I like how much attention you place on drawing noses.
Thanks! I try to vary the character designs a bit and could probaby stand to add more variation, but noses are a great way to distinguish faces by. A little change and they seem like a whole new person!
Personally I like drawing Ruby’s face the most. It’s vey round and fun, especially the nose :)
Hey, just saw your Asuka on the Iron Throne post reblogged through someone I follow, and I have to ask, is that the cheaper 7" reproduction that's going for $50USD, or is that the original limited run that's 14''? If its the cheaper one, I sooooooo want one to do the same thing! Except it'd be with a sitting maid Rei Ayanami figure :P
I have no idea.. Sorry... I got her as a birthday present from my friends last year. But if I would make a guess I would say that it's the 50USD one! My friends are not really that rich sooo ;DDD
hehashivemind replied to your post: A little character concept involving a...
I wouldn’t be surprised if this were made into a rogue-like, rather than a simple dungeon-crawler RPG. Throw in some Eternal Darkness sanity mechanics, and bam.
Haha we actually considered a roguelike (both of us are HUGE roguelike fans).
The only problem with roguelikes is that because of their very nature of 'die all the time due to poor luck,' you tend to form very little attachment to your character. They tend to be a sipher, more or less. Which I mean, is fine for most games that use roguelike features!
With this game we wanted to tell more of a story and have the main protagonist have a personality of her own that responds to the events around her. We actually talked about death scenes and like.. We were thinking of going back to good ol' Sierra classics where there's 20840824 horrible ways you can die at any time. You get horribly eviscerated... then wake up in your bed with your day's progress lost, as if you woke up from a horrible night terror.
And it's awesome you mention Eternal Darkness! I freaking love that game. We weren't going to implement hardcore sanity mechanics, but we DID discuss 'status effects' and 'conditions.' Status effects are your standard RPG fare--poison, paralysis, etc.Conditions are psychological problems such as 'hopelessness,' 'depression,' 'stress,' etc. that are generally caught on by long-term problems in your village. If, for example, you fail to retrieve enough food from the woods, your character could suffer and fall into hopelessness. Eventually your villagers start dying.
As an another note kind of breaking up the 'dungeon crawler' type of game--we were going to have it operate by the day. You wake up, head into the woods to forage/explore/travel deeper by day, but as it gets to night you hear cackling and have to make your way back to the village before you're overpowered by the darkness. As you empower your village you gain the ability to start the day off further and further into the woods.