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Seasonal Split


A sequence of four trees representing the seasons: a bare oak for Autumn; a snow-covered evergreen for Winter; a blossoming Sakura for Spring; and a lush oak for summer.

I’m not entirely pleased with how this one turned out. Maybe more shading could help it? It’s kind of aggressively busy, too. Perhaps simplifying the design is in order.

Regardless of my reservations, I have added this to Redbubble!


Design Sketches: Hearts, Trees, Speaker

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Did some graphic design work today. I revised the tree idea I’d had before, expanded upon the old speaker/sound design I’d thrown together to imitate a graffiti style, and did a couple designs revolving around hearts.

There’s still some fine-tuning that I need to do, but I think these’ll look nice once complete.

Tree Sketches 4/22

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I sketched some trees. I’m plotting a design based on the seasons and trees, but I’m not entirely sure where I’m going with it yet. Featured are evergreen, sakura, oak I guess, baobab, and a bare also-an-oak I guess?

Starfall Dungeon – Voyager & Coby


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Here’s a couple pictures of Coby and Voyager just hanging out. Tree-dogs and Space-cats chilling together, mass hysteria.

Starfall Dungeon – Crispy Goods Notes


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I’m still chugging along at this! Slowly and with a lurking sense of shame, but chugging.

It’s the return of Crispy Goods, one of the bosses of that platformer I was plugging away at, combined with an idea for one of the playable characters.

Crispy would be one of the earlier bosses in Starfall Dungeon, probably to initially serve as a roadblock for the tutorial section. It would eventually be able to be obtained as a unit for the player’s use. It’s less versatile than other units, due to its fourth skill slot being taken up by a transformation ability that shifts Crispy back into its boss form with a preset itinerary of skills.

Starfall Dungeon – Coby

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Coby is a good boy.

Folklore says that the markings on corgis are caused by the saddles that the fey use to ride them. So I took my limited knowledge of fey sensibilities and applied that to an anthropomorphized corgi. The tree growing out of his back can change genus, shape, and size to provide a variety of effects. And, while Voyager maintains an intelligence similar to that of a Palico from Monster Hunter, Coby features intelligence equal to humans and vocabulary to match. His devotion to nature has made him many enemies.

For Starfall Dungeon, Coby features many abilities that allow him to function in a variety of roles, similarly to Voyager. His skills are based on significant trees in the world, such as the Kongeegen oak, the Centurion eucalyptus, and the Del Norte Titan redwood. His basic attack, Cloud 9 Boxing, is named after a type of dogwood.

Starfall Dungeon – Notes P.5

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Some notes on one of the other functions in Starfall Dungeon’s hub. The Mana Tree or whatever is magical and hooked into the world’s lifeblood or soaking energy from the Dungeon or blah blah blah. Whatever backstory I assign to this all lead to one function: at the tree, you refill Mana for delving into the Dungeon, heal hurt or incapacitated units, create potions for the dungeon, and upgrade all such related elements.

Healing takes place over the course of delving into the Dungeon; of course, if you want to heal a unit immediately, you can expend Mana to do so at the cost of not having full Mana upon entering the Dungeon next. Reviving a completely incapacitated unit takes place over two Dungeon runs and can also be done through expending Mana.

The other function of the Mana Tree would be creating and upgrading consumables. In terms of Creation, there’s: healing potions, very costly Mana potions, stat buffs, status cures… In terms of Upgrades, there’s: upgrading the permanent Health restoration item that refills after returning from the Dungeon, upgrading your maximum Mana capacity, and transforming lesser items into their superior forms.

Mana is used for a number of actions in the Dungeon. The primary use is allowing units to use skills during battle. Beyond that, Mana is needed to continue to the next floor; if you don’t have enough Mana, your run ends there and you return to the hub.

I touched on the inventory for a bit here. When I get to the notes on the entryway to the Dungeon, I’ll go into more depth there perhaps? I considered a grid-based inventory briefly but ultimately dismissed that notion because that’s an added level of complication that I just don’t care for.

Beyond that, when the player reaches the end of a floor, they get the option to send items that they’ve found back to the hub. They can’t restock, so this is just to clear room for the next floor’s items.

Is there really point, though? Does this even matter? I’ve started so many projects that fell by the wayside, no amount of planning is going to save my gormless, ADHD-ridden fat head.