Red Card (GxB, urban fantasy, psychological)

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Re: Red Card (GxB, urban fantasy, psychological)

#16 Post by arachni42 » Thu Apr 18, 2013 2:42 am

Seigetsu wrote: I put the meanings of the names because in the fictional culture of this story, the [given] names are not generic (as in, few people share the same given names). They are picked by the parents for the meaning of the words, so while the given names may not have a huge impact on the story itself, they are designed to reflect the parents' idealistic pictures of who their sons/daughters would become. Thus, the characters of this story try to live to those standards, although these may not be their true personalities. The surnames' meanings play a larger part in the story's plot by a similar logic - they represent the ideals of each clan.
I find that to be a really interesting idea. A lot of stories feature names that have meaning, but, of course, it's just because it's a story -- in real life parents wouldn't be able to predict the destiny of their newly born child. But your idea just takes this and runs with it! I like it!

For some strange, unknown reason, I really like the eyebrows on your sprites. And the coloring of the eyes. I do like Wan's in particular. They all seem to have hands/forearms that are a bit too "slight," though. I think the problem is mostly the hands being too small.

It seems like there is an interesting setting, and it's hard for me to get a sense of it just from short description. But what you've elaborated on seems pretty cool. When you get to the point where you feel the need for an editor, you're welcome to PM me.
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Re: Red Card (GxB, urban fantasy, psychological)

#17 Post by Seigetsu » Thu Apr 18, 2013 3:29 pm

They all seem to have hands/forearms that are a bit too "slight," though. I think the problem is mostly the hands being too small.
Thanks a lot for pointing that out to me. It's a rather...recurring problem with my art. I keep telling myself that hands are supposed to cover the face, and draw them as such in the planning phase, but when it gets down to the details for whatever the reason I keep scaling them down ><

I think I need much more practice. Thank you very much for catching the issue for me; I really appreciate it! I'll probably modify them all at once when I get to scaling all the sprites for the actual game.
It seems like there is an interesting setting, and it's hard for me to get a sense of it just from short description.
I'm glad you liked the setting and some of the cultural details so far. As this VN idea actually spun off from a much longer story I've been writing for the past six years or so, there are a lot of small, little details concerning a huge cast - I find it somewhat difficult to draw a solid line as to where to stop ranting about them and set the bounds for this particular VN.

Since this is an ideas thread, I might as well dump my ideas here and get some feedback on what would be interesting, what would be taking things too far. I'll probably post up a map and description of the major ethnicities soon :)

And thank you very much for the editor offer. I'll definitely PM you when the time comes.

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Re: Red Card (GxB, urban fantasy, psychological)

#18 Post by arachni42 » Thu Apr 18, 2013 8:43 pm

Seigetsu wrote: I think I need much more practice. Thank you very much for catching the issue for me; I really appreciate it! I'll probably modify them all at once when I get to scaling all the sprites for the actual game.
No problem... practice definitely helps!
Seigetsu wrote:I'm glad you liked the setting and some of the cultural details so far. As this VN idea actually spun off from a much longer story I've been writing for the past six years or so, there are a lot of small, little details concerning a huge cast - I find it somewhat difficult to draw a solid line as to where to stop ranting about them and set the bounds for this particular VN.
Interesting... details like that can definitely enrich the setting. I mean, you don't want a lot of irrelevant stuff creeping in, but personally I like the details that hint at a deeper world than what we're seeing.

It's hard to critique the story per se because mostly what's here is premise, but I'll try to give some feedback. I like the fact that there's a mystery about Shinon's power. Knowing there's more than meets the eye interests me. I think the best thing about Xin's concept so far is that you have outlined a specific reason for him to connect with Shinon. I am very interested to see how he behaves in terms of maintaining his facade, and how this will evolve when he gets closer to Shinon. Wan seems a little more... mysterious. I don't have anything in particular to comment on with him yet.

Also, "psychological" is always a tag that gets my attention!

