Alright, at first I said to myself “let’s just improv writing this” until I realised that just means you just don’t reread or revise anything, i.e. you’re just a lazy bum.
Anyway! Hello everyone! Long time no see!
So first off, I was having trouble finding the right balance, the first story, Last Stop, was too hastily put together and both the writing and the art suffered for it. The halloween 2016 specials were all elaborate and full colour, but took up way too much time. The third one, To the Pigs, was made in black and white, except not really because shades of grey are are still time consuming if you’re not going to stick to just 2 or 3, so I think for the next comic I’ll work with strips, like a newspaper comic, and see how that works out.

Second, I’m still working on that game I mentioned last time I was here! I decided on the title “Ghost Heart: Sally Scoope”. It may seem an obvious pick but at first it was going to be a stand-alone product, and while just calling your game the name of the heroine is an option, I wanted to opt for something with a bit more pizaz.
But I said I was going to talk about the research I’m doing for the game, so that’s what I’ll do.
For this update, I’ll talk about the mansion the game takes place in.
The premise of the game is inspired by Luigi’s Mansion, in that the mansion is, layout-wise, more like an actuall mansion than for example Resident Evil. Which means rooms with a realistic purpose (as opposed to the rooms which seem to have been built exclusively to house a puzzle and a reward) each connected long hallways, devided across two floors, an attic and a basement. Maybe a garden!
Of course, I studied mansion layouts from Victorian, Edwardian and Georgian styles of building, and took notes from those, like having the study real close to the entrance or having the kitchen and dining room close to one another. But I also took a look at a lot of haunted house movies!

The movie I’m taking the most inspiration from is The Legend of Hell House 1973, which is really quite excellent, but also the Woman in Black 2012 with its moist, uncomfortable green tones and Ghost Story 1981 with its sense of rot and decay.

Other movies include the Changeling 1980 Sweet Home 1989 and, of all things nobody’s thought of in years, Casper 1995.
You can tell when comparing these movies that warm colours in the background aren’t really all that conductive to the heebie jeebies.
For example:

All that white mixed in with the brown in the Changeling gives you a feeling like there’s a lot of sunlight and fresh air, while Casper, with all its chestnut red and pleasant art nouveau curves gives a big sense of comfort and warmth, like you’re spending autumn in your rich grandparents well-maintained country home.
The Woman in Black, meanwhile, looks like the whole building is moist and damp.

So colour has been something I’ve been looking at, and in the end I decided to generally go for a combination of red and green, red for enemies and background objects that need to pop out, dull greens (and browns) for background stuff that needs to stay in the background, and bright green for our heroine, Sally Scoope.
Basicly I’m emulating the general design philosophy of the first Castlevania game, which used bright orange for the hero and platforms, and blues for enemies and background. Of course its palatte was wider than that, with a grey first and fifth level, red second and so on, but laying down a few rules helps to keep things clear for both the player and the guy who has to build the whole thing.

Finally, there’s deciding what sort of house I’m making. Is it going to be a crumbling, rotting ruin or deserted but in pretty decent shape or what? I’ve already decided but for you, dear Constant Reader, you’ll find out at a later date! I will give you a little preview though, in the form of what stages the design for the entree hall went through.
See you next time!