Posts tagged with hand
This early 2020 typeface has sat around for far too long in the incomplete. As is often the case it felt like it needed something at the time but looking at it later revealed it’s already rather nice. Sometimes all it takes is fresh eyes and a reflection on the constraints.
This typeface is designed to look like a flowing brush script with plenty of wet ink. It is available in two weights and works well for most scenarios. I personally love the upper-case ‘C’ which sets the tone for the rest of the letters.
This is a much more recent attempt to take a hand flowing form and make it look far more elegant and precise… a lot more as if it was written by a Scribe. (The font I previously called Scribe is now called Parchment as it’s far too haphazard for such a name).
This font is a 2020 creation and works surprisingly well in titles, prose and indeed lists. It would work very well for a historical text adventure and should shine on old CRT displays or emulators with CRT effects.
Bold, condensed and smaller lowercase were added later and then some inspiration hit from two further variations - an ‘Eire’ Irish inspired version and a ‘Hylean’ one taking cues from a Legend of Zelda Manga.
Another one that started in 2019 that took some time to polish-off for release. The challenge here was to try and get a very clean looking flowing hand-written type. I’d already had a go with the hand-written style in Forgotten and a flowing type in Coolant but not both together. It’s especially challenging in a mono-space font because joining the characters is important and you don’t want long horizontal strokes creating ‘dashes’ between letters.
I think it came out quite well. It’s readable (at least on LCD screens, I have yet to try it on a CRT) and can even work for text adventures if your audience can read “cursive” (most people interested in text-adventures are old enough to be able to read/write it I suspect but it’s probably not a bad idea to let them toggle to something simpler).
Taking the cues of a narrow old-style I set out to create something from scratch that was also taller with a different approach to flourishes and angles.
It works very well for all on-screen scenarios but a proportional renderer or 6-pixel wide renderer would do it the most justice.