Here is a thought, though. I like the composition of the title poster (although it could use a lot of refining -- lots of little things with shapes, proportions, and coloring). What the layout says about the characters seems to fit. But some of the things as a whole, well, I don't know if they fit or not. Shinon looks like she is "taking an action" with the card -- verrrrrry reminiscent of things like Cardfight, Yu-gi-oh, etc. From the summary, it sounds like the red cards are a sort of currency, rather than a game where you might "play a card" like Shinon looks like she's doing. It makes the card seem like an object of power that is wielded by the hero as in a card fighting game. If this is what you are aiming for, then you have achieved it! If it's not what you were aiming for, it may be problematic.
The other thing is the poster's setting. With the moon and space-suit person up there, it immediately gives a sci-fi look. There are a few things in the picture that are a little more suggestive of fantasy (the glowing things in the air, the pattern of the pink grass in the front), but it doesn't contradict "sci-fi." The clothing (not counting the suit) seems present-day-ish. When I first started reading your summaries, I was surprised to see mention of "clans" and "martial arts." This gives me the impression that the poster is missing some important visual cues about the setting. Since it's the first thing people see, make sure it's making the statement you want it to make!
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Re: Red Card (GxB, urban fantasy, psychological)

#19 Post by Seigetsu » Fri Apr 19, 2013 4:24 am

@arachni42
First of all, thank you very much for your insightful comments! You're a lifesaver! Your post has really led me to reconsider many things about this project, both in terms of its presentation, and its aims.
I like the composition of the title poster (although it could use a lot of refining -- lots of little things with shapes, proportions, and coloring)
Thanks a lot for the critique. If it isn't too much to ask, would it be at all possible if you point out the specifics as to things I can fix, and maybe a few pointers about how to fix them? I still need a lot of work as an artist, so I would really appreciate some feedback on how I can draw better.
It makes the card seem like an object of power that is wielded by the hero as in a card fighting game. If this is what you are aiming for, then you have achieved it! If it's not what you were aiming for, it may be problematic.
Can I say it's...half of what I'm aiming for? I don't know if it is overly dramatic as it is, but yes, while the red card can be seen as a currency, it is also an object of power in the same way that money confers a great power in our society. While it doesn't have too much physical, fantastical power behind it, much of the plot revolves around how Shinon (and the others) uses the red card to their own advantage, to wield its power (as a currency) for realizing their desires, and subsequently falling (without realizing) into the control of this power. The glowing card and Shinon reaching for it is more of a metaphor of its alluring power and Shinon's (blind) determination to obtain it, rather than a true picture of what it does. Another (tamer) idea I previously contemplated is to have Shinon lying on a bed of red cards, almost sinking (drowning) in it - sort of like the "lotto fantasy" where you lie on a bed of bills.
The other thing is the poster's setting. With the moon and space-suit person up there, it immediately gives a sci-fi look.
I don't know if I should update my tags, but yes, there are sci-fi elements to this. It's not hard sci-fi though (because whenever I write hard sci-fi, it becomes a disaster with my constant rants about my job). I would call it a science fantasy, where I lay down some fictional laws and stick with them throughout in a (hopefully) rational manner. The moon, though, isn't really supposed to represent sci-fi, but rather, this story will introduce a lore involving the moon that will play a prominent role in the plot line. (I should post more on this, as well as the promised map and guide on the ethnicities, so I can get more feedback and shape this story in a more logical, pleasing manner). The space-suit...well...blame it all on my poor art skills...it's supposed to be a motorcyclist ^_^;
When I first started reading your summaries, I was surprised to see mention of "clans" and "martial arts."
Here is where I'm in dire need of feedback - I'm very worried about whether or not the fictional society I've built are full of plot holes so big that spaceships can fly through them, haha. I do think the map and the other info I will post shortly may answer some questions so that people can tell me what's wrong and what I'd need to change, but for now I'll try my best to explain with what I've revealed thus far:

The fictional nation in which this story takes place is one heck of a messed-up place to live in. It used to be a kingdom ruled by the Yan Clan until foreigners started to exert their influence on the local politics, first it was trade, then their ideals stirred some locals into rebellions, then, when the Yan Clan tried to silence the rebellions through expulsion of the foreigners, led to outright war between the foreigners (and their local allies) and the monarchy (and their allies). Realizing they cannot win the war if they do not win the hearts of the people, the Yan Clan voluntarily relinquished their positions as monarchs (in name anyway) and used a lot of their economic and social influence to adopt favourable changes from the foreign cultures, such as technological advances and modern freedoms. Of course, these changes are not adopted in its original form - the result is a mix of the old culture and the new, and it is this compromise between conservatism and progression that gained a lot of support from middle-ground citizens and prevented the Yan Clan from collapsing. During the timeline of this story, the Yan Clan (and their supporters) are the shadow power of the north. Their ultimate goal would be to reunite the country under their puppet regime, but because they do not have the overwhelming military power to do this, they use what they have to stabilize the region they control. There are very strict firearms control laws in the old capital, their stronghold and where this story takes place, in order to preserve peace in the region (at least in comparison to the "wild south") - they use the relative peace as a propaganda that their regime is best for the people, and that supporters of the southern colonies should turn towards them instead. But just because firearms are very difficult to obtain doesn't mean people cannot perpetuate violence, which is why they do it the old fashioned way: with their fists. I think for a real-life comparison, you can probably refer to countries with strict guns control laws, where gun violence still exists, but gangs also depend heavily on traditional weaponry, thus why martial arts would be useful in those cases. (There is also the fantasy element in this story, but let's skip that for now...)

Does that answer your question why the characters of this story wear modern clothes (most of the time), but have a lot of old-fashioned ideas in their heads? I don't know how I can portray all this in the cover poster thingy though...I'd welcome suggestions! :)

I also don't know if you have run into a similar problem, but I have a lot of trouble trying to make progress when I constantly want to fix imperfections with what I have so far. Do you have any suggestions as to where to draw the line of "I think this would have to do for now, even if it's not perfect"? Both in terms of art and writing, I find myself stalling a lot to work out the problems. While I think this may be a great way to learn, I keep wondering if I'm just being overly picky and should I just go ahead with what I have so I can at least show that I can make something (that can be improved in the future)? Oh...the dilemma...

Thanks again for your feedback. It'd be really awesome if I could discuss with you (and everyone else caring enough to read this) about my ideas. Greatly appreciated!

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Re: Red Card (GxB, urban fantasy, psychological)

#20 Post by arachni42 » Fri Apr 19, 2013 11:01 pm

Seigetsu wrote: I also don't know if you have run into a similar problem, but I have a lot of trouble trying to make progress when I constantly want to fix imperfections with what I have so far. Do you have any suggestions as to where to draw the line of "I think this would have to do for now, even if it's not perfect"?
I'm writing a very in-depth response both to your response and details on the poster art... but, for NOW I'd like to know... what it is you are most worried about if you release something with imperfections?
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Re: Red Card (GxB, urban fantasy, psychological)

#21 Post by Seigetsu » Sun Apr 21, 2013 1:59 am

@arachni42

Not much. I'm seeing this more as a learning experience than something that needs perfection, though I do wonder what would be acceptable to the vast majority of the audience, and what would make this learning experience most fruitful. I understand that the longer I work towards any particular asset, the better I'd get at making it - but that would also mean I would have less time to work on other assets, or if I lose interest, I won't ever make it to the other aspects of game-making. I'm just wondering what would more experienced game-makers suggest in this respect.

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Re: Red Card (GxB, urban fantasy, psychological)

#22 Post by angelinaniki88 » Mon Apr 22, 2013 1:01 am

ariana.ravensford wrote:Wow, this game looks really interesting! Out of curiosity, what exactly is Shinon's power? I noticed that you never specifically stated what it was... but if it would give too much away, I understand.
hmm yeah dude this is a very much nice info dude.. 8)
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Re: Red Card (GxB, urban fantasy, psychological)

#23 Post by arachni42 » Mon Apr 22, 2013 1:13 am

I wrote most of this a couple days ago but didn't quite get around to finishing it... but tonight I did!
Seigetsu wrote: First of all, thank you very much for your insightful comments! You're a lifesaver! Your post has really led me to reconsider many things about this project, both in terms of its presentation, and its aims.
I think this forum is good for that :D
Seigetsu wrote: Thanks a lot for the critique. If it isn't too much to ask, would it be at all possible if you point out the specifics as to things I can fix, and maybe a few pointers about how to fix them? I still need a lot of work as an artist, so I would really appreciate some feedback on how I can draw better.
Sure... in a way, looking at other people's art is practice for me, because it helps me look at my own and identify problems.

