For IGMC, I used Kotachi's second walking sprite as a base for the sprites in That Which Binds Us, but after working with them for a bit I realized I didn't like the size of them and wanted them bigger. So, while I'm still preoccupied with other projects, I am still working on Asterism, albeit slowly. I've been working on script edits for the past few days (adding more character scenes and getting rid of some dungeon days to allow more character fleshing out) and today I started playing around with walking sprite sizes. I'll most likely be going with a walking sprite about this size. Note: He's as tall as a light post because I was messing with walking sprite sizes.
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Working on a new set of walking sprites for Kotachi! I've still got a few more edits but here's a work in progress preview of him walking on an old tileset.
Just doing some doodles for fun as a break from working on The Witch in The Forest. I'll be working on a new walking sprite set for the cast, so this might be my basis for it.
I went one step further from the last mock screenshot and added the character sprites along with some dialogue. I've got a lot to work on still in order to get it just right.
Today I was mainly playing around in RPGM and with some tilesets I'd already started on. This isn't what the finished game will look like (nor what the finished outside tileset will look like) as there will be a lot of refining and this was more of just a practice run. (PSA: don't stand in the middle of the road, especially at night) I won't start on the actual scripting until I finish my edits for the dialogue script and get a fair amount of talking/walking sprites done, so it'll be at least another month.
And here are Ophi's finished, completely redone talking sprites! I wasn't happy with his previous sprite so I redid it and added an additional pose and more expressions. Here are just a few of his sprites: Here's the side-by-side comparison for his old and new sprites- old is on the left, new is on the right.
Kotachi's sprites are finally finished being edited! Here are just a few of his finished sprites. And here is a comparison of his old and new sprites. Left is old, right is new.
The main script for the game is finished! What does this mean? It means all the dialogue for the story from the start to the end if finished, albeit it being rough around the edges and missing some side conversation dialogue. Now I've got to send it off to readers, get their take on it, and then do some editing!
The current script is at 48,656 words, but after edits and additions the completed dialogue script is projected to be around 51,000 words. Still working on redoing Ophi's sprite. I decided to go ahead and give him a pose change though, since it wasn't a lot of work and having the first pose for all of his dialogue might make him seem timid.
First set of Kotachi's walking sprites are finished. These are of his regular jacket with and without the orbital necklace.
Half-body drawing of Dania Tuman! She is a sweet and mild-mannered nurse who works at a C.O.I.N. outpost.
Ayane's sprites are now done! (Well, I say done, but I've planned for additions. So... the base sprite is done? :"D ) Asterism now has a Twitter just for itself! I'll be posting much of the same stuff that I do here on there, so think of it as a quick way to see quick updates, as stuff like dev logs will still stay here.
Kotachi's character sprites are 90% done! Only things left are some optional extra expressions and his Orbital necklace. Started working on the pixel sprites for the characters today- I'm not experienced in pixel art so I figured I'd start the sprites early. Of course, I started with Kotachi's sprite. This is still a WIP, so don't worry, it'll look better soon.
It's still a somewhat rough draft of the final GDD, but you can view the almost finished game design document for Asterism here!
Click Here I'm over halfway done with the script, but for right now I'm rereading what I've written so far and doing my first round of fine-tuning. I normally hate reading my own writing, whether it's games, fanfics, essays, etc., but going over this has been easier than I thought. It might be because, for the first time, I've fully cared about the characters that I'm writing (and would frankly rather be spending time making fanart of them than writing about them, something I only do for characters I like). The main difference with Asterism is that I'm treating the characters like my OCs rather than just characters in the game- all my previous games have just had characters in them, and while they are my OCs, I don't typically refer or think of them as such.
I am worried about finding readers once I've finished the script and want opinions/proofreaders on it. In the past, I've been hard-pressed to find even beta testers for my games unless I posted about it on dA, but most of the people on dA follow me for art rather than games and don't exactly care for VNs so I don't always get the same level of quality feedback like I do from somewhere like Lemma Soft. But that's a hurdle I'll have to tackle when I get there. Back to fine-tuning, for now. |
Quick LinksAboutWhat is Asterism? Read the short bio here or the Game Design Document. Categories
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Asterism
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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