For the curious, this is what game development looks like.
(Also: what me from ten years ago looks like.)
Baja Mutt, King of the Summoned Gods…
More bad things happen to Dexter: The Silence animation!
retronator asked: Oh, you guys have a tumblr blog, how cool! <3
That… wasn’t a question.
But yes, it’s cool! :D
One of the Bosses from Sully: A Very Serious RPG.
We present: Shy Hulud.
hobbitsgaia asked: This is a bit rude: a lot of your screenshots have very varied art styles, sometimes within themselves. I know you do a lot of your own art, but how many other people are creating assets?
Not a rude question. There’s a tradition of having different art styles in jRPGs. ff6’s opening scene always comes to mind for me:
In this scene you have the tile art in one style, the sprites in another, the parallaxing background almost a downsample of a photo as another, and the Amaro-inspired spech portraits (in the menus) as another. If you enter the battle scenes, the art style changes again.
(To pull just from this one franchise: The dichotomy between battle and field art is more diverse in FF1-5 and 7-8. Later they’ll unify, and in 6 they used the same sprites for the PCs on the map and in the battles, but the enemy art is highly divergent there.)
With Sully, I’m mainly trying to keep the field art consistent internally to each scene, with highlight objects matching the coloration of the field. PCs are consistent with themselves, and “interactable” objects (switches, buttons, treasures) consistent with themselves as a concession to User Experience (I hate it when I have no idea that something is a switch, etc).
The battles have a completely different art style that I want self-consistent as well. Since the player enters a new mindspace in battles, I don’t see this as a bad thing, and there’s a large backlog of jRPGs (basically all of them before the modern console generation) that does this.
To directly Answer your question, though: We presently have three major tile artists, two major battle artists, and two major field sprite artists. Each grouping is attempting to be thematically consistent, but some variation will occur.
There is definitely a “weaker” map or two that I’d like to replace if time allows, but when it comes down to it the common player treats most sprite art as equivalent, and the style changes are most noticeable to “students” of the art. With infinite time and resources, we’d have stricter art direction and rejection, but I’m willing to make some tradeoffs between absolute consistency and being an unreleased “forever project”.
Anonymous asked: What's your least favorite thing about mode-7 (or its approximation)? My least favorite thing is its hatred for one-pixel borders.
I guess my least favorite thing is the uneven pixel size. But the most favorite thing is the nostalgic feel. It’s a trade-off, to be sure.
The cutest way to die. <3
Battle animations: Spellcaster edition!