Hello, I'm Serpy! | 29 | Genderqueer (Any pronouns) | Illustrator, Animator, and Delusional Game Dev | Requests thru ko-fi donations are currently open! | No NFTs, No AI, and please do not repost any of my work without permission. If you'd like to use my art as an icon or banner, feel free to do so with a credit to me in your description. Art tag: gentle-serpent's art tag
There aren't a lot of new visuals to show off for this update. I received another commission that takes priority over this project. But I've done a good chunk of eventing lately, something that's easy to do when I can't draw at my dayjob.
I did do a touch more color work though, and I'm nearly done with Café Leblanc. I wanted to make it as obvious as possible what can be clicked on, so I put a white border around the items and used brighter, more saturated colors when compared the background. They kinda look like stickers, and I like it. All that's left for this area are animations. Animating the white borders around characters will probably be a nightmare, but I'm feeling up to the challenge.
Merry Christmas! Featuring the rattled members of the Phantom Thieves. ;3
I made a list of people over on my twitter (I think next year I’ll need to limit it to 10, ahaha…), so sorry if you aren’t included! Merry Christmas to everyone out there!
(Also, everyone who’s card I couldn’t finish in time will be getting a new years card instead! They’ll be posted January 1st!)
Though it isn't exactly the same, I'm a sucker for a figuring out how I could execute Persona 5's animations in RPG Maker MV. Studies are fun, and a big reason why I've stuck to the project for so long. It's helped me learn a lot about the engine too. I was going to do it almost exactly as it was in P5, but decided instead to reuse the date graphics I already had. It'll reduce the game's overall file size, so I think I can be forgiven.
Lately I've been working on the backgrounds and how they'll look. I feel like this thick line art style is quite nice. It's based on the date change graphics from P5 (included below).
I'm still working on how to approach the coloring. I'm going to do a few studies. Might also do a poll as the next update to get some feedback from the court of popular opinion.
I'm SO CLOSE to getting this area's art done, but I need another day or so to finish the line art and color. So small update today, I thought I'd show everyone how things function in standard areas with the test assets. There have been some touch ups to the dialogue art as well!
I made a post talking about redundancies in the UI after last week's update. Now I've made it so you can select the MENU and MAP UI highlighted in red, or use the right click on the mouse to open the main menu. I'll have a more thorough example of how this all works once I have the café area ready.
If you've been keeping up with my recent posts, you've probably noticed there was a mysterious triangle in some screenshots. I'm happy to officially say that the game's control scheme has changed. It's now a point-and-click! You can use the mouse to interact with things! I've wanted the game to play this way since the beginning. I found a great plugin to do it with.
The arrow keys no longer work in standard scenes, though you can still navigate Mementos with arrow keys if you wish. Otherwise, as seen here, you can use the mouse to move around.
I was hoping to show this off in a standard scene before I posted more about Mementos, buuuuut pixel art has been easier to get done as of late, haha.
Last week I was pretty depressed about having to drop some art I spend quite a bit of time on. It was related to the game's cursors. The plugin I'm using has a built in way to change them when hovering over interactables. Long story short, because I'm using pictures for dialogue, they don't work properly. These three are the only cursors that survived in the end.
Mementos, Default, and the Battle Cursor
Under the Read More are the cursors that were cut from the game. I need to mourn all that lost work somehow.
The Go cursors are the ones I'll miss the most. I made one for each scene transfer in the game, and there were a lot of them. Sometimes you just have to let it go and move on though. That happens a lot in game dev, haha.
Instead, I plan on doing some color theory on the standard scenes to make it more obvious what the player can select in each scene. I already applied this idea to Mementos, since I knew I would never be using the hover cursors in the area. Everything you can interact with uses cool, bluish colors, to contrast the warm reds that make up everything else.
That's all for now! Next update I'm hoping to get more progress done on finishing the background of a scene. I want to show off a fully functional standard scene sooooo so badly.
I'm still working on the new build, but in the meantime I can show off a sub menu I finished a while ago. This is the Persona menu, for checking on what Personas you're currently carrying. It's a lot simpler then in P5, but still necessary to include, I think.
I think, for little a while, I'm going to put Sherlock Holmes and Arsène Lupin on the backburner. There won't be any weekly updates for a bit (though I'm still going to try and post on Fridays).
There's a game mechanic that I want to test out in some smaller projects first, before I continue with that one. I want to make my mistakes elsewhere first, since this project means a lot to me. So I'll be posting about other games I'm working on for a while.