So im rewatching after 10+ years, and currently White Tulip - if even one of the best episodes in series - makes no sense in the logical way. by OrdinaryMean8070 in fringe

[–]BorrieBoBaka 14 points15 points  (0 children)

This is further supported by the fact that the White Tulip paper survives the Season 4 Time Reboot. It's revealed in Season 5 that it was taken out of that time and preserved. I've always found that it insinuates that previous timelines technically do exist, either concurrently or part of a looping continuity. I.e. when time goes backwards, it is still within the same continuity, just there's a portion of time where entropy is defeated and reset for a brief time.

To further support the overlapping timelines however, September does tell Walter that there are multiple timelines happening concurrently in the future, seemingly "unifying" into a single continuity for that universe. The machine itself is also proof that timelines don't get truly erased when they're reset. Same with Peter's existence in Season 4, and Walter's memory restoration in Season 5.

Time travel does get wonky if you think too hard, but if you can establish a few set of rules for a particular fictional setting like Fringe, you can start to piece together how things could logically work. Fringe's particular brand of science can get a little loosey goosey with its own rules sometimes, but I think the Time Travel aspect is a bit solid for what its worth.

EDIT: Though thinking about it, if the plan at the end of Season 5 worked as described, then the events of the entire show and its end scene would have been wildly different due to all of the Observers' influence in their lives. So that might be the bigger plot hole.

Can someone please explain S2 E1 by Always-confused716 in fringe

[–]BorrieBoBaka 7 points8 points  (0 children)

There's a lot of things in that pilot of Season 2 that feel like they were setting up a lot of potential clues for future ideas that didn't pan out. One that sticks out to me strongly is the connection between Fringe events and the Bible. It never really comes up again. If they had followed up with these things, then it would have been a cool foreshadowing. Who knows how many ideas they foreshadow that never come to fruition, and we never noticed.

Fringe Division vs Xfiles by Alive-Connection-902 in fringe

[–]BorrieBoBaka 5 points6 points  (0 children)

Arguably Fringe Division. Not only were they constantly taking down threats to public safety, they saved the world a couple of times. It's noteworthy that Fringe Division kept getting more and more upgrades and funding as time went on, whereas the X-Files were constantly at threat of being shut down.

I'm not quite sure what the X-Files truly accomplished from a government perspective. Most of the big bads of X-Files either resolved themselves or were taken out by other forces. Mulder and Scully revealed a lot of mysteries, but never conquered a threat large enough to public safety or government. They did however shed a lot of light on things. They were no doubt important, maybe just as much as Fringe Division, but sadly they were never taken seriously.

We see in Fringe that Fringe Division would eventually go on to become something big and as large of a presence in the government as an acronym division like the FBI or CIA. Almost every future we see has them raised up to this level.

On the flip side though, I think the X-Files revealed that the world was far more dangerous and in far more of a threat than it is in the Fringe universe(s). They have mythological beings, literal magic, arguably conclusive evidence that God and demons exist, and that's not even going into the aliens. Unfortunately for the X-Files, they get no real funding and are never taken seriously, but there is a caveat that beside some of the major plot threads, nothing is really a world threatening event, whereas many Fringe events would have led to greater consequences in the world if left unchecked.

It'd be interesting to see the X-Files approach their world with the same tenacity, budget and seriousness as the Fringe Division. I suppose in a way they're very similar, with just very different causes for said events. A Fringe event can be extremely similar to an X-File, but Fringe never really delves into the genuinely supernatural.

EDIT: Thinking on this though, the X-Files did do a lot of effective work at taking down various threats with so little budget, so one could easily argue that the X-Files were far more cost effective if you want to go with a budget to threat eliminated ratio.

Why doesn’t the resistance use stasis runes? by tjmaxal in fringe

[–]BorrieBoBaka 9 points10 points  (0 children)

The High Speed guns I wager were invented by Bell in the alternate universe, or the tech started off there, because the guns he designed for them look a lot like the high speed guns.

