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This miniature is from a Midlam Miniatures kickstarter. The lack of highlighting and shading is intentional since I was going for the single-color arcade look. I had to put some putty over the sculpted eye holes to get a nice flat surface for the cartoony eyes. Overall I'm quite happy with Inky!
This is for the video game theme portion of the RP Challenge.
By Lord of the Dish Pit
I think this was my longest uncompleted figure, having started him 14 years ago. Having most of him finished to the best of my ability at that time he didn't take too long to complete, and on the advise of Malefactus I plopped him on a larger base, which I painted in the style of the examples found in the Mordheim rulebook. (I also discovered that younger me had closely followed the paint scheme for this figure, changing only the hat, ribbon and sword colors)
The Purging of November begins...
I redid the original freehand on his sword, as younger me had a bit of trouble getting all the letters on. I was also able to stylize them somewhat.
The light dusting on his coat wasn't intentional but a happy accident.
And here he is with some friends, a Ral Partha Witch Hunter who has recently had a Mordheim sword arm attached and a Bones Village Rioter.
In “A thief tale: Ars Draconis” we put ourselves in Thyra’s shoes, a young woman whose skills as a thief have turned her into one of the Citadel’s most wanted. She will be assisted by many fascinating allies who will help her solve all the puzzles hidden in this huge Victorian city, its intrigues, conspirations, and of course find the answers to the gaps in her knowledge about her past.
In an island amid the vast ocean the wind whispers rumours about an ancestral object… Thyra, a reputed thief herself, won’t let the opportunity of acquiring such an object go away, and she will try to make the most out of it – whether that implies selling it to the highest bidder or using it. But the mysterious object attracts the attention of the three factions fighting for the Citadel’s control, and they will do anything to get it for themselves… even if that means burning the city down.
"A thief tale: Ars Draconis" uses the basic mechanics that have made 2D action games wonderful and challenging, We wanted the gameplay to be familiar to all those who love the genre and at the same time to add unique elements from multiple videogame and tabletop role-playing games genres, creating an experience that invites players to stay in The Citadel.
Experience a hectic adventure
In this narrative, inspired in pen-and-paper roleplaying games, you will enjoy an elaborate and extensive adventure full of secrets, conspirations and charming characters who will appear along the three possible paths through which you can decide the Citadel’s destiny. Aside from the main plot you will have several sub-plots available, all of which will help Thyra see the events in a whole new light.
We estimate about 40 to 45 hours of gameplay including all plots but... there will always be some new secret in store for you in the Broken Valley Island!
Two heads are better than one
Thyra won’t be living this adventure by herself — her odd friend Sokrattes will be by her side from one end to the other and advise you in key scenarios. Even better — you can switch between both of them and pick the best solution to each one of the situations you’ll have to face throughout this adventure!
And what is more, if we reach our multiplayer goal, you will be able to play both characters at the same time with the help of a friend.
Clean-cut pixel art
The world in “A thief tale: Ars Draconis” revolves around a victorian city full of retrofuturistic and fantastic elements. Everything in the game, from scenarios and characters to animations, is created using traditional pixelation techniques. We aim to honor those classic games that made us, both the old and new generations, enjoy so much back in the day. To do this we rely on our pixel artist, who has more than ten years of experience in the field.
An unforgettable soundtrack
We are decided to dedicate as much time and effort as possible to create a soundtrack able to transmit each and every sensation Thyra will feel in the numerous and assorted settings that the Citadel has to offer. To achieve that we have bet on orchestral integration with classic chiptune, giving a retro and epic feel to every situation. This being a very complex task, our studio counts on one of the best Galician musicians, who has been on tour both in Spain and Europe with renowned artists as Jose Rubio or Pacho Brea.
Pick your weapon
Our combat mechanics are based on old-school action games and platformers, to which we have added a wide variety of weapons and gadgets that will make for a dynamic combat, allowing Thyra to mirror the player’s preferred combat style.
As any self-respecting thief, Thyra will have to be stealthy and always go for the most discreet way to do things. We have implemented a complete system where everything counts: the sound of our steps, the enemies’ field of vision, and even the noise we make when we knock out (or kill) any guard standing between us and our goal.
Exploring the Citadel
From the beginning we’ve been adamant about offering you a world in which you will be able to find the path that better suits you and shape your own story. That’s why the Citadel is an open world environment for you to explore to its full extent; be it to learn about its history, steal valuable treasures or plan your next heist as you think best.
They say every army needs it's centerpiece, it's keystone... It's.... Leader. Many have glorious names, that warriors will flock to battle under, to defend some sort of principle, moral code, or... Other stuff.
Not this one. Nope, not him, a warlord who doesn't even bother with a name. Some say his name was lost to the ages, others say that anyone who dares utter his name winds up meeting an untimely fate. All that is known, is that the murderous mutant rats under his command are some of the most bloodthirsty out there, and they all speak with a hushed reverence for some critter that's simply known as "Steve", most without realizing Steve is the impaled skull on the warlord's shoulder...
Two things are well known though... He, and his forces are typically only known by their actions, namely that any town or outpost that they attack, there are no survivors left behind, and an absolutely bloody amount of carnage is left in his wake..
^Originally tried to just use the box art behind him, and keep things relatively tidy, but I was having trouble with my mobile phone's camera hunting for focus, and so after a few attempts I wound up switching to a plain white sheet of paper. Putting these two up though because a)I like them, and b)the colours turned out fairly close to how the mini is in the real world, at least to my eyes.
This is the first character mini for my "Unrelenting Tide" Skaven army... Comprised of a combination of the 25th Anniversary Warhammer Fantasy Battles Skaven boxed army set and the Island of Blood miniatures, this is the first miniature I've tried to go further than just tabletop with, and saw what I'll describe as mixed results. While I did want to try certain techniques such as OSL, I decided as I was going on to simply work on basics such as lining. Now yes, I could have gone a few more layers on the flames, and especially his lower half, I wound up calling him "done" due to a few things, but mostly because I'd repainted certain parts three or four times and it was getting to the point where I just wanted him finished. Oddly enough, thanks to some things on him and other minis I'm still working on, I was able to come up with a colour scheme that seemed to just... "click" and work for him.
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