End of March WOS Game Development Report
Added 2024-03-30 07:53:03 +0000 UTC
Hello everyone, long time no see. Since January, I haven't published any content, and I'm very sorry for that.
February is the Chinese New Year, and I originally planned to release a progress report then, but due to various reasons, I couldn't manage to do it on time, so I thought it better to wait and do it in March instead.
This progress report covers seven areas.
First, the optimization of character sprites and CG.
A while back, I mentioned updating Luna's costume sprites, and now, all existing CGs will also include versions with the new outfit.
The old costumes will remain as an additional option and won't be removed, but new CGs and events won't feature the old outfits anymore.


Second, game flow optimization.
I personally feel that the current game flow is somewhat overly complicated. The map is too large and extensive, often leading players to lose their way and be unclear about their next objectives.
To address this, I have prepared two solutions.
One is the addition of a quest menu, displaying the ongoing quest details.
The other is the optimization of all area maps in terms of size and location, making the game flow feel more logical. For instance, I have separated all the mission areas for "Assassinate the Three Generals" in Reynold's side story. Players now enter these areas through NPC dialogue, which are no longer connected to the original map, avoiding the hassle of players having to backtrack.
Future new areas will adopt a similar approach to prevent excessive running around and time wastage.
(If you still prefer all maps to be interconnected, feel free to express your opinions in the comments section.)
Third, combat system optimization.
The current combat system has several fundamental issues:
Movement limitations due to grid-based movement.
Excessive player speed (too agile).
Blocking is somewhat redundant and not very crucial.
Enemy AI's overly aggressive attack desire.
Lack of attack combos for both players and enemies.
Boss battles lack variety.
Difficulty is only increased by adding more enemies (or their stats).
To address these, I've made some attempts.
By rewriting the game engine's source code, I've removed the grid-based movement restriction for the player... resulting in a more modernized free movement style, though it hasn't undergone extensive bug testing yet.
Since I foresaw this and removed the hit detection based on grids from the start, this change does not affect enemy AI.


As for the enemy AI and attack combo issues, due to limitations of my old code, I am currently rewriting a new attack logic module to support more flexible combos and attack patterns.
The old attack logic was:
Enemy type (standard soldier) -----
Approach player → Position judgment → Random attack mode → Search and execute corresponding skills from the skill set → Attack animation → Hit detection → End of attack → Repeat.
The new attack logic will include the possibility of "combo attacks," determining whether to execute multiple attack combos. Thus, enemies might slash towards the player three times in succession.
For the player, I've also decided to optimize skills to smoothly integrate into normal attack combos.
For example:
Left slash → Right slash → Skill: Thunder Slash (Left) → Skill: Thunder Slash (Right) → Left slash → Lightning Dash → Backslash → Single Target Thunder Calling
This will add more enjoyment to the combat.
In addition, I'm optimizing magic, especially changing the "Flame Scroll" to a fireball spell that can be launched.
I also plan to add more ranged magic, like the "Ice Spike Magic," which can be fired multiple times in succession, and "Lightning Magic," which continuously damages distant enemies.
Regarding boss battles, I'm exploring the possibility of large-sized bosses and ensuring that terrain and items play a role in these challenges.
Several important gameplay modifications include:
Removal of the Stamina system – running and fighting no longer require stamina, only HP (Health Point) is retained.
Introduction of a new Posture system – enemies can block, and breaking their posture allows for direct kills (inspired by a certain game).
Slight reduction in player movement speed, with the addition of a quick dodge action.
Fourth, the companion system.
The companion system is a new gameplay feature recently added to the game, but I'm still unsure whether WOS really needs companions.
Moreover, as it's a new system, it's quite immature and has many bugs and issues.
There are three directions for developing the companion gameplay:
Reynold's Army Expansion –
By joining Reynold's faction, players can recruit and expand Reynold's personal troops, gradually occupying and controlling the entire Third Legion through warfare. In this storyline, players will need to deploy and develop soldiers for attack or to win defensive battles. This adds a new type of NPC versus NPC warfare gameplay, unlike the original stealth and assassination gameplay, similar to the Slime Tide event in the Crystal Cavern.
Talanashta Phia's Monster Uprising –
This is part of the second chapter, where Phia, the tentacle girl frequently featured in the reward illustrations, appears.
By joining the monster faction, Luna can produce and develop various monsters to attack humans and occupy the entire Misty Forest.
This is also a similar type of warfare mini-game, but with a different faction.
