#i've been tweaking their designs for years now but i finally like this one a lot
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Y'know what screw it I'm here I'm thinking about SWTOR I wanna get out of my shell more SO. Uh. Art? I'm still nervous about sharing but ART! At 2:30am! I'm totally good at this social media thing. 🤣😭

Meet Vega's parents, my smuggler/chaos magnet Reilly Hawkins and the long-suffering extremely loyal Quil Kodral. I have a whooooooole backstory and it's complicated and not entirely fleshed out because I keep changing my mind and the hamster that runs the writing wheel in my brain won't FOCUS ON ONE THING FOR MORE THAN A WEEK C'MON MAN *cough* anyway. Childhood best friends that got separated in their teens, found each other again as adults and realized "hey I think I've actually been in love with you like my whole life", went on a whole crazy adventure together and decided "let's do this together forever". Quil becomes a spy for the Alliance and Reilly uses her status as the Voidhound/Port Nowhere's captain to help Hylo and the Alliance's smuggler fleet. I love them so much. Closeups under cut because Tumblr crunches my art a lot. Imma go sleep now see you in the morning. 🤣😭



If you see any vague resemblance between Quil's design and the Winter Soldier no you didn't and also I swear I didn't do it on purpose. I don't hate it though? Eh.
#K8's Art#K8 Rambles about SWTOR#swtor#star wars#star wars the old republic#swtor smuggler#star wars oc#swtor oc#SWTOR OC: Reilly Hawkins#SWTOR OC: Quil Kodral#i've been tweaking their designs for years now but i finally like this one a lot#vega takes almost completely after quil in looks but she has reilly's dimples her attitude and her complete lack of a poker face#backstory for them is A Lot to explain without turning it into a whole Thing#(miiiiight have rewritten a lot of the voidwolf stuff to suit my story better because i love smuggler story—#—but i could see places i could make it better for me and went for it. i can enjoy my version of canon and the original version too y'know?#(it also intersects with my agent's backstory when it comes to quil's cybernetic arm which is a Whole Other Thing that would be a Lot)#i'm the kinda writer who sees a tiny hook goes “huh i could probably do something with that” then blink & have a whole new story thread 🙃#*aragorn speech voice*: a day may come where i will have the guts to publish stuff i have written! but it is NOT this day! 🥴#NOW i go to sleep so night night 😴
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Thoughts on two specific areas of the writing in Sonic X Shadow Generations
The best new 3D Sonic game in over a decade (or even two, depending on who you ask) dropped late last year. And I didn't write anything about it! Sometimes life happens. Well, I've finally sat down to finish Shadow Generations, and by now everyone has already been singing its praises for three months. This is the rare instance where the entire Sonic fandom, and even mainstream reviewers, are in agreement on something. The level design is the best it's been in a long, long time and the cool factor is off the charts, embracing Sonic's peak cringe era in an incredibly confident way. It's great. If you're even reading this post, you probably don't need me to tell you that. So I won't!
No, what I'm really interested in here is the writing. Because this is me we're talking about. But I actually don't want to talk about the main narrative of Shadow Generations, which is really solid little story about Black Doom trying to mold Shadow into his perfect soldier. No, I'd like to zero in on two other aspects of the writing here: the revisions made to Sonic Generations, and Gerald Robotnik's unlockable journal.

The updated Sonic Generations script
The new package mostly presents Sonic Generations how you remember it. There are some tweaks, but it's not a major overhaul. Graphically, I don't think the game has been touched much, if at all. I certainly can't notice any difference without a side-by-side comparison, despite playing it on a PS5. The most notable update is that the game's script has been rewritten by Ian Flynn.
Naturally, this caught my attention. Generations always had a nothingburger story, so with Ian rewriting Pontac and Graff's lame dialogue there was nowhere to go but up. (I don't like to pin the blame for those games' stories entirely on them, as a ton of it was dictated to them by Sonic Team, but, well, I don't think they're very good dialogue writers.) But it's less a complete rewrite and more like Ian was brought on as a script doctor for some minor touch ups here and there. Many lines of dialogue are completely identical to how they were originally written in 2011, and many others only have slight wording changes. Ian was clearly not allowed to request additional scenes or extend the ones that already existed. He has to match the original beat for beat so that they can reuse 99% of the cutscene animations. Don't expect it to be a whole new experience compared to the original.
Still, I think the new script is an improvement, albeit a minor one. Various things have been tweaked to maintain characterization consistency. Cream calls Sonic "Mr. Sonic" instead of just "Sonic." Instead of calling Sonic "buddy," Rouge uses the pet name "Blue," like she tends to do in things like the IDW comics. Espio doesn't have to remind you in the dialogue that he's a ninja, and he no longer has a line making it sound like he has some kind of soul reading power. I also like that Modern Sonic now actually has responses to what his friends say when he rescues them, rather than being silent like Classic Sonic. They won't blow you away, but they make Sonic feel a little more engaged with everything.
In general, the altered dialogue just seems tighter to me, and some of the more childish or trite wording of Pontac and Graff's script has been altered. Here, let's actually make a direct comparison, just because this stuff is interesting to me as a writer. Here's a couple lines from after the Egg Dragoon fight late in the game, in the original script:
Modern Eggman: Ooooh... I can't believe this! I was supposed to beat you this time. Modern Sonic: Aw, I'm sorry! I didn't get that memo. I beat you every time! [Turns to Classic Sonic] No, seriously, we beat this guy every time. It's like it's our job or something!
This is a simple exchange. Eggman is mad that he lost. Sonic is unflappably confident because he always beats Eggman, and he explains this to his younger self. But the wording here isn't particularly good. Eggman's simple and direct wording makes him come off like a little kid who's mad because his older brother beat him at Mario Kart, rather than a mad scientist who just had his plans foiled. It's making light of the situation.
And I've never liked Sonic saying "It's like it's our job or something!" That doesn't feel like a thing Sonic would say, it feels like a thing an outside observer would say about Sonic. This is a frequent problem with so-called "MCU dialogue," where quips meant to echo the commentary of a casual, somewhat disinterested audience are inserted into the story itself so that the writers can be like "See? We get it. We're genre-savvy, too!" It also just reminds me of bad Sonic Boom: Rise of Lyric lines like "Rings! It's like they're made for me!"
And then here's Ian's rewrite:
Modern Eggman: I recalibrated everything! This was supposed to be my time! Modern Sonic: Oh, please, keep dreamin', Egg-head. I beat you every time. [Turns to Classic Sonic] No, seriously, we beat him every time. Our score card's flawless.
Eggman's still mad about his defeat, but the line "I recalibrated everything!" makes it more specific. He put all this work into the engineering side of his latest scheme and got tunnel vision, thinking if he got his creations just right there'd be no way he could lose. "This was supposed to be my time!" also turns it into a time travel pun, which is a bonus. He's still pitching a fit over losing, but it feels more like Eggman pitching a fit, rather than sounding childish.
And then instead of saying that beating Eggman is "like his job or something," Sonic says he's got a flawless score card against Eggman. He doesn't take Eggman seriously as a threat—at least, not to his face. He acts like it's all a game. But he conveys this in a way that feels truer to the character, rather than feeling like the words of a real world observer poking fun at the tropes of the Sonic series.
Is this amazing, A+ dialogue that blows me away? No. Again, it's not a completely different scene from the one we already had. Ian had to fit the beats of what was already there. He couldn't go all out and write an all new story confirming his longstanding headcanon that the Time Eater is a remnant of Solaris or whatever. But the wording here makes the existing story land a little better and feel truer to the characters in subtle ways.
But to me, the main change is that the Sonics and Tailses seem to have a more solid understanding of what's going on with the timeline and the Time Eater, compared to how idiotic they sometimes seemed in the original game. Which is good! No more standing outside Green Hill and wondering why it seems so familiar. Thank god. As part of this, yes, there are a few more references to past games in the dialogue, like Sonic briefly being confused about the fact that they're time traveling without the Time Stones, or South Island and Westside Island being acknowledged as the normal locations of Green Hill and Chemical Plant. Yes, ha ha, insert joke about how Ian loves references here. Look, it's Sonic fucking Generations. It's a game built entirely out of nostalgic references. Just own it! And, again, in this instance Sonic and Tails come off as less stupid when they make it clear that they do, in fact, remember their adventures from presumably less than a year ago in-universe.
Eggman, too, seems to have a better understanding of the powers he's toying with. Where in the original vesion his focus was simply on going back in time to undo his previous defeats and he seemed kind of oblivious to how much the Time Eater was actually fucking up the universe, here Eggman says he wants to use the Time Eater to give himself complete control over the entire timeline. Eggman also makes way fewer references to his own failures and shortcomings. Of course he won't admit that Sonic has defeated him time and time again. To him, he's never truly lost—Sonic just keeps delaying the inevitable total victory for the Eggman Empire.
So, yes. The new Sonic Generations script is better. It won't blow anyone away, but it's better than it was. It's been elevated from "kinda lame" to "fine." No, if you really wanna see Ian flex his ability to breathe new life into old Sonic stories, look no further than...

Gerald Robotnik's Journal
Hoo boy.
The story of what happened aboard the ARK has always been... a bit confusing, to say the least. Fans with encyclopedic knowledge of the script for every route of Shadow '05 may disagree, but it's the truth. We've had all the pieces to understand the story for a long time now, but that info was given to us out of order by a pair of unreliable narrators—Gerald, who became a vengeful lunatic shortly before his death, and Shadow, who was subjected to multiple rounds of amnesia and altered memories. Some of the ambiguity left by Sonic Adventure 2 was cleared up in Shadow '05, but that game also retconned in a bunch of new elements to Shadow's backstory (aliens!) that lead to further confusion. Not to mention the fact that that game had multiple routes and only revealed the truth about Shadow if you sat on the ultimate final boss battle for WAY longer than the fight would normally last. Or the fact that Sonic X made its own tweaks in its telling of the story. Or the fact that none of these things ever had the best English translations. I can't blame anyone who hasn't played those games in two decades for not remembering the truth about these characters and getting some details mixed up.
What we needed was something to piece together all of the info we have into one coherent backstory, told in chronological order. And thanks to Shadow Generations, we have that, in the form of an official journal tying together what we knew from Sonic Adventure 2, Shadow '05, and Sonic Battle into the tragic tale of Gerald's rise and fall.
