Piripu and Mufotsuki for (the upcoming) Days of Style 2024 — based on the vest/suit item.
+ some color concepts for an upcoming piece when Days of Style is actually here. Hopefully I pull through and don't just forget.
Additional comments about the vest/suit beneath the cut.
For those not in the know, this is the vest/suit item I am referencing, seen in this TGC patch notes article.
In the context of other items, I don't actually like the suit that much. It's kinda in the same realm as the jeans in the sense that I feel it doesn't fit with the vibe of other Sky outfits. Sky has a general fantasy theme and the suit feels just a liiiittle too modern.
Regardless of how I feel about the items, vests used to be one of my favorite clothing items to draw. I think they look cool, however I lacked the skill to make them look any good. I think I'm strong enough now, though.
Who couldn't say no to Chii's face after she had worked so hard for that delicious soup?
I wanted to feature my nest from Season of Nesting, and had a "brilliant" idea of featuring it as a comic!
Which I shouldn't have, and should've just went with a single art TuT
I had to sacrifice quality as a result, or else I'd be finish by 2025...
I'm very proud of my kitchen and bath area especially~
(Fancy words for "how I plan to represent the Wayfarer language in a webcomic format". Transcript at bottom of post)
[ID: Two screenshots of the Wayfarer language being spoken, represented by a yellow-colored text bubble with Journey symbols underneath the written text]
Up until now, I depicted the Wayfarer language by using some combo of yellow-colored text bubble and over/underlaying some Journey symbols underneath.
When it comes to adapting this for a webcomic, I wanna change this up, since grabbing/cropping the symbols is too time-consuming, but only having a yellow-colored text bubble feels plain (even though it gets the message across that what is being spoken is a different language).
The complexity factor is important to me since the Journey/Wayfarer calls are a lot more layered/complex than other calls in Sky. This auditor[y] aspect is something I wanna convey visually.
Below is the solution I have cooked up for this future problem. No more symbols (unless the contents are deliberately obscured from the reader), and auditor[y] complexity is conveyed by the complexity of the text bubble itself. I hope to make replicating this effect easier for myself in the future by having a template I can trace over.
[ID: A linear scale measuring level of fluency (of the Wayfarer language). The left side is "fluent" and the right side is "doesn't understand". 4 characters are arranged across the scale indicating their level of fluency. Piripu is most fluent, Odiwa's Wayfarer is pretty good, Kucevoz's could use some work, and Mufotsuki doesn't speak Wayfarer. Each of them has a differently styled speech bubble to convey this information.]
This kind of set up would allow for some fun language-based interactions.
Pictured to the left: When everyone at the function is speaking a language you don't understand, and the only word you recognize is your own name.
[ID: A simple doodle of Piripu and Mufotsuki talking. Piripu, in Wayfarer, says: "... It's nice and all, however Mufotsuki tends to talk a lot in her sleep". Mufo, only able to recognize her name, replies: "Are you talking about me...?"]
Not Recommended
107.8 hrs on record
Early Access Review
POSTED: 20 July
Problems with SKY.
- The daily candles earned to weekly candles spent ratio is unbalanced. Saving for two weeks to get the next TS doesn't work when there are events constantly that also require these candles. Especially with the Group TS rotations not accounting or accommodating for the market.
- The daily play cycle. It's monotonous, encouraging a solid 2 hours to only get a fifth of the candles needed for one cosmetic, if that. You go in, you run for candles, getting 12 - 15 if you aren't running the whole map which is 49 areas (sans one completely void of any wax for some reason.) It encourages a grind mentality in which you don't want to miss a day, because that can set you back and risk you not having enough candles for the next event or spirit. When FOMO is incorporated into your game in a seemingly deliberate way, that's not good game design.
Fixes that could help
- Increase the amount of daily candles earned. Make that max instead of 20/(21 if you're insane) to 30, or double it to 40 like the cosmetic prices. This is viable, without running the risk of running out of wax to farm, because of the bi-hourly events and the wax boosts.
- Add more Wax events, there are so many areas that have no use outside of their season. When was the last time you visited Prairie Peaks (a no wax location) or the Repository outside of their seasons or getting the WLs?
For Peaks, there was that mechanic of taking photos of what the guide requested, which relied heavily on the environment (raining, sun, night, birds etc) that could be a nice hourly - daily task for people to complete for wax.
For the Repository, we could fix up a space for one of the many spirits residing there, earning wax in return.
These add something more for the players to do in this vast world, another way to interact with it. The current state of the game is a F2P daily grind trying to get you to spend your fortnightly paycheck to keep up.