Saturday, March 28, 2020

Monthly Progress Report For My Twitch Channel, FuzzyJCats, Nov 25 Through Dec 24

Twitch Channel FuzzyJCats

During this month of streaming, I continued to work on improving the usual chatting and gaming at the same time, and not using filler words, though I noticed I constantly slip into using a lot of filler words as they help to fill dead air.

I was also trying to find out how we can tell if we're entertaining. Certainly watching your VoDs help you notice if you're articulate or not, if you move around too much such that you're off the facecam, but I still can't tell if my streams are entertaining.

However, I started having an inkling as to what's entertaining to viewers this month. Since the entertainment is in real-time, and people are chatting, like with everything, people find you very interesting if you ask about them and talk about their issues. This is try-hard but cbenni.com can let you review your logs so you can remember what your viewers say, so when they show up the next time, you can ask them about that specific thing. 

For instance, if they mention that they're starting a new job, you can ask them how work is coming along, if they like their new boss, coworkers, and so on and so forth.

So another try-hard method is after each stream, I have been more or less writing these topics to talk about when the viewer shows up next.

Again, this is very try-hard, but it can help not only make your chat more entertaining for specific viewers, but with these topics on hand, it will help reduce dead air.


Aside from the usual goal of chat and gaming ratio, working on dead air, and removing filler words while streaming, improvements to be made is to be more aware of my viewers so I can ask them about issues next stream. 

The How of Happiness Review

So Much Terrain!

   I have been working fairly consistently on terrain the last couple of weeks in my limited hobby painting time. The results are a fair bit of work done on Frostgrave terrain and a few random pieces as well. That would, of course, include finishing up those minefields for Team Yankee that I showed off a few posts back.

   So here are a few photos of what I have managed to accomplish:

These are supposed to be bases but I thought they would look good as ruined scatter terrain.

An experiment in bamboo stands and some additional small trees.
I should do a few trees up as Frostgrave bushes I think.


The largest piece of Frostgrave terrain I have. It gives a bit of a third dimension to
the battlefield, which it desperately needs. I need a tower, too.

A harmless statue, or a devastating golem?

Another statue? And yet another ruined wall... are there no buildings still standing?

More tombstones (I think I will sell some on eBay)
Also, a trio of beer barrels. Because beer.

Episode 33: Foam Board, Sharp Knives And More Is Live!

Episode 33: Foam board, sharp knives and more!
https://soundcloud.com/user-989538417/episode-33-foam-board-a-sharp-knife-and-more

I talk about building terrain using humble foam board and a few simple tools.

Try Audible for FREE! https://audibletrial.com/tvwg

Housing joint what I incorrectly call tongue in groove in the Ep
http://www.woodworkbasics.com/image-files/170x165xhousing-joint.jpg.pagespeed.ic.9XFvhjVeOA.jpg

Books and games weighing down the walls and floor of a space station module: https://pbs.twimg.com/media/DQ-wTexV4AAPObR.jpg:large

A photo from the archives showing a jig made of Lego bricks to keep everything nice and square and plumb: https://pbs.twimg.com/media/DUmrlbpWsAAwL1C.jpg

Germy's Paper Buildings - Designed with gaming in mind: http://www.germy.co.uk/fprpg.htm

Music courtesy of Bensound.com. Keep your town beautiful, get a haircut.

Monday, March 23, 2020

Storium Theory: Reading Ahead - Outcomes As Inspiration

I've written a bit before about how challenge outcomes provide guidelines for writing during a challenge...how they provide the effective limits of what can happen during a challenge, and how they reveal what the players should be writing towards when playing Strengths and Weaknesses.

Today, I'd just like to take a little time to look at that from a slightly different angle: Outcomes as inspiration.

This falls along similar lines to what I said above: Challenge outcomes reveal what players should be writing towards when playing their cards.

Because of this...challenge outcomes provide ideas.

If you have trouble writing on a challenge, one of the first things you should do is take another look (you did take a first look, right?) at the outcomes for that challenge.

Think about what they mean.

What happens in the outcomes?

What does it mean for the story?

What does it mean for your character?

Then, think about what events might lead to those outcomes.

And now...think about what your character might do that causes those events.

These steps can help you to draw inspiration from the challenge outcomes. They tell you what your character's involvement in the tale is. They tell you what the challenge means to your character - how he sees himself in the midst of the problem at hand. They tell you what your character thinks she is fighting for, or struggling to accomplish. They tell you what your character thinks is slipping away when things go wrong.

