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namio last won the day on December 18 2014
namio had the most liked content!
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38 ✶About namio

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The first palette is simply GORGEOUS. It's tight and doesn't go in five directions at once, and that helps with keeping the setting together. It's a collected palette with amazing color choices, and I'm glad you decided to go with it.
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Thank you so much! Admittedly they're not really my best works-- most of the time I'm doing quick sketches of ridiculous things-- but I'm glad you like it! Also, another character from the project:
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Broke out my set of Copic which has been gathering dust to do an art of one of the characters in Halcyon Sun, Yvraen. He's a dragon who can shapeshift, but prefers his human form for reasons. I've been working on the game a lot the past two days and my friend and I finalized some designs and settled on some aesthetic choices. So I'm really pumped!
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Thank you so much KingKraken! And I'm glad you think that! It was a last second decision, but I'm glad it added more to the art > v > I drew a LOT more sketches of the characters in my project, which can be seen here, but more importantly, I did some more progress on my project! I did one of the three wooden flooring for one of the villages, Argendyne. This is the 400% view of it: How it looks small is in the spoilers below.
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@ Arkaeuss; I think I'll go with the first alternative ^^ @ Chaosian; I don't intend for the game to be long; I know that it might be tedious to go through a primarily dark game, and the story itself is straight forward: get the dragon back to its home, the mountain. Hmm, I think while you present really interesting alternative, I'll stick with darkened versions of the map. The dragon acts a bit like a lamp, and the land does still have colors despite the lack of sun. I also wanted to have a bit of aurora-like effects to break the darkness with a bit of colors, so I don't think grayscale would work. @SEJordan; OOOH! That's a really cool mechanic, yes. And it somewhat works with the entire story itself, I suppose? I wanted the dragon's light to be able to change depending on circumstances but I'm code-blind so I was kind of hesitant to propose it. But the light is capable of faltering (especially in time of great fear; I was thinking that the light is faint at first because the dragon is weak and grows brighter as the dragon warms up) and I think that mechanic would take care of one of the problems of a dark map. Thank you so much for the idea!
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Finished a concept art of one of the locations in Halcyon Sun-- Adeaphon.
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Oh, I'll be making the tilesets myself, don't worry ^^ [if anything, it might be parallax heavy since this is the concept art for the location] A friend suggested that there are small accents to show larger objects. But your first point does give me another option... I suppose I could turn up the darkness really high (~90%). I kind of wanted the burst of colors to be the "reward" for the player-- something they didn't expect but can be pleasantly surprised by.
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I'd like to preface this by saying that the game in question is supposed to be story-heavy. So the story I have in mind is one of the creation of the sun-- The creatures that lived on the land so far had only been a race of shapeshifting tundra animals as well as dragons. The former live in the cold areas while the dragons, being creatures of light, need to live in a warm area. At this point in time, the only dragons are Life dragons and they emanate light, so the mountain they live in glow rather like a beacon in the distance. However, the other race doesn't glow. Their only source of light is the mountain and the racing aurora-like lights-- the spirits of the deceased. Because of this, the race is mostly reliant on noise or scent. The story starts when a polar bear (shapeshifter) finds a dragon that strayed too far in the cold. The journey ends with the dragon creating the sun, unveiling the land's hidden beauty. It's also about the creation of the moon, and I wanted to have a shot of the same areas at night. But for the most part, the visuals would be something like... mostly black, with some lights effects and a small "torch" effect from holding the dragon. So then I realised that while written it's interesting, I'm not quite sure it'll translate to a remotely good game design. My question is, would anyone be compelled to continue when the surroundings are very bare?
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Dead characters? Too maby deaths? Consequences?
namio replied to Lord Vectra's topic in Theory and Development
Does the death of your favorite character make you lose interest in the game? Yes and no. A favorite character is often a good and strong reason to continue playing, but they're not the sole reason, usually. Unless the writing is weak and the plot not compelling, I would continue. Make each character's death count. Make the deaths make the player want to see to the end of the quest. Can there be too many deaths in a game? It depends on the story... In a way, no, but at the same time yes. Like someone pointed out before, the more deaths the less impact on you. After a while, the player becomes accustomed to anticipating the deaths and that would distance them from the game emotionally. At the same time, springing 3 character deaths in 2 cutscenes might leave most in a bit of a shock, probably. How do you feel about a game that has consequences on what happens and the fact that it can possibly lead to the death of a team mate? I personally feel like so long as there is a GOOD point to this, I wouldn't mind it. Like... Do know that teammates are really important, as the players bond to them most, so you have to make each death count. If possible, make the death preventable? Eg, if the player pays enough attention they can prevent it. I think it would make more impact on the player, because they're involved with the moment. They become part of it.- 12 replies
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[No, I'm not insulting my own works] [it's my nickname to myself] Hello! It's been like five months or so since I was here and frankly it was because 1) exams and 2) I couldn't work on my project because well, ran out of trial. I was waiting for a sale and since today there was one, I got it immediately. So now I'm back! I had an older thread but I think reviving that might be necroposting [5 months], so I took the safer route. So! [ project arts ] [update] [ tumblr ] [ misc art ] I'm kind of too lazy to put up the many, many sketches for Halcyon Sun so...
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I love the second-to-last digital in the original post *A* Love the design love everything
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Thank you! I was trying out a new paper so I wasn't sure how it takes in the paint, but I'm glad you liked it!
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Ah, is it the blue lined sketch? I plan to use shadows, yes. That's just a concept sketch. As for the others, they do need improvements. I've been studying through reference photos and had been focused on getting the designs right. I'll probably have to study some more as well gather some more reference designs for the arm areas. Examples of engravings, too. Do share when you're done!
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South America? The story have some elements of Celtic mythology, but not that much anymore. We mostly just took Balor's name. But other than that, it's just fantasy-ish I suppose? She and Seth are mages from a village powered mostly by Life magic. So I was looking for something that looks kinda "organic". @Spectre; Blood hound? xD I'm thinking of changing it to Serbian hound or a Neapolitan mastiff. The latter would really contrast her, I think. And thank you! I almost never draw dogs either, to be honest. Thank you! Armours are really something I love making and I'm glad you like it > u < And I'm glad the colouring looks good to you :'D I felt like it might have been lacking contrast but I guess if it looks good...


