I haven't too too much to talk about today. Unfortunately, most of today had to be written off between a several-hours long commute, a dental work marathon and down time away from my tools. Fortunately, I brought my C++ textbook on the bus and was able to read up on various data structures.
As for what I have to show:
I was working on a cleaner version of the bird man. This one features a larger head and squatter proportions; also less larger lines and less detail. You can see another version of the scarf I did for comparison. I'm a real sucker for complex drapery like this but it just doesn't look any good shrunk down to a realistic raster. Often adding in a lot of detail like that will kill a work's overall contrast too if you don't balance it out with areas with little detail. I noticed here that I could probably use the same forearm piece for both arms because they're both at about the same angle and mainly feature a prominent ulna. It makes me glad when I can think of ways to use my technologies efficiently.
I'm still trying to get a feel for what looks good on a screen. On paper, resolution is never an issue. On a screen, if you want all those details like facial features and ribs and knuckles to come through and have to make sure they're big enough. Of course, you can only make your characters as big as the game design dictates. The obvious solution is to go with that "super deformed" look. I'm still thinking about it.
In retrospect, I don't like the way this design looks as much as my pen and paper one. It might just be my expressionistic tastes. I think what I might try is squishing my color sketches down to fit a realistic character size given 720p and then kind of paint something in at that size, then size it up to do clean-up.
I continue to dwell on the subject of animation. I think it would be really cool to have different animations for if a strike connects or not; like, if it does, you can see the force of the impact kill their forward momentum, and if it doesn't, you can see them try to redirect that momentum to keep on balance. Thai boxing yesterday made me think about stuff like that. Also, about how the last strike you've thrown effects how you thrown the next one due to position, balance, and inertia. Beyond just animation, stuff like that makes me think about mechanics and how I'd like for players to be able play intelligently, maybe through a system based on throwing counters and context sensitive moves. I think the only fighting games I've played with a really great system for that were the Punch Out games (Probably my favorites after the Technos brawlers). But now I'm just plain rambling.
I'm glad to see Jared's working hard on the editor. Just make sure not to kill yourself with overwork my friend