They tell you where the possibilities lie. They tell you what paths lead to the different potential endings.

And when you can see a path, and see what your character values in a situation, it can start to become quite a bit easier to think of what your character would do in such a situation. It gives you context, and context is an excellent guide for storytelling.

By taking a look at where the challenge can go, you can make it easier to determine how your character can take it closer to where it can go.

One important point, here: Even if a challenge's path is at this point "certain" - if, for instance, there are 4 Strengths and 1 Weakness or 4 Weaknesses and 1 Strength and there's only two card slots left - I still advise reading both outcomes when you're using this method. Both outcomes still provide valuable context. The Strong outcome still shows what could have gone right. The Weak outcome still shows what could have gone wrong.

In the process, both show what your character's actions would lead towards...even if there's no longer a possibility of the challenge actually getting there. They show what can be nearly grasped...or what can be threatened, but end up avoided.

I encourage reading outcomes ahead of time anyway, simply because of the focus they provide to the story...but they're a great resource when you need a little nudge, a little context, to get yourself thinking on just how you can progress the story of a challenge. They should not be your only resource when you need inspiration, but remember that they are there and put them to good use!

Friday, March 20, 2020

Oaths And Honor: Expressing A Character's Code Of Conduct, LTUE Panel


One of the panel discussions I was involved in at Life, The Universe and Everything Symposium (LTUE) (Website) was on how to express a character's code of conduct. The emphasis in this panel was on writing. However, all of the discussions during this panel can also be used for creating characters and playing them in tabletop role playing games.

Along with considering the ethical boundaries of conduct, there were also considerations brought up about ethical and cultural examples of differences. The way the topic broadened gave a lively discussion (not argumentative, but in depth) about character creation and portrayal.

Ethical and Ethnical Concerns

Every character has a level of personal ethics. This is their code of conduct on how they perceive and interact with other people and the world they are involved with. These points of interaction are influenced by many factors a writer needs to take into consideration. But the main point usually deals with how the character is expected to act within the society or culture they belong to.

This applies to both to the heroes and to the villains. When any character acts outside the norm of conduct that is expected, that could be considered a villainous action. We see this in our world today. There are subcultures that live, dress, eat, and act in ways the dominate culture considers inappropriate.

Cultural differences also provide a large impact into what is ethical. It was mentioned how during major wars in our history (i.e., The Crusades) the concept of who had the ethical right was dependent on which side of the battle the person was on.

The examples were provided as a guideline for how to portray the characters people have, or want to have. They were not as absolutes. These are points to consider when developing a character that are based in the real world, an urban fantasy, or a world of your own creation.

Show Don't Tell

The crux of the discussion was on how to show the difference in characters without presenting a long descriptive passage of what the character is like: their views of self and the larger world. I felt like the panelist were making similar statements that there is no one way for a character to be presented because every character is different. However there are certain aspects of character that can be demonstrated.

Make sure you understand the role of the character in the story you are telling. There is the statement that the villain is the hero of their own story. Are you telling the villain's story, or the hero's? If it is the hero's story then the information provided by the villain, and the other charters are for the purpose of providing a more rounded explanation of the hero's beliefs. They might provide affirmations or contrasts to the protagonist and their story being told. They aren't there to expound upon their own story, thus taking away from the story by sidetracking the reader.

Use consistent and subtle cues and clues to show what the character is about. Everyone has personal habits. The characters habits could be shown to provide understanding of the characters beliefs and backstory. Those habits will also expand out into the general society, cultures, and subcultures the character belongs to. These can include things we consider minor as we go through our days. Things like clothing, food, hygiene, religion, levels of formality, etc.

Another way of demonstrating the characters code of ethical conduct is how deeply they embrace the culture of the society they live in. Also, how that impacts from one culture to another. Dan Wells presented a great example from the movie, Robin Hood: Prince of Thieves (1991). Azeem (Morgan Freeman) had pledged to save Robin's (Kevin Costner) life because of events in the Middle East. Robin is attacked at the time of Azeem is saying his prayers. Although Robin is calling for help, Azeem doesn't stop praying and only respond after he is finished. This is a great example of showing the ethical and cultural implications for the characters.

Final Thoughts

Building characters is something I like doing. I actually have a number of characters that have never been used in a story or a game. When creating your own characters, be willing to create enough backstory to make the character broad and deep enough to play the role they need to have in the story.

