And besides Valentine's art, I'll also share a work in progress of one of the CGs from the demo- this is from the scene where Kotachi meets the mysterious girl V and is in her garden.
Kotachi Asterio wants to help people that can’t fight for themselves. However, he isn't some sort of superhero- he can just see things other people can't. During the day, he goes to high school with his best friend, Ophi. At night, the two fight off specters, monsters that lurk in shadows and can harm people.
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Well, tomorrow is Valentine's Day in America, so to celebrate we have new art of Kotachi and Ophi! I wonder what Kotachi is cooking up~? And besides Valentine's art, I'll also share a work in progress of one of the CGs from the demo- this is from the scene where Kotachi meets the mysterious girl V and is in her garden.
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Some new screenshots! Some new assets! Here's the lobby to the COIN outpost, aka the medical center Dania volunteers at. Speaking of Dania... her and V's walking sprites are finished, as can be seen below! And here we have a very new change- for the talking scenes I'll be experimenting with having them VN-esque with a solid BG and talking sprites while walking sections will be like the above, in a top-down RPG style. This week I thought I'd try something different and document the process each map goes through, from sketch to ingame. So, I'll be showing off Kotachi's room for this! 1. Initial SketchThe layers are hidden in this PNG but I start my sketch off with 4 initial layers- my grid map overlay that shows me where the tiles are for when I code it, a previous map to give me an idea on sizing, and a walking sprite to further help me with sizing furniture and items. I sketch things out somewhat roughly (those walls are definitely not straight) in order to get a feel for the room and get ideas on what details to add. 2. Adding DetailsHere I added details to the sketch to add a bit more life to the room. You can also see my grid overlay here to give an idea of how it'll look in the game. 3. LineartAt this stage I refine the lineart by drawing over it on a new layer to make the lineart, which will be the basis for how I color the map. 4. Flat ColorsThis step is pretty self-explanatory- now that I have the lineart done I just filled it in with colors. I try to keep everything separated so as to make moving and changing things easier, as you'll see later I had to edit some parts and changed the colors of others. 5. ShadingAnd here's where it's all coming together! I shade each of the parts and do a bit more tweaking, such as changing some colors and adding the pictures. 6. ProgrammingFinally we reach the last stage- putting it in Ren'Py! Putting the map itself into Ren'Py with wall collisions isn't actually too hard with my current setup, so now Kotachi is able to walk freely around his room. ...Just don't ask him to interact with anything yet. And there you have it! That's my process for making maps in Asterism.
More progress on the GUI! It's currently still a mockup but this is the current idea for the main menu and quick menu. The custom font for names and such has also been redone to look better.
We've now got ingame WIP screenshots available! There's still a lot left to be done and a lot of polishing left, but here's some previews.
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Quick LinksAboutWhat is Asterism? Read the short bio here or the Game Design Document. Categories
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