I've already (kind of) said it on my DeviantArt, but I've recently redesigned my KOF OC, Uta!
So if she looks really different to how she did in my previous posts with her (there's only, like, two), that's why.
Random rambling about my thought process below the cut (warning: there are a lot of images & GIFs):
Uta's old design was based off of Yuki, from this bootleg fighting game on the GBC called Queen Fighters 2000. Like Uta, she was a Mai sprite edit, so it was quite easy to make.
It's not the worst design I've ever made (that would probably go to Shun's original design, might share that later), but I felt like it didn't really fit in much with KOF, and it was hard to add in the netting in every sprite (plus I don't think that stuff would be very practical for a ninja? I'm not sure why I did it in the first place...).
This new design makes a lot more sense to me, and I feel like it makes Uta look a lot more unique and different to Mai (which makes sense, as they're not biological sisters). The main inspirations for this design were:
Mai's appearance in Fatal Fury: The Motion Picture (mainly the colour scheme, and the decision to make her ginger).
One of Mai's alternate outfits from King of Fighters: Maximum Impact 2 (I forgot which one, though; I've never actually played the game).
Andy Bogard's KOF 2001 design (mostly the black bodysuit, and the pants).
In giving her an outfit with inspiration from both her adoptive sister and brother-in-law, I feel like it makes her fit in more, rather than seeming like a bit of an outsider (which wouldn't be too inaccurate, but still...).
And yes, I will be making a M.U.G.E.N. character of her eventually.
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POINTS AT YOU
hi
tell me a fact about final light that you're really excited about so far in development. it can be anything
EHEHE HI!!!!
Development-wise, not so much sadly. I'm learning about UI and dialogue systems atm and I'm thinking of reusing an old WIP I had to test it out, learn, and practice, but otherwise not much on the FL project itself. Just a bunch of learning and tutorials. I've been chipping away at 3D models too but my laptop hates blender with a passion.
Future Development-wise, I really really want to see the story tunnels in-game. There's a few areas I can vividly imagine and I really can't wait to realize in a game (the Colony of Fireflies and Bone territories), but I want the story tunnels to answer a few questions the player might have about the world and it's past, since from the entrance to the end it's just full murals of the history of the colonies. I also just want it to look cool y'know.
The Commander's Maw is also high up on the 'I want to see this in-game' since it's a camping/shelter location- when the player finds a shelter to stay at, they'll be able to roam the shelter to craft, talk to their follower, organize inventory, etc. So, they'll be able to sit at the maw's opening and look over the entirety of the world there. The Colony of Clicker's settlement would also be a shelter but since there's protection (clicking ones) you'd be able to roam the entire settlement- I really want to push the idea that this is a thriving community that is actually living rather than just surviving.
Super super small thing-wise but I'm still somewhat excited about? I'm close to getting the full character roster filled out, and completing the goal of having almost every character gotten for free. I just got two new characters with super nice art, which I'm also happy about!! This would mean only Arrow and Frost of Heather wouldn't be entirely free- I got those two in exchange for some art I did for their original owner.
Prophet of Opossum (left) is by Buzzing_Honey_Bee on TH, and the guy on the right (no name yet sadly) is by @/ribtear!
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"the magnus protocol had a whole ARG beforehand? what?"
yes! it did!
"oh so I need to have participated in this whole big thing to actually understand the podcast?"
not at all! from the official post-mortem put out by RQ, "while the ARG was not something that was necessary to participate in to understand the magnus protocol, it was designed to contain a wealth of background story and context that would enrich any player's listening experience."
"a wealth of background context that would enrich my listening experience 👀👀👀 how can I learn about this?"
SO glad you asked. sadly, many of the materials made for the arg have been taken down since the game ended 😔 (ex., the official OIAR, magnus institute, and bonzoland websites. (edit ii: I found partial wayback machine captures! see below) though @strangehauntsuk is still up!), so we're a bit low on primary sources, but in terms of learning about what happened:
for a starting point, I would really recommend this video by @pinkelotjeart
it's super accessible, it was made in real time as the game progressed and follows the solving and revelation of clues as they happened, it hits all the major points of the mystery and moments of community insanity while eliding some of the nitty gritty puzzle grinding, 10/10 would recommend.
here's the official summary put out by RQ, and I'd recommend reading through this once you've already gotten a basic handle on the flow of the story and the basic connections between major clues and events. it's got some fun behind-the-scenes info and lays out the thought process behind the puzzles in simple terms
here's the full masterdoc of all puzzles and resolutions put together in the statement remains discord server. masterdoc my absolute BELOVED, masterdoc my bethrothed, masterdoc my soul mate. I'd recommend this as a second port of call after the above video as it either contains all details about the puzzles or links to other expanded docs that do.
here's the narrative summary doc that lays out all the plot and lore discovered in three pages of plain prose. if you just want to get to the good bits as fast as you can and get blasted directly in the face by contextless lore bombs, this is the doc for you. if you don't want to start with the video, I'd say this is another good entry point.
once you've got the lay of the land, some of the game materials that I found particularly interesting include:
the in-universe east germany expat usenet forum, with all content translated into english. most of it is irrelevant space filler with occasional extremely sus lore, but I still found it fun to read through. love to soak in some fictional forum drama.
chdb.xlsx, the spreadsheet of the names of all the children the protocol 'verse magnus institute was studying/experimenting on. EDIT: here is a version of the sheet without any annotations and with all of the names in their original order, kudos to @theboombutton for catching that the commonly shared copy had the order swapped around.
klaus.xls, a (very corrupted) spreadsheet with what looks like the classifications of a bunch of old OIAR cases.
EDIT: have a few more saved materials from the game that I forgot to include.
an in-universe audio ad to apply to the OIAR that ran before archives episodes and kicked off the whole game.
an in-universe video ad to apply to the OIAR, this one is an official upload that's still up from the game itself. you can subscribe to the OIAR's official youtube channel today, if you so chose.
the robo-voicemail greeting from the OIAR's phone line.
EDIT II:
here is a wayback machine capture of the OIAR's official website.
here is a wayback machine capture of the bonzoland website.
(pretty sure both of the above captures just archived the home pages, though I haven't tried clicking all of the links. I'd say they're still worth looking at, the home pages give a good window into the vibes.)
once you start poking around in these documents, you'll find a bunch of links to others with further information, the materials I've included here just contain what I feel to be the most relevant details to getting a broad feel for the whole game. once again, huge shout out to the statement remains server, I was barely in there as the ARG was in progress and only ducked my head in every so often to find links like these. true mvps of the fandom.
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