I have been putting a lot of time into improving my drawing and illustration skills. It was a need to improve and "see improvement". The other day I wasn't particularly happy with how much time it was taking or how it turned out, or how I had to stop drawing because of my hand not healing right. So I suffer through it I guess and I have been finding a style for my work.
I think you know that feeling of half-through dropping something because you felt you couldn’t make it look good. I’m feeling much better about it, I'm able to draw for longer but drawing is still causing my finger to stiffen and hurts when I bend it, so I’ve been trying to rest when I can.
I will be working on the Nano reno jam. it'll be expanding on the writing challenge that I am working on currently so that I can flesh out those characters and a story for it.
You can find the jam page here to find out more info:
https://itch.io/jam/nanoreno-2022/communityitch.io
Some of the goals will focus on:
Considerations:
Backgrounds: For the most part it's just having good reference at hand, like anime is based 1-to-1 on real life photos or scenes so a similar rotoscoping process can be used for backgrounds. Stuff set in a modern setting is always pretty much transferred to something that is more appealing as anime. I am starting to use the "shift" key more often for like weapons and objects that are difficult to draw straight edges consistently on and I think getting use to that as a habit may help me improve at doing backgrounds. I will take process-screenshots and share. It's been a while since I did a visual novel background, I'm feeling pretty nervous.
I will prioritize making the game as HD art instead of pixel art due to the accessibility of higher fidelity artwork as apposed to pixel art which can be quite limiting. If later on I decided I want to do the game in pixel art and can down-res the graphics to scale to a lower resolution output if needed.
I'm kind of divided between pixel art and full-rendered character and background illustrations as I don't have a preference one way or the other.
My heart was already set on making Fairfan an original character of 'The Hunt'. I think wanting her to be in the card game from the bevy jam was my attempt at making a multiverse or spinoffs. A very early attempt. If I want to create the world that she is a part of as a visual novel I am thinking of doing that as a side story with a word count limit to target for around 50,000 words.
When I do pixel art you'll start to see that I do have a particular style or aesthetic that I like, but I think with fairfan it was difficult for me to imagine what the sprite art might look like until I actually created a concept art, instead of scaling up, I tend to scale down instead which is not really an efficient workflow for pixel art. For the visual novel I don't really want to do any pixel art, it's not going to have the same feeling that I want it to have as a full hd rendered game, that's not to say that gameplay can't be pixel art, but specifically for the visual novel I would rather make it as illustrated as possible.
Here is the progress on the Bevy Game Jam Card Battler Page
Our ragtag group made a game, proud to be part of the first bevy jam event. It was great forming a team with you all, let's have a productive year of bevy development :sunglasses: :crab: Feel free to rate, rough around the edges but it's almost there.
Known bug: "I can click one of the 3 cards at the start but can't seem to do anything else"
The interaction for the buttons isn't setup yet that's why, only the cards are interactable at the start, we will have an update next week to improve it. In the words of our programmer: "I want to do the game justice". We are happy with it regardless.