The perspective is making my head turn sideways. Like you crop a widescreen videogame screenshot to show only one half of it.
@bunguer -
Needs more "character", "charm" and elements that are either art dependent or code dependent that makes the game "unique" but still "familiar".
Look at angry birds, good example. The birds all have personality, in their animations, facial details (and sounds).
Also, the art doesn't jell that good together in my opinion. The shiny coins and low poly pickups? with a character which appears outside instead of being a outsider/alice in wonderland ref. The explosions and the trees on the side of the level seem to be in their own style too.
[/crit]
[img]https://dl.dropboxusercontent.com/u/34397004/Node/samurai2.png[/img]
&
[img]https://dl.dropboxusercontent.com/u/34397004/Node/toinfinity.png[/img]
[img]https://dl.dropboxusercontent.com/u/34397004/Node/Sworrds.png[/img]
[QUOTE=Cellusious;41442448]@bunguer -
Needs more "character", "charm" and elements that are either art dependent or code dependent that makes the game "unique" but still "familiar".
Look at angry birds, good example. The birds all have personality, in their animations, facial details (and sounds).
Also, the art doesn't jell that good together in my opinion. The shiny coins and low poly pickups? with a character which appears outside instead of being a outsider/alice in wonderland ref. The explosions and the trees on the side of the level seem to be in their own style too.
[/crit]
[/QUOTE]
Thanks for the critic, I really understand what you meant especially the "charm" and the art that doesn't jell that good together. It's actually one of the main reasons I would really like a good concept artist to join us, this is not one of our strongest points and an artist could really help us have our own style and overall improve our art direction and therefor game quality but this is not easy when your budget is zero. We still have a lot of polishing to do either way though, and we intend to give more charm to the characters and pets.
[QUOTE=evlbzltyr;41439707]Been really into Firefly these past few months so I did this, because it turns out no one else actually thought of doing it
[img]http://ih3.redbubble.net/image.14340181.9592/fc,550x550,black.u1.jpg[/img]
then I put it on a shirt because I wanted to wear it
[url]http://www.redbubble.com/people/evlbzltyr/works/10569592-pulp-firefly[/url][/QUOTE]
I almost got Zoey but that doesn't look like Malcolm Reynolds
[QUOTE=MakoSkyDub;41439113]So wait, are you doing a spin off of TH's thing or a collab or what[/QUOTE]
Nope, we're both just doing alien comics. His is in a more mass effectish 80's era sci fi setting, while mine is 1930's dieselpunk.
Though we have discussed the prospect of crossovers.
[editline]13th July 2013[/editline]
[QUOTE=bunguer;41439934]Good eye, indeed they are inspired by that kind of style but they are not exactly like it, although windwaker it's not the only game that uses the cartoon cloud style, it's still probably the most famous.[/QUOTE]
From the looks of things those are either ripped or [I]exact[/I] copies of wind waker's smoke:
[img]http://www.4colorrebellion.com/wp-content/uploads/2012/08/01_zelda.png[/img]
The big one in the center left. As far as I can tell it is absolutely identical to yours.
[IMG]https://dl.dropboxusercontent.com/u/34397004/Node/sketchre.png[/IMG]
random brush
EDIT:
NEW PAGE AND SUPER BIG IMAGE YES DEAL WITH IT
[QUOTE=The Vman;41443083]
[img]http://www.4colorrebellion.com/wp-content/uploads/2012/08/01_zelda.png[/img]
[/QUOTE]
It's very similar like I said before, so I'll probably change the particle texture, it didn't seem a big deal at the time since it's particles fx. I know you got that picture from polycount because I have it too and I've studied how they did it and I liked it but I understand it's bad to be so close to it. They are not the only game to use these particles like I mentioned before, but they are the ones who made it popular.
[QUOTE=bunguer;41439427]Care to develop? We are trying to innovate a genre that's been the same for ever so every opinion counts.[/QUOTE]
Run down alley, shoot things, avoid other things, hold button to shoot, collect coins because score attack is important in these games right?
Of course early build and all that. But it looks like absolutely every game ever, an uninspired cartoony style, spammy shooting and just put some obstacles in the path now avoid or shoot them.
You're just walking down an endless path shooting or avoiding obstacles in the path, you have no freedom whatsoever besides changing lanes, I also assume you will never make the world curve to the left or right either which is really annoying once you realize that kind of dimension is completely gone in these kind of games.
"awesome weapons" 9/10 means "here is some guns with wacky names and description that really just handles like every other gun and doesn't alter the gameplay experience one bit and usually only provides different stats.