I looked at it and have a ton of comments, but I'll put them at the bottom of this post!
Seigetsu wrote:
It makes the card seem like an object of power that is wielded by the hero as in a card fighting game. If this is what you are aiming for, then you have achieved it! If it's not what you were aiming for, it may be problematic.
Can I say it's...half of what I'm aiming for? I don't know if it is overly dramatic as it is, but yes, while the red card can be seen as a currency, it is also an object of power in the same way that money confers a great power in our society.
Hmm... I had a suspicion that was the case. The only thing is that association with actually summoning a monster from the card. It's possible there's a better way to express it, but I don't have any ideas atm.

Interestingly, I think one thing in your favor (towards metaphor instead of monster summoning) is the fact that the card has no pattern on it.

It might be interesting to have her in the act of grabbing it (or grabbing at it) as opposed to already possessing it.

THAT ALL BEING SAID...
I don't think you should hold up production for the poster; IMO writing and sprites are a much higher priority for a VN which probably relies heavily on word-of-mouth.
Seigetsu wrote: I don't know if I should update my tags, but yes, there are sci-fi elements to this.
...

YES!!! I love me a good fantasy with sci-fi elements. ;)

There's limited space in the subject line so I think what you have is fine. IMO the main purpose is to get potentially interested people to read your thread.

The "sci-fi" association with the moon was mainly because of the juxtaposition with the... motorcyclist. (I don't think it looks bad as a motorcyclist, but, context clues and all...) The moon by itself lends itself well to symbolizing fantasy, too.
Seigetsu wrote:
When I first started reading your summaries, I was surprised to see mention of "clans" and "martial arts."
Here is where I'm in dire need of feedback - I'm very worried about whether or not the fictional society I've built are full of plot holes so big that spaceships can fly through them, haha.
I do think your maps and things will help, but I'll share some thoughts.

Just to make sure I'm getting it right, your world is a fictional place where things like guns, motorcycles, and "modern" clothing exist, but it's in the context of "old-fashioned" things like monarchies, clans, etc? (And then there are politics, which we all know are timeless!) I am curious -- does space travel factor in? Or is this just an advanced world with big cities and modern technology?

Well, the good thing about a fantasy world is they can have a pretty foreign culture (to us) and be believable. (In fact, I think settings like this is one of the things that draws fans of both sci-fi and fantasy.)

Lesse... I only had a couple sociology courses in college, and no history or anthropology, so I'm not exactly an expert. But I imagine "clans" to arise most naturally in a culture that values family. And I don't mean like 1950s American nuclear family; I'm talking about your second cousin (you know who they are but have never met them) shows up at your door, and you obviously take them in and welcome them into your home and give them dinner, etc, because they are Family. It would be insulting to do otherwise. I don't know much about Eastern culture, but I know it's like this in some places (such as Colombia, where my dad is from). There's a really high value placed on "family" as a concept.
It doesn't have to be blood relations. I imagine organizations such as the Mafia working in a similar manner. You've got a kind of solidarity that goes above the individual.

I'm under the impression that in Japan, there is a traditionally a strong value placed on society as a concept, and putting society above the individual. But I'm not sure how social groups work or would have worked. In Japan there is gun control and little violence, but I don't think the same legal policies would be at all viable in the U.S. It's a different place and a different culture AND different in a lot of other ways that have promoted a strong sense of individuality -- things are geographically spread out; you practically need your own car in all but a few select places. People are expected to be responsible for their own lives, their own careers, and their own entertainment.
There is a selection bias with any (friends or family) who would come to you for a significant amount of help with things like money or housing -- they are more likely to be the ones who will take advantage if you allow yourself to be responsible for them. Personally, I feel that the hospitality I offer a person must be judged on a case-by-case basis, and not any sort of social grouping. Some cultures would consider this "cold," but circumstances are quite different there.

