Auro-Cyanide wrote:
I can say that is hurts me deeply not to draw out every major action *rolls on the floor* I feel like that my art fails to represent what is going on. But it's physically impossible for me to do all the time.
You aren't alone. I'm constantly editing myself as I write my scripts. "I can't have them do that! I'd have to draw it!"
Auro-Cyanide wrote:
The thing with doing what Disgaea is a) I'm not using such a simplified style b) my colouring takes longer and c)I'm using more than one outfit for the characters, so that has to be duplicated with each change. So there are limitations with what I can do.
Ah. I thought this was for a new project you were going to start working on. Yeah, I mentioned you are currently limited by your style. If you simplified to a Disgaea style on a new project, you could get out a lot more sprites than your current coloring style makes possible. Something to consider for future projects.
For my project I'm drawing all the characters naked in their poses, then paper-dolling their outfits on top to save time. Even though I have to color and shade nearly all the skin since different outfits have different areas of coverage, I think it is marginally more efficient. I always draw the naked body first to work out proportions and form in my art anyway. Occasionally I do have to tweak or redo a small section of the naked sprite to fit the clothing - compressing straps or push-up bras, etc. I could honestly have a "naked mode" in my game with no extra work!

("Activate the secret code to see all those hunks and babes in the buff! And the old ladies, and fat merchants, and that creepy old beggar dude . . . . .")
Auro-Cyanide wrote:
Plus, since it's a commercial project, and a visual novel, the art has to have both quality and variety. I get to choose where that quality and variety goes. People, generally, want everything with art. If I could I would have lots of poses, lots of outfits, lots of CGs etc, but if anyone want to see this game before they die, I'm going to have to cut some bits out XD Plus, it's one game. I want it to be awesome, but it doesn't mean I have to do everything possible. There will be other opportunities later to stretch myself more in new directions. I still want it to be awesome though.
That is always the hardest part for me too, to find that balance between the quality and variety. How far can I push the realism before it becomes unfeasible versus the assets required? How far can I simplify the art style without compromising the tone and mood of the work? How awesome can I be?! (Answer: Always less awesome than I thought I could be, but always more awesome than I was before.)
Auro-Cyanide wrote:
This is an example of my art (100%), which clearly proves I'm a paranoid freak who despises looking at pixels :B

This is why the situation isn't simply redrawing and would at least be mildly time consuming... though I have at least gotten faster, so that's something. I would most definitely be 'cheating' wherever I could and reusing what I could, I'm not that silly thank god. I would mostly try and keep the head the same at least so I didn't have to redraw the emotions.
Really, Auro-Cyanide. Individual hair strands? Braids? Soft-twinkly highlights?! Big shapes, clumps of hair, two colors - that's how you do hair! Get with the program!

Auro-Cyanide wrote:
Let's say I gave everyone a second pose, a more exaggerated one to go with the neutral one which would be based on the type of character they are/what is most likely to happen in the story. So I've shown that extra level to the audience. Would they then be disappointed when say, such-and-such slugs so-and-so in the month and that isn't shown with the sprite poses? (I realise that there are other ways to show this, screen shake etc, just as an example of when two characters interact).
Well, personally I'm always disappointed when things like punches and kisses aren't shown even if all the characters only have one pose. So us visual-junkies are going to be disappointed regardless of previous effort spent on sprite poses or not. Unpleasable bastards is what we are. I actually have one character punch another when they first meet in my game (yeah, I have a CG) and I'm such an insane idiot I even gave the one character an alternative coloring job on their sprite so they would have a black-eye for the next few days in game. But you probably shouldn't do that - it is why my game production is like an eternal twilight where the Date Modified numbers on my files frighten and chill my soul as they stretch backwards into the darkness . . . .
Auro-Cyanide wrote:
*Rotoscoping is possible, especially with a smaller cast, though it would be time consuming. I would need footage of people though to do it how hotel dusk does it. Then you would still need to animate all those pngs in the game, which would be a lot of work. Plus, it's Hotel Dusk's thing, it would be obvious you were copying them.
Rotoscoping is a deadly trap. Take it from someone who did it professionally. I have thousands of hours experience rotoscoping. It is harder to do right than simply drawing and animating from scratch. It looks beautiful when done right, but it is expensive and time consuming. Very time consuming. I once spent 150 hours rotoscoping one man doing 10 seconds of action - and I was considered one of the best on our production team and was taking shortcuts to speed the process up! And we were using specialized software to help us out.
You want to know the most evil part? You have to watch a single clip of video thousands of times. Tens of thousands of times. It invades your dreams such that you dream that same 10 second loop over and over again all night long. Then you drag yourself into work and stare at it looping all day for real.

You DESERVED to die for all you put me through, Jack! Sink! Sink and get out of my mind!

Ahem.