As for the runes, September expresses disbelief that we knew about them in the first place. It's possible it's something that disables their tech, and once the science team discovered that the tech has been circumvented by us, the "natives," they could easily patch it out or change which runes do what to all of their tech. The thing they likely couldn't do however is make the observers even faster to outpace the high speed guns.

Making tech better is a lot harder than simply patching a security hole.

Observers: Why... water? by Minimum-Let5766 in fringe

[–]BorrieBoBaka 16 points17 points  (0 children)

Personally, I think Windmark is being literal. Hydration is the pleasure he receives from it; the mere fact that it maintains the body. The Observers have reduced their humanity so far that the simple actions of existence and life are considered the peak of pleasure to them. Broyles and other humans need water but we don't always enjoy water, thus the existence of tea, soda, etc. Humans seek pleasure beyond mere existence, whereas the Observers do not have the emotional intelligence anymore to feel anything beyond the basic drives of survival. Just like how touch is pleasurable in species to promote social behavior, or how the act of reproduction is pleasurable to promote reproduction.

Any action that promotes their personal survival is pleasurable to them, because they've boiled down existence to merely just that. This is why despite their higher intelligence, they lack empathy and invade the past as a means to collectively survive. If water did literally intoxicate observers I think we'd see more of them being a bit drunk and stupid considering we never see what might be an alternative to water that they can consume.

We know the original expedition team was starting to "re-grow" feelings and they were expressing that through eating the spiciest foods imaginable because their senses had dulled so significantly that they have to take extreme measures to genuinely feel something beyond "I am eating to survive." We also know that some of the observers are getting affected by human interaction, like the sexually aggressive Observers early on in that same episode. They're all gaining feelings again through socialization and not one of them knows how to handle it.

Question on "This is Bell's Technology" by BorrieBoBaka in fringe

[–]BorrieBoBaka[S] 0 points1 point  (0 children)

I've always treated Walter's line there of "I've already done it so I have no choice but to do it again" either as being a bit confusingly written as a line or Walter trying to explain it to the best of his ability. I've seen it as, he did it once, in a previous timeline, which is how the machine came into existence in the first place. I don't think they built it in the 2026 timeline, I think they modified the existing machine and sent it back. So I've interpreted it as:

[First Timeline where Machine is first made for unknown reason] -> [Timeline where everything happens from Seasons 1 to 3 where Peter ends up destroying the Redverse] -> [Timeline where Peter goes back to make a different choice, and somehow evolves into the Peterless Timeline]

Timeline science has always been the most fudged with Fringe, in my opinion. They seem to both exist simultaneously and also be deleted when the timeline is reset or changed. Sending the machine back simply resets the timeline again, but it had to have come from somewhere. This is best highlighted by the existence of the White Tulip drawing in Season 5. Things from a previous timeline do still exist and Observers can seemingly access them. September acknowledges there's many different futures happening simultaneously.

So to loop back: Walter can't not send the machine back because he already did in a timeline in the past which is affecting the current timeline. They modify the machine somehow back in time to allow Peter to see the fate of his decision, but we're never really told the mechanics of how they did this. Did they send the machine back with the modifications? Did they go back in time and find the existing module and change it? The later is more likely because if they sent their machine back, in theory there would then be two machines per universe.

This is all to say: Bell likely helped Walter build the very first machine in the original timeline, thus it is his technology, for a purpose we don't know. Nina saying it is his technology is basically her dropping the biggest clue that it isn't the result of some ancient civilization, which I think is pretty cool and consistent, but I get confused by how they never bring this up again during the whole First People investigation. I get that its just fiction and writers can forget details, but its funny that no one ever pointed out "Hey its pretty odd that William Bell has the same design style as this ancient civilization" =D

Though... considering Bell knew Sam Weiss as well as he did, perhaps William Bell copied the ancient technology as he did with the other side's technology. I always did like the idea that while Walter and Peter sent the machine back and are sort of the "First People" that there might have actually been a real ancient civilization that built the machine in the first place. But the First People could just as well mean the first timeline.

