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#i remember learning a way to make interesting characters is by designing them around a trope/stereotype
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remember this guy? I finally found a design for him I really like :D
More designs, a poll, and also some lore under the cut
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Some less polished, alternate versions :)
if you like the brown leather armor more than blue lemme know
ok so here are a few things!
First, he’s very colorful now! This is because he’s a member of the nobility, and, being rich, he can afford color! It’s also kinda an unofficial sign of status.
he honestly doesn’t wear it for this reason, although he’s aware of what bright colors imply (to an extent). He just really likes colors XD
second, most everyone has long hair in this culture. Shorter hair is a sign of, well, slavery (which is, sadly, a thing; it’s been recently made illegal but the law is not well enforced… for reasons)
men wear their hair down and women typically cover theirs. It doesn’t need to be fully covered, although richer women usually prefer this.
I totally didn’t make all this up bc I wanted to give all my guy characters long hair XD
someday I’ll get around to posting actual official character posts or smth but for now I can’t even decide this poor kid’s name…
I could use some help so here are some ideas I’ve got
(if you wanna know more abt what kind of names I’m looking for, look below the poll)
ok sooo
I’m looking for something old and potentially Celtic? But I honestly don’t love any of these… none of them quite fit…
this guy is very joyful and bright, a bit goofy and very determined to keep everyone’s spirits up. He’s definitely a bit idealistic and naive, and he’s kinda a free spirit! He finds the world beautiful and wonderful, and kindaaa ignores flaws a bit too much. One of the key things he has to learn during the story is responsibility and duty.
So if anyone has a name that evokes that (zero pressure lol) I would be endlessly grateful
a random fact about my story: no matter what happens, I am determined to find a way to include mountain lions.
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puppyeared · 4 months
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i feel like. theres designing a character with certain themes and motifs in mind, and then theres making a gijinka for the water bottle on my nightstand
#me when im the only person on the bus wearing a mask: i should make a furry plaguesona#its hard to explain bc. most of the time i try NOT to give my characters a 'strong' theme like making their whole design around#one thing like apples or even broad stuff like baking or cottagecore.. idk if its partly for flexibility or because i cant imagine them#making it their whole personality. not bc i find it cringe or overblown but more like ive learned to associate design with character depth#i had a cutesy uwu persona for most of highschool because i thought it would make me more. likeable? easy to remember? since#memorable character designs are easy to recognize. and one way of doing that is simplifying it with a theme or symbol so you form an#association. but since im a real person its exhausting keeping up that appearance all the time and denying myself things when they dont#fit my 'aesthetic' or 'theme.' i think ive grown past that bc i just collect stuff because i think it looks cool and dont let myself dwell#on how it might 'fit' with my image. but i cant help feeling bad doing it to my own characters bc it feels like im making them too one#dimensional. despite knowing that theyre not real and design alone doesnt reflect depth i cant help feeling like its wrong#despite that i love seeing motifs because it feels like it reflects the characters soul and paradoxically gives them depth. it makes them#interesting to look at too and honestly its pretty fun combining things that fall under a similar category when designing#i struggle find a balance between those two things#actually this reminds me of noelles christmas theme.. i dont remember her saying anything abt liking christmas despite a lot of#her design and character tying back to it. it makes me wonder if she would have feelings about that or doesnt think abt it too hard#or if its like a matching family shirts situation and shes just going along with it??#maybe i should just do whatever i want with my character designs since theyre not real and im thinking abt it too hard#although. this probably has something to do with deep seated identity issues huh#yapping#oc talk#oc
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crebbyhermit · 4 months
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found this in the drafts
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alasse-earfalas · 7 months
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Some ideas I have about some of the Links and their brains.
This will not include all of the boys, as most of them (Time, Wind, Twilight, Four, and Hyrule) I see as being in the same basic camp when it comes to smarts and stuff, so there's nothing really for me to address there. I'm just going to point out some interesting quirks I've noticed / hc with the other four.
Warriors
It's easy to jump to the conclusion that Wars is the stupidest Link, since his game has no puzzles. I disagree. While yes, he is laughably terrible with puzzles, he is a strategic and tactical genius with a powerhouse, rapid-fire brain that can parse out an entire battle's worth of information in an instant and come to a decision in a flash. Traditional puzzles may not be his thing, sure, but that is not where his genius lies. His brain thrives on cutting through chaos with decisive action, and that is where he shines.
Sky
Has ADHD (inattentive type). Like, really, really bad inattention. Constantly spaces out and forgets things. There's a reason Fi pops up like, every half-second to remind him what he's supposed to be doing. Hylia knew what she was dealing with and planned accordingly. He is the most space-cadety of space-cadets. He'll be going along like a normal person with a normal train of thought and then he'll see a leaf floating by and completely forget what he's doing because the leaf is pretty and isn't it interesting how it moves with the wind like that and I wonder where it's going hey wait get back here—
But. Sky's mental superpower is that he is the fastest dang learner in the entire Chain. Not just with weapons or items or music like the rest of 'em, but everything. Wild's unable to cook but has all the ingredients for something he's made before? Sky watched how he did it once while helping him dice the veggies, so he'll just throw that meal together real quick. Wild let him flip through the "Ingredients" section of the compendium once, and now Sky can identify all the edible plants it listed by sight. He learned how to carve by watching Jakamar repair a couple of wooden structures one day. Sky may be a space cadet, but he's also the most potently absorbent practical-knowledge and information sponge you ever did meet.
Wild
Also has ADHD (combined type). There are literal "ooo shiny" mechanics in the freaking game. Koroks? ooo shiny. Shrine quests? ooo shiny. Every single item that Wild can pick up in the game literally sparkles. Everything about the Sheikah Slate is designed to account for this: scope pins, map stamps, inventory organization, Hyrule Compendium, Sheikah Sensor, photo album, a journal which he uses to take fastidious detailed notes of all the crap he needs to remember because he knows he'll forget all of it otherwise. He struggles to sit still for extended periods unless he is asleep or gazing into a pretty fire.
Wild is also the creative genius out of the bunch. He has the most robust understanding of fundamental physics out of the entire Chain. His visual thinking and creative problem-solving skills are off the charts. The rest of the Chain may be able to navigate with maps and compasses, but Wild can navigate foreign terrain using nothing but the environment itself. Present him with a problem and he'll think of fifty different ways to address it and all of them will usually work. He is an all-around genius problem solver and astoundingly creative thinker.
Legend
Mind like a freaking. Steel. Trap. Nothing slips past his awareness or gets forgotten. Ever. Journals are pointless because his brain is an information vault. Oh, and any puzzle he's handed better say goodby to its loved ones and make sure its will is in order because this lad will solve it before it has a chance to defend itself.
Let me just, give you an example. Just one. You see this here?
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How long do you think you could remember this random character vomit without writing it down? A few minutes, maybe? Maybe a couple hours, or a day or two if you took the time to memorize it?
Try an entire journey to another country after hearing it only once.
Oh, but that's not even the most impressive part! You see, Legend didn't just hang onto one of these memorization nightmares for an entire extended trip to another land, oh no—he remembered several of them. Perfectly. As if that wasn't enough, y'all remember the item swap quests? Yeah, without notes of any kind, this Link remembered who needed what in every single one of those convoluted trading chains. All while he was busy saving the world.
The downside is that Legend's thinking is not very flexible. He operates best when there is a single correct solution to a given problem. He much prefers having concrete information to work with, rather than a vague scenario with a shrug and a, "idk, figure something out". Being dropped into a massive open world with no information other than, "alright here ya go, here's some basic abilities and a light dusting of backstory, now get out there and save the Princess!" would be an overwhelming, anxiety-riddled nightmare for this dude.
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centrally-unplanned · 5 months
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Oh I had some YU-NO thoughts cache'd I never shared. Thought #1: Btw YU-NO is a 1996 eroge time travel PC-98 VN, context I guess.
Anyway, so in visual novels you often have two goals: fuck multiple hotties and tell an engaging story. These goals are synergistic when your love interests are the story; you choose a girl, and your learn about her and date her and have relationship drama. That is one type of VN, but its not all types - every genre is present in the dating sim VN world, mystery & sci-fi/fantasy plots most commonly.
Here you start running into an issue; you want multiple romance routes, but you don't want to just repeat the story each time you date them. Most people will play multiple or even all the routes. But its not like you are going to write five different endings to your mystery plot. And you can't just...fuck all of them on the way to the ending as one cohesive story, because you are pathetic coward of a dev team and also a nation. A common answer to this dilemma (I first experienced it in G-senjou No Maou) is for you to have a "main" girl, whose romance arc is the plot arc. And then the other girls are clear side girls, who are involved in the main story, sure, and who will give you tidbits, of course, but at a certain point in your arc with them you just trail off. You forget about the murder mystery or whatever, you just date them, have sex scenes, and you will even sometimes have an epilogue where you remark "man, whatever happened with that crazy shit back then?" Its a bit of an odd genre convention but you can see how it works, its lets you have new content and date all the girls without ruining the story, you know who is the 'main' girl is after all.
YU-NO is a mystery sci-game, and it a quantum multiverse/timelines mystery game. You go through the story, and you collect objects along that story, and you also get jewels that let you anchor your spot in the worldline and teleport back to them with your inventory intact. It looks insane btw:
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You get no in-game explanation of it at all, the idea of playing this without a guide seems like a cursed no-sleep streaming challenge.
But anyway, this opens up an interesting idea to you as a designer. You are intentionally supposed to hop back and forth in time, to collect items, and unlock the true ending. So why not build all the romance route storylines around that time travel? And put items at the end of each of those romance arcs? Now you can date them all! In fact, you have to! There is a perfectly logical, in-universe reason for why you have 5 different romance arcs; they are happening in different timelines. You date girl one first, then skip back in time, and start on the next - the main character only barely remembers the time skips, to him he doesn't even feel like he is cheating. Pretty sure its intentionally written that way to make that plot conceit work.
I'm sure other games have done similar tricks, but I think YU-NO is the first - it is a pioneer in VN space for using the high-concept quantum timeline stuff, that is its claim to fame. Its a cute little trick, I like it a lot.
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factual-fantasy · 3 months
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24 ASKS!! AAA THANK YALL SO MUCH THIS ONE WAS VERY FUN :}} ✨💖✨
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Ah no worries about not understanding! I would prefer no fanart was drawn of my cookie ocs.. thank you for asking to double check though! :}}
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(Post this ask is referencing)
I explain it all in this post! :00
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:DD Thank you so much!! And yeah, I just didn't have the heart to keep Papyrus suffering 😭😭 as much as it really seems like I don't-- I do love Papyrus as a character. And I felt like he really deserved some kind of salvation after everything I put him through.. Also it'll make for some interesting dynamics in the group! Looking at Seam and Jevil.. 👀👀
Oh yeah, and poor Coconut. If I hadn't drawn angst of Octo already she wouldn't have been the subject this time! <XDD And thank you!! :DD I'm glad to hear that she's your favorite!! :}}
And yes! I always saw the other koopa kids- especially Ludwig- to be older than JR. Maybe its the bib-- and who knows! I tend to loop back around to old fandoms from time to time so I can see myself drawing the koopa kids again XDD
As for the Mario Movie,, shockingly enough I still haven't seen it. What can I say? I have some kind of problem upstairs I'm sure of it--
Though its interesting to hear that the movie blue shells are similar to mine! :0 And I'm honored to hear that you like my version more than the movies! :DD 💖💖
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XD Its been a while since I've seen those movies. So I cant really remember much of Jack Sparrow.. but I trust that you are right! XD
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@foxythefox11
XD If I do that Jangles will probably super bounce her into the sun-
And thank you! And hey, I'm sorry that you're not very confident in your artwork right now.. Just keep in mind, all it took for me was time. Your art will improve with time. Try your best to cut yourself some slack. Understand that you're still learning. We all are! Remember that your art will continue to improve if you just keep drawing!
