everything is just so pretty with colouring in this game

UT merch post

So I decided even if I don’t show everything I got in the States, I’ll at least show the Undertale stuff I got because that’s something some of you guys will probably have some interest in.

Because I knew I was going to be in the States, I ordered some Undertale Stuff because then I wouldn’t have to pay the extra $100 to get it to South Africa safely and can just have it delivered to my friend’s place.

I’m still waiting for my physical copies of the game and the second series of Little Buddies both of which are still on preorder. But this is what I got this time around on top of the Toriel plush I already showed a photo of.

(The Undertale plushies are taking over my bed at this point.)

First the really wrinkly Napstablook shirt! Sorry they’re so winkled, they’ve been in a suitcase. The shirt is actually navy, not black, but my phone rebelled it seemed. I have a deep love for space so of course I needed this shirt. There’s no hidden annoying dog on this shirt though :( unlike the Delta ruin and Megalovania shirt.

Next, the box of tarot cards! I’ve been wanting these for a while but they’ve been sold out until recently. They’re not functional as tarot cards, but they’re more like a collection or art cards for all the characters. But of course I knew this XD I wouldn’t use tarot cards with recogniseable characters on them any way.

The character art is also extremely high quality and by the same artist, so the art is all consistant which I really like. Sometimes a box of cards by different artists is nice, but in those cases there’s always one or two pictures you’ll inevitably not like. And with my luck it’s usually a character I really like that’ll be done in an art style I don’t. So these are nice because they’re ALL gorgeous.

Sadly I can’t go through them in too much detail because they contain spoilers. XD;

The cards are also really quire big, and appear to be printed on linen paper which is nice (although I could be wrong)

Next we have the Flowey fan club pin! The only pin from the store I absolutely had to have! The Delta ruin and “world’s worst employee” pins are nice too, but this is the one I was really after.

I’m actually sad there’s not a lot of Flowey merch in the store. I’m hoping to one day have them sell a potted Flowey plush or something.

The pin is fastened with 2 studs at the back.

Fangamer always sends extra swag with orders which I really love! This time I got a Flowey button which glows really potently in the dark, a ghost sandwich sticker (which I don’t know how well it photographed) and another Undertale logo.

I’ve finally decided what I’m going to do with all these Undertale Stickers. The art store I go to sells black canvases, so I think I’m going to buy one and stick all the stickers I have onto it and then put a sealant over it, turning them into an art piece rather than stick them on something which might eventually become obsolete.

I also got the Ruins poster. :) I plan to get the dimensions for it and then I’m going to buy a frame for it. Not a big fancy one, just a basic frame you get at photo stores. Similair to how I framed my Usagi Yojimbo poster.

I also got….. this….

What is this…..?

It’s just a paper bag with Mettaton’s face on it…


What is this??

Lastly, the Undertale artbook. It may look a little small in the photo but it has about 225 pages of full colour so it’s actually pretty thick. The cover is a weird rubbery matte feel to it.

Again though, I can’t page through it properly just yet since I’m sure it’ll contain spoilers. Similar to when I got the Mass Effect art book and had to wait a long time before I could look through it XD

(shown here; spoilers)

I also noticed at the last moment it has a gold Annoying Dog on the back.

Anyway that’s everything for now!

As usual, everything is from Fangamer and are official merch. please support Toby Fox and the rest of the people behind the game (the very few of them that there are) and buy legit products!

My Undertale shelf is over capacity by now. I need to buy more bookshelves. I’ll have to get one with a long row I can use specifically for Undertale stuff because the box one I have right now isn’t cutting it any more.

Especially with more Little Buddies and the physical copies on the way.

Ah! Thank you!

what a weird game this is.

Yeah, it is.

 If they really needed someone with this design, to contrast Fenris, they should have just made her a whole new character instead. I mean, they changed pretty much everything about her anyway, not only her skin colour; her overall personality, her face and nose shape, voice and even her Vallaslin. So as it is, they are pretty much different characters to me (I know it’s the same with Anders, DA creators please stop doing this). It’s especially sad considering how well they managed translating characters into next games in another Bioware series; Mass Effect Trilogy. So I’m seriously not sure why the hell they have so much trouble with Dragon Age.

