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Random doodles I saw fit to inflict on the viewer, rough sketches

Design Notes: Dixie

Design Notes: Dixie published on No Comments on Design Notes: Dixie

2016-05-14-dixieSo, been a while. Been flogging myself back into productivity slowly but surely, and thought I’d touch on a bit of the thought behind Dixie’s character design to accompany some doodles I did this evening.

Dixie actually sprung more or less fully formed from the start. She was more or less designed as a ‘foil’ to Eishi in both personality and looks. Eishi’s small, round-faced, wide eyed and wearing loose, soft looking clothes, whereas Dixie’s features are sharper, and she’s about a head taller and dressed in tighter, tougher biker wear. One of the biggest influences on her look was probably Priss from Bubblegum Crisis 2040, though not intentionally. I just kind of noticed they had really similar outfits on a rewatch.

Her main change since the start of the comic (other than trading her red jacket for a black one on occasion) has been a series of tweaks to her hairstyle to smooth it out a bit. The low battery hair clip has been a constant from the start, but under the newer looks it’s actually more ‘functional’ by pinning her hair off to the side more visibly instead of just being a decoration hanging off her bangs. I also adopted her orange eyes from a drawing of the girls my friend Dani did for me- her original eye color was bright red but with her hair and jacket it was kind of overwhelming.

I think the next time I play with her design a key goal is going to be to spread her colors out more evenly. I was pretty fond of her ‘idol’ getup from the strip where she was actually happy to be reviewing a JRPG. She’s always fun to draw, though. I really love drawing characters with irritated or blase expressions.

Colorized test cards!

Colorized test cards! published on 2 Comments on Colorized test cards!

2016-03-19-testcards

Decided to see how some of my roughs and new card templates would look printed out. I think I need to find a vector alternative to Illustrator because it keeps wanting to screw up on save and tell me that my file can’t be saved because it’s already in use. I’m aware! I’m using it and don’t want to lose my work!

Much Like Tetris, The Blocks Never Come At A Convenient Time

Much Like Tetris, The Blocks Never Come At A Convenient Time published on No Comments on Much Like Tetris, The Blocks Never Come At A Convenient Time

2016-03-17-catwitch

I never seem to have energy and ideas at the same time, so I took today to try and muscle through some of my card art stuff to… mixed results. I have some temporary card backs (the room cards need a different style of back than the rest of the set so I haven’t gotten that ready) and messed with some possible character designs some more, as well as attempting a redraw of the Blue Fighter’s art to take better advantage of the space. The Fire Emblem 0 cards have a really wonderful look to them I wound up adapting into the way my character cards are laid out (I have less info to track, but moving the numbers to the bottom of the card makes the artwork’s space feel so much freer.)

2016-03-17-irrgarten

Irrgarten Ruminations

Irrgarten Ruminations published on No Comments on Irrgarten Ruminations

test_card
I’ve had a lot of time to brainstorm and less time to sit down and execute than I’d like, but hoping to get the next draft done and do some testing. Artwork’s proceeding a little slower than planned, may wind up using my roughs as placeholders, though frankly I kind of like how the roughs look better after seeing how the “sepia’d” line art sticks out too much against my backdrops. I’ll probably scale the size of the overhaul version’s cast back a little until I’ve tested things a bit, then I’ll go ahead and update the other classes.
Anyone have a chance to download and play yet? I’d love to hear from anyone who’s gotten to play the first edition before “committing” fully to the redesign. I did sort of ‘mock’ test it with the existing cards and it wasn’t too awful even *without* adjusting the cards to the format.
I played a while with a friend last week and it went over well enough that he decided to explore the dungeon a while longer even after collecting the ‘win the game’ item rather than booking it to the exit. Setup was quick, rules soaked in easy, and it was pretty easy to pick the cards back up afterward. The only real drawback I can think of is the dungeon can expand a fair amount and the need for counters. So far I’ve managed to keep things dice-less but I have to wonder after a certain number of accessories are already there, maybe including them to randomize battle a little couldn’t hurt. There’s kind of an annoying tendency for ‘brick walls’ to come up occasionally where the party is unable to damage or be damaged by enemies or opponents, and though the items are meant to be a ‘kicker’ to push you over that threshold, the current item set seems to lead to a lot of getting stuck with gear you can’t use. I think I may wind up trying to come up with less weapon types or something like abstracting swords axes and spears into just ‘blades’ or something.
I’ve been kicking around a shift to a lighter sort of tone since it’s meant to be a fun, pick-up-and-play-sort of thing and honestly the ‘lore’ is more something for me to keep in mind while fleshing out the item lists and such.
I’m still a little divided on whether to name characters or leave them to their classes, which sort of sprung from the notion of having color variants with slight differences to them. I called it “Card Tendency,” and rather than like a hard and fast rule it was meant to be a way for a player to tell at a glance what way their abilities skewed (Blues would be the all-round/average types, Reds would be more offense focused, Green more defensive, and yellow would be “tricky” characters with a gimmick like dealing more damage when wounded or other abstract benefits.)

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