this is the product of me running out of outposts to take

alright i was gonna save this to be a big surprise but this story’s too good to pass up

buckle up yall this one’s a long one

so right now i’m working on something i call a Slow Sequence, which is just the parts of jack and casie that arent just jack and casie lost in the woods. they’re top down more traditional rpg segments where you can manage your inventory, relax, and engage in some good old wholesome messing-with-casieisms

here’s an early look:

i’ve been working on this for the past week now and i’ve basically got them ready to go, ready to replace the existing shop sequences with an entirely new screen that allows you to do a little exploration and conversation before you get back out into the world and into Fast Sequences (the normal game). this morning in particular i was working in over drive. probably because i’ve been working my ass off on commissions and i might be in a like, productivity frenzy

i managed to crank out a new tileset i liked, some new dialogue, developed a vision for Casie’s Outpost (it’s probably not actually called that, but it’s the outpost that casie lives at, so let’s call it that for now) (it’s either that or “outpost 22″ which just doesnt make any sense yet so like lesser of two evils here) in a couple hours

and then i ran out of memory.

gm8.1 has a very particular quirk that i like that makes it really good at rapid prototyping and it’s that it saves all of the shit you do to ram instead of the hard drive. this means that you can start a game really fast without having to wait for an entire new save cycle and recompilation which makes it really good for brute forcing code, which is basically the breadth of my programming playbook. hit it over and over until it works. unfortunately, hitting things over and over will eventually (read: after 4+ hours of work with very large files) swamp gm’s alotted memory, and cause gm to lock up. but running out of memory is a hunter not unbeknownst to its prey. i have a contingency. my contingency is to save immediately, and have backups in case something goes wrong. which sometimes it does.

i would say it’s like a 90/10 chance

anyway, today this corrupted my file.

and corrupted my automatically generated backup save file. 

because i accidentally hit the save button twice.

this was about an hour and a half ago. yes, the filename for this subproject was literally just called ‘fuck’. that was the word that was on my mind at the time. i dont think i was upset or anything i was just like ‘fuck’ but like, thats how i always am. the intention was to just import the project into gms and then merge it wholesale with the main jack and casie project, so the title of the 8.1 version mattered very little. you should see the rest of them. i have 4 files called temp0 through temp4 and some of them are just backups of the same file

anyway, if i had just failed to save or something (or just closed the window without trying to save) i would have lost 30 minutes worth of work. but because i took my shots, i lost weeks of work. like, the majority of the month of february. there’s supposed to be a demo out in march. march is in 7 days.

i went to bed and began to rethink my options. and also fall asleep, because i have been up for like 19 hours and i had just eaten and basically i was a mess of debuffs at that very second. fortunately, because i am a big fuckin showoff and enjoy rubbing my shit in people’s faces, i had a cache of shit lying around on discords and slacks and line chats i guess that i could just re-integrate back into my tileset proper but that would still leave me without the conversation engine which is stupidly robust and involved and took the majority of the time (the rest of the time was like, not even drawing the tileset: more like working out what the fuck non-enemy things would look like in jack and casie) i had spent on coding fuck.gm81. i had already done it once though so i had worked out the theory, so i just had to do it again. which i could do! it would just take all day.

there’s an exhibition tomorrow. and i was falling asleep. it was at this very second i realized that my mistake in accidentally pressing a finicky touch keyboard button twice had actually ruined pretty much everything, and decided to actually fall asleep in order to hide from my problems

so i laid there for like 45 minutes, ostensibly trying to go to sleep. not even really mad at this point or even like upset. more like that perfect trance like state of being simultaneously so infuriated but also so completely defeated that youre aware that raising a hand at all in protest is a waste of energy so instead you decide to just fuckin sit there, grimacing, trying to will a solution into existence

game maker studio has an import function that pulls information from a .gm81 file. it’s kind of finicky and kind of weird because it reads every asset one at a time and imports them one at a time so it’s kind of slow but you get to see a nice big bar that fills up as gms works its way through your file. it’s pretty satisfying. also, fuck.gm81 wasn’t an empty file. it was like 92kb or something. it wasnt corrupted in that it disintegrated or something and all the packets were destroyed, it was more like something was just being read wrong by gm8.1

i realized this all at once. i then realized i was screaming

importing it to gms worked

not perfectly, but well enough

i could fix a broken system in a heartbeat. or at least faster then i could build a new one.

the biggest problem is the obvious corruption. apparently, because i ran out of memory building backgrounds, the backgrounds are what got corrupted. in particular the main tileset that i had been working on for the past couple days had completely been replaced by just a sheer 255 255 255 black. but more importantly all the new art i had done for casie and company are OK, and my code is OK, and after a little digging i found a screenshot i had posted around of Casie’s Outpost in development

and now i just have to

rip my own

pixel art

but it beats doing it over again!

1044 words I wrote last night

Okay guys, here you go. The bit of the thing that might bloom into a bigger story.

@pippin4242@almostdefinitelydying@kimbureh​  and whoever else wants to see.


“Where’s the crewman?”


“I thought he was a bionic?”

The dispatcher shrugs.

The shower stops running, and Cepheid steps out of the stall. He takes care to experience every stroke of the towel. It’s blue. He looks around the sparse station bathroom, taking everything in, taking mental notes. To be sorted through later- for now he has space and they could be useful. He names objects to solidify their definitions. Faucet. Sink. Hook, or hanger. Radiator. Mirror. Reflection. Obscured by steam. Still recognisable.

When he opens the door, dry and dressed, two curious faces greet him with their best impressions of nonchalance.

“Hello,” he says, hoping he adjusted his tone correctly.

“Yeah, no, he’s not human. Ah. I know, that’s offensive,” the first dispatcher shrinks back, ashamed of his gaffe. Or ashamed of being ashamed. Hard to tell.

