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Since Hanako is a flying squirrel, she's the only one capable of gliding. And as the resourceful kunoichi that she is, she could use her kimono's sleeves as a parachute to help her soar even further.
Hanako went through an interesting process. I made the first concept before we decided to make her fit into the "enthusiastic young girl" type. The flowery shaped shuriken in her bandana is what gives her her name, since 'Hana' means flower in japanese.
Fudemaru is inspired by the main character from Yojimbo (the way he touches his chin) and by extension, Clint Eastwood in a Fistful of Dollars (the draping fabric covering his entire body). Red is his predominant color because I grew up watching too much Power Rangers.
The ghosts are non-hostile and invulnerable to your attacks. Luckily, if you're fast enough, you can destroy the objects to prevent them from getting possessed and attacking you. A later addition was what we call a "mimiku", used when Obake posses a treasure chest.
Since we wanted to include multiple ghosts from japanese folklore (like Chōchin-Obake and Karakasa) and 'Obake' actually means shapeshifter, I thought it'd be a good idea to design an enemy capable of changing its appearence to turn itsfel into any object present in the level.
The dojo scene where you fight him went through multiple changes as well. I did the first concept (the one from the previous twit, actually) around the end of 2017. Since then, it became more vertical, more somber and colorful as I had more time to develop it further.
It'd end up with a bossfight against Sanjuro, the phantom warrior. At first he was going to be just a vengeful spirit, as an attempt to keep him in sync with the level's general tone. However, as development went by, he ended up serving a greater purpose in the narrative.
The first level to be conceived and developed was the ghost town. We wanted to start with something set in the middle of the campaign. Here's a comparison between the early concepts and the final version.
@MadGearGames @NISAmerica @xanday @JJHaggar @Danpelgar @_Mechano_ The NPCs also helped to convey ideas and emotions to the players. The akita monks hiding from the Moon's stare (hinting the player to do the same), or the ones that say goodbye on a petrified landscape are a good example of this.
#gameart #gamedev
@MadGearGames @NISAmerica @xanday @JJHaggar @Danpelgar @_Mechano_ The map was already built when we decided to add NPCs, so they were designed to fit in specific locations. It took a great deal of work, but the scenery became so full of life it was definitely worth it!
#KemonoHeroes