Project Update and Axel’s Facelift

Wow! Thanks to kind internet folks such as yourselves, our Kickstarter has just about met its 2nd stretch goal of $3000!

kickstarter progress

We’ve also updated two of our nearest stretch goal tiers to contain some more exciting incentives:

new stretchgoals

Help us meet these new goals while there’s time left! We’re down to the last 4 hours!

I have felt for a long time that as my competency with MangaStudio and the Wacom tablet have improved, some of the older characters have required a facelift of sorts. The biggest offender? Axel.

Check him out now!

Axel-NormalAxel-Normal

I cleaned up the line art, and this time knew to “Export in Dimensions” rather than in pixels – creating smoother colors truer to how they were originally blended. Expect similar updates to Adin and Arinnel too ūüôā

And as always, thanks a ton for the support! I know many of our readers have donated – if you could reblog this, you will gain an extra day of eternal gratitude! ūüėČ

kickstarter banner

greenlight banner

Advertisements

87% and counting!

I’m really excited to say that with 10 days left on our campaign, Legend of Lotus has reached 87% of its funding goal!¬†Yay!!!

kickstarter progress

 

If you haven’t checked out our page yet, please do! We had a lot of fun making the promotional video, and we hope you have as much fun watching it. Even if you don’t pledge – or can only pledge a dollar or two – your support means the world, and spreading the word is just as big a help.

Another exciting development is that we are in talks with Donn and the lovely folks behind You Are Not the Hero in featuring their “non-hero” Petula for a brief cameo in Legend of Lotus. Donn approached us about this awesome idea – and J and I jumped on it immediately. For those unfamiliar, YANTH takes the classic tropes of old school RPGs and turns it on its head. You may remember Link, Cloud, and Squall taking a break out of defeating monsters to break into the homes and property of the people they purportedly want to protect, taking gold/rupees, and other useful belongings. When Petula encounters some “heroes” trying to pull a fast one on her, she vows to retrieve her stolen pendent, leading her¬†on a quest of her¬†own!

petula

Petula, as will be seen in LoL

As you can see, Justin and I have a lot of reason to be excited about Legend of Lotus’ newest developments – and we have YOU to thank for it! Thanks, all!

 

 

*UPDATE*

Even before publishing this entry – in just the time it took to write it, we’ve already been bumped up to 90%.¬†You guys – even if we had 100 $2 donations, we’d reach out goal – and this is the internet! This is the group that helped a guy make potato salad with like $40,000 dollars! Anything is possible!

kickstarter banner

Attack of the Ogres

Enemies are needed just as much as heroes. Unfortunately, the resources for enemy battlers are rather limited – at least for the monsters. I’m therefore making my own battlers based on resources provided by RPG Maker:

$BigMonster2

To make this sprite blend more with our battlers, I changed the center to a 3/4 view, and added an outline as seen on our other battlers.

I then animated it, but manipulating its parts, slightly.

His low-health state:

ogre

His primary attack:

ogre2

Expect to see more soon, as well as possibly our demo coming up soon.

Drawing Till My Hand Cramps

I was out sick today with a bad cough. So rather than the usual sick-at-home routine (soup, TV, nap, repeat), I modified it (soup, drawing WHILE watching TV, nap, repeat). Today, I was working on a rather large project:

map

So far, this is the world of Genos. You may be able to pin some of the screen shots we’ve posted with various points on the map. For example, the snowy capital region is to the North. The Dead Thicket is¬†near the center, south of the crater/bay. Arinnel’s forest home is to the west near the hills. Ren’s home is in the dry region southeast of the mountains..

Soon, the map will be labeled, and will contain icons to indicate landmarks such as cities and town, a compass, and perhaps a few other tools.

It has not been decided, yet, if this will be the functional/selectable map that Ren will use to navigate Genos, or if this will be presented as an in-game piece of art, as it may be beneficial to have your game map be in a similar style as the world, but we’ll probably run a test and see what the best style is.

It has actually be a great way to re-gather and organize. We had a general map for the game before, but talking it out and looking at it in color has made us re-consider the placement of some of the regions to ensure that it doesn’t look wildly unrealistic (such as snowy mountains right in the middle of lush, green springy hills.

In the mean time, what do you think for game maps? Should they be similar in style to game play or an artistic rendition?