Ian Flynn was the perfect man for the job here as the guy who started his career by tidying up the mess that was the first 159 issues if Archie Sonic. This is what he excels at: taking disparate bits of weird Sonic lore from multiple different sources, boiling them down to their most interesting elements, and connecting it together in a way that will make the audience see the dramatic potential he's always known was there. Rather than feeling like a cynical exercise in franchise building, going back and explaining things that never needed explaining so that people can add more bullet points to the wiki, he puts a new spin on things that retroactively enriches those past stories. The story here means something to the characters involved and gives us a better understanding of them as people, rather than as plot devices to motivate Shadow.
(And, of course, Ian didn't do this journal alone. He wrote the story, but I also have to give a huge shout out to Evan Stanley, who made the final product. All of her handwritten journal entries, sketches, and "photos" included throughout. The physical damage done to the journal over the course of 50 tumultuous years, passing from Gerald to Eggman to a certain special someone at GUN. The way Gerald's handwriting gets less and less legible as his mental state declines. So much love was put into what could have been a mere text dump in a menu, and it really elevates it to the next level. Congrats on officially getting hired by Sega, Evan, you've sure as hell earned it!)
The main idea the journal conveys is that Gerald was under a lot of pressure from a lot of different parties—GUN, the President, his colleagues aboard the ARK, Black Doom, even his own family—and boy did it get to him. The known incidents aboard the ARK mentioned in previous games are put together here to form a story where everything slowly spirals out of control as Gerald keeps compromising his morals to further his research, thinking he'll eventually find some way out of all this because he's a genius. I won't recap that whole story here (if you haven't already played the game and read the journal entries, I would highly recommend at least reading it on the Sonic wiki), but I'd like to highlight my favorite elements of the story, as Ian tells it here.

1) The Eclipse Cannon
Here's something that never quite made sense in Sonic Adventure 2: why does the ARK have a laser that can blow up the Earth built into it? It was supposed to be a peaceful research colony. Sure, Gerald went crazy and swore revenge on the Earth, but, like... when did he have an opportunity to go back up to the ARK and modify it? Did he have someone else do it? How? The ARK was raided by GUN and shut down! And then they arrested him, held him in prison for an unclear period of time, and executed him by firing squad when he was no longer useful! It doesn't add up. Shadow 'the Hedgehog '05 would give its own answer by introducing the Black Arms and saying that the Eclipse Cannon was always supposed to be a secret trump card against the Black Comet. But, like... we know that's kind of a bullshit answer, right? You don't need enough power to blow up a whole planet just to destroy a comet.
Well, the new journal retains what we already knew, but it paints a much more complete picture.
See, long before Gerald ever made a Faustian bargain with Black Doom, he had already made one with an even greater evil: the military. GUN gave Gerald much of the funding for the ARK, Gerald's personal utopian research station in space, but it didn't take long for GUN to start pressuring him to design them weapons. Gerald tried to get GUN off his back by personally contacting the President of the United Federation, and the President gave him an alternative: how about, instead, you just use your genius brain to figure out the secret to immortality for us, so our soldiers can be immortal? Gerald was initially sickened by the notion and found it completely absurd, like chasing a shadow... but given no other option, the sarcastically named Project Shadow soon began in earnest. (Maria would later put a more positive spin on the name after Shadow's awakening, pointing out that a Shadow can show us the direction of the light, like she says in the game itself.)
Of course, this search for the ultimate life form didn't go very well, and without any results on that front GUN kept hounding him for weapons. Gerald would throw them a bone here and there to get them off his back. His research on Chaos resulted in the Artifical Chaos prototypes, which he worried would be used for warfare but could at least theoretically be used for search and rescue missions in floods, in his mind. But that wasn't enough. So he gave them Chaos Drives to power their mechs. And that still wasn't enough. He's got Emerl. He'll give them Emerl. They're not impressed by Emerl. They'll shut the whole ARK down if Gerald doesn't give them something big.
Fine! GUN wants something big? Gerald builds a huge fucking laser cannon into the ARK. However, as a middle finger to GUN, Gerald makes it so powerful that it would destroy the Earth if it was ever fired at any target on its surface. In other words, GUN now has their ultimate weapon of mass destruction, fulfilling his contract, but they can never actually use it. Oh, the delicious irony. (And also Shadow will blow up the Black Comet with it in 50 years yada yada yada.) Is this perhaps extremely shortsighted and naive of Gerald, to believe that such a weapon would never actually be used just because of the risk? Of course. But hey, that's Gerald for you. And I love this as an answer.
(Also, this, uh, kinda echoes something from real life! Remember the bit in Oppenheimer where he says all nuclear war will become unthinkable, and Edward Teller responds "until somebody builds a bigger bomb"? Yeah, Teller went on to conceptualize a superweapon codenamed Project Sundial that would have been able to kill all life on the planet, as the ultimate deterrent for war. This was never made for obvious reasons, but hey, there's a basis for this sort of thinking outside of heightened sci-fi! There's a whole Kurzgesagt video about this if you're interested.)
2) The Biolizard
The Biolizard is, of course, brought up as the initial failed prototype of the ultimate life form, from before Gerald met Black Doom. We don't really learn all that much about it that we didn't already know, but I just love the way it's framed in the story.
As you can see above, we actually get to see a picture of Maria holding up the cute little salamander that would end up mutating into the Biolizard through Gerald's experiments. (Researchers want to figure out how to replicate salamanders' regenerative abilities for humans in real life, too, so this was a natural starting point for the project.) And then, after it grows to a monstrous size and goes out of control, Gerald has to lock it away in an unused sector of the ARK. He needs to keep the poor thing alive for his research into harnessing Chaos Energy, building life support systems directly into it, but he doesn't have the heart to tell Maria what happened. So it just becomes this first dark secret weighing on his conscience. The Biolizard becomes Gerald's Tell-Tale Heart beating beneath the floorboards of the ARK. I love that.
3) Lost Impact was the breaking point for the ARK
Remember the level Lost Impact in Shadow '05? The flashback level on the hero path where Shadow is running around fighting Artificial Chaos enemies on the ARK 50 years ago? Yeah, that wasn't just a random incident. That was important, as we now know due to its placement on the timeline.
See, Emerl's rampage aboard the ARK that was chronicled in Sonic Battle and Dark Beginnings set off a domino effect. Emerl riled up the Artificial Chaos, causing Gerald to lose control of them. They became violent, and so Shadow had to stop them, as depicted in Lost Impact. The thing is, that incident sent an SOS signal to GUN telling them that shit was going down on the ARK. Gerald didsn't fully understand the trouble he was in and assumed that he'd simply be reprimanded by the higher ups, or maybe face legal action. But, well... the next time he heard from GUN, armed troopers were raiding the ARK.
So Lost Impact was the straw that broke the camel's back. I just really like that detail.

4) Maria
And, of course, there's Maria herself. Maria has often been more of a symbol than a character, this perfect embodiment of everything that's good and pure in this world who gets killed to motivate Shadow and Gerald's revenge plots. But I really like the wrinkles this journal adds to her and Gerald's story, and their relationship. This is the most fleshed out they've ever felt.
For one, the journal leans into the idea of Maria's intellectual potential. The rest of the Robotnik family is all geniuses, after all, and she was proving to be a really bright kid. She excelled in her studies on the ARK, and she even helped design Shadow's jet skates and inhibitor rings. When Maria died, the world didn't just lose a symbolic personification of purity. She genuinely could have been a hugely influential scientist who did so much good for the world. That's what Gerald wanted for her. But we'll never know, because GUN killed her.
Speaking of her family, their presence isn't just mentioned for the sake of fleshing out the Robotnik family tree. It's mentioned that as Gerald struggled to find a cure for Maria's illness through his genetic research, he faced mounting pressure from his family. They didn't want Maria to be up on the ARK forever. They wanted Gerald to hurry up and find a damn cure, or otherwise just send her back home to Earth so she could be with her family again. She'd been up on the ARK for so long that Gerald's coworkers started thinking that she had been born up there. Eventually she gains a baby sister on Earth who she's never met. A rift forms between Gerald's two sons, and he's unable to really deal with it because he's so consumed by his work. There's this sense that the family is falling apart, and that everyone is dreading the possibility that Gerald will never find a cure and that Maria will just spend her final years up in space and die far away from her family, because Gerald just couldn't let go. If that happens, it'll break the whole family. But he can't stop now. So he just keeps working. Curing Maria is the only way to win his family back, in his eyes. It can't all be for nothing.
But my favorite detail regarding Maria is this one paragraph:
Maria is growing into a lovely young woman. It breaks my heart that someone as bright and energetic as her is diminished by disease. There are no visible effects, and I've caught my fellow researchers muttering to each other, doubting her illness. It is infuriating. I find all my reason and restraint vanishes when she's slighted.
This is SUCH a great addition to the story! It's always been true that Maria doesn't really seem all that ill, just looking at her in cutscenes. With this one little comment, Ian flips that issue on its head and turns it into a story about invisible disability. She doesn't act like she's in chronic pain, so she must not be, everyone thinks. And this really, really gets to Gerald, as does the pressure from his family. He's dedicating his whole LIFE to saving her, and they think she's faking it?! It's such a small addition, never referenced elsewhere in the journal, but it adds so much flavor to the story, as does the implied family drama. It grounds Gerald and Maria and makes them feel more like real human beings, rather than being pure archetypes. It's just enough info to let my imagination run wild filling in the blanks.
You also get the feeling that Maria being such a walking ray of sunshine was the only real source of joy Gerald had left in his life before Shadow was awakened, and the only thing keeping him from snapping under pressure sooner. All this stuff just keeps piling on, everything's spiraling out of control, but at least Maria is keeping her chin up, right? It makes so much sense that losing her would make him go off the deep end when it's framed like this.
It's just... man, I never thought I'd care so much about Gerald and Maria. But that's the Ian Flynn touch. After years of less than stellar Sonic writing that seemed to be embarrassed of itself, I'm so happy to have new games coming out that fully embrace the history of the series like this, making its world feel so rich and real instead of just serving as an excuse for a string of platforming levels. I don't even like Shadow '05, but I'll be damned if Ian and the rest of Sonic Team didn't make something amazing by "yes, and"-ing Shadow's cringe past here. Sonic has truly reached levels of "we're so back" never thought possible.