Anyway, our conversation made me want to draw them both together Have a nice day <3

New Inquisition Interview with Mike Laidlaw and Mark Darrah up on IGN Sweden
  • Original link here (In Swedish): http://se.ign.com/dragon-age-iii/68632/interview/intervju-med-mike-laidlaw-och-mark-darrah
  • Kajsa Lundqvist: By now, you've worked on this game for four years and you've said that it's the Dragon Age game you've always wanted to make. Why is this and how will be able to feel it?
  • Mike Laidlaw: One of the things we especially wanted to go to back to was to find a mix of story and discovery. There's a childlike joy in discovering the world around you, especially when nobody has explicitly told you what to do. We looked at frostbite and realised we could make something great with it. By mixing discovery with storytelling and making it perfect, I think we have made a fantastic Fantasy experience.
  • Kajsa: I can imagine it's been pretty difficult to mix the two?
  • Mark Darrah: Yea, you're right. But the way Dragon Age: Inquisition is portrayed is absolutely built to be able to do that. Going from going out in the wild to become stronger, to later be able to use your Inquisition to do something that's more focused on the story. Open World-games aren't exactly new, but it's a genre where there's no language yet. It's not very well understood, so what we're trying to do with this game is to figure out what makes the discovery fun, what the ingredients are to make it entertaining.
  • Mike: At the core it is to understand the context in this huge game. Does the player have the motivation to go here or there? Does s/he feel that it gives her/him something to discover? It's exactly that that's the strength of the Inquisition, an organisation that grows from the ground and up. It's a pretty ragged band when the game starts, you have no castles or armies. This is something we did intentionally, as it's supposed to be the player that makes it grow. So when' you're out in the world you're constantly increasing the Inquisition's influence. When you have influence, you have power, which in turn makes the story progress. The idea is that you're always supposed to have a greater goal you want to achieve. That's how we've let the story and the discovery meet, having a heavy story but also having a lot of freedom.
  • Kajsa: In the earlier games, especially in the first, we've seen how there are many different endings depending on what choices you've made. Among other things it was determined by what kind of character type you chose to play as, how have you looked at this?
  • Mike: Well of course your character type will play a large role during the entire game. Sometimes it just pops up once or twice and other times it has a large effect from the start. I don't want to spoil too much, but other factors than your character type are of course there, among other things what choices you make. It works like rings on water where the choices you make early in the game have a direct effect later. Which is very satisfying as it makes you feel that…
  • Kajsa: You've actually done something?
  • Mike: Exactly! I feel like that's something we've grown more comfortable with. I'm going to say something that sounds very 2014, but the experience of gaming is something you really can share with your friends. I find it very satisfying that you may have seen entirely different stuff depending on how you've played. I don't want to spoil anything, but there's an example where if you choose one path you get information about… a thing. If you choose a different path you don't get that information. But the game works anyway. I'm hoping that the people who completed the game will be able to meet and discuss the game. So you can share your experiences with each other.
  • Mark: The entire game is very much based on what choices you make, what character type you play as, who you allied with and what order everything is in. All of this and more will be tied together and create an ending based on the choices you made.
  • Kajsa: So Thedas is in chaos, how politically will you be able to act in the game?
  • Mike: There are some explicitly political missions in the game. There are those times where it's not enough to fight, but instead you must talk your way out of things. There are three advisors in Inquisition who work at this. We have a general who handles your armies, a spymaster who handles your assassins and lastly we have a diplomat who helps you tackle Kings and Empresses. What you do in the game is to try to answer questions and understand what is going on. Though there are situations where your advisors can handle the situation instead. That's when you start playing more politically. Which fits as Orlais has a large role in this game, a country that is very careful with all its connections.
  • Kajsa: What vision did you have when you created the look of the game?
  • Mark: We knew we wanted to have something special. When you see a picture from Dragon Age I'd like you to instantly be able to identify it as a Dragon Age game. When we started development we wanted to have more dampened colours, everything looked pretty raw back then. It's interesting how in other forms of media you can see how colourful everything has become, like in ''The Hobbit'' or in ''Guardians of the Galaxy''. We changed our mind as well, we wanted the colour back, it just so happened that everyone else did it at the same time.
  • Kajsa: I just have to bring this up. I was shocked when I realised that I could jump, but I presume that's another part of the discovery.
  • Mike: There are NO invisible walls any more! When you want to go up something it's actually possible to do so.
  • Kajsa: But it's not really open-world, is it?
  • Mike: Nah, we call it ''multiregion open world'', it was Mark who coined that expression.
  • Mark: Every area is larger than anything we've done previously. It's about as large as all the earlier areas put together. But we still have different regions, with differing environments like deserts and marshes. This also makes it possible to have places with a specific meaning, even though things around can be distracting.
  • Kajsa: From what I've seen there also seems to be possibilities to craft?
  • Mike: Yes! We understand that not everyone wants to be hardcore-craftsmen. Some want to upgrade their armour, others want to enchant it. There's also alchemy, which probably will be especially important as the amount of drinks (Note: They probably mean potions here) you'll be able to travel with is limited. There's also a deeper level, like when you want to craft an entirely new sword. Let's say you find a sword at the start of the game, that may not be the best in the world but on the other hand is the best-looking in the world. Later in the game you can use some of the best materials in the game like dragon bone or something like that, but make it look like the old sword. So you can have the same look with your armour or your sword the entire game, but make it as good as it's gonna get at the same time.
  • Kajsa: And this also applies to your companions?
  • Mike: Yep! Everything their class can wear, they can also wear. There are no limits as to weapons either. If they're a rogue they can use a bow or daggers, even Varric can stop using Bianca. Not a bow though, he's got some dignity.
  • Kajsa: But now we get to the romances! I know you've said they'll be more realistic, how will be able to notice that?
  • Mike: We've moved away from the staleness in the earlier romances. If you say something your companions will still react to it. If you say something mean to an elf the character Solas won't like it, but it won't say ''-10'' any more. There are numbers that get taken off like earlier. It made the experience feel a bit cheap. Something that was huge for me was that many of the characters have their own motivations, they have different goals och things they want to get to. Cassandra, as an example, searches for information on the ''the seekers''. Should you choose to help her she'll like you more. It helps you understand the characters, not just by talking with them, but instead by seeing everything that interests them. It feels, to me, like a very natural way to get to know someone.
  • Kajsa: There seems to have been some doubt whether fan favourite Varric will have a romance, can you say anything more today?
  • Mark: There'll probably be no way to have a romance with him. But there's a reason.
  • Mike: This is probably the first time we've said this, so you'll get to handle the fans' tears! He also has someone, so to speak.
  • Mike: It's something we're very careful with, when we started developing Inquisition we put a lot of weight behind the fans' feedback. We went with our gut feeling over what people seemed to hold dear when it comes to the Dragon Age-series. We know that if we take away some things the fans won't be happy. Varric is such a case, a lot of fans want to be able to fall in love with him, but some others don't want to. So when we say no now, it's a meaningful no.
  • Kajsa: To wrap it up, I'd like to know what's been the most fun when developing Dragon Age Inquisition:
  • Mark: For me it's been getting the discovery back. Games that are more based on exploring are easy to jump in and enjoy. It's made me feel more for this game than ever.
  • Mike: For me it's been working with the combat team, to find the balance between the real time fights and the more tactical game. I get excited and tense every time I draw my sword, cause I love to plan my fights. The end result is fantastic!

