Ariane 🏳️‍⚧️
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taskbari.gay
Ariane 🏳️‍⚧️
@taskbari.gay
Demon's Souls modder; restoring the Northern Limit. Semi-high level FFXIV raider.
she/her. 🏳️‍⚧️
@atlassunduuy.bsky.social‬ ❤️
finally actually made the playlist for it, so now on my channel you can find all of my old shorter videos as well.
October 31, 2025 at 8:03 AM
fucking died laughing because I was working on some northern limit things and I forgot I threw this image in the background of the scene
October 30, 2025 at 1:41 AM
Of course the solution to this was to just edit the models to actually connect the models and simply remove the ceiling. (8/9)
October 24, 2025 at 11:28 PM
Another issue with this event is that the original models were never actually connected. The original above-ground mesh just had a hole for the underground, and the underground had a ceiling. (7/9)
October 24, 2025 at 11:28 PM
The first idea I had to fix this was to extend the walls of the map to partly cover the left side. This addition also covered the exit to the underground, which has the benefit of separating the above-ground into two distinct sections. (5/9)
October 24, 2025 at 11:28 PM
The main issue with this event is that it had almost no purpose originally. Functionally all it would do it route the player to the left side of the map. Meaning that if the player already entered from that side they could leave immediately. (3/9)
October 24, 2025 at 11:28 PM
The first Northern Limit level is split into two main parts, the above-ground and the underground. The transition between these sections is an event where the ground collapses beneath the player; aptly called "crumbling floor event" or "floorbreak" (2/9)
October 24, 2025 at 11:28 PM
For this weeks #NorthernLimit dev thread, we're gonna look at one of the main events in the first level, the issues with how it was originally designed, and the adjustments I made to it. (1/9)

#demonssouls
October 24, 2025 at 11:28 PM
This comes from when I was looking through all the sfx in the game. This is from the Old One moving through the ocean I believe, don't know for sure honestly (7/7)
October 11, 2025 at 12:37 AM
I honestly don't remember what this was for but it's a fogwall that you can walk through both ways without an interaction prompt. I don't know lol. (6/7)
October 11, 2025 at 12:37 AM
This is from when TAE editing support was added to DeS, made this fun combo attack function properly, still like how it turned out. (5/7)
October 11, 2025 at 12:37 AM
This is from when I figured out how the shrine event in the second northern limit level is supposed to work, and finally got a custom object destruction event working. Still very proud of this honestly. (4/7)
October 11, 2025 at 12:37 AM
This is just testing enemies turning, I don't know why I needed to test this honestly. I think I was adjusting the wolf's turn speed. I don't remember. (3/7)
October 11, 2025 at 12:37 AM
This is from testing TAE editing and breaking literally everything, so I was able to just spin around freely (2/7)
October 11, 2025 at 12:37 AM
For this weeks #NorthernLimit dev thread, I thought it might be fun to share a bunch of random old modding footage with very little context. (1/7)

This is from testing out adding ragdolls to the cut enemies that lacked them (and not really knowing what I was doing)

#demonssouls
October 11, 2025 at 12:37 AM
it's okay !
September 30, 2025 at 9:21 AM
September 30, 2025 at 9:17 AM
what if you wanted to mod demon's souls but then
September 28, 2025 at 7:11 AM
Making the icons wasn't too bad, just tried my best to match everything else in the game. Big thanks to @xenthos.bsky.social for helping me out with some troubleshooting when I made these like 9 months ago lol.

Overall I'm pretty happy with them for now (2/2)
September 19, 2025 at 9:55 PM
For this weeks #NorthernLimit dev post, here's some icon renders I made for a new armor set (made from the original player character that was left in the files). Maybe at some point I'll talk about the process of making the model into an armor set, but honestly it was a mess. (1/2)

#demonssouls
September 19, 2025 at 9:55 PM
after consulting experts and making this image I think she was onto something
September 15, 2025 at 10:17 PM
The Wolf doesn't do anything special compared to any other dog enemy in the game. But adding them to the map makes the above ground parts of the level feel more like a hostile environment (similar to the horses from DS2). (11/12)
September 12, 2025 at 11:29 PM
The Snake Soldier is a character we know was added very early in the development of Demon's Souls. As such they are used as a test enemy in a lot of maps, including developer maps. Besides that, they're very interesting enemies, and heavily remind me of king's field. (10/12)
September 12, 2025 at 11:29 PM
The special thing about planarians is that they will not attack the player unless they're provoked first. When hit they transform from just a little guy to a little guy who's 60% teeth. This transformation scripting is something that I created based off of the animations we have. (5/12)
September 12, 2025 at 11:29 PM
The planarians are the most common enemy in the first level. They all take part in one event called the "planarian march". This event helps guide the player through the harsh snowy landscape, as the planarians slowly move towards the end of the level. (4/12)
September 12, 2025 at 11:29 PM