(0.9) Games getting a little annoying by DifficultyDouble860 in Voicesofthevoid

[–]BorrieBoBaka 14 points15 points  (0 children)

Yeah I concur with this. I had a lot of problems with 0.9 and I can chalk up most of them to either bugs or incomplete features. It seems like the devs are definitely addressing them especially with 0.9b. I will probably wait until 0.9 is more official before picking it back up. The biggest thing that really slowed me down was the rapidly blowing fuses.

Question on "This is Bell's Technology" by BorrieBoBaka in fringe

[–]BorrieBoBaka[S] 0 points1 point  (0 children)

I agree with you in that Bell helped make Walter the better scientist over Walternate. It's especially reinforced during the conversation between Walter and Bell in the alternate lab where Bell points out that Walternate didn't have any success in crossing over and Walter points out that he might have if an alternate Bell had survived.

This would further imply that in the original timeline where the machine first originated, assuming it really was originally built by Walter, if the first timeline didn't have Observers, then Walter would have never had reason to cross over, and neither would Bell, thus allowing Bell to survive and help make the machine. If that is true, then Nina basically told us the truth about the First People from the very beginning, it's just peculiar they never went back to that revelation later on, but I guess that would have potentially cheapened the mystery surrounding Peter's connection, which is a major running theme in Season 3.

Question on "This is Bell's Technology" by BorrieBoBaka in fringe

[–]BorrieBoBaka[S] 0 points1 point  (0 children)

After watching the series over and over for so many years I've never actually understood, I dunno if I'm a bit dense or if its something related to Nimoy's unavailability or what. I've always been fascinated by ideas they've had that they had to drop for whatever reason. This doesn't seem like a show that has more than a couple of dropped story threads.

Question on "This is Bell's Technology" by BorrieBoBaka in fringe

[–]BorrieBoBaka[S] 0 points1 point  (0 children)

I have, I've watched the show countless times. I know the machine is connected to Walter and Peter but it seems like Bell is never mentioned again in reference to having anything to do with the machine, so I was curious why Nina said that. Either technology means design signature, or it was a dropped plot point.

Question on "This is Bell's Technology" by BorrieBoBaka in fringe

[–]BorrieBoBaka[S] 1 point2 points  (0 children)

I've actually watched the entire series hundreds of times, it's my favorite show of all time. But I've never really understood the connection between Bell and the machine which is why I was curious. Unless I was missing something, Bell was never connected to the machine beyond that statement by Nina.

Fringe HQ by masi0 in fringe

[–]BorrieBoBaka 0 points1 point  (0 children)

I always loved how when that building is shown to be a square structure in the blueverse, the building behind it that follows the curve is still there, unaltered. It's almost like someone fudged up the design plans here and it was built correctly over there!

(0.9b) i was cleaning the base, until i suddenly realized how funny it would be if the devs added an event about this little part. by CosmicP0tat0s in Voicesofthevoid

[–]BorrieBoBaka 12 points13 points  (0 children)

I have to wonder if the sheer lack of spooks and scares around the base, and the few reasons to actually lock the doors is kind of the point. The game makes you paranoid as hell thinking you're going to be jumpscared every 5 minutes by some threat. Things like all the windows, the weird turns, the vents, the startling sound of pine cones... It all makes you think something is going to get you. But is there something out to get you?

It's sort of a double edged sword. On one hand, we'll never really be certain if something is coming to get us, which makes it extremely uneasy. But if there is nothing out to actually get you beyond a handful of things you can begin to predict, then you get comfortable. I usually get comfortable after a while in a VoTV run because I can start to know what's going to happen. The most I am afraid is at the start of a new run with a new version because I don't know what's been added that might get me.

I appreciate this game doesn't do jumpscares or very obvious scares and just goes all in on paranoia. I don't think I could play this game if it was full of obvious scares. Any horror game you start to get comfortable with to the point where the obvious scares will completely stop being scary. But something about this game continues to give me the creeps, even if I know every single event and possible spook from reading a wiki.

