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Suggestions to improve the character I've designed for my indie game?:
note supposed to be the protagonist of my game but the design I came up with for her outfit's a bit dull. Has anyone got any suggestions to improve it? Sorry if the information below sounds a bit incoherent, I'm having to copy and paste from several different sets of notes. The game: The project in question is a Metroidvania style 2D sidescroller game set in the 2300s after an apocalypse in the 2200s devestated the Earth. Most of the ruins of the old world were excavated and by the time of the game things are up to about Post-Cyberpunk levels of technology, however areas of land which haven't been "mined" for technology and reclaimed still exist. Uly is trapped in such an area and has to escape. The main gameplay mechanics are finding new equipment to bypass various obstacles (like every other Metroidvania style game) and the ability to upgrade your equipment with salvaged technology. The customising mechanic works thus;
edited 7th Oct '12 7:45:24 AM by Bisected8
I need a drinkWell we're going to need more information than just the design. Whats the game? What genre is it? What's the story? Whose the character? I'd say you have the basis of a strong design, but we need more info.
Theres sex and death and human grime in monochrome for one thin dime and at least the trains all run on time but they dont go anywhere.
I would suggest maybe making the buttons/fasteners a brighter color (perhaps gold) to add a little more contrast. Alter the color of the gogggles' frames as well, because they blend into the hair a little too much. Also be careful when working on the finished design for the hair, because the auburn hair with bright-red-chucks could look really awful if not pulled of with enough care. Other than that, I really like your design (loving the tourquiose accents!) I wish you luck with your project.
All Guns SparkingHmmm...well, you're definitely off to a good start here. You've clearly put some work into fleshing out the character, and the design is pretty practical. But if I had to make any suggestions, I'd start by saying Uly could stand to gain a few "embellishments." [[Too Many Belts Nothing too crazy, " of course — just a few things to make her design pop a bit. You've got a backstory and info for Uly, so you can use that to your advantage. If she's got equipment and some tech-savvy, reflect that in her design — give her a tool belt, and maybe a backpack or satchel. Give her jacket some logos, like a military insignia (as a tribute to her mother) or maybe her school colors. Maybe tear one of her sleeves/pants legs a bit — show she's had a bit of a rough expedition. What I'd like to see most right now — or at least more of it — is color. How practical/appropriate that is for your game may vary (post-cyberpunk + ruins = colors? Hard to say), but adding some more vibrancy to the design would be much-appreciated. Just look at Mega Man over the years — each one is mostly blue, but given flourishes to make each iteration distinct (with EXE being a personal favorite). I can't say I know much about actual design, so how practical/usable my suggestions are may vary. But in any case, I think you're definitely on to something here. Good luck.
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Element of loveI think she looks a bit too manly (no offense, I like the artwork). I think She needs look a bit more femenine to achieve that "androgynous look" you want.
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I think it's the jaw shape/size that's tha main offender. Maybe move that angle under the ear further back/up, or maybe do a soft bend?
edited 7th Oct '12 12:14:59 PM by m8e
bishonen go the other way and use masculine features on a feminine face structure). I was really trying to make her less of a pretty-girl/-boy and more along the lines of Crona or Kino. For what it's worth, I worked out the shape of her head in a 3/4 view, and it does look more feminine from that angle....
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