Hi all, bit of a weird devblog this week. I didn’t get to do any big stuff this week, but really just a bunch of small stuff. So we’re gonna cover a lot of ground, just without going in too deep on any of it.

 

First up and the biggest thing from this week is that I have revealed the new logo for Kana Quest. I’ve talked at length about the problems with the original logo before and I have actually had the finished logo since April when I wrote The Challenge of Pixel Art Logos. But I’ve been sitting on it until I had proper legal protections around it. But without any further ado, here it is!

KanaQuestLogoGifBorder

I’m actually really proud of this logo, it looks so much nicer than the original, its clear, its readable, it clearly references Japanese logo design principles and its far more thematically relevant to Kana Quest. Anyway, I hope you like the new logo as much as I do.

 

Next up this week is I started work on world 8! I don’t have a lot to show for it so far. All I have is a pallet, which will almost certainly go through many revisions before the end product.

World8Pallet

This is going to be the most ambitious world I will have done to date. It’s also going to be the difficult in terms of subject matter. See with the worlds I try to take small snapshots into different mundane parts of Japanese life, the first four worlds were the seasons, the fifth was about the summer festival, the sixth was the school sports day, and the seventh was Japanese shopping districts. However the eighth is going to be based on the morning commute, with inspiration from a classic piece of Australian art: John Brack’s Collins St, 5pm.

johnbrackCollinsSt.jpg

The rush hour in Tokyo (or any big Japanese city) is a ubiquitous part of daily life, and Collins St, 5pm is a ubiquitous part of Australian art history, so why not combine the two? I’ve been planning on doing this piece for ages now, in fact it was going to be world 5. However if I had done so, it would have been the first instance of me depicting Japanese people in Kana Quest. And I wanted the lifelessness of the people within to be seen as unusual, and not the norm. I actually hate western reporting about Japan. They love to run stories about how everyone in Japan is depressed, or the need for women only carriages during rush hour and other stuff like that, all while ignoring that the depression rate in Australia is pretty comparable, and at least the government is willing to actively do something to improve the safety of women beyond telling women “don’t walk alone at night”. As a result I feel like a lot of those stories have pretty racist undertones. So I’m going to try to make this piece in a way that doesn’t perpetuate those stereotypes. And if I feel I’m not going to be able to do this world art respectfully I am going to give it the axe, or as I would say in Japanese 首になる (it effectively means to be fired, but literal translation is to be beheaded).

The third and final thing worth talking is I am going to be at AVCon again this year and as a result I’ve been doing a bunch of small fix ups. Fixing bugs, updating level numbers, creating a demo version. Stuff like that. This is the sort of thing that I hate doing as a game dev, but is super important because otherwise your game looks like its falling apart at the seams. I mean Kana Quest kinda is falling apart at the seams but I don’t want the player to actually REALISE that.

So yeah, that’s all I’ve been working on so far this week, we will be on a break next week as I will be at AVCon and thus will not have time to make a devblog. But you can expect a post AVCon Dev Blog on the 27th!

Anyway, until then have a great week and take care of yourselves!

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