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BBR thoughts 2024
Since I mentioned that I finally dusted off an old project of mine and was ruminating on how I'd remake it, I thought I'd elaborate a little, now that I've solidified some concepts. For funsies
This is gonna be a bit of a long and unfocused one, but I don't share my personal thoughts here often, especially the stuff about my projects I always marinate in. And for once it's something that people have existing context for, so hey why not
So for anyone who hasn't been following me for a gajillion years, The Black Brick Road of OZ was a webcomic that I posted around 2013-2015, back when I was in highschool going on college (which is kinda crazy to think about). It was sort of a darker twist on The Wonderful Wizard of Oz, although I definitely leaned a lot more into dark humor more than anything in those first few chapters
I don't think it's available to read anywhere anymore, and I know people have been asking me about it. So here's the full proper archive of BBR, as full as it can be with deceased Flash
I totally used it as an excuse to shamelessly and self-indulgently experiment. It had interactive pages and GIFs and was wayyy too overproduced for what I could handle or what was necessary, but I did have great fun making it while it lasted
Unfortunately, that excess and the fact that I've changed too much as a person by the time I was in college is what ultimately killed it. The direction I wanted to go in was practically unrecognizable from the original idea started back in 2011, so there were many old hold-ups that I felt ruined it
At the time I kinda wished I could start/rewrite it all over, but considering that I pretty much had the entire script done at that point, it felt like a pointless sisyphean task. So I just put it on a shelf and didn't look back for about 8 years, because I didn't know what else to do
Now to be fair, the nature of my art has always been iterative and cyclical; when I feel like my creative juices have run dry I prefer to leave a project to marinate and move on to something else; cycle through other old things and bring in new skills and perspectives into the mix when I'm ready again. Not very productive, but it is what makes me happy to work on my OCs; I'm doomed to hit a wall with them eventually and I need some time to be able to find a new direction
So that said, I'm glad that BBR was left to marinate for that long. I don't think I was prepared, emotionally or intellectually, to tackle it again until now. The Wizard of Oz book (and the entire series of them, really) has always been near and dear to my heart, but there's a lot of context around it that I'm only unpacking now that I'm older
I think I always inherently feel negatively about the stuff I've made in the past, like its faults always jump out to me more than the positives, especially the more time passes. I've never liked that, and I do really appreciate the kind things people have to say about BBR to this day. The fact that it still can be recognized and remembered is very sweet
When I left it, I already found it "kinda cringe", and that feeling only deepened with years. When I took my first look back at it, asking the question "how would I rewrite it now?", at first I took a very cynical approach, as in "everything would have to be torn down"
But the more I sat on it, the more I found that I still see some merit and charm in the ideas I was putting out; I just didn't know how to execute them at the time (not to pretend that I know what I'm doing now, but I certainly know more at least). Turns out a lot of my old concepts could be changed substantially with just a few small tweaks. So I'd say that's a nicer way to think about my previous work
If you haven't seen yet, I posted a first draft of my new designs for some of the characters (the main group, the Goods and the Wickeds). Definitely subject to change, but more or less how I see them now
I'm just playing with these concepts; by no means would I attempt to remake BBR right this moment. Call it a pipe dream among my other ones. But just for fun, this is the direction I'd like to take:
Nowadays I'd probably make it a visual novel, with more emphasis on the visual part than the novel because I'm no English prose writer by any means. It'd still let me play a little with the interactivity while helping cut some corners on the drawing part (only some, I imagine I'd go hog wild anyway)
I've always intended for some events inspired by the sequel books to take place in BBR's past. Stuff like Jinjur's revolt or Ozma's rule preceeds the main events here. So I think it would be fun to follow the past of a few key characters alongside the main story. One chapter focusing on the present quest to see the Wizard, then one focusing on the past events (that are maybe reflective thematically); rinse and repeat
I'm also sticking a little closer to the original text in some regards. Not everything that I enjoy from the books would be translated here, it's still just a very loose fantasy on the material; but I'd like to be closer in spirit at least
I like mature, wise and powerful Glinda, I like kind and vulnerable Tin Man, I like the Wizard being a pathetic yet loveable liar, so I'm sprinkling in more of that for example
I'd like to keep some whimsy, but make it more grounded and a bit more serious to be coherent in tone. I think the original TWWOOZ book was a more realistic fantasy in some ways, even for the standards of the time; I like its simple but vivid tactile descriptions and details like bringing attention that Dorothy needed to eat and sleep
I find it funny that Baum specifically was averse to making his books scary or unpleasant, finding that unnecessary for telling a compelling kids story, but they still can get pretty dark and disturbing, at least for our modern sensibilities. Let's just say that I intend to use the Evoldo and Chopfyt storylines for my purposes. In that way, I feel like a "darker" Wizard of Oz retelling can still mostly be tonally in line with the original and balance it with enough heart and occasional humor
I slowly grew to appreciate the quaint old-timey quality of the original series, as well. The first book is both timeless and very much a product of the 1900s. Originally I tried to give it a little modern or at least anachronistic spin, but it was moreso because it's what I knew best, so these days I'd rather intentionally lean into the time period. Still not fully historically accurate by any means, but at least directly acknowledging the influence
The events of the story span across 40 years of these characters' lives, so I'm drawing inspiration from the entire so-called La Belle Epoque: the time period around 1880s-1920s. Basically I'm cooking, and my soup is old Victorian fashion morphing into Edwardian fashion and slowly inching towards flappers
Some new Dolly outfits
Lots of crazy things, political changes and innovations were happening at the turn of the century, which I think is noted and reflected by Baum in the books as well; the character of Tik-Tok might not blow any minds now, but he was one of the first robot characters in literature at that point; and don't even get me started on Jinjur, etc. Plenty of really interesting stuff one could lightly ponder in an Oz adaptation these days
Aesthetically, art nouveau has always been a big artistic influence for me, and it'd definitely be its time to shine here. John R. Neill's illustrations of the Oz books often keep me company as well. Nouveau architecture in particular fits that fairytale whimsy extremely well imo
I'd allow myself a little bit of art deco here and there, but ultimately its intimidating geometrical splendor is an antithetical to the flowery nature of nouveau and I associate it with a completely different era. Definitely fitting some characters like my Wicked Witch of the West, but shouldn't be overused
One of my main problems with the original BBR was that eventually I lost track of what it was even about; and the original ending felt too mean and unfulfilling to be worth it. Now I'd like to stick to the theme of home and family as my main theme, but in a different, more bittersweet way than in the book
An interesting connection I made is that a lot of my aforementioned older key characters (the Witches, Jinjur, the Nome King, etc) all came from the same reformatory as kids, that's how they know each other. In my recent research I learned that in those reformatories it was usually frowned upon to release the children back to the families, which were seen as the original corrupting influence regardless of the circumstance. The reformatory did everything in its power to cut that connection and make itself the only family those wayward kids were supposed to know and love. That's an unexpected tie into the theme of home that I'd like to explore as well
So yeah that's the current state of it. I have a bunch of outfit concepts I'm slowly cooking, although I'm now sure whether I'd post them... But I do miss these funny guys, and I'm glad some people still do as well :)
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still thinking about Obito's tendencies to hang upside down so why not talk about something even more funny
now Obito is obviously trolling the Konoha squad in that moment, acting like a complete idiot and weirdo and all, usual stuff for Tobi. Obito is being a weird little bat on purpose, it's all an act
you know who among Akatsuki, a very scary and a totally serious organization, also acted like a weird little bat, but without it all being an act?
allow me to introduce you to the final page of chapter 238

Kishimoto, why is Deidara's first appearance is him being upside down during Akatsuki's zoom meeting?
(which is supposedly the first one in 7 years since Orochimaru ditched them, but whatever, no fucking way these guys can remain semi-organized without a good old online meetup, I do not care for canon's opinion when it conflicts with my funny headcanons)
But seriously, it's been almost 10 years since I read the manga for the first time and there's still no explanation as to why Deidara did that LMAO. Logic dictates that it's simply Kishimoto not finishing up the designs for his new villains (rinnegan's design wasn't finalized until, like, Akatsuki Supression arc, I believe? there's someone TOWERING over Kisame who is 195cm already and at the end of the day remains Akatsuki's tallest member, etc etc), but I've got a PhD in overthinking Naruto details and turning them into shitposts that sometimes also turn into fanfiction, so I will take this one tiny detail and make myself laugh until I cry.
To me this moment is just so precious because it's actually a scene from OG Naruto, meaning that it's pre-timeskip, so Deidara here is only 16. And this just proves to me that Deidara's puberty (there is no exact indicator as to when Deidara was abducted recruited into Akatsuki, but I assume it happened sometime when he was 12, because during his recruitment we see Itachi (and we know that he joined Akatsuki after the massacre, so he was 13 and he's got a 2 year difference with Deidara), Kisame (who, judging by his pre-death flashbacks, joined AFTER Itachi, meaning some time had to have passed since the massacre) and Sasori (who wouldn't have a partner after Itachi joined because Orochimaru just couldn't resist trying to get that Sharingussy, but Akatsuki don't operate on their own in general, so I doubt Sasori would have been left without a partner for a long time, a year max) and during this zoom meeting 16-year-old Deidara speaks like he's very much aligned with Akatsuki's goals and grudges which would be very weird if he joined them against his will just recently, so a year or more would have to pass between Deidara's recruitment and the OG Naruto zoom meeting) was arguably one of the worst things that organization as a whole had to go through because teenage Deidara was JUST BUILT DIFFERENT.
Don't mind the fact that even as an adult he starts tweaking if he doesn't get to explode something every few hours (I would imagine that teenage rage and angst would only exacerbate this issue), but he would also just want to "look cool" and wouldn't listen to anyone in any position of authority AT ALL. Going back to this scene of Akatsuki's zoom call, we can see (and for certain characters assume because once again designs here are kind of wack) that these overly serious members like Pain, Konan, Kakuzu and Sasori are PRESENT and just... don't do anything about Deidara's antics? They just gave up at some point LMAO. And a while ago, I presume.
16-year-old Deidara, proud and puffed up as a lion: You can stay on the ground as boring old men you are, but I'm going to hang upside down today, hm!
Pain, the acting leader of this very serious and lethal organization that for some reason took in a 13-year-old and a 12-year-old because, I dunno, the real leader thought it would be funny, sighing: okay, Deidara...
I also don't believe that it was ever specified how Nagato's zoom jutsu works, but I think Akatsuki's members simply sit in whatever position they want and their projection is different from their actual position which means that. yeah. Deidara does a bat cosplay. because he wants to. baby why are you like that.
but I also like to imagine Deidara actually hanging on the ceiling during the meetup and the gang just going
Pain: Sasori, can't you grab a mop or something and swat him off of there?
Sasori, in the most dead inside voice imaginable: you are not paying me enough to do that. in fact, you would not last a minute in the asylum I'm living in. you can't give me 40 minutes of peace, can you?
honestly props to Onoki for finding a way to both continue using Deidara's skills for his goals (by just fucking paying Akatsuki and calling it a day) and keep the village intact, teenage Deidara just seems like the trial version of what Akatsuki members could expect on their missions. like, if you can't manage the stress of dealing with the (pony)tailed beast, you have no business trying to fight an actual tailed beast.
