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SourKumi profile
SourKumi
18+
SourKumi
3d and 2d art

A Vacation Mode enabled

SourKumi is out for Vacations starting October 22, 2026 until May 31, 2027.
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Not gonna have any payment options available for now gonna just post on socials and so on. Will enable again when/if theres enough demand I would say.

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SourKumi
Public post

Ellen Joe


Very proud of how this Illustration turned
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SourKumi
Public post

Priest

Played trough dragon quest Xi recently, great game.
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SourKumi
Public post

Whats been happening

So player sprite has now the main outfit added to it, post processed players sprite, added outfits as attachments on game-engine side show they're placed on top of player model in game and animations are baked onto that model that is placed on top so those work also with out issues, started working on first enemy gonna be slime girl still early wip. 

When enemy sprite is done gonna start working on combat and experimenting, gonna try to figure out how to do smartly player attacks id want option for both ranged and melee but for melee id like to figure out nice feeling slash effect that comes out of the player showing melee range. The ranged combat felt really easy to do in in engine but the moment i tried fiddling with close combat it was finicky so one thing with the enemy sprite is hoping that will work much better with player character having same sized sprite size rather than right now testing with preset slime mob that is way smaller than the player. 
Also wanted to do diagonal combat, but there's issue when the character happens to be a sprite like mine where it does not realize model direction if i want the sprite to face camera but if i add it so model can rotate freely with movement it adds awful animation clipping that I dont like and clothing clipping / not updating fast enough with player, there's gonna be this year at some-point npc free movement update to the engine so when that drops hopefully this issue is solved and I can just use animations like nw ne sw se with out issues, because currenly those are only placeholder in engine so can't use em. Reason why I think game engines own combat system is somewhat hard coded on players front direction/facing direction. On theory could make my own but at that point id just swap to fully godot rather than rpginabox, ill wait first to test around with combat and the free movement update.
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SourKumi
Public post

Character design update

Been re-drawing and trying to figure out final design for mc think I finally have something I like still need to add details and update sprite. 
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SourKumi
Public post

Small update

 
Been doing some gamedev again after long while and been somewhat stuck with figuring out sprites and the mc, plus testing rpginabox out trying to see is it smart to work on it or just stick with godot and so on... (still early dev, everything will change get scrapped or even fall into pile of thousands of abandoned projects), my previous game thing that I shared few spirtes from the game would mostly been ui focused and just kinda realized don't enjoy developing that kind of game even if i enjoy playing it think of world of horror/text based rpgs/dungeon crawlers, but realized I just don't like the dev of that with ui and signals and all. 
So new project progress kinda been slow with me figuring stuff out and trying to get very solid plan / sprites and everything as right as I can so if i keep pursuing this project further I'll have nice template for everything current plan is some-kind of top-down action game still figuring out game-play loop, but I've done previously a top-down stick shooter rogue-like prototype and enjoyed the movement on that but gonna try to see if i can make more melee focused version of that and also scrap rogue-like and focus on self contained adventure think of veins of rignetta adventure , hotline miami, Alttp, but these are just ideas right now haven't focused on game-play too much more of figuring out what i can do with rpginabox feasably, originally was planning to make more of dungeon crawler in feins of pokemon rescue team so classic roguelite crawler with procedural labyrinth but rpginaboxes rogue like mode is just way too bugged for scripting stuff. That's also why focusing on visual I can always transfer them to another engine if trying to work on rpginabox was mistake and also having assets on backlog is good for testing stuff fast and i just enjoy having visuals way more than just cubes changing colors and making sure you have working animation framework and everything. Especially for 2d games so i can easily whip out template tile-maps and stuff from my own previews attempts at gamedev.
The picture included is of the characters portrait still wip, but planning on how to layer everything to hopefully have display of character showing up on screen showing for example clothing, state, debuffs and diffrent faces for emotions and so on just have portrait always on screen giving player information. Plus figuring best way to layer everything and creating system to easily change the portrait in the game engine this I have built mostly already with system for character sprites and layering outfits on top of them and animating that.

Going to also visit family for easter so that will kinda halt my progress for bit. Was planning on updating when character sprite + character portrait were fully done with systems in place and so on but decided to give early update now start of the month. So more gamedev for the foreseeable future. 
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SourKumi
Public post

Base SpriteSheet

Made sprite sheet again, wanting to work around with RPGinABox to see do I like it so making some sprites and testing stuff out gonna share more here as I work more, Wasen't as active recently as I liked, lack of motivation + stress with life happens but now feeling the need to be more productive so lets hope it sticks or at least I manage to plan more stuff so when motivation dries up I have clear ideas to work on and not get stagnant.
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