"crazy beasts", "so we put some animals in here in a cartoony style and some of them look a bit angry maybe, so that makes them crazy", I see a swine, in what way is a swine a crazy beast? I'd like to see some new universe wherein there is new creatures that actually look and act crazy when you brand your game with "crazy beasts", not just cartoony looking animals we associate as meanies or dangerous.
But please, please, tell me what way you're innovating, I doubt these 3 images summarize the whole game and it's innovations. What are you planning to do to innovate the boring walk-down-an-alley-and-press-buttons-now-and-then genre?
[editline]13th July 2013[/editline]
[QUOTE=bunguer;41443483]It's very similar like I said before, so I'll probably change the particle texture, it didn't seem a big deal at the time since it's particles fx. I know you got that picture from polycount because I have it too and I've studied how they did it and I liked it but I understand it's bad to be so close to it. They are not the only game to use these particles like I mentioned before, but they are the ones who made it popular.[/QUOTE]
The problem is that you're just taking from a different game instead of establishing your own particular style for the game in order to make it unique.
If you just take from everybody else instead of making something unique to your game you will essentially just become every other game, and you will drown in the crowd together with everyone else that does the exact same thing.
If you're serious about innovating and making a better game in an oversaturated market, then you need to actually put in the serious amount of work it takes to do that. Figuring out what traps every other game has fallen into, establishing your own brand and your own way of doing things. If you want innovation you can only keep the essential mechanics that makes the genre what it is, everything else you should crack open and see if you can modify or alter to make a different and hopefully better experience, obviously not everything will nor should be changed, but you should explore the possibilities to change everything that isn't extremely essential to make what you want to make.
"Do we really need to walk down a path in only one direction?"
"Does the obstacles need to stand still?"
"Does the obstacles only need to hurt you on direct impact?"
"Can the character do something else than just running all the time?"
etc
etc
5 min painting
[IMG]https://dl.dropboxusercontent.com/u/34397004/Node/smallsize.jpg[/IMG]
5 min painting nr 2
[IMG]https://dl.dropboxusercontent.com/u/34397004/Node/02.jpg[/IMG]
[img]http://i.imgur.com/e6HAJdi.png[/img]
It's a little bit different, I'm still not entirely happy and you can barely tell the difference in-game from the other version but I will play a bit with it and see if any good results come. This is just so it's clear I will try to move away from that standard texture.
@dgg
I appreciate you taking the time to explain your point of view. I can agree with some stuff that you said but I disagree with most. To answer some of the things you said I would have to write some pretty long response but I will try to make it short.
Your simplification of the game although not very far from the truth could be said for almost any game.
Also when you compare to other endless runners, like temple run/jetpack joyride/subway surfers you will notice that our game actually is more complex than all the others and has many things others don't. But we are always trying to improve our game so we will keep your suggestions in mind.
Another important thing to notice is innovation comes with a very expensive price, for the few innovative games you can remember there are thousands of others that although were innovative, they were also a waste of time since nobody bothered to play them. There are a few cases of more or less innovative games such as Sword & Sworcery but unfortunately I don't have a budget of 200k laying around to market it a 20 person team or more, if you see the company behind that game you would notice they started by making games more familiar to players with usually just a small twist. You can't jump to make the next AAA game on mobile nor you can expect huge success right away.
Obviously I can't guarantee we'll have success, not even close, you could have the best game in the world and you wouldn't have guarantees, the market is really hard to have success for a small team. This is not our first game and we have 3 flash games sold to publishers, the first one we sold reached 300k plays in 6 months and this gave us some experience but even with that it's hard to predict anything.
Finally, it's easier to innovate within a certain genre than to reinvent the wheel, and that's exactly what we are trying to do. We do want to make a really good game, a fun game that people enjoy playing, we don't want to create the next minecraft. I hope I didn't came out as too defensive, that is not the intention but I think it's obvious you are not the target for the game, but I do wonder what games do you usually play on mobile devices? I do appreciate the suggestions and we do have things planned that we have yet to show.
[QUOTE=Cellusious;41444341]
[IMG]https://dl.dropboxusercontent.com/u/34397004/Node/02.jpg[/IMG][/QUOTE]
this is so rad, I love your work
[QUOTE=bunguer;41444381]Your simplification of the game although not very far from the truth could be said for almost any game.[/QUOTE]
The difference between a full fledged PC game and a mobile game is that with a full fledged PC game it would be simplification whereas with the mobile game it's stating how it works.
