Avatar of Mangrale

Status

Recent Statuses

22 days ago
Current It's actually kind of annoying how easily franchises like Lost Planet can be spun off into PvE TPSs like EDF and HD2.
2 mos ago
Thank goodness! For a second there I thought they were about to release a new Star Fox game.
1 like
3 mos ago
It's hard to get the idea of a Lost Planet AU RP that incorporates elements straight out of Armored Core out of my head.
2 likes
4 mos ago
Why doesn't anyone come around here and IC-bait a Metal Slug RP? Sure they'll probably still bail like the rest, but at least the fans will enjoy that for a moment.
7 mos ago
"Hytale isn't real. It will not take over your life."

Bio

Welcome


WIP

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Greetings visitor! I hope you're having a good day! Whether you've seen me around the guild or not, I should admit that it's only been within year-6 of my time on this site that I've bothered to start work on this here "bio". I feel like I should apologize for not making it a higher priority much sooner, but lately I've adopted that "better late than never" mindset when it comes to introductions, and besides, I doubt there was much to tell in my early years anyway. I'm pretty much an amateur writer who got my start as a minor tag-along player in a fandom AU campaign ran by a small, close-nit remnant of a community formerly in association with a notable strategy-gaming youtuber. I'm being vague for brevity's sake. In the end, I value my first exposure to roleplaying as a personal learning experience more than anything, as I'm definitely the kind of person that sequesters themselves in any given community they find themselves in and RPG is certainly no exception.

That pretty much explains what I've been up to for the last several or so years, with only occasional public posts from me, as private 1x1 roleplays are easily where the lion's share of my attention goes to. Details regarding my particular interests and even approach as a prospective partner can be found in the interest check I update very rarely, but if you'd like to have a link to it or want to work with me in a similar capacity, then PMs are the best way to reach me. As for what you can expect in very broad terms, I'll say that I'm a 90s kid who'd grown up on Nintendo and Cartoon Network where, thanks to Toonami, I've developed an appreciation for the Japanese style of animation, a style that commonly influences my own creative endeavors to this day. That is in no way to say that I'm an avid watcher of anime and the like (I have my tastes and while that does sometimes coincide with what's current, it usually doesn't), just that I gravitate toward the ludicrous, extraordinary concepts and settings they commonly facilitate. That style aligns with what excites me creatively. That's the long and short of it. Exceptions do exist of course.
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Most Recent Posts

Ever since early on in my playthrough of God Eater 2, I've mused over the idea of an AU wherein there are no "designated pop idols" set to capture the hearts and minds of the beleaguered populace, and instead it's the front-line protectors of humanity themselves that fill that role alongside their missions against the ravenous otherworldly scourge. It always felt ill-conceived, but I still rather like the idea of earnest heroes balancing the good fight against their own growing fame and popularity, not to mention their place within an operation with a legitimate claim to helping people. Suppose the idea can also be shifted into a "corporate hero industry" RP. I get that the go-to approach for something like this is biting satire or cautionary tale, but personally I'd rather something nuanced that preserves a sense of good-natured fun and optimism. Probably not going to happen, but it's fun to think about.

Fandom/ Game: Cave Story
Name: Curly Brace
Gender: Female
Age: Young Adult

Personality (optional): Cheerful, Protective
Crush: Pending

History (optional): Protector of a small family of Mimiga on a mysterious. war-torn island.
Other, you want to tell:

Fandom/ Game: Cave Story
Name: Curly Brace
Gender: Female
Age: Young Adult

Personality (optional): Cheerful, Protective
Crush: Pending

History (optional): Protector of a small family of Mimiga on a mysterious. war-torn island.
Other, you want to tell:
Between me feeling like I'll need to get reintroduced to group RPs and also wanting to do something Cave Story related since way back, I think I'd be open to play Curly. Will probably have something today or tomorrow if that's alright.
Hello again. I'm back with the follow up to the in-game market idea I brought up before. To attempt to simulate something of this nature is no small feat for me, but I knew it would bother be in the long run if I didn't give it a try at least. Of course, it occurred to me that the buying and selling of goods (for certain things like grown food, which is what I started with here) doesn't just involve shopkeepers and their customers, but also the initial producers of those goods. So when it comes to the "base food items" as I call them in the WIP table shown below, the "Cost of Goods (COG)" refers to the set price that suppliers such as farmers offer their goods under. From there, resellers consider the cost involved with transport to determine the total they need to invest. Next, the "Overall Public Interest (OPI)" may also change randomly or as a result of in-game events during a shift, though likely between "low", "medium" and "high". These should come with definite modifiers in the end, but as you can guess, these are all leading to the "Market Price (MP)", or where the resellers and customers can most easily meet together in price. That was my thought process when going into this table as it is so far. Feel free to take a look.



