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History of Character Design

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This is my first commission and I learned from this mistake. 
First of all, be sure to specify the angle. Otherwise, you will end up with inconsistent designs. As you can see, both Ferra and Nestor are facing the camera, while the other two look to their right. This makes the designs unusable for dialogue. At least for me, I believe it will be easier if all characters were facing the front because you don't have to switch sides or mirror the image, which doesn't work if you have asymmetric facial features. 

Secondly, ask for transparent background. The grey background was chosen by the artist and I thought it was cool not knowing that it would be somewhat painful to crop  and overlay the characters on existing canvas. 

A lot has changed !! One major change was Kota's personality and design. He was no longer a dominant and muscular man. Instead, Kota was a goofy friend of Nestor. I made him as competent as Nestor instead of a highly attractive and muscular guy. I also made everyone less mature because they were just about to graduate from an academy. I was really happy with the result although I didn't have an art background.

At that time, I came up with my unique game engine written using pygame. This involves having dialogue scenes similar to renpy. The nightmare reveals itself after I tried to create scenes during their dialogues. Based on the above sketch, Sabina can only face one direction.  So instead of using the sketch during the dialogue, I thought I should draw the entire scene out but I'm pretty bad at drawing. I commissioned Meisla to draw me some scenes in the epilogue, and here is what we have.

Download Naughty Time Rendering: Bittersweet Summer Saga
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