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Commercial Project Blog: Makio Week 3

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June 21, 2015 in Development

Good week~!!

There’s something refreshing about smashing through my personal weekly goals twice in a row. All I had wanted to finish was getting everyone’s poses done for the main cast. Those are done and so are a large bulk of their emotions. They’ll likely need more for situations that haven’t cropped up yet in the story, but the basics are in place for each character’s standard moodsets. Honestly, busts are the easy part, but it still feels great to have them done.

Also done are the basic busts for the three most crucial NPCs for the first half of the game: Velda, Groose, and Hugo. Only Velda and Groose were on my weekly goal list, but tonight I managed to squeeze Hugo in as well!



General Velda is a very key character in the game’s story and to Adalynn’s character. Apparently this kingdom’s military doesn’t have any laws about keeping their hair cropped. (Good, we need those luscious haired lady knights. Very important.) Groose is the King’s advisor and Hugo is just another knight in the same part of the military as Adalynn. He looks like a jerk – that was intentional. It’s always fun to get to draw notably skeevy characters.

A lot of my time this week was put into working on sprites for the game. I’ve also begun working with PalladinThug to get some of the sprites better (namely Roneliph and Koren). So far he’s done wonderful work with Phil~! I’m excited to see what he’ll bring to Koren! As for my own spriting endevours, I think the thing I am most proud of is this:

Hoot appears!!

Well there’s that strange looking owl again! Now it’s growing out of her head? Alright then. Whatever you say, Maki. Here’s another custom sprite for the game that I’m very proud of!

Boogie DownI'm listening...Snooooooooore

This charming little— err, big —turtle is an Earth Elemental who you’ll be meeting in one of the game’s early dungeons. She’s quite adorable, isn’t she?

The story is moving along well enough, we’re almost at the 2/3s mark for the first half of the game’s writing. The characters are all a bunch of lovable mooks, and I’m quite excited for the future when you all will have a better chance to meet them. For now you’ll have to take my word for it. You believe me don’t you? We’re almost up to the part where Groose gets introduced to the story, and let me tell you a thing – I love him a lot, so I’m excited! We’re not going to be done by the end of the month, that much has become reality, but we’re still pushing to get as much done as possible! Not sure about everyone else, but I’m going to continue keeping  dev blog for both this and for AwaF done the line. :) (I just like to talk)

Here’s a graceful shot of our protagonist to close this out.

Yaaaawwnnn! Another 5 minutes, Will. Please.

* Continue the writing! I’d love us to get to at least the end of Part B.
* Emotions for Velda, Groose, and Hugo
* Finalize the sprites for Phil and Koren
* Behaviour sprites for a lot of scenes
* Consolidating sheets for random town NPCs and making ones with alt. skin colours
* Two more battle sprites for Adalynn
* Some tileset edits: Big Window; Taller Pillars

* Two MORE battle sprites for Adalynn
* Write all the things
* Battle sprites for SPOILER and SPOILER and SPOILER and SPOILER??
* Punch Hugo in the face

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Commercial Project Blog: Makio Week 2

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June 14, 2015 in Development

I suppose I set my goals for last week a bit on the pathetically small side. It means I get to feel good about having blown those goals out of the water with my mighty tablet pen in hand! The first thing on my goal list was to finish the basic bust for the remaining 3 members of the core playable characters. Well, I did that and a lot more. All three poses are done for Olga and William, three poses are done for Adalynn, and everyone else’s poses are plotted out.


Thinking of poses for Adalynn was easily the most difficult; her personality doesn’t lend much to the way of body language and I can’t quite imagine her as a hand talker, so thinking of ways for her to express herself with her arms and hands only proved a challenge. In the end, I think what she has works for her reserved and just personality. She’s got a couple of other poses planned, but they are a bit more special and involve redrawing her face completely to do.  Aside from finishing the poses, I also completed a few different expressions for her as well.

What? Am I forgetting to mention something? That strange owl on her shoulder? Hmm… I wonder what that even is. Well, he’s not talking. I guess we’ll have to ask him another time.

03_OlgaPrev 02_WillPrev

Unlike Adalynn, there was little challenge in deciding poses for Olga and William. Their personalities lent to it easily. Yes, that’s cold hard cash Olga’s using as a fan there. ;D Sometimes in life you just need to have a character who fans herself with money. Confident and a big tease: Olga’s poses should pull those both off well. Where as William’s poses lack any confidence at all – poor little worrywart.



The next playable character up is Koren! A Dragonkin who’s… well simple. In a charming way. Again, coming up with the poses for him was rather easy. It’ll be especially fun to put some alternate expressions on that third pose. Note: Koren’s hair is pure bliss to draw.