Naturally, these are not the final supplier prices at the start. Given that resellers will have to buy in bulk, individual unit costs may have to be as low as can be as a baseline. For now, I wanted to get a feel for these items' relative values to each other. It's close but not quite there I think. It's mainly whether or not an apple should be half the price of a big apple and the same price as the status-oriented berries. As for the absent items, grimy food is obvious, but I'm also feeling that sitrus berries, huge apples and golden apples are too rare to be handled in such a way. Cases like these would be perfect candidates for tactics like bartering and haggling. The special seeds and orbs could be treated in a similar way, as some are going to be far rarer than others. I'll tinker with it some more before deciding if I should move ahead with it or not; surely I'm missing something here but then again, this route may be well within what I'm capable of handling. I'll let you know either way. For now though, thanks again for stopping by. See ya later.
Hello there. This will have to be another small one, as life picked up in bad way. I mentioned last time that I wanted to get down a few of the classic status conditions, but before I knew it I pretty much listed out all the ones referenced among all the seeds and orbs I put out before. An attempt was made to alter some of the the in-game directions found in the reference site, specific rundowns of effects that unsurprisingly won't make sense for how dungeons will be handled in this project. More passes may be in order, but I think these will do for now. Now when it comes to "Durations", or how long these effects typically last without the use of specific items like berries, some of the entries at the reference site typically gave a range of turns (e.g. 10 - 15 turns) when their effect is expected to end on its own. Might it be better in the long run to instead pick a single definite turn for it to end? Possibly. But for now I just went with a 20% chance for an early reprieve until the last turn.



I don't know what possessed me into arranging them in alphabetical order; I'm just gonna add more later. Anyway, because this update is on the lighter side, I wanted to address the beginnings of a potential new feature that's been on my mind for a while. Essentially, it comes down to a basic, shifting market that'll be active in the background. I'd like the prices of at least certain items to fluctuate over the course of the in-game year. Whether general shifts occur every month or more frequently, I think that this adds that extra layer of strategy to trading in general that I'd love to explore. And while those broad shifts might be relegated to RNG to a certain extent, some prices really should be tied directly to events and situations in the setting itself. I know this'll just open the biggest can of worms, just the worst slow-motion case of feature-creep you've ever seen, in other words - a total mistake. But it is my mistake to make. Plus, I'd welcome the extra diversion. All the same, thank you for paying this project a visit again. Take care until next time.
Greetings. Figures things didn't go as planned but that's the nature of the beast, I guess. Before we move on to what I had planned initially, I wanted to touch on something I'm hoping will be helpful for item descriptions, more specifically items such as the apples and berries, what I'm filing under "base food items", though it may apply later on to other types as well. I'm debating whether a redo of the written descriptions are in order, but for now I've settled on a straightforward read of how the item's effects apply for this game. Here's an example for the Sitrus Berry.
Sitrus Berry
Here's the extraction from its "Abbreviated (Cursor-Activated) Text":
│(+1 Hunger at < ''Full'') (Resets Health at ''Downed - Grazed'') (+1 Health at ''Good'')

I tried to make it as easy to decipher as I could, but they're explained as follows.
(+1 Hunger at < ''Full'') = Improve hunger level by 1 when user is lower than "Full"
(Resets Health at ''Downed - Grazed'') = Reset health state back to the baseline, "Good", when user is either "Downed", "Grazed", or anywhere in between.
(+1 Health at ''Good'') = If the user's health state is "Good" when item is eaten, then the "Great" health state is granted



Unfortunately, it's only the main two for now but more will follow, maybe even next time after I sit on these for a bit. Interestingly, I thought about having the penalty for hunger checks while "starving" to be damage along the health stages, but thought it would be more fun to explore other avenues, like status conditions. The same might go for being "bloated" for long enough, as I'm sure you can imagine. The question did arise though: How do you even get that to that point aside from food that specifically "raises belly size" by 3 points from "Full"? Well an idea I had was essentially special foods (desserts?) that do little to nothing for you when bellow baseline hunger but will fill you up at any stage after that. Sounds quite ridiculous but I kinda like the idea for what it is.