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I don't play it or know anything about it either <XDD but I'm glad you like them!! :}} ✨💖✨
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(Post in question)
AWW! THAT SOUNDS ADORABLE!! 😭😭🥺💖
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@solst1ce-sketches
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@komikudikentalendo
Its actually the 3rd option. Usually when I'm in some kind of fandom I prefer my own AUs as opposed to others AUs or even canon. :00
That's probably becuase most of my AUs consist of removing things from canon I don't like and adding in random things that I do like-
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@abaroo (Post in question)
AWWW THAT WOULD'A WORKED TOO THOUGH :(
I guess I was thinking that Frisk fully trusted Papyrus instantly. And so did not hesitate to give her cape to him 🥺💖
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@natewithacake
ASKSAKSFDJ THANK YOU!! :DD MEGA HIGH FIVE VIBES FRFR!!
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@skulls-and-cypresses (Post in question)
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WHW- WAHG??? THAK YOU?? THANK YOU SO MUCH!! THAT'S SO KIND!! PROBABLY THE KINDEST THING ANYONE HAS EVER SAID ABOUT THE WAY I DRAW PAPYRUS!! ME?? REPRESENT HIM PERFECTLY??? WAAAA THANK OU!!! 😭😭💖😭💖💖
THANK YOU!! THANK THANK THANK YOU!! FOR EVERYTHING!! 😭😭💖💙😭😭😭
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@dementia27
Aww! How cute! That might work! :000 Why do I want one now- XDD
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@khoiazo
Aw, I'm sorry! <XDD I don't mean to make you sad :(((
AND YOOO!!! Its Friday when I'm answering this but the Wednesday dude is welcome any day of the week! :DD
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Yeah, both canon Jevil and Spamton would be pretty dangerous to have around XDD But out of the two I think original Spamton would be interesting.. 👀
Not really for the personality, because my Spamton's personality is actually a bit similar.. but more for the visual aspect. I headcannon that canon Spamton's body shrunk when he fell into an acid pool. My Spamton fell into an acid pool as well, but it didn't shrink him. It destroyed the structure of his body and elongated him. Making him much taller and extremely deformed..
Imagine the two of them standing side by side. Original Spam would be up to my Spams knee! <XD
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@minnesotamedic186
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Evil voice: ehhehghehe... noted... hehehghehee
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@pythecyberguy
Me when someone compliments me on the characters design that I was least confident about:
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(fr tho THANK YOU!! THAT MEANS A LOT TO MEEEE😭😭💖💖😭💖 )
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@nunyabusiness459 (Post in question)
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Whoopsies! <XDD (jk jk light hearted--)
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SHE WOULD THO XDD
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I wouldn't say near-death.. Spade King didn't want to kill Jevil. So any injuries he inflicted upon him were injuries he could recover from..
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@beryl-shade
Yeah :( their value to him was that of a grain of sand..
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@neo-metalscottic
AAAAA THANK YOU SO MUCH!! I'M SO GLAD YOU LIKE THEM!! :DDD
As for what kind of monsters they'd face,, I'm actually unsure- I haven't played either game and I don't know any of the lore or characters.. so I'm not sure what kinds of dangers the real cookie run pirates face.. :( But what I DO know is that Blue Beauty is their main form of protection.
She's not exactly threatening to a lot of creatures I'd imagine.. She is just a Mer-whale. No teeth or stingers to make her more intimidating.. But what she is, is huge. And incredibly strong. She's a real power house and uses tools and weapons the crew taught her how to use to defend herself. And I imagine with her thick blubber, it takes a really deep wound to actually hurt her. So she doesn't fear getting a couple scratches here and there.
When it comes to the other cookies, most everyone stands up and fights. Only a select few retreat to the lower decks to protect their goods or hide. Those likely being Ellie, she's too old for this crap- and Coco and Red, though don't be fooled! Coco can fight! She's just retreating with Red in order to protect him. Everyone else though is up there duking it out with who ever dares cross their ship! ⚔⚔
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@lildiaperboyjake
Ah! Sorry for the late reply, this ask got buried--
I'd like to think Funtime Freddy would have a really hard time deciding on a favorite song. California girls, call me maybe,, wannabe?? But after a loooot of careful thinking, he'd pick all star by smash mouth XD
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Hello hi yes this ask was sent weeks ago but then it got lost and buried but then revived in a way that I cant explain but my intended response was--
Awwww.. imagine her in tears after drawing a picture of a little girl she remembers. She holds the drawing up to the night sky, trembling.
"S-She dreamed of seeing the stars one day.." 💔
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skyloftian-nutcase · 26 days
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Why do you like Skyward Sword? What do you love about it? (I just came back to it after a long time and am obsessed.)
AH there are SO many reasons I like Skyward Sword!
The aesthetic! This is such a cute game, and the pastels are so pleasant to the eye. It makes the world so magical too, like botw is breathtakingly beautiful but skyward sword is like going to a real fantasy land. Kind of adds to the whole idea that this game is so far in the past it's in mythology era too, which makes it extra fun!
Speaking of which, the lore! Like, I know some people might not like the Hylia addition but let's be real, Nintendo destroys their own lore with every new game, so I just really liked this one lol. The idea that this game is so far back in the past that it's the original Hero, the original Zelda, it's such a fascinating and fun thing! This isn't just another iteration of the pair, this is the pair. It makes it fitting that they're the Zelink couple that I adore too haha.
With it being so far back in the past, it makes the magic feel so much more alive! The goddess is within reach, the dragons talk, everything feels so alive. You know how in stories it's always like "time passes and people grow distant from the magic and can no longer hear it/experience it" and that kind of feels like the rest of the Zelda games - like there's obviously still magic and beauty in all the games, but it never quite feels as... idk, fantastical as Skyward Sword's world does. Part of that is probably also because it's from Link's POV and this is all new to him
Which is another fun thing! All the other Zelda games, Link lives in an established world. Here, Link's exploring one that's been untouched since the entire world was nearly destroyed in a devastating war and nearly everyone had died. Like it's kind of akin to botw (I remember reading somewhere that botw was designed to be like a really improved skyward sword, like sksw paved the way for it) in that regard, but Link's in a foreign land and knows nothing about it. Rather like OoT Link, but there's very little established here, you know? There's no kingdom, you run into one (1) settlement with the mogmas and that's it. The rest is ruins and wilderness.
The characters! My gosh, they're so fun! Link is the most expressive here, he's absolutely delightful and I adore his personality (the only Link who comes close to being my favorite aside from Sky is Twilight). Groose is fantastic and rightfully a fan favorite. Zelda's a freaking knight! And she has her own journey! And she's got a fantastic personality, and her story is so interesting! Ghirahim is hilarious and a fun recurring villain! Even Impa is fairly interesting as a character. Fi certainly isn't my favorite companion but she isn't terrible, and it's quite fun learning about her lore and watching her develop.
LOFTWINGS. That is all.
LIVING IN THE SKY. Their settlement is so different from anything else in any other game and I love it. Also a nice little thing because like so many Zelda games herald an ancient race coming from the skies, and it differs between the games but the fact that this time it was the Hylians is really neat and solidifies the whole "this takes place before literally everything else" idea.
The music! I love the music so much, they're all bangers. Fi's theme, especially Follow Fi, is absolutely magical, Groose's them is bombastic and fun, freaking Koloktos theme, the Ancient Cistern!! The Sand Sea!!!
SILENT REALMS MY BELOVED. Everybody else hates them, I freaking adore them, they're my favorite part of the game. I love the challenge of them and the music for them absolutely took my breath away.
The sword mechanics! I know with bad programming/buggy controllers it can be a pain, but it's so fun being able to swing Link's sword around with such control, whether it's motion control or joystick. Like, it's not just hitting a button, you gotta wait and watch and observe to figure out how you're going to attack, and it makes it pretty fun!
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rottenshotgungames · 2 months
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I’ve spent three years working on a game about motion
Footfall Devlog 1
It’s really hard for me to talk about my games. It’s even harder to talk about something I’ve been keeping so close to my chest for so long, but it’s time to do so.
This Devlog will be covering the basics of what Footfall is and the first few challenges of making a game so heavily inspired by immersive sims.
So, without further ado:
What is Footfall?
Footfall is an occult-industrial stealth-action rpg inspired by Dishonored, Assassin’s Creed, and Bloodborne. It aims to emulate the systemic ecosystem and emergent gameplay of immersive sims, and particularly the fast, creative, movement-centric gameplay of Dishonored.
You play as Gifted of the Watchman, the god of stories and action. You are functional demigods, arcane in nature and forever part of a great cosmic play of chaos and change.
Some basics about how the game is played before going forward:
You get 3 Action Points at the beginning of your turn, each action point representing a period of 2 seconds.
Movement is measured in ~3 foot increments labeled "Strides." These are about the average length of a walking stride, and tend to be measured with one's arm.
You get powers which move you and others in interesting and unique ways (e.g. teleporting, creating portals, time manipulation, etc.)
Designing a Tabletop ImSim: or How I Learned To Stop Worrying and Love the Physics Engine
This game is, first and foremost, a stealth-action game, as such one specific thing was very important to get right: movement. My most important design goal, from the beginning, was to create interesting systems that interact in cool ways, particularly in regards to movement (otherwise, the stealth would just be boring and the action wouldn’t be bombastic enough). Generally speaking, there are a few ways to do movement in TTRPGs:
Narrative abstraction (PBtAs). The strength of this one lies in its lack of necessity of maps, which is not a strength particularly necessary for a game where movement mechanics are a core pillar.
Landmark-defined zones (ALIEN RPG and Celestial Bodies). This option’s strength also lies in its abstraction. You can have tactical combat and actual movement mechanics, but you don’t need codified distances (just a big rock that tells you where you are).
Short grid-based movement based on character stats (Tactics RPGs like Fire Emblem). The strength here is in the tactical importance of moving even one tile. Moving *feels* important because you get to do so little of it in one round, and it makes each tile moved feel like a long distance.
Simplified but simulatory grid-based movement (D&D). The strength of this system is, generally speaking, how thorough yet digestible it is. You’re given jump mechanics, falling mechanics, running mechanics, and they’re all simple enough that you can (usually) remember how they work without opening the book. The issue is that they don’t tend to be very interactive—“Yay, I can jump across a 10-foot gap without that impacting anything other than my positioning. Yay.”
Without beating around the bush, none of these options appealed to me for this project. Option 4 came the closest, but the issue with it is the same as with all of them: these movement systems tend to be very . . . “confined” to only affecting positioning, whether narratively or tactically. I pretty quickly realized that I had one option in front of me, make something I had never seen before:
5. A tabletop physics engine.
First thing’s first, I laid out a few key goals for my physics engine:
Strive for playability, not accuracy. People aren't computers, I don't want you to have to perform complex calculations constantly (unless you want to and therefore choose to).
Interactivity and impact. Even if those decisions aren't codified in the physics engine itself, I want the physics to inform multiple gameplay decisions through its interactions with other systems.
Flexibility of simulation. This is a physics engine, if it breaks when someone tries to jump (which it won't) then it's not working very well, is it? People should be able to toy around with it and get cool interactions out of it without it suddenly turning into a hell of, "WHAT DO YOU MEAN DRIVING A CAR KILLS ME???"
Pretty simple stuff altogether, right? . . . right?
Alright, so what went wrong the first time? Well, I took the last point too far, to the point that I shirked the golden rule: "Strive for Playability, not Accuracy." It would be impossible to accurately model how gravity works in real life without a single round of physics-heavy combat taking 4 hours, which may be your jam but definitely isn't mine. The first version of the physics engine included such awful rules as:
Ground acceleration to model running - "If you move in a direction using 1 action point, and continue moving in the same direction with the following action point you begin to sprint. Your sprint will continue as long as you keep following up one movement with another in the same direction. Your movement speed is considered to be double its base amount and any attacks made with a bow or powder arm that target you have a minor disadvantage to hit if your last action point on your turn was spent sprinting." This was just . . . way too confusing and difficult to track, to the point that it actively disincentivized going fast.
Just straight up incorrect gravitational-acceleration math - It's still not wholly accurate, but I tried for way too long to make it wholly accurate.
An attempt to model fall-damage based upon Momentum - People accelerate downward faster than most people think they do. You will fall about 96 feet (over 29 meters) in a matter of 2 seconds. 1 Action Point. Yeah, there's just no calculating fall damage without relying solely on distance or some over-complicated math that still relies on distance.