Edo-Inspired Woman

I’ve recently been introduced to the Weekly Art Challenges¬†on RPG Maker’s official forum. They’re fun themed little challenges that ask for submissions each week on the forum. Thought I’d share mine for this week’s. The theme is historically-inspired. This is mine, a woman inspired by Japan’s Edo Period:

edo

 

Her kimono is not in the exact style of the Edo period, but the lithe figure is a nod to that traditional period, as well as the make-up and hair style.

Opening Credits Finally Unveiled!

With original music by none other than the talented J (aka Arc Bird) and featuring our original characters created and hand-drawn by none other than myself, we are proud to show a rough draft of our opening credits.

Please offer any suggestions if there is a way that the credits can be improved. Bear in my that the final slide featuring our “Special Thanks” are reserved for three mystery contributors who will be determined at a later date.

A Summary of Game Progress – A tour of Genos

Justin here. Just a quick update on some game progress. Specifically, the world of Genos. Every classic RPG game world is unique, but with similar roots. The dynamic? The main character who ultimately becomes a hero, has humble beginnings. This¬†kind of classic game dynamic works, and for The Lotus War, we didn’t want to change. Why? Because that’s the kind of story that we all can fall in love with. We connect to it, envy it. An ordinary guy, who goes on to do extraordinary things. Who overcomes odds, using talents and wits.¬†What differentiates this kind of coming-of-age story in any incarnation are the details – and we’ve¬†seasoned both the plot and the world with originality.

None of this would be possible without the player¬†having a world in which to become a hero. I’ve labored some hours over all the maps in the game, constantly adding and changing things. A common complaint among RPG fans (especially towards RPG maker games) is that the maps are bland, without real detail, or seeming as though the designer didn’t put a lot of time or thought into them. I have been trying my utmost to design a world that¬†I would want to play,¬†and the world¬†I want to play can’t be bland or lazy. In any game especially RPG/Adventure games, the world should encourage you to explore and you should have fun doing it. None of this should feel tedious, or drawn out. Our world, Genos, is vast. It has a little bit of everything…

From the humble beginnings of Ren’s home town…

Screenshot1

To secret places with friends…

Screenshot2

…Exploration with your party…

Screenshot3

Steampunk styled cities…

Screenshot4

Lush forests…

Screenshot5

Snow-capped mountains…

wpid-snap1.png

…and ancient dungeons.

Screenshot6

From desert wasteland to frozen tundra, The Lotus War has a little bit of everything to explore. It’s my hope you’ll have as much in discovering it as I have had in creating it.

A demo is forthcoming – so stay tuned! In this coming month, we plan to add several more updates to game progress, such as our opening credits and some game footage.

A Summary of Game Progress – Characters and Portraits

This blog exists because of our RPG Maker VX Ace Project, The Lotus War, but besides for posting some images of recent artwork, the game itself has kind of taken a backseat in the blog. Not because work has halted, but because so much has been covered in past posts. For example, older posts might’ve covered product reviews or character introductions – you might notice, though, that the products that we use in game creation are limited, and the main cast has pretty much been introduced. Similarly, custom scripts that we’ve utilized have been addressed in past posts, as well as some of the custom tilesets that will appear. But with a goal of having a demo available by next month¬†(we’ll see how that goes), perhaps it’s time to recap some of our development progress. Today, I’ll start with something already familiar: the art. Expect, though, to see samples of cut scenes, the opening credits, and new views of our map coming soon.

Of course, we have the main cast fully assembled. You may remember from earlier posts that the artwork hasn’t always been up to snuff. Fortunately, with practice, I was able to create a team of which I’m proud:

wpid-1149067_588924531160537_1382445057_n.pngTaya-BlushArinnel-Normal

Axel-NormalAuhn-Normal elf guy normalbron

 

We also have several of the secondary cast fleshed out:

Axel3-NormalAnders-NormalSteff-NormalKai2-Normal

 

And you might notice that the armor is a little more unified these days – although still varying from character to character. This was done to give it more of a military feel.