I don't think of clans and monarchies as "old-fashioned" so much as born from a different kind of background. Well... my last comments focused mostly on clans. I imagine monarchies as more "natural" than democracy in a way, if only because it can be difficult to keep people in power from taking more power. But in sociology we talked a lot more about social groups than about forms of governments, so I don't have too many thoughts about it.

I would imagine that blood family would be somewhat important in your world, though, because of the naming system... but I would imagine clans being even more important -- though my impression is that the two are tied together to some degree?

Well, that was all rather rambly, but my point is:
I think your idea is just fine as long as it all feels consistent! I find the overall idea very interesting and see no critical plot holes.
Seigetsu wrote: technological advances and modern freedoms. Of course, these changes are not adopted in its original form - the result is a mix of the old culture and the new,
Interesting (and ripe for drama!)
Seigetsu wrote: There are very strict firearms control laws in the old capital, their stronghold and where this story takes place, in order to preserve peace in the region (at least in comparison to the "wild south")
I guess my main questions would be this:
a. What keeps "criminal" types from using firearms despite their illegality? What prevents a black market (or at least a significant one) from forming?
b. Are firearms used in actual war? If not, what would keep somebody from using them? If they are, how are they contained after a war is over? How are they distributed when there is a threat?

If you're having trouble answering those questions, here's something in your favor:
In the U.S., street gangs got a lot "bloodier" when the trade of illegal drugs ($$$$$$) got involved. In the absence of such large sums of money, I would imagine that the willingness to risk the lives of gang members' lives by bringing guns to the fight would be far less. Yes, you can certainly die from knife (or martial arts) wound, but guns really up the ante.
(Assuming it's an English VN, it might be helpful to include this point in some fashion, to keep anybody from thinking, "Why NOT bring a gun to a knife fight, if you're the one with the gun?" I'm sure that "difficult to obtain" would be one reason, but I could imagine it still being questioned.)
Seigetsu wrote: Does that answer your question why the characters of this story wear modern clothes (most of the time), but have a lot of old-fashioned ideas in their heads? I don't know how I can portray all this in the cover poster thingy though...I'd welcome suggestions! :)
Hehe, it helps. I don't have any ideas for the poster atm; in my critique below I merely discussed things that could be done better assuming that is the poster you want to use. I will think about it, though.
Seigetsu wrote: I'm seeing this more as a learning experience than something that needs perfection, though I do wonder what would be acceptable to the vast majority of the audience, and what would make this learning experience most fruitful.
Sadly, I'm not an experienced game maker; perhaps you could post this question in the Creator Discussion? My general impression of this community so far is that people much rather see an imperfect game than no game (which is always a risk if you spend TOO much time on it). I mean, I think this is a case with free games -- commercial, I think people do expect a little bit more. Personally, I don't complain very much about flaws in things I get for free. ;) (Although it is really cool when it's of high quality!)

---------------------
Alright, poster time.

As mentioned, I think the character poses say something about their characters.

Most of my comments are about details, but the one big thing I would say is that the motorcyclist seems too high. I am sure it's intentional that they areportrayed as quite separate from the other three characters, and I think that is good -- but they would still be separate if they were a tad bit lower. (No need to overdo it.) Composition-wise their current position seems a bit awkward.

I like the way there is a cool-to-warm color gradient from top to bottom (dark blues to pink grass). However, the bright magenta at the bottom (IMO) clashes with the red card. They are both pretty bright colors.

The coloring in the sky could be improved -- specifically the top layer (lighter blue) coloring. It's pretty good on the left side, but the right side some of the "paint strokes" stand out as a bit too... er, I don't know how to describe it. Digital? In particular, there's one immediately to the right of the moon that gives me a Photoshop vibe.

The coloring of the motorcyclist seems sort of blotchy. I stared at it a long time to think of suggestions, but I realized that I just have no idea how the suit should be colored, because I don't have a sense of what material it's made out of. The texture of the shadows make them look kind of like (gray) dirt.

Wan looks quite a bit less cleaned up than in his sprite graphic. I think the way you colored his sprite's hair is quite lovely, and it would be cool if you could apply that here. (Just to be clear, I'm referring to the technique of coloring, not the actual colors -- the lighting is different in the poster, so there is a green highlight that seems appropriate. Also, I think the same technique would look good on the other two; their hair is not bad but it's a little plain in comparison.) Proportion-wise, I think his eyes ought to be a teensy bit lower. I like the lines on his neck. It makes him seem a little tense (matching his expression).