Listed out, specific momentums that add damage to your strikes - "When an object or creature lands a strike while in motion, the energy imparted onto their target deals additional damage. If you have a momentum equal to or greater than 24 feet per Action Point before making an attack with a melee weapon, you deal an additional d4 of damage on your strike. If you have a momentum equal to or greater than 48 feet per Action Point before making an attack with a melee weapon, you deal an additional d8 of damage on your strike instead. If you have a momentum equal to . . ." God, this was so stupid of me. It's a really simple formula now: "When making an attack, for each 4 Strides per Action Point of Momentum a creature has in the direction of their target (if the target is in some combination of directions, such as Forward and Left, use the higher of the two) they deal an additional point of damage."
There were more, but it's really not worth going on and on.
Upon revising the physics engine, which was part of a whole system overhaul in the year of our lord 2022, I had one goal: "Simplify the math without simplifying the impact." Which, as you can probably tell from the second to last bullet of the prior list, I did.
The physics engine, as it is, is actually quite simple in practice. You can read the whole thing if you decide to grab the free playtest (which will be releasing soon, just have to finish up some final adjustments and get some art in), but for now I present to you . . .
The Footfall Physics Engine Quick Reference
Momentum: Strides moved in a direction since the beginning of your last Action. Momentum is directional (Forward, Backward, Left, Right, Up, Down). You may change facing at the beginning of an Action. Changing facing mid-air costs an Action Point. Move in the direction of and Strides equal to Momentum when in the air.
Gravity: When not standing on solid ground, you fall. Creatures gain 32 Strides of Downward Momentum at the beginning of each Action Point spent falling. Gifted may choose to halve this to 16 Strides.
Concussive Force: +1 Damage on attacks for each 4 Strides of Momentum in direction of Target. When hit by an object, damage die = +1 die size per 7 Strides of Momentum (1d2 at 7, 1d20 at 42). Throwing an object increases its Momentum by 21 Strides.
Fall Damage: When you hit the ground, damage die = +1 die size per 4 Strides fallen (1d2 at 4, 1d20 at 24). +1d20 for each 4 Strides beyond 24. Gifted falling at 16 Stride Gravity cannot take more than 1d20 Fall Damage.
Wall Damage: When you hit a wall, damage die = +1 die size for each 5 Strides of Momentum beyond 9 (1d2 damage at 9, 1d4 at 14). If damage die > d20, add a new die and start over.
I'm actually really proud of this physics engine. So far, players have LOVED playing around with it, and even some fairly math-dense people understood it after looking at the powers section for a little bit. I can't say for certain if I've accomplished all of my goals, and public playtesting may prove that it needs simplified further, but the successes I've had surrounding the physics engine are what told me that taking the effort to design Footfall wasn't a fool's errand. People used to tell me that movement is boring, it's just the thing you have to do to get to the fun stuff; and I feel as though I've proven it can be interesting, digestible, and—above all-else—fun.
It's fun to move yourself forward multiple strides using a power, then launch yourself into the air where you can soar across the battlefield and directly into a specific foe for increased damage. It's fun to have your buddy sit in a momentum-generation-machine constructed with two vertically aligned portals that triple her downward momentum each time she passes through, then watch as she swaps spots and momentums with a giant enemy monster, which you promptly send hurtling into a wall at 18x terminal velocity with your portals. Honestly, it's just fucking cool.
I'm so excited for people to get their hands on it.
Conclusion
Honestly, I have no idea what design lesson to leave you with. The best I can say is this: Fuck the haters. If you have an idea, and you really believe in that idea, follow through. Anything is possible given some time, planning, reflection, and a willingness to revise.
If you think something would be cool, and nobody's made it yet? Make it. Do it, right now. You can, I'm proof. It's gonna be great, I know it.
I believe in you.
Self Promotion
Welp, it's that time again folks. If you wanna check out my other games, and get updated when the Footfall free playtest goes live, follow me in Itch.io! If you want more devlogs, and more rpg design talk, follow me here or on twitter.
You really can't go wrong either way.
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mr-laveau · 10 days
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-hands you my Love listener and also all my actual love ily booboo-
One. They have been called Love and/or Asset and will name themselves Ariel.
Two. Unfortunately, we already know all there is to their backstory 😭
Three. They’ve played around with the idea of lots of aesthetics and have settled on a sort of pastel, casual look with academia elements.
Four. They’re gender-fluid, so they switch from male, femme, and androgynous presenting on a whim.
Five. (Now that I’m really reading these questions, I’m so sorry for sending you an Android 😂) Marcus is an anime nerd in the worst way, so Ariel was deffo made with East-Asian features.
Six. They were made to look in their early twenties.
Seven. Slender and androgynous.
Eight. A Scorpio, though I’m not confident about that answer, I’ll admit.
Nine. Anton, who is the only person they feel likes them, and James, who is the only person who they feel respects them.
Ten. They’re still discovering hobbies and interests but so far, they’re enjoying listening to music and learning piano.
Eleven. Hmm, I think it’d be interesting if it was Psyche, Greek Goddess of the Soul, since it could be argued whether they have one.
Twelve. RedactedAudio 💕
Thirteen. Ariel is a sex-neutral/averse ace, so when they do sex without the obsession-code, it’s done with curiosity and the partner’s pleasure as the main priority.
Fourteen. Hmmm… that’s a new question for me. I think they actually don’t know yet.
Fifteen. I am Not a Robot by Marina and the Diamonds. It unironically makes them feel a lot of things.
Sixteen. Lowkey Natalie Portman’s character in Ex Machina.
Seventeen. Almost like a stock photo or a model’s shoot. They are symmetrical and physically attractive, beautiful almost, but there’s something impersonal about the stiff way they hold themselves and the lack of emoting on their face.
Eighteen. They really want to meet a dog. EDM music confused them and holds up appeal. They wish they could try coffee and lemons.
Thank you, my love 🧡
LaVeau-gue - design #003 - Asset/Love - Ariel - Lexi Sun
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You are most welcome Lexi, always an honour to get to work with my first redacted friend, especially when it comes to this bean, Ariel! I still remember a few of the details from our previous conversations in regards to how you see them so I hope this does them justice!
Design Notes
Approaching Ariel's design, I had already had remembered conversations with you in regards to previous inspirations you'd mentioned for your take on Love. I also added in a bit of my own inspos to the mix to see what would take
For Ariel's design I wanted to keep in mind the solid collection of notes you'd written up so I could incorporate as much as I could whilst also condensing the design so I could make it simple to redraw (as I do with some of my other designs). My main focus when getting into this design however was to create a human and android Skin similar to how I'd made my Asset, Prim.
A big inspiration I had for them was Jenni from My Life As a Teenage Robot and Hatsune Miku so I decided that white metallic plates reminiscent of Jenni would work and blue hair similar to Miku would tie things together. Additional, I also chose to include colours from the PM title cards to establish that visual parallel .
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As for clothing, I followed your instructions as best as I could, creating an androgynous fit that was pastel and had hints of academic elements! On top of that, I incorporated musical notes as a reference to the singing Ariel from the Tempest and the little mermaid does and to reference her proclivities for piano music. To reference back to your choice of Psyche as a god to represent Asset, I included butterfly designs on their overalls. To balance the whole pallette I combos the PM pallette and the pallette of their clothes which ended up being pretty readable overall! Another fun fact is that I also ended realizing that Ariel shares a clothing pallette with my Caelum!
Wanna have your listener designed by me? Check out my rules for LaVeau-gue and send an ask my way! Also, currently I am looking for money to replace my computer so any interested parties who wanna help can check out my commissions!
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tamelee · 4 months
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Hello Tamelee! Do you have any advice to give to beginners regarding drawing? Maybe some exercices that helped you to make progress? I’ve seen that you learn to draw all on your own, and that’s really impressing (and inspiring)!! ❤️
Hi!! 🧡 thankyou so much (ノ・∀・)ノ♥︎ Ah yes of course!!! I wanted to make this earlier but I waited until I finished a few drawings to see if I could come up with more tips and find out what really helps for me.
✍️;
 I did learn to draw by myself, but I watched a lot of speed video’s for guidance ^^ I used to slow them down a lot and really tried to study what artists that I liked did, but I wouldn’t recommend this for beginners. Especially when you don’t really know the program and you won’t understand why they do what they do.
I used to copy the greyscale method even though I knew nothing about color so I heavily relied on values only which made everything look very muddy.
It’s actually only recently that I’m understanding the things that I do and I feel like my anatomy/coloring is improving slowly because of it. 
So, first, I’d highly recommend to instead of copying only as a study method, (like faces for example) to understand why things are the way they are. If you know how planes of a face work, it’s much easier to remember why a certain perspective is like that, when something feels off and how to fix it or how to lay down shadows. The ‘Asaro head’ is a favorite for many, the free version you can find HERE a video on the topic is HERE and learning how to shade is explained very well HERE. Sinix Design has a great video that goes beyond that and it may help you for different kind of faces which you can find HERE. If you're more interested in Anime faces (though the planes work the same), you can find and manipulate 3D models for free HERE or HERE that you can use as a reference. Of course you should always make it your own but they can help with perspective. In fact, you can find many different kinds of models on Sketchfab. Your character holding a cup and you aren't sure how to draw it in that angle? Find one, manipulate it, screenshot and study the perspectives ^^ (I don't recommend tracing or copying.)
Learn about environmental lighting and color temperatures instead of value's (light and dark) only!!! Trust me, the earlier you learn this, the better >*chants* color temperature, color temperature, color temp-
Anatomy is interesting. A lot of tutorials recommend you use photo's to learn it, but it confused me a lot. Pictures aren't always clear enough to see how the body parts are connected and I always thought it was a bit pointless to learn muscles, but it really isn't. I'm not sure how to explain it well, but a picture is often too complicated and you have to narrow it down to find its foundation. I personally think it's helpful to find an artist you like and look how they do anatomy if they have shared any sketches.
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Not sure if that makes any sense xD but what I'm trying to say is that for me, looking at pictures alone didn't help me understand much of anything else at all and in some cases made it even more confusing. Clothing makes much more sense in drawings when they're simplified, but this also depends on style!
You can use a napkin around you finger and bend it to get a quick fold reference for a sleeve or something!
Studying the body means... well, studying the body. Naked, in underwear or swimwear. You can find many free references! But there are special anatomy reference packs that are being sold like these.
I don't really do drawing exercises because my ADD just won't allow me to. My motivation immediately drops to zero. So I can't say which ones are very helpful but always feel free to try anything you want and see what works for you! But if there's anything you should exercise always... it's your hands.
Trust me on that one. The pain for ignoring your pain is a consequence you don't want ;-; and sometimes it even leaves you unable to draw for a long time. Avoid issues with carpel tunnel or RSI as much as possible. There are many video's but you could use THIS ONE for example.
I do practice though with everything new that I create. I always try to learn something.
I think the thing that helped me a lot in the beginning was by getting the habit to save everything that I liked. An expression in a movie? I saved it. Favorite art styles? I saved them. Naruto looked particularly adorable in that panel? Saved. Sasuke's hair spikes flawlessly there? Saved it.
If you're quickly overwhelmed though (like me lol) then it's not a good idea to save a bunch of screenshots in a folder because you'll have no idea what to even look for. If you do this then try to keep things as organized as possible so you actually have some use for it and even narrow it down as much as you like. Some panels for Naruto and Sasuke for example I have saved in several folders like 'expressions', 'manga style' or 'outfit' for example. I don't want to spend too much time looking for things, because unlike some of you think, I don't have that much patience xD
INVEST IN EXTERNAL SSD('s) and BACK UP REGULARLY!! Like, everyday if you can, but at least 3x a week. Once a week at THE VERY LEAST. You'll thank yourself one day. Save your art-files so you have access to full versions always but post smaller files if you're drawing in large 300DPI (or more) files. Whatever program you use you can learn to reduce sizes, you don't need to save every layer always when you've finished a drawing, but in Photoshop for example you can 'merge layers 'duplicate all visible layers' as a copy and put it in a progress folder in case you ever need it, like so;
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Some other things that helped me a lot also was to create my own short keys to flip the canvas and making the current layer I'm working on visible or not. Personally I have the flipping on 'command+§' and layer visibility on 'command+1'. If you're working with Windows you can switch command key or pick anything else you think would be easy! Flipping your canvas horizontally helps a lot to find mistakes and layer visibility.... I don't really see anyone talking about it, but when I'm rendering over a sketch and get lost in it, I often use this short-key to see if I'm not overdoing it or losing the original perspective which can easily happen!