“I don’t care,” Cepheid says in a tone that proves he doesn’t.

“Didn’t know you took showers?” the man is emboldened to ask.

“Yes. It’s the easiest way to clean off. Most of me is organic-“

“Oh yeah I read about that. New generations, nearly all flesh. Bio-27?”

“26.5.2. Same principle.” It’s unfortunate, but Cepheid needs to belch, and he does so. “Excuse me.”

The dispatchers are amused. “Yeah see they got maintenance processes disguised as human behaviours,” one says to the other, quoting from whatever article he read. Cepheid sees him look for confirmation, so he provides it.

“We do. Sorry about that.”

“You don’t fool us though,” the first dispatcher has quite forgotten his earlier embarrassment. “It’s in the eyes.”

This puzzles Cepheid, every time. He has not so far managed to build a script with the correct response. “But they are organic?” he tries.

“Not human though. Sorry, I keep saying that, ain’t fair to you.”

“Really. I don’t care.”

“No feelings? No program for feelings?”

Cepheid pauses a moment, considering this.

“I…just don’t care. Do you want to know anything more? I’m happy to answer your questions,” he says, though now that the train of thought has been set in motion, ‘happy’ seems like more than an expression. It does not fit.

One is happy when one gets what one wants. Cepheid doesn’t want to answer questions like these. They are all covered in the protocols, but that’s just not enough.
What he wants is to start his mission, and he uses a script to politely communicate moderate urgency.

The mission is typically unpleasant to full humans, due to its forced solitude. The location is remote, the distance to cover too great for any reasonable ties to be kept with the outposts. Aside from a few notable exceptions, most crewmen returning from duty reported slowly emerging depression and trauma.

A depressed and traumatised human can rarely continue to work efficiently, to function in society without degradation. Sending them out in pairs was not economical, and posed a risk of hostility. Worse than the dementia of solitude. Sending out families and communities was unfeasible- that was colonisation. No such options.

But bionics are usually not affected by loneliness. With, in inverse proportion to full humans, a few notable exceptions.

Cepheid, to his knowledge, is not one of them. There is nothing daunting or demeaning about riding a module out across so many light years of uninhabited space, and stationing at a rarely frequented hub for a few years. It is a job that he’d be happy to do.

‘Happy’ feels different that time.

The human dispatcher checks off a manifest. “Power cells. Print cartridges- steel, plastics….” he mutters of numbers for all the compounds “plex…yada yada yada all there. Food. Oh yeah. Standard issue crap. Hey, if you can turn off your tastebuds, I’d recommend it.”

“I can’t.”

He didn’t feel like answering questions, but now he wants to explain.

“Most of me is organic, I have much of the same physical needs you do. Some processes are just streamlined.”

He doesn’t quote the protocol, the manual, the wiki article for his model. He doesn’t want to- he wants to use the language he learned, the human language. Humans learn it too, when they are children, but somehow they forget the challenge as they grow up. Cepheid is not human, was never a child, and remains sensitive to his mistakes.

The protocol, too, is translated from binary, but models like him don’t speak natural binary anymore. That is the tradeoff for more organic matter. The engineers didn’t expect it and are secretly still puzzled at the limitations that technically should not exist. What difference is there between sending programming across hardware made wholly of silicon, and a processor built from flesh and synthesised nerves? And yet there is a difference, and they cannot pinpoint it, and that is why model 27 remains in strictly controlled, limited production.

So the protocol is binary parsed by Cepheid’s programming, which is proprietary and locked off from his access. That unnerves him, if he can use the word (he believes he can). Symposiums on bionic autonomy debate this and a thousand similar issues, always concluding with no conclusions at all. Are full humans not also locked out of the mechanism of their own brains? Would it not be a slippery slope to give access, truly unnecessary access…

Cepheid is mostly organic, and his blood and flesh has developed a new protocol, a new program of involuntary response to the phrase ‘slippery slope’. It shows on his face and in his tone. He has had to create several scripts to mask it.

Anyway, those are all irrelevant issues, because his autonomy will be as perfect as it can be, out there on the loneliest hub in the Betel sextant. He will answer to no one but:

  • his core protocols
  • his self-written programs (some of which override the core protocol, which is not illegal, but makes people very nervous)
  • the rules of the job.

He smiles at the dispatcher, who returns weakly- he does not trust this expression. He would probably be more comfortable if Cepheid did not emote at all.

The scripts for this are conflicting.

dragon-of-the-sky  asked:

How about the companions react to jokingly saying they would like to have something but not really meaning it.(Because seriously who would want that?) But sole not realizing they were only joking and goes out and gets them the thing they asked for. (This post was inspired by Deacon saying he wanted a pet Deathclaw name Fluffy.) P.S. Love your blog. :)

Here you go my lovely, I hope you enjoy :) Thank you for the love, it is much appreciated Also sorry about the long wait… <3


They had been in the toilets of a subway station when Cait had jokingly said that she would love to make a settlement army of skeletons. It had been a joke. It had been said jokingly.

Hangman’s Alley was a settlement that was rarely used: strong lived there, and the settlers prefered not to go near the super mutant for fear of being eaten. But Sole liked to check up on him- and update him on the search for the ‘milk of human kindness’.

Two months after they ended up in the subway station to seek shelter from the radstorm, Sole told Cait that they had something to show her. They began leading her to Hangman’s Alley.

Once the pair arrived, Cait was shocked. Absolutely stunned. And it wasn’t the fact that there was a radstag carcass lying on the floor. It was the fucking army of skeletons that littered the unused settlement.

“Ta Da” Cait slowly turned to Sole.

“What.. the… fuck” Cait usually thinks she’s a little fucked in the head (maybe more than a little), but this. This was a whole new level.


Curie needed a few test tubes for her new lab at Sanctuary. And maybe a couple of test tube racks. Sole made it their personal task to collect every single test tube for Curie.

