This is my Work Blog. I post the stuff I'm working on.
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And... here they are! I got back from travels and the first thing I did was sit down and hammer this out AKSJASD Mirr the Historian. A much more confident fighter than they look! The pink and yellow-orange spots on them are random but have the same density. They've stayed in their Dragonite form so long they're a little mixed now.
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funny little grub dragon design i made for my wife
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Some Law x Aphrodite for the soul. I never uploaded this here so I am doing it now while twitters on fire. Original pose idea came from cROXover Goddess' draw your otp. I just changed it up a bit
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I re-wrote the initial e-mails for the Home Computer, and the flavour text for items in Yew’s house. They’ve been changed to fit with the changes to the story I’ve been making as of late. Their chief purpose is to introduce the Player to Dan Weaver’s character - as you won’t actually get to meet him until the end of the first arc - and remind the Player of Yew’s purpose/origins (as well as what Yew is supposed to be doing).
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I also put together a track for the tutorial’s battle sequence. I wanted a jumping, happy little synth thing - to stay with...
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I re-made ALL the dialogue for the tutorial. I also re-named the PC to “Yew”, the tutorial wolf-man to “Wolfe”, the lord of the tutorial realm to “Entropio”, and Fishcake to “Reg”(Reginald). The latter was because A: I wanted the name to be shorter and B: I wanted to avoid alliteration amongst the follower NPCs.
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I reconfigured the WASD symbols on the floor of the Tutorial level (as they were in the wrong places) and I we-wrote all of the brazier’s ‘dialogues’ (as I’ve been revamping large blocks of the game’s story recently). I also re-named the magick spells, as I’ve decided that using English is a better idea than Esperanto.
I’ve begun work on a complete timeline for the game’s story/arcs, and should be finished with that within a week’s time.
Tomorrow I plan on working on the first arc’s implementation into the game. I need to add the ‘token’ item as well as a way in which to obtain it (either a quest or through a shop) - the ‘token’ is necessary for summoning the Toast Rider. Once the Rider is defeated, then the player will have access to the valves. Turning the valves will cause the pipe above the toaster to open and spew water along with Dan Weaver - who’s the reason for wanting to be in the Bread Factory in the first place- onto the drain on the factory’s floor.
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I took a bit of a ‘mental health’ day. First, I went into my game and solved several issues that playtesting over the weekend had uncovered. (Mainly, the quests were appearing when they shouldn’t, and the computer’s online shop Buy menu wasn’t working at all.) I also went in and finished adding the introductory dialogue for all of the town’s NPCs (excluding Dan Weaver, who has been kidnapped and is thus unavailable) as well as fully implementing the dialogue’s timing.
Then I took what was left of my time and drew a few things that I’ve had on my mind for a while.
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I also added in symbols for the braziers, which correspond with the Esperanto flavour text I’ve just added to them. ( I decided that Esperanto would be my language of choice for my ‘Godly/Immortal’ NPCs.) I made a gate so that the player has an exit after the tutorial. I added particle effects to both the gate and the braziers, to add atmosphere - as well as a music track. I changed the names of the first two NPCs - Iktomi is now “Ĝojo” and Mica is now “Kojoto”.
I finished the tutorial sequence for the game. The player learns the basic controls and how to fight - and they are also given a clue towards their identity (or lack thereof). Now, I need to work on the Town’s intro stuff - the first ‘official’ mission will be to introduce yourself to the townsfolk. I also want to make a track for the dream sequence’s battle scene - though it isn’t necessary.
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