I hope some of these are helpful, I can't really think of much more right now, but feel free to ask anyway if there is anything in particular! 🌷
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earthstellar · 6 months
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More Thoughts on Prowl in Earthspark
I think it would be fun if Prowl has a little bit of a tough time integrating with the Terran Team, which I talked about previously in another post
Like, if it starts out rough, understandable-- And then the "lesson" for the intended audience (kids) can be something along the lines of learning how to get along with others that may be different from yourself, how to integrate into a different culture by trying to make friends and being open to learning, how to meet people halfway when you might be personally hesitant, etc.
But I have some more thoughts...
Real World Concerns: ACAB Still Applies
Keeping in mind that Prowl's a cop and there are some real world implications of that which are even more highlighted as the Maltos are a non-white family who live in the USA, I can understand the concerns I've seen some people have about bringing a "tough cop" type of character into a show that has heavy emphasis on diversity and reflecting that diversity fairly realistically.
I've been wrongfully detained back when I was a teenager and was taken across a state border then had to sleep in a cell overnight thanks to the NYPD myself as a trans person, which happened only four weeks after my black partner at the time was harassed by a police officer when a cop straight up just walked into my dad's house with no warrant because apparently a black person and a trans person gardening together is "suspicious behaviour".
My dad's house is in Pennsylvania, which is where Earthspark takes place. Me and my loved ones have been harassed by cops that are quite literally the actual cops you'd see in Earthspark, in Witwicky. Same police department/region in Pennsylvania, given their proximity to actual Pennsylvanian locations in the show.
So I know these fears well and I understand-- Nobody has a good experience with the American police. Every interaction is terrifying, and those of us in any minority group are far more likely to have experiences like this having never committed any crime or wrongdoing at all. Seeing any cop, even a fictional one, can trigger some bad memories or prior trauma for a lot of us, and it might be hard for them to work around.
I'm thinking that's part of why they've changed his alt-mode, from what we can tell from the toy photos.
Earthspark Handles Real World Issues Fairly Well: Writing with Sensitivity
At the same time, the themes of the show are fundamentally family, friends, learning, growing, and teamwork, with some emphasis on developing emotional intelligence and social/cultural awareness.
It's important to remember that Prowl is a Cybertronian cop who took a cop car alt-mode back in the G1 days because it was simply what fit his own role best and made for the most effective cover while on Earth-- He may not be working with local human police forces, but if he is, we'll see how the show handles that.
I think it's notable that they've changed up Prowl's alt-mode design here, despite having shown him in his police vehicle alt-mode in the G1 flashback sequence. You don't see "POLICE" written across his doorwings, these days. They're not selling him as a "cop car toy" anymore, which I think most of us can agree is a good thing.
I think Prowl absolutely has a place in Earthspark, and it'll be interesting to see how they utilise his character-- For all we know, it'll be a totally unique take on the character unlike any specific prior iteration of him, which would also be interesting!
But I do think that they know they have to be careful with introducing a cop character. They've handled subjects like xenophobia in Earthspark very tactfully in a way that suits the intended audience of children, and hopefully they continue to use the same tact when interpreting Prowl's character for this same audience, given that he's a cop and there are implications to cop characters in general that are going to lead a lot of people to be a little less forgiving and a little more suspicious of him.
More Conjecture/Thinking Out Loud, Since All We Have is a Photo of a Toy At This Point
That having been said, almost no story can happen without a hero's journey in some shape or form, and it would be interesting to see Prowl have some initial difficulty dealing with the Terrans and humans in general (or something similar that might cause some level of conflict) to be resolved as time goes on.
It would be interesting if the show touches on Prowl being a cop and how American kids realistically react to that.
I was always taught to never speak to a cop and how to do so very carefully if I ever absolutely had to etc. when I was a kid, and I'm sure the Maltos have had that same conversation with their children. It's a safety issue; Unfortunately, most American kids get "the cop talk" pretty early.
Maybe Prowl shows up and Robby immediately grabs Mo to get her behind him and he tells his Terran siblings to "let him do the talking", since he's the oldest one and a little more aware of the risk that police officers can present. Since Mo is usually outgoing, and she might be more quiet here because she would understand the potential risk whenever cops are involved, the Terrans would take the hint and be wary of Prowl.
Or perhaps Prowl is introduced as an "enforcer" by Optimus, and when the kids ask what that means, Optimus translates it as "police officer", which might be what causes Robby and Mo to react a little negatively/suspiciously to Prowl. So it wouldn't be as immediate of a reaction, but once they find out he's a cop, they react appropriately-- With caution.
Which might serve to alienate him a bit, as he wouldn't understand why they were just outgoing and friendly and now they're suddenly not-- From Prowl's point of view, he might not fully understand their reaction.
If he'd been working on trying to investigate the bot fighting rings etc., then he'd be aware of the general public's xenophobia towards Cybertronians and how that can manifest as real violence, and might think the kids were being biased against him. Which might be worsened by the fact that to him, as far as he knows, they evidently don't like enforcers specifically-- Which may even lead him to overthink it, as he is technically designed to do in most continuities, and he might assume their anxiety around him comes from some kind of criminal history on their part.
This could be handled partially comedically, as the audience knows the kids are good and haven't done anything wrong (and this would also introduce Prowl's capabilities as an investigative officer while framing him as a "silly adult bewildered by kids just being kids" for the younger viewers)-- -But it needs to be treated respectfully and with reasonable seriousness as well.
This type of assumed guilt is often what leads to wrongful arrest, miscarriage of justice, and serious abuse from actual police. There is a real world body count for this exact kind of assumption, and these assumptions are often based in racism, homophobia, transphobia, etc.
And this is a kid's show, so I don't think they'll go too deep-- But I do think they'll address the "cop in the room" in some kind of way.
There could be some serious misunderstandings that go both ways, as the kids might then interpret any upset from Prowl as being inherently hostile.
It would take work to get them to trust him, and Prowl would need to come to understand why being an enforcer in this context is something that registers as a threat to the Maltos and by proxy the Terrans as well-- Who haven't had good experiences with authority figures either, given the whole GHOST situation.
And given that he might not start out too enthused about the situation altogether (we don't know how he might be coping with being forced to live on Earth), it might be interesting if they take this approach (or a similar one) to introducing Prowl.
Keeping in mind this is a show for kids, and you don't want kids to implicitly trust cops. In America especially, that's just not a safe lesson to teach.
So it would be hard for them to pull something like this off, in a way that both 1) solidifies that cops can't be safely trusted and also 2) Prowl is good not because he's a cop, but because his genuine interests are to protect and serve in his own way, and it's not just some kind of fake creed that he doesn't follow like every other cop.
But like I said, you can't teach kids that cops are good. So it'll be interesting to see how they handle his role as "enforcer".
He might be misguided sometimes, or he might need some fine-tuning, but Prowl shouldn't be directly malicious or intentionally mean to the kids. Maybe he's accidentally rude, or doesn't understand how he comes across to others (especially humans/the Terrans). Maybe he's having a hard time being on Earth, and it shows in his behaviour or demeanour.
But he can learn, and adapt as best he can over time. The show is about learning and growing with each other.
I Don't Think He'll Dislike the Kids Too Much: Teaching Time with Prowl
It'll be interesting to see how Prowl gets along with the kids, but I do think he eventually will, at least to some degree.
I don't think Prowl is a child-hater. I think he might need time to acclimate and socialise a little more effectively and understand a little more. And the kids might need the same, when it comes to Prowl.
I can't see him as being mean to them, not once he realises the Terrans are essentially sparklings and the human kids develop and grow on a totally different scale. We don't know what interactions Prowl might have with humans in general, or how experienced he is with younglings of any kind.
There might be a learning process, or Prowl might even take up helping to tutor the kids a bit-- He could help teach them investigative techniques, or logical problem solving, or how to evaluate complex situations (like calculating battle outcomes and assessing threats in the field-- a safety lesson as much as anything else). Things along those lines.
We've already seen the kids learn from various adults, so why not Prowl too?
I can see him wanting to protect them and do what he can to help them, but he might not be a super-involved parent-type, and that's totally fine.
He would likely make for a strict but effective teacher, using his skills of observation to notice when the kids need some extra assistance or would benefit from a different approach.
He might also struggle to teach at first; Maybe he attempts to treat it like an enforcer academy, which the kids might not respond well to. Bumblebee could provide some input to help Prowl adjust his approach, as he has the most experience with training them so far.
He Might Not Be a Cop at All
Maybe he's not an enforcer at all anymore, in this continuity.
Maybe he's struggling to find an identity for himself after realising the enforcement system on Cybertron was corrupt (as Megatron in Earthspark has given us some hints that the background setup to the war might be similar to IDW 1 in some regards), and after finding Earth's police are no better, he's at a loss for how to make himself useful.
He could possibly be working as a kind of private investigator, carrying out missions assigned to him by Optimus. He doesn't wear the GHOST badge, so it doesn't seem like he's been working with them somewhere this whole time.
Part of any irritation from him might be, essentially, an identity crisis. What does he do now, and how does he do it, with almost no resources and very few Cybertronians left to collaborate with? Does he even want to collaborate with anyone at all, at this point?
He might be more of a solo actor in Earthspark, off doing his own thing. With or without missions assigned from Optimus.
But he does still wear the Autobrand, which is interesting if this is the case.
More Disability Representation: Prowl is Essentially Neurodivergent With a Syncope Disorder
He might not be too good at socialising, but this shouldn't be taken as a sign of being a "mean cop"-- Prowl is canonically neurodivergent in some continuities (owing to his unique tactical/statistical processing, he is also prone to crashes), and any social problems he's depicted with are at least in part a result of his thought processes and perception of things being fundamentally different.
It would be interesting if they brought this aspect of his character back for this iteration of Prowl; Maybe he sees the Terrans for the first time and his processor struggles to understand what's going on and what they are at first, and it might trigger a crash.
Of course, the kids would react like how most kids do; Sort of panicked and worried that it's their fault somehow. Prowl could provide some situations that would be a good opportunity to teach kids a little more about disability and provide further representation for any neurodivergent kids watching the show, which would be great! And a "crash" could be comparable to anything from some types of seizures to syncope disorders to narcolepsy etc.-- Any health condition where fainting or collapse might occur.
We rarely see syncope etc. disorders portrayed in media, let alone kid shows, so it would be great to see in Earthspark as an opportunity for both inclusion for disabled audiences and education on disability for non-disabled audiences.
It would be interesting if a "crash" were portrayed somewhat realistically, no immediate recovery, maybe some dizziness, lingering fuel tank upset, maybe he even sustains some damage from falling over. It might take him a bit to fully reboot. He might regularly need to be a little more careful, to avoid processor loops or logic system issues that could lead to a crash.
Maybe he has a crash at a critical moment, and is out of commission for a battle or situation where he could have been helpful. If the kids are lukewarm towards him at this point, maybe seeing him laid out on a berth still recovering after they return from the fight would encourage them to step up and reassure him that he's not any less capable-- They would understand.
They've likely seen their mother struggle now and then on days where the phantom limb nerve pain is too much for her to go on that hike they had planned, or days where the prosthetic just isn't the vibe so she goes without and gets around the house a little differently on those days, or maybe even days where they see Dot looking at her prosthetic with a little sigh, and that's just how it is. Not every day is a feeling good day, some days the prosthetic just isn't wanted, some days the prosthetic is harder to put on than others. Disability is variable, and how people deal with disability fluctuates.
The kids would be good about understanding that Prowl has "those kind of days" too.
The show's not about Prowl-- There is an ensemble cast and plot/storylines to progress. But it would be a nice little scene if they want to do a one-off bit about this, that could also serve to show that Prowl, as hard-ass as he might come across, does actually have some vulnerabilities.
