Avatar of Mangrale

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Recent Statuses

23 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

Hello all. Never a shortage of things to deal with, but I wasn't going to be held up forever. I've been deciding on how far Lake Yore has come by the start of it all and I think what I have works for the time being. It's just two for now, but like for other locales, their total POIs are due to change (usually grow) over time. Course, I wanted a format that's easy to follow, just in case players want to submit some ideas for certain PC-made POIs in the future. Depending on what they are though (most certainly for built structures), I'd want there to be in-game investments toward setting them up. To that end, some minor sprite-work for resource items may be in my future.




Like I said, here's the bow I mentioned, likely the last weapon I'm ever going to make, but who knows? Maybe something just as simple might come along. For all weapons, if you got it in your inventory, you can use it whenever, but stuff like arrows are limited and can only be stacked in special equipment like quivers. Early game probably won't see you in a position to start with a huge quiver letting you carry enough to spam your way through whole dungeons. We gotta start somewhere when it comes to gear, so think way fewer in number. Not final, but maybe 5 or 10 arrows total. That's what I got to share for now. More is sure to follow. Until next time.
Okay so that's the last time I make any predictions. Most notably in this one is the addition of a new point of interest in the Meridians, Lake Yore. A back and forth was had over the type of locale it'd be, either a normal POI or a full on dungeon. In the end I decided that it'd be too "in the way" and accessible to be handled as a dungeon, but I'll likely have a real dungeon nearby. Certain lakes have been dungeons in the past I believe, which honestly does seem kinda weird now that I look back on it. Reckon I ought to look into it for the future, but that'll be after I come up with some way to marry the ideas of a water body and a labyrinth together.



At least two features are going to be included, and I very well may get them up next time. For now I'll leave things off with the latest sprite I tried to make. I know I said that I wanted to ease off on the extra weapon sprites, and indeed it might be asking too much to make something unique for each and every variant of arms. But lately I couldn't shake how different bows and arrows are in this case and so couldn't help but try my hand. This is as basic an arrow as it gets but I just want it to easily communicate what I need it to. Arrows, in all their varieties, are nice to have in the right hands but require quite the investment, such as a quiver in the equip slot to carry a sensible amount. The bow of course is due next time, and only time will tell exactly when that will be. See you then.
Okay the past weeks kinda took a turn for me personally, so I wasn't in the position to get done what I wanted to, namely the map additions. I did want to stop by with some fun additions to the calendar however, part of the initiative to keep the world feeling more alive. Part of me thought about keeping special events like these a secret until they come up in the campaign, but decided against it, largely because this is a world that some PCs might have some history with for some time before the story begins for real. Even so, if I were to play a character experiencing the world for the first time, then I'd probably ignore these things until the story reaches that far. Up to you though.

🛍️ CLEARANCE DAY - The original event, that heart-warming occasion when the generosity of moguls came hand in hand with the competitive spirit of businessmon to make a united front in behalf of another land ravaged by disaster many years ago, has been commemorated ever since by upstanding merchants all across the known world! Taken to Aurora by Lucky Koban traders, every year more and more new store owners adopt the tradition of generous sales and borderline ill-advised price-slashing. Many stores will boast some of the deepest limited-time deals in the year, sales so deep in fact, that not even a secluded shop can escape... from the savings!

🎣 KING SINKER COMPETITION - Ever since landlocked mon first tied lines to sticks, presumably to express their perceived dominance over the wild and watery denizens they literally looked down upon, the question of ''Who can catch the biggest one?'' has inevitably taunted the imagination of many an idly expecting angler. Plenty of shores across the seas will have their annual try at an answer, and the King Sinker Competition is how the Gulf reels in old and new anglers alike. For three days, Swift Breeze Harbor opens up to any number of eager casters, with exciting prizes awaiting anyone persistent enough to bring the greatest catches to the surface!

📦 UNCLAIMED PACKAGE SWEEP - It's only natural that even the best in the business can be left with the odds and ends of circumstances beyond their control, and of course Zephyr is no exception to this. For any number of reasons, letters and packages can be left unclaimed, the parties involved in their delivery left unaccounted for, with the office involuntarily holding the bag every time. In response, in days like this, all Zephyr locations will clear their stores of disowned deliveries neglected for thirty days or longer. Privacy when it comes to letters is respected right down to their disposal, but certain channels exist for lost parcels depending on their value.