Curie started out with just one test tube rack, but found that it quickly got used up and she need more for her experiments.

Sole then ended up bringing her a few more.

Sole would go away for months at a time sometimes, and would bring back a complaining companion and packs full of science equipment- mostly full test tube racks.

By the time the medical centre had been completed, Curie had more that enough to last her a life time. But it made her happy to see Sole happy, so she never once turned down the gifts Sole was bringing her.

Until, one day Sole had returned with a pack full. They reached their hand inside the pack to receive the glass, and ended up sticking their hand in shattered glass. They pulled their bloody hand out of the pack, and Curie rushed them to the medical centre and placed a stim in their skin.

She then told Sole that she had more than enough, and that she could probably do with something softer. Maybe all the teddy bears of the Commonwealth.


Danse had said- as a passing comment- that he really like Fancy Lads Snack Cakes. Like, really likes them.

Since he told Sole that, he’s found that he’s had more and more packs of them on his possession. Sole had started out by gifting them to him- a packet here or there whenever the pair looted buildings.

It then turned to Danse finding them in things where they hadn’t been before. He’d found six packs in his personal trunk in his room on the Prydwen; one pack on his bedside table. He once turned to talk to a fellow Paladin and when he turned back found two individual cakes on his lunch tray. He found ten packs in his trunk at Cambridge Police station; he then found a further four more packs dotted around at places he frequented around the Police station. One time he found two boxes in the little shelf on his power armour chest. It had became a game to Sole.

At some point- maybe around the sixty-ninth box he found within his possession, he began to share them with the rest of his brothers and sisters. Each night for a week the squire’s would gather around Danse as he handed out the cakes to the children; from the corner of his eye he could see Sole, and whenever he looked directly at them they winked at him.

Sole would continue to bring Danse a box, ensuring he had at least three boxes a week to himself.

(Maxson would most definitely steal a box and hide them in his room for a late night snack)


He really did want a pet Deathclaw and he really did want it to be called fluffy. Like, he really did.

He woke up in one of the buildings at Outpost Zimonja where he had stayed the night after doing some repairs that Sole had promised they would do (instead, Sole had gone solo and sent Deacon here to do the work- ‘I’ll meet you there Deeks, there’s something I need to do first). He made his way to the exit, intending to follow his nose to the mirelurk omelette he could smell cooking for breakfast. As he reached the door something make him fucking stop in his tracks. A fucking Deathclaw. But not just a Deathclaw- Sole was fucking riding the Deathclaw.

“MEET FLUFFY” Sole screamed down at Deacon, wide grin spread across their face.

Now, when Deacon said he wanted a Deathclaw called fluffy, the Deathclaw he imagined was more dog sized and was fluffy and was a fucking dog. Not a Deathclaw. He’s just realised that now.

But somehow, Sole had gone and found a Deathclaw, tamed said Deathclaw, rode Deathclaw (now named Fluffy) to Outpost Zimonja and was now stood above Deacon.

“FUCK YES” He may have imagined a dog, but it was a Deathclaw.

The settlers nearly had a heart attack when they saw Fluffy (and Sole and Deacon riding him), and they all sat on edge when they rode him down for breakfast.


Hancock was high as a kite when he said it. It had been a complete joke. He really hadn’t expected Sole to take it seriously.

“I really like rocks and pebbles”

So, for the next several weeks, Hancock kept finding little pebbles hidden in random places- in his pack, in his pockets, a few in his boots. It was when his hat began to get very heavy that he began to get pissed off.

“Sole, I think we need to talk…” He pulled Sole in the direction of an abandoned shop, swiftly checking for danger before pulling them inside and closing the door.

“Why do I keep finding rocks all over my body?” He stared intently at Sole, and was slightly shocked when they burst out in hysterical laughter.

“For a while, I just had this undeniable urge to give you rocks, but I had no idea why. It was about three weeks ago when I remembered that you really liked rocks and pebbles. So I thought I’d gift them to you”

Hancock must admit, he was a little amused by it, but he made Sole promise that they would stop giving him rocks.


MacCready had jokingly (obviously very sarcastically) told Sole that he really really wanted all the Pipe Pistols (who would really want them) in the Commonwealth.

It started with him finding one on the floor beside his bed one morning when he woke up- he kicked it to the side. In the food hall, he found one on the seat that he usually sat on, he pushed it to the floor at his feet- he’ll take it to the armoury later on. As he walked around Sanctuary for the day he kept on finding Pipe Pistols in places that he was usually in- one sat leaning up against the guard post he usually kept watch on, one next to the seat he sat on at the bar, one facing out in the direction that he usually washed in the river.

It was just as he was about to go to bed when he found one laying up against his pillow that he lost his shit.

“WHY THE FU- FREAKING PIPE PISTOLS” He stomped out of his house, coming face to face with a wide eyed Sole. He shook the Pipe Pistol in his hands towards Sole.

“You said you wanted all the Pipe Pistols” Sole replied to him in a small voice.

“Why? I’m a sniper. You can’t use Shi- fuc- bloody Pipe Pistols for that?” He felt himself becoming quieter.

“Sole, I appreciate it, but maybe bring me like, all the caps in the commonwealth? Something I can find handy. Not raiders guns?”

Kept on finding Pipe Pistols around him for the next week- Sole forgot where they had placed most of them.


Nick was a detective, and he used clipboards a lot to store information of his cases. He liked to keep all of his case notes in one clipboard once he was finished. He stored them away in a filing cabinet, not re-using the clipboards. This led to the problem where he was running low on his supply of clipboards.

He had mentioned to Sole that if they could keep an eye on any decent clipboards, he would really appreciate it. Sole left him in Diamond City, and he thought that he wouldn’t receive anything from Sole. He’d just go and buy a few from the overpriced guy from the market.

