Hello everyone. My name is Kwatar from the internet. You may know me. But you probably don't. Unless you do.
Look, I'm not going to mince words here. Over at Team Misty Orange, which is mostly all of me right now, we've been deliberating and considerating our plans and commincerating our words (I lied) about how best to progress the project. And so, I'm considering adding people because it will be better for the game overall and I have life balance issues!
Are you familiar with Misty Orange? Yes? WELL TOO BAD IM GIVING AN EXPLANATION ANY WAY
Project Title: NOT Pokémon: Misty Orange
Project Description: NOT Pokémon: Misty Orange is a dating sim parody of the early Pokémon games/anime. It's based on Pokébeach's 2008 interview with Masamitsu Hidaka, the former director of the Pokémon anime. There, Hidaka stated that they did not have plans to bring Misty back to the anime at that time. This was admittedly because Pokémon changed out the girls and slapped them into bathing suits to keep boys interested with new eye candy. The game parodies this by exaggerating and focusing on the role of the Pokegirls that Game Freak kept throwing away as cheap eye candy.
Plot Outline: Ten years ago, Ash Ketchum never left for his magical Pokémon journey. Instead, he hid in his mom's basement, played video games, guzzled energy drinks, and obsessed over his anime waifus. One Friday night, his favorite streamer and leader of the Water Gym (Misty!) announces she will marry whoever can beat her in a Pokémon battle by the end of the weekend! Armed with no potential, skills, or capabilities of any kind, Ash rushes off on a magical journey to win the love of his life! But will all those beautiful lonely girls along the way really let Ash get to Misty?
Unique Features: Misty! PokeGirls! PokeUI! Unhinged PokeComedy! More Misty! Animated visual scenes! Even more Misty! Some horror exploration sequences with a lot of wave and zoom effects. But Misty!
Kit Used: Pokemon Essentials V. 20, brought to you by RPG Maker XP, ft. Misty.
Team Name: Uncle Misty's Braised Misty Fans with Misty Syrup (eww) (the eww is part of the name). Actually, it's just the Not Pokemon Misty Orange dev team right now (NPMO dev). The name will be decided on at a later date when we get more people.
Team Members: Me. One guy joined last night but we're still setting up dev stuff.
Progress: Game is >50% done. There's a released demo (see link above). We're aiming for an April 2027 release. I'm generally on target for that release pending my life doesn't explode. But, more people would help ensure we get it done on schedule without sacrificing quality and my sanity, most of which is already gone. The whole game is planned to be around 7-8 hours, including the 2.5 hours of the demo.
Screenshots:
Demo Playthrough:
BLAH BLAH BLAH BLAH HOW DO I APPLY?
Here's a google doc! Fill it out and I will get back to you! You can also reply here. Please do. Just say you applied. Keep this topic alive. Keep it alive forever (fivever?).
https://docs.google.com/forms/d/e/1...b3ohGd9hc6KpjHX6Ka55St2fg/viewform?usp=header
https://docs.google.com/forms/d/e/1...b3ohGd9hc6KpjHX6Ka55St2fg/viewform?usp=header
https://docs.google.com/forms/d/e/1...b3ohGd9hc6KpjHX6Ka55St2fg/viewform?usp=header
Looking to Recruit: YOU!?!?!? Unless you're that filthy Google bot crawler that scrapes the internet for data. But, I'm open to anything, including:
Method of Contact: If you fill out the form and seem like a good fit, I will contact you. The project will be managed over Discord though.
Additional Information: That's pretty much it. Here's a free couple paragraphs from a book, though:
Thanks for reading!
Look, I'm not going to mince words here. Over at Team Misty Orange, which is mostly all of me right now, we've been deliberating and considerating our plans and commincerating our words (I lied) about how best to progress the project. And so, I'm considering adding people because it will be better for the game overall and I have life balance issues!
Are you familiar with Misty Orange? Yes? WELL TOO BAD IM GIVING AN EXPLANATION ANY WAY
Project Title: NOT Pokémon: Misty Orange
Project Description: NOT Pokémon: Misty Orange is a dating sim parody of the early Pokémon games/anime. It's based on Pokébeach's 2008 interview with Masamitsu Hidaka, the former director of the Pokémon anime. There, Hidaka stated that they did not have plans to bring Misty back to the anime at that time. This was admittedly because Pokémon changed out the girls and slapped them into bathing suits to keep boys interested with new eye candy. The game parodies this by exaggerating and focusing on the role of the Pokegirls that Game Freak kept throwing away as cheap eye candy.
Plot Outline: Ten years ago, Ash Ketchum never left for his magical Pokémon journey. Instead, he hid in his mom's basement, played video games, guzzled energy drinks, and obsessed over his anime waifus. One Friday night, his favorite streamer and leader of the Water Gym (Misty!) announces she will marry whoever can beat her in a Pokémon battle by the end of the weekend! Armed with no potential, skills, or capabilities of any kind, Ash rushes off on a magical journey to win the love of his life! But will all those beautiful lonely girls along the way really let Ash get to Misty?