The coloring of Wan's shirt is a bit messy. His arm looks a little too skinny, bit I don't think it's the actual width -- from this angle, it would be partly covered by his chest. But the wrinkles make it seem like a larger portion of his arm is showing than it should, so it ends up looking skinny instead of obscured. Still, this shirt does do a better job at suggesting material than the motorcylist -- the way it wrinkles make it seem like a thin, lightweight fabric designed for casual wear.

As a whole, his body seems too skinny in this poster. I'm not sure why. Xin does not suffer from this problem, so it may help to compare to him.

Shinon... Her skin looks a shade too pink for the lighting. The pink makes sense for her in general because she's albino, but I think it would look better a little paler in this picture. I'm sure you knew this was coming, but... her arms are too small. ;) Her left arm looks to be in a slightly awkward position, but the size is probably contributing, too. It do like the pose and expression. (Also she looks cute when she's angry because her barette almost looks like an anime-style aneurysm.) Relative to the others, her eyes look a little big for her face, even taking to account younger age (although I think Xin's may be a little too small, and I can't tell about Wan because he's slightly farther away). In any case, try to get them to feel consistent. ;)

The coloring of her white shirt is looking good! The vest she's wearing, though, is not as detailed. (There should not be much for wrinkles on it; I'm assuming it's a thicker, knit material -- but the lines indicating the texture are a bit lackluster.) Her right boob is bigger than her left. I am not sure if this is perspective (consistent with her torso turning) or if her right boob happens to be uneven with her left as in her sprite, or both. Her post suggests a little bit of torso turning, too, as does her collar, but this is visually contradicted by how her shoulders are drawn.

Xin's skin looks too yellow in this picture. (Interestingly, in the sprites Xin seems to have more orange skin and Wan yellow, but the relative colors are reserved here.) Keep in mind the lighting, *especially* on his shadows. (Well, on any of their shadows -- you could probably get more mileage out of Wan's shadows, too -- but the one that sticks out most is Xin.) Shadows are usually tinted by ambient light, which (based on the motorcyclist and Shinon's shirt) is probably a bluish color. Shadows are a huge visual cue. I'd really encourage you to experiment with both shadow and highlights here. There are hints on Wan's shirt that the red card is casting a glow on them, but I don't see it much on the others.

Xin's ear looks a little small. The coloring on his uniform (though not very noticeable because it's hard to see) is kind of messy, and is more wrinkly than it feels like it should be for the type of material a jacket like that would be made with. I do like how his body is looking in general, though. Obviously some of it is obscured, but out of all the characters in this picture, I think his body is the best -- I'm getting a good sense of how his torso is turned and a real sense of depth to his body. The way the jacket falls away to his torso looks true-to-life (I was very recently drawing something like that!).

The red card is successfully featured. The text is legible, but the font could stand to be a bit thicker. Logos usually feature text with a little more "body."

I think the grassy stuff at the bottom is an unusual thing to have in a typical poster like this, but I think it works. For me it's the best visual cue here for "clans" and "martial arts." (Probably I associate this kind of grassy stuff with a fantasy setting.)

Is there a symbolism to the leaves? The magenta steers them away from symbolizing Fall and gives them an exotic look. It's kind of like... otherwordly falling leaves. As long as that's what you're going for and there are maple-ish trees in your setting, I like it.


And... I believe that is it. ^_^
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Re: Red Card (GxB, urban fantasy, psychological)

#24 Post by eingelle » Mon Apr 22, 2013 2:35 am

I love these kind of stories! The secret character is making me curious... Take off the helmet! ; o ;
Ahem. Oh, I also like how you decided to show the meanings of each of their names. I'm also doing the same thing with my VN game. Your sprites are looking quite nice too. ^^ I like Baku.

I can't wait for more updates!

