Like I mentioned the other day, I've been playing with mockups for the frame in BLU, just to see ideas put into action.
Since BLU started with /blog/, we always had the idea to use the Yotsuba B in game, and as such, it's blue themed; even the name sounds like 'blue'. This design plays with the idea of using a similar format to posts. It might be too plain, I might even want to lower the transparency of the box or add more shadows to the box.
I'm not set on it, and I've still yet to figure out a design for the title screen, but I was thinking the school emblem with NEW GAME, CONTINUE, etc. buttons along the bottom.
That reminds me, I need to put 'refining the emblem' on the bucketlist.
Showing posts with label BLU. Show all posts
Showing posts with label BLU. Show all posts
Thursday, August 7, 2014
Wednesday, August 6, 2014
BLU - Marcus Concept Art
Two posts. One day. On a roll.
I've been sketching around and adjusting our bara megane protag a bit, and decided that since he's a pure NEET neckbeard, he needs to be kinda flabby but not ripped. It's kinda difficult.
I sketched up a quicky for his body type.
Probably too tall. Arms are babby-like. And I certainly hope none of you are foot fetishists.
But it's the general gist of it. Since, regrettably, I'm going to have to cut Dan (the soccer playing openly gay chub) out of the plan as far as I can tell, I wanted to fill that chub gap somehow.
I've still got a lot of practice to go as far as drawing males are concerned. It's pretty damn important. For girlier guys a la the standart otomege male, it's not that bad, but for more manly types, things get rocky because I step out of my comfort zone. But it's fine, because I need to do that to improve as an artist.
I can only get better, right? Final product will definitely be my best. I won't stop trying until I get it right.
I've been sketching around and adjusting our bara megane protag a bit, and decided that since he's a pure NEET neckbeard, he needs to be kinda flabby but not ripped. It's kinda difficult.
I sketched up a quicky for his body type.
Probably too tall. Arms are babby-like. And I certainly hope none of you are foot fetishists.
But it's the general gist of it. Since, regrettably, I'm going to have to cut Dan (the soccer playing openly gay chub) out of the plan as far as I can tell, I wanted to fill that chub gap somehow.
I've still got a lot of practice to go as far as drawing males are concerned. It's pretty damn important. For girlier guys a la the standart otomege male, it's not that bad, but for more manly types, things get rocky because I step out of my comfort zone. But it's fine, because I need to do that to improve as an artist.
I can only get better, right? Final product will definitely be my best. I won't stop trying until I get it right.
Sunday, August 3, 2014
Maiden Gray Outlines Check-a-rooni
I've got the real brief descriptions for each route outlined and made up. So the general themes and the sequence of events are a go, even if they are a bit loose and subject to change.
I've got about 60% of the common route typed up, and 30%-ish of the True Route script written. I plan to tinker with UI and design later on; I know what the title screen is going to look like, but the text boxes might be a bit of a challenge. I don't have too much of an eye for design, it baffles me just as much as music does, which is to say, a lot.
The current schedule for work is basically "do whatever whenever", but I've got a bit of a organized pattern to it. I tend to dedicate a day to Maiden Gray, a day to BLU, a day to HOOD. HOOD's more on the backburner, which is to say, it doesn't get as much of my attention right now as Maiden Gray or BLU does. The priority is Maiden Gray (which has the most material done), then BLU (because people are waiting on it) and then HOOD, due to the fact that HOOD is planned to be a bit more than just a VN. My original design documents have plans for a bit of gameplay to it, with 3D models if I can find the time.
Still awaiting a tablet of my own. Borrowing one is unreliable and interferes with work. Hopefully I get back to a full-time job soon, even though that will hinder my available time to work on the games.
I've got about 60% of the common route typed up, and 30%-ish of the True Route script written. I plan to tinker with UI and design later on; I know what the title screen is going to look like, but the text boxes might be a bit of a challenge. I don't have too much of an eye for design, it baffles me just as much as music does, which is to say, a lot.
The current schedule for work is basically "do whatever whenever", but I've got a bit of a organized pattern to it. I tend to dedicate a day to Maiden Gray, a day to BLU, a day to HOOD. HOOD's more on the backburner, which is to say, it doesn't get as much of my attention right now as Maiden Gray or BLU does. The priority is Maiden Gray (which has the most material done), then BLU (because people are waiting on it) and then HOOD, due to the fact that HOOD is planned to be a bit more than just a VN. My original design documents have plans for a bit of gameplay to it, with 3D models if I can find the time.
Still awaiting a tablet of my own. Borrowing one is unreliable and interferes with work. Hopefully I get back to a full-time job soon, even though that will hinder my available time to work on the games.