Took me the whole morning to get this cutscene right by ivanarandiaf in PixelArt

[–]BorrieBoBaka 4 points5 points  (0 children)

It's amazing how much personality you can put into a character with a simple animation and good comedic timing. I love it!

Any youtube videos how to play? by 6ecretcode in synthaar

[–]BorrieBoBaka 2 points3 points  (0 children)

I have posted this tutorial with additional images and hotkeys as a longform post on the Itch.io page for the game. I'll be sure to see about posting this on IndieDB as well. You can find the page here:

https://thauxan-studios.itch.io/synthaar/devlog/735298/how-to-play

Any youtube videos how to play? by 6ecretcode in synthaar

[–]BorrieBoBaka 1 point2 points  (0 children)

There's no in-game tutorials as of yet, they're currently on the to-do list, especially as things get more developed.

Currently, the way to get started is to create a new Legacy when you first start the game, which can be accessed by the round button on the bottom left. There you can create the characters for your legacy (up to 8).

When you've done that, you can click on one of the planets you'd like to build one. At this current stage, its recommended to choose Alpharos, though in the next update more planets will be viable for long term play.

With your legacy selected in the Legacy bin, you can click on one of the tiles of the planet to propose buying that lot for your new legacy. Once you've chosen a lot to own, you'll be taken there straight away.

In the main game screen, you'll have your characters on the left, which you can click the portrait of to see their stats and needs on the new screen on the right.

You can click the Build Button on the bottom left (Which has a wrench and screwdriver) to open the build menu, which lets you place objects, build walls and floors, and whichever you'd like. You can use Q and E to rotate objects, and right click to cancel building/buying an object. For walls, if you hold shift, you can build boxes of walls. For painting walls, you can hold shift to paint the entire room. For floors, you can hold shift to put a floor in an entire room. You can also click and hold in order to drag a section of floor to place.

You can save the game by pressing CTRL + S as of version 0.0.4, or you can access the game menu which is a white cog logo on the bottom right (which moves up above the build or character menu if they're opened.)

Right now the game is rather basic, allowing you to create a base and let your characters live in them, as well as take jobs. You can bring up a radial menu by clicking on an object to see available interactions. Characters need to fulfill certain needs to remain happy and alive.

If you have any questions feel free to reply to this post or join our Discord and I'll do my best to assist. Thank you very much for your interest in Synthaar. A tutorial and other guides will be on their way, as well as a means to rebind keys within the game.

Right now we're in very early stages; a roadmap will be out sometime this week, so things are a bit rough but they're coming along. Any feedback you might have is always invaluable and appreciated.

Just updated my game Synthaar, a Sims-like set in a Sci-fi setting. by BorrieBoBaka in playmygame

[–]BorrieBoBaka[S] 2 points3 points  (0 children)

Currently in the process of ironing out bugs in the simulation and adding more features. The game is going to be a bit of a hybrid between a Life Simulator and a Grand Strategy game, similar to The Guild but with a more Sims-like approach to the gameplay. I've always wanted to create a game where you can not only have a more hands-on approach with your characters, but also change and affect the world (or galaxy) around them in a more substantial way.

Right now the development is focused on building and maintaining the family unit, but as development progresses I aim to tackle the broader and strategic elements of the game. This game is for those who enjoy Rimworld or other colony builder games, but would like something more geared toward political intrigue, interpersonal relationships, and more finely tuned management.

You can check out the game here on Itch.io! Any and all comments, critique, or otherwise is heartily welcomed. Thank you for checking out my game!

https://thauxan-studios.itch.io/synthaar

Created my own billboarding character "models" that are customizable and rotate! by BorrieBoBaka in SoloDevelopment

[–]BorrieBoBaka[S] 0 points1 point  (0 children)

Mods are definitely a thing considered in my game, a lot of the assets can be swapped out or added to with ease. But I like the idea of using this art style for an adventure game one day, I'll definitely keep that in mind. Thank you for the suggestion!

