League Of Legends Twisted Intent

League Of Legends Twisted Intent




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League Of Legends Twisted Intent
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Hey guys, it's been a long ride and I've spent a great deal of time with this one! If you have the means, are able to support me and most importantly, if you enjoy what you see then please consider sharing the link around to people who might be interested. With that being said, you can grab a copy of the comic here: optionaltypo.blogspot.com/p/tw… I plan to continue making comics in the future and becoming more skilled along the way; TI2 was a great lesson to me and many challenges were overcome, and many more were documented. Working solo is an inherent challenge by itself, but mixed together with flu season, arm pain, and long hours of isolation only adds to that; art-wise, my ability to layout the scenes has definitely been a mixed bag of successes and failures, particularly when making the decision to either include perspective, or to focus on action rather than what is technically proper. Other things I look for are whether or not panels are too similar; several revisions were made just on that qualifier alone, and most weren't any better than the first! Identifying what is 'off' either ink-wise, color-wise, or perhaps something more subtle (consistency of the /amount/ of details, for example) requires a switching of mindset from create mode into analyze mode, one that is quite painful to do when you realize that things aren't what they're supposed to be! I'm not professional trained, nor am I the best artist out there, but this is a process that I'm most definitely becoming better at. If you want to hear more comic-processing yays and woes, let me know in the comments and I'll ramble on the topic full-on. I truly hope you are vocal and supportive with critiques and with what you feel might most improve the next one :> This was definitely the biggest challenge thus far and I look forward to the next! -Typo

Recently, I've experienced a family loss that is taking time to recover from, so unfortunately my art projects will be pushed back for a while.

New estimations and updates will come once things settle down - in the meantime, thanks to everyone who has shown support and care!

Twisted Intent II ETA - Dec/Jan
Commission Opening ETA - 2 weeks
Hey all!

Going to be streaming a commission @ http://www.twitch.tv/optionaltypo in a few minutes.

A chilled art stream!

-Typo
Twisted Intent Vol. I available now!
Please navigate over to my blog http://optionaltypo.blogspot.com/p/twisted-intent-i.html to purchase the Adult Content for cheap! The file is hosted on a distribution site known as Gumroad and is where you'll receive the files in .zip format.

Thanks for the support and have a nice day!
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Will their even be a continuation, or a vol 3. or has this been shelved permanently?






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Featured game modes are mechanically separate game modes in League of Legends made available seasonably or through the Rotating Game Mode queue. Each of the modes have unique challenges and twists to the permanent game modes ( Classic / Summoner's Rift , Twisted Treeline , Murder Bridge / All Random ) These modes are featured during seasonal and ordinary events or spaced throughout the year.

"2014 has come and gone, taking with it the creation of seven new featured game modes for League of Legends! Looking back, we had fun making each and every mode, tackling the unique challenges each one presented, and hope you guys had just as much fun playing them. This feels like a good time to look back at 2014's Featured Game Modes, what we learned from some of them, and how we arrived at a variety of design decisions along the way. But first...

"This is something we're continuously defining for ourselves as Featured Gameplay Modes evolve. We want to learn from previous modes to help us make even cooler new things, but it's not as simple as just which mode was played the most. What does “the most” even mean? Is it the highest single spike of concurrent players? The game you played for the longest? Modes also need to be unique in some way and not just replace or overwrite themselves and other permanent modes. As we've mentioned before, we have a few design pillars that help guide the creation of each mode, but we'd like you to discover new or interesting ways to engage with your favourite champions in League of Legends. We undoubtedly also want you to have FUN! :D

Then there are modes which produce amazingly cool stuff from you guys in the community that we can't even measure with numbers. How do you measure fun? Or cool streams, videos, comics, fanart (the list goes on)? Sometimes it's even nice for the mode to help you train in skills (team fights, skill shots) that are transferable over to SR , but should that be a core pillar? We've said before how we like that each Featured Gameplay Mode feels like a wild west of meta for their duration. Anything goes initially and you guys theory craft cool ideas about the most OP comps and champions for each mode, and surprise us every time. There's always a few sleeper champions that appear who we could NEVER forecast. So healthy champion pick diversity is also good, but is it something we should weigh the success of a mode on? These are all just some of the things we consider when both designing and then weighing an individual mode's success.

Featured Game Modes are designed from the ground up to be short-term engagement experiences. This transience is what gives us the creative space try new things and see what works, listen to your feedback, then improve a mode before re-releasing it. Trying to build a long-term sustainable game mode would actually constrain us from doing things like Doom Bots , URF , Legend of the Poro King , Ascension , etc.

The main design concern (which is personally the most important as it = less fun) is that Featured Gameplay Modes are not designed to be long term engagement experiences. They're designed to make a big splash, with the knowledge they will be removed shortly thereafter. Adding permanency would constrain the design wiggle room we have to make each mode as unique as possible. As we've since learned, it would also add additional balance and maintenance costs that we'll share some examples of later in this retro. For now though, let's get into the modes!" [2]

"2014 started with a Featured Game Mode meta changeup. With the original Hexakill, we wanted to try exploring a new space that modes hadn't really touched yet at that point. The end result was the closest we'd ever brushed up against the ‘regular Summoner's Rift meta', but with the twist of an extra player. Our goal was to still preserve the feel of Summoner's Rift, but change up how you interacted with your champion and played within the map's meta.

Originally planned as an April Fool's Day joke intended only to last one day, we were blown away by the response Ultra Rapid Fire received. Based on the response from players around the world in multiple regions and languages, we extended the length of the mode (twice). Who doesn't like making more plays?! URF also taught us a fantastic lesson about the novelty of game modes over time and the cost of ongoing maintenance.
Featured Gameplay Modes have been shown to taper off in popularity sharply after a short period of time. People often forget that URF actually broke our golden rule of not touching Featured Gameplay Modes post-launch, but to try and keep it from becoming stale in the face of wildly toxic champion play patterns, we did anyway. And yet, despite our consecutive on the run tweaks to keep URF treading water balance-wise, we still saw the same declining engagement and burnout that we see with other modes. That doesn't mean players don't have a blast with each mode like this before they fade away. However, being designed as a can of whoopass in the first place ultimately means that the flame burns twice as bright and half as long. And that's okay!

The original One For All was one of more heavily played modes we made in 2013. Before it was even released though, some enterprising players hacked their clients and were hosting ad-hoc games of One For All on Howling Abyss. After the mode's first outing on Summoner's Rift, many players heavily requested that we bring the mode back on Howling Abyss to replicate their ad-hoc games, so we got to work on the resurrection. In the end, One For All: Mirror Mode may have lost a lot of the strategic choice of Summoner's Rift (naturally absent on Howling Abyss where your only option is to “push”). By homogenising both teams into the same champion, we also lost the nuance in gameplay between two champion's kits. Engagement with the mode proved out that this maybe wasn't the best experiment, but that's what learning is for!

We also learned a lesson about the cost of resurrecting a mode. Each time we bring a mode back, along with any improvements or additions we might want to make, time has to be spent QA'ing it against the latest patch release (one of the costs of having a game that evolves constantly). For example: The original One For All required about 80 champions to be hand edited to work with the mode's mechanics. When we wanted to bring it back as One For All: Mirror Mode, about 35 champions had changed si
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