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VRChat, absurdities of physics 

I spent like four hours in VR earlier. Here is some nonsense.

VRChat, squeak, BIGGER, identity euphoria 

I really like being bigger than the human world!! I also got to see my friends all tiny compared to me and it just felt, aaaaah...

An unfortunate side effect of being like 110+m tall though, is that due to the way VRChat's avatar UI works, it's really hard to change back if I switch to this. Heheh.

vore 

What do creation dragons eat...

Dead realities? No, that makes me sound like some kinda vulture.

Entropy??

VRChat, macro, squeak 

Today, I went to Shibuya and was big.
Being big and stomping around a japanese city, like any good kaiju should be.

Broke: the name "Taylor" doesn't have that non-human tongue feel that a dragon name should have

Woke: the name "Taylor" makes perfect sense for a "creation" dragon

VRChat selfies, shiny space dragon, 

I've been fussing today with trying to fix arbitrary issues with my arms. While I'm not sure I can sort that out, I can at least look pretty great.

I'm a girl.
I'm a dragon.
I'm a girl dragon.
I'm a toy dragon that is a girl.
But I'm not a dragoness.

Gender is fake and annoyingly real at the same time.

VRChat, avatar progress, bluuuue 

Here's my belly, now with space.

The stars don't appear to be adhering to the lighting in this world, which they probably should, but it kinda works out in this case.

The best sort of game accessibility features are the ones where you don't need options for them in the first place, because they're provided for through the default behaviour. Like making captions always contrasted and readable.

re: game dev ramble, accessibility 

An accessibility sin I've admittedly committed in Twelve Thousand is disabling/removing the transition setting and text-to-speech functions that Renpy provides. The main reason I did this was I felt their behaviour was too broad-strokes.

It would definitely be a good idea to include them, but if I do, I would rather have more control on how they behave.

Turning off transitions for example would keep some slow effects on, while reduce the strength of others. Some motions might not even be affected by the setting, so I could implement that.

And the text-blip sound naturally interferes with the text-to-speech system, so I will have to make one or the other play, never mind determining what voice synthesis it uses and such.

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game dev ramble, accessibility 

In Witness to Unity, I added an option to switch what the run button does - besides the usual walk vs run by default, I also added the option to make the button toggle between different modes.

Both WTU and Twelve Thousand also have a volume setting for the "text blip" effect, since that could either be annoying for people or Lets Players could turn the effect down to better balance with their voices.

WTU's options screen also has an "assist mode" there. This setting was to serve as a "time freeze" option to halt the calender/time system if a player wanted extra time to level up. However the calender system in and of itself might be scrapped, so this option too would be moot.

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I watched today's Game Maker's Tookit video on accessibility, and it had me thinking about accessibility in my own projects.

Since they're RPGs and a VN, certain issues like QTE settings are less applicable, but it's still something worth thinking about.

youtube.com/watch?v=RWQcuBigOj

squeak commission 

Playing rhythm games is hard when you don't have thumbs.

VRChat, avatar progress 

Also some good shots of the current state of my avatar... (pictures taken by friends) ... so much shine and good shape, aaah.

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VRChat, squeak 

Spent... several hours in VRChat earlier, half testing the avatar I've been working on, half hanging out with friends.

VRChat is... just... really good...

VRChat, model progress, squeak 

This is wonderful...

I'm big, shiny, my seams are coming along nicely, and I have a big swishy tail and big dragon-y belly...

@ -@

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