#MoGiSho
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Early evening drawings of other devs’ characters. Characters by @vampiredev and @thirdkeyofsun
A while ago, @thirdkeyofsun gave me permission to have Lore be a guest character in Project Light Spirit. You will see her if I ever return to working on the game again.
(It seems fitting for a moth to be attracted to a light spirit...)
#light spirit#indie#fan art#digital art#art#ship#MoGiSho#Vampire's Bit#fanart#indie game#Elzie#Layna#Lore#moth#vampire#moth girl#moth girl shooter#oc
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Testing out new dialogue system that should be more flexible than my original.
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Lore: a lazy, wandering, deity of death.
I need to stop fiddling around with this, otherwise I’ll never get it done. (There’s a lot of things I’d like to change, but isn’t it pretty much always that way?)
Here's @thirdkeyofsun‘s character, Lore, from MoGiSho (thanks for the follow!). It’s been really fun to see how the game’s evolved over time, so I thought I’d do this. I’ll probably end up doing more fan art soon, too - it was fun and a good learning experience. (My classes just started up again though, so updates will be sparse, but that’s par for the course, isn’t it?)
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Hi all, I mentioned I wanted do more art, no artist but got to start somewhere!
@thirdkeyofsun ‘s Lore Fan art from MoGiSho
Hopefully the first of many!
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Who knew that a Death God could be a real cutie! @thirdkeyofsun is a great developer working on MoGiSho, a SHMUP with cute moth girls!
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Unfinished battle animations for Nemu. There is still a considerable way to go but she is slowly getting there. (**she still animates as a box in some parts of her fight). Wings and wing animations will come near the tail end of this process.
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I have started preparing the background for the next stage. It is the forest outside of the shrine gates. It is also probably haunted by wayward spirits.
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I have been making adjustments to the current stage. Currently I have increased the speed of the stage itself and as a result adjusted the way enemies time their attacks and the frequency at which they attack. I also changed their health and movement speeds. The stage does feel better to play now so that is a positive! The background is still incomplete but as far as layout goes the stage is almost done. I can then move on to the next stage and worry about polishing the background at another time (likely before a demo is released).
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Fleshing out Nemu’s attack phases for the end of the stage.
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I set up the ‘candle lantern’ enemies in a section of stage to see how they feel. Sorry for the incomplete background work, it has taken a backseat to finishing out the enemy placement and boss battle work.
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Color and outfit reference for stage boss “Ghost Eater” Nemu. I iterate over design a lot before I decide on something I really like so it takes up a lot of my time. Now to start working on her sprite!
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Slowly making progress on the background art. I start by blocking out the entire stage in simple shapes the way I see it in my head. This lets me start to place enemies and time the stage encounters without having to finish the art first. I then return later to begin adding details over time and eventually the whole will be complete.
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Starting to form the massive shrine gate where the midboss fight is initiated.
My PC took a dive early into the new year but I have since gotten replacement parts in and everything is back in order. Development now resumes in earnest!
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Cherry blossom bud enemy animations currently being made! They are a popcorn type enemy meaning they are destroyed in one shot.
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Continued stage background art. I would like to get a sunbeam effect from the trees above if possible but I am clueless when it comes to shaders lol.
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I am finishing up the last few enemies that will appear in the stage. These ‘shrine candles’ become possessed by rampant spirits and attack anyone who happens to come near them.
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