Some of the major bosses were also completed:

Galen-NormalshaneThe Bird-NormalThe Chief - Normal

 

Battlers have also been important, which we’ve been fortunate enough to obtain for customization through Holder:

ren-battler auhn-battler kai-battler galen-attack bron-battler taya-shot

 

This is all a big deal to me because it has truly come a long way. Some past examples were rough:

wpid-hero-template.png kai jealousimagewpid-taya.png

 

taya-old-shotwpid-arinnel.pngwpid-portrait_taya.png

In the past, you might notice, the characters looked a bit flat.There was little dimension due to my lack of comfort with MangaStudio. My skill has vastly improved – and I also discovered new nifty tricks (the most revolutionary being “export in dimensions” rather than “export in pixels” – for Photoshop, it makes such a huge difference!). I’ve also grown in comfort using Photoshop, and discovered a nifty tool in GraphicsGale for pixel art. Not to mention my ability with the Wacom Bamboo Splash has increased dramatically.

In addition to that, I’ve created what will become the basis of at least part of the opening cinematic:

opening 1

Of course, given that the characters are my area and I’ve been updating the blog since month 3 or so, any frequent readers are well aware of the advancements in this area. For a game development blog, the greater interest might light in world creation, coding, scripting, and the like. Fortunately, J also has some great progress to report. Unfortunately, we’re spreading this recap out so that each aspect of our game has a moment to shine.

Check back soon for progress in our game music, our opening credits, our opening “cinematic,” and out in-game cut scenes. All of this will hopefully be leading up to a playable demo some time¬†in August.

And please, feel free to leave feedback. Feedback is what we need to fulfill our ultimate goal: creating a great game.

A Few Characters and Sprites

I wrote the other day about syncing up sprites and portraits. Today, I wanted to show a few completed ones:

bogs

bogs-walking

 

Hanlo-Normal

hanlo-walking

 

roguish girl normal

janna-walking

 

Here are some basic approximations of some NPCs¬†and their sprites. If you take a close look, you’ll notice some details that might cause a discrepancy, as discussed the other day… but nothing too glaring, right?

Syncing Up Character Portraits and Sprites

Populating The Lotus War‘s world has been a priority of late. While I have several characters on the back burner already, they didn’t have corresponding sprites. J, conversely, had the opposite problem: he filled several maps¬†with NPC sprites for which there were not yet portraits. So I went ahead and created characters based on the sprites, then made sprites based on the characters. Admittedly, one was a bit easier than the other: creating the sprites first, then basing the portraits on them. But with the limits on RPG Maker’s templates, that left the sprites/portraits done that way rather uninspired.

RPG Maker doesn’t even have ponytails as an option for hairstyles, for example. Not to mention rest of the costumes: there are probably about 15 or so that fit into various categories of warrior, shaman (or wiseman, or something), villager, and then a few modern ones (suits and school uniforms, mostly). I can edit these well enough on Photoshop or GraphicsGale, but I think if I were to make the sprites first, I probably wouldn’t have a mind for editing them as much before drawing new portraits.

Fortunately (and unfortunately) the little 16-bit, 2D sprites that games like ours utilize aren’t of the greatest, most explicit detail. You look at the characters and get the general idea of, ok, this one is a red-headed girl, in an ab-baring yellow top, but I don’t think you would expect to see detail at that level. In fact, if you add a scarf to your character, RPG Maker may not, by default, add that to the sprite. There are, then, a lot of little things that a designer could conceivably get away with… adding buttons, certain cuts of clothing, high collars, low collars, etc. etc. But some of the really basic things, such as color, seem to inherent to a character not to change. For example:

 

Those are the basic hair colors that RPG Maker offers, give or take. And yet, on Otaku Judge’s request, I’ve drawn a fiery red-headed rogue – not a bratty pink-haired one:

roguish girl

Not to mention my random warrior chick:

Scully-Normal

Exactly which shade above would do either of these two characters justice?

Even one of our stars, Arinnel, has pink hair… but it’s too fair a color to use RPG Maker’s red with. So does that mean that I should stick to the 6 or so shades offered by the game? Or should I just do a bit of a bait and switch to make my job easier? It’s not like it’s unprecedented, even in professional games:

It’s a little hard to see, but notice how the character’s talking to a dude that seems to have blue-ish gray hair, but the dialogue portrait shows him with tannish blond.

But hair is not all:

billy

I drew this guy a while ago before really thinking about his sprite. Not only was orange¬†not available for his vest, but in RPG Maker, he wouldn’t even¬†have a vest. It would’ve been a jacket. So I made some simple modifications:

liam

Yet even that’s not perfect. If you look closely, his collar in the sprite sheet hangs low and is orange. In the portrait, it is gray and upright.

But all in all, I do wonder: how closely do sprites and portraits need to align? What do you think?