The Order –
If players choose not to join either faction, Luna can still recruit other assassins from the organization.
After meeting certain conditions, players can also recruit Yukimura and Lati as companions, following the main storyline to gradually uncover the "Ancient God's Power" in the Misty Forest.
To facilitate companion management, a companion management menu interface will be added in the new version.
Fifth, game framerate optimization.
I believe I've reached the limits of RPG Maker. If I increase the game's complexity further, I doubt I can provide a good gaming experience.
Even so, the current game framerate on lower-spec computers struggles to reach 30 fps, which has been a constant headache.
While researching the game engine's source code, I've also pondered whether to switch engines, perhaps to something like Unity, but the workload of a complete remake might take months.
Since I've been self-taught in coding 100% through the process of making this game, I naively didn't consider these aspects at the start... Of course, it could also be that my skills are still not up to par, otherwise why would I struggle with a simple RPG Maker game?
Thus, for the sake of framerate and your gaming experience, I have no choice but to pause many of my additional ideas and wild fantasies and appropriately scale down the current game content to avoid ending up with a game that's unplayable.
Sixth, the part you're most concerned about – Hentai.
As you know, WOS is an indie game that has completely deviated in the Hentai aspect. I spent a lot of time satisfying my own desire to develop game combat gameplay, neglecting Hentai.
But I now feel this is not right.
Therefore, I've decided to add more hentai elements that you'll enjoy.
In the next update, there will be a mini-game featuring a bunny girl waitress in a tavern... but only if you join Reynold's faction. After the next update, Reynold's camp will be enlarged, and I'll add various interesting hentai gameplay there.


Not just that, in V0.8, I'll completely revamp the imprisonment gameplay, changing it to a larger prison (instead of the current small ones) and adding various small events inside.
More content related to monsters will be added after Phia's appearance, so please be patient.
There are many other classic scenarios, such as mixed bathing, outdoor exposure, hypnotic training, etc., which I will try to incorporate as much as possible.
Seventh, regarding support and updates.
As you know, my development speed is slow.
Therefore, I don't mind if you leave and come back when I update... I have a job and hobbies in real life, so I won't starve without your support.
I originally enabled the support function for two reasons.
One was to motivate myself.
The other was to keep myself disciplined.
At first, I never imagined that I could receive so much support by making games, to the point that it still feels a bit unbelievable.