Unique Features: Misty! PokeGirls! PokeUI! Unhinged PokeComedy! More Misty! Animated visual scenes! Even more Misty! Some horror exploration sequences with a lot of wave and zoom effects. But Misty!
Kit Used: Pokemon Essentials V. 20, brought to you by RPG Maker XP, ft. Misty.
Team Name: Uncle Misty's Braised Misty Fans with Misty Syrup (eww) (the eww is part of the name). Actually, it's just the Not Pokemon Misty Orange dev team right now (NPMO dev). The name will be decided on at a later date when we get more people.
Team Members: Me. One guy joined last night but we're still setting up dev stuff.
Progress: Game is >50% done. There's a released demo (see link above). We're aiming for an April 2027 release. I'm generally on target for that release pending my life doesn't explode. But, more people would help ensure we get it done on schedule without sacrificing quality and my sanity, most of which is already gone. The whole game is planned to be around 7-8 hours, including the 2.5 hours of the demo.
Screenshots:




Demo Playthrough:
BLAH BLAH BLAH BLAH HOW DO I APPLY?
Here's a google doc! Fill it out and I will get back to you! You can also reply here. Please do. Just say you applied. Keep this topic alive. Keep it alive forever (fivever?).
https://docs.google.com/forms/d/e/1...b3ohGd9hc6KpjHX6Ka55St2fg/viewform?usp=header
https://docs.google.com/forms/d/e/1...b3ohGd9hc6KpjHX6Ka55St2fg/viewform?usp=header
https://docs.google.com/forms/d/e/1...b3ohGd9hc6KpjHX6Ka55St2fg/viewform?usp=header
Looking to Recruit: YOU!?!?!? Unless you're that filthy Google bot crawler that scrapes the internet for data. But, I'm open to anything, including:
- Sprite Artists
- Art Artists
- Coders
- Playtesters
- General Contributors
- Playtesters
Method of Contact: If you fill out the form and seem like a good fit, I will contact you. The project will be managed over Discord though.
Additional Information: That's pretty much it. Here's a free couple paragraphs from a book, though:
From dolls to idols is but a short step, and from idols to sculptures by Michelangelo another, hardly longer. But I do not wish to confine the notion of 'social relations between persons and things' to instances of this order, in which the 'thing' is a representation of a human being, as a doll is. The con-cept required here is much broader. The ways in which social agency can be invested in things, or can emanate from things, are exceedingly diverse (see Miller 1987 for a theoretical analysis of 'objectification'). Take, for instance, the relationship between human beings and cars. A car, just as a possession and a means of transport is not intrinsically a locus of agency, either the owner's agency or its own. But it is in fact very difficult for a car owner not to regard a car as a body-part, a prosthesis, something invested with his (or her) own social agency vis-à-vis other social agents. Just as a sales-man confronts a potential client with his body (his good teeth and well-brushed hair, bodily indexes of business competence) so he confronts the buyer with his car (a Mondeo, late registration, black) another, detachable, part of his body available for inspection and approval. Conversely, an injury suffered by the car is a personal blow, an outrage, even though the damage can be made good and the insurance company will pay. Not only is the car a locus of the owner's agency, and a conduit through which the agency of others (bad drivers, vandals) may affect him-it is also the locus of an 'autonomous' agency of its own. The car does not just reflect the owner's personhood, it has personhood as a car. For example, I possess a Toyota which I esteem rather than abjectly love, but since Toyotas are 'sensible' and rather dispassionate cars, my Toyota does not mind (it is, after all, Japanese-cars have distinct ethnicities). In my fam-ily, this Toyota has a personal name, Toyolly, or 'Olly' for short. My Toyota is reliable and considerate; it only breaks down in relatively minor ways at times when it 'knows' that no great inconvenience will result. If, God forbid, my Toyota were to break down in the middle of the night, far from home, I should consider this an act of gross treachery for which I would hold the car personally and morally culpable, not myself or the garage mechanics who ser-vice it. Rationally, I know that such sentiments are somewhat bizarre, but I also know that 99 per cent of car owners attribute personality to their cars in much the same way that I do, and that such imaginings contribute to a satisfact-ory modus vivendi in a world of mechanical devices. In effect, this is a form of 'religious belicf' (vehicular animism) which I accept because it is part of 'car culture' an important element in the de facto culture of twentieth-century Britain. Because this is a form of 'animism' which I actually and habitually practise, there is every reason to make mention of it as a template for imagin-ing forms of animism that I do not happen to share, such as the worship of idols (see Chapter 7 below, and particularly Sections 7.8-9, where the discussion of the 'agency' of images is taken up in greater detail). So, 'things' such as dolls and cars can appear as 'agents' in particular social situations; and so we may argue can 'works of art'. While some form of hedged agreement to these propositions would, perhaps, be widely conceded in the current climate of conceptual relativism and pragmatism, it would be facile in the extreme not to observe that unwelcome contradictions arrive in their wake.
Thanks for reading!