It could be the thing that encourages the kids to at least try to work with him, if they have any initial hesitancy-- Especially following their experiences with Robbie's illness previously.
If the kids might think Prowl's demeanour is a little off-putting because he's not as outwardly emotive, might be more literal than others, etc., maybe one of the other adult bots could help explain to them that Prowl's processor just works differently, and that he struggles with being social. The kids would likely be understanding of this, and it would be a nice parallel to teaching abled kids how to interact with autistic peers, while also making Prowl relatable to autistic kids watching the show.
(This would also provide a potential opportunity for a medic character to be introduced... I'm just saying. We all want Ratchet to show up, lmao.)
Earthspark is good about disability representation so far, and it would be nice to see that it's not just humans who can be disabled.
----
Anyway, yes, there's a lot of potential for Prowl in Earthspark, but it will have to be handled with tact, which I think the writers have proven themselves to be pretty capable of so far.
So, we'll see! We have no information right now aside from the toy photos, but the hype is real, and it will be interesting to see how they bring Prowl into the show and what, exactly, he'll be doing.
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weaselbeaselpants · 4 months
Text
For those curious, I don't got dirt or shit on VivziePop. As I've made clear before I followed her back in 2009 and I talked to her like on devintart and tumblr 1 or 2 times. No, I don't remember what was said between us really or exactly. The tumblr blog I remember hearing back from her is long dead so I have no receipts.
I kinda lost interest in her because her fanbase was way too intense and mean in 2014 (no idea about any of the Dollcreep drama), and because I was also in a soft antisjw phase myself then and reading BadWebcomicsWiki - I saw her being talked about all throughout the forums on that hellsite up and until 2017. I also saw the completely different forum posts made there about Hazbin at the time- which os of course how I learned about the Dollcreep fiasco, frootrollup1, and Angel Dust r@pe art someone did of Viv.
If you interested and/or curious about any personal anecdotes I can remember from the best of memory -these are NOT facts, though I'm happy if anyone else can back them up if u also have memories of this- I can list those out:
-I found Viv through her fanart first and specifically her fanart of Shane Acker's 9. I loved Viv's fanart- it was always so distinct in her own style but still recognizable. Anyone else in the 9 fandom remember that "design a beast" contest deviantart had? Yeah she took place in that. She also did artwork of the stitchpunks inspired by Kinkei's chibi-pinup style. They were not as sexy as that would have you believe. She did fanart for Rango, Adventure Time, Regular Show, Rio, and Cloudy with a Chance of Meatballs. Also remember her begrudgingly liking Tangled after the fact because it wasn't 2D like Princess and the Frog was.
-The first time I saw Viv's characters in comic form it was in a comic where it was Halloween and the ZP gang (Zill, Kayla, Jack, Spam, and Vanex) were trick or treating and got stuck in some dark twisted version of their home. Isn't this the plot to the Invader Zim Halloween episode?
-Ickle!Viv was pretty skilled at drawing animals. Personally I think she still is but this was specifically the thing which stood out about her to me. I really love when she drew/draws animals. I also actually think her creatures look genuinely good, especially the dragon looking ones.
-Viv was ALWAYS so clamoring and adoring of her fandoms, especially animated stuff. Even on deviantart, animation fans are cynical and snarky so it was nice to see someone with their own established style be into movies that other people would mock you for as a teenager or god forbid an adult. Didn't make you feel so alone.
-I saw Viv's ZP gang develop in style from 2009-2013 and I gotta say I liked her og cast so much more when they were teenytiny and children. Zill just looked better then.
-Speaking of Zill, before I saw one of her posts getting mad at people who called Zill a "neopet"...I said her style reminded me of neopets. I was 12! I didn't know and also I hadn't gotten to that one doodle in her gallery at the time where Zill and 2009!Viv were cursing out this blob for calling him that.
-I also personally saw Alastor develop from out of those days, or at least the character who would become Alastor. It was the red black, buck-looking deer from 2006-2008ish who's disc Viv said was "the evilest character in all of zoophobia!!" I know she liked the directtovideo disney sequels and really liked Bambi II. I'm not convinced Alastor and Autumn don't exist souley because of Bambi II.
-I have no proof of it happening on my end because I ended up deleting a shit ton of crap on my old deviantart out of embarrassment and I think Viv deleted her posts about it. But a distinctly remember an artist in around 2011/2012 w I was really into art trades did a trade with me where they drew my 9 oc, in spite of us really not connecting in any particular way or being 'close'. They worked in traditional medium and had he/him pronouns and their art was so obviously inspired from Viv's. It wasn't traced, though- just very Viv-inspired.
I remember watching Viv and also that guy when suddenly Viv and Faustisee made a huge callout graph showing the artstyle and characters that had been stolen from her and she showed that guy's work. I also distinctly remember saying in Viv's journal abt the callout something along the lines of "this is bad, but, this guy is a friend of mine [rlly barely mutuals], he didn't mean it". To which Viv replied with something like: "then tell ur friend that what he's doing is bad >:c". So I did and that's when he told me he'd been told enough by her base how to feel and that he was leaving dA. And he left. and nuked his entire gallery, including his part of art trade, which made finding the proof of this encounter even harder to track down. Because he was no longer there, I deleted the piece I did for him as part of my mass embarrassment deletion.
-There was one other encounter I had personally' with Viv that I do remember and it's only because she was actually friendly to me and I liked that coming from my what was, at the time, a fav artist: I like the 2012 Frankenweenie remake and was really incensed back in the day that people weren't liking it because it is a ymmv-case. One of those people happened to be Viv and I def remember messaging her about how "I disagree with you, hmf" and then having INSTANT REGRET and suddenly spamming her with this way too personal "I'm sorry please don't hate me"-ventrant thing and, for all I know the Viv stans can be overly apologetic, I really do think it was my indiagnosed OCD/ADHD talking there. Anyway, what was sweet of her to do even in a passing way was she was all "it's okay. you didn't upset me but lol yeah ur not changing my take on frankenweenie either".
Viv describes herself as "being everyone's friend" and really- where there are a lot of points now that I don't think she cares if she is, most of the time I think the problem is she doesn't know how mean or backhanded she is. She really does strike me as the kind of person who never grew out of 2000s-2010s highschool and that petty thing were you get angry and lash out at others behind their backs but then sweet up after that, and where you think lovebombing = being genuinely appreciative. And yeah, that's still abusive and volatile. Because, and this is all from a decade ago and an antidote I only recall because it was Viv, but I truly didn't get the feeling that Viv thought I was beneath her or that she was trying to own me buy telling me she didn't like the movie I did. The vibe I got from her was "I don't really care about this but also I don't want you freaking out, calm down".
I rb a bunch of critical stuff (still don't like antiHazbin shit) because, and I still mean this, I do still genuinely like her style and wish I could be in her fandom w/o her stans basically gatekeeping me from being my own fan. I really am disappointed as the fan I am that Viv doesn't take better care of herself, her shows or the people working for her.
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Text
Christian Linke and Alex Yee Q&A
From here  (will update if there’s more)
With special addition from Amanda’s
Below the cut are the questions and answers they provided
Q: Anything in regards to an art book for this show? Would love nothing more than to secure a copy of one.
Christian: There is one in the works! I remember talking to some folks at Fortiche and Riot about it a few months ago. I'm not sure where they are in the process, but it's coming for sure.
Q: Hi! Do you think Caitlyn and Vi shippers will be happy with the upcoming season?
Alex: There's that part they might like, and that part they're probably gonna hate.
Amanda (A reply to Alex’s post): I take full responsibility for both. And stand by that they make the show better!
Q: How did you all go about capturing such minute and captivating micro-expressions? Also, Caitlyn and Vi have been really fun for my wife and I to watch together as a lesbian couple. We really hope we get to see their relationship grow in new and interesting ways. I'm curious about how their roles as "Piltover's Finest" will differ from how they do in LoL. Will caitlyn still be a sheriff, or more of a private eye working independently from the Enforcers?
Also, what is the likelihood we will see them as official "girlfriends" next season? Will it mainly be implied or outright stated? I realize if you can't share much, but I (and my wife) are dying to know.
Lastly, will we get to see the entire tattoo on Vi's back at any point?
Christian:
I appreciate you speaking to the smaller details of the character moments. Generally speaking, people in animation will advise against those silent beats where subtle expressions mean as much as any word could, but that's the sort of drama we really craved in the animation space. We simply have awesome animators :) And a wildly talented animation director Bart Manoury, who defined that entire look for Arcane.
For Vi's tattoo -- we have the complete design, I'm not quite sure why we haven't shared it with everyone. Let me inquire about that.
Regarding Vi and Caitlyn, I wish I could say more at this point, but a lot of the answers I'd give you would spoil the experience on screen. I'm confident in the direction we're taking it, and I very much wanna hear from you once Season 2 is out.
Q:  what we should expect for Viktor in season 2?
Christian: Everything
Q: Will there be anymore merch drops for Arcane? O: I would love to have posters or even figures/statues/nendoroids of any of the characters!
Christian: Yes. I myself am the sort of person that likes to have dozens of statues, trinkets and figurines on his shelf. The underwhelming amount of merch during Season 1's release is very high on my list of gripes. We're actively working on making sure that we do much better next time around.
Alex: I certainly hope so!
Q: Are there plans to release the scripts for Arcane? I would love to study these.I know you guys don't come from a typical Hollywood background and that's what I love about Arcane, it's so fresh and new. How did you learn how to create a show? How did you write the finale to encapsulate so much emotion and meaning?
Christian: Yes! Quite frankly, we just haven't gotten to consolidating all the different versions yet. Some of it also touches on Season 2 spoiler risks, so I'm afraid we still need to find the time to go through the mountain that is our Season 1 scripts. ;o
In the beginning, we certainly had no idea how to craft a TV series. Personally, I tried to read a lot of books about story crafting and screenwriting. I can't say that I found many of them useful, but at least they all confirmed the general framework of act structures and character drive.
We spent a good amount of time in meetings with other folks who worked in the industry, always looking for that secret sauce that unlocks a TV story structure, and... turns out it doesn't exist. So once you come to that conclusion, it becomes a bit easier to roll up your sleeves and go "alright, let's find our own". At this point, we have our own "metrics" and processes to track plot and character. It's always somewhat messy when you intend to craft a complex story, but that's just part of the work.
Good story (in my mind) is all about hard choices. Many writers talk about being "character driven" without actually writing character driven stories. If you ask your hero whether or not they will help save the world from an alien invasion, the answer always is "yes, duh". Thus, the character doesn't REALLY have a decision to make. The sole question that remains is "HOW are they gonna overcome their obstacle?" -- which is entertaining, but it really doesn't drive the story forward with full autonomy.
I think Alex and I gravitate toward stories that leave characters with costly or even impossible choices.
Amanda (Add onto Christian’s post): I think of this in terms of what a character hopes and fears. You have to know what these are (and make sure the audience knows too) and use them to tug a character towards impossible decisions. I also think you have to be able to relate to these hopes and fears. As Christian mentioned, the fear of dying in an alien invasion isn’t relatable. Neither is the hope of winning a civil war (for most people), but what made Silco’s quest for Zaun’s freedom relatable is that it was rooted in his hope that he could win back his brother Vander’s respect. And without his respect, Silco feared he was the “dirty little thing” his station in life always ascribed to him. Fearing you aren’t good enough, and craving respect from family are deeply relatable emotions. This is what a “character driven story” means to me!!
Q: I've watched this show many many times, introducing it to new people, and always finding another detail or two I didn't during previous watches! While writing the story, what was the most complex story-telling issue you guys ran into?
Christian: We wanted all of our characters to be "real", and thus, make imperfect decisions. The finale of the 3rd episode was scary, because both Vi and Powder really mess up and make terrible decisions. At the same time, we didn't want these choices to alienate them entirely.Characters like Jinx and Silco constantly murder and manipulate. Can an audience still root for them? It's a bit of a dance between their many risky actions and choices.