Add details to the character while using them. Those details can become import parts later, even from minor characters. Be willing to revise the backstory to fit the details you want to use. This additional revision of character backstory is a great reference during later stages of drafting as you work on providing the details you want to shine forth from the story you are creating.

Pick out the details that can be shown. Give yourself ways to show that detail when it is needed in the story. You don't have to show everything you've added, most of a character's backstory is only known by the creator of the character. When you show a detail, it can add another level of purpose to the character and the larger story.

Having characters that live by their own code is nothing new. Some follow the codes of society or organizations they belong to. Everyone has a complex layering of conduct codes we use for different circumstances. Being able to show those differences from when your protagonist is with his mother, with a group of friends, or even on a date, provides a depth of character. Even when those parts of the character aren't even discussed, they influence the character make a better story.

Oaths and Honor: Expressing a Character's Code of Conduct (from the program)

Every society operates according to social norms, a sense of justice, and moral codes. How do you write characters within their ethical contexts and make those contexts compelling?

Other Panelists

Paul Robbins

Creator of the Trait Spectrum, a proprietary questionnaire of Paladin & Archer Software Systems, Inc. He is the company's experimental psychologist. A personality type test similar to the MBTI is available to the public for free at app.developerlevel.com.

Ravvyn

They have been a nerdy creator all their life. They're something of a real life bard; they do a little bit of everything. They're a writer and game designer; they designed FUNdemental RPG, which is a d20-based TTRPG system. They stream regularly on Twitch with both TTRPG-based and variety streams. Additionally, they are a professional photographer and has done their fair share of cosplayand prop building as well. Their passion is bringing people together through art and games. patreon.com/TheRavynEvermore.

Steve Simmons

A retired educator/artist/medieval re-enactor. Planet-archipelago.com.

Dan Wells

A New York Times best selling author best known for his horror series I Am Not a Serial Killer. His other novels include two young adult science fiction series. Dan has written for the television series Extinct. He cohosts the Hugo-winning podcast Writing Excuses. He also writes short fiction and game fiction and edited the anthology Altered Perceptions to help raise funds for the awareness of mental illness. Dan lives in northern Utah with his wife, six children, and more than four hundred board games. thedanwells.com.

I'm working at keeping my material free of subscription charges by supplementing costs by being an Amazon Associate and having advertising appear. I earn a fee when people make purchases of qualified products from Amazon when they enter the site from a link on Guild Master Gaming and when people click on an ad. If you do either, thank you.

If you have a comment, suggestion, or critique please leave a comment here or send an email to guildmastergaming@gmail.com.

I have articles being published by others and you can find most of them on Guild Master Gaming on Facebookand Twitter(@GuildMstrGmng).

 

Thursday, March 19, 2020

A Short Analysis About Gorogoa’s Puzzle Experience

Definitely, the most interesting and thought-provoking game I've played this year was Gorogoa. I experienced the awesome puzzles in the screen of Nintendo Switch and, wow, that was mesmerizing. I followed the whole gaming creative process in social media, but the gameplay surprised me in an epic level.



It's hard to describe the game in few words, but according to the definition from the official site, Gorogoa is "an ingenious, perfectly crafted puzzler". The game creator, Jason Roberts, developed thousands of meticulously detailed hand-drawn illustrations, encompassing the impressive scope of Gorogoa's personal narrative.



Essentially, in the gameplay, you control four quadrants where you must execute a series of zoom in and zoom outs in the images to recombine shapes and create new physical possibilities and structure new scenarios from the most improbable objects. The video below explains the game's main idea:



The great gameplay experience makes me want to write a personal short analysis of Gorogoa (for further consulting in classes) following a model proposed by Tracy Fullerton (2008) in her book Game design workshop.

• Players: single player game; one player against the puzzles
• Objectives: combine patterns to create and recreate scenarios/objects
• General rules: you can point and click in four different quadrants using zoom in and zoom out to connect new possibilities of images
• Resources: colorful images (hand drawn) with a fantasy theme disposed in four quadrants
• Conflicts: how good is your vision and imagination to solve the puzzles
• Limits: four quadrants with limited amount of zoom in/out possibilities
• Results: when you complete a puzzle correctly, the game shows you an animation and a new part of the scenario/narrative to point out your progress



Reference:

FULLERTON, Tracy, et al. Game design workshop: a playcentric approach to creating innovative games. Burlington: Morgan Kaufmann Publishers, 2008.

