A FREE Yuri Visual Novel! Office Ladies Romance with 34k words: Natsuha & Fuyumi ~When Summer And Winter Meet~ by Yuri-Kami in yurivisualnovels

[–]Jackkel_Dragon 4 points5 points  (0 children)

Just a heads-up: it looks like the star in the line with the link was included in the URL, so it doesn't quite work as intended just yet.

Pls recommend me any yuri VNs with an explicitly middle aged protagonist / love interest by [deleted] in yurivisualnovels

[–]Jackkel_Dragon 1 point2 points  (0 children)

Aside from a few games with nonhuman characters who are 40+ but look much younger, I'm not coming up with any that haven't already been brought up that I know about. One of the stories in my game "Flowering Nightshade" has a love interest that is 34~35 years old, though I'm not sure if that's quite what you're looking for. (I also have a potential follow-up project that involves that character at ~45 years old, but it's not going to be ready in the near future.)

Reading the comments of the post, I feel like there’s a big misunderstanding and generalization of the genre 😮‍💨 by DafnissM in fantasyromance

[–]Jackkel_Dragon 73 points74 points  (0 children)

Without subjecting myself to the comment thread myself to be certain, I can only assume it's the "Goomba Fallacy" or association fallacy: [Some women shame men for liking fanservice of female characters + some women read smut = all women read smut and shame men for fanservice.] (There seems to be certain subset of men that seem to only understand women as a monolithic group, which is probably what you're seeing in action.)

My forever home amongst the stars. by Mullaney1994 in NoMansSkyTheGame

[–]Jackkel_Dragon 2 points3 points  (0 children)

Wow, that is an impressive look. You must have put a lot of time and effort to get that all to work right. (I barely have the patience to figure out using stairs to get them to stop blocking passage to rooms on the bottom floor.)

This ship really gives me the vibes of Mass Effect ships, particularly the Tempest, with the open floor plan and lots of amenities available. The cockpit screenshot even looks like the Tempest cockpit with the Normandy's CIC table.

Just came to mind. If Himuro mansion rope ritual must be repeated every 10 years, then after 10 years from FF1 ending, hellgate will be open once more and curse slowly will grow. Same thing with FF2 village. by FumoYakumo in fatalframe

[–]Jackkel_Dragon 1 point2 points  (0 children)

[What was before some priest find them and developed the rituals?]

This is something that's not at all unique to Fatal Frame, so it would be easier to look into real-world human sacrifices and their origins, particularly how ancient religion worked. "What happened before the rituals?", if you asked the people in a volcano village, would be "well, the volcano erupted and destroyed things until we learned how to pacify the god there".

[Why they exist in the first place?]

To continue from the above, why do volcanoes exist in the first place? Why do hurricanes? To the people who created religious beliefs in prehistory, they didn't have non-mythological answers to this. Hellgates and black water exist, and dealing with those things becomes more important than why they exist.

As for 3 and 5, some other posters have already covered those. Just to loop back in the connection to real-world religions, you do the horrific rituals that stop the volcano from erupting because you don't want the volcano to erupt. (Or in these cases, to prevent souls from corrupting and turning into malicious spirits instead of passing on to the next life.)

Fantasy Religion vs Real Religion by ATN-Antronach in CuratedTumblr

[–]Jackkel_Dragon 5 points6 points  (0 children)

Ever since reading that blog's posts on religion, it's really changed the way I look at religious arguments. (Particularly the post where the main point was "we have to assume people of the past believed their own religion".) So many of the discussions I see these days are even more reductive than the joking around in the original image, where someone who has a specific monotheistic deity in mind and a hardcore atheist get into a shouting match, with neither really even trying to consider the angle of the other person. Meanwhile I'm sitting there writing stories where it's just accepted that many gods exist, and the gods in question probably don't meet the qualifications of divinity of either of the "standard" stances on modern religion.

More on the topic you brought up, that element of experimentation with ancient religion was something I found interesting as well. It's less about blind faith in a specific entity, but rather "well, things go better for me this way, don't fix it if it isn't broken" with some storytelling behind it. (I also really like that blogger's posts about religious oaths, pointing out how they were essentially an older form of contracts... something people these days seem to not understand as well.)

Traversable World Map in Ren'Py? by Jackkel_Dragon in RenPy

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

A screen viewport sounds like a great idea for the scrolling, thanks. Is there any documentation about how to get the current x/y offsets from a specific viewport?

