August232014
August222014

We are very serious Games Developers

  • Bishop Myers: Kate, we have a huge problem. We have a beautiful skin shader and nobody to show it off on! The humanity!
  • Kate(felicitousArtisan): HAHAHAHAHA
  • Kate(felicitousArtisan): don't worry, we can redesign Dakura for part 2
  • Kate(felicitousArtisan): http://gyazo.com/ace997f4e1d20d5b4cc3911e789de03b
  • Bishop Myers: OH MY GOD
  • Bishop Myers: perfect.
  • Bishop Myers: He strikes fear into the hearts of many.
  • Kate(felicitousArtisan): and captures their hearts for eternity
August212014

faisdm:

auntmorphriska:

Vacant Sky Act II crashed in my face :’D

oh well, my battle choices weren’t very good in that warehouse, so starting that over isn’t too dramatic.

Oh no! Sorry! :(  None of our testers crashed there. Sorry you had a problem!

You might have run into the Stormpike death bug. I’m afraid that using Rayonne’s Stormpike ability (which you can pick up there, if I recall correctly) can crash the game. That’s the only crash I’m aware of.

That it wasn’t found in testing is a testament to how many people use Rayonne…

11AM
August82014
katemakesgames:

Had to redesign Sarian for Vacant Sky awakening to be more 3D model friendly. We were specifically struggling with rigging her mantle and hood, so I had to change to a design with nothing hanging over or in the armpit area.
There’s a lot of symbolism in Sarian’s design. Her Chemise over her dress resembles the skin of a snake being shed. Renewal and rebirth is a big theme for Sarian, as a character who survived a deadly illness as a child and so in a sense overcame death and seeks a way to conquer it through science and magic. She also wears a choker, which was originally just something I drew in on her old design,  but turned out very apt since the illness that nearly killed her was “the silent death” and temporarily took away her ability to speak. While her legs never fully recovered, her voice did and is one of her strongest assets! Snakes are the symbol of Sarian’s house, Monarim; a noble house that has somewhat fallen from power, prominence and respect lately. She wears her snakes with pride though.
The symbol of Mercury on her back is a nod to her interest in alchemy. Mercury in ancient times was believed to be a source of life and was used in medicine, but of course, as we know, it’s actually poison; Sarian’s nature is “Subversion” and the ability to poison enemies is one of her first abilities in the game! Finally, her temper is somewhat “mercurial”, she has a quick wit, an acid tongue and a lot of pride!
The symbol of the Orkan religion is on her jacket too, which might make her seem devout, yet it is placed below the symbol of mercury. Hmmmm, maybe gives us a sense of Sarian’s priorities, and also her tendency to push just to the edge of what’s safe to say in her society. She has a touch of hubris to her!
Black wings could denote a fallen angel, a martyr, or crows/ravens/rooks. I imagine Sarian probably really likes Corvidae family birds! They’re really smart and fun but people think they’re all spooky and serious omens of death; I think Sarian thinks she’s like that.

katemakesgames:

Had to redesign Sarian for Vacant Sky awakening to be more 3D model friendly. We were specifically struggling with rigging her mantle and hood, so I had to change to a design with nothing hanging over or in the armpit area.

There’s a lot of symbolism in Sarian’s design. Her Chemise over her dress resembles the skin of a snake being shed. Renewal and rebirth is a big theme for Sarian, as a character who survived a deadly illness as a child and so in a sense overcame death and seeks a way to conquer it through science and magic. She also wears a choker, which was originally just something I drew in on her old design,  but turned out very apt since the illness that nearly killed her was “the silent death” and temporarily took away her ability to speak. While her legs never fully recovered, her voice did and is one of her strongest assets! Snakes are the symbol of Sarian’s house, Monarim; a noble house that has somewhat fallen from power, prominence and respect lately. She wears her snakes with pride though.

The symbol of Mercury on her back is a nod to her interest in alchemy. Mercury in ancient times was believed to be a source of life and was used in medicine, but of course, as we know, it’s actually poison; Sarian’s nature is “Subversion” and the ability to poison enemies is one of her first abilities in the game! Finally, her temper is somewhat “mercurial”, she has a quick wit, an acid tongue and a lot of pride!

The symbol of the Orkan religion is on her jacket too, which might make her seem devout, yet it is placed below the symbol of mercury. Hmmmm, maybe gives us a sense of Sarian’s priorities, and also her tendency to push just to the edge of what’s safe to say in her society. She has a touch of hubris to her!

