Never before have I had so much content to share in a blog post. Make some coffee and get ready for some subpar blog writing! I made sure to put nice pictures to make it up to you.
This past month may have been the most productive month of my life. A lot has happened since my last post. I live in a new place, by myself. I've taken up contract work and intend to survive on my own as most adults do. Moving and rebuilding my life has been a jarring experience but I think I'll be ok.
At last! We get a glimpse at some story for Bring Me Hope.
Sea Cave City
After getting through the opening areas you enter Sea Cave City, home to some fish people or something. There are lots of various quests to be acquired and interesting new locations to explore. Let's take a look at Blaow, the son of Boom Boom. Blaow wishes to be taken to the Frosted Caves south of the city but alas it's full of danger! Danger only you are equipped to physically beat into submission.
Here we see Clawdia and Shellsea sitting in a bedroom full of tension. It was through this scene that I learned how much I love yellow dresses and therefor, drawing them.
A Real Artist Huh?
Drawing the interiors of homes, a new cave, and lots of other tedious animations has brought me to the peak of my art to date. It was at this moment of artistic bliss that I decided it was time to revisit Alium's animations.
I set out with the goal of giving our protagonist a lot more bounce and sway. Motion should feel fluid and natural right? It has always felt satisfying to run about, but I wanted to extend the character's hair length a smidge to give more room for fluidity in its movement.
South of Sea Cave City lies the Frosted Caves... a mostly unexplored cave system that mysteriously produces cold weather and snow. The deeper you go into the caves the closer you get to revealing the source of this phenomenon.
This is the first semi-optional dungeon in the game. You'll be able to just play through the bit required for the story or go deeper and discover a hidden boss that awaits you at the end of the dungeon.
I would like to talk more about dungeons and the design of them more in depth but until I have some decently compelling content to showcase, I'll leave it at that.