When a caravan came in the next week, one of the guards asked for a ‘Mr Toaster’. It was a nickname that Sole had given him, so he walked up to the guard, and he received a heavy bag in return.

He walked the bag back to his offices, and once inside, opened to see lots of clipboards. A lot of them. Probably more than he needed.

Over the next several weeks, he receive three more bags of clipboards from the caravans; Sole must have found all the clipboards in the Commonwealth by now.

It was a friday- he thinks- that Sole arrived back in Diamond City with Security Guard Deacon in tow. Both were carrying bags with them.


Just one pen. That was all Piper had asked of Sole. One.

Piper was now the proud owner of several hundred pens. The pens had very little value; traders were reluctant to give one cap for a pen, they outright refused to trade more than ten. It was when Sole had walked into Piper’s home, unloading another bag of pens that Piper finally asked her to stop bringing them.

“Listen Blue. I think I have enough pen’s now. Maybe start collecting something else next? Maybe some jewelry or something?”

Piper then began to have a silver locket collection. Piper decided that she might as well have started trading out of her own home.


Preston had told Sole as they were travelling in the sunshine one day, that he really liked the smell of Hubflowers.

It might have been a strange smell, and the plant certainly was well known for its part in the production of psycho, but the smell had smelt something familiar for Preston.

It started with Sole picking a few flowers as they travelled together. Sole would walk alongside Preston, and move away to pick them whenever they came across them. Preston was thankful for the gift, and kept it with him until it died.

It turned into Preston travelling alongside other minutemen soldiers- without Sole- and the soldiers would stop to pick them.

“Why are you picking them?” Preston needed to ask one of the newest recruits.

“Sole told us that it was part of our duty to make sure we picked the Hubflowers for you sir” Preston decided that he needed to have a small chat with his general.


He had nearly shat himself.

He walked into his ‘quarters’; a small room with a bed and a chest of draws. He told Sole that he didn’t need sleep therefore didn’t need a bed, but they refused to listen telling him that he needed a place where he could go to relieve stress. But back on to the shitting himself.

Jangles the fucking moon monkey. There was very little things that unnerved him. Emotions. Crying babies. Jangles the moon monkey.

Sole knew it as well. Sole had teased him for his hatred of the moon monkey for a long time now. It started when they noticed his scowl; they mocked his face.

One time Sole pretended to be under attack when they walked into a room in an abandoned building; X6 ran to help but stopped and turned around when he noticed the moon monkey, and ignored Sole’s laugh as he left the build.

He decided- in the moment as he lifted the thing from his bed- that they all just needed to be burnt.


He knew Sole knew of the story of him and the Deathclaw. He wondered why then- if they knew- he kept finding Deathclaw hands in his private quarters and command room.

He’d jumped the first time he saw the Deathclaw hand perched on his desk in his room. He door was usually locked (not that he needed it to be, if anyone tried to break in they would most probably be shot by the officer stationed outside his door.

The second time he found a Deathclaw hand it was sat on his seat in his private Vertibird. He threw it off the edge of the Prydwen, into the sea.

The third time would have been hard for him to have missed them. There was twenty-six, littered around his command room. It was in that moment he decided that he’d had enough.

“Knight Sole, a word…” He ordered them into the command room, shutting the door behind them to give them privacy.

“Can you explain to me the Deathclaw hands”


(Those ‘join the railroad’ Pin-up Deacon posters)

Desdemona had asked Sole (discreetly) to find any of the pin-up Deacon posters that were littered around the commonwealth.

‘They could end up being a danger to the railroad.’ She had replied once asked why. Secretly, Des had wanted to keep them for herself.

The first time Sole returned, they had eighteen posters. Des had took them (hidden in a folder) and placed them in a small trunk near her personal bedroll.

‘I’ll burn them later, when Deacon is out of the way’ She replied to Sole’s questioning glance.

The next four times Sole returned with less and less, Des knew that it would get harder and harder for the pin-up posters to be found.

Little did Des know, Sole was keeping them to themselves, placing them around HQ in inconspicuous places and dotted up in their own room back in Sanctuary.

Tomb Raider III: Adventures of Lara Croft; A Geographical and Historical Overview


Lara Croft’s adventure starts when she arrives in the depths of a rainforest in East India near the river Ganga, looking for an ancient temple that supposedly holds a beautiful crystalline relic named after the local tribe that resides there: the Infada Stone.
After making her way through the dense jungle she stumbles upon the temple ruins along with a crew of scientists that are looking for the same object. The treasure hunter tracks down one of the explorers who took the stone with him and after disposing of him and getting back out of the forest she runs into the leader of the expedition, Dr. Willard, who quickly understands how capable Mrs. Croft is and decides to let her in on the true history of the artifact she just obtained in exchange for her skills.
The Scottish businessman reveals that the Infada Stone was in fact much older than Lara believed; it dates back to millions of years ago when a meteor crashed onto the surface of the earth. Much later, a tribe of Polynesians carved four artifacts out of the rock and proceeded to worship it for its extraterrestrial powers. In the early 19th century, a group of British sailors embarked on a circumnavigation of the globe on behalf of Charles Darwin to compile information about the species of the earth. They got off course and landed in the deserted Antarctica where they stumbled upon the remains of the ancient Polynesian settlement and their meteorite artifacts that they took home with them. In the course of the later lives of each of the remaining sailors the four relics were scattered across the earth and ended up in various places.
Dr. Willard managed to get his hands on one of the sailors’ journal and was able to locate all four artifacts including the Infada Stone that Lara just found. He offers her the chance to track down the other three and after she learns of the locations the adventurer begins her journey across the globe. 


