I'm a transgender (mtf) gamer, artist, writer, environmentalist, and am also aspiring to be a content creator (YouTube, NexusMods, etc.), activist and game designer.
I'm the founder of "Fantaji" - a sc-fi fantasy story series I've mostly kept to myself (because I've been too shy to publish new stories about it over the years, admittedly). One day, I hope to give myself the confidence needed to post new stories regarding Fantaji - stories that take the criticism I've taken during my high school years.
Favorite games:
Supreme Commander (including Forged Alliance)
SOMA
Warhammer 40K: Dawn of War
Stellaris
Fallout: New Vegas
Dead Space
Fave colors:
Pink
Mint
White
Black
Baby Blue
Light Grey
Fave foods & beverages:
Salami
Dr. Pepper
Fanta (German orange soda brand)
Green Bean Casserole
Broccoli
Strawberries
Most flavors of ice cream
Most forms of chocolate
Burger King (sue me :P)
Social Media:
DeviantART - MediaMix1
Twitter - @TruMediaMix1
Facebook - Riley Klein
As of now, I'm wrapping up the first semester of my second year of college - and whoo boy, it was a rough one. The campus bookstore had issues delivering my class supplies the whole time (most importantly, my textbooks), so I had to make due with what was presented in my classes as well as complete my assignments on time. I didn't do too well overall this semester, unfortunately. On the bright side, I've been taking steps to make sure this doesn't happen again in the next semester! <3
With all of that out of the way, let's talk about what I'm up to right now. As of today, I plan on spending much of my time on working on my projects for Supreme Commander: Forged Alliance. This will include downloadable maps (both multiplayer and singleplayer) and some cool ideas I have for mods. If things go my way, each respective project will be obtainable on both ModDB and Forged Alliance Forever's vault when it's it's ready to be shared with everyone.
Inspired by a mod from Forged Alliance Forever I found, Pimp My Experimental will allow you to Customize most, if not all, of the vanilla Experimental units. I won't go into the specifics for this blog, as I'd prefer doing so for when I make a page for the actual mod itself. I currently intend on having this be my first mod, should things go well. If I have any difficulties, I'll try and shift focus to an easier project until I get better at modding.
Engineers - love them or hate them, they're an essential part of a working army in SupCom gameplay. I have mixed feelings about them, however. On one hand, they're pretty cheap and have great build power overall (1 T1 ACU = 2 T1 Engies), allowing you to build up your base at an optimal rate while simultaneously reclaiming all the nearby props to help prevent stalling. On the other hand, pro players like Turinturanber can get to T3 air in 9 minutes (give or take) thanks to Engineer spam, and also - the UEF have the only non-SACU engineers that can actually shoot back at people attacking them. I hope on making a mod that'll change that by replacing Engineers with SACUs entirely. The SACUs will have their stats appropriately adjusted to avoid needlessly slowing down/speeding up the pace of the game and to prevent the possibility of "unavoidable early game stalling". With this mod, I hope to make it easier for players of all skill levels to manage a healthy economy while also making the loss of engineers (SACUs) much more impactful.
I'd gladly list some examples of my ideas for changes for each faction, but I think it'd be more fit to make that a blog of its own. I will say this, however: this is definitely gonna be on my list for "things to work on as I get better at modding". Changing the stats of all the vanilla structures? The units too? Yeah, that'd be a pretty big project - especially if I want it to be a balanced one and not just one for shits & giggles.
Nicknamed by me and my buddies on Forged Alliance Forever as "Total Mayhem Lite", Advancements of War is meant to be structurally similar to Total Mayhem, but in a way that doesn't basically slow your game to a crawl due to the millions-of-weapons-and-total-absurdity induced CPU usage. I hope on making this mod to sprinkle a bit more fun into the game's balance without coming at the cost of performance or at the cost of making every other unit in the game totally obsolete.
I always found it really... weird that mass deposits could only be harvested by the sci-fi equivalent of modern-day oil pumps. Even weirder was that these oil pumps had to be upgraded multiple times to maximize their efficiency. It makes sense in terms of game balance, but it makes no sense in terms of worldbuilding - and I'm not a big fan of the segregation of gameplay and story. Despite my concerns, I don't wish to start working on coding/modelling for this mod until I can really nail down some good ideas. I don't want to make a mod that no one will want to download because it'd totally screwball the economy of the whole game.
As a novice writer, the Templin Institute's videos have been a huge inspiration to me. Their videos documenting the various factions of "alternate realities" (fictional franchises) are designed somewhat like educational, historical content, and they also make videos going over aspects of worldbuilding (magic, naming a civilization, troubling flaws of some franchises' worlds, etc.). As a nice little way to show my appreciation for their content, I intend to make a completely new SupCom faction one day by implementing their Greater Terran Union from Stellaris into SupCom: FA. It'd be a tall order, but I think it's gonna be a lot of fun once I get to start working on it. :D
For fans of indie games and hardcore indie gamers, no matter whether these indies are commercial or freeware/opensource. This hub used for many indie...
Welcome to the Star Wars Club, a fan group dedicated to the Star Wars franchise.
A newcoming group for the development and/or publishing of mods, etc. founded by Riley Klein "MediaMix1". Members can agree to work on any project they...