Due to various reasons, I only had around 10 days for development work this month, and as a result, progress has fallen far behind expectations.
It has been almost a year since the last version update. Although I launched a full reset plan, thoroughly updating the UI, battle logic, underlying code, and even redrawing character illustrations to make Luna cuter, the time it took exceeded my expectations by a lot. Frankly, I’ve spent much less time on game development this year compared to last year.
True, I have a normal job, but I managed to work on WOS last year while working as well, so it just means I haven’t been as diligent as before.
Why? It’s hard to say.
It might be the limitations of the RM engine that held back my gameplay innovations, the challenge of optimizing frame rates that drained my motivation… or maybe the fatigue of endlessly coding and fixing bugs day after day for the past year simply caught up with me, leading to burnout.
In any case, I feel that this state of mind isn’t healthy, and it’s unreasonable to keep asking for your support under these conditions.
Thus, I’ve decided to temporarily remove the paid plan on Ci-en and suspend Patreon charges starting next month until version v0.8 is officially released.
If things go well, v0.8 should be released by early next year.
I plan to delete the paid plan on Ci-en by November 15, so please remember to download the latest perks. (If you are from there)
This month, I continued reorganizing the enemy spawn and battle logic code.
This is an important step because the original code was somewhat messy, and with all the added features in later stages (such as debuffs, status ailments, talent values, and body toughness), it became even harder to manage. So, reorganizing this code was essential.
The new, organized code not only improves efficiency but also makes future expansions easier, and more importantly, reduces bugs significantly.
Especially after adding the war gameplay, where friendly and enemy units must counter each other, operational efficiency and stability become paramount.
Last month’s report showcased the new knight enemy.
However, I later felt that the new knight, at the pixel level, didn’t look imposing enough (not big enough in size, with height nearly matching Luna's), so I reworked it from scratch.

In the latest version, the knight enemy appears much larger.
In fact, I’ll need to adjust the new pixel art of all enemies, so they’re not ready to be showcased in the game yet.
Additionally, due to adjustments in the display area of side illustrations, some illustrations have also been modified accordingly.




This month, we finally completed a series of new CGs for the slime.
You can find them on Ci-en
Lastly, thank you once again for your continued support.
重要抉择
由于各种各样的事,这个月只进行了十天左右的开发工作,结果而言,进度远远不如预期。
自从上一次的版本更新后,几乎要过去一年时间。
虽然我开启了全面的重置计划,全面更新了UI,战斗逻辑,底层代码,甚至重画了立绘CG,让露娜更加可爱,但是花费的时间也远远超过了我的想象。
说实话,也是因为我今年在游戏开发上花费的时间,相比去年少了许多。
确实,我有一份正经的工作,但是我去年也一样同时一边工作一边制作WOS,所以只能说明我并没有之前那么勤奋了。
至于为什么,我很难说。
可能是RM引擎的限制,让我在玩法创新上碰壁,帧数问题难以优化,导致我失去了很多动力……也可能只是因为过去一年日复一日地熬夜写代码修BUG太过于辛苦,以至于出现了疲倦反噬。
不管怎么说,我觉得这种状态是不健康的,继续向各位索取支援也是不合理的。
所以,我决定从下个月开始,暂时删除Ci-en上的付费计划,也将暂停Patreon的支援收费。
直到v0.8版本正式推出。
如果顺利的话,明年初应该能推出v0.8。
我会在11月15号删除并暂停所有付费支援计划,请各位注意下载最新的特典。
十月进度报告
这个月我继续整理了敌人的生成与战斗逻辑的代码,这是很重要的一步。因为原本的代码比较凌乱,在后期增加了各种各样的功能(比如Debuff,异常状态,天赋数值,刚体韧性等)后就变得更加难以管理了。
所以,重新整理这一点是必须的。
新整理后的代码不仅运行效率会提高,也方便我再做扩展,而且更重要的是,BUG也会少很多。
特别是在添加了战争玩法后,需要友军与敌军单位相互对抗的情况,运行效率和稳定性更是重中之重。
上个月的报告中展示了新的骑士敌人。
由于后来我认为,新骑士在像素层面上,看上去不够威风(体型不够大,身高几乎与露娜相等),所以回炉重新制作了。
最新的版本下,骑士敌人要显得更加大只。
不仅仅是骑士,实际上所有敌人的新像素图都需要再次调整,所以目前还无法在游戏中展示。
另外,由于侧方立绘的显示区域调整,一些立绘也同样做了调整。
这个月终于将史莱姆的一系列新CG都完成了。
最后,还是感谢各位一直以来的支持。
CyberAlisa
2024-10-31 09:09:05 +0000 UTCBlank Space
2024-10-31 08:11:21 +0000 UTC