05_RonPrev 06_SenanPrev

The final two members of our cast are Roneliph, just call him Phil, and Senan. Phil is the type of character who I know all too well – as such, his poses were decided before June even hit. His dialogue has finally started and I know I’ve made the right choices there. Senan suffered from the same problems as Adalynn; he just doesn’t come across as a very expressive person. Instead, I made his poses thinking of how he’d react to the others (in particular Phil) more than how he’d deliver lines on his own. I suspect another case of Gunn Rose here where I tell Rach A1, A1, A1, A1 constantly for which pose on each line of dialogue. Let’s face it though, some people just aren’t that expressive!

So – I challenge you to answer Indrah’s question: who’s my favourite.

Another thing on my list for this week was recolouring the cave tiles for the first dungeon. Indrah spoiled it in her entry, but that’s done! You can see a screenshot here on her post; it’s much nicer to see the blue-greens paired with the cool grey compared to that garish brown, blue stones, and yellow green grass. I’m quite happy with the results here! Even if it proved to be a bit of a battle to satisfy my picky soul.

Indrah and I are well past the intro of the story. I think all things considered we’re a bit behind where we want to be, but part of that is because we’re trying to space out the events in the intro a bit more. Seeing as this was originally designed to be a contest entry, we tried to force a lot of the major impacts into the early part of the game (that’s where judges judge!) now we’ve gotten some breathing room and I think overall the lag that’s coming up from being more particular is going to benefit the overall project.

Now what about those Bonus Goals from last week? Get a couple of sprites done? PFFF, the sprites for every character listed above are complete (minus that mysterious owl who snuck his way in there), along with 2 other important NPCs, some not important NPCs, and an alternate sprite for Adalynn. The two more battle sprites for Adalynn are also done. Both fox and slime form, which Fomar mentioned in his first blog post in their temporary glory. I think I’ll keep the forms hidden for now. (Slime looks pretty awesome)

And aside from some more tile recolours and contributing heavily to plot discussion and text edits (in particular, geeking up Phil’s dialogue) – that’s about it!

* Read over what is written of the story and pick out needed emotions for characters
* Basic busts for Velda and Groose, two important NPCs in the story
* The opening CG
* Bust poses for Koren, Phil, and Senan
* 2 more battle sprites for Adalynn
* Groose’s sprite

* PJ busts for Adalynn
* hash out some menu design with Rach?
* Adalynn sword sprite
* Earth Elemental and owl sprites
* Adalynn’s two other bust poses

Made a meatier list this time to challenge myself – since the last one hardly did that at all.

See you next Sunday!

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Commercial Project Blog: Makio Week 1

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June 7, 2015 in Development

Hello all! *blows dust off the website and uses a bit of spit and polish* First, I’ll say that I added some of our newer games on here! Because it we’re going to be using this place, best make it all officially pretty and whatever. Still have a couple more to add and I’ll need to fix up the GAMES page, but they are on the slideshow and the drop down menu. Anyway, onto the facts at hand.

It’s with sadness that I state that due to the delays with IGMC I won’t be able to compete. So instead the four of us (Dragonfly and Blue Coral) are going to put the same limitations that the contest would place on us (one month) and make the game we were intending to make for the contest in the first place and amp it up for a Commercial release. A game with no name, but plenty of concept down! A while back, I had already designed the playable characters for the first half of the game.



What a lovely line up of people~ It’s pretty exciting to be working on a game with Blue Coral again – even more exciting that this one isn’t attached to any pre-existing universe or plotlines. A totally original game from the collaborative minds of the four of us! This is going to be a blast. I’ve been ITCHING to start working on the actual art for the game. With the week being  short one (only starting on Thursday and me being away for 3 of those days) I haven’t got much done yet. But I did have a chance to get 3 character’s basic busts done!


From left to right is Adalynn, our shapeshifting protagonist, William, her Page, and Olga, a money-wise noblewoman. We’re going to be using the same script for displaying busts as Sunken Spire, but I really wanted to get a bit more of the characters’ body in the images compared to that game. Mostly because I’m excited about their designs, but also because I’ll hopefully have time to do a couple of different poses and body language for each character.


The other thing I’ve finished off this week was the main cast’s battle sprites. We’ve gottten permission to use monta!‘s sprites for this game which are an absolute JOY to work with. Making the sprites was an exciting game of franken-spriting, freehand and recolouring and I’m really proud of the results. There’s still a few adjustments to be made (some colours I’m not happy with, a few awkward lines, etc) but overall, they’re off to a good start.

Goals for next week:
* Finish off the basic bust for the other playable characters
* Work on hashing out the intro better with Indrah
* Recolour the cave tiles
* Finish one or two of Adalynn’s forms battlesprites
* Get a couple sprites done