Ohey, it's the end of the month again...Crawls out of bed.
Monthly art batch!
I've worked more on game development than on artworks this month, so it's kind of fair to highlight that instead.
But for consistency sake, I'll keep the artworks on top of this post.
I've redesigned the Alraune char again by including leaves, to look more green and plant-like.
She goes with the name Ludine by now:
And it was Corenality's Birthday once again!
Due to similairities, I've given his OC the pose of Pauline. :v
Quick doodle of the remaining girls in casual clothes before setting off in vacation:
An art meme, #Faceyourart, where you post the 9 faces of previous drawings, to the consistency in the artstyle.
And another art meme, #ArtStyleBend, where you try to draw different from common characteristics others found in your style:
Lately I've been working on various background objects, and filled them up through all of the rooms.
to diverse the backgrounds from enemies and other interactable objects, the lineart of the background blends a little with the rest.
The results have been looking really great so far
I've also looked for a "time attack/speedrun" methods with an in-game timer. And let the ending artwork vary depending on the clear time.
By been a metroid fan, I found that a fun reference.
Now, most that is left are...the backgrounds, and while I've already given it a try begin this year, I think this is something that needs some thoughts.
- How many backgrounds is enough backgrounds? And how much detail is enough detail?
- Would backgrounds suffice it's role and not be interrupted with other background tiles?
- How will backgrounds work in relation with other objects? Will too much detail blend too less?
- And the fact I'm no longer drawing backgrounds/scenery anymore, let alone multiple.
Personally, I think simplified backgrounds as this would already suffice enough for me, it's just a part that's combined with other background elements as well:
Backgrounds currently are a bit glitchy too, so I might not even include it as main priority to release the game with them, but it surely would be nice to have though.
I think for now, it's better to leave it as is, and give it some second thoughts afterwards.
Vacation is over for me, but I'd say it was well spend.
Onwards for a new year! (And please let the heat cool down)
It was a month with some stress and deadlines. Right now I've been managing through, And took the evenings easy by just drawing.
At one side I thought this month wasn't very productive, but now I look back at it, I've done more stuff than I had expected, suprising how much a drawing in the evening can do.
So let's start with it.
This time there was quite a focus on improving old OC's and birthday gifts.
Birthday drawing for DG-VR, with me and MiltVala's OC's, and to give a little nod to the neko-ness trend. <w<
Rand and Rianne. Two characters I've once made to expand the Space Siblings crew.
I havn't really mentioned them ever since then, so I wanted to give them at least a decent ref:
Thardus has retired from been an adventurous mage, and has started a quiet life as a shepherd.
He still have to take care of the sheeps for any harm, so he reforged his Sky Fracture into a shepherd staff.
Nageru once again:
Silvyne's mother aka armom:
Birthday art for Rei, she likes Eevee's:
Birthday art for Epiccriddle, surrounded by many other lightning OC's:
The background glitch I used to have is now fixed, weeew!
So I've been on my way trying to implement some backgrounds.
Decided to start first with some simple drafts to see if they look fine enough, and to try out how many backgrounds I think are needed to suffice:
So currently, backgrounds are already implemented, but they're still drafts, I still have to consider the blending in mind to still recognise it as a background.
Which comes to realise, I actually havn't drawn a proper background for years...let alone multile.
So it's kind of a challenge to try this again, though with the simplelicity in mind, I don't think it would be too big of a problem.
The backgrounds are currently rather static following though.
I'd love to have a parralax effect, but for now, I'm already satisfied enough if there are backgrounds, they really give a more immersive feel of depth:
Man...when I was playtesting if the background drafts were implemented correctly, I found it hard to believe that it already looks almost finished.
Backgrounds are currently the last major thing that needs to be added. and there are around 12 backgrounds to do. It feels like a home stretch now.
There's however currently a GameMaker bug that breaks the save method, They're already aware of it, and I hope to see it fixed the next version of GameMaker.
so unless you're able to beat it in one session without dying. I rather wait with releasing untill that bug is fixed.
That's all for now, I'm wondering how next month will pack things out.
So untill then, untill next month!
...wow, it's suprisingly been a busy month, by looking back, I've been suprised myself as well. Lol
Overwork is done and stress is out! Weew!
So I've also been doing more stuff in the pasttime, it felt good.
Starting with a new OC as this month's highlight:
There was once a time a bunch of friends made cat girls and slime girls, and I preferred to not join the trend 'just because'.
And now, here I am making a slime girl myself. :v
This character was inspired by Metallic Putty, though with the twist that she actually is magnetic herself.
Due to this, she's attracted to metallic gear, which in her time period is fitting for most adventurers exploring the world.
Though she has no evil intentions herself, just her nature alone can be seen as a threat, especially to well equipped and armored adventurers.
She has a diet on metal, and doesn't prefer plants or flesh. So that's a relief to them.
Redesigned the alraune again to look more plant-like and bigger:
And a worthy mention that I've finally made a new Steef design after 2 years. :v
This time I've simplified it a lot, giving it a little more 'castlevania' feel with his coat and boots. I think it fits his nature and interest pretty well.
And more drawings/doodles in the spoiler:
Anyone remember that Nageru had a fairy with leaf wings? I found her design actually pretty solid, so I've wanted to give her a redesign:
Ironically enough, instead of cat girl and slime girl trends, there's now a sort of fairy OC trend happening that I kinda caused. :v
(I forgot to add a fairy char there)
Suweeka's birthday art!
Animal day with animal characters!
Magnet Slime in action:
Watched the anime "Keep your hands off, Eizouken" last month.