I'm also thinking that adult Deidara aka Shippuden Deidara would think himself really cringe for doing this shit when he was younger and feels kind of embarrassed in front of the other members (who unfortunately besides Hidan were there to witness his cringe bat phase of growing up in your local terrorist daycare organization), so he's pretty quiet during the zoom meetings when we get properly introduced to him.
That's, of course, until Deidara gets partnered with Tobi.
I can imagine the two of them competing who can last longer hanging upside down and now Pain really can't do anything to stop this bullshit because it's his actual boss and his clueless partner making their own bat nest during their zoom meeting. He just tiredly glances over at Konan who gives him a "I told you Yahiko was right and we shouldn't have joined forces with this guy, but when do you ever listen to me" look.
The gang would be discussing something like Kakuzu and Hidan brutally murdering Asuma (who's Obito's classmate btw and whose mother he already killed a while ago) and trying to steal his corpse to sell for some cash and in the background above them Tobi'll be yelling something like "senpai, watch what I can do" and start turning cartwheels on the ceiling.
tl;dr Obito and Deidara match each other's freak when it comes to doing weird shit for no apparent reason other than to fuck with everyone while on the job. thanks for coming to my TobiTalk
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hii im suuper late to my own week ik (i'll post the rest of the days from time to time, college applications were a pain </3 but i've got most of it down
This piece is a redraw of my very first post ! This has been a wip since the start of the year so my art style unsurprisingly changed a bunch as i tweaked the lines and colors. it's not the best but it's looking as good as it can be!
as for the zine, people are free to draw up pieces for the week up until the end of september and we can compile it all together! it's not really the usual zine format but who knows.. we can maybe try to figure out a way to formally start a more structured zine project for these two
Anyway! I've decided to dedicate my greenflower week posts to my headcanons I've made up for them from the past 4 years.. I figured you guys could take a peek into my brain since I haven't really been good at that unless you catch me in a vc :") there's a buncha hcs and old ass art i never posted finally unearthing under the cut if you wanna take a peek
So, first thing: Body headcanons..
i took super long getting what i want with this waay back when I started posting cause I was still figuring out a lot with my art. i couldn't get in good details/features that would properly differentiate them or make them fun to draw. I wasn't striving to be really innovative with the designs or anything, I just wanted them to feel like characters I like looking at and thinking about
finally, i'm somewhat able to settle on these as of right now! It will most likely update as the time passes and my art changes, but this is what I got!
basically the main idea is that i wanted Lloyd to be bulkier but sharper. grew up fast and has all these edges, but then you get to know him and he's just a big ol dork. Mostly wears loose-fitting clothes that hides his figure, but he's quite built underneath
Brad's a lil taller and pretty lanky. my art style may not be able to show that properly but lloyd can snap him in half <3 he also seems hella chill but that's probably cause he got balls of steel after living through a million ninjago invasions
This thing below is an old outfit concept I have for a project that I've been working on. does not reflect my current headcanons with his physical appearance but i do like his clothes
I think he loves his role as the green ninja, saving the world and such. it came with lots of baggage and reflection but i do promise that he enjoys it for the most part. I think him wearing green is kind of like wearing work clothes so he tends to avoid it on days when he's free to keep from being too ready to jump into ninja mode
i do tend to keep him in green though cause the fandom sure does love their color-coded ninja
anyway .. that's about most of what i've got for this that looks good enough to post, so here's a bunch of other doodles/sketches, both old and new ToT
oh and a quick comic too cause why not
one more: bonus greenflower yuri
thanks for coming to read this far :) there'll be more soon
#ninjago#lloyd garmadon#ninjago lloyd#brad tudabone#ninjago brad#lloyd x brad#ninjago greenflower#greenflowershipping#forgivenshipping#forgivenship#evan's art!#evan rambles!
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IT'S STRINGLESS' 1 YEAR ANNIVERSARY (+ early concept art compilation)
Posting this dumbass little video to start off the day since we have a lot of little gifts for our awesome community today.
One of those things is something i've been wanting to do for a very long while: posting a lot of the original concept art for stringless (since ive always enjoyed seeing other people's early concepts) some of these i have posted massively before, some are completely unseen, so it'll be fun
This one is the page that started it all, his design is at the same time largely unchanged and also completely different
All i have to say is that it originally said (regarding spamton and swatch) "they bicker like an old married couple" but then i thought about it and i changed it so theyre literally just married
Didnt mean to make swatchton, made it anyway lmfao
Right after that, i got working on neo designs, I wanted to make him really scary looking, the original concept was to make him look skeletal and generally for him to look insane and like he had been reanimated from the dead, but a lot of people had told me over time that they didn't really like the design, I was very defensive over it but I ended up taking criticism and i actually really like the new neo, it balances the uncanniness of the original design with the sleekness of my new art
Payton was a natural next step, without someone to sell the thorn ring there'd be no neo, so although his design visually stayed almost the same, he went through a lot of color revisions (thanks mostly to @maskedalterego, who helped me to nail his final color palette), he suggested the gloves, and helped me to balance the saturation of the design since really I've never had a good eye for color.
His final design, color wise, was just me experimenting using the colors of my sona at the time on him, which I was hesitant to do but was so happy with the palette that I kept it.
It's interesting that he was originally intended to be the pink addison (since he sells one of the snowgrave required rings), and the reason he ended up being the blue addison was corey beepington (and the eviction notice short which I have taken one too many concepts from), this still influenced me to make his outfit pink initially, which still is a huge part of his character design
That exact same night, I created concept art for Raster (weirdly, I was sure I created them before Payton, but it might be because I was generally uninterested in Payton earlier on), their design is also largely unchanged, I just got better with shapes and color, I also ended up changing their cheek markings after seeing some swatchton fanchild art by ne0nbandit
A first until now, the first concepts for payton neo were made on paper
I took very long on this design, and I only updated it every few weeks to make tweaks because I felt the concept was too good but my execution didnt make it justice
I'm very proud of how the design looks now, as of the latest neo redesigns, I feel I could finally make this idea justice
Swatch's design went through some last minute changes, I wanted to use this color palette for swatch to contrast with spamton, but decided against it, then i changed their hair to be longer, to make their Stringless design distinct from their regular Deltarune design
Historically, these two are pretty important, the first pieces of art I ever made featuring Rakhin's old design, when he wasn't part of stringless and I was just befriending rope (he made me Payton fanart first, fell in love with his style), the contrast is beautiful
Now to finish this post, here's some unseen Snowgrave route art I made over the time Stringless has been in development, they're all pretty quick sketches, but i love them nonetheless
Thanks everyone for the insane reception this AU has gotten, I haven't been feeling very good this whole year for a huge amount of reasons I can't get into, but Stringless and its community always helps me to remember why I do the things I do
Thanks for everyone's comments and everyone's kindness, thanks especially to @theropeaaa , for being the literal other half of this AU, without whom I couldn't have ever done the Stringless pages, @maskedalterego for helping me and listening to my ramblings since the start, @scamp-boxx for being this AU's biggest hype man (the first ever comment on the first spamton concept art was by them, and they helped me nail so much of the snowgrave route), @boykisserwoah and @weirdohno , for also being here from the start and making an absolutely insane amount of fanart oh my god, @gutamajunk , for motivating me to create Raster, and writing several story outlines on the first days of stringless that were the foundation for the pages, and diaryous milch and rory, our friends that have helped with character designs, story ideas, voice acting and have generally been instrumental to what stringless is today
THANKS EVERYONE <3
-Nick
#deltarune#deltarune au#stringless au#deltarune comic#spamton g spamton#swatch deltarune#swatchton#concept art
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hey silly question maybe. do you know why cars are so boring now? like im on the wikipedia page for the cadillac eldorado for Reasons and it's a really visually interesting car through all the generations up until like. the tenth in 1979 when it just kinda looks like. every other car (if a bit more square) is this just like, the Capitalism Thing of shit getting more and more boring and samey over the years? or is there like a reason. idk much about cars but this has always annoyed and confused me, i miss interesting looking cars :(
Well, it should be noted that the tenth generation Eldorado's case is a peculiar one. As I've gone over, old American cars tended to be refreshed every other year, and the Eldorado, meant to represent the top of the top of that uniquely American idea of opulence, was perhaps the car most supposed to do so. Hence, as you'll have found, its ninth generation launched in 1971, just 18 years after the first - thats' how long the only generation of Italy's best selling car at the time, the Fiat 500, was sold for.
You wouldn't have expected that generation to stick around for more than four years - no other generation did, and almost all lasted half that. However, 1973 had other plans. Namely, the fuel crisis that completely eviscerated demand for mastodonic fuel guzzlers.
Sales would decline the following years, with little tweaks here and there but no major update, which would have been money down the drain as existing owners could barely afford to fill up the damn things, let alone upgrade, and what were potential customers before couldn't afford to fill up the damn things full stop. So when the new model finally came, this big aspirational car was shrunken down to get on with times of shrinking aspirations.
Nigh on 5.20 meters (for yankees, that's roughly 4/207ths of a Titanic) will hardly seem short to European sensibilities, but let's remember, that's coming from 5.70. You could walk between two walls that far apart. The width, too, decreased by a whole 20cm (for yankees, that's roughly half a rabbit), which in car width terms is massive - like, it's the difference between a Mini and a Mustang.
This to say, the tenth generation Eldorado is oft maligned as a fall from grace, one of the most popular examples of why the malaise moniker stuck to this era of American cars - so not exactly the fairest assessment of how cars changed with time. How about, then, we start our analysis by looking at a car with a much better received update, shall we?
Of course, the Mk1 Volkswagen Golf (for yankees, that's roughly a Rabbit) was a smash hit the world over, so much so that in Mexico it remained on sale as the Citi Golf as recently as 2009(!), and if I didn't think it the best looking Golf that ever was I probably wouldn't own one...
...but unless the only kink you're into is the Hofmeister, I don't see how the second generation's styling is such a downgrade as to bemoan the state of things. And frankly...
...maybe it's just the boiled frog syndrome, but I can't spot a point in which anything 'went wrong', so to speak. Which leads to the all-important question:
You say you miss interesting looking cars, but I do have to ask - when did they ever leave?
Have a browse of my pride post (no, really, go read it, I think it's one of my best ever) and point me to the boring cars within it, because me, I don't see any. And I suspect the reasons are similar to why you see older cars as more interesting.
