Thursday 14 March 2013

Character portrait

I thought I'd post something up in case people start to think that I forgot about Labcoax. I'm still working on it, but no longer on a full-time basis (other job in the morning, Labcoax in the late evening), which should explain the slow progress.

Fired up photoshop once again to try and sketch character portraits for possible use in-game. Here's one.
I'm still not certain about how the heroine should look like, reason because I can't seem to find a consistent style I could stick with. For now, I want to try to stick to this style.

Anyway over the past 2 weeks I've been trying to think of how the new game intro should be like (probably some simple still pictures and in-game cutscenes), prepping up the starting room and testing out some text function. I think I might add NPCs and text interaction too, afterall those cutscenes would need some sort of  text. Eng-jap translation would be a pain.

In any case, I hope to finish the starting/new game room and set up the different ammo-type system before I release the next update.

7 comments:

  1. You could tell the story through picture communication.

    For example, if a person tells you need to pull a lever, he could point in the direction of the lever and his speech bubble would have a crude image of a lever with hands puling it.
    Then you don't need to translate :D

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    1. Aha well let's see how far I can get by using those.

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  2. "An explosion close to her early during the breakout left her deaf for an extended period of time."
    There we go, body language only.

    The issues shift from translating the script to drawing a shitload of animations to replace it.
    Not sure which is worse.

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  3. Rainbow Sparkle16 March 2013 at 13:20

    Those look good. As for an intro, still pictures would be nice.

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  4. What engine are you using for this game? Looks promising!

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    1. I'm using GameMaker: Studio. Still trying to get the hang of it

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  5. Admire your drawing skills, Datanony. Very clean and with a lot of personality. As for getting the hang of GameMaker, I think you're doing pretty well. I check the site several times a week, eager for updates, so hope you're confident in your abilities. Hope there's more of the game to see soon; i'm having a hard time waiting!

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