These were fun ideas I came up with, but each for a slightly different reason, and they represent three types of special events to come on the calendar: (1) a passive feature for the whole day, (2) a full on event over one or more days, and (3) an operational function that can lead dynamically to other things down the line. Now when it comes to set events like contests and celebrations, what immediately comes to mind is the matter of how important attendance will wind up being. For now, I feel as though things like competitions may very well be optional in the end, unless we manage to incorporate them into our respective stories. It'll likely be important then to make our intentions known one way or another in advance. That's all I have time for currently. I'll be back sooner next time. Take care.
Hello once again! The more I thought about it, the more I realized how important it is to say as much as I need to on the dungeon side of the RP while I still have the mind for it. That's not to say that this is the last word of course. That much will have to wait until I run a test scenario to try and gauge how all these features play together. I can't very well set up something with this many moving parts without at least some testing. For now, it's all about that secondary part of the "Dungeon Overview", the intro to actually reading the dungeon map. Again, there's more that'll come into the picture, but I may be able to leave it as that for now.



Probably another dungeon-related section in the farther future, but overall I may be up for moving on to something a little different, something to break up all the mechanical stuff I've been doing up until now. I'm gonna push myself to get back into some spritework for one, while I arrange another public spot on Aurora's "map". I'll let you know where my mind is at from there, but I'm pretty sure that crazy idea I totally thought of first can come start to come into focus. Sure I can tell you now, but I'd rather you be disappointment over it later. For now though, I appreciate you taking the time to read this update and hope you take care until I see you again.
Hey again. I know I wanted to get "Food & Hunger" out relatively soon after the last one. It's short but no less important to what it means for the project, course adjustments may still be in its future. First thing that came to mind while writing it: I may have to tweak all the food item descriptions I already made to conform to this new mechanic. There will likely be more food options that will become available, and I'll have to determine whether "slightly" and "amply" from the games will be good enough descriptors in the end. For all I know, maybe having them correspond to "+1" and "+2" respectively will be just fine because everything to come will use them.



As annoying as it may be to tally, every in-game day, whether IC-relevant or not, will carry a toll on the settlement's stores of food. Some work will need to be done, but I believe that I may be able to streamline it to a certain degree. And just in case anyone's worried about worst case scenarios, I'll say right now that I'm not about to let things get so dire that everyone will wind up starving and scrounging for food to keep from fainting. For one thing, the outpost won't be without its outside support in the form of shipments. But even if all else fails, if the worst should happen (and no one else has the will to continue, more importantly), then the outpost will be abandoned and its game over, so it's not like anyone will have to live with the result of such failures for very long. But I'm getting ahead of myself. Until next time.
Hello again! With so much on my plate, I wanted to say what I wanted on what I'll call "Times of the Day" for this short update. While the visual aid I made is rather crude, it should get the point across. From wanting to help make the "Early, Mid, Late' divisions more relatable, I made the last row to see them correspond to actual clock readings (not to be referenced in IC posts but just a way to understand it better here). Would I say it's clean and perfect? Of course not, but after settling "Afternoon" as starting at 12 p.m. and following the 2 hour rule, everything fell where they did. It got easier to live with after I reacquainted myself with the difference between "Midnight" and "Mid Night".



Again it should be mentioned that there will be certain spans of in-game time that encompass multiple days, players able to choose when their posts take place. That means that a decent number of days will likely be skipped by everyone, which will progress things along at a reasonable pace. Furthermore, not mentioned in the list but which obviously will be a thing, the time of day dictates a lot of what every character will be doing. For example, although maybe not the most accurate thing nowadays, I'm likely to run with the "8-hour sleep" rule wherein, for this setting, in order to wake up comfortably for breakfast (likely at "Mid Morning"), you'll need to start sleeping at "Early Night". A strict regiment may very well be in our characters' future, but at the very least there'll be a status ailment attributed to not getting enough sleep. Anyway, more things might come to mind later, but the final decision on "Food and Hunger" will be up next so I'll see you then. Later!
Hello again. I'm back to drop this latest update in my attempt at making all that stuff I mentioned earlier "official", this time with those points about leveling and ranking. There might have been a better format for laying it all out than just the bullet points it started as months ago, but honestly I was taking too long to think of something and wanted it over with so I hope what's there is easy enough to follow. I can't discount the possibility of someone joining who's never even touched the games, so it's with them in mind especially that I write this. There's plenty of reasons to give this RP a pass, but being kept in the dark on how anything works certainly won't be one of them.



