So I'm back from my "break". I was still working on things, but I took some time to myself to think about things and my art overall. I was stressing myself out a lot, but I think I've got a better perspective for things and I feel more comfortable making my art.
Anyway, I've got some big news!
GAMES
So, unfortunately I ended up scrapping Montamer. I couldn't get a great look for the game, and never even got around to coding it for the game jam, so eventually I just decided to shelve it. However, I DID end up making something for the Strawberry jam 2 game jam!
You can play the proof of concept demo here! |
A look at the game's UI |
Some screens from the mini-games in Fist of Inma
For the shop, you can purchase data chips and install a limited number of them on Renamon that could give her access to new moves in battle, give her passive abilities, or increase her stats. These will be tied to the what ever time system I end up sticking with. So for example, if it's days, then every day will have a new random selection. You'll be able to buy different food here too that can give different effects to Renamon.
The sex training scenes will look like this |
There will be multiple scenes that will train specific sex stats for battles |
Now for the most work intensive feature and one that I'm not sure if I'll keep in yet. I originally wanted a "Fat/Fit" system that would change depending how much Renamon eats or trains. She would start as "Average" but could become either based on how you raised her. The body types would not only have passive bonuses, but would also change ALL the scenes in the game. So basically this system will end up tripling the work required for the game. I'm not sure if I'll end up going through with it, but I think it could be fun, and I'll think about doing it once I finish doing this with all the average body scenes in the game.
PIXEL ART
That's not all though.On my break, I wanted to practice some pixel art! I ended up doing a lot of non-project stuff since I wanted to practice animation more and I think I'm starting to get a better workflow going so hopefully I'll be able to make these faster in the future.
I've really taking a liking to pixel art recently and I've been doing more and more when I get the chance. Alongside my games, I'm planning to make some standalone animations so I hope you look forward to those!
DRAWINGS
As for drawings, I've made a lot of progress on the Majin Android 21 image set, but unfortunately it's not finished yet. I know it's been like a decade since I said I'd get it out but so far it's my biggest one so it's going to take a while to polish it the way I want to. Also fun fact, it's exactly 21 drawings for the set. I didn't even do that intentionally lol I started out with 5 and it just grew into a bigger set from there. But right now I'm almost done with the lighting and shading and then I just have to add the cum and effects, so it shouldn't take much longer. But here's a teaser for y'all just to prove it exists:
I also have a couple of sketches I wanna clean up too so those should be coming soon. I've been unsatisfied with my super hard pixel inking brush, so I'm going to be testing some new ones and seeing how they feel and look.
WEEKLY PLANS
So for plans this week, I'm mostly going to be focused on coding since I want to switch off coding and art every other week so I can focus easier on each and not juggle everything at once lol So I won't be doing too much art. But I will be working on games.
- Getter Graffiti update:
- Fix spray code (current spraying is too unreliable)
- Redo splash screen ( tried a different style and low key think it looks like ass)
- Add a few new graffiti sprays
- plan out 2 other enemy types
- Start implementing the chaser
- work on Game over CG if possible
- Renamon update:
- Renamon stats code
- Work on the vag scene
- Give Renamon an idle animation on the home screen
- Stats menu
- UI
- Show and update stats in menu
- Train mini-games planning
- Figure out how resting will work
- Make sprites for exit buttons
- Little bit of work on Majin 21
- Some Misc pixel work for practice
I'll be doing some IRL stuff as well this week so I'm not 100% sure I'll get all this done, but I'll try my best!
See you all next week!
P.S
Oh! Also, people have been asking me if they can get email updates whenever I make a post. Originally I though just following the blog would do, but apparently it's a separate widget. So I've added it on the side if you want to receive email notifications! Just type in your email and it should let you know whenever I make a post!
P.S
Oh! Also, people have been asking me if they can get email updates whenever I make a post. Originally I though just following the blog would do, but apparently it's a separate widget. So I've added it on the side if you want to receive email notifications! Just type in your email and it should let you know whenever I make a post!
Damn, shame about Montamers... Really did like the premise of the game.
ReplyDeleteYeah unfortunately the game just wasn't coming together. I might come back to it in the future, but for now I've decided to work on other things.
DeleteGetter Graffiti reminded me of Rayman Legends music levels, which was the most fun I ever had in a platformer, so I was thinking that if you scrapped the randomly generated levels, and carefully crafted them matching the music beats, also considering the quality and smoothness of the pixel art, you could make a SFW version of the game and sell it on steam. It's a lot more work, but the base concept is really fun, it's up to you what you do with it. Outlines on the characters would also help keep track of everything while in motion.
ReplyDeleteI do like that idea, but I don't think I'd be able to do it based on how much it'd increase the game's scope. Not only would it require a lot more pixel art and design work, I'd have to find or commission a lot more music for the game. I do like the idea of matching the beat, but since Getter Graffiti was meant to be a small game, I'll probably keep it as is.
DeleteAnd while I'm not sure if I'll be able to do it, but porting to Steam would be pretty cool, though I would have to change A LOT of the sprites xD But we'll see what happens.
Thanks for the suggestions!