Black wings could denote a fallen angel, a martyr, or crows/ravens/rooks. I imagine Sarian probably really likes Corvidae family birds! They’re really smart and fun but people think they’re all spooky and serious omens of death; I think Sarian thinks she’s like that.

August72014

faisdm:

katemakesgames:

Working on the final game portraits for Vacant Sky Awakening. I was never really happy with the originals, particularly for the main characters because I had to rush them out first before I really knew what I was doing, for publicity reasons and things.

This gives you a feel for how I work, I think. Kind of organically. I think of character drawing as a kind of performance. It’s like voice acting, only instead of using my voice to play the character, I’m using my drawings. What am I trying to get across about this person to the audience? How to they feel? How do they want people to think they feel? I draw the rough expression initially as a sort of simple, exaggerated cartoon of the intended expression; it helps me get to the heart of it. “What’s the simplest form of the message?”

Korelli is emotionally uninhibited and sincere, which gives her expressions a childlike sweetness. My role as character artist is to make the player feel comfortable with Korelli as a person they can trust and rely on. Very happy with that laugh face. When I see it, I want to laugh too! Slight Miyazaki influence there; his characters have wonderfully uninhibited laughter. Also Kiyohiko Azuma.

From my games development blog. I’m working hard!

Korelli Bivelle, the actual sweetest thing alive.

August52014
faisdm:

Morning painting practice Dakura. Trying to train myself to be more daring and less literal with colours and to mix things up a bit when painting.

faisdm:

Morning painting practice Dakura. Trying to train myself to be more daring and less literal with colours and to mix things up a bit when painting.

August42014

heartbeatofatimelord:

physcoaustin:

tardisol:

IF YOU HAD ROOM WITH ABSOLUTELY NOTHING IN IT AND THE WALLS CEILING AND FLOOR WERE MADE OF MIRROR WHAT WOULD IT LOOK LIKE IN THE MIRRORS

No.

Holy shit I asked my dad who’s a physics teacher and he just looked at me, looked at the table, looked at me, tried not to smile, looked angry, and started to look up where you can buy big mirrors.

Oh, oh! I can answer this one.

It would look like…

Absolutely nothing. If there was “absolutely nothing” in the room, then there wouldn’t be anything for the mirrors to reflect.

"But—"

No.

In fact, (and the reason I took up this question on my gamedev blog) I can illustrate this by putting to work a physically-accurate 3D renderer. I’ll illustrate my setup:

What we have here is a cube with inverted normals (inverted so that it still renders when we’re viewing it from within). I’ll move the camera to the interior of the cube when we render the image.

Here is the material we’ll be applying to the cube:

A reflectivity value of almost white (but not exactly, since a mirror isn’t perfectly reflective. Even if it were, it wouldn’t change the result). The diffuse color of the mirror is a dull gray.

Now we apply this material to the cube so that all of the faces will be almost perfectly reflective. Let’s turn up the render settings and see what we get…

Nothing.

"That can’t be right!"

Well, you specified that there was “absolutely nothing” in it. Perhaps you really meant “absolutely nothing except some ambient light?”

Okay, so let’s try adding some ambient light:

Still nothing! Although you can see a bit of the diffuse color of the mirror, as well as some ambient occlusion where the walls come together.

Fundamentally, with nothing to reflect, a mirror just doesn’t look very interesting. Sorry to burst your bubble!

(Source: teenytomlin, via faisdm)

August22014

katemakesgames:

http://contest.rpgmakerweb.com/

Yay! Looks like we probably won since voting is over and we’re at #1 for votes.

….But officially we haven’t been announced as winners and won’t be for a month which makes me a little nervous :(

Thank you so much for voting for our game, people! It’s really awesome of you to have taken the time to play it, vote and give us useful feedback!

July262014

On redundant game mechanics

katemakesgames:

"A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away"

Antoine de Saint-Exupery

I always remember the first time I heard that quote, I was playing Civ 4, and I just stopped and thought, “that is the best thing about design I have ever heard.”

And yet, Games Designers constantly ignore this gem of wisdom, cramming in extra mechanics and bits that they’ll never be able to finish, building systems on top of older mechanics and established game ideas unquestioningly as a lazy shortcut. It is a real pet hate of mine, and it’s the reason I will argue until my dying day that Final Fantasy 13 is a much better game than a lot of people give it credit for and its ancestor, FF6, is…overrated (dun dun duuun unpopular opinion!).

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