#GoGamers

Arma 3: Apex Edition Free Download

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Enlist for active duty with Arma 3 Apex Edition and be deployed to a brand new warzone. With its distinct geographical features, the South Pacific island archipelago of Tanoa introduces fresh opportunities for all types of combat operations. Engage in Arma 3's tactical gameplay, where movement, shooting, and teamwork truly matter, and make use of the new vehicles, weapons and gear to overcome the challenges of a hostile foreign terrain and the Apex expansion represents the pinnacle of over 15 years of Arma development.
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➤ To open .iso file, use PowerISO and run the setup as admin then install the game on your PC.
➤ Once the installation process is complete, run the game's exe as admin and you can now play the game.
➤ Congratulations! You can now play this game for free on your PC.
➤ Note: If you like this video game, please buy it and support the developers of this game.
Temporarily disable your Antivirus or Windows Defender to avoid file corruption & false positive detections.









5. SYSTEM REQUIREMENTS:
(Your PC must at least have the equivalent or higher specs in order to run this game.)
Operating System: Microsoft Windows 10 | Windows 8.1 | Windows 8 | Windows 7 | 64-bit
Processor: Intel Dual-Core 2.4 GHz or AMD Dual-Core Athlon 2.5 GHz or better
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Video Card: NVIDIA GeForce 9800GT | AMD Radeon 5670 | Intel HD 4000 512 MB VRAM
Supported Language: English, French, Italian, German, Spanish, Polish, Russian, Czech, Portuguese, Turkish, Korean, Japanese, Simplified Chinese, and Traditional Chinese language are available for this video game.
If you have any questions or encountered broken links, please do not hesitate to comment below. :D

Tilda's Bedroom


Monday, March 16, 2020

Movie Reviews: Mission Impossible: Fallout, Ant-Man And The Wasp, Jurassic World: Fallen Kingdom, The Incredibles 2, Breathe, Midnight Sun

See all of my movie reviews.

Mission Impossible: Fallout - A very good, but not great, entry in this franchise.

MI's plots are generally unimportant: a bunch of people want to kill a bunch of people, MI agents are the only ones who can stop them, but there are traitors in the CIA who are secretly working against them together with the bad guys. Lots of tropes: cool gadgets, deceptively getting suspects to talk, impersonating bad guys using fake masks, plans gone awry, Tom Cruise dangling off of something high, and last second triumphs.

This movie has a few things going for it that its competition franchises (MCU, DCU, James Bond, Fast and Furious, Transformers, Jurassic Park) don't. One is Tom Cruise, who is a great actor and action hero ONLY when he isn't carrying the entire movie. MI has a nice cast of characters that provide relief from endless shots of Tom running, dangling, and jumping. Another is that they manage to keep coming up with tense situations and action sequences that are at least plausible and thus captivating. And that Tom  does his own stunts and the CGI is minimal, which makes the action sequences more engaging and less like watching cool effects on a computer. Tom doing things while skydiving is really Tom Cruise skydiving, which is pretty cool. Mostly, it's that they take some time to give Tom, at least, some real personality, so that he makes different choices based on conflicting targets of loyalty.

The last one is important, and while MI:F includes this, it doesn't include it nearly enough. They keep trying to muscle in more action sequences and less character time. This may make Marvel fans happy but only makes the movie less engaging and more exhausting. The movie too often jumped from action sequence to action sequence without a breath, which left me just a bit numb. I'm sure there are people who like this; who would complain, in fact, if there were more character sequences. So it's just my opinion. These people also tend to overlook little problems, like how certain people deceive other people when these deceivers are under careful, continuous observation, how certain people could possibly know to be in certain places at certain times to meet certain other people when these other people are doing things purely randomly, and and how certain people would surely have to go through a number of checks before getting to where they got to. I guess I am not supposed to notice those things.

Anyway, I enjoyed it. Not as much as 1 or 4, but more then 5 (I didn't see 2 or 3).

Ant-Man and the Wasp - Marvel, yippee. I never actually made it through Ant-Man because it was formulaic and boring. Perhaps the only thing going for it was that at least the fate of the universe wasn't at stake, which was a nice change.

I'm kind of at a loss as to why I found this one more enjoyable. Not exactly a good movie, but better. The ending was poorly executed, and really the science doesn't make any sense. I'm happy that the fate of the world isn't at stake - just one woman. And I'm happy that the main "bad guy" is someone who has a compelling motivation and who isn't bad at all, just trying to survive.