The first job takes Lara back to her home country where she is supposed to track down entrepreneur Sophia Leigh who runs a powerful cosmetic company from her headquarters in London. According to Willard’s information the ruthless businesswoman somehow got her hands on what he believes to be one of the meteorite artifacts that is also known as The Eye of Isis which was presumably stolen or bought by Miss Leigh herself from the local National History Museum and has since been in her posession.
Lara manages to find a way into the skyscraper via the abandoned Aldwych subway station after running into an underground gang of thugs that call themselves The Damned. She learns that they are in fact victims of Sophia Leigh’s pharmaceutical and cosmetical products and have been abused for testing purposes, resulting in complete deformation of their faces which forced them to shut themselves away from society. 
The treasure hunter gains entrance to Leigh’s offices and faces her in a showdown on the rooftops and after a failed escape while trying to fight Lara off with her artifact, the adventurer manages to defeat her and take the meteorite stone.


On this highly dangerous and risky mission Lara takes a trip to the desert of Nevada where she is trying to locate the infamous Area 51 military base that supposedly houses another one of the meteorite artifacts that government scientists are experimenting with. 
The adventurer finds a military outpost with patrolling guards and tries to steal a quad bike to cover more ground and reach the laboratories. However, she is caught and taken to the local prison. 
Being Lara Croft, she doesn’t stay put and manages to break out of her cell and make her way to a loading bay for military trucks and convoys where she swiftly sneaks into the back of a truck that is about to take off and head to the main structure where after avoiding deadly lasers and automatic machine gun turrets she finally reaches the highly guarded meteorite fragment that the US government titled “Element 115″ according to the eponymous chemical substance it contains.


Her last trip takes Lara to an uncharted island in the South Pacific Ocean where a native tribe guards the secret to the last artifact and possibly more of its origins and history. When the treasure hunter arrives at the coast of the isle she soon realizes that there are more explorers here as she stumbles upon a heavily wounded Australian mercenary that tries to warn her from something dangerous that is lurking in the jungles. 
The Brit sets out to track down the temple inhabited by the locals and encounters more of the soldiers as well as tribesmen trying to protect their land. After crossing a white water gorge and making her way through an underground cavern she finds a hidden passageway that leads her right into the Temple of Puna. On her way, she meets another one of the natives next to a big mural who warns her of the dangers of the meteorite and reveals his tribe’s history to her. Lara learns that after realizing how the possibly radioactive substances from the meteorite affected and disfigured the Polynesian people that inhabited Antarctica millennia ago they fled the continent in fear and abandoned their settlements completely. 
The treasure hunter proceeds to the sanctuary of the temple and defeats the powerful leader of the tribe to take his meteorite fragment, which the natives refer to as The Ora Dagger, with her. 


After Lara successfully gathered all the meteorite fragments she meets up with Dr. Willard in Antarctica near a digsite lead by his mining company RX-Tech to hand over the artifacts. However, the ruthless scientist reveals that if the still physico-chemically active substances within the relics are combined he is able to create evolutionarily superior mutations however he pleases and accelerate the natural human evolution.
When Lara refuses to give him the stones he manages to overwhelm her and take them with him into the depths of his digsite where his men have been working hard to unearth the remains of the ancient Polynesian city and the original meteorite crater that has long been frozen over.
The treasure hunter follows Willard through the mines and eventually faces him for a showdown right next to the gigantic sinkhole where he throws himself into a pool of the green acid-like liquid that has been boiling in the crater ever since, only to emerge again as a grotesque looking monstrosity with several more limbs and a spideresque body. Lara puts an end to the mad scientist’s plans and defeats him before escaping the forgotten city and taking off with one of his helicopters.

outertale worldbuilding thoughts

HI SO I REALLY LIKE @outertale AND UH I KINDA BRAINSTORMED SOMETHING UP OF MY OWN because I might,, write,,,fanfic,,,,hi,,

it’s um really different from what’s said in their about because I thought it up before finding the Outertale blog. but like, I hope this is okay still?


basically i was thinking monsters were driven to the very very edges of the galaxy by humans millennia ago. intergalactic travel is extremely difficult due to the huge expanses of absolutely nothing between galaxies, as such the monsters are stuck living in this single area of an otherwise large galaxy. they are separated from the humans by the ebott nebula. it’s called a nebula but it’s actually an expanse of raging space storms and debris from a huge explosion caused by humans when they drove the monsters there. monsters themselves have become a myth in the human territories. however since humans are dicks explorers they’ve recently started to attempt to explore past the ebott nebula again.

the goal here for monsters is probably not so much breaking “the barrier” as much as get access to the rest of the galaxy again and not be in this cramped barely livable place. while the monsters still want to destroy the “the barrier” and have their revenge on the humans (for now), i imagine there might also be an emphasis on the other issues that the empire of space monsters faces, such as the overcrowding on some planets. it’s a genre thing?

anyway uh, many more thoughts under the cut.

Keep reading

Workplace Relations (RWBY Snippet)

Weiss had never been particularly inclined toward informality. There was a certain comfort to be found in protocol, and she knew better than almost anyone how to leverage the unspoken rules of polite discourse to her advantage. It was what made her such a terror in the boardroom and at the negotiating table.

Ruby, of course, was very much an informal person. Upon hearing that Weiss was once again locked up in her office, she was not at all likely to sit quietly in the lobby until called upon to enter the heiress’s domain. Instead, she was highly likely to head over to the closest fast-food restaurant to buy some of the junk food that Weiss proclaimed to detest, despite wolfing it down whenever Ruby brought some, before teleporting into Weiss’s office.

“Ruby.” Weiss scowled at her girlfriend with all the ire she could muster, which wasn’t much since she’d been awake for the better part of forty-eight hours finalising negotiations to secure the rights to several promising Dust strikes in recently reclaimed territory. “What have I told you about teleporting into my office? I could have been in an important meeting.”

Ruby grinned. “And what have I told you about not eating or sleeping? I’ll stop teleporting into your office with food when you stop going without food and sleep to get a deal done.”

Weiss huffed. “You’re hardly in any position to order me around.”

