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#silver platforms
frumpydress · 2 years
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!!!
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suntails · 4 months
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💙 best friends 💛
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sayurinn · 5 days
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Amused myself with these cutesy little Polnareff doodles I did last night :3 I love u Polnareff
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Yayyy
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melaninadorned · 2 months
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Sultry Silver, part 2 | Melanin Adorned
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thisisrealy2kok · 3 days
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Dynamite Silver Star Platform Wedge Sandal
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devileaterjaek · 1 month
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lalalychee · 6 months
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sinking
self portrait
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shinyhotties · 1 month
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Nikita Princess Fatale - Cute Sandy.
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kremechihihi · 8 months
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FUTURISMO ⚡️⚡️⚡️
buwan ng wika already passd but i still wanted 2 draw sum futurism in modernized filipiñana garb 4 funs
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best-of-beutiful · 4 months
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kellylynnberry · 5 months
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Kate Beckinsale
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suntails · 6 months
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You are my favourite Silver Artist
Thats it, I just love your Silver Art
THANK YOU!! i wish there were more silver-specific fans so we could all hold hands and spin in circles but goddammit i LOVE him i will draw him a billion times so we may all feast Together <3
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3/22/24 - Level design
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Heya! I’m Silver, and I’ve been working with Vertebrae on various things related to the game, such as sound, interface and most recently, level design. I’ve been here since around august 2023, mostly in the background, but today I thought I might take a moment to talk about some exciting new developments coming to Fangst in the near future!
Some of you may not be aware, but during the last few months we’ve been hard at work shaping the world of Fangst into something playable. The first island of the game, Svikøy, is mostly complete, and is only lacking in decoration and other visual diversity, so now is maybe a good time to talk about the process and how we got here.
So let’s talk level design! I feel I need to begin by saying that I have no formal experience working within this field, so most of my insights are things I’ve accumulated mainly by playing a lot of similar games.
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Recently, I’ve had an opportunity to play some great “metroidvania” games (or “search-action” if you prefer that term) to take inspiration from, mainly Grime, Batman: Arkham Asylum and Metroid Dread. I’ve been careful not to get too heavily inspired, as I wanted the levels in Fangst to feel uniquely suited to its style of progression and gameplay.
In most metroidvanias, you get to explore a mostly seamless map whose distinct areas are only gated by ability upgrades and loading zones, and sometimes narrative beats. In Fangst, however, the game is broken up into different islands that you will need to be given access to in order to explore. That makes it all the more challenging to make an interesting level that feels like a metroidvania map, but without certain things players would come to expect from other games of its ilk.
With the game’s first level, Svikøy, I attempted to explore different avenues of rewarding exploration, creating fun platforming sections and incorporating distinct visual and environmental identities to sections of the map which I could hopefully learn from and implement better in later maps. So with all that said, why don’t we take a closer look at the (mostly) finished result.
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Planning
When I first sat down to try and plan out the map, I knew I wanted it to have areas that felt separate, yet part of a greater whole. I was initially spurred by input from the rest of the team about what they pictured the island to look like and features they wanted. They had already done some preliminary research into the kind of environment it should have, such as flora and remnants of the old world, and the kind of purpose the island served the community that lived nearby currently.
Narratively, Svikøy used to be the home of a lumbering operation, however, now that it was mostly abandoned, nature had grown out of control and attempted to reclaim the island. In the present, locals from other islands use the lumber mill to process logs into usable building materials, but the environment is hostile and dangerous due to the mutated wildlife. So with that in mind, I knew I wanted the island to feature certain things like a lumber mill, a giant tree, and a section in between where the mill and a tangle of roots are “fighting” for dominance.
Another thing that was important to me was to give each area an identity. The easiest way to do so felt like planning out different styles of terrain. For example, the tree should feature round, organic shapes and winding platforms, while the initial shoals and cliffs should have angular, hard corners that feel weathered by erosion. Mostly, the latter was heavily inspired by a wonderful piece of concept art that Hauk made when exploring the game’s visual identity.
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Progression
Once the layout had been planned out, I began by looking at sections to gate off behind ability upgrades. I ended up with making certain shortcuts and optional treasures locked behind a walljump ability which I intended for the player to acquire around halfway through. The walljump would grant access to the top layer of the giant tree after a slightly more challenging walljump-focused platforming section. Subsequently, the rest of the map would open up with it, save certain small secret areas that require abilities which you can only get on other islands.
To keep my options open, I also opted for having every platforming section being completable without the double jump in case it was decided to also keep that as an ability unlockable. If not, having platforming sections not be too difficult would only serve the map well regardless, as it is supposed to be an introduction to the game’s mechanics and not an arduous trial meant only for the most skilled.
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Incentives
Now that the map was starting to take shape, I spent some time adding some hidden nooks and crannies for the exploration-minded players to discover and placing chests at the end to reward them with something for their efforts. These secrets escalated from small alcoves above or below the main route to entire platforming sections hidden below floating islands that you could only find by jumping off the edges of cliffs. Having these small areas made quite a big difference when just running around, and I’m sure will be even better once we figure out some more interesting rewards than eggs and milk.
Lastly, it wouldn’t be a fishing game without some fishing. I made sure to add some spots around the map where fish could swim around. Most importantly, I wanted to have some lakes that were hard to get to, but that would contain rare and exotic species to incentivise players to travel there each day to see what they could catch. Ideally, these locations would be the only place to catch certain species of fish for those players who wanted to fill out their fish encyclopedias.
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The map I have created is by no means perfect, but overall, I believe it to be a worthy first level. Three more islands remain, in addition to some other locations that I won’t spoil here, so I feel there is much room to improve and expand on ideas that had to be cut for time reasons. Hopefully, the map will make it to the hands of players in the form of a demo sooner rather than later, but no date has been set in stone for when this might happen. Keep your eyes on this space for more updates to come!
-Silver
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devileaterjaek · 1 month
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antirepurp · 3 months
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Talking about bad Youtube videos reminds me of how I recently watched an 06 rewrite by some random gaming Youtuber that was SO bad. Literally almost every scene from the original game was gone, mostly because he removed Elise and all of Shadow's interactions with Mephiles (They literally NEVER INTERACT directly in the rewrite, what the hell was this guy doing). He even had the gall to call it "What if Sonic 06 had a good story"
ok i know taste is subjective but that doesn't sound good at all, if anything 06's narrative problems stem from the way time traveling is handled from a couple paradoxes you can look over to the stories overlapping in ways that makes building a choronological timeline of events difficult (not unlike sa1 just taken up to 11). mephiles would not be mephiles without shadow having been the one who sealed him away, and though elise is largely reduced to a damsel in distress she also holds the other half of solaris in her which is kind of important for the whole story. removing either of those elements uproots 06's story entirely and at that point you might as well write a script for an unrelated fangame or do some fanfiction or whatever goodness gracious
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