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ZaiksMcKraven

TQFQ A new challenge

Greetings and welcome.

So this journal is about artistic problems, I will face in TQFQ and also includes a bit of your oppinion on the possible direction of the comic.

Now... Since the beginning of the TQFQ comic my art style improved by a massive margin. And I currently settled down at a sort of consistent artstyle. But soon I will face a "thing" I have completely no experience in. Which can once again turn into a discovery and refinement of style over time.
I am talking about monsters.

Madlaines world is inhabitet by 3 major kinds of creatures. The first one are the humanoid smart beings. The anthros. I plan to include other species than just Furry anthros over time. But so far it didn't needed to exist. It was only hinted once so far.
The second creature type are the animals. Normal animals. Yes that means a horse anthro could ride a horse. But beastiality is, just like in reality, not a normal thing and for medieval times will cause major social problems and will be persecuted.
The third creature type are the monsters. Creatures who are agressive towards all humanoid creatures.


Okay.. But I have no experiences in drawing or designing monsters. Are they fluffy little creatures? Are they semi humanoid? Like ogres, gobblins, trolls and stuff? How dangerous looking will they be? How smart will they be? So far ma concept is, that Madlaine will develop a massive beastiality kink towards the monsters. But that could work with both ways. feral like Monsters and humanoid like monsters.

The main problem is, the monsters don't play such a major role in the comic, besides being Madlaines kink and a threat to the humans. I can still shape them any way I want. Do you have interesting ideas?
Viewed: 34 times
Added: 6 days, 16 hrs ago
 
ShioriShi
6 days, 13 hrs ago
Humm.. I think you need to decide on how dangerous the setting is. A more deadly setting would likely skew the monsters towards that direction as well more fangs/claws and such. Where as if the setting is less deadly monsters/critters could move into the more "annoying" territory. Think small seemingly harmless things that likes to steal items from adventurers or playing pranks on them.

As for design for a more deadly/hostile world maybe go for arthropods that would stand out against more traditional anthro characters and can get alien enough to seem scary (also any drawing mistakes are more easy to brush off), this can also lean into the beastiality kink if there is suddenly something showing up like a huge wolf of such, being a more "familiar" being and all that.

As someone with some.. 20+ years of experience in D&D and similar feel free to give me a poke if ya want some help world building. Typing out things here is not.. well.. the easiest for communicating things at times.
krazylegz624
6 days, 8 hrs ago
as a dungeon/game master, to me "monsters" are always the weird almost supernatural creatures that heavily impact the environment. some could be fine to have around but still dangerous to interact with, some could be straight up hazardous like an invasive species, and some could be weird goobers that just do their thing. for a lewd ttrpg or even a comic, go absolutely wild with monsters. "why does X exist" will come up sometimes and you can say either "a wizard did it", unnatural evolution, or even "no clue, it just showed up so... alien or long lost species we accidentally found".
on a technical standpoint; obviously practice doodling weird creature designs, pick an animal and either add to it or overclock a detail about it. the classic Warg is just a super jacked wolf with a taste for raw meat, D&D's owlbear is a bear with owl head and feathers on the forelimbs, there are literally like 4+ routes for a kobold ranging from "gremlin rat obsessed with candles" to "what if dragon but smol bean without wings or breath". "Monster" is a broad term to the point it can literally be anything and everything "not human". "creature type" is a thing in some games and even D&D where it more specifies what kind of monster something is, and even then some types boil down further.
all that said, don't limit yourself too much. figure out for your setting in TQFQ "what classifies as monster". if there are anthros (our human/humanoid stand in) and then you have normal mundane beasts (feral wolves, horses, trash pandas), then maybe monsters pop up because rogue magic created them or magical mutations happened to something. after that, they reproduce somehow and thus an invasive species or supernatural infestation. heck, things like ogres, goblins and trolls could have an ancient culture but devolved or just never changed since unga bunga era, buried deep somewhere until reintroduced somehow, then stuck around after being reintroduced.
xcar
6 days ago
The description of that idea makes me think in that old manga "Bondage Fairies"
MDarrock
5 days, 20 hrs ago
How about a Beholder with penis-like tentacules? Or shape-shifting shades? Or a giant boob that just wobbles around and crushes stuff? (That one is not my idea, i saw it in a Woody Allen movie)
Fritti
5 days, 20 hrs ago
The thing is, monsters scale up. The farther you travel, the more XP you gain, the harder, bigger and more clever the monsters become. I haven't played my RPGs myself, but from the ones I did play, that is something I always found; the monsters scale up with your progress, and they tend to change in appearance, too.

For instance. In Secret of Mana, the level 1 monsters were Rabites; pretty much blobs with a bunny head and ears that would jump at you and chomp. And something that might prove handy for a bit of humor; in most adventuring games, the level 1 monsters are slimes, you could have those around, and once one of the characters gets slimed, I could very much see them complain about the mess; "Slimes! Why does it always have to be SLIMES?!"
Of course, the further you travel, the worse the monsters become. From kinda cute-looking blobs with bunny head to shaggy wolves and bears with big claws and teeth, rock golems (who could drop some good loot in the form of stone... you know >~_^<), Entlings ("Hey, it's getting dark, let me chop this innocent-looking little tree for some firewood." "RAWR!" "EEP!"), there's all kinds of things you could go for.
Even the normally fairly harmless wildlife could get corrupted from whatever magic/power/whatever energy is around that makes the bigger and more weird-looking monsters appear. By day, aww, look at those cute little bunnies and those fluffy little sheep over there and those dancing deer. By night, uhm, why are their eyes all red and glowing and why are their teeth all pointy and glistening and why do those cute little bunnies have devil horns and why are those fluffy little sheep look like spiky balls and why do those dancing deer have pointy antlers that are grabbing at me?

Although, in general, the really evil monsters tend to be more rocky or scaly and have a more, well, knobbly build to look more menacing, and they usually have at least a pair of arms to grab or punch at you.
Also, a good idea might be to look into local folklore for monster ideas. The Schwarzwald should have some pretty interesting critters haunting about the place, for instance, and Norse folklore has some pretty wild beings.

But yeah, the scale up in power and looks. In the story so far, having encountered a wolf and an acid pit, I could see a type of slimes on the other side of that pit, maybe some small rock golem babies or crystal golem babies (as it's inside a cave after all), and thing would probably gradually get worse from there. And if there's a loot chest in that cave? Probably guarded by a mini boss. Be wary of that pile of rocks the chest is sitting on top of, it might just be sleeping >~_^<
Blackraven2
4 days, 7 hrs ago
Whats the difference between an animal - or a humanoid - and a monster?

Monsters are scary, but well, so can be animals and ppl, so that alone is not a good distinguisher -- nor is it danger - animals can be dangerous and people too.  people and animals also can be monsters, sometimes.

So what makes a monster a monster - I think its the evil intent. you see a monster, it must be immediately apparent this thing is up to no good.

looking at animals that are closest to what we see as monsters - those would be things like wolves, crocodiles, tigers that have gone rogue, ...

upscaling from that - i think the combining factor of all monsters is -- you take one look at them and you know this thing intents to kill you.  

except then you have the monsters that try to appear harmless - but in a creepy way.  deep down uncanny valley. like the evil clown, or the bunny - that has red eyes and pointed scary teeth...



if you want to give hostility a face, then you have made a good monster


there's many ways to do that - scales, fangs, claws, color palette -- but I think a lot will be the eyes - if the thing has eyes in the first place.  
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