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Re: Red Card (GxB, urban fantasy, psychological)

#25 Post by Seigetsu » Mon Apr 22, 2013 6:17 pm

@angelinaniki88
Thanks for visiting this thread, and as per your suggestion, a very brief (so as to avoid spoilers) description of Shinon's power has been added to the first post. I just also want to note that while Shinon's power has a certain degree of importance in the plot, it is not paramount, as this story revolves more around the characters' thoughts and motives than the sheer exercise of fantastical powers.

@eingelle
Thanks a lot for taking a look at this thread! It's nice to see someone curious about the ??? character, as his route is most involved and will answer a lot of the questions brought up by the other routes.
Do you have a thread on LSF for your game? I'd love to take a look at your ideas as well!
Thanks for liking the sprites. There is plenty of work to be done still, but I'm hoping to first draw a sprite per character, then work on their outfits, poses, and expressions after. Fixing up the bad anatomy will come last, so any suggestions at this stage is welcome :)

@arachni42
Excuse me for saying this, but I REALLY LOVE YOU!!! Haha. You've been so helpful with my wild ideas thus far that I want to give you a ton of virtual cookies for everything you've done. Thanks!
As you've spent so much time with all your detailed comments and suggestions, I'll take my time to answer them in a separate post, along with the map and informational stuff I'm still working on. I'll take your suggestion to push the poster edits a little later, at least until the sprites and writing are done. I do think all your suggestions are really great, and if I can make the appropriate corrections, it'll make the poster (which is also coded in the main menu) more attractive. Thank you so much!

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Re: Red Card (GxB, urban fantasy, psychological)

#26 Post by arachni42 » Tue Apr 23, 2013 12:53 pm

I'm glad I've been helpful, Seigetsu. ^_^

I was kind of curious about penalties for guns in Japan, and found this article:
http://www.japantimes.co.jp/news/2013/0 ... -gun-laws/

Pretty harsh. I can't imagine the police having the resources to enforce that sort of thing in the U.S. Unless they gave up the drug war. And various civil liberties. Shame on your family if you commit suicide; I don't envision that being very effective, either. ;) But it works over there!
I, Miku (NaNoRenO 2014)
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Re: Red Card (GxB, urban fantasy, psychological)

#27 Post by eingelle » Wed Apr 24, 2013 2:44 pm

Seigetsu wrote: @eingelle
Thanks a lot for taking a look at this thread! It's nice to see someone curious about the ??? character, as his route is most involved and will answer a lot of the questions brought up by the other routes.
Do you have a thread on LSF for your game? I'd love to take a look at your ideas as well!
Thanks for liking the sprites. There is plenty of work to be done still, but I'm hoping to first draw a sprite per character, then work on their outfits, poses, and expressions after. Fixing up the bad anatomy will come last, so any suggestions at this stage is welcome :)
You are welcome! ^ o ^b

;'D I won't be posting a thread on LSF until I at least get the story concept and rough plotting done.
I'm currently working on a practice VN game right now. I'll be posting a thread for that one sooner or later. ; u ;

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Re: Red Card (GxB, urban fantasy, psychological)

#28 Post by Seigetsu » Sat Apr 27, 2013 2:20 pm

@arachni42
I'm still thinking about this one, and yes, I was considering some of the Asian countries as a model of the gun control phenomenon, considering the importance of familial relationships in this story. I also have some more ideas, mainly pertaining to why gangs exist in my fictional city, their motives, and whether they actually need guns to accomplish them. I suppose I'll withhold those ideas for now until I completely work them out, alas I'm rather busy IRL to make any real progress for the past week or so...

@eingelle
Looking forward to your thread! Good luck.

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Re: Red Card (GxB, urban fantasy, psychological)

#29 Post by Seigetsu » Sat May 18, 2013 9:34 pm

Long time no update, because I'm still sorting out the plot and other writing issues. Here is another sprite for now.
Image

Name: Jikuchuin Fei
Meaning of name: Jikuchuin = village of the setting sun, Fei = to fly
Age: 17
History: A member of Suiyi's sparring club whom she claims to be her best friend (despite Fei's awkwardness while dealing with the former's friendly antics). In order to save time commuting, she lives at the family temple with her elder cousin, Rui, who is a history teacher at their school.

Next I'll work on some male side character sprites while continuing to sort out the writing issues I'm having :)

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