Coral Laranja

248 posts

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Coral Laranja

Coral Laranja

@Dodocateon

interests: Animals, Art, Behaviours, Differences, Empathy, Fantasy, Games, Music, Nature, Stats, Stories, Walks INFP || pfp character belongs to @cobalt_requin

Lisboa, Portugal Katılım Ağustos 2014
134 Takip Edilen9 Takipçiler
Coral Laranja
Coral Laranja@Dodocateon·
@aki100gs1 Exactly! I wish there were officially more casual clothes, there's so many pretty ones from the NPCs! The clothes I shared are usable because of a mod on PC, and although I prefer playing without mods, I can't say no to more clothing options... (⁠^⁠~⁠^⁠;⁠)⁠ゞ
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aki
aki@aki100gs1·
@Dodocateon これは素敵✨ ゴツい鎧もいいけど、こういうサラッと着られる普段着っぽいのが欲しい✨🥰
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aki
aki@aki100gs1·
バクバタルの衣装いいですよね〜✨️ 欲しい… #ドラゴンズドグマ2 #DD2
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Coral Laranja
Coral Laranja@Dodocateon·
@sickofcrowds For research purposes, I can say I wasn't aware of your profile but your posts revealed themselves to me now. I'm positive Phaseus *will* unravel at least some of the world's secrets eventually. 🤞🏽 (Great artwork!)
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Woden
Woden@sickofcrowds·
With the help of Lord Phaesus, I discovered that my posts are not discoverable to anyone that is not already aware of my profile. Interesting findings, I shall report them to the magick research lab anon
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Woden
Woden@sickofcrowds·
Trying to figure out if I'm still shadowbanned with a study of Lord Phaesus the unraveler of mysteries. He's probably one of the most underrated characters I can think of, although for reasons I can understand. Sadly. #DD2 #DragonsDogma2 #ExpandDD2 #TheArisenWantMore
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Okami
Okami@OkamiOfficial·
🌸🎉 Celebrating the #Okami series' 20th Anniversary! 🎉🌸 April 20, 2026 marks the 20th anniversary of Okami! We'd like to express our heartfelt gratitude to the community for your support. Thank you! To mark the occasion, the official 20th anniversary website is available now. The site features new a 20th anniversary illustration by Mari Shimazaki, one of the character designers for Okami. The red ribbon symbolizes the “en”—the bonds—between the characters of Okami and the community, bringing together Amaterasu and the game’s distinctive cast in a vibrant, tightly composed illustration. The calligraphy character for “en” (“縁”) featured in the artwork was gracefully penned by calligrapher Masumi Narita, who also designed the Okami logo. We hope you will continue to enjoy and support the Okami series in the years to come. 👉 Visit the special anniversary site here: capcom-games.com/o-kami/20th/en… #Okami #Okami20th
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Captain Falcore
Captain Falcore@Captain_Falcore·
I'm sorry, I had to! 🤣
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Coral Laranja
Coral Laranja@Dodocateon·
@TheSiaromm @thomasmahler @georgebsocial High expectations are a double-edge sword, but they are well placed here. The friend who first showed me the game is exactly in your situation—bought the game and is waiting for the 1.0 release. As for me, someone who've tried it, it's a great game with a great base combat. 5★
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Alex
Alex@TheSiaromm·
@thomasmahler @georgebsocial The passion with which you talk about the game was enough to make me buy it. I haven’t tried it yet because I want to play it only when the full release comes out, but I’ve been hearing only good things about it and my expectations right now are extremely high.
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George Broussard
George Broussard@georgebsocial·
Elden Ring is probably peak game design for me personally the last 10-15 years. I'd play that style of game endlessly. I ache for more. What's your peak game?
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Coral Laranja
Coral Laranja@Dodocateon·
@thomasmahler If only Dragon's Dogma could follow the same process, they have such a nice base of world and combat. I believe your way of development should be the future-way to go about some games. It's at a point where it's hard and expensive to restart. I see a few downs, but progress!
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thomasmahler
thomasmahler@thomasmahler·