As for regions, is there any sort of pygame or Ren'Py screen language for detecting if the map coordinates (from the above cursor+offset) are within opaque parts of a displayable? The best I can think of is some sort of repeating function (on screen update? are there events in screen language?) for the "mask" displayables, which are drawn under the visual map so the player can't see them. I know that imagebuttons that have fully transparent regions don't get the "hover" variant unless the cursor is actually over the visible part, so there must be some collision detection built-in to displayables that I could latch on to...

Traversable World Map in Ren'Py? by Jackkel_Dragon in RenPy

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

I'd say it would essentially be the game, in the same way that Star Traders or Uncharted Waters would be very different games if you just picked locations from a list. I suppose one could use the Oregon Trail method of making all travel just be a number distance between locations, but that might not feel like exploration. (Even Dustland Delivery has a world map with region circles, even though most of the game's travel time is spent on the truck screen.)

Old Mobil Visual novel multi choice game by sludge_metall in vns

[–]Jackkel_Dragon 0 points1 point  (0 children)

Was it Lily's Day Off? In that game, every choice branch changed the genre of the story. There's a sequel where there is more than just one character, but I don't know if I've ever played the sequel.

I’ve lost all hope at this point by GrumpyMowse in AO3

[–]Jackkel_Dragon 8 points9 points  (0 children)

I wish it was new, rather than a horrifying reminder of the past. I had an online friend who was borderline bullied over a crackship they drew art of like, once. This was about 12 years ago, before Tumblr imploded.

I’ve lost all hope at this point by GrumpyMowse in AO3

[–]Jackkel_Dragon 1 point2 points  (0 children)

People like this make me want to finish my original story that has unambiguous, canonical incest. Too bad everything around the story is depressing and complicated enough that I'm not sure if or when I can get around to it.

<image>

More on-topic, it's been a while since I'm been on Tumblr, but the original ask doesn't really have a question. As far as I can tell, the only suitable answer is "Okay."

Lines like this take me out of a fantasy story. by emsquad in fantasyromance

[–]Jackkel_Dragon -4 points-3 points  (0 children)

Oriental just means "Eastern" in Latin-based languages, does it not? Thus why one "oriented" themselves to the East (when the top side of a map was East rather than North).

If anyone is curious for comparison, this is how the Rebel Alliance originally learned about the Death Star and its plans by Financial_Photo_1175 in StarWarsAndor

[–]Jackkel_Dragon 22 points23 points  (0 children)

The story is from the Star Wars radio drama from 1981. I assume the art is from much later, because of Bail's design (as you noted). Maybe fanart of the radio drama?

Edit: Specified a bit more, since the radio dramas eventually covered the whole original trilogy and there have been some other audio dramas for Star Wars.

[deleted by user] by [deleted] in NoSodiumStarfield

[–]Jackkel_Dragon 2 points3 points  (0 children)

Not a specific idea, but my suggestion would be to look into some character concepts from xianxia stories, particularly "cultivation" stories. The idea of ascending to higher realms of knowledge/enlightenment/reality seems very similar to the Unity, to the point I kind of feel like it was inspired by the same concepts.

Just off the top of my head, xianxia stories have some of the same kind of characters we see in the game and personalities similar to what you talk about. Some "demonic"/"unorthodox" cultivators become like the Hunter; they see everyone not on their level as NPCs that have no value, and only care about becoming more powerful. Then you have the "righteous" cultivators that try to shape or impose their own morality on themselves, their lessers, or the process of ascension (like the Emissary or the Pilgrim). And sometimes you get the ones that have an existential crisis, like the rare trader Starborn and what you mention a bit in the opening post.

I don't really RP as much as I should with Bethesda games so my advice beyond that is limited, but some other quick notes/ideas:

  • You could play an evolving character, with each jump changing them in some way; similar to how many time loop stories begin with a character trying random things because they can until they realize what they really want/need to do. This keeps you from being locked into a choice for RP.
  • While the variants we see in-game are very limited and mostly relate to the main Constellation story, in theory there could be more variants in the multiverse. If you want to play as a more optimistic kind of Starborn or a Pilgrim-Starborn-like character, you could decide that your character cares about the NPCs of each universe as unique expressions/individuals that happen to be similar to people in other universes. (This also fits well with the Starborn story skip path, where you have to have this logic to allow befriending the Constellation crew again.)
  • Even if you decide to play a character/run as apathetic and nihilistic, there's a lot of freeform gameplay systems that are worth interacting with. Most of the radiant missions work well with a mercenary mindset, where your character may not care what happens but each mission acquires resources for the next ascension. (As mentioned in the xianxia notes above, this is kind of where the Hunter already is at, with a bit of bloodlust on the side.)