I guess dispensing with a lot of the back-story helped, as did allowing us to see all of the many ways that shrinking/expanding can be used in a fight. Its lack of ambition made it feel less pretentious and thus easier to accept. It felt like a pretty good television episode. So it was okay.

Jurassic World: Fallen Kingdom - The first one (Jurassic Park) was a classic; the last one (Jurassic World) was okay, but the characters were so flat as to make it feel like a Marvel movie. This one is about the same as the last one, but the plot is dumber and even less original. They need to either let the dinosaurs die or rescue them to some other island, and by the way, someone wants to steal some of the dinosaurs and by the way, someone wants to sell them as military weapons (somehow). It sounds familiar because it is.

Same kinds of bad guys doing the same kinds of bad things; yadda yadda. The characters from the last movie are a little different, but just as flat. It's hard to care.

The Incredibles 2 - The first was a great movie, marrying Disney with superheroes with some actual adult themes that didn't talk down to kids. This one is even more so. It starts exactly where the last one left off, only they have to deal with the consequences of the damage caused to the city after they stop the first bad guy (exactly like Captain America: Civil War). In order to solve their PR problem, they decide that Elastigirl (rather than the less PR-worthy Mr Incredible) be sent out to do some careful superhero work, which leaves Mr Incredible alone at home with the kids and their new baby of wildly unknown superpowers.

Cue a little male resentment and a touch of 1950s role reversal comedy, but really not too much. Elastigirl really is a superhero as well as a mom, and she does it well, and Mr Incredible proves that every stay-at-home parent is a superhero in his or her own way. Of course, eventually everything has to come to a head.

The plot is good and thought-provoking, but still full of humor and great action. Of course, it's beautifully rendered and well voiced. A worthy sequel to the original.

Breathe - The true story of a British flyboy who becomes paralyzed by polio while in Kenya in the 1950s. He is ready to die, but his wife won't let him and he goes on to travel home, leave the hospital (which never happened back then) and eventually design the first wheelchair with a respirator. His work (and his good friend the engineer) went on to improve the life of thousands of people in similar condition.

It's wrapped up in beautiful scenery and costuming and a true-life love story. It was interesting to watch, although I guess they glossed over some of the less palatable parts of taking care of a paralyzed person. Meanwhile, some parts of the movie went on longer than they should have, such as the entire last half hour where he decides he has finally lived long enough; these parts could have been shorter. I loved and was even surprised by, the scenes in Spain.

Worth watching, although I wouldn't go out of my way to see it.

Midnight Sun - This is a pretty terrible movie from nearly every perspective. It is about a girl with xeroderma pigmentosum.

In real life, this is a non-curable condition whose sufferers tend to sunburn or blister after small exposures to sunlight and who are therefore extremely vulnerable to skin cancer. People with this condition are visibly distinguishable as such, having typically found out about their condition the hard way. They may have special glass in their house windows, but they can go out in daylight with a lot of clothing and extra caution.

In movie life, the girl has movie-perfect skin and never goes outside during daylight. Furthermore, the moment she is exposed to a few seconds of sunlight she develops a brain condition that begins causing her death.

If that wasn't enough of a problem, just let the anemic characters and the predictable, manipulative, and poorly scripted and acted plot do the rest. And, of course, she is going to "hide" her condition from the first (and last) boy she goes out with, because we never get enough of that kind of thing from sitcoms.

Sunday, March 15, 2020

Fou-Lu And The Mystery Of Iniquity


I recently finished Breath of Fire 4 on the PS1 which had been my project for some time.

I wanted to play the game after noticing on a pretty large poll that the game's antagonist Fou-Lu, is considered one of the most "highly rated characters" across RPGS, in fact, he secures first place in that poll, with Vivi registering second.

What to make of Fou-Lu? Here is the summary for those who don't know about him. 7 facts about his character. Spoilers? Absolutely! But the game is about 20 years old now!

1) An incarnate dragon-god who comes to rule the world as its rightful emperor. Extremely powerful, great weapon, cool look, awesome magic.
2) His coming is foreknown by political powers who pursue him, jealous of their position, they attack him and attempt to kill him.
3) While his powers are still weak he is aided and supported and protected by a human women, to whom it seems he falls in love with.
4) A god who decides to just live out the human existence, who slots into the mundane, who loses the desire to rule and conquer the world, to put it under his subjection.
5) Eventually the political powers find him, they do their upmost again and again to kill him, they cannot, he is a dragon god! But in the end they turn him, they chase him from his village, I think they kill his girlfriend, and they cause him to grow hateful towards humans, for him to return to his first thought, that as god he ought to rule them, but now as one who is evil, destroying all humanity.
6) Fou-Lu is the 'other half' of the game's dull, non speaking, personality-less protagonist Ryu. The two must be fused into one (destiny, as always)
7) Eventually they meet up and fight it out, if you win the game, well Fou-Lu is destroyed, sucked into the dominant Ryu. If you get game-over presumably Ryu gets sucked into Fou-Lu but unfortunately we don't get to see the consequences from that one.