“Actually, I am.” Ruby put the food down on the table by the window and then sat on the edge of Weiss’s desk. She poked the other woman on the forehead. “See? You’re totally too weak to fight back.”

“I am not.” Weiss’s stomach grumbled. “Mere lack of food and sleep are not enough to defeat a Schnee.”

“Yeah, but lack of food and sleep plus me definitely are.” Ruby poked Weiss in the forehead again. “Come on, have something to eat. I brought junk food.”

Weiss tried to grab Ruby’s finger and failed. “It’s called junk food for a reason, Ruby. I hardly think eating that is going to make me feel better.”

“I got milkshakes…” Ruby’s voice turned teasing. “And brownies…”

Weiss’s stomach grumbled again. “Oh, screw it, let’s eat. I’m done with all my work for now anyway.”

Ruby laughed. “That’s the spirit.”

“You know,” Weiss said, going straight for her milkshake and the brownies. “I keep telling myself that I’m going to eat healthy, but then you come charging in with all of this junk food and…”

“You eat healthy about 99% of the time, Weiss,” Ruby replied. “It’s okay to splurge every now and then. Besides, you owe yourself a treat for all the work you’ve been doing. I know I’m not into the whole corporate warfare thing the way that you are, but I do try to keep informed. I know these negotiations are important.”

“They’re very important.” Weiss fought the urge to moan. These brownies were so bad for her, but they were so good. And the milkshake? Horrible but divine. “Dust is critical to our way of life, so ensuring a steady supply is vital. We’re going to have to run more detailed tests to be certain, but these newest strikes could be the largest we’ve hit in decades. The only trouble is the location.”

“The recently reclaimed territory,” Ruby said. Her brows furrowed. “Is that even approved for resettlement yet? I mean we’ve thinned out the Grimm there a lot, but they’re still running regular extermination missions out there.”

“It hasn’t been approved for settlement yet,” Weiss replied. “Which makes calling it reclaimed territory a bit of a misnomer. Still, we have managed to established several forward outposts. That’s where they’ve been running missions from, actually. At the current rate, we should be able to start more extensive operations within a year although I guess we could always get Yang mad and send her in. That would speed things up.”

“It would.” Ruby passed Weiss another brownie. Weiss must have been starving. “So… if this whole thing works out, you’re going to be even richer, huh?”

“I suppose so.” Weiss paused. “I’m not doing this for the money, Ruby. I already have more than enough. This is about the future. No Dust means no future.”

“What happens after we run out of Dust?” Ruby asked.

“Given the current rate at which we are using Dust, and taking into account expected increases in usage, our current supplies should last at least another century,” Weiss said. “So it’s not like the world is going to end tomorrow, never mind what some people think.” She made a face. There were always people claiming that the world was about to run out of Dust. “And we are looking at alternatives, such as artificial Dust production.”

“Artificial Dust production?” Ruby leaned forward. “You can do that?”

Weiss took another sip of her milkshake. “I’m only telling you this because I know I can trust you not to spread it around, but my family has been conducting research on artificial Dust production for almost five years now. Given our position in the Dust market, artificial Dust production is pretty much the only thing that could knock us off the top spot, so we’ve decided that if anyone is going to work out how to do it, we will.”

“But can you?” Ruby loved listening to Weiss talk about things like this. The only other place the Schnee seemed more alive was in the midst of battle.

“Not yet,” Weiss said. “But we’re getting closer every year. I suspect that we’ll be able to do it within the next decade or so. Of course, the first few generations of artificial Dust will be inferior to normal Dust, but it’s the proof of principle that’s important. Once we make artificial Dust, then we can worry about improving it.” She nodded firmly. “If we can mass produce Dust on an industrial scale without having to mine it, can you imagine what that would do? It would drive prices down and allow for far greater research and innovation due to improved access. It would… change everything. We might even be able to take back all the land we’ve lost to the Grimm over the years.”

Ruby stared at Weiss for a moment and then smiled. “You’re amazing, Weiss. I mean that.”

Weiss blushed. “What?”

“It’s just… you know me. I’m not exactly a big picture person. I lead missions and everything, but you’re here thinking about the future, and I don’t mean just the next mission. You’re thinking decades ahead, maybe even more. It’s… it’s really something.”

Weiss put her milkshake down and patted Ruby’s hand. “Ruby, you’re not giving yourself enough credit. Why do you think people like me can even worry about the big picture? It’s because people like you are out there making a difference right now.” She paused, and her blush deepened. “And… look, I’ll be honest. I started thinking about the big picture more after I met you and the others. One day… I’d like to have children, Ruby, and I’d like to have them with you. I don’t want them to grow up in a world without hope. I want them to grow up in a world when victory against the Grimm is not just a dim hope but actually a strong possibility. Yang, Blake, the others… they’ll probably have kids one day too. I want them to be part of that brighter future. I want my family’s company to stand for something more than just money. I want it to stand for hope.”

Ruby was silent for a long time, and Weiss felt her gut clench. Had she said too much?

“Weiss, you are so awesome.” Ruby smiled. “And I am so, so glad we met.” Weiss breathed a sigh of relief, and Ruby gave her a mischievous grin. “But children? We’re not even married yet.”


“I mean I know people don’t have to be married to have kids, but I want to be, and really, the only person I want to marry is you, so…” Ruby took a sip of her own milkshake. “You’ll have to propose.”

“What?” Weiss gaped. “Me? Why do I have to propose?”

“Don’t you want to?”

“Of course, I do!” Weiss made a face. “But that’s not the point. Why can’t you propose?”

“I guess I could.” She reached for another brownie and held it up. “Most beloved Weiss…” The heiress’s eyes widened. “There’s something I’ve been meaning to ask you.”


“Can I have this brownie?”

“Gah!” Weiss growled. “Ruby!”