Amanda (Add onto Christian’s): Again, I think this comes from relatable motivations. Jinx, (and Powder before her), was always desperate to prove herself worthy — worthy of her sister’s faith in her, worthy of Silco’s faith in her. We shouldn’t have to prove ourselves worthy of love, but that is a struggle we all face in so many different ways. A character making terrible decisions is much more forgivable if you too have felt what they’re feeling. I always say I love characters that do the right thing for the wrong reasons, or the wrong thing for the right reasons, everything else is boring!
Q: If you could have made arcane about any other part of runeterra which one has most interest to you?
Christian: Sheesh... there's a lot. ;) We've been working on Arcane for over 7 years now, so naturally, you have ideas for other stories over time.I think the "grimsical" tone that Arcane features works well for Alex and I. That said, I'm really interested in exploring some more quirky stuff as well. The League IP has a lot to offer, it's very diverse in cultural and tonal aspects.
Alex: There are stories I'd love to tell all over Runeterra. One of the joys of working on Arcane was having the opportunity to dive deep into the style, look, and culture of Piltover/Zaun. At Riot we of course have our ideas, but there is still a magic of discovery whenever you invest time conceptualizing one of Runeterra's regions.I've always been a fan of the intrigue/machinations of Noxus, the aesthetics and history of Ionia, the mythos of the Freljord.
Q: In an episode of “Into the Rift”, it’s said that the early drafts of Arcane weren’t good. How much of that draft and the final show are similar or different? Just character arcs and interactions? Major plot points? Or was the entire idea of the show changed?
Christian: A lot (if not all) of the story structure and character arcs were the same.
Crafting the episodes and scenes in a fashion that builds the right tension over time and tracks all the parallel stories wasn't really clicking yet at that time, so Alex and I getting help from the outside and learning more about how to "break an episode" really unlocked the episodes to be stronger.
Alex: The broad strokes of the show never really changed. I'd say the biggest evolutions concerned pacing and development of emotional storytelling. We were more plot-focused before that. We always wanted big emotional beats between characters, we just strengthened their integration to the overall story.
Often, a slight shift in our approach significantly changed the spirit of a scene or beat. We were fortunate to have brainstormed so many moments before we rebooted the story though, it gave us a wealth to draw from when we went into the proper writer's room.
Q: What were some of the small touches in the art and writing of Arcane that didn't mean that much in the big picture, but that you really enjoyed personally?
Christian: Man... also too many to count. ;) The wonderful thing about our collaboration with Fortiche is that artists at the studio are really empowered. An example that Alex likes to bring up and that we all really love is the ash tray in Silco's office. We didn't instruct them to make it look like Jinx painted it in her trademark whimsical style, they did that themselves. They were tasked with designing a simple ash tray and thought, "how can I do more with this than the minimum?" -- and so they did. Now, an ash tray tells a story.
Q: Will season 2 be the final season in the Piltover and Zaun region? Will there be more interactions between Ekko and Jinx in season 2?
Christian: I don't think answering this first question would actually benefit you, so I'm not gonna do it. Oh yes (to the q of Ekko and Jinx).
Q: Will there be another season of bridging the rift or any more behind the scenes content?
Christian: I don't know if it's gonna be another full Bridging The Rift, but I know that we're filming BTS material all around. So in some shape or form, there are gonna be more glimpses behind the curtain for you. :)
Q: If you could choose a single word to describe season 2, what would you pick?
Christian: War
Alex: Rubicon
Amanda: Well I’m more of a sap than these guys, but I say “forgiveness.”
Q: What were some of the biggest influences on Arcane in terms of writing or animation?
Christian: Alex and I were talking a lot about Peaky Blinders while we were working on Season 1.For animation, there really isn't that much I would reference to be frank. When we started Arcane, there wasn't really anything out there that had the look and style we had in mind.
Amanda: Let’s not forget our “Lord of the Rings” dollar jar. Bunch of bills in there from you, Christian!!
Christian: True. Though Arcane development started long before Spiderverse.
Q: When is season 2 coming?
Christian: B-)
Q: How long do you see yourself doing Arcane? Can you see the series becoming a revolving door of stories told from different regions of Runeterra at some point?Have you ever had a great idea for something in the show, that came too late? eg: animation is too far along to change
Christian: We definitely want to explore other regions. At the same time, we've all seen shows and movies that try to cram in too many different perspectives too quickly. I think we gotta earn our way into a larger world view first. So definitely coming in the future, but we have to find the right pace for the story we wanna tell.
Regarding having an idea for something that came too late -- yes, constantly. ;) As someone much wiser than us once said: "Art is never finished, only abandoned".
Q: Does "Our Love" image on the record in the show refer to personifications of Piltover and Zaun? Since the girls are colour coded as respective cities over big red-dot in the sky.
Christian: Indeed!
Q: When making the soundtrack for the show, what did you and/or others have in mind for selecting artists and sounds for what would end up making the cut? Were there any you were considering that didn’t make it?
Christian: It starts with the editors at Fortiche looking for the right moment(s) in every episode that could feature a "music video moment". Usually, the vibe and mood of the story boards paints a target that we then try to cast appropriately.
You tend to have a shortlist of 5-10 artists that you then try to hunt.
During Season 1, it was really hard to find artists, because we were an unproven studio, and a lot of artists weren't interested in animated series. Luckily, the ones who joined us did so because they really believed in the vision, more so than it being an easy win.
Amanda: The storyboard artists make the intention of the scene work. Without them our writing would be boring, flat words. Coming from a live action background, the collaboration in the boards feels like working with a director and the actors all at once — they decide camera angles and blocking which is everything to the emotion and feeling of a scene.
Q: Did you guys overall have a favorite scene or episode from the final product? What was it like/how did it feel to take in all of the positive reactions, to witness the major impact that Arcane left? 
Christian: The finale of Episode 6 is always very powerful to me. Probably that. It was a powerful feeling, because you poured your entire existence into this project for over half a decade, well knowing that the League audience is unmerciful. It was super-scary to imagine that they may not like it. That's a chunk of your life you'd never get back. Thankfully, it worked out. :)
Alex: Definitely one of the hardest questions to answer. Kind of a copout to say the dinner scene (109), but I always marvel at the emotion Fortiche was able to evoke in animation there. Similar feeling for the bridge fight (107), even though I do really love the intergration with music and how much story is told.
I'll throw a nod to the Chuck/Thieram scene with Jinx (106). It is/was a moment of general silliness, both in the writing act and the show that doesn't always feel like it fits with the rest of the tone, but it makes me smile that it survived all the way to the finish.
Q: What's your favorite episode of the show? Did Silco braid Jinx's hair? How long did Jinx's tattoos take? Who's your favorite character?
Christian: Probably 106. Yes, though he most definitely sucked at it, no matter how much he tried. Eventually, he paid someone to invent a machine that can braid Jinx's hair, but Jinx would always tinker with it, to a point where it once nearly strangled her in the process. He once asked Sevika to do it, but Sevika threatened to quit. So Silco had to keep doing it, until Jinx was old enough to learn it. Not sure I understand the question. Heimerdinger.
Q: You mentioned passionate tweets on social media. Does that mean the creators of Arcane see a large part of the fans tweets, fanart, disccusion?
Christian: Yeah, we see a good amount. Though Arcane's fan art on twitter tends to be a bit of a minefield. :X
Alex: We see quite a bit, but I have the feeling it's only the tip of the iceberg. I wish I had the fluency to dip into more of the fan reactions from all the non-English regions where Arcane was released.
Q: Are there people in the production crew you'd like to give a shout out to and why? Who are the unsung heroes of Arcane? What's a small detail or easter egg in the show that no one has discovered yet? What is your favorite plugin/audio effect that you used to produce any song in the Arcane soundtrack? Any teases for S2?
Christian:
I'd say that the story board artists are truly the creative unsung heroes. Our story boarders are FANTASTIC, and the amount of things they have to juggle is insane. And yet, none of their work ends up in the final picture, which always makes me sad.
There's loads. I think someday -- maybe in a few years -- I'll wanna check in on that and see which have just not gotten discovered. :)
Gulfoss. It's pure magic.
Q: Are all the scripts complete for Season 2?
Christian: Yes. Though there's always some amount of tweaks that happen in the process. Seeing story boards & hearing voices for the first time makes you realize that something doesn't quite click, or there's new opportunities you didn't recognize before.
Q: What were some events and actions that you really liked and wanted in the show, but had to rewrite or cut because they didn’t properly push story arc of some characters, or went against how that character should act at that point in their arc? Or what was your proudest achievement with this show that was cut, rewritten, or something that you knew the viewing audience would never know about?
Christian: There was another scene in Episode 107, a flashback between Ekko and Powder that takes place a few months after the end of Episode 103. It was a very touching moment during which Ekko tries to save Powder from Silco, but Powder refuses to go with him. "Powder is dead" .Alas... sometimes, it is your darlings that end up on the chopping block. Animation is expensive, and time is very much so money.
Q: How did y’all decide to include Get Jinxed by Djerv in the show, even though it was created for the LoL version of Jinx back in 2013? Does that song actually exist in the Arcane universe, or was it just part of soundtrack/Jinx’s imagination?
Christian: The song has a lot of meaning for us, because it was the first time Fortiche and I worked together on something. The beginning of the whole relationship.I don't think the song exists in the Arcane universe, no. That was more a selfish little moment for us. :)
Q: One of the things I really liked about Arcane was how there was no fat. There was not a single scene that felt tacked on or unnecessary, but you still managed to flesh out the world. Noxus was a great example. Their inclusion made the world feel bigger but it didn’t slow down the plot for a second.I know it’s a group effort deciding which scenes to cut but I was wondering what you’re criteria is when making those decisions.
Christian: I know that some people said Arcane moves at a pace that's too brisk, but both Alex and I like it when episodes really move the story forward. We all have our favorite TV shows that often enough present us filler episodes. We just didn't want that.
We followed act structures per episode. Every character story line would get their 3 acts, plus "twist" to set up the future conflict.
We did also have a piece of paper in our writer's room that spelled out our criteria for a successful scene:
- How does this scene develop the character?
- How does this scene further the plot?
- How does this scene teach the audience something new about the world?
​You don't always get all 3, but it needs to have at least 2.
Q: Is it possible for Mel Medarda to return in Season 2? :c
Alex: Solidly possible.
Q: Are there gonna be any sex scenes in S2?
Christian: Ew, no! Gross. Maybe.
Alex: Hmm... any characters springing to mind?
Christian: I dunno Alex. Haven't seen anything on social media that makes me believe people even thought about this.
Amanda: They hired me back for season two, which means there will be sex. I’m the reason it’s in season one.
Q: Why did you name the show Arcane?  When you were first developing the show who would you say was the character that changed the most from how you originally developed/ thought of them? Did Jinx and Vander have a close relationship? Does Jinx actually see Vander as someone who betrayed Silco?
Christian: Magic ties a lot of our world together. Every region, every champion has a different relationship with it.
Viktor for sure. I kinda just wanna leave it there. ;P
They weren't as close as Vander and Vi were. Vander was the person that Vi looked up, whereas she was the person Powder looked up to. I don't think that Jinx necessarily blamed Vander for what happened, though she does think (now) that Vander chose wrong.
Q: I want to ask if there's anything you can share about the Firelights! I'd definitely love to know more about them and how they were conceptualised, some more information about the members if possible, perhaps even word on their involvement on next season? 
I think the idea of "Hope for a better Zaun" is one of the core tenets of Ekko, and I'm certainly proud to see that he has a group that is actively working towards that goal. I'm satisfied with where you've taken his storyline and I can definitely say you guys completely understand him!
Christian: Appreciate that! The firelights were inspired by and named after the green insects that you see flying around especially in episode 107. They come out of nowhere, swooping in, zipping through the air, and they look cool. :)
It happens easily that a place like Zaun gets written off because dangerous experiments and shady streets scare people off. In many ways, however, it is the kind of place where a truly revolutionary technology or idea can find purchase. So if you ask me, Zaun really is the place where the true magic can happen, and Ekko totally gets that and wants to enable and amplify that.
Q: Who was the easiest character to write and who was the hardest?
Christian: Hardest I'd say Silco and Jinx. They're both stylized in very different ways. Alex is the specialist for their dialogue on our team.