So, What to make of him?

Fou-Lou essentially grows to hate humanity because it's leaders have hated him, have rejected him as their god and rightful ruler. He allows this hatred to pervert him, to corrupt his goodness and the compassion for the greater part of humanity that he had developed.

He's interesting, and by far the most developed character of the otherwise mediocre game, but in terms of philosophy, profundity of thought- Fou-Lu is really nothing more than a typical revenge driven bad guy.

The highlight of his story is most definitely point (4), the period in which he strips himself of his greatness, of his power, and in humility sets about just living the mundane human existence and finding dignity in his humble farm work. There is something beautiful here, seeing a powerful dragon god choosing to put destructive powers to one side for the sake of helping a village and out of love for a woman who has saved his life.

But from then on, it goes down hill and we find nothing more than a revenge driven villain who has decided the best thing to do is to destroy absolutely everything. Nihilism. What will it gain? Nothing? Is it a reasonable choice? No, only a small group of humans has persecuted him. Is it a moral choice? Clearly no... to inflict great suffering indiscriminately, to destroy the world.....

Scratch and RPG villain and almost always you reach Kefka, deep down they are almost all Kefka with a different backstory.

In Kefka we find raw nihilism, someone who destroys simply for the sake of it, because he wills it. Kefka and all RPG villains are utterly incomprehensible, their actions never add up. And that is because of what theologians call "the mystery of iniquity".


The nature of evil is that it is dark, that the more you look and contemplate it the less "sense" it makes, they are dark, you don't get anything deep or rich out of contemplating them.

Often in our world, we hear evil or wicked people pathologised, or their evil rationalised in terms of some illness, as if they cannot help do this irrational and hurtful thing, typically we hear the guy is mentally ill or was abused as a child. This is the easy option, it makes you think you understand the criminal and what he has done. It is not the full truth though, the real truth is "the mystery of iniquity", the evil person has chosen to do evil, he has willed it, and that is the explanation, it is irrational, it is dark, it cannot be understood, that is what it means for something to be truly evil, for good to be tarnished, perverted, simply out of will. Try and get your head around it, you can't.

Divine truths, goodness, holiness, the dogmas of the faith, these on the contrary are mysteries of depth, the more you look at them, they more sense they make, the greater profundity they are shown to contain. They are light, you can gaze at them forever and always see more and rejoice more.

We shouldn't expect the 'greatest character' in RPG history to be aligned with evil, because ultimately evil is shallow, hollow, empty, ignoble, un-admirable, dis-edifying. There is no likeness of Christ, the true man, Who carries all perfections to their completion.

If there is greatness in any character it is due to his nearness to our Saviour and His virtues, this is even true of fictional characters. Christ must have the glory, all creatures must kneel before Him.

Thursday, March 5, 2020

Works In Progress

  A few shots of some of the things on the paint table right now. The giant mammoth man is from the Reaper Bones IV Kickstarter. The Van Saar gangers are from the boxed set by GW. The Pathfinder Goblin pyromaniacs are also Reaper Bones but not from the Kickstarter.

Barely started...

Still a good ways from finished.
Not really happy with the wash I chose so I am going to go back and redo that bit.
Plan to do the tusks last.

Closeup. Going for a black bodystocking with light gray armoured plates.
Energetic items are blue-green (eye lenses, power sources, high tech pony tails, etc.)
Some metals will be bronze, most weapons will be matte black.



Working on these not-really-all-that-little guys I realize how bad my eyes are getting.
A bit sad about that. Oh well, that's why I have a magnifier visor I guess.

Download Onimusha Warlords Free For PC

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SYSTEM REQUIREMENTS:
OS: Windows 7 64 bit
Processor: Intel® Core™ i3 Dual Core Series or AMD equivalent or better
Memory: 4 GB RAM
Graphics: NVIDIA GeForce GTX 760 or AMD Radeon R7 260x
DirectX: Version 10
Storage: 12 GB available space
Sound Card: DirectSound _DirectX® 10.0c or better





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