But I still feel guilty because I find myself unable to accomplish as much in a short time as those amazing developers do. Moreover, I don't have the courage to give up everything and fully immerse myself in game development. Thus, I can't always meet your expectations, as I always need more time, and by the time I finally finish, many of you might have already been disappointed.
So, thank you to those who still support me, and I appreciate it.
Lastly, because my designated artist Arisawaki went home for the New Year last month, there were no updates to the support special edition.
This time, to make up for the loss, many are prepared.
Wishing everyone good luck and safety this year, and a happy year ahead.
中文------------------------
各位好,好久不见,自从一月份开始,我就没有发布任何内容,非常抱歉。
二月份是中国的新年,我本来想发一次进度报告,但由于各种事情没能来得及,所以干脆想着到三月份一起发好了。
这次的进度报告有七个方面需要说明。
一,立绘与CG优化。
很早之前的我就发过了,露娜的衣装立绘会改成新的,同时所有已有的CG也会增加一套新衣装的版本。
而旧衣装我会作为一种额外选择,并不会删去,但新的CG和事件不会再有旧衣装的出场。
二,游戏流程优化。
我个人认为目前的游戏流程有些过于复杂了,地图太大太多,容易导致玩家找不到路,不清楚接下来的任务目标。
为此,我准备了两个解决方案。
一是增加了一个任务菜单,用于展示正在进行的任务内容。
二是优化所有区域地图的大小和位置,来让整个游戏流程感觉更合理。比如,我将雷诺德支线中「暗杀三名将军」的所有任务区域单独分割出来,通过与NPC对话进入,不再与原本的地图相接,避免玩家回头找路的麻烦。
今后的新区域也会采用类似这样的方式,避免过度跑图浪费时间。
(如果你们仍然希望所有地图相接,可以在评论区中提出意见)
三,战斗系统优化。
战斗系统目前有几个根本的问题:
1. 走格子的移动限制。
2. 玩家速度过快(过于灵活)
3. 格挡可有可无,不太重要。
4. 敌人AI进攻欲望太强。
5. 玩家与敌人都缺少攻击连招。
6. BOSS战缺少花样。
7. 只能通过增加敌人数量(或者数值)来提高游戏难度。
为了解决这些问题,我做了一些尝试。
通过重写游戏引擎源代码,我取消了玩家必须走格子的限制……相当于更加现代化的自由移动方式,但还没有经过太多的BUG测试。因为我有先见之明地从最初就取消了对格子攻击的命中判定,所以就算玩家不走格子,也不影响敌人的AI。
而关于敌人的AI与攻击连招的问题,这是因为旧代码的局限性,为此我正在重新编写新的攻击逻辑模组,以支持更自由的连招和攻击花样。
旧的攻击逻辑是:敌人种类(普通士兵)→接近玩家→判定位置→随机攻击模式→从全部技能组中寻找并执行对应的技能→攻击动画→命中判定→攻击结束→开始重复。
新的攻击逻辑将在其中增加「组合攻击」的可能,用于判定是否要进行多次攻击连招。如此这样敌人可能会向玩家的方向连续挥砍三次。
而对于玩家,我也决定优化技能,让技能可以流畅地接在普通攻击的连招之中。
比方说:左砍→右砍→技能雷斩(左)→技能雷斩(右)→左砍→雷电冲刺→回斩→单次召雷
如此以来便可以增加战斗中的乐趣。
同时,对于魔法也会进行优化,特别是将「火焰卷轴」的火焰魔法改成可以发射出去的火球术。我也计划增加更多远程魔法,比如可以连续多次发射的「冰刺魔法」,持续不断对远程敌人造成伤害的「雷电魔法」等。
最后关于BOSS战,我正在研究大体型BOSS的可能性,并且尽可能让地形和道具也成为玩家在挑战BOSS时需要考虑的事情。
有关游戏性还有几个重要修改:
1. 取消了耐力(Stamina)设定——奔跑与战斗不再需要耐力,只保留HP(Health Point)。
2. 增加了架势系统(Posture)——敌人可以格挡,击破架势后可以直接击杀(参考某游戏)。
3. 略微降低玩家移动速度,增加快步闪避操作。
四,同伴系统。
同伴系统是最新加入进游戏的特殊玩法,但至今我也不太确定WOS这款游戏是否需要同伴。
而且因为是新的系统,也因此在初期显得非常的不成熟,也存在许多BUG和问题。
在我的计划中,同伴玩法是有三个发展方向的。
1. 雷诺德的军队扩张——
通过加入雷诺德的阵营,玩家可以招募扩张亲兵,再一步步通过战争的方式占领并控制整个第三军团。在这条故事线中,玩家会需要布置和养成士兵来进攻或赢得阵地防御战。相当于增加了一种与原本潜行暗杀游戏模式完全不一样的NPC对抗NPC的战争游戏,类似于各位在水晶洞窟中见到的史莱姆涌潮事件。
2. 塔拉纳斯塔·菲娅(Talanashta Phia)的魔物崛起——
这是第二章的内容,菲娅是经常在特典图里登场的一只触手娘。通过加入魔物阵营,露娜可以生产与养成各种不同的魔物,然后向人类进攻,占领整个迷雾之森。也是同样的战争小游戏,只不过阵营不同。
3. 暗杀者组织(The Order)——
如果两个阵营都不加入,露娜也可以招募组织中的其他暗杀者作为同伴,在完成一定条件后,也可以招募雪村和拉缇作为同伴,跟随主线任务,逐步完成对迷雾之森「古神之力」的挖掘。
为了方便管理同伴,也将会在新版本中增加同伴管理的菜单界面。
五,游戏帧数优化。
我认为我已经摸到了RPG Maker的极限,如果我再增加游戏的复杂性,我多半无法让各位有一个很好的游戏体验。
尽管如此,目前的游戏帧数在配置较低的电脑上运行,甚至无法达到30帧,这让我一直很头疼。
我在研究游戏引擎的源代码时,也在思考是否应该更换引擎,比如Unity什么的,但是完全重新制作的工作量,可能好几个月都搞不定。
由于我是在制作该游戏的过程中100%自学代码,所以愚昧的我在起初并没有考虑到这些……当然,也有可能是我的技术仍然不合格,不然怎么会连一个小小的RPG Maker都搞不定呢?