There are lots of finicky details and choices in a full game whereas in the mobile games that's usually all there is to it because of the limited controls you can have when the controls need to be pushable on screen. So I heavily disagree that it is a generalized simplification of what it is and rather just exactly what it is. Hold shoot button, press buttons to change lanes, maybe jump and slide if you have that stuff. I don't see any other mechanics presented in the screenshots so that's all I have to go by when saying this.
[QUOTE=bunguer;41444381]Also when you compare to other endless runners, like temple run/jetpack joyride/subway surfers you will notice that our game actually is more complex than all the others and has many things others don't. But we are always trying to improve our game so we will keep your suggestions in mind.[/QUOTE]
I don't see anything you have that they don't? Depends on how you look at it though. Is having a creature something new because they use objects instead? Is having 4 lanes instead of 3 new? Is having a mine creature new because it pops up from the ground? Although it's still just a normal obstacle you have to avoid like any else? Is it new because it removes things surrounding it? Is having a extra-life creature new? Is having a gun new?
I mean, yes, the mine, the extra life and the gun may or may not have been put into the genre before, but do they really add a new dimension to the game? Do they improve the gameplay? Does it really change anything? I can't really say it does. You're running endlessly so losing some points from the mine isn't game-changing in that respect at all and you do need a extra life to even keep going after it explodes so that really doesn't matter, it's just another obstacle in the way disguised as being more than that. The creature is more or less a upgrade, unless you have some really good ideas for it it really doesn't serve much more purpose than a boring passive upgrade which really just lets you do exactly the same thing but maybe for a bit longer, which, again, really does not change the game in any real respect, oh look, you can fuck up once, ok. Shooting needs to be more than just spamming the shoot button at all times if you're going to make it in any way interesting to the game. What purpose does the game serve other than just annoying your finger because you have to press it constantly (seriously, "nobody" will conserve their ammo when just spamming constantly is safest and most efficient), it does allow for some "clear a path" moments though which I think you could utilize heavily if you want to make it a bit different to all the other more-or-less identical games out there. You also need to figure out a way to make each gun exciting and different and not just a cosmetic and stat upgrade that changes absolutely nothing when it comes to how you actually play the game.
What I'm obviously stressing here is that if you want to innovate then you need to find some features that actually affects gameplay, not just extend gameplay, otherwise you're just adding in fluff, bells and whistles that doesn't really change your game at all, which may catch peoples interest at first, but as they notice it's really the exact same fucking game all over again with just more of the same, then they'll probably just go back to the more popular ones unless you somehow managed to make running and clicking way more cooler in your game.
[QUOTE=bunguer;41444381]Another important thing to notice is innovation comes with a very expensive price, for the few innovative games you can remember there are thousands of others that although were innovative, they were also a waste of time since nobody bothered to play them. There are a few cases of more or less innovative games such as Sword & Sworcery but unfortunately I don't have a budget of 200k laying around to market it a 20 person team or more, if you see the company behind that game you would notice they started by making games more familiar to players with usually just a small twist. You can't jump to make the next AAA game on mobile nor you can expect huge success right away.[/QUOTE]
Yes, innovation is a risk, that's why we have franchises and a bazillion people aping, copying and stealing popular games and branding them as their own to ride the cash flow, which is very much what I am accusing you guys for doing at the moment as well. By that I don't necessarily mean that you are just doing it for the money, but that you are playing it safe and [I]want to innovate[/I] but don't actually want to take the risk and gamble of doing so. Innovation requires work, time and resources and it may fail horribly, of course, that's obvious, does that really mean it's ok to just fall back on what everyone else are doing and just cross fingers that you don't drown amongst all the other games that are doing what you are doing? I wouldn't say so.
I don't expect you to make a AAA title nor having huge success, I'm just expecting you to give it your all, and I can't frankly say I see any evidence of that in those 3 limited early build screenshots. (I'm stressing this because I still haven't heard of your actual plans for the game and what you want to innovate with and how you will do so, I'm purely judging you by what you have shown me which is limited to say the least)
[QUOTE=bunguer;41444381]Obviously I can't guarantee we'll have success, not even close, you could have the best game in the world and you wouldn't have guarantees, the market is really hard to have success for a small team. This is not our first game and we have 3 flash games sold to publishers, the first one we sold reached 300k plays in 6 months and this gave us some experience but even with that it's hard to predict anything.[/QUOTE]
Of course not, it's partly luck based and heavily marketing based.
