occasionally subtle

JVL
art blog(derogatory)
KIROKAZE

Kiana Khansmith

Kaledo Art
Peter Solarz
almost home
Keni

styofa doing anything
Alisa U Zemlji Chuda

★
i don't do bad sauce passes
Claire Keane
DEAR READER
NASA

titsay
Show & Tell
Today's Document

seen from United Kingdom
seen from United States
seen from Singapore
seen from Singapore

seen from Malaysia
seen from United States
seen from Netherlands

seen from Türkiye

seen from Czechia

seen from Poland
seen from Canada
seen from Lithuania

seen from United States

seen from Tunisia

seen from United States

seen from United States
seen from Singapore

seen from United States
seen from United States
seen from United States
@leycalates

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch • No registration required • HD streaming
Criminally Yours is on Steam now at a discount, 10% off in fact.
Ever wanted to play a hero (Oracle) and be pursued by an obsessed and very hot villain? Then what are you waiting for the city and Chronos needs you 😏 💥 ⬇️
A superhero-themed yandere romance visual novel. He's your coworker, your crush, and the villain you need to stop? Make choices to be with y
🅚🅘🅢🅢, 🅚🅘🅢🅢, 🅕🅐🅛🅛 🅘🅝 🅛🅞🅥🅔 I just wanted to try making a fidget spinner, that's all.
Supper time; Vampire Chief 🦇
that one zoyachief fic with vamp Chief by moot has branded itself into my mind since the day I decided to look for fics of them on ao3
Potaween merch preview!!! ^^

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch • No registration required • HD streaming
Last one thing for the con next wk for me and the 3 mdnk fans
Euphoria's most dazzling jewel
Here it is,my finished entry for honeyed echoes event. I tried my best
🐺🍊 "waiting three whole hours for me to wake up, you must have something to say"
Posting my catalogue for Patron of the Arts: Halloween Market or POTA this upcoming October 18-19 in Centris Elements! Running a booth with @siamoine and our other friends Xylica and Bobbipin under Calacuchi @ Table E7 - can't miss us, we're right by the doors!
Fandoms include: Path to Nowhere, Reverse:1999, and Witch Hat Atelier!
If you would like to reserve some merch just hit me up on DMs - stocks are kinda low though so, make sure you get 'em quick! See you soon!
Posting my tingi mini catalogue for Patron of the Arts: Halloween Market (Oct 18-19) next week in Centris Elements! Find us on booth E7 with my friends, were located near the doors.
Fandoms: Alnst, Arknights, Cookie Run (ShadowVanilla), one Shi Wudu, and Karaiko/Karafami
Reservations are open via dms, I do recommend reserving in advance if ever because stocks are super limited due to my peepaw budget.
See ya'll there 👋👋👋

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch • No registration required • HD streaming
WIP, idk when I'll finish 😔 I love them sm your honor.
Finally booted up Tumblr to find kyst friends 🥀
DevLog #05: Map Designing
One common feedback we received for Phoenotopia was to add a map.
Unfortunately, it was too difficult to do since Phoenotopia wasn't designed with 2D geometric considerations in mind. Perhaps it's best explained with this picture:
(The starting house. Some say the confusing layout was a metaphor for the difficulties of life in an orphanage home)
Actually, there is a sort of logic to it - if you looked at it from a 3D perspective:
We even animated the main character differently depending on whether she was “running to the front” or “running to the back.” Neat idea in theory, but confusing in practice. Ultimately, it was still a 2D game, and to cram 3D geometry into a flat space just made the world confusing to navigate.
Supporting a map isn’t something you can tack on afterward. It has to be a core design principle from the start. Every level to be designed must be evaluated under the lens of "will this fit into coherent map space?" That’s a very different framework from Phoenotopia, where we treated the canvas as unlimited. That freedom was liberating - but it came at the cost of the game being unchartable.
Communicating the Lay of the Land
For Star Iliad, a map was a priority from day one.
We chose the grid-based format found in classic Metroids and Castlevanias. Since our game is tile-based, this felt like a natural fit: one cell on the map = one room in the game. Easy!
Of course, we studied how the masters did it. In Castlevania: Symphony of the Night, the player is guided horizontally across the castle first. This tour gives players a sense of scale while teasing locked-off areas to revisit later with new abilities.
For us, we similarly wanted to convey to players the "lay of the land". But I had a different idea for how we could go about this. Set the game inside a giant whale. We know how a whale is shaped, so once the player has explored a little of it, they'd actually get a good sense for the rest.
To demonstrate, here's a whale fin. Take a good look at it.
Now, close your eyes, and imagine the rest.
Perhaps it looks something like this?
(Click to see Image)
When the player knows that it's a whale and they've seen a bit of it, they can infer the rest.
They've obtained the "lay of the land". Externally and internally. Even without being anatomy experts, we generally know what to expect inside: a heart, lungs, stomach, intestines, and so on. The setting itself helps the player mentally chart their progress.
It also sets expectations for scope. If you’ve cleared the lungs, heart, and stomach, you know you still have the liver, intestines, and brain ahead. You understand you’re approximately in the middle of the journey. And as designers, we can play with those expectations. For example, what if the whale had a mystery organ which has no bodily analog to our own?
Getting the Size Right
Perhaps a little unorthodox, but we also wanted to get the size of the whale just right. Map size affects pacing, which as we established earlier, is very important.
Our starting approach was the question - how much space should players cover before reaching the first boss?
We turned to Bloodstained: Ritual of the Night, for an answer. Its intro sequence aboard a ship serves as a tutorial and culminates in a boss fight after about 80 rooms. We actually counted:
That pacing felt about right. At the time, we planned for the first boss to occur right at the base of the blowhole just before the player enters the Lungs. We scaled this initial gauntlet to be 80 rooms til the first boss. From that, we extrapolated the rest.
(Click to reveal potentially spoilerific image)
Of course, room count is only one variable - how large the player character is, how fast they move, how many loops, and how dense the rooms are all radically change the pacing. So "80 rooms til the first boss" wasn’t a hard rule - just a starting plan.
And you know what they say about the best-laid plans.
We would later realize the whale needed to be much larger than the draft above. That meant tearing apart entire levels, expanding them, and stitching them back together - a painful, but necessary process. The reasons why (and what we learned from it) deserve their own post. For now, we’ll end here before this log grows too unwieldy.
Thanks for reading! The next dev update will arrive in two months. See you at the end of November.
2018 winter card
Shalom 🌹
FINALLY DONE WITH MY SCRUNGLIES!!!!! <3 Made some merch for PH PotaWeen 2025 👀

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch • No registration required • HD streaming
Chief is so handsome... Give me the strength to finish this wip... :pray:
My type is neutrally-tired blorbo with with red pupil centered eyes who may or may not working at a shitty, shady, secret government business ( possibly haunted by the horror)