For one, given the point of the post, all the cars shown are some flashy color, and each is different from every other. This, however, is increasingly becoming an anomaly as greyscale gobbles up an ever increasing share of the market, meaning on average, modern cars are less colorful, and thus less visually interesting. I've written about cause and effect of the greyscalification of cars, and suffice to say I'm not a fan of it - but I feel like that is a discussion separate from car design itself.
Then, of course, there's that those in the post are all cars that I like, so that selection was curated (albeit only by my personal taste). But that is also the case when we look back at older cars: what you see around and what you hear about is what people cared enough about to preserve and to discuss - not just in terms of models but of versions, specs and even colors. If you look at car shows like Radwood or Oblivion, which celebrate 80s and 90s cars, the very time period you referred to as the beginning of the end for interesting design looks like its heyday!










Yes, that trailer is factory.
Unfortunately, it must be said that unique and interesting cars have become fewer and fewer, as the ever increasing regulations make it even more expensive than it already was for smaller brands to emerge and the economic status of things makes it increasingly harder to justify a funky, daring picks for the biggest purchase of the average person's life - let alone the purchase of a second car, which tends to be what more extreme offerings were bought as. A brighter future seems to be ahead, though, with Toyota's incredible GR Corolla/Yaris and 86 apparently about to be joined by yet more spicy goodness and Mazda teasing a return of the rotary engined sportscar. For the twentieth time, sure, but after having seen the Motocompo revival actually happen, I am ready to kick that football.
(because you knew about the new electric Motocompacto, right?)
But there's another thing that post's selection had going for it: variety. Pretty much every car in it was in a wholly different category from all the others, and that is bound to make each car within it seem a lot more interesting than if it had been surrounded by cars of its same segment.
The survivorship bias outlined above also results in far more variety than you would find in normal traffic: even setting aside the halo car dynamic whereby the most special -and therefore most interesting- cars are usually niche offerings with very low sales figures, people tend to remember, discuss and seek out cars that represent some extreme - be it the fastest, the most expensive, the greatest, but also the slowest, the cheapest, the worst... and the tallest, the lowest, the biggest, the smallest, and so on. In short, the cars you'll find the least interest for are the everyday, quietly competent cars that make up the bulk of vehicles on the road.
Although, going far enough back in time, even those appear interesting to us, because their context's norm was so different from ours that even the cars that most adhered to it seem exotic to our sensibilities.
But when actually viewed in their own context...

...that impression tends to be stifled.
Unfortunately, it seems to me as though variety is also being stifled nowadays, with a growing share of body styles on sale becoming SUV/crossovers, and the increase in platform sharing reducing automotive outliers (for better and for worse).
And I should note: as for the other industry shifts I mentioned, the driving force isn't Big Capital or The Evil Economic System or what have you. It's the consumers. Sure, we can blame manufacturers for turning every model into a more profitable SUV, but they couldn't do this if they didn't sell, and they wouldn't do this if people didn't see them as more prestigious vehicles worth paying more for. We can blame manufacturers for killing weird car projects, but usually they get axed because people don't buy the things. Dealerships still order grey cars because no one digs their heels about having theirs yellow. So on.
So in short, old cars have always looked more interesting, because time alters our perception of them in ways that make them seem as much - and it also happens that lately the car industry has gone in the opposite direction to those alterations, causing new cars to seem less interesting. So, in short, the problem is the comparison just isn't apples to apples.
I think this is why that Golf evolution does not show any trend towards boring or away from interesting in my eyes - because it mostly strips those factors away. Here's a bunch of generations of the same car, all silver, all presented with no context bar the version before or after, all in the same body style which, for its entire history, was a common sight pretty much anywhere. (Also helps, of course, that the Golf's evolution had no wacky twists and always nailed the zeitgeist.)
This not to say that I can't complain about modern car designs - but for that, don't compare apple to apple... compare it to Microsoft.
See, I can think of many modern designs I find bland and devoid of personality, not because of a lack of styling effort but precisely due to an overabundance of it: so keen were the designers to put a crease here and a fold there and a kink somewhere to make the brand's seventh SUV set itself apart from the other six that the design became too overburdened with details to have a clear message - like a story with too many events for them to express a cohesive point.
Or, indeed, like this parody of Microsoft packaging in which their design principles are applied to the iconic, nay, legendary packaging of the original iPod.
youtube
This is an actual Microsoft video btw. This was made internally by Microsoft's marketing department.
Links in blue are posts of mine about the topic in question: if you liked this post, you might like those - or the blog’s Discord server, linked in the pinned post!
#hope this answers the question to a satisfactory degree#as per usual excuse the large delay#and as per usual this was meant to be 4x shorter than it eventually ended up being and isn't even longer only thanks to great self-restrain#car design#cadillac eldorado#fiat 500#mini cooper#ford mustang#volkswagen golf#honda motocompo#honda motocompacto#also GOD ACTUAL FUCKING DAMMIT SCREW YOU SLIDING READ MORE ANNGHGHGHGH#(when you edit posts on desktop the Read More slides down a block and if you forget to move it back as I did your post will look idiotic)
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Would you be open to a commission for a sun tattoo design at all? Sorry if I keep sending you too many asks, I just really really like your art 🫠 (and it's so nice to find an artist that creates SDJ pieces, as well)
Hope you're doing well, I hope spring has reached your shores by now 💐
So unfortunately, I don't do commissions. (They make me too nervous, lol ^^') But I decided to whip up a few "concept" sketches while I was at work.


I might clean these up and post the final versions of them later. Feel free to use them, tweak them up a bit, or just disregard them, I'll admit they may not the the best or a bit cliché (Cries in dead dreams of being a tattoo artist)
And don't worry about asking/sending too many questions/asks! I love to babble and I love to see that people like my art enough to ask about it! I just gotta try not to force myself to try and answer them too fast otherwise I'll burn myself out (Like I did before).
And I'm so so happy that my SDJ pieces have gotten the attention that they have! It may not be much compared to what others get, but it's by far the most I've ever gotten and I am so happy! I already have two more SDJ piece ideas, I'll just have to find the time to do them.
I also wanna talk about how I got into SDJ, cuz I just think it's kinda funny.
So... I'll admit, when I was in high-school, like... Freshman year, I HATED yanderes. Idk why, I guess I took them too seriously. My best friend LOVES them, and their favorite is Peter from YB, and I hated Peter the most. I can't even tell you why, just the mere mention of him annoyed me. I was the type to be like: "But he'll kill all your friends! He'd hurt you if you don't do what he says! Blah blah blah."
Don't worry, I'm not like that now (obviously). That was just how I felt about yandere characters in general.
So, about SDJ. Before covid, I was scrolling through TikTok, and outta nowhere, I get this edit of Jack. I had zero clue who he was at the time, but I initially really liked how he looked, so I went to the comments to see if I can find where Jack was from. A single mention of him being a yandere character instantly ruined him for me, and I dropped him and forgot about his existence.
Years pass, I go through quarantine for two years, and had to go through either two or three evacuations cuz of some outta control wildfires near my area. So safe to say, my mental health was a bit down. And I usually cope with that kinda thing with immersing myself in my favorite media, but nothing was really doing it for me at the time, so my friend (the one who likes yb) tries to get me into her fandoms.
She also likes to randomly message me like: "Soo..." and send me a character she would know I would jokingly disapprove of.
One day, she shows me a picture of Jack, and when I see it, I got full on FLASHBACKS to how I found him. I don't even know how I remembered since the edit I saw of Jack was years ago at this point and I haven't seen or heard anything about him since. My friend shows me a playthrough of one of the first demos and I got sucked right in. She even admitted she was surprised to see how much I gathered and knew about Jack and his "lore" within a few hours.



Since then, I've been really into yanderes and visual novels, and Jack is my #1.
I would doodle him every now and then and my friend would give me that smug knowing look, and I just can't help but laugh at how deep in this hole I was, when before I was so adamant to hating the type of character he is, and now I'm kicking my feet and drawing him.
And now I'm a lot more comfortable drawing and posting characters that aren't mine (idk why, but I would get so embarrassed trying to even sketch a character I liked in any media.)
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BIG MAMA???
GIVE HER TO ME NOW
FUNNY YOURE ASKING ABOUT HER NOW BC GUESS WHO HAS BEEN WORKING ON HER DESIGN THE PAST COUPLE OF DAYS.
Ngl big mama has given me a lot of trouble. I was torn over four different designs with like four different pokemon. And each species would mean something different for her lore. BUT I FINALLY COMMITTED. I'm gonna keep her design a secret for now since I'm still working on fine tuning it. But Pokemon fans MIGHT be able to guess which pokemon she's inspired by with the trivia I've given. Here's some big mama lore!
Similarities to canon: runs her battle nexus, has a lot of power in tmnp’s equivalent to the hidden city, has a history with splinter and utilized him in her battle nexus.
The battle nexus deserves its own post. Pokemon battles are normalized in this world, therefore the battle nexus itself wouldnt be controversial. But Ive found ways to MAKE it controversial (EVIL LAUGH) that would have the pokemon league¹ shutting it down if they knew about it
Now for TMNP exclusive big mama facts!
- Master illusionist. This gives her the ability to naturally transform into her human form
- She feeds on fear. Literally. It is rumored that if you listen closely to her necklace, you can hear the screams of champions in her battle nexus.
- Is one of the few yokai to use poke balls and specializes in ghost type pokemon. Supposedly these Pokemon are the lost souls of her nexus champions that died in her arena
- Her staff consists of Alpha Pokemon² (Fox as Thievul, Owl as Noctowl, Otter as Floatzel, Lion as Pyroar)
- Gus the shiny alpha granbul is her favorite and is treated more like a pet
- She regularly interacts with the surface world to scout out powerful pokemon to have in her nexus. This is how she found lou jitzu “the human who fights like a pokemon”
- Regularly hires bounty hunters to steal powerful pokemon from their trainers
- She has worked with Hunter J³
- Can create shadow pokemon⁴
And bonus info: Here's her color palette (might tweak the specific shades but the color is there)
1 Pokemon League: This is like the government branch that regulates anything pokemon related in the surface world. Hosts the yearly pokemon league, oversees the gyms, responsible for granting or revoking trainer licenses.
