The progress over the last few weeks was quite slow since I was gone over the end of the month and then got sick right after, but I hope that it's going faster while I'm gradually getting better again.
Reading Sample
Last month I released a reading sample and got some feedback to help improving the story.
It wasn't exactly the feedback I was hoping for but as long as someone responds it's better than nothing I guess. xD
So thanks to Sparky66 for reading through everything and giving his thoughts. :>
The reading sample is going to stay online for a couple more days, but as soon as I have the time I'm going to take it down again until I have some more stuff to test for you guys...
The next thing is probably going to be the sketch demo, at least as long as I'm not taking a break from drawing the character sketches again what takes us to the next thing...
Character Sketches
Character Sketches
I finished a little bit over half of the character sketches now, only missing a little bit over 100 sketches before I can start putting together a proper demo for gameplay tests.
Most of these character sketches are going to be poses for Braixen (~50) what is way too much
and could have been completely avoided by using expressions instead of poses, but I'am hesitant in using those.
If someone wonders what the expression/pose thing is about...
and could have been completely avoided by using expressions instead of poses, but I'am hesitant in using those.
If someone wonders what the expression/pose thing is about...
Poses swap the whole posture of the character in a scene to give a detailed image of how the he reacts in certain situations.
This can not only make the game look more alive but also help define the character and/or help out if the game lacks the writing.
While this probably (at least in my opinion) looks best, drawing a different pose for every scene would be a lot of work and in cases where you need to hire a artist for your game not even affordable.
While this probably (at least in my opinion) looks best, drawing a different pose for every scene would be a lot of work and in cases where you need to hire a artist for your game not even affordable.
That's why people draw expressions instead.
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This takes a lot of work from the artist and can also decrease game size if you have a limit for that aswell.
Most games use 1 pose per character and only rely on expressions like this to save budget and can make the game look boring, especially if it doesn't have anything else to go for.
I will still try to keep some poses, but keeping it up so I can actually finish it someday is definitely more important.
Instead I will try to animate the different expressions later on using Live2d, what I already tested over the week while I was too sick to draw...
Animation and Customisation
I already mentioned in earlier posts that I want to implement some kind of customisation for Braixen and the possability for a shiny at game start...
Using Live2d I already tested for a simple way for me to implement these things without having to put in tons of scripts and grafics.
I added a simple/subtle breathing animation to one of the sketches and added an option to color/replace parts, what seemed to work completely fine ingame.
This is just a simple test of course, but you can probably expect animated characters and changeable hairstyles like in this in the full version now that I tested it.
There's some big stuff coming up in real life and I will probably have to take some breaks from drawing inbetween, but I'm still hoping to release the sketch demo including samples for the h-scenes before end of the year.
We'll see how it goes.