[QUOTE=bunguer;41444381]Finally, it's easier to innovate within a certain genre than to reinvent the wheel, and that's exactly what we are trying to do. We do want to make a really good game, a fun game that people enjoy playing, we don't want to create the next minecraft. I hope I didn't came out as too defensive, that is not the intention but I think it's obvious you are not the target for the game, but I do wonder what games do you usually play on mobile devices? I do appreciate the suggestions and we do have things planned that we have yet to show.[/QUOTE]
Well of course, I never even hinted at that you should reinvent the wheel at all, I only said if you want to innovate you should really question all non-essential parts of the game and if there is anything you could change about them to alter the gameplay and provide a new experience within the mechanical rules of the genre. Just because you've seen something done alot within a genre doesn't necessarily mean it's essential to it, or even good for that matter, just implementing mechanics and ideas because "everyone else is doing it" is terrible and shows little effort to innovate or even little effort and passion in making a good game at all.
Certainly I am not that much of a mobile gamer, but I have enjoyed the simplicity of games like Farmville and Monstermind, I highly enjoy Puzzle Forge and Puzzle Craft. Plague Inc, TripleTown, Run, Hill Climg Racing, Pixel Kingdom, Infectonator and such, of course a bunch of games I've played for a while and then uninstalled as well, including games within the genre you're making.
too much text, balancing it out with some art
[img]https://dl.dropboxusercontent.com/u/34397004/Node/03.png[/img]
Ok, once again I thank you for explaining your position, it seems to me there was a bit of a misunderstanding from both sides.
Maybe it was also my fault since I haven't told much details about the game, there are a lot of that isn't yet shown in those screen. The reason I haven't said much is because of how many changes it suffers throughout the time.
2 months ago the game was like this:
[t]http://i.imgur.com/x1QWTqu.png[/t]
a month ago:
[t]http://i.imgur.com/pPIHLpv.png[/t]
and finally now:
[img]http://i.imgur.com/vtTi3kH.png[/img]
As you can see, only now we are starting to show some gameplay and many many changes went through, and there's also a lot under the hood. (we started testing the gameplay much earlier but it wasn't ready to show)
I will not go into many details but since you spent the time to explain yourself I think I can give more details about the game.
In terms of gameplay our most innovation comes from implementing RPG elements into a non-rpg genre, I suppose this doesn't show much yet but I will give a few examples.
There will be various characters in the game and each character possesses their own pet, and each pet (against what it may seem) is much more than a life-saver (this feature may even be removed), the main purpose of the pet is to help the player through skills which may be of supportive type such temporary shield or more ammo or they can be of offensive type such as a massive earthquake that hits various enemies with enormous amounts of damage. The other job of the pet is to give personality and charm to the game, they will show signs on happiness if the player plays well and may show signs of sadness if that doesn't happen. Since each pet is attached to a character, and each pet only has one skill, this tries to create some dynamic gameplay. That's more or less the pet system without going into much detail.
The monsters play a crucial part in the game, one thing that may not be obvious for now is that each monster is associated to a certain environment, and as of now we only have the grass environment but we will also have other elements, different behaviors for different environment such as damage done by weapons and pets. Monsters also have different behaviors, for now we are keeping it simple, one of them is more or less a simple obstacle but the other runs after you if he sees you and stops if he doesn't. We are still gathering some ideas for monsters but we are trying to make it interesting but not confusing. They also drop items and other stuff that is used to buy special items and stuff like that.
Weapons is something that I haven't showed much and I can't lie and say they will be something extraordinaire since they most likely won't. There will be a good amount of weapons and they have different stats and behaviors but we won't run very far from standard weapons I suppose. We are thinking on this though so.
One thing you said about the controls and spamming the shooting button, our game is actually pretty neat in that regard since it deals with that for you, due to testing and other methods we came up with this system that automatically shoots an enemy when it is in front of you and doesn't when there isn't any. Players seemed to enjoy this mechanism and with this we keep the players focused on the game instead on the controls.
We are expecting to offer a more interesting experience to players with these kind of mechanics and we are always looking for more ideas.
[T]http://i.imgur.com/fpr4a3X.png[/T]
This is the second version of a Rust key chain that I made. I am currently printing it, 20 minutes left.
[QUOTE=bunguer;41446325]Ok, once again I thank you for explaining your position, it seems to me there was a bit of a misunderstanding from both sides.
Maybe it was also my fault since I haven't told much details about the game, there are a lot of that isn't yet shown in those screen. The reason I haven't said much is because of how many changes it suffers throughout the time.