2 Alpha Pokemon: Pokemon from hisui (hokkaido Japan from ~500 years ago) that are significantly larger then normal. They are usually more powerful and more aggressive
3 Hunter J: A pokemon anime exclusive character that will be making an appearance in this au. I had to, she is arguably one of Pokemon's best villains
4 Shadow Pokemon: A pokemon who's heart has been closed off artificially. They lack empathy, cannot be reasoned with, and are highly aggressive. They are controlled by the will of the one who created them
#ENJOY YOUR BIG MAMA FACTS#i gave a lot for you ;]#THANK YOU FOR THE ASK CURLY#<3 curly#i put the foot notes just for you since i know youre not well versed in pokemon#but also this franchise is HUGE and im sure some pokefans are not aware of some of these things im pulling from#like shadow pokemon are from a spin off game made like 20 years ago#people will only know hunter j if they watched the anime specifically the dp series#but ya hehe im having so much fun with this :]#tmnp bts#tmnp#pixel replies#rise of the teenage mutant ninja pokemon#rise/pokemon au#rottmnt au#tmnt#pokemon au#rottmnt#big mama#tmnp lore
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Early Wizard School Mysteries Concept Art Pt. 2: 2020 & 2021
Wizard School Mysteries Book 3: Wicked Witchcraft has been available for purchase in paperback and kindle editions for about a week now, and to do my due diligence as this series' author, editor, and marketing executive, I've gotta make a post about it to annoy you all with so that maybe more people read it and build up a bigger audience for the next one.
So! To accomplish that in a way I find palatable, I've dug up some very old concept art for the series, and am going to parade it out for your enjoyment! Come, look upon my old art and despair be inspired to buy my books!
This is part 2 because tumblr wouldn't let me upload more than 30 pictures in a post btw.
Oh damn, there's our James! He's lost a lot of his Wizardmon flair in favor of patches and a bit more of a bookish look, and his hat is a manageable size in that it actually fits his head now. Even his hairstyle is close to what it would be.
Ivan's getting closer too, with the patchwork arms and furry shoulders on his vest to give him that "peasant wizard from the snowy North" vibe, and a shaggy mop of hair to go with it! His wand's a bit gnarlier looking, like it's a tree branch that was whittled down rather than a more refined dowel, which is a nice character touch.
Gretchen's gotten plumper and, after some experimentation, has curly locks, so yay she's finally definitely not white! She's gaining her more witchy look, too, along with the shadowrot that became so important to her character in the series as it currently exists.
Margot's design is still experimenting, but she's beginning to get more recognizable with each one. The skull helm is introduced, and with it comes a move to a more goth-punk look, with a skull-shaped pauldron and spikes on her gauntlet. And she's getting more muscular, which is good for a The Muscle archetype she represents. Oh, and she gets an aquiline nose! That's not important for archetype reasons, I just think it's me living my truth. Needs to be bigger, though.
huh... somehow less recognizable as Rodrigo than the previous sketches. I kinda like the rockstar vibe it has, though, even if it doesn't quite fit Rodrigo.
Serena's finally got her magical girl swag! I mean, not quite enough, she's still weighted down a bit too much and doesn't have nearly enough ribbons, but she's getting there! Progress is progress!
Charlotte's limbs are more proportionate now, they feel like they actually belong on her frame. Still not quite right, but much better.
We don't have a Polybeus for this year, but we do have some other fun sketches!
We've got an early Fafgander design, as well as six of our youths in their school uniforms! Margot's supernatural height is cemented here, and uniform!Charlotte is looking even more like herself.
Onto 2021!








All of our youths are finally sporting their canon designs, though slight tweaks would be made here and there to facial features and the like.
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Mudborne - Devlog #02
Hey everyone! Been awhile since I opened up Tumblr to write something - I've been trying not to add the pressure to make myself post every single month, as half the time I don't have much to say and the other half making it something I HAVE to do prevents it from being something I WANT to do But it's been a little while of working on Mudborne stuff in between all the final APICO update stuff, and I wanted to share where I've got to so far with your new fav frog game
Back To The Drawing Board
So if you haven't already seen, one of the main things I'm doing with Mudborne is updating the style and the art. The gamejam version was made in a week, and a lot of that was shameless art rips of APICO with some reskins - which was still cute but after working in the APICO "style" for nearly 5 years now I wanted something different. For that I'd already played with a few ideas:
The game is set in a pond, so I wanted it to be mostly water. This meant thinking about what the landmass or even buildings would be like - I've always found the land style I did for APICO really weird as it's severe top-down but all the sprites are like sortof side view? So I wanted to work with that in mind and have the land match that perspective more. I also really liked the idea of the stone slabs as the land instead of dirt, as it had a nicer overall vibe and helped the mud stand out from the "dirt" of the early ideas. I also wanted to have lots of plants and nature stuff that wasn't necessarily interacted with but added to the overall scene. One thing I really hated with APICO is it relied on the trees/shrubs for balance of the overall palette, so this time I wanted enough flora scattered across the waters to make it look pretty all the time not just before the player has a killing spree with their axe. What I ended up settling on after a few weeks was this:
As you can see it's mostly water, with some large stone slabs to act as "land" and break it up, and lots of green. I wanted a consistent darker outline for anything you can interact with, which then let me have a lot of "background" flora and scenery.
The stone slabs also felt like a perfect place for buildings - I'd tried an attempt at a few building designs, but overally didn't really like how they fit in with the world
Having the stone slabs as the buildings felt more natural and the little extra details of grates and drains and windows I think helps sell it more as lived in. Also by having a fixed "size" of the blocks in tiles, I could match that for the inside so all the spaces matched up when going in and out (and also means I'd be able to show "hidden" rooms while inside that give you a clue to how to get into them)
To finish it off, I worked on the menu designs to see how the UI would fit in - there's some similarities to APICO's basic UI style but I changed the colors a bit and added more space around all the elements. I also wanted some clearer slot stuff, so like mushrooms and their powder/magic mud to have a small icon for the mushroom, buckets to have a liquid icon - I'd made a few sprites in APICO that were far too similar, so I wanted to avoid that this time round.
I also wanted to keep the main UI as minimal as possible, just some indicators, a current quest log, and then the tooltips if hovering something - this means I've got some flexibility later to add some more stuff. Once I got this coded up I'd tweak a few things, including the design of the titular mud itself, but overall things pretty much match those final concept arts above.
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Lost In A Dream
With that done I wanted to work on the next main part of the design - the dream world. In the gamejam when you dream you visit the big frog god and they tell you your progress, but what I actually want is a whole dream world that acts as an "opposite" to the waking world.
With APICO I always felt like the gameplay was fun but the NPCs and story and exploration was pretty non-existant. In Mudborne I wanted to expand that, have a similar "maths for fun" genetic puzzle to work on as the core game but then have a much richer world to explore.
With the dream world I could have things change between the worlds - new doors and rooms appearing, broken bridges now fixed, stone lilypads disappearing. By using the big froggy pools the player can switch between the two, and access new areas they couldn't before, along with new frogs or mushrooms or NPCs. This ends up with a sort of APICO x Metroidvania in a way, you find different mushrooms, create new frogs, and based on the frog genetics you can "unlock" these gates to get to new areas - some part of the main story, others optional to learn more about the secrets of the world, but the different frogs will gate your progress and exploration. It also gives me a lot of scope to do fun things with the differences between the two worlds, whether thats trees turning into jellyfish that float around, or NPCs being different and saying/selling different things.
It also has some importance within the story itself so I think it should end up as a nice mix of fun gameplay, cool vibes, and a nice story to tell.
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Something Old Something New
With the overworld itself I'd done a lot of changes, looking at the gamejam you can see just how much differs, not just colors but the world objects too.
Some of the items I still liked, like the mushroom designs or the basic tools, some I think make for a fun "nod" to APICO, (like the frogspawn being the honeycomb sprite but modified), with the objects themselves though I wanted to try and match that new "perspective" shared by the stone buildings and the trees.
I also wanted to start using some more colors and have things less flat, so it was nice to finally move away from a lot of the stuff I'd drawn for APICO. When it came to the menus though, I still think the rough style of menus worked really well - it's been battle tested and I know what worked and didn't, but the UI has always been pretty solid. The main changes I did was update the spacing between elements to give the slots + UI inside menus more space, and then I wanted to change some of the border/header styles slightly and have the tiny lilypad icon in there too. To start with I just fleshed out a bunch of the machines I had in the gamejam plus a few extra ones (also yes thats a slightly different shade of brown to APICO, you have good eyes!)
I really liked some of the menus have these sort of "mini" interfaces inside that showed a bit more of what is going on in the overworld, so wanted to lean into that a bit with some of the other machines. I also still liked the idea of having some mechanism stuff - for APICO players I appreciate it's lost the charm, but anyone new to Mudborne thats never heard of ol' bee game can still appreciate it!
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Maths For Fun
As I started implementing the mechanics some of the menus changed a bit - for the current "vertical slice" I'm making for pitches, the main machines I needed were: - Spawner (frog+frog = frogspawn) - Grinder (mushroom = powders) - Cauldron (mud+powders = magic mud) - Nursery (magic mud + frogspawn = tadpole) - Feeder (tadpole + bugs = frogs) - Bed (skip ahead time)
The main differences to the gamejam version is the extra step with mushrooms (so that you don't have to find + pick as many mushrooms as you'll get multiple powders from one), the cauldron accepting up to 3 powders that can be the same or different (so one magic mud can have 3 buffs), and the nursery having multiple layers (so you could do 3 different genetic changes or use a +1 mushroom 3 times for a +3 in one step) The nursery change is the most important here, as being able to do 3 buffs at the same time is important as it's part of the genetic puzzle I'll explain later - but it also removes some grindyness, instead of needing to do 3 cycles for a 4 trait to become a 7 trait using a +1 mushroom, you can do just 1.
The feeder expands the process to include bugs you find to feed the tadpoles - once they grow they'll appear in the overworld as actual frogs again to catch, but this time they might be some new species depending on the genetic modifications you made with the mud. I'm still playing with what the different bugs might do or how which bugs are decided as needed, but I think it gives me a lot of room to play with from a mechanics standpoint. The final "new" machine I needed was the actual teleportation pools - these would have the genetic "lock" that you need to make a frog to match.
The puzzle starts off simple enough, get a frog that matches the 7 traits the pool requires. Putting a frog in the pool starts the little coloured lines to "move" from left to right, stopping if the number the frog has doesn't match whats needed. Once you have a frog with all numbers matching, all the dots can join up, and the pool unlocks to be used to travel between worlds.
"That's easy" I hear you say, and yes! To start with this is easy enough, sure you might need to combine different mushrooms to counter certain modifications you don't want, but you can cycle frogs as much as you want to keep modifying until you get there. However this is me making a game so obviously I need to then show you something that makes you cry - which is when I introduce the concept of ancestors to the genetic locks
Instead of just looking at the traits of the frog, it also looks at the traits of the frog of the previous generation, and maybe even the generation before that! So starting from the first "column" you need to jump to the next one in a single frog cycle, using the right mushrooms to modify the numbers in one leap (ha).