It's a great one about making an anime with a small, but very inspired group:
And a challenge challenge (challenge challenge challenge?) meme I did with Kagero from FE:
All the backgrounds are done! \o/
For now, I've been waiting for GMS2 to fix the saving bug, I know so far that it's already fixed in the current GMS2 Beta, but I rather wait untill it's on a release build.
This however does give me time to work on some optional additions and improvements, so I can see it as a plus too:
So far the things that are currently left to do:
- Waiting for GMS2 to release it's next version.
- Ending screens
- Possible boss improvements
- testing + testers feedback changes
- Preparing for publish
It feels really close now, if it's not for next month, then hopefully for December.
I'm looking forward for it to wrap it all up.
See you next month, and happy halloween! (For those that are celebrating it)
Been currently on a break, so it has been low on content.
Yet, I've still managed to do some things and another.
For now, I'll leave this month's update short just to give a head's up.
Been working on one of Herten Held's ending screens recently,
But I really liked how Samantha turned out, so I also made it in a seperate char image:
After the 5th Anniversary Concert, I've finally decided to pick up Undertale for myself.
Despite I already knew the game, I still had several laughs and feelings out of it's small gags.
I would love to draw more fanart for the game, but for now, have a quick Undyne:
And no, I won't do Genocide:
Sodapone birthday doodle:
The saving bug is fixed! Yeeeeet! \o/
That really gave me a boost in motivation, so Herten Held's latest version has been tested by others for the first time this year.
It has recieved some great compliments and feedback. It's already a great game, but there are still things that can be done to improve it more.
I expect it to be a January release. I'm working to see how close I can get to it, but I don't want to stress over it.
Things left to do:
- Working on tester's feedback. (It seem quite a lot, but I think it's doable)
- Revisiting ending screens.
- Improving boss
- Preparing for publish
The testing went great, I've discussed about improvements for hours, and it really gave my motivation back.
Though still feeling stressed, so I've to be aware that my own determination doesn't become my downfall. (totally not an Undertale reference)
Working on it slowly, and giving time for other things seem to be the best approach for now. I'll keep my health in check.
Holiday's are coming soon, will it be for work extra hard on the game, or to give the time to relax? Guess that's gonna depend on the situation.
That's it for now, untill next month!
And time to close up this year with the last monthly art batch of the year.
2020 as a whole was...something, not just the Covid-19 itself, there were a lot of expectations, stress, sickness and disappointments I had to face.
It was not a year I like to remember personally, and for privacy reasons, I don't like to go too deep into it.
Though, been able to work on my game was something that kept me busy throughout the year. And now that all these things have been put aside, this holiday honestly feels rather relieving.
I've as new years resolution that I no longer want to focus too hard on game development, and once Covid is over, that I hope to interact with more people again than before.
I used to have a focus on frequency over quality, maybe that's something I should go back into, and try that practise in game development as well.
More on this stuff later, let's start with the artworks first.
For the holiday's, all of my OC's have gathered together to celebrate Christmas and new year.
It felt strange to make such a drawing, while knowing that I unfortunate cannot celebrate it myself.
Perhaps I'm already longing to see the full family in person again (We still have celebrated Christmas well as a small group though!)
This does mean that there's no game summary art for this year. As I've wanted to do it with OC's for once.
But with the inclusion of the Switch, there have been some great games I've played this year, so some of them have been mentioned as Christmas Tree ornaments.
Castlevania: Symtony of the Night on mobile
The hardcore games mix (Caveblazers,Celeste Farewells, Cavestory+ Hardmode and Blaster Master Zero Destroyer Mode)
Age of Empires with colleagues.
Super Smash Bros Ultimate (a lot with brother rivalry, which is also seen in the image above)
The Legend of Zelda: Breath of the Wild
Mariokart 8 Deluxe
Evoland 1+ 2
Shantae and the Seven Sirens
Super Mario 3D All Stars
And this year marking my 5th anniversary of my "Summary of Art"!
I've come such a long way when looking back.
Even though I think my style is already looking fine as is, it's great to see that there's always room for improvement as well.
More artworks in the spoiler:
I've participated in a Secret Santa gift once again, this time I had to draw Usada Pekora.
She reminded me of Aru in some way, and since that was fitting for Christmas, I gave her outfit an Aru color sheme.
I've also gotten a Secret Santa gift as well!
With Sapphire and Samantha hanging out on holidays!
I've wanted to give Sapphire a little redesign/alternate design.
Finally giving her a purpose as the Guardian of the fire arrows. She waited so long to finally feel useful.
Man, Herten Held has come such a long way, and I'm glad to see it's in a condition I already can see as finished.
Only OST changes and ending screens are left, and for now I'm testing it through to see if there are minor things left to improve, while waiting for the music commisions.
The whole release update has been a full-year project for me. And a lot of great things have happened:
- Full Backgrounds, complete with background tiles, and objects in every room!
- Intro and ending cutscenes, complete with a timer and endings depending on time!
- Enemy and boss redesigns and revamps!
- Controller Support!
...if I may be honest, I may have pushed things too hard for the short game it is.
For a long time, I've been thinking the game didn't looked as good as I wanted, and then when backgrounds were done, I think it has become much bigger than I wanted to.
Regardless, I'm happy how it has resulted into. And I'm looking forward for releasing it.
When the release happens is depending on the testing results and music, I'm not going to stress about it to make it in January, so I guess it's done when it's done.
I'd love to focus on much smaller games after this, similair like I did with Space Siblings.
But I do not regret working on this one. Sooner or later I would have loved to try out a Metroidvania game anyways.
Just maybe, I would try working on a larger project again, but that's a thought for much later.