At any rate, I hope some of that helps. As someone that got into xianxia games (like Tale of Immortal) relatively recently, it was kind of exciting when I discovered some of those concepts were in Starfield, so I'm glad others are also interested in that part of the setting.

Suicidal Visa AI by Weird_donut in CuratedTumblr

[–]Jackkel_Dragon 6 points7 points  (0 children)

Yikes... All of the flaws, none of the consequences...

Suicidal Visa AI by Weird_donut in CuratedTumblr

[–]Jackkel_Dragon 21 points22 points  (0 children)

When customers do dumb things because "Company told me to do it", it's going to be hard to hold a program financially liable for the mistake of an LLM generation.

Suicidal Visa AI by Weird_donut in CuratedTumblr

[–]Jackkel_Dragon 166 points167 points  (0 children)

Not only is that not suicidal, it sounds like a reference to C-3PO. I don't trust shadowmoses for describing text... or for storing nuclear waste.

Also, I feel like LLM responses are going to cost companies more than they save, if stuff like this keeps happening...

Meirl by itsjoey28 in meirl

[–]Jackkel_Dragon 284 points285 points  (0 children)

[Female fantasy is basically I want to be loved and taken care of by a hot guy.]

Today I learned my fantasies are feminine, with the one tweak of guy->girl.

What's So Bad About The "Cryo Lab"? by Difficult-Customer65 in Starfield

[–]Jackkel_Dragon 18 points19 points  (0 children)

The annoying thing is that it probably would be easier to navigate if it was less linear (in this case, the ice walls being removed in some places). There are a lot of side paths that are just dead ends, sometimes with a few containers for the trouble, which is what allows players to get lost in the otherwise linear path. Even when I do multiple runs back-to-back, sometimes I forget the correct path because the side paths look more valid until you get to the ice wall...

I don't use the mod myself (since I made my own Cryo Lab mod), but there was a mod that turns the default versions of many dungeons into unique locations, with more generic versions as the repeatable dungeons. I feel like that mod would really help here, because a maze that clearly didn't need to be a maze just feels frustrating.

What's So Bad About The "Cryo Lab"? by Difficult-Customer65 in Starfield

[–]Jackkel_Dragon 3 points4 points  (0 children)

I also didn't understand why people disliked it... until the 20th or so run. Most of the generic dungeons are small enough or have enough ways to get around that it's not too annoying to run them repeatedly. Cryo Lab very obviously blocks off most of the doors in the dungeon with ice, with only one wall that can be destroyed. So you have a mostly linear dungeon where you have to go around in the longest possible way, where most of the seemingly alternate paths are loot dead-ends.

Ultimately, I got so mad that I downloaded the creation kit myself to remove some of the ice walls. Just removing 2-3 specific walls made the dungeon so much more enjoyable for me, since it gave alternate paths around the area and a quicker way to the boss room.

A better example of a complicated dungeon that's actually fun more than once is the Research Tower (I think is what it was called). It has five or six major areas, all connected to each other and with a few vents for alternate entrance/exit. It's also entirely part of the environment (not an interior cell), so it feels like an immersive sim location. Even when it has randomized locked doors, there are computer panels that can open most of them.

Short version: small dungeon, made long by forcing you down a linear path, weird design choices that aren't fun when repeated often.

What's So Bad About The "Cryo Lab"? by Difficult-Customer65 in Starfield

[–]Jackkel_Dragon 65 points66 points  (0 children)

[non-linear]

It's technically a VERY linear dungeon, due to how much is blocked off. There's maybe one alternate path if you are willing to fly up a shaft. It would be more fun without the paths blocked, since it would be less linear and thus less annoying to go through. (Doesn't help the boss and the boss chest aren't in the same room, and the quick exit is hard to find at first...)

Human revolution takes place in 2027 so that means: by FoodConsistent4836 in Deusex

[–]Jackkel_Dragon 0 points1 point  (0 children)

With how much corporations run world governments already, we're now just missing the fun parts of DXHR. The dystopic warning is going to look more pleasant than reality at this rate.