I need to go back and change some of Nia’s dialogue. It was originally my intention to make her more of a “blank-slate” character whose primary purpose is to serve as the player’s avatar. As I’ve been writing, she has developed more of her own personality, so now I need to make sure all the dialogue options are consistent.
I think it’s better to narrow down the choices to things that are “in-character” for her, rather than try to guess what the player would want to do or say. Honestly, it’s more fun to write this way, and I think it will be more fun to play too. I’m looking forward to seeing how this story turns out!
Now that I’ve done the character design for Chinyelu (for now, it could always change), I thought it might be nice to post a quick tutorial on how to make a short fro like hers in Inkscape.
When I first tried making a short fro, I used the method in my previous Afro tutorial, and it didn’t work very well at all. For very short styles, the individual curls aren’t as visible, so it’s better to just give an impression of how they look rather than actually drawing each hair.
Ok here’s how Chinyelu looks with no hair:
To start all we need to do is add the basic shape of the hair, closely following the contours of her head. Note that I have also added a slight blur (about 1.5). I also set the opacity to about 75% so her skin still shows through slightly. This can be adjusted depending on how long the hair is and what works for the image background and skin tone.
Manyara has gone through a redesign since she last appeared on this blog. As her character has evolved her style has changed as well. Character design is one of my favorite parts of working on this project. I expect this process to continue throughout development, as I’ll need to make all the aspects of the character, from visual design, to writing, to gameplay all fit together into a believable whole. This includes thinking about how characters will change depending on their experiences during a particular playthrough.
Story-wise, I think we all prefer characters with some level of mystery or hidden depth. Still, I appreciate the value of using visual design sometimes to make it easier to identify a character’s role in gameplay. For example, I intentionally gave Nia a more “neutral” look as she will have different development paths depending on the player’s choices.
Manyara, on the other hand, hopefully now looks like the swashbuckler she is at heart. I originally envisioned her as someone who was bored with her life and didn’t feel sufficiently challenged being a small-town guard. Of course, people who don’t like their job tend to move on given the opportunity…
Special thanks to Fuzzimo for the leather texture!
Nia’s Journey wouldn’t be the same without its “star” Nia. I can’t tell you too much about her yet — her story is still being written. Her journey begins when a simple errand takes an unexpected turn. She will soon find that sometimes a single decision can change everything.
As with many RPGs, making choices will be an important aspect of how you play the game. However, in Nia’s Journey, it won’t be only your own choices that matter. Nia’s actions also have the potential to influence others, who in turn can influence one another. There will be many times when Nia has to anticipate or respond to the consequences of her friends’ choices as well. Does that sound interesting to you? Let me know in the comments section below!