For the addon to food descriptions I showed off up there, I hope that they'll prove easy enough to understand even far down the line. As you might have guessed if I hadn't mentioned it before, cooking more elaborate foods may be a thing in the future, but the question of how in depth it will get is of course up in the air, perhaps something for players to eventually collaborate on and me to help balance. Anyway, thanks again for stopping by this little project of mine. I wish you all the best during this new year. Until next time.
Hello there. From early on I was aiming to keep this project with as few hard, numbered stats to keep track of as possible, which might be a weird thing to go for when eyeing the tabletop section, but it'll probably be alright. To that end, I wanted things like health and statuses to be easily tracked, even if the scenarios that surround them carry a heavier emphasis on collaborative writing than strict number crunching. Honestly it made the most sense to follow the same stage-based scale as is the case with hunger, with health also notably having additional stages above the baseline, these being accessible through items like sitrus berries. Here are the details as they stand.




Under the working layout for CSs, "Health" and "Status" are recorded separately. I'm sure you can imagine how much I'd love for all players to repeatedly update their CSs for every change that their PCs undergo. Honestly though, I wonder how realistic it is to expect something like that. It might be something to bring up with the players once the time comes, but I'm pretty sure some kind of understanding can be reached. A full breakdown of all Health States and encountered Status Conditions will be recorded in the "Chronicle" section of the main info post, to be released at the start of the RP. The next update is a showcase of the stages for health and a few general conditions. That should be before the year is up, but we'll see. Thank you for stopping by. Take care.
Wow, so much has happened since last time, even on my side of things, and only so much of it good, let alone conducive to my progress here. But still I do have a little something to share. The calendar notifications are always nice to dip into now and again, and these very much are a part of the attention I'm giving to the wild pokémon of the land. While I did these, I sorta took to calling the wild pokémon you encounter as "wildlings", and if I stick with it I'll certainly have to add it to the glossary. Apologies for the dark emoji marker I used for the migration notice. I hope it doesn't pose too much of a problem.

🪺 WILD NESTING SEASON (STARTS) - From research dating as far back as the turn of the century, it has been found that wild pokémon are given to certain behaviors over the course of their endeavors. On the subject of their nesting behavior especially, it is generally understood that the agreeable environmental conditions associated with this range of time may encourage eligible wildlings to find equally suitable mates and raise their resulting young. Unique nesting methods may be observed depending on the particular specimens involved, but one should nevertheless expect an increase in such territorial groups that quickly swell in members.

🪹 WILD NESTING SEASON (ENDS) - As the land surely bends under the weight of competitive instinct, so the height of nesting season gradually fades and surrenders to a steady leveling-off in populations. In their own due course, the offspring grow towards independence and venture further away from the nests, as much a move to secure less contested sources of food as it is a bid to seek out territory sufficient to their needs. Thusly, after this day, wildling densities will, for the most part, more closely resemble what they were prior to the start of the nesting season. Certain oddities can occur however, so caution may still be advised in some areas for months afterwards.

🐾 WILDLING MIGRATION NOTICE - [NOTIFICATION DETAILS] Wild pokémon traveling in groups from one area to another isn't at all a rare occurrence, so this notification is typically used regarding unique cases. Such noteworthy factors can include things like the size of the crowd, the peculiarities of the wildlings involved, to even the distance traveled, among other observations, and reasons for the migration itself can also vary. Since these events might be harder to predict, short notices can be expected.


Thinking more about the relationship between the RP's campaign and the actual year-long calendar I made does raise some crucial questions about what's realistic for the RP. For a while I've been working towards ensuring an entire year is completed by the end of the RP, which seemed to make sense at the time. However, I needed reminding that the the main story, where much of the forward momentum of the plot can be drawn from, may call for either more or less days than a single year provides. My money is on longer, but that's not to say that the "arcs" that make up the story in its entirety won't potentially take as little as a few in-game months. I'll get back to this later on, but for now that's what I got. Take care until I come back. See ya.
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