Alex: They all give you trouble here and there, but I would say on average Heimerdinger and Jayce were easier to write than Silco and Jinx.
Q: Will we ever get to see a younger silco and vander pre betrayal? Also any flashbacks to silco being a dad to powder when he first took her in? 
Christian: You will, in fact.
Amanda (Reply to Christian): Spoiler! In the episode that always makes me cry.
Q: Will we ever learn about why Vander betrayed Silco? What was Silco planning on doing after he gained the Nation of Zaun? Would he have attempted to improve Zaun? Even though Silco is dead, can we expect to see more of him in s2? (ex. Flashbacks and mentions of him from other characters?) What are your opinions on Silco overall? Did you expect to see him as such a fan favorite?
Christian: Silco was a very special character. During the early phase of development, we talked about everyone's chip on their shoulder. Silco's was being "the dirty little thing". Never being enough. Always having topside look down on him. He could never quite past it, and if it would take his life to escape that existence, so be it. He had nothing to lose.
At the end of the season, he realizes far too late what it's like to have something to lose. Just like Vander, radical notions begin to stumble when your loved ones are threatened by your ideology. "It all makes sense now, brother."
I don't think he had a plan after the Nation of Zaun. It was an impossible pipe dream from the beginning, and if you ask me, achieving it would probably have ruined him.
We did not expect Silco to become such a fan favorite. Jason Spisak did such a wonderful job, it's hard to put in words just how transformative his performances have been.
Alex: We've always liked the relationship between Silco and Vander. It's the original rift that informs the generational split between the sisters. I'll just say, it's a story we'd like to tell.
I think Silco always wanted to improve Zaun, though there are always trade-offs to progress. To me, the real question is who would have helped him realize this vision, and what would have mattered to him at that point in time.
Silco is one of those characters you can get addicted to writing, but I don't think we ever expected him to be such a fan favorite. It really blew my mind when some people engaged with him more as a father figure than Vander.
Amanda (Add onto Alex’s post): To me, the story of Arcane at its core is whether or not the sisters will repeat the sins of their fathers. As Vi and Jinx’s story unfolds we hope you’ll recognize the parallels between Vander and Silco’s story and be desperate for them to take a different path, impossible as that path seems to be.
Q: Did you begin writing the story with the idea of having an antagonistic corrupting/nurturing force to serve as the catalyst for who Jinx would become, or was he developed gradually over time as the right piece to fill what the script needed?
Alex: We knew fairly early that we wanted to have, as Christian put it, a non-champion "svengali" to oppose Vander in the first three episodes. The world felt small when every character happened to be a champion, and we liked the idea of the principle villain being someone who needed others to fight for him. It felt so oppositional to League.
However, we didn't initially plan for Silco to have such a presence throughout the latter half of the season, that developed over time. In fact, we were nervous about giving him too much screen time once the story with Vi and Jinx was rolling. I do remember us asking ourselves right up to the end whether or not Silco would have traded Jinx for his vision of Zaun.
Q: What's a piece of advice you'd give to people trying to create interesting/dynamic characters and stories?
Alex: For me, the best moments come from characters when they surprise you. It's easy to feel omnipotent/omniscient when you are a storyteller. You're usually one step ahead. But sometimes, as you brainstorm all the ways a character might handle a situation or argue a point, they say or do something you hadn't considered. In the best instances, it knocks you off-kilter as much as their opponent in the scene/story. I guess this is all to say, strive to make your characters cleverer than you.
Q: Which scene in the show holds a special meaning to you and why? Possibly because you relate to it personally or there's a funny story behind it from during production.
Alex: There are many, but I'll call out Silco's monologue at the beginning of 103 "Ever wonder what it's like to drown?"This used to be the opening to the show. It sort of encapsulates the core of the story. I think after writing this with Christian, and hearing Jason's performance, it was the first time he looked at me and thought "you might actually be able to write." Of course, I quickly disabused him of this fantasy.
Amanda (Add onto Alex’s post): And it’s my fault that this beautiful sequence is no longer the opening of the show. But I love what it adds to the gut punch of episode 103 and I’ll defend that choice until the day I die. (Even if Alex doesn’t exactly agree with me…)
Q: How did you decide the tone for Arcane? It has adult themes and topics but presents them with such maturity despite being seemingly high fantasy. Was the tone decided from the beginning?
Alex: Tone was the original looming question. We decided we needed to see Vi and Jinx in their younger years as sisters in order to feel the loss and yearning as they struggled to reconnect, but this also made the show feel more "kiddy." I remember calling Christian after having an epiphany that our tone could be like that of the edgier anime I appreciated growing up - no idea why this didn't occur sooner, it just hadn't felt as much like League at the time. For me, anime straddled a tonal line unlike anything else at the time - the bridge from childhood to adulthood.
Once that locked into place, it got a lot easier for me to find the story, although you're always wondering if this or that moment pushes too far. The scene where Singed injects Jinx with Shimmer gave us pause for a little while.
Some anime refs: Hellsing, Berserk, Ghost in the Shell, Cowboy Bebop, Samurai Champloo, Gungrave
Q: One question: Who came up with the idea, for Jinx Vs Ekko fight scene, it was a work of art, absolutely surreal experience, so many emotions and exposition in such small amount of time.And also on the topic : how in the world did You managed to fit so, so, so many of such scenes in only nine episodes? I mean, on top of my head, flare scene, Victors run and the climax! So much emotions on screen, i couldn't handle it.
Alex: The credit goes almost entirely to Fortiche and the music team on the bridge fight. 107 felt like a fulcrum-point in their authorship of the series - weaving their music video superpowers with the storytelling.
How we crammed so many scenes in? We wrote scripts that were too long and then battled in editing to save as many darlings as possible. (Slightly joking, but slightly not.)
Thanks for watching!
Q: Now that it's been a year, and you've been able to properly see the praise and criticism of the series, is there anything you wish you did differently? Did you expect it to blow up as much as it did?
Alex: My strategy is more to try to learn and adapt as opposed to rue the missed opportunities. Luckily, I'd say a lot of what we saw in reactions to season 1 aligned well with what we were focused on in season 2, though we did adjust emphasis here and there when we felt like fans had a strong connection with certain beats.
I don't think we ever expected it to have quite the reception it had, though we were always very confident in the quality of our voice actors' performances and the artistic brilliance of Fortiche.
Q: Will we get to know more about the mysterious wizard, who saved Jayce and his mom, in upcoming seasons?
Alex: There will be magic.
Q:  I wanted to ask if you could share a list of the champs you worked on during your time on a League, since not many people may know what you worked on prior to Arcane but I loved the creative AMAs you used to host on the forums lime for Zyra and Varus.
Alex: When I was on League, champions would always have an assigned writer/creative focused principally on their story and thematics, but it takes a village to develop a champion, so it would be disingenuous to take credit for many aspects of what they became. Some of my favorite contributions were on champions to whom I wasn't assigned. Sometimes the heart of a champion was present before they came across our desks. And then players could also imbue champions with characteristics/meaning that superseded our intentions (Blitzcrank springs to mind).
That caveat aside, some of the champs I worked on who are close to my heart despite murdering me on Summoner's Rift: Lee Sin, Graves, Leona, Caitlyn, Varus, Lulu, Thresh, Ahri, Riven, Draven, Viktor, Irelia, Nocturne, Jarvan, Karma, Maokai, Nautilus, Sejuani, Sona, Wukong, Vladimir...
There was also a lot of side content and legendary skins (I recently recalled Christian and I working together on the first PROJECT video.) It's important to note a lot of these characters were significantly deepened in updates and later content. Working at Riot is more about doing your best to carry and pass a baton than being an auteur.
Q: will we ever see vi's abs
Alex: I'll put in a request.
Q: When you where writing it, did you have any moments where everything just connected and you thought “wow! I can’t believe we’re this clever!”? If so, when? 
Alex: I think what would happen more often is that I would see the end result of something I wrote and think "Wow! Thank heavens Fortiche, the voice actors, and all the other teams managed to make me look like something other than a blathering idiot!"
Of course... no one can stop me all the time.
Q: I believe Riot executives have realized the importance of Arcane to the company, does their support make production easier than before? Will season 2 come out quicker because of that?
Alex: Their support is a huge part of why Arcane has the time, trust, and resources to hit the quality we aim for. People who've worked in the industry always tell us how rare and special our situation is. However, I'd say that extra trust is more likely to mean the season would incubate for more time, rather than less.We know you're all waiting though. 
We always try to find the sweet spot between bringing you content and trying to improve/polish it.
Q: In the scene where Finn tries persuading Sevika into betraying Silco, Finn mentioned something about "bigger fish than silco". I feel like this was potential foreshadowing to who will fill the power vacuum Silco left, but I'm not sure. Was Finn referencing someone within the scope of Season 1, or was he talking about someone/something we'll see in the future? (cause it makes me wanna think he was referencing Urgot potentionally)
At the end of the Bridging the Rift, y'all mentioned wanting to expand to other Runeterra regions in animation. Will these new series be anthology to Arcane, or will it be directly/partially carrying on some of Arcane's plotlines?
When and if there are more animated shows outside of Piltover and Zaun, is Fortiche willing to make these projects or can we see different animation studios throwing their hat in the ring? (ie Japanese studio animates Ionia series)
Alex:
Heh, I wondered if this stood out to anyone. There is someone he's referencing, who does capitalize on Silco's death, though I don't know if this will be apparent in season 2. It's one of the things we wanted to connect, but didn't feel was important enough to sacrifice some of the other scenes we wanted.
No specifics to report yet, but we do hope we'll be able to feel a connection between different stories we might tell, even if the camera moves to a very different place.
We love working with Fortiche and (hopefully) vice versa. We also want to explore a range of styles for League content. The question is how to best have the capacity to deliver stories regularly without diluting the quality.
Q: Will there be information about Orianna somewhere in Arcane?
Will there be hints in Arcane Season 2 about Warwick's creation?
Will Janna have any mention in Arcane?
Amanda: Yes! (not sure if a yes to all three or a specific one)
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mossymandibles · 1 year
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So I absolutely love your world building and neat as hell monster characters (Kraws design is just peak character design oh my lord)
And after scouring your entire blog to learn as much as I could, there's still so much I wanna know! How did Kraw come to adopt Gen? What happened to her eye? (I'm not sure if you've already explained what happened? Maybe I missed that detail)
Oh man, thanks! Glad to hear you like the dragon dad. And I’m sorry, I feel like my blog is very vague and unorganized as far as world building stuff goes, compared to others. Plus there’s a lot of outdated old art/storyline stuff that I’ve changed is still on here 😅 But happy to hear you enjoy it!
I have answered a similar ask about Kraw and Gen here. But lucky for you! I love to over explain things and I feel like I want to give a little more insight to Gen’s situation this time because I don’t think it’s spoiling anything too much. I honestly don’t know when I’ll get around to making little comics like I’ve wanted to in order show how she came about.
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Gen has only told Kraw that she is from a city called the Fever. She remembers her friends from the city and that the Ladder was coming for them. She remembers falling into the ocean and seeing the giant eye. She couldn’t remember how she got aboard his ship, or how long she had been adrift at sea before then.
She wakes up in Sylvaine’s infirmary, where Kraw takes her after he finds her on his ship. Kraw distinctively remembers getting chills when he sees Genevieve again after Sylvaine nurses her back to health. He felt he was looking a completely different child in the eyes. She gets upset and doesn’t like to be pressed further or asked more questions on the matter, so Kraw slowly gives up, only knowing that she comes from the Ladder’s main facility. Most people of Marrowtide Isles like to avoid anything having to do with the Ladder if they can. He only hopes that it doesn’t mean that they’ll come looking for her.
She inherited her mug by unwittingly stealing/absorbing the most important energy source to the Ladder. She got away with some slight hemorrhaging, an occasional voice in her head and a strange growth on her face that Sylvaine classifies as ‘fungal’; an understatement to give Kraw peace of mind perhaps. Besides appearing to have a way with beasts, it gave her some other far more ghastly abilities, a few that only Kraw has been privy to seeing and seems keen on keeping a secret or even downright ignoring for the time being.