As Weiss chased her around her office, Ruby allowed herself a smile and patted the small box in her pocket. Not today, but soon, very soon. 

Beta Than Ever: The Future of KSP
Hey guys!

It’s time we talk about THE FUTURE. I don’t mean hoverboards and self-tying sneakers (2015, we’re counting on you), I mean the future of Kerbal Space Program.

The next update will mark a big milestone for us at Squad, as it is the last update focused on Career Mode. After the next release, Kerbal Space Program will reach an internal milestone we call “Scope Complete”.

Let me back up a little here and explain what Scope Complete means, it means KSP now has all the features we considered vital to be in the game that HarvesteR came up with so many years ago. It doesn’t mean the game has everything we want it to have, it means it has everything we considered necessary for it to be Kerbal Space Program. It means everything the game is supposed to have exists, even if only in a minimal form.

Scope completion means that every big system that the game needed is there, some closer to completion than others, of course, but they’re all there. So, what’s next then? This is the good news: After Scope Completion, development focus shifts towards completing those unfinished features, balancing and adding some smaller stuff. No more groundwork, no more laying down infrastructure. We’ve finished building the kitchen, it’s time for us to start cooking.

As soon as the next update is released, KSP will enter a new phase of development, which for want of a better term, we’re calling ‘Beta’. Beta development is going to be a new stage for the project, and that also means our development workflow will change, and by consequence, this will have an effect on the releases. There shouldn’t be any huge updates that we have to build for months on end and still have to release with barely more than enough content to showcase the system. 

Beta means we’ll be focusing on creating content, on using the tools we’ve built. It means a different approach to selecting which features go in, since we won’t be constrained by the development constraints of one feature requiring another. Priorities should level out, which means the things we consider important should also match what everyone considers important. Beta essentially means we’ll be working a lot more on stability, usability, performance, balance, aesthetics, all the while still throwing in little and some not-so-little things we hope you will enjoy. 

To make this clear to everyone, we’ve decided to not call the next release version 0.26, as convention would have it. Instead once the update is out, we’ll be officially in Beta, so we’re calling the next release version 0.90.0 (zero-ninety-zero).

There’s a ton of things we’re constantly discussing internally regarding what exactly we’ll add during Beta, but I figure we should at least tell you about the first two things we really want to add to the game before we can call it anything close to ready:

Overhauled Aerodynamics - The current system has been fantastic at… existing, really. It can’t be beat at ‘being a system that exists and works within KSP’, but we can do better. We’ve been a long time planning a major overhaul to make it more realistic, reliable, predictable, and hopefully a lot less arcane.

Deep Space Refueling - We’re aware there is one big end-game mechanic missing in the game: Being able to refuel a vessel once you’re out in Space. This is what we originally set out to achieve with the old Resource Mining plan and saw ourselves running into a very tedious dead-end. The Resources system was flawed because it overcomplicated accomplishing a basic need: To be able to find something out in space which can be used to fill up the tanks again. That’s the essence of it, and we don’t need 40+ single-purpose parts and 9 different resources to do it. In fact, all that complexity was going to be very effective at making sure most attempts to build a refueling outpost would fail. We are now planning a new, more elegant system, which hopefully will add a new, fun element of gameplay, as well as the massive boost to continuity this feature implies.

Here is also a (not so) small FAQ with some answers we imagine you’ll probably be wanting to ask about:

Q: You’re not pulling the plug on KSP, are you?
A: Of course not! We still have a long way to go. We just want to let everyone know we’re going to reach a new stage of development soon.

Q: I won’t consider KSP complete until Feature X is implemented!
A: That’s not a question. However, if you asked everyone which features they would like to see in KSP, you’d get different answers from just about everybody. We all have our wishlist of ideas and features we’d like to see, us devs included. The fact is, we must be very level-headed here with what we want to do, and what we can in fact achieve in the time we have. That’s not to say of course, we aren’t planning to tackle the biggests requests from our community. Just remember that all features are judged in a big-picture perspective, and how it affects the game experience for everyone, and sometimes even what would seem like fun ideas are going to fall outside the scope of the game, or just be plain too much to take on. Time and Manpower is our main limiting resource now, and that must be spent wisely, pursuing the goals that will add the most enjoyment for everyone.

Q: What about the features you “promised” on the Wiki’s Planned Feature List?
A: That list is maintained by the community, and doesn’t imply any promise on our part. In fact, the best thing to do about that list is disregard it. We did implement a significant portion of it, in any case, but let me go ahead and quote the very first lines on that page: 

This list is not an official road-map for KSP. It is maintained by the community, and has no direct relation to what may or may not be included in the final product. 

Q: Can you give us an official list of planned features for 1.0 then?
A: Not without a time machine. Seriously though, any lists we publish can only result in leaving people disappointed. The problem here is that no amount of disclaimers and notices will keep everyone from taking every feature on a list as a commitment from us. We don’t want to commit to anything we’re not sure about ourselves, so if we do have to leave something out, we should be only ones to be disappointed. It’s not great, we know, but it’s for the best.

Q: Are you going to make KSP more realistic?
A: That depends. Does that added realism make KSP more fun? The key point to keep in mind here is that KSP is a game first, a simulator second. We want to add realism in places where we feel those additions will make the game more enjoyable, but we aren’t just going to add realism features just for the sake of being realistic. 

Q: How long until 1.0 now, then?
A: That’s a very good question, but I’m afraid it’s kind of the same as asking ‘when is the next release coming?’. We can’t give you a release date, because chances are high we’ll end up changing it afterwards. Knowing in advance will only lead to disappointment. 

