mothernaturenetwork:

Stunning new orchid species discoveredDiscovering new orchid species is a rare thing as the flowers tend to grow in either inaccessible places or in regions where their habitats are being rapidly destroyed.

It looks like a milk maid screaming and running away from a swarm of bees.

mothernaturenetwork:

Stunning new orchid species discovered
Discovering new orchid species is a rare thing as the flowers tend to grow in either inaccessible places or in regions where their habitats are being rapidly destroyed.

It looks like a milk maid screaming and running away from a swarm of bees.

outellect:

on a scale from 1 to sansa stark, how much do you regret your childhood crush

The Last Unicorn is going on tour across Canada! If you haven’t seen this movie before or you are a die-hard fan like myself, now is your chance to see the movie as it was intended to be seen: On the Big Screen! The tour is supposed to continue into the USA and other parts of the world straight through until 2016, but if you live in Canada, this looks like it will be your only opportunity. Plus, did I mention PETER S. FLIPPIN’ BEAGLE will be PHYSICALLY PRESENT at the screenings?
I’ll be at the screening In Edmonton this Wednesday. I am very excite.

The Last Unicorn is going on tour across Canada! If you haven’t seen this movie before or you are a die-hard fan like myself, now is your chance to see the movie as it was intended to be seen: On the Big Screen! The tour is supposed to continue into the USA and other parts of the world straight through until 2016, but if you live in Canada, this looks like it will be your only opportunity. Plus, did I mention PETER S. FLIPPIN’ BEAGLE will be PHYSICALLY PRESENT at the screenings?

I’ll be at the screening In Edmonton this Wednesday. I am very excite.

stickyfrogs:

Today’s secret frog meeting ended early when everyone needed a nap.

stickyfrogs:

Today’s secret frog meeting ended early when everyone needed a nap.

Whenever a child hurts themself, no matter how serious the injury is, my immediate reaction is to reassure them that they’re fine. The reasoning for this is two-fold: 

1. If the child is seriously hurt, getting them medical attention will be easier if they are calm. Reassurance can also help prevent shock from setting in.

2. If the child is not hurt, reassuring them typically prevents them from crying automatically. Many children (I did this myself as a child) will gauge the severity of their reaction by the reaction of the adults around them. If I tell them they are all right, they take me at my word and move on almost immediately.

All this information is very important for the story I am about to tell.

I recently got a new job as an interpretive guide at a zoo. On one of my first days on my own, I was positioned outside the seal/fur seal habitat. While I chatted casually with some members of the public, a young woman approached the enclosure and lifted her toddler up to the glass to watch the fur seals. The toddler, having about as much coordination as a typical child of that age, bumped their head on the glass. Immediately, without thinking, I said, “You’re all right, you dork.” The child, seemingly content with this information, resumed watching the seals.

The woman turned to me. “Did you just call my child a dork?”

Realizing my error, I stammered, “I meant it affectionately? I literally call everything and everyone dorks! I’m sorry! I wasn’t thinking.”

Fortunately, the woman wasn’t offended. She just laughed and agreed that her child was indeed a bit of a dork.

The takeaway message from this story is that I somehow got a job dealing with the public without having anything resembling normal social skills. Good job, me.

AIKONIA VOLUME ONE - 25% OFF SALE FOR NO REASON!

madsoft:

We’re doing a short 25% off sale on the first volume of Aikonia!

The offer ends on April 30th, 2014 at midnight MST and is only available for the first 100 sales. We also reduced shipping prices so, if the prices were holding you back in the past (and you were super jealous that all your other friends had their own copies), now’s your chance to get a copy of your own!

The comic also includes a PDF that contains the original report that Cyril delivered to the council on Page 7 and Katie Tiedrich’s original sketches for the entire first chapter of the comic! The PDF will be immediately downloadable after your purchase to hold you over until you receive your physical copy :)

cubewatermelon:

I drew some aminals

Creating the NPCs of Project: Velyria

madsoft:

The story of Project: Velyria is, at its core, one of survival. It is the story of a group of colonists pitted against monstrous foes without an end in sight. But fighting monsters and exploring tunnels can only carry a story so far. We knew the meat of the story would have to be in the game’s characters.

When we began designing characters for Project: Velyria, we knew we wanted a rich history for the world. We wanted to establish prior connections between the NPCs and to outline their previous lives on the Homeworld. That history could then be used to dictate their actions, reactions, and beliefs. This decision, to give the NPCs a greater than average depth, helped further define the mission and conversation systems. Missions wouldn’t only move the Player Character’s story forward, they would also advance the stories of the NPCs.

Broadly, NPCs can be separated into one of two categories: Story or Side.

The Story NPCs are central characters to the main story-line. They are given a chance to grow and change over the course of the game, developing relationships with each other and with the Player Character. You can read the Colonist Records of two of Project: Velyria’s Story NPCs here. Side NPCs, on the other hand, are more one dimensional. While they have still present strong personalities, their wants and needs err on the simpler side. Many Side NPCs are not reoccurring characters and the missions they present are not essential to the completion of the main story-line.

To interact with NPCs and claim missions, players must navigate through Velyria’s central base which is divided into twelve sectors, each with its own set of NPCs. There, players are able to hold conversations with the NPCs of that sector. The conversations are branching, and may reward the player with items, missions, codec numbers, or general information about key plot points. Conversations help give the missions context in the world, allowing characters to react to the progress made by the Player Character.

image

The physical appearance of the NPCs was the very last thing to be designed. Our artists were tasked with designing the NPC portraits (you can watch the illustrative process on our Youtube channel). The writers’ ideas for the characters were used as a springboard for the initial sketches. Each Story NPC was given an appearance to match their personality, history, and class. While all of the Story NPCs were given their own unique designs, the Side NPCs couldn’t be afforded that luxury.

As we wanted to represent a diversity of body types, each main class was illustrated sixteen different ways. We wanted to avoid restricting any particular body type, sex, or gender to one type of role in the colony. Even though the Homeworld is not Earth and the colonists may not be very humanoid under their suits, our players are on Earth with human bodies and we believe they deserve to see themselves represented in the game’s characters.

image

The above Side NPC portraits are in the line art stage of the illustrative process. The portraits are not final and are subject to change before the release of Project: Velyria.

In summation, Project: Velyria’s NPCs and story compliment one another. While the bare bones of the plot were in place before the creation of the NPCs, the NPCs themselves have had a significant impact on the narrative. By allowing the plot to change alongside the characters, we hope we will have created a story worth playing.

Click here to read Project: Velyria’s introductory story.

Click here to watch the announcement trailer.