With No Rest for the Wicked, we're in an extremely interesting space right now after we shipped our Together update and are gearing up for 1.0. Let me ramble and share my thoughts for a minute: We never built Wicked as 'one game' that we finish and then replace with a sequel. We built it as a foundation, a platform. Over the past 5–10 years, we’ve created hundreds of thousands of assets, animations, systems, tools... we basically crafted an entire world. And I truly believe that the work we put into crafting Wicked that way will compound in value in the weeks, months and years to come. To me, this is a quite radically different development approach that could potentially even change how larger publishers look at game development. For Wicked, we’re going with an expansion model. Big campaign expansions will always be looming up ahead: More areas to explore, more story to unravel, more cinematics to experience, in short: More of your traditional ARPG fare. But in-between those expansions, me and some of my design team will always keep trying to push new ways of play into Wicked in order to potentially create that 'forever game' that many of us have always been dreaming of (I think in many ways the allure of that was what spawned the 'Metaverse' craze a few years back). My point is: For the past 30+ years, when a games studio finished a game, they either made a sequel while starting mostly from scratch or they started to develop an entirely new IP and usually had to rebuild everything. But I think we're finally at a point where it makes sense to break that old model: Because of the foundation we have, if we plan to fully commit to building a rogue-like that could rival Hades and other genre-references out there, we automatically have a huge leg-up by simply being able to already use our combat system and everything we've built so far. We don't have to reinvent the wheel or start from 0 and spend years building a base. Often times in development, the first couple of years are spent on pre-production where you figure out the world, the characters, the design, the systems... and usually then there's a mad rush when you fully enter production to pull all these pieces together in order to actually make the game that was dreamt up in these years prior. But given our foundation, we're now able to jump straight into the actual meat and potatoes of just crafting the game we want to make. That would only be possible if Wicked remains as one game that we'd keep expanding upon, which is currently still our intention. I've been frustrated in recent years because I think Survival Games are a bit stuck and so far I think Survival Games work more because of their addictive systemic loops instead of the perfection of all their core pillars. Case in point: I couldn't name a single survival game out there that has an insanely rich combat system. I'm sure devs had to spend most of the development time on other stuff and... rightly so. But... if we want to craft a survival game, we basically get the combat 'for free' since we already built it and spent years refining it. No publisher out there would fund a survival game where the pitch is 'This will be a survival game with combat as deep as Elden Ring!' - Everyone would understand that the costs would be horrendous and you'd question if the designer has properly done his homework. But if we do it based on the foundation we already built, suddenly that goal becomes entirely feasible. I recently discussed this idea with a senior person at Riot and got the same confirmation: If you'd want to build a new type of MOBA, one based on an animation-commit combat system instead of their old point and click foundation, you'd get booted out the room. Unfathomable, too costly and way too risky. And... they might be right. Unless you already have all the bits and pieces. Whenever I share this core idea with gamers, sometimes people draw comparisons to games like Spore. But the analogy isn't apt: Yes, Spore tried to be many games at once, but it was all built simultaneously, and then shipped as a packaged product. That doesn't work, it's too complex of a task and our brains aren't built that way. Wicked is the polar opposite: We started with one extremely solid core - our ARPG campaign. Now we expand outward, over time, in modules that share DNA. In many ways, this is close to what Will Wright was dreaming up in the 90's: Interconnected systems across different experiences. That idea was just too early back then and the infrastructure to deliver that didn't exist. But now it does. If we execute properly and don't do something really stupid, No Rest for the Wicked has the potential to become one of the first true 'forever games' and the 'endgame' experience would go far beyond what's traditionally seen in ARPGS: Not in the sense of endless grind. But in the sense that you don’t have to leave the game if you want something slightly different. You just pivot inside it. The ARPG campaign will always be the heart. And with 1.0, I think we'll deliver on that in spades. But when you finish a quest and feel like doing something else for a while, I believe the world should be your oyster. It's all incredibly ambitious and - frankly - quite insane. But so was building Wicked in the first place 😂🤣
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rins
rins@risorins·
reply with a league champ and ill draw it from memory 🧐
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Coral Laranja
Coral Laranja@Dodocateon·
@Captain_Falcore I personally enjoyed the ideas of not forced PvP but still present by player choices and economy actually having meaning as part of progress, not just for "hats". You had me think about it till I fell asleep that day, the possibilities but also the problems. Keep it up, Captain ~