After some failed attempts to get rid of her (a dreadful incident with an orphanage and pissing Sylvaine off once or twice) she seemed to keep finding her way back to Kraw. Despite his initial reluctance and a possible fear of her, he found her endearing in some ways.
He notices that she seems to have a keen eye for math and helps him with heftier reading since he’s mostly illiterate. She also has way better people/negotiating skills when helping run the shop he has on the side when fishing season is slow. She didn’t seem to have anyone else and had latched onto him quite tightly, so he grew used to the idea of taking care of her. It surprises most people but Kraw is actually pretty good with kids. He’s just never raised his own until now. The absolute child-like disregard she seems to have for the detriment she could cause just makes her all the more interesting to him in a sense. Maybe he feels a child like that needs someone to look after them so they don’t end up causing world-ending chaos? If he can make her happy before whatever unknown future comes for her then he’ll feel he has a purpose for once that isn’t for profit or hurting others. However, raising a whole ass kid who has already been through life’s ringer isn’t as easy as he thought it’d be of course. Lol. Lmao.
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piece-of-the-pie-if · 1 month
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dunno if you've already answered this but they're about to graduate, so what are the ros plans and dreams? do they all want to go to college? if so, which ones are they aiming for? what subjects? or jump straight into a job? travel around a bit? i'm just curious about these characters, i love them lol
i love questions that make me think ! this one's a bit long, and I gave you a lil bonus at the end, but thank you for your interest in my babies <3 I twirl them around in my head like a microwave !
Dylan──artist! artist! artist!! mainly sculpture work but also trad painting and murals!
Dyl has quite a hard time in school to begin with so the thought of going on to do more school literally seems like torture to them. They already have a small commission based business with their art (mainly portraits but they've had some murals and two sculptures!) so all they'd really need would be a boost in outreach. Dylan might be persuaded to take community college classes for specific types of art if only for the experience and the qualifications but scholarly college/university? nuh uh no way!
Shay──head empty, no thoughts??? he's struggling to see sense in American colleges or universities... Not that English ones were any better... He keeps pushing the thought of it off but he knows in his heart that it won't be for him... but what else is there?
What is he... good at? He's good at maths, he guesses... Video games??... Making his friends laugh, helping strangers smile... Quite honestly I can see Shay stumbling is way into YouTube or TikTok stardom just by being himself! He's naturally charming (in a heartwarming way not a flirty way) and very entertaining. Lmao if C ropes him in to their gap year travel plans he'd be down for it─he doesn't really have a yearning for travel but spending time with his friends on what is essentially an extended vacation (which turns into a learning and helping experience he really enjoys) he's so down for it! Our boy's just a bit lost and clueless right now </3
Kinsley──her mother demands university classes in law... but her mama would've told her to follow her heart, right?
Kinsley has... Expectations... placed upon her. For her to go to university and double major in law and business so she has a choice in which avenue of the family she wants to continue with... And she might take on the business classes but not for law or accounting... She remembers when she was younger, when her mama was still alive (when her mother still cared) and they attended a fashion show─a runway─and she was... mesmerised. Kinsley doesn't know if she wants to design clothes or rooms or what but she does know that following her mother's path is slowly killing her... she just doesn't know if she had the strength to disobey.
J──if J could never work a day in their life they'd be just fine! Certainly not in law or politics, just to spite their mother they'd be a stripper!! (In reality J is very good with engineering and would do well with cars and motorbikes! The dream of all dreams is to actually design one under their name!)
J is very good at school, they simultaneously put the work in and are also an information sponge that doesn't need to work that hard at all... That doesn't mean they want to be in school more than they legally have to be! They're stuck in a limbo situation currently, between wanting to spite their mother (who wants them to clean their act up and follow her into politics) and setting a good example for their sister, Arabella, and not completely wasting away their education... They're not going anywhere until Bells is safe for their father's eye (and wrath) and no longer under their mother's thumb but they wouldn't mind travelling (especially going back to Italy to visit family!) J might go to university for a more in depth education in motor engineering─which is what they're both good at and really into, but most of all it's something that would just kill their mother's plans and spirits so... that might be the plan after all!
Theo──something to do with music... or! Yes, the environment! Theo knows that while their parents have cast dark shadows, they would support Theo with anything they want to do─so much that they feel like they could do it all!
The thing is, most of Theo's long term dreams all need some sort of further education and they can't do them all at the same time (that and they're still kind of scared of failure and their dyslexia only adds to their anxiety) but! becoming a Horticulturist or a Conservation Scientist or a Tree Surgeon may just be worth it! And hey, if C can convince them and MC into going on a gap year to travel the world then Theo gets to help the environment and participate in different music scenes!! (A plan seems to be formulating in their brain)
bonus!
C wants to take a gap year to travel (they will rope Theo, MC and Shay into it!) and when they come back they want to use their journalistic skills for good use and either become a travel writer or something like it but local!
MC has the option of taking over the family business but their family supports them in anything they want to do!
V has the wits to become a very good bio─physicist, it's only a matter of what they're willing to do to get there that's the problem!
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wfagamerants · 7 months
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The one thing I want to start this off with is to say I have no interest in participating in Paper Mario discourse. If you asked me if I enjoyed Color Splash and Origami King I’d give you a genuine yes (Sticker Star not so much, but few would fight me on that one). I have my preferences leaning towards the old stuff, but this isn’t about shitting on the new, just a celebration of what’s currently happening.
With that said, let’s get this going.
I don’t think a big introduction and recap of the Mario RPG history is all that necessary here. Only thing I’ll note is that I played all of them in release order over the years, apart from RPG, which had to wait until the Wii Virtual Console release in 2008, I even played the Mario & Luigi remakes, so I have a lot of opinions.
Needless to say, the Mario RPGs were one of those branches of Mario I just always expected to be there over the years. Along with the platformers, sports games, Kart, Party, etc, it was always one of those reliably present parts of the franchise I could count on to be there system after system.
The past couple of years though did feel very different. Paper Mario, while still retaining RPG elements, has shifted to a more adventure game kind of focus and with Alphadream gone, Mario & Luigi series is now in limbo, with nothing certain on whether the series will be handed off to another developer or be kept dormant for some time.
There are the Mario + Rabbids games and I like those a lot, but I personally never saw them as part of the RPGs, moreso strategy games with RPG elements like Fire Emblem. It’s just how I see things but I won’t argue with people that think otherwise, perfectly fine in my book.
It just felt like that part of the franchise was basically done for, after so many years of being around, but then, this happened.
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Super Mario RPG was announced to get a remake. This was obviously huge for many reasons. It is a niche title that did well back then, but doesn’t really represent the Mario world as we know it now. Not even Peach’s Castle had its design set in stone at that point, that’s how early a take on Mario as a world it is.
It’s extremely faithful to boot. Mario, Peach and Bowser were updated to their modern looks and Toad now has dips on the blue vest, all more than fine changes and besides that, the game is a modernized take on the original to a tee. The environments, original character designs, even everyone’s proportions, are spot on and kept as you remember them.
There is more to say, but that ties into the big announcement we got last Direct too. You know the one:
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Paper Mario The Thousand Year Door is also getting a remake and it’s looking every bit as faithful as the RPG remake.
Given how much I have adored this branch of the franchise, I can’t put into words how much this return to what we used to have means to me, it’s genuinely special to me.
It’s hard to say which of these I would have deemed more out of reach, but having both of them on the horizon really makes me wonder about some stuff. In particular, perhaps they are deliberately aiming to relaunch the RPG branch with these, especially knowing the Switch successor is more than likely on the horizon.
Regardless of what the future holds, this announcement hit me in the best way on a personal level. I love RPG and was excited to see it get such a loving comeback, but Paper Mario felt like an even bigger deal. RPG was a one-off that did its thing and then went quiet. Paper Mario is a series that after the second game, has seen change after change that, along with interviews, made it seem like the series I fell in love with, wouldn’t ever go back to what it used to be.
Gonna say once again that this isn’t a means to bash the new games, there even is a lot to them I enjoy. The overworld gameplay is consistently good and it’s more explorative edge and things to do in it even are something the old games can learn from. I also really like Huey and Olivia and genuinely think they and their dynamics with Mario really do a lot to keep me engaged with their games.
Thing is,I still think the old formula was more rock solid and don’t believe in tossing that out just for the sake of being different. There really isn’t anything wrong with sequels that take an established foundation and just expand on and play with it and it’s not like the Crafts Trilogy, as I’ll call them for brevity, don’t repeat ideas either. Every new game has a castle in the sky, a crafts themed main partner, some level of Toad rescuing,  a game show at some point, Luigi popping up once per area, etc. Not even saying that as a bad thing, just saying it’s not like the series over the past 11 years hasn’t been using some elements multiple times too.
There is also THAT subject, character variety and yes, I am in the boat that the lack of it has harmed the modern games and no, I don’t think that what the old games did was very different from what Mario always does. 
I said this back in my essay on 64, but Mario always does what needs to be done to adapt itself to a new genre. In the platformers, new takes on established species are usually reserved for the mooks or bosses, because they are such an important asset of the game. In an RPG you get that too, but the NPCs you interact with also get more variety, especially the Toads, because interacting with them and a large chunk getting various bits of involvements in story beats or sidequests, is a big part of the game.
I genuinely don’t see how Galoombas, Goombrats, Cat Goombas or in a non-mook example, Goombette from Odyssey and RPG Goombas like Goombella or Frankly are all that different. They all serve a particular purpose and are given distinct designs and characteristics that compliment them. They’re the same thing and of course that’s also gonna mean more unique designs in the RPGs, because while reused models/sprites for generic NPCs is an RPG norm, you do want to create the impression of a lived in, diverse world, instead of making you consciously feel like you’re talking to the same guy over and over again.
It’s a reason and I was floored when I learned it, that the Super Mario kun adaptation of Color Splash has more Toad variety than the game itself:
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Sure they got the same outfits, but that's what kun always did, even during TTYD days;
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It’s just a massive benefit to establish character and a reason that the Rescue Squad, Captain T. Ode and the Professor from TOK are standouts of the Crafts trilogy, because they DO have something to visually communicate their character and go from there.
These games ARE still deeply rooted in Mario and just add what needs to be added to translate well into an RPG. Like people give a lot of flak to say, the old Dry Bones design in the first two Paper Marios and I get it, but it is important to note this was the most recent design available for them at the time:
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The modern Dry Bones design wasn’t established yet, so they worked with what they had. The games never twisted anything Mario in ways that defiled its vision, they just did what they felt was needed to make the game enjoyable as an RPG and a Mario game.
Goes without saying, but seeing the battle system not tampered with is also really lovely to see. I won’t throw shade at the modern games, but I do personally think none of the modern games have come up with a replacement that compares to the old system, with SS and CS even having ways to softlock you in certain circumstances like a really unlucky Kamek curse in the latter, keeping you from using Jump cards against flying enemies.
This isn’t about me not liking something different. I’m an avid pre-Switch ND Cube Mario Party defender who would play all five of them over Super Mario Party (now here’s a hot take).
It’s not about me being pissy about the paper focus. I prefer when it’s just a stylistic choice, with the occasional visual gag nodding to it, but I can give credit when I feel a use of it is creative and not just the characters mentioning they’re paper like that’s a joke of its own.
I had more points like this but decided to trim things because as I said, the point isn’t to bash the new games, I just genuinely think RPG and TTYD have a stronger foundation and are just better translations of Mario into the RPG genre and hope to see them signal a return to this style of Mario RPGs. Heck, they can still make adventure games like the crafts trilogy as their own sub-series and freed from the burden of having to please an existing fan base of a different style, I honestly want to see them go all out with the direction they go for. It and the RPG Paper Mario can easily co-exist that way.
More than anything though, I am amazed these two games exist at all. Both RPG and TTYD are treasured by many, but they aren’t the platformers or Mario Kart or something more recent that can be seen as currently relevant. Bringing these two back shows they are listening to the fans and I hope they do well enough to show to Nintendo that this is something that pays off.
Above all else I want to celebrate that we are getting this kind of Mario game again. Sure, I’ll argue WHY I think it’s such a good thing, but this is more than anything a time to be happy, not to fight.
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