所以,为了帧数和各位的游戏体验,我不得不停下许多额外的脑洞和狂想,并适当对目前游戏内容缩水,以免最后做出根本玩都玩不了的垃圾……
六,你们最关心的Hentai方面。
众所周知,WOS是一款在Hentai方面完全走偏了的独立游戏,我花费了大量时间满足了自己开发游戏战斗玩法的欲望,忽视了Hentai。
但我现在觉得,这是不对的。
为此,我决定增加更多各位喜闻乐见的hentai要素。
在下一次更新当中,将会增加一个酒馆兔女郎服务员的小游戏……前提是需要加入雷诺德阵营。在下一次更新后,雷诺德的营地会变得更大,我会在其中添加更多各式各样有趣的hentai玩法。
不仅如此,V0.8中,我也会将监禁玩法全面重置,改成更大的监狱(而不是目前一个个小监狱),并在其中添加各式各样的小事件。
最后有关魔物的内容,更多需要在菲娅登场之后增加,请各位耐心等待。
还有许多其他经典的桥段,比如混浴,野外露出,催眠调教等,我也会尽可能地全部加进来。
七,有关支援与更新。
众所周知,我的开发速度很慢。
为此,我并不介意各位先行离开,等到我更新的时候再回来……我在现实生活中拥有工作,也有爱好,并不会因为少了你们的支援而饿死。
我最初开启支援功能的原因只有两个。
一是激励自己。
二,是为了督促自己。
起初的我完全没有想到,我竟然能够通过制作游戏获得这么多的支援,以至于我现在都觉得有点不可思议。
但我还是会感到愧疚,因为我发现自己无法像那些厉害的开发者一样,可以在那么短的时间里完成那么多的事情。而且我也没有那种可以完全放弃一切将自己投入进游戏制作的勇气。以至于,我无法像他们一样,次次都能满足各位的期望,因为我总是需要更多的时间,而等到我终于完成的时候,或许已经有很多人对我失望了。
所以,感谢还在支持我的各位,谢谢你们。
在最后,因为上个月我的御用画师Arisawaki回家过年了,所以没有更新支援特典。
这次为了弥补缺失,准备了许多。
祝大家今年好运平安,开开心心一整年。
Comments
ChatGPT is also a resource you can use to assist with learning the engine, (I wouldn't advise leaning the full weight on the AI, but it is still helpful for suggestions and potential methods!)
Anon1216
2024-04-10 17:41:53 +0000 UTC关于地图,我觉得保持现在这种可以直接走到任何一个地方的方式挺好的,就是需要在对应的地方增添一些区域标识(比如可以阅读的路牌)之类以增强引导,再比如雷诺德的暗杀任务可以通过与他对话黑屏传送到任务点附近的地图来避免找不到地图的困境,单独将任务地图分开感觉有点矫枉过正
vx1128
2024-03-31 08:10:34 +0000 UTCI also prefer the maps as they are currently, i think that indeed an quest or map log should be enough to guide player. As for moving to a new engine, if RPG is restricting you, better bite the bullet now than frustrate you on an increasigly harder task.
ghurdhyll
2024-03-31 00:42:22 +0000 UTCI look forward to the day when I join the monster force and strengthen my force by breeding (bestiality) with various types of beasts.
SHDavin
2024-03-30 16:05:19 +0000 UTCOn the topic of maps, I personally prefer the open ended nature of them. I think what would help is if we had a map or something. It would both help tell the player where they are while also pointing them to places where they might find more stuff. Also I think it's worth considering the engine update, though maybe it would be better to save that for a sequel or something.
knightnr2
2024-03-30 14:27:06 +0000 UTCIf you want to do the engine swap, your choice, I'll still support the game and remain interested in how this project goes. The updates do look good and I look forward to the next version release. Take your time, just remember to give us a heads-up on how it's going once in a while.
Mettäläinen
2024-03-30 11:30:36 +0000 UTCHonstly I don't know how long it would take me to learn unity, so it is kind scary to think about remake everything there from scratch.
RoVerehr
2024-03-30 08:52:19 +0000 UTCIt was worth the wait, and as for the engine, I think it would be best to change it, but only after the release of the update, so that players have something to do during this big change, but on programming I have minimal knowledge, so I write from the perspective of the player.
MonolithSF
2024-03-30 08:34:48 +0000 UTCI'm not sure how others feel, however personally if you wanted to take a few months to move to another engine, I would not mind. I would rather you make the game you want and can be happy with than to feel restricted because of your choice in game engines.
zomb1e13
2024-03-30 08:07:30 +0000 UTC