☆Not bad☆
Fox painting. Aight for what it is
seen from China
seen from Australia
seen from Australia

seen from United States
seen from Indonesia
seen from United States
seen from China
seen from United Kingdom
seen from Australia
seen from China

seen from France
seen from Türkiye

seen from Malaysia
seen from Portugal
seen from United States
seen from China
seen from Türkiye

seen from Italy
seen from China

seen from Brazil
☆Not bad☆
Fox painting. Aight for what it is
× [ Tsula & Nolan // Aurora Basin, Tall Trees. ] × ↳ "True love will always find a way, no matter what."
Tagging: @wintxrs-hxart
The first consideration when we're designing a new enemy or a boss fight is not “how much damage will this attack do?” or “how many hit points should this creature have?” Instead, we ask “what spells and traversal abilities will we expect the player to have unlocked when this enemy is introduced?”, “what kind of environments will this enemy be present in?”, “what level of complexity has the player become accustomed to?” and “how will this enemy complement other enemies and traps it may be partnered with?” Simply tweaking the numbers to create difficulty balance is superficial, leading to smooth challenge curves. In these systems, when you fight tougher enemies your strength progresses evenly to match them. It creates a kind of treadmill, simulating motion without changing position. Our preference is to instead focus on novelty and complexity as the primary drivers of our challenge curve. When the player encounters a new enemy, the challenge should be derived primarily from trying to recognize new patterns, understand their tells and find vulnerabilities or identify weak points. In this system, the challenge curve becomes multi-dimensional. An enemy can be made more challenging by shortening its tells, making its movements more inscrutable or giving an awkward and uneven timing to its attack patterns. As the player advances through a zone and masters certain enemies, or unlocks new spells or moves that seem to trivialize monsters from the early game, novel combinations of different enemies and traps can re-contextualize each component of an encounter into something new. A simple and slow moving zombie with one clearly telegraphed attack, can apply a great deal of tension to a scenario where the player must duck and jump acid bolt traps with careful timing. A group of hanging enemies that drop on the hero and chase her can re-contextualize a gauntlet of traps, pressuring the player to rush through the traps rather than cautiously time each movement. That said, we are not abandoning character progression. Character progression and power accumulation are not enough to build a challenge curve on their own, but they are an important dimension to this delicate balance. And we will go into greater detail on our two parallel systems of progression in our next update.
Only a WIP. I still have a ways to go. I was using Clip Studio Paint. Not too bad a program. I had to use the oil paint brush in order to feel like I was painting/blending similar to Corel Painter tinting brushes. Plus, I haven’t done a manga/anime sketch in a while. Nice little break from realism.
Just to get to this point has taken a bit this week. I’ve had a super bad break through migraine this week. I have occipital neuralgia, which is a very rare migraine along with chronic daily migraine. When it gets bad, like now, I’m not productive like I like to be. It’s more a nerve problem than a blood/hormonal problem. Anyway, I hope you guys like my wip. ttyl
☆New Pfp!
Drawn by I! What we think of the mixed persona kinda design? I know it's more leaning Tsula, but hey it's what I like.
1st Day Ends
Thank you to Rephaim's first round of KickStarter backers! We're excited to come back at this tomorrow with renewed vigor!
What an exiting day! We’re getting close to the $2,500 milestone! We still need your help to keep pushing forward to Victory!
Please Like, Share, and Back us on Kickstarter and Steam Greenlight!
Excuse the boobies. I just like to draw things as they are in my head. More back story for the trio. I think I’m going to make comics maybe? Idk. I’ve never done it before digitally. It’s so hard for me to make a consistent design but fuck it, ya know? We ball.