You then might need to do that again (and again) until you have a frog that has each previous generation matching whats expected. There'll be some tools to help you "predict" this, as well as lots of different mushrooms you'll find as you explore that do different things, +1, -1, *2 AND -1 etc. Planning this out is a nightmare as you can imagine...
Also having 7 traits each with 7 values means a lot of combinations (823543?!?), which means I can "hide" a lot of frogs to be discovered. For example go scroll back up and look at the "finished" concept art without UI for both the waking and dream world - notice that piller on the left? By travelling to the dream you can get the missing numbers that give you a trait "key" you could make to find a new frog.
In this way there can be a bunch of frogs you have to find to progress through the pools to new areas, some frogs you can get through experimenting (what if I do 777777?) and some found through clues in the world.
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What Next?
So right now I've planned out all the mechanics and I've been starting to implement them into a prototype of sorts (in my new favourite engine LÖVE) to make sure it all feels fun and has the right vibe, so lots of little bugs/critters roaming around, a cute day/night cycle, weather etc
I'm trying to spend more time on little details and effects in the world, all very small stuff but all adds up without the player realising, reflections or pollen or subtle movement.
The goal is to then finish that as a vertical slice I can use to pitch to publishers, cos although APICO did well that was a couple years ago now, and outside of this final update I essentially have no releases until Mudborne is done so money is pretty tight :')
While doing that, I'll be continuing on with the game, starting with the first "training" area that will essentially become the demo. My plan is to release the demo later this year showing that first area, while I continue finishing the game to release in 2025 - right now the demo on Steam is still the gamejam version, which while it has some of the vibes it's not the full concept of what I want Mudborne to be, so I'd like to get that updated to really show people what they can have to look forward to.
I have a lot of the full game mapped out now, in terms of the story, areas, npc, general mechanics etc. I'm also literally mapping it out, each area on some graph paper, so will be interesting to see how closely I follow this for the demo + full game, esp. as I've already changed the houses (and is a nice analogue break for my poor eyes)
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As I mentioned at the start, having to force a devlog every month didn't work great for me, I'd rather do larger devlogs now and again to catch you all up with what I've been doing over a couple of months otherwise it feels like I'm scraping the barrel some months when I've been busy on other stuff. I do share the odd video + sketch in Discord now and again, so if you want to come chat about it I'd love to see you there, but I'm committing to do devlogs when I can so you can keep up with everything <3 ~ Ell
#game development#indie game development#indie games#game design#video games#indie dev#pixel art#frogs#mudborne
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Recently I’ve been playing, and loving, Penny’s Big Breakaway and it’s made me realize how stiff official Sonic games have felt since Sonic Heroes. It feels fantastic to chain moves together as Penny. While I don’t want a Sonic game to play exactly like Penny’s Big Breakaway I do want to enter a similar flow state while playing. Sonic Team seems allergic to making any gameplay/movement options that allows for flow… do you have any idea why?
That's the 65-million-dollar question, isn't it.
Several times over the years I've pushed back on the idea when people say Sonic "can't work in 3D." Of course Sonic could work in 3D, it just takes the right team to build it. The concepts and principals of a Sonic game are not exclusive to 2D. You can build a game on those ideals in 3D and it will work just fine.
If you go back and watch my "How Do We Fix Sonic?" video, I also put forth the idea that a lot of 3D Sonic games are the way they are because Sonic Team does not trust the player. To some degree, rightfully so: there's a growing pile of one-level fangame demos where some college kid tries to do 3D Sonic "right" and while a lot of them are okay, I think it makes for an easy case to see why official Sonic games have so much scripting in them.
When you're going that fast, and you're that acrobatic, it becomes very easy to make some incredibly dumb mistakes. It's not that nobody can play that game, it's that a game like that might struggle to achieve mass market appeal. Sonic is, first and foremost, a pick-up-and-play game. I've been thinking of that term a lot lately since the release of Ring Racers, and it basically means a game you don't have to learn. A game where you turn it on and know everything about it instinctively.
The entire pitch for Sonic was a game you could play with just one button. Easy to start playing, difficult to master over the long term. It's a tough balancing act. Especially when you're aiming for a game that a 10 year old can play.
When I was 10 years old, I couldn't even stay on the road in Super Mario Kart. That's what we're working with here.
So they make Sonic into this guided experience with heavy scripting where they can insulate the player from making dangerous mistakes. Lots of spectacle and minimal friction.
Now you add in the pressure of deadlines and budgets. A fangame like Sonic GT can spend five years as an alpha still figuring out its level design, tweaking its mechanics, before finally releasing a four or five level "game." Whereas an official Sonic game probably has to make a pitch, get to alpha, nail all of its controls and mechanics down relatively early. Probably within the first year of development at least, if not within a period of months.
Then they have to build a game for those mechanics. And, with being so scripted and directed, they can't deviate much. Once they're locked in, they don't have a lot of wiggle room to redefine what the game plays like.
That even goes for researching better ways to do things. I don't think these guys were given much of a chance to stop and think. Sonic Adventure 1 came out in October 1998 in Japan, that team moved to America to work on the September 1999 United States release, Sonic Adventure 2 was announced probably not even six months later, it came out within 18 months of its announcement just in time for that team to crank on the super rushed Gamecube port, which segued into an equally rushed port of the original Sonic Adventure, then their first multiplatform release on a third-party engine just a year or two later, followed by a sequel less than two years later, and another sequel less than two years after that...
Running and running and running and never stopping... and, well, I guess this is just what Sonic in 3D plays like now, right? That's the precedent. Sales are relying on not alienating people who are used to the way these games play.
Plus, it also depends on who within Sega is involved. I tend to agree that we shouldn't pin decisions all on one guy anymore for how many developers are actually involved in a game (200+ for Sonic Frontiers), but it's hard to deny that in the Morio Kishimoto era of 3D Sonic games, they've made a dedicated to effort to lock Sonic down and script his movements more than ever. Starting in Sonic Colors all the way up to the most recent Sega of Japan games, player movement is more restricted and automatically controlled than any other Sonic games to come before it.
Even Sonic Frontiers, for all of its open zone gameplay, once you touch a rail or one of those floating platforms, it tries to restrict and control you as much as humanly possible. Helicopter parent game design. "Do it my way exactly, or stop playing the game."
And I think all of this just collides with itself and makes a big ugly mess. I think it's telling Sonic Unleashed is such a cult favorite given its the closest thing we've had to a decent reboot of mechanics, even though it's still trapped in a lot of that scripted spectacle design.
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Whoops posted this early by accident lmao
Anyway, here's the Rarity and Capper fankids! Their description is under the cut.
I've been wanting to redesign these two for ages tbh. I was never that happy with Sparkler's colors and I had designed Snow Belle before I really figured out her personality. So I tweaked them a bit, to make Belle more sporty and spunky (also swapped out her back paws for hooves and her unicorn tail for a cat one) and gave Sparkler tuxedo coloring! And also a scarf, since she likes making clothes with her mom.
Here's their updated bio info:
Name: Sparkler Nickname: Sparky (Capper's really the only one who calls her this), Sparks Age: Teenager Pronouns: She/her Parents: Capper Dapperpaws and Rarity Bio: Rarity and Capper's adopted daughter! They spent quite a few arduous years filling out all the correct paperwork and doing interviews but they were finally able to adopt their daughter Sparkler as a very young kitten. Rarity was overwhelmed with joy at finally being able to hold her daughter, and spent the next few weeks bursting into happy tears every time Sparkler purred beside her. Sparkler discovered very early on that she preferred being a girl over a boy, as she was initially gendered, and her parents happily accepted her change in pronouns (Rarity took to it without any trouble, but Capper does tend to trip up now and then much to his embarrassment). Sparkler is spunky, cheerful, and down to earth; she enjoys sewing clothes with her mother, though she doesn't have as much interest in trying the outfits on herself. She and Rain Shower (Fluttershy and Rainbow Dash's son) have been friends ever since they started at Twilight's school, because she was never interested in fawning over him like many of the other students. She has a big unrequited crush on Bowtie, Pinkie and Cheese's son and Rarity's Canterlot assistant, that she enjoys sighing dramatically over a tall glass of milk at the end of the day.
Name: Snow Belle Nickname: Snow Ball, Belle Age: Child Pronouns: She/her Parents: Capper Dapperpaws and Rarity Cutie Mark: Athletics Bio: Capper and Rarity's little surprise kitten. They had no idea that they were biologically able to conceive, having briefly talked to a doctor who shot down any possibility of it happening. Yet low and behold when Sparkler was around 5, Rarity realized she was pregnant. It was a hard pregnancy and Snow Belle was born very fragile and weak, having to spend the first months of her life in the hospital. As she grew older though, she was actually very outdoorsy and athletic. She has a cheerful outward disposition, but suffers from pretty severe anxiety. She desperately wants to be accepted by everyone and tends to use her sports prowess as a way to endear herself to the other ponies at her school (though she just as often uses sports as comforting stress relief; can't have an anxiety attack about everyone hating you if you run so many laps you pass out). She loves sports of any kind, but has a particular fondness for tennis and gymnastics. Snow Belle's horn is very undersized and the only magic it can do is glow and pick up objects. It serves her well enough in sports so it's underpowered aspects don't bother her much. She's good friends Clover (Soarin and Applejack's youngest daughter), Silver, and Ruby (Gabi and Spike's kids) and they have a pretty tight nit group. She and Silver are especially close, with very clear crushes on each other. Ruby and Clover are disgusted with this.
Relationships with each other: Sparkler and Snow Belle are very close, though Sparkler wasn't sure what to make of her at first. First she was worried that Snow Belle would take all of her parents attention away, but then she just never showed up! After quite some time in the hospital, Sparkler was finally allowed to visit her little sister and her first thought upon seeing the undersized kitten was "I would kill a man for you". Snow Belle idolizes her older sister, but sometimes to the point of not wanting to bother her with her fears and anxieties.
Relationships with their parents: Their whole family unit is very close as a whole! Sparkler and Rarity are especially close, sharing a love of gossip and clothes making. Snow Belle and Capper love to race through Everfree Forest and he's very proud of her athletic abilities. Capper understands how his daughters sometimes feel like outsiders and does his best to support them in any way he can. Rarity can and will fight other parents at Parent Teacher meetings if they turn their noses up at her kids.