Q: And after 1.0 comes out, is that the end?
A: Nope. There’s still going to be a lot to be done even after that, but when we hit 1.0, KSP will be coming out of Early Access. Our main focus during the Beta phase will be to improve the overall playing experience of the game as much as possible. Once we’re outside the Early Access umbrella, KSP will have to stand on its own as-is, and not rely on upcoming features and perceived potential affecting players’ opinions. That’s not to say we rely on that now (or have ever), but that’s an unavoidable side-effect of being in Early Access. People will fill in the gaps with imagined features, and no real addition can hope to live up to everyone’s hopes and expectations. We can only try our best to have a solid game when release time comes.

Q: What’s coming after 1.0 then?
A: Now we’re getting way ahead of ourselves. Let’s wind this back to the near future.

Q: What about Multiplayer?
A: Multiplayer is something we’ve been working on for quite a while, but it still has a long way to go before it’s ready. MP is planned for after 1.0. So that’s still coming, but let’s take this one step at a time.

Q: Does the term Beta really apply here?
A: Not in the strictest sense, but then again, there isn’t a term that would better describe what we are planning. Beta is the period in software development when all planned capabilities are implemented, and dev focus is centered on polish and bugfixing. Yes, we do that already in experimentals, but we’re going to be doing it in a wider scope during Beta phase. For an update’s QA and Experimental periods, testing is focused mostly on the new features being added. Beta means taking a step back, and seeing all areas of the game under equal focus for testing and improvement. We know there are several bugs we haven’t fixed yet. This is the time to make those fixes and assure the game is working as well as possible. The term Beta is definitely fitting here.

Q: Does that mean we’re going to have access to Experimental releases?
A: No. We’re still going to go through the same branch-testing->QA->Experimentals system as we have always done. I’m just saying we’re going to work on the game under a wider perspective, more focused on the overall experience than on any single feature. This could translate to more ‘diversified’ changelogs on each release.

Q: Are ‘Beta’ updates going to be released quicker?
A: We hope so, but we can’t make any promises. We have tried shortening updates once before, and became aware of how the QA and experimental phases don’t really scale in proportion to the shorter update, so the result was that we spent more time testing, and less time developing, which needless to say, wasn’t very efficient. We’ll have to find our stride again for Beta, just as we did during Alpha.

Q: Are updates going to be released in a regular interval?
A: Most likely not. Imposing such a strict process on us would either cause features to be rushed to make a release, or some releases having very few features on them. Probably both. The plan is to play it by ear, and do a release when we feel we have something worth releasing.

Q: I’m still concerned this means you’re going to abandon KSP.
A: We know, and this is why we’re doing this announcement now. We want to give everyone as much early notice as possible about what’s coming up, so nobody runs into any surprises. We’re not even in Beta yet actually. There’s still the next update to go, and after that, a period of Beta updates until 1.0, and even after that, we still have more stuff planned. So worry not, we’re going to be at it for quite a while. 

Q: Are you going to add more whatever-it-is-you-want-added? 
A: We want to add as much content as we can during Beta, but time is the main limiting factor, and development manpower is finite. We’ll have to make choices through the Beta period about what we want to add, against how much time and effort that will take, compared to adding something else instead in the same span of time. As always, we’ll be weighing the gains of adding some piece of content versus another, and choosing the ones we feel will have the best effect in improving the game overall. 

Of course, some areas are obviously short on content at the moment (Contracts and Biomes come to mind). Those are going to be highest on our lists as they’re the least developed sets of content at the moment. The logic behind reaching for Feature-Completion and 1.0 is very similar to the logic we used to reach for Scope Completion. We focus on the area of least development. The good news now is that the area of least development is always going to be something we already have in the game, and the lack of content there is likely noticed by everyone already.

Q: Are you going to integrate “Mod X” into the game? (a.k.a. Q:How can I get my mod integrated into stock?)
A: This depends on several factors. First of all, we have to ask ourselves: Is this mod doing something we wanted to do ourselves already? Some mods, awesome though they are, aren’t part of what we have planned for KSP, and that’s fine. That’s why we support modding in the first place, but it also means a mod isn’t going to be auto-added just because it’s cool. 
Second of all, if we do find a mod that does exactly what we wanted to do ourselves, and it’s done well, follows the style of the game, all that stuff, then we get in touch with the author, and we get the conversation rolling from there. There isn’t a system for adding a mod into the game. That said, we very well might find mods that do stuff we wanted to do, and we wouldn’t want to reinvent the wheel if we can avoid it.

A: Being in version 0.25 now, don’t you have 75 updates left to do before 1.0?
Q: Eek, no! Thankfully, version numbers don’t work that way. The minor version (as the ‘n’ in v0.n.0 is called), isn’t a decimal fraction of the major version. There isn’t a pre-established convention in the software industry on how to increment version numbers, so each studio tends to do it in their own way. We’ve been relatively consistent with our versioning scheme, adding 1 to the minor version on each new update, and a 1 to the revision number when we release hotfixes and small patches. So the answer here is, there won’t be 75 updates between 0.25 and 1.0 in the same way we don’t have to release 10 revisions to go from 0.24.0 to 0.25.0.

A: How is ‘release 26’ going to be identified as Beta then?
Q: We’re going to call our first Beta version KSP v0.90.0 (zero-ninety-zero, or oh-ninety-oh if you live across the pond), to make it clear to everyone that KSP is nearing a state of completion. Of course, that doesn’t mean we plan to do exactly 10 Beta patches to reach 1.0. It could be more, it could be less, we can’t tell. If we run past 0.99. the next version could be 0.100.0, or we could change the system a bit, and increment the revision numbers instead, depending on how much we feel a release has added. In a way, Beta updates really are more like revision patches actually. We’ll keep announcing new releases as we have always done in any case, so just hang around the community and you’ll never miss a release.

We want to thank you from the bottom of our heart for supporting our crazy project all the way from the earliest alphas builds up to Scope Completion, and we hope you’ll stick with us from here through Beta and up to the long-awaited 1.0

Many Cheers,

The KSP Development Team, and everyone at Squad.