sleepiness, an aura of quiet. We wanted our city to provide a sharp contrast to Faraway in this aspect: we wanted it to be rambunctious, packed, and bustling.
So what makes a city ‘dynamic’? During the course of the last few months, we’ve been able to come up with a map of the city that’s filled with tall buildings tightly nestled together, in the backdrop of a tightly urbanized network of uniformly gray streets and sidewalks. All this combines to create an impression of crowdedness: however, it still falls short of being ‘dynamic’. That’s because the map itself is one half of a whole, the other half being the map’s inhabitants, NPCs.
Even with the most packed and busy city of all time, it doesn’t exhibit any life until actual people are living in it. And this is our real challenge surrounding the creation of this city: to populate the map we have with NPCs that can successfully convey the impression of bustling, busy and lively city people. There’s a few methods we can use to achieve this, such as:
Power in numbers: simply have many, many NPCs in the city
Passage of time: as the time of day changes, have NPCs move from place to place, with different NPCs being present at different times and etc
Literal movement: have NPCs literally move around, such as walking through the streets, wander through a shop, etc
While all three methods are important, and they’ll all be used for the creation of chapter 3, the third and last method of allowing NPCs to literally move around is arguably the most important. This is because NPCs moving around with the player are the most visually distinct: a room where everyone but the player stands around doing nothing is static as soon as the player stops moving, but a room where an NPC goes around doing something always has something going on, looking much more lively.
Take a look at this shot of the cafe, for instance. The player is mostly standing still, but two NPCs (the brunette waitress and the blonde waiter) are constantly in action: cleaning tables, washing dishes, entering and exiting doors, etc. This, combined with the map of the cafe itself and the patron NPCs sitting on the chairs, is what creates a ‘dynamic’ atmosphere.
While we’re just getting started with the NPCs, we want to eventually finish the entire map out that radiates the feeling of being ‘dynamic’, as described above. We’ll be putting up periodic updates on how we’re doing on that front with the dev updates in the future, so please stay tuned.
It’s September now, and everyone’s summer breaks have mostly come to a close. For our team, this year’s summer break period was characterized by a time of generally slow progress. Now that it’s over, things have indeed started to speed up: while early August still had little activity, things gradually picked up as the month progressed. The last week of the month marked the zenith of this growth, with considerable progress being made in all sectors.
Still, it would be rather naive to think that this fast progress will continue on for the rest of the semester. Midterms are still very much a thing, and right now is just a short period between summer break and exam period. Still, we want to use the opportunity we have right now as efficiently as possible.
September looks to be a promising month in terms of progress. We won’t take that for granted, though. We’ll see you next month, with hopefully lots of news. Thanks for reading this far, and thanks as always for your interest in Reverie!
happy shark walk wednesday
Not a big fan of what melatonin has been doing to my dreams lately.
hi. reminder/psa for ADHD rivulet.
i recently had a discussion about headcanoning rivulet with ADHD. we discussed about how most portrayals of it are.... Terrible. lets talk about that.
"what do you mean?"
rivulet is often seen as the "ADHD slugcat" however. most of the portrayals that ive seen of rivulet having ADHD is because theyre an "energetic/speedy/hyper slugcat" or have "big eyes that looks neurodivergent" and thats all the ADHD trait that rivulet has. in which both of these reasons are just straight up terrible.
"why is this terrible?"
this portrayal of a speedy slugcat having ADHD just because theyre energetic/hyper is stereotypical. its harmful and doesnt actually show what ADHD is. there are more to ADHD than just being really hyper and impulsive. some of the stuff ive seen even infantilizes rivulet to an "owo cute hyperactive slugcat" which is gross!
"how can i make my ADHD rivulet better?"
first off, ADHD is actually a really overwhelming disorder. it can make you extremely sensitive to things whether it be touch, sound, texture, taste etc.
it can make you have sensory overload. you can feel overstimulated because of too many things! but you can also be understimulated when theres not much stuff happening. understimulation is NOT just boredom. it can leave you irritated for hours on end, and feeling unsatisifed with the things you do. and sometimes even feeling hopeless.
your emotions with ADHD are way worse too. theyre usually more sensitive and hard to control, rapidly changing and hard to predict. and with the already overwhelming issues from the previous point, yeah, its not great.
it can make your thoughts race or blank out, which makes it almost impossible to focus. it leaves you feeling frustrated because you are unable to finish your current task, even if it seems easy, like cleaning the dishes or making the bed. they are extremely overwhelming for a pw/ADHD. again, with all of the sensory issues mentioned.
ADHD also makes you very forgetful and prone to misremember even the most important things, such as meetings, work to do, etc etc.
and of course, hyperactivity. this also just sucks because you are unable to control yourself during bursts of hyperactivities and it makes you exhausted right after it happens. you might also potentially hurt yourself because being hyper can make you impulsive and do risky things.
plus so many more! ADHD has so many issues with it that i just urge you to research about it more before headcanoning rivulet as a slugcat with ADHD. (or any character with ADHD really.) but these are the main issues that me and the people i know w/ADHD has experienced.
im not saying that its wrong to have your rivulet as energetic/hyper/silly or with ADHD in general of course, no no no!, in fact its completely fine! but just please keep in mind when you are explictedly stating that your rivulet has adhd, dont give them only the hyperactivity trait and nothing else. dont call an energetic rivulet an "ADHD slugcat" just because its.....energetic. dont make ADHD this cutesy disorder that makes you excited and silly, because in reality, its really not.
thank you for listening to me ramble. its something thats been bothering me for a bit.