#my little pony friendship is magic#mlp next gen#my little pony next gen#capper dapperpaws#rarity mlp#capper x rarity#snow belle#sparkler#badgerverse
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it really sucks being a silent hill fan for years and years now... its always sucked being a silent hill stan ever since post golden years (post sh4), our fanbase has been fucked time and time again and unfortunately it has led to some shitty things that have directly effected the overall disposition of the entire community at large extremely negatively and this makes me sad.
first of all, nowadays the community is absolutely toxic. it seems like konami is actually trying their best (for the most part) this time and the community behind silent hill just nitpicks every single tiny little thing. like, i don't think konami could ever in a million years make this community happy no matter what bloober or any other developer would do with any sh1-4 remake. the nitpicks i see people complaining about are just... silly at times. that's not to say some of them aren't valid. there are things i've seen in the trailers i'm not a fan of at all. it's not like im stanning and defending the remake, willing to die on the hill of "it's going to be good no matter what, it's a silent hill 2 remake." It's not like that, it's just that this community is absurdly toxic and salty. and the sad thing is, i get where this vitriol comes from. this community, we have been constantly just thrown under the bus. the IP has had its history of just, absolutely not handled with respect at all and it has sucked, so the community is in this place of, "we're going to be salty no matter or how good it is." it seems like.
look, i'm not a fan of consulting firms being hired for a fucking horror game for 'inclusivity', like what the hell is that? I don't get it myself. But that's not the point. The main contention and memes i'm seeing are solely based on Angela's face rn being a little bit more boxy and not up to par with the absurdly realistic faces of other characters.
Okay, well, it is a trailer and not the final product so seeing all these memes and mockery (as funny as some of them have been), i have a feeling her face will be changed, probably quite a bit, like James' face was. Maybe her character's face was not completely finished, I don't know. But, her face did need the most work. She is supposed to be a teenager and looked like she was ~30 in the original, so I get needing to completely rework how she looks. That being said, her character was always going to look completely different from the original in a reimagining in a game with photorealistic character design. the character design for Angela wasn't always the best out of the lot of all of them, so ofc she needed the most redesign and i'm not even mad... idgi and this is coming from someone whos favorite game of all time is SIlent Hill 2.
It's just, so much of this criticism seems very contrived and it seems like people are just shitting on the small knit-picky bullshit things because its the bandwagon thing to do.
Meanwhile, the first trailer had some problems. This second trailer shows Bloober team willing to listen to the community and tweak the problems people were having with what they saw and I was blown away by some of what I saw...
I'm just willing to have an open mind to all of this, because at the end of the day this WILL be the best Silent Hill installment we've gotten in YEARS, and despite the couple of gripes I personally have with what I've seen so far, I was BLOWN away by this reimagining of Silent Hill 2.
Again, this is coming from someone whos favorite game is Silent Hill 2. I personally think this is an absolute massive undertaking, because at the end of the day, I do believe Sh2 was a literal masterpiece. I think it is a must play game because it is. in my opinion, one of the most profound pieces of modern media, period. So, I'm willing to accept the fact that a remake will NEVER, no matter what, ever live up to being just as good as the original. To me, this is going to be a welcome return, reimagined in the modern age, with far different gameplay and mechanics, so it may not be a masterpiece at the end of the day. (Maybe I'm wrong, I'd love to be proven wrong.). but it will be a very awesome and fun return to my favorite place in the world and from this new trailer and what i've seen, I think this is going to be an awesome time.
I just hope they fix a couple of things. They do need to make Angela look as detailed as other characters, for some reason she doesn't, maybe they're still working on that. They need to get rid of the red "i'm hurt" border, that shit is lame. Some of the physics sometimes look unnatural... Other than that, I'm fucking stoked.
People need to just stop shitting on things to shit on them, and if you've never played Silent Hill 2, and you like horror games, do not wait for this game. The original will always be a masterpiece, something absolutely fucking rare as all hell, and it is absolutely worth playing. There's no reason to NOT play it if you like games.
Like, I don't get these people waiting for the remake, never played the OG games by team silent and then being like "This looks like shit." It's like, it's because you never played the original and I feel like this game really is for the fans... Like, I get it, there's younger people who don't like older games or whatever, and they want modern gameplay but the game was never supposed to be a resident evil clone. the game was never about how good the combat is... so you don't get it. PLAY THE ORIGINAL. The graphics hold up, the story is a mindfuck amazing journey, the atmosphere is mind-blowing, it's not like other PS2 games where it's like if you're a bit younger you'd go "This is too dated, the graphics are too bad and I can't enjoy this." The game is a cinematic masterpiece, it's almost like the most interactive movie ever made at times. I don't know, I just don't get these kids not willing to play the original but waiting for the remake and then also shitting on things about it... half the time it's because they don't get where they're coming from with the source material. this shit isn't supposed to be RE, even though they could be considered video game horror cousins..
there's just all these salty people and I've been livid with Konami for so much and especially with things they've done with this IP, so I get the gripe at times but people just need to stop being SO salty, there are things worth being excited about IMO....
I personally love what I saw this time. I hope the community can rebound from being mostly toxic at times, and this IP finally gets a worthy installment of praise... We shall see.
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SHE'S FINALLY DONE
Ok, so for those of you who don't know, i've been talking about redesigning miraculous ladybug for like. two years now? But i've finally settled on designs that I actually like, so here's Marinette!
Design notes and other stuff below!:
So, before anything else, I wanted to go a slightly different direction with her design: I genuinely like the canon civilian outfit, but it almost feels...professional? I get that she's taking commissions and stuff, but like. I don't think that tells us a lot about Marinette as a person.
I gave her a pair of overalls and sneakers, with a big, poofy sweater, cuz I thought it would look fun
My idea for both her and Adrien's design is that in whatever form they're in, they're sharing the same color palette mostly, hence the speckles of green in her design
This is also why there's minimal white in her design: I'm designating white as the Agreste color
I imagine this version of Marinette as being a kind of shy person, but one who's very passionate about things she believes in. The kind of person who, in the wrong circumstances, comes off as a bit of an ass.
U remember in the sereis when, for the first episode, Marinette thought Adrien was as bad as Chloe? I actually wanted to extend that into a half-a-season arc
Speaking of color, I don't like how the series color-codes (or just forgets to color-code) it's characters: logically, Marinette's main color should be red, with hints of black in her design, but instead its...pink?
Like, Rose is already pink, why is Marinette pink, too? just for the magical girl thing of pink=main character?
And y'all, don't even get me started on the others. Alya's main color is orange because fox, Adrien has black in his design, with hints of green (and also purple and orange? why?) and nino...
Like, the rest of the class is color-coded to their miraculous for the most part, why is it JUST the main 4 characters?
(ok, Sabrina ALSO technically isn't color coded correctly...but still)
So, I have marinette in a rainbow sweater for a big reason: In this redesign/rewrite, Marinette doesn't know what she wants to do with her life, so her main "color" (until a turning point) is tie-dye/gradient
I also tweaked her design a bit in other ways
Her earrings have tassels because 1. Tikki goes into the tassel and it swings around to enter the actual earring, and 2. I thought it looked cool.
Flats here:
#marinette dupain cheng#miraculous ladybug#miraculous ladybug redesign#miraculous ladybug rewrite#I originally had her with a much nastier looking expression but then i decided to tone it down to not give a wrong impression#I don't have Adobe anymore so I had to use figma#I'm happy her design turned out this way#ofc I still have things i want to change#but i like where she's at rn#god the quality looks dogshit hmgmgjgjggn#I’m gonna have to do something to fix it but Medibangs a crock of shit when trying to fix quality
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merry christmas fellas, here's my little summary of art
Generally I'd say I've improved a lot throughout this year. Got a proper drawing tablet, switched drawing programs, finally begun working on using more then one type of brush... it's certainly been journey! A journey with many ups and downs, but one I am glad I went on anyhow.
Under the cut is individual uploads of every piece of art in this image, alongside a writeups about their creation. Cheers!
[1/25/23, Medibang Paint]
Starting off with a pretty alright one, drew this to commerate the release of a game I'd been interested in for the past 4 or 5 years. I think it could use some tweaks, but for something drawn in mobile medibang I'm still pretty proud of it.
[N/A, N/A]
This is where my february drawing would go... IF I HAD ONE !!!
I did not draw much digitally in February, on account of my tablet randomly breaking right at the start of the month. I did draw some stuff traditionally, but I don't feel like fishing it out at this moment lol
[3/31/23, Krita]
One of my first proper drawings in krita, and of a character I should really draw more of. This was made for trans day of visibility & comes with a trans pride palette to boot, though I ended up choosing the normal palette since the other one kind of sucks. Also could've done better on the posing, but I was still getting used to the ins & outs of drawing tablet usage so ¯\_(ツ)_/¯
[4/22/23]
Drawing I made for earth day, honestly a solid contender for best thing I've drawn all year. I did pretty good on the pose, still dig the background a fair bit, & overall think the piece came out damn cool!
[5/12/23, Krita]
An expirement with line thickness, featuring one of my favorite ocs. Despite it's roughness you can tell I had gotten a hang of Krita's core functions by now.
[6/17/23, Krita]
Cover art for the prolouge of CAT-Astrophe Comic, the webcomic my brother & I have been working on. Overall been really happy with my work on the comic so far, I've slowly but surely been getting better at each part of the process and am still making good progress on pages n such ^^
[7/9/23, Krita]
Fanart of a character from a game, drawn for my pal Rinbin after they bought me Rain World. This single handedly inspired me to draw more robots, definitely one thing I 100% intend to follow up on next year.
[8/1/23, MS Paint]
Drawn based off of someone elses post, I don't remember what it was really. Honestly still really damn proud of everything in this!!!
[9/7/23, Krita]
Drew some snakes/snake adjacent pokemon for snektember. I'd say this is around the point where I "mastered" krita, by this point I actively knew how to use a majority of featues & had even begun downloading outside brushes.
[10/20/23, Krita]
Overhaul of a character I made & barely used in 2022, her name is now Olive. I based the whole squidog thing off of something in a dream.
[11/26/23, MS Paint]
Fanart of a webcomic I really fucking like !!!!! Not much more to say I just really dig this one, fucking love drawing in MS Paint.
[12/20/23, Krita]
And, as if to repeat last year, I end this one with a DreamSide main cast image!
Really proud of how much all of my designs have improved throughout the year, from the small tweaks to gigantic overhauls! I finally feel ready to take the next step forward, so to speak.
And that's everything! Thank you all for your time, and accompanying me on this journey. It was certainly a rough one in many aspects, but every year is rough for me so I've gotten used to it. See you all later :>
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