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Illustration black and white architecture - how to draw a school sketch

Little Witch in the Woods Review: I pluck dog hairs, roast frogs, and squeeze butterflies, but I'm a good girl

Little Witch in the Woods can be said to be a fire before it comes out, and the cute drawings accompanied by the Witch in the Woods gameplay pulls the player's anticipation up to the limit, and I'm no exception. After 12 hours of fun, I wanted to share this game with you.

Sophisticated art style

What's most interesting about Little Witch of the Woods is the lovely art style, where characters, scenes, and objects are still well-drawn, even in a pixelated style. The title screen at the beginning of the game shows off the production team's amazing artistry: shimmering water, light train steam, rolling hills, translucent clouds, meteors streaking across the sky, a curved moon traveling through the clouds, and even the title of the game has a strong sense of design.

The main character of the game, Ellie, is the lovely centerpiece of the game, wearing magical robes, two large singing braids, and a wizard's hat. Her robes, whip and hat all shake up and down when she stands, even more when she runs, and even her little satchel goes up and down! This makes the game even more vivid and visualizes how cute and playful the little girl is.

The scene is more serene and mysterious, with flowers, rocks, vines, and tree trunks full of detail, and the overall colors are harmonious and comfortable, and with a big difference in Ellie's colors, it's easy to find your place at a glance.

The house where Ellie lives is small, but it is full of details, revealing a sense of life everywhere and giving people a strong sense of belonging. Although there are many details, it is not cluttered, so that people can see the focus of the interaction at a glance.

The depiction of items is even more subtle, with each material and magic potion having a unique shape. The black-and-white illustrations are also crystal clear, and with just a few small stars, it's clear to me that these aren't just ordinary items, but rare quest props.

In addition to the art, Little Witch in the Woods is also comfortable in its music, with a soothing soundtrack during the daytime that allows the player to collect materials in a relaxed manner. At a certain point in the evening, the music suddenly becomes intense and upbeat, seemingly urging the player to go home and get some sleep.

Interesting subject matter

The cozy music and detailed artwork aren't just a style of gameplay, they complement the core gameplay.

There are a lot of games based on witches in the woods these days, from the Witch's Fountain (unofficially known as Spring Witch) series to the more recent Witch of the Woods, including Little Witch of the Woods. In addition to this, there are many games that contain elements of the Witch of the Woods, such as Gravekeeper, Stardew Grain (although that one is actually a male witch), and The Legend of Zelda: The Island of Dreams. These witches of the woods have more or less the same ****ing characteristics: they're far from the world, they have a suite of their own, they're drawn from nature, and they tend to have a big pot.

("Gravekeeper" in the witch's pot is still looking for the player to ask)

("The Legend of Zelda: Island of Dreams" in the witch)

The above mentioned game is basically a game of old age pension, see the witch of the forest and the old age pension subject matter is very high, after all, refinement of magic potions or magic is often required to go to the forest to collect, and away from the earth of the life of the forest with some elements of survival, which makes the core of this kind of game is somewhat similar to a similar game of the old age. The core of the game is somewhat similar to a farm simulation game, but the gameplay is almost completely different. Farming simulation can freely choose to plant crops, while the forest collection will only be in a fixed refreshment point to generate a fixed material, relatively more passive, if there is no novelty in other elements, it is easy to turn into a prison game ("Witchwood" is really too much imprisonment).

In people's imagination, the forest witch will be collected in the forest of various items into the cauldron, refining a variety of magical potion, think about it, this is also similar to cooking, but cooking recipes to fit the reality of the recipe, but the recipe for refining medicine can be written at will, for the game makers, perhaps relatively easy?

(Recipes from The Witchwood)

The Little Witch of the Woods also has both of these things: gathering in the wild and making magic potions. In the game, most of the player's time will be spent on gathering materials, and the repetitive labor will inevitably make people feel boring, which can be relieved by the music and art.