Wednesday, July 30, 2014
BLU - Two Weeks Are Up
And therefore, action is being taken.
This essentially means that I'll be making BLU on my own, until my teammates return to me or others want to assist with the cause.
Having one person make a game is daunting and pretty rocky, as it's going to take a while and some things are going to get axed. But it also means I have control over every aspect now.
I'm working on making some reliable concept sketches right now, to reference for every time I have to draw a CG or a sprite. I might post those as soon as they get done.
Have a good one.
This essentially means that I'll be making BLU on my own, until my teammates return to me or others want to assist with the cause.
Having one person make a game is daunting and pretty rocky, as it's going to take a while and some things are going to get axed. But it also means I have control over every aspect now.
I'm working on making some reliable concept sketches right now, to reference for every time I have to draw a CG or a sprite. I might post those as soon as they get done.
Have a good one.
Thursday, July 24, 2014
(Very) Early MG Concept Pieces, BLU update
A lot of the first images I created when designing characters are done on paper. Most of those images, I'd rather save for the art book that I plan to release if the game goes big. But there are a few pieces done on my computer that I'm able to give you a glimpse at.
A very early piece of Mila. It contains most of her core design, however, the art style and her hair have since changed.
Slightly more recent. Mila with her sword (which has been revamped as of now). The style is closer to the one I plan on sticking with, but it looks more rounded and short? Also comes with color palette, which is still in use.
Anyway, I'm currently working on the actual sprites. I plan to get Mila and Nathaniel's done first, and then move on.
I'm still considering the Kickstarter. I'm borrowing someone's tablet right now, but I don't have it 24/7, so my art windows are small. A nice larger tablet would definitely be nice and right up my alley, but I don't really have thousands of dollars to shed.
Regardless.
As well, a small BLU update for those who follow this blog -- I'll be waiting around for about another week/ as of today, five days, for correspondence from my team. That'll be two weeks-ish for them to have seen my Skype update, the pastebin and the doc. If by that time I don't get any word from them (Skype shows me they haven't been online for months, the latest being two months ago), I'll start to take the project over on my own shoulders and get my ass in gear.
The things that I'll aim to do if I end up being the one-man team:
More updates to follow in the coming days/weeks/months/years. That good stuff.
A very early piece of Mila. It contains most of her core design, however, the art style and her hair have since changed.
Slightly more recent. Mila with her sword (which has been revamped as of now). The style is closer to the one I plan on sticking with, but it looks more rounded and short? Also comes with color palette, which is still in use.
Anyway, I'm currently working on the actual sprites. I plan to get Mila and Nathaniel's done first, and then move on.
I'm still considering the Kickstarter. I'm borrowing someone's tablet right now, but I don't have it 24/7, so my art windows are small. A nice larger tablet would definitely be nice and right up my alley, but I don't really have thousands of dollars to shed.
Regardless.
As well, a small BLU update for those who follow this blog -- I'll be waiting around for about another week/ as of today, five days, for correspondence from my team. That'll be two weeks-ish for them to have seen my Skype update, the pastebin and the doc. If by that time I don't get any word from them (Skype shows me they haven't been online for months, the latest being two months ago), I'll start to take the project over on my own shoulders and get my ass in gear.
The things that I'll aim to do if I end up being the one-man team:
- reinstate full bara modo
- bring back bara megane protag
- cut down the main love interests to two (b-but muh illusion of choice)
- jiggle with the plot a teensy bit to make it a bit fluffier
- slap the R18 warning back on it
More updates to follow in the coming days/weeks/months/years. That good stuff.
Tuesday, July 15, 2014
BLU Talks
I've been reconsidering taking up the /blog/ VN project, BLU, again, but I'm not entirely commited to it.
It's difficult to explain. I want to, but I don't want to, is what I'm saying.
Regardless of what happens with it, I'm still practicing male anatomy and how to draw men. Here's a few images I sketched up last night/this morning.
It's difficult to explain. I want to, but I don't want to, is what I'm saying.
Regardless of what happens with it, I'm still practicing male anatomy and how to draw men. Here's a few images I sketched up last night/this morning.
In the original plans, we'd wanted the entire cast to be comprised of bara men. This was quickly thrown out the window due to how the team (including myself) couldn't really draw bara too well. So we made the characters a bit more twink-y.
I always wanted the characters to be bara, and it disappointed me greatly when we decided against it. But that didn't stop me from practicing regardless. And look how far I've come. It's not perfect, but it does it's job. I always thought of MC as being more chubby than we normally drew him, to go with the lazy neckbeard who stays inside playing Japanese games all day persona. I also want to make Azuma sensei look a bit more Japanese himself (seeing as he's of Japanese descent) and to make him look older and more weary.
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