2 months ago the game was like this:
a month ago:
and finally now:
As you can see, only now we are starting to show some gameplay and many many changes went through, and there's also a lot under the hood. (we started testing the gameplay much earlier but it wasn't ready to show)[/QUOTE]
See, now we're talking, I don't think the amount of change a game gets should stop you from revealing information about it when you want to know what people think of it, because that's extremely counter-productive to what you want. Early build is early build and can not in any way shape or form represent the final product.
[QUOTE=bunguer;41446325]There will be various characters in the game and each character possesses their own pet, and each pet (against what it may seem) is much more than a life-saver (this feature may even be removed), the main purpose of the pet is to help the player through skills which may be of supportive type such temporary shield or more ammo or they can be of offensive type such as a massive earthquake that hits various enemies with enormous amounts of damage. The other job of the pet is to give personality and charm to the game, they will show signs on happiness if the player plays well and may show signs of sadness if that doesn't happen. Since each pet is attached to a character, and each pet only has one skill, this tries to create some dynamic gameplay. That's more or less the pet system without going into much detail.[/QUOTE]
I think if you're going to have most pets have an activatable skill you should make one for everyone, because honestly, who would ever choose a passive "more ammo" over "WREAK FUCKING HAVOC UPON ACTIVATION". The one doesn't change the gameplay experience at all whilst the other one will get you out of sticky situations and (maybe) feel like a badass. Many games fall into this trap where they add in too much passive upgrades and abilities, they are just straight upgrades, can't really be experienced and doesn't enhance or alter the game at all. (being able to shoot some more enemies won't really be felt through, it has to be observed and thought about).
But yes, that's nice, that can definitely change the experience, the only real problem may be that the game by nature doesn't really have set level design so you'd most likely just go for the one that seems to be the best of them rather than the one that would be most handy for a certain level which is where the RPG-genre melding kinda crashes because in those games you have level design and the abilities are tailored to aid you with those levels. But that's not really a huge deal, different people like different things, but I'd certainly call it a concern in how useful it really is in the game itself, why would you choose shield over damage or vica verse? Why would you change pet if you found "the best one"? That's the design obstacle I see here, but the idea is definitely nice and I can see that working pretty well either way.
[QUOTE=bunguer;41446325]The monsters play a crucial part in the game, one thing that may not be obvious for now is that each monster is associated to a certain environment, and as of now we only have the grass environment but we will also have other elements, different behaviors for different environment such as damage done by weapons and pets. Monsters also have different behaviors, for now we are keeping it simple, one of them is more or less a simple obstacle but the other runs after you if he sees you and stops if he doesn't. We are still gathering some ideas for monsters but we are trying to make it interesting but not confusing. They also drop items and other stuff that is used to buy special items and stuff like that.[/QUOTE]
That's what I hoped for, that they would move and even charge at you, kind of hinted at with how I only saw them as objects disguised as more than that, so good to hear. Hopefully you make every monster unique, and you make enough levels and monsters to make it interesting enough as a small enemy pool can just further point out the tedious and repetive nature of the game. Loot is nice, can definitely see a ammo-for-loot tradeoff goin
[QUOTE=bunguer;41446325]Weapons is something that I haven't showed much and I can't lie and say they will be something extraordinaire since they most likely won't. There will be a good amount of weapons and they have different stats and behaviors but we won't run very far from standard weapons I suppose. We are thinking on this though so.
One thing you said about the controls and spamming the shooting button, our game is actually pretty neat in that regard since it deals with that for you, due to testing and other methods we came up with this system that automatically shoots an enemy when it is in front of you and doesn't when there isn't any. Players seemed to enjoy this mechanism and with this we keep the players focused on the game instead on the controls.[/QUOTE]
I think adding guns and then not having differently behavouring weapons that alter the gameplay in some way will just turn it into a gimmick and make the game blander as people run and gun the same way with all of their 250 "different" guns, it does become an essential part of the gameplay because of the loot and ammo mechanics and as such really needs to be enjoyable to use. If you're just going to have stats I would rather recommend just upgrading and modifying the same gun to ones needs instead of having a selection of "different" guns that plays out the exact same way.
A modified gun will tell the user that "this is the same gun, but it has different stats" whereas different guns will tell the user that "these are different guns that will fire, look and act differently than the others", and well, if they don't, you will essentially ruin the game for many.