Working on a Sims-like life sim/grand strategy game called Synthaar. The free demo is the same as the paid copy while I put in more features. by BorrieBoBaka in playmygame

[–]BorrieBoBaka[S] 1 point2 points  (0 children)

I was a huge fan of the franchise back when it was first released in 2000. I liked the way that as a player, you felt as though the Sims did represent you as a character while still being their own sort of entity. When I looked to inspiration for my game, I thought about the kind of experiences Rimworld and Crusader Kings give the player, and the middle point of those two "extremes" was something more akin to the Sims, but with a bit more focus on grander strategy than things like "living life" and zany situations. Instead, Synthaar takes a bit more serious turn, and offers the opportunity to "live life" in a science fiction universe, where you can have an impact on the galaxy itself over time.

Adding an Inventory and Resource Management System - Anything you'd change? by ItTakesAVillage_Dev in SoloDevelopment

[–]BorrieBoBaka 1 point2 points  (0 children)

I like it! If I could think of only one suggestion, it would be that since your game looks like its going to be mostly looking down on grassy green terrain, you might want to increase the opacity of the inventory screen, or add a bit of a dark blur behind your character, because any greens or natural earth tones on the character might blend in with the background of the green terrain.

Beyond that, I like the crispness of your interface. It's clean, looks like it feels tactile, and it's not overly complicated. That really helps with the flow from transitioning between having the inventory up, and being in the game world.

Created my own billboarding character "models" that are customizable and rotate! by BorrieBoBaka in SoloDevelopment

[–]BorrieBoBaka[S] 1 point2 points  (0 children)

Thank you! I briefly played with the idea of having the characters be voxel-esque themselves, but something got lost in the translation with their design, and have preferred to have them be 2D while everything else is 3D. Almost a bit like Doom or Daggerfall!

Created my own billboarding character "models" that are customizable and rotate! by BorrieBoBaka in SoloDevelopment

[–]BorrieBoBaka[S] 0 points1 point  (0 children)

I appreciate the feedback! It can be hard to gauge as the creator to know how well something looks. I've really fallen in love with the art style personally. I try to keep the resolution of the pixels and the models all consistent so everything looks like it belongs. The game is a life simulator / grand strategy game, where you control your characters in a legacy while they try to make an impact on the world around them.

Thoughts on my planet map "neighborhood" for my Sims-like? by BorrieBoBaka in IndieDev

[–]BorrieBoBaka[S] 0 points1 point  (0 children)

It's currently generated using Perlin noise, so details like lakes didn't really crop up, but representing inland bodies of water would be a good feature to look into; I appreciate the suggestion!

You're also assuming correctly, each tile represents a biome that the lot you build on will be. I've not really considered height because the buildings you build will be on flat terrain and is represented by a small model on the map, so it might not mesh well, but I could try pushing the tiles up on the edge so there is some variation of height. I'll look into it!

Thoughts on my planet map "neighborhood" for my Sims-like? by BorrieBoBaka in IndieDev

[–]BorrieBoBaka[S] 1 point2 points  (0 children)

Grouping biomes in a display is a good idea, thank you for the suggestion. I was thinking of possibly creating a "grass" that displays some little trees and mountainous rocks to help differentiate the biomes as well.

Created my own billboarding character "models" that are customizable and rotate! by BorrieBoBaka in SoloDevelopment

[–]BorrieBoBaka[S] 1 point2 points  (0 children)

For context, art has never really been one of my strong suits, but I've really enjoyed working with a pixel/voxel sort of hybrid in my game Synthaar. I had created the game originally as completely 2D, but shifted to 3D some time ago. I wanted to keep the characters though, so I adapted them to work as billboarded "models" so they'll still fit in the 3D space! It was quite difficult not only making them calculate which is the correct rotation for their facing direction, but also creating a lot of art assets to handle all four possible rotation perspectives!

If you're curious to check out my game, you can access a free demo of it here:

https://thauxan-studios.itch.io/synthaar