Sprites, Sketches, Line Arts
Work's been going quite smoothly here and there. Thankfully, now we do have stuffs for you to see instead of a boring wall of text.
First thing's first: your pledges have arrived! We've converted some of the NZD into IDR to get things going. It's tough telling people (outside of the core team) to do stuffs when we can't pay them. Now that we can, the wheels are greased and we're going full speed.
On other news, we're moving things forward with Steam and Humble Bundle. We got into talks about tax, and fortunately our country has a tax treaty with the US which will substantially reduce the tax withholding. However this requires some administrative works (such as registering a TIN with the IRS), which take time and are currently in-progress. When this is done though, we're good for the rest of our game-making future.
Illustrations: Redrawing the Main Cast
In the game's Part One, the main characters are significantly younger than they are as depicted on the Kickstarter page. While creating the concepts for them, we want each character to have a distinctive element that can instantly be recognized even when they've grown.
For Lucienne, that distinctive element is her armour. It serves as a reminder that she's not a lady of the court, but a warrior of the battlefield. She wears no fancy clothing or jewellery, and her nobility is shown simply through the engraved sigil of House Leroux.
On the other hand, Aria's clothing intends not just to show but also boast off her nobility. The gloves and boots may be reason enough to say that it's an outdoor attire, but puffy shoulders, a fancy choker, and hair ornaments are far from combat-oriented. Her distinctive element is the tabard showing a religious symbol, emphasizing that in the Old North nobles are servants of the Deus.
Other than the clothes, we want them to look younger, but close enough that they're still the same persons. We think these renditions are on-the-spot, showing Lucienne as an incredibly handsome girl and Aria as a cute-but-annoying teen with her round face. What's your opinion?
Animations: The Base Sprites
Animation in 2D requires a lot of painstaking manual work. For each unit in combat, we start off by making a base body, which can be broken down to pieces. These pieces can then be moved and redrawn here and there to create animation frames. Below is a sample base for a World Ender -- barbarians who come from beyond the coast.
This is just one unit among dozens we're going to make. Making the base sprites, sketching their movements, and animating each of them used to be a one-person job (don't forget making sprites for environments, events, and everything else too). It's a real heap of work!
Thanks to the Enhanced Animations stretch, we're now able to spread the burden. To keep in line with the whole game, our pixel artist makes all the bases, then sends them to another team specializing in animations. They've sent us some of the first concept sketches, and they look real good! Do look forward to animated gifs on our next update! :D
Environment: Sketches and Assets
One of the first environments we're making is Reynard's prologue area. It's a village located by the side of a haunted forest filled with terrible horrors. We first start by making a sketch to view the overall area.
The tricky part is to include assets that are versatile enough to be used in several different areas, while still looking like it belongs there. It'll allow us to reuse them, saving quite a lot of work and reducing the game's required space.
After the initial sketch is approved, we start making the asset pieces. Currently most of them are done, and we're arranging them up on Unity to create a playable area like the ones you walked through in the prototype.
Somebody was stressed out from making too many trees and rocks, so she made a Severin fan art. Please enjoy!
Also, one of our backers has launched their own Kickstarter campaign! If you're interested in a unique combination of comic-based art style and sci-fi JRPG, Demon's Revenge may just be your cup of tea.
Okay, that's about it for today's update. We'll keep up our work and make sure you stay in the loop. As always, we'd love to hear you out! You can comment below or just directly message us through Kickstarter or the website's contact form :)
Hope you enjoy the update. Have a nice day!