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Captain Falcore
Captain Falcore@Captain_Falcore·
Yesterday’s video was a bit nerve racking to say the least, for a few reasons. First off, I would never want to piss off the people I respect who actually create the game. I also didn’t want to become known as “that guy” who’s always negative, every community has one and no one invites him to parties. But you bloody beautiful people did not disappoint. The comments weren’t full of doom scrolling or bad takes, just genuine love for the game, real hope that things will get better, and relevant feedback. Sure, there were a few plinth standers here and there, but I was half expecting a full blown “let’s talk shit about the game devs” festival from people who clearly didn’t watch the video. Instead, you actually did. Weird, but appreciated. And with a 28 minute viewer average on a 30 minute video, those are solid stats for any YouTuber, especially one quietly bracing for impact when hitting upload. Thanks guys.
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park bom orixá vivo
park bom orixá vivo@orixaparkbom·
@Spideraxe30 what happens to all those motion comics after the event ends? is there a page in league’s website that i don’t know about?
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Spideraxe
Spideraxe@Spideraxe30·
For the Fallen Motion comic drops Feb 4
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日野晃博
日野晃博@AkihiroHino·
レイトンブースは巨大ジオラマの間に試遊台があるという凝った作り。レイトン最新版はかなり絵が綺麗になっていますのでぜひプレイしに来てくださいね!
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Coral Laranja
Coral Laranja@Dodocateon·
@Tdawgx1977 @FANTASYLIFE_EN Sorry, I don't know what you mean by "gofr", but there's the possibility to gift items online. I sent you a message, it should be easier to talk about the topic there
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FANTASY LIFE Series
FANTASY LIFE Series@FANTASYLIFE_EN·
✨My Fantasy Life Journal✨ Patience is the heart of fishing… But Teruha, you haven't even cast your line yet. 🎣 #FLi
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Tdawgx77
Tdawgx77@Tdawgx1977·
@Dodocateon @FANTASYLIFE_EN i have god fish moss from Don, he sell it, hasnt sold godfish yet. Mostly i need it for the painting, its the one of 2 quest left i have. that and the medium poison bombs +
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Coral Laranja
Coral Laranja@Dodocateon·
@Tdawgx1977 @FANTASYLIFE_EN Do you want the Godfish for something or just pointing out that it's rare? If there's anything you need help with, I'd be happy to try to help
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Tdawgx77
Tdawgx77@Tdawgx1977·
@FANTASYLIFE_EN ive gotten all my areas up to rank 6, ive been the treasure trove many many times, ive yet to see the god fish or get any of those weird looking branches i see when i replant a grove btw, 200k to rank up to level 7 is a bit extreme.
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Coral Laranja retweetledi
FANTASY LIFE Series
FANTASY LIFE Series@FANTASYLIFE_EN·
Version 1.5.0 Release Announced!🎉 Introducing the brand-new version of the Digital Clock, back by popular demand! Follow & Repost for a chance to win: 🎮 Fantasy Life i Game Code or 🕒 This Original Acrylic Digital Clock! Kick off your day with FLi's main theme and feel the call of adventure!🐲 #FLi
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Coral Laranja retweetledi
FANTASY LIFE Series
FANTASY LIFE Series@FANTASYLIFE_EN·
Celebrating 1.2 Million Copies Sold Worldwide! Follow & Repost for a chance to win: 🎮 Fantasy Life i Nintendo Switch 2 Game Code or 🕒 An Original Acrylic Digital Clock Get your morning started with the power of metal! 🤘😆 #FLi
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Coral Laranja
Coral Laranja@Dodocateon·
@poysonaagain @AussieRiolu @FANTASYLIFE_EN That's right, Level5 has it on the 1.4 Update notice that 3 of the new challenges unlock at Area Rank 5. My ranks are above that. I've tried a bunch of things to hopefully trigger it to appear, but they haven't showed up to me yet. I'm assuming there's just something wrong.
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FANTASY LIFE Series
FANTASY LIFE Series@FANTASYLIFE_EN·
Version 1.4.0 Now Available! Plenty of stylish new gear and adorable furniture have been added, giving you even more ways to customize your look and decorate your home. Customize your avatar and house with everything you love, and express your own unique style! ✨ #FLi
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Coral Laranja
Coral Laranja@Dodocateon·
@AussieRiolu @FANTASYLIFE_EN Yes, seems they weren't activated or so? Even the glitter one has a low chance of dropping the new material. 2 in 12 so far for me. Same for you?
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Coral Laranja
Coral Laranja@Dodocateon·
@AussieRiolu @FANTASYLIFE_EN Can confirm the same happens on Steam. If I may ask—Have you found the new Gathering Area Challenges yet? So, the "Evil Primeval", "Dragon Dare" and "Lordly Shark?" ?
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