The core gameplay

As I said above, the Witch of the Woods game is all about field gathering and potion making, so being innovative in these two areas is a must for a game to differentiate itself from other games.

"Little Witch in the Woods" has a different distribution of field materials in different regions and time periods, and many creatures have their own habits, some of which interact with magic potions. For example, if you throw "evil weed removal magic potion" at the "pumpkin dog", you can get four "pumpkin puppy hair ball" at once, if you do not use it, you have to chase it to pull the pumpkin vine, very troublesome. If you don't use it, you'll have to chase after it to pull out the pumpkin vines, which is very troublesome.

(Losing the pumpkin vines of the pumpkin dog, round and very cute)

And the magic potion refining, "Little Witch of the Woods" introduced the "fire" and "stirring direction" two elements, and the input of the magic potion material is the player to add their own, in the refining of the magic potion, the player can add their own. The ingredients for potions are added by the player, and there's no way to consult the manual when making them, making it a somewhat complicated game of memorization. If you don't want to waste the ingredients, you should make your own potion book by hand.

A cozy plot

Without a plot to back it up, the player becomes a ruthless pill-making machine. Luckily, the cute storyline that goes along with the adorable graphics is just fine for us na?ve youngsters, although it is slightly cheesy. But the game is only available as a demo, so I don't know how the plot will unfold.

The game centers around a small village in the woods called Wistaria, where houses have been destroyed by giant thorny vines and the inhabitants have left. Little witch Ellie chance to enter the village, suddenly in the plot ambush arrangement of the sense of justice, decided to eradicate the thorns to fix the village. Just when I thought it was a game of removing the thorns from each house and gradually repairing the village, she found the roots of the thorns and removed them, and then the thorns disappeared from the entire village. It took me three hours to enter the village and fix the first building, half an hour to fix the second, another half hour to fix the third, and the demo was over.

This arrangement makes me a little concerned; if the demo speeds up the plot, that's fine. But if it's really that simple to fix the village, then firstly it's a bit too small, and secondly what's it going to be about?

In addition to the main plot, the game's many characters have their own subplots, through which we can gradually understand their stories, feel their character, but also feel the protagonist Ellie's character. She has a kind of unconquerable strength, but also has a girl's unique delicate, can sense other people's difficulties, and actively lend a helping hand to them. It is because of her proactive character that she is able to embark on a number of side quests. The rewards of these quests are often so-so, but the plot is the more important reward.

And the villagers are all orcs, which is really nice to look at (lick).

The upgrade system

This is the last thing I have to say, because it's really bald. In the game's refining gameplay, we first use the tool to process the material, and the number of tools to process the material at the same time is capped, the beginning can only be processed one by one, each level can increase the material processed at the same time, and each tool is upgraded up to two times, that is, up to three material processing or refining three bottles of magic potion. I don't know if the full version allows for more upgrades, but this processing efficiency is killing me.

Not only that, but the upgrades themselves are complicated, requiring us to collect some common materials alongside potion materials, as well as actively earn money. What's hardest for me to bear is that the warehouse expansion also requires money and materials, but it only increases by 4 squares at a time! And the amount of materials needed will gradually increase!

I can only say that I hope the balance will be better.

Some minor flaws

I don't know why there are so many black lines on the ground in the village, is this some kind of mapping bug?

I don't know what language the game was originally in, but translating "pipe" to "pipe" is a classic mistranslation.

(You can tell he's puffing away, it's supposed to be a pipe)

And then there's the fact that shaking the tree is a continuous action, during which three branches fall from the tree in turn. However, if a branch falls next to Ellie, it triggers a "pickup" action for a split second, which interrupts the continuous action of "shaking the tree" and forces me to press and hold the interaction button again. It's the kind of subtle little problem that's like gravel in your shoes on a long road trip, and it's one of those things that just kills your mood.