Whilst I get the auto-shooting mechanic I would personally be buttfrustrated from the fact that ammo was automatically wasted on a unit I didn't want to attack but was forced to because I had to change lane to dodge something. Maybe having an autofire toggle? Range of fire options? (shoot automatically at 5-10-20 meters for example) At least for people like me that would be a potentially extremely annoying mechanic.
[QUOTE=bunguer;41446325]We are expecting to offer a more interesting experience to players with these kind of mechanics and we are always looking for more ideas.[/QUOTE]
I think you could absolutely pull that off if you can implement your mechanical ideas in a sensible and good way that always keeps gameplay in mind, biggest concern being what I already said, not forgetting what the RPG elements are originally designed for, making sure they actually fit into this run genre.
I would, again, personally advise you to develop a style of your own as well, once you've begun making too much changing the artstyle just isn't an option anymore, it's already a lot of work at your current stage. It just needs more soul and originality, it just looks generically cartoony and uninspired at it's current stage. It works, but not all that well in my opinion.
Thanks a lot for the feedback, some of the things you mentioned we had already considered but others not, so that was quite useful, I will pass the information to our game designer too, he will really appreciate it.
[QUOTE=frozensoda;41446588][T]http://i.imgur.com/fpr4a3X.png[/T]
This is the second version of a Rust key chain that I made. I am currently printing it, 20 minutes left.[/QUOTE]
[T]http://i.imgur.com/6tJqdYE.jpg[/T]
[QUOTE=The Vman;41443083]Nope, we're both just doing alien comics. His is in a more mass effectish 80's era sci fi setting, while mine is 1930's dieselpunk.
Though we have discussed the prospect of crossovers.
[/QUOTE]
Aha
[sub]I might just read yours, but keep it on the low down[/sub]
Are those lizardy species the same though? Obviously that was why I was confused
[QUOTE=MakoSkyDub;41448953]Aha
[SUB]I might just read yours, but keep it on the low down[/SUB]
Are those lizardy species the same though? Obviously that was why I was confused[/QUOTE]
Not quite. Though I've been planning on changing their look up a tad to help distinguish them better (I also noticed the similarities and it bugged me)
Not to mention I'm not entirely satisfied with their design.
[editline]13th July 2013[/editline]
Another problem is that [URL="https://www.dropbox.com/s/8yvm5m8foajiow6/TikusCostumes.jpg"]the guy I originally designed didn't look too much like TH89's guys.[/URL] TH's have more of a beak shape to the face, while I was going for something more draconian. but when I softened the features for the female version it wound up looking too similar.
Could also be if i do a drawing from a different head angle it could help define it more.
Here's a piece I created for the game of D&D I'm DMing tomorrow.
[thumb]http://dl.dropboxusercontent.com/u/13623168/2013-07-14%2002.42.41.jpg[/thumb]
Charcoal is delightfully messy.
It looks good, I suppose?
Would like to see a properly scanned version.
[QUOTE=Silent-Bob;41451283]Here's a piece I created for the game of D&D I'm DMing tomorrow.
[thumb]http://dl.dropboxusercontent.com/u/13623168/2013-07-14%2002.42.41.jpg[/thumb]
Charcoal is delightfully messy.[/QUOTE]
Charcoal is quite precise, you'v made it messy :P You need to vary your values more, the most i can see there are 2 maybe 3? But the lack of definition (by using different values) really isnt helping the drawing, at the moment it all looks quite smudged, this works for something like the sea because it gives it a sense of movement, but it does nothing for the boat. By having both look quite un-defined and smudged, the two elements meld together and dont look like separate entities.
New character time.
[img]https://dl.dropboxusercontent.com/u/67144542/Drawings/bombug.png[/img]
More heads and random dude
[IMG]http://25.media.tumblr.com/affba99d53d4dfd7f28fa6372fec5b23/tumblr_mpw4qvTW0t1rttuq5o1_r1_1280.jpg[/IMG]
Obligatory millitary guy
[IMG]http://fc05.deviantart.net/fs70/f/2013/197/b/0/riot_by_skoparov-d6dffbx.jpg[/IMG]
fucking hell that's rad
His right arm looks a bit weird, like it doesn't know if it wants to be hanging down slightly behind him or in front where it is now and looks odd.
I drew Seg from [url=http://drunkardsofthecosmos.com/]Drunkards of the Cosmos[/url] because she is a precious babby
[img]http://25.media.tumblr.com/a337c15ceaacd4b823c037ed41264f54/tumblr_mpy5680h8K1r85bmyo1_1280.jpg[/img]