Only minor changes here and there really seemed necessary, so if you saw the original list, then this really isn't gonna surprise you, I'd say. I thought about laying down all the mission ranks for each and every team rank (TR&MD, Point 5), but in truth, things like that as well as "RP" requirements for teams to move up to the next rank will continue to be under consideration. Honestly they feel like suggestions rather than hard rules, at least until they're tested for real. On top of that, I'm willing to bet that most players couldn't care less about such finer details, so long as the game remains engaging enough all throughout. To anyone else, a pointer or critique will be appreciated.

Just a while longer and I'll be ready to continue delving back into new features and points on the continent. I have something stupid and reckless I want to try, but there needs to be at least one more public POI on the "map" (no literal map is involved) before I start to unveil what that is. It was something I actually thought of before I heard someone else mention it in passing. It's doubtful that too many would be interested in it when all is said and done, and it probably sounds cooler in my head, but I'm too curious to not look into it if nothing else. Anyway, I hope that the new year has been fair to you so far. Catch you later.
Hello there. Thanks for taking a look at the last update of the year. I wanted at least one update on what to expect from the "Dungeon Overview" section I'll add to the grand info post. It's lacking that part about how to read the dungeon map, but I'll finish up that part on my own before moving on to the next stage of development. It'll more or less be what I already showed before.

Just to reiterate, this is partially for anyone who might somehow see themselves making dungeons along with me in the future, as unlikely as that is. Anyone else may want to know just how far I'm willing to go when it comes to this major feature, yet I'll understand if this is something you'd rather not pay mind to right now, on the off chance that you don't see the need and would rather leave certain things a mystery until they're applied in the RP proper.



I can only hope that everything is as clear as it can be. Changes to the template itself were in order, most notably to my own little addition to the feature checklist. I have certain ideas I want to explore when it comes to dungeons and I suppose it's up to you whether you want to know of them now or experience them the old fashion way when the time comes.

That should do it for now. I'm currently closer to opening this RP for real than I've ever been before, and I couldn't be more pleased with how it's shaping up. There's much to be done still, and while I may not have the clearest picture for what the end looks like, I know what the next step is. More importantly, I'm eager to scrounge up what time I have to reach it. That's not something I take lightly. You give up a few things chasing something like this, but it's one year on, and I'm not tired yet. Anyway, thank you for your attention, even if it was only this one time. I hope you have a really great new year, and if you're as interested in PMDAE as I am, I'll do what I can to make sure of it. See you soon.
Hey guys! With life sorta settling down for a bit, I wanted to get some small updates to mechanics out of the way before I get on to recording the comprehensive (hopefully) guide for dungeons. Depending on how "involved" these somewhat related features are, additional guides of sorts may also be in order, but I'll decide on that later.

Times of Day
This is an inevitable consideration if I really want to make everything feel a bit more like a simulation, if that's the best way to put it. We've already taken a major step in that direction with the calendar, and I intend for any given day to be further divided, though I may be a tad iffy on exactly how to go about it. The simple answer would be the straight up clock (hours:minutes) approach.

But I feel like just a general division into phases might do the trick instead. I'm referring to "Morning - Afternoon - Evening - Night", with further specifics like "Early, Mid, and Late" to encompass all parts of the day. This will surely keep it simple for all of us, especially when it comes to our post headers. And all 12 subdivisions at 2 hours each still add up to a 24 hour day anyway. With that, it becomes a matter of determining how long certain actions take, some likely to be preset by me while players can have a say on others.

Food and Hunger
This connects with that "resource management" thing I mentioned in that earlier dungeon update. As early as the classic food items, I knew hunger was going to factor in when traversing a dungeon; it was the "how exactly" that I left on the table until now. And when it comes down to it, "hunger checks" for every party member after a predictable number of turns feels like the way to go, the working number I have in mind for now being 10. By moving a space on the map or completing a round of combat, a turn will have passed, and after 10, all members will have to either eat food or be marked down to a lower status condition, with "starving" being the lowest you can go before overall health is affected.

Now where things get really experimental is that I also want hunger to continue being a thing outside of dungeons too. It may be just a matter of setting the "hunger checks" at the right times, likely in the morning, afternoon, and evening. Food will be a resource, and every pokémon (PCs or otherwise) will need enough food to make it through the day smoothly.


That all might be a decent summary of it all for now. This all started as an idea for a PMD game that makes the player into the guildmaster or town mayor, a town/guild management layer that ties it all together. At this point, I reckon this project may be destined for the tabletop section out of all of them once development wraps up, certainly a first for me if no one else. Anyway, thanks again for catching this update. I'm sure you're reading this out of simple curiosity by this point, but I appreciate it nonetheless. I'll push myself to get the next update, likely the dungeon guide, out sooner than this one. See you next time.
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