Summary

The cute graphics are basically what keeps many players playing, but some don't get it. The game's gameplay is not as exciting as it could be, and the upgrading of tools doesn't give it the same sense of fulfillment that many farming games do when you have a bumper crop. Fortunately, the game itself is not too much demand for magic potion, if you work hard, the plot will be pushed very quickly, not too much sense of fragmentation. In the end, I still hope the production team can fix the bugs.

See you in the full version.

What are the styles of graphic design

Graphic design contains a variety of styles, each of which brings people a different experience. Today, the wonderful mouse to share with you what graphic design now contains the design style, and what kind of design features they have.

One, MBE illustration style

This is a simple and easy offset filling thick line stroke illustration style, this style of illustration is in the flattening of the trend of gradual evolution, and it is the iconic figure is from Paris, France, the designer of the MBE.

Second, the Bauhaus style:

Rich in color, simple plate composition, mechanical geometric order, rational treatment of text color graphics, rigorous skeletal features.

It is designed in a style with a strong concept of romanticism and democracy. In addition to all the complicated forms, the design only needs to meet the basic function.

Three, Pop style:

This type of style is often applied to collage, poster art.

The use of exaggerated bright color collision, showing exaggerated, surreal, strong visual sense of the picture style.

Four, surrealism

This type of design emphasizes the spatial hierarchy, the picture scene.

Works pay more attention to details and objects. The work is not a strict interpretation of the actual object, nor is it an illustration of a scene or theme of the text. Instead, they utilize other, often subtle, elements to create the illusion of a reality that does not actually exist or cannot be seen by the human eye.

Fifth, low-surface modeling LOW-POLY style

lowpoly is a retro-futuristic style design. It is modeling to make a sense of block, a picture divided into four triangles to fill, each triangle is divided into four small triangles, the color of each small triangle, taken from the original polychrome elements of the corresponding position.

This design style is characterized by low detail, many and small surfaces, highly rendered, often with soft lighting effects.

The low-face modeling design is a bit like real-life crafts, and feels very retro.

Sixth, Gothic style

Gothic style is mainly characterized by towering, eerie, bizarre, mysterious, horror.

Design style is widely used in architecture, sculpture, painting, literature, music, clothing, fonts and other areas of art, Gothic art is exaggerated, asymmetrical, peculiar, light, complex and multi-decorative, frequent use of longitudinal extension of the line as its main feature.

Seven, extremely busy style

Features: bold colors; repeated elements; fill the entire page; cutting and collage design

The extremely busy graphic design style inevitably involves decadent design and cumbersome, ornate design styles, so we must be bold enough to use bold colors, try a variety of complex patterns, build psychedelic theme.

These seven design styles are often used in graphic design, designers can choose different design styles for different scenes.

School sketch how to draw

School sketch steps are as follows:

Material preparation: paper, paintbrush.

Steps:

Step 1, first of all, use a straight line to draw the campus door and steps; then draw a rectangular house structure, next to the red flag, draw a triangular roof;

Step 2, and then draw the windows on the wall, around the painting of some greenery decorations;

Step 3, and finally to the campus painted in a good-looking color, write the name of the school on the frame, so the school will be able to draw the name of the school. The name of the school can be written on the door frame, so it is completed.

Sketch of the introduction:

Sketch, also known as sketching, is a genre of painting, simple and direct lines to express the theme, highlighting the image of the instant feeling. It is usually a relatively simple, humorous black and white drawings, do not stick to the traditional methods of painting expression, focus on the expression of the theme, convey emotions and information. Sketch is a form of drawing widely used in daily life, its operation is simple and easy to learn, can be used to express people, natural scenery, architecture, animals, food and other subjects.

Compared with landscape painting and other paintings, sketch drawing is more and more popular because of its timeliness, intuition and expressive ability. It is highly ornamental and decorative, but also has a good practical value, such as in education can teach children learning goals, life skills or artistic expression; in the entertainment can be illustration, humor, etc., to meet the needs of people's daily expression to make up for the gaps in popular art.