Jordanimate’s Commissions

So hey guys! I finally realised that my life is gonna need to depend on money for University soon, so I really need to start earning some now before I get there ;u;

Everything above is pretty much it, but in case anybody gets confused, here’s some extra help:

- No Living things such as humans or animals

- OFF fangame maps are large and take up a lot of time, and they should only be OFF fangame maps, not any RPG maker game maps.

- Small objects classify as collectibles, maybe a weapon in Homestuck, anything with basic colours as I do not want to be doing any UV mapping yet…

- Clay Render is just grey, soft shadows and lighting. It doesn’t require textures, so I deduce 30% of the price~
E.g. £5 Object would become £3.50 etc.

- Cel-shading requires more time fixing materials and lighting, so I add 50% to the price~
E.g. £5 Object would become £7.50

- Low Poly Islands come with my own lighting and I’ll apply the spacey background, and the max amount of islands you can have is 4 uvu
You need to specify what is in it (No animals or people unless I can make them really low-poly) including any kind of lighting, biome, items etc.

- A 3D rotation is simply just the model spinning once, but I can loop it in Video or GIF format, you specify. The extra cost is for the render times (It can take a lot of my spare time out)

- Rigging and Weighting is if you already have a 3D character model or something similar that you’d like me to rig & weight, but as I have shown it will be basic (So no fingers or jaw movement, when I get to those I’ll still keep the price the same, I won’t raise it)

- The bouncing character animation is just a character of your choice doing this:

(I’ll add colour if requested)

- The drawing is exactly how it looks. I can change the facial expression and position of the arms, but the body will only go down that far. 

Thanks for your time!! And if you could reblog this, that would really, really help me ;u; <3