XaiJu
poring
poring

patreon


Progress report (20250223)


It's the end of February.

It's strange, I always feel like time disappears after a while.

Let me report the progress first.

Now I report in two parts, for reasons explained below.

.Vampire Survivor

Now for the store part, I'm going to use Brotato's system for this game.

After a wave of enemies, you will enter the store, and then the next wave of the game will follow.

In progress, it is still very much in the early stages, and is still working on the basics of the game.

However, I'm not saying that the programmer is too slow. The programmer spends a lot of time on the compiler in order to build a good foundation.

I had to accompany the programmer when it was working on this part, so that it wouldn't take more time to rework it due to different opinions.

I was actually happy about this, because not every team can do this, even though it's a lot of work.

Once he finishes the compiler, I'll be able to work on the Unity game as if it were an RPGmaker game.

That's why I said it would take a lot of time, because I wanted to use this system for my future work.

Unfortunately, the players won't see the game compiler, just as they won't see the development screen when they start a game made by RM.

As for the rest of the work, I've drawn what I can.

If I have more time, I'll work on the next game.

Cursed doll

.The next game.

I have an outline for the plot and gameplay of the next game, and I think it's going to be an RPG.

The main reason why I want to make it an RPG instead of an ARPG is that the H parts are better to performance.

And the pace of the game is better for RPG players than ARPGs.

As for the game screen, it will be a 2D flat screen similar to RM, and an H animation will be shown after the player is attacked by the enemies.

One of the main reasons why Castle's 2D side-scrollers are so hard for me to keep doing is because of the amount of pictures each character needs.

Although the sense of presence is very good, the quality of H animation cannot be too high.

And drawing pictures that aren't H-animation pictures also makes me irritated.

I had to spend the same amount of time on just one character walk as I did on one H-animation, so it was too much work.

That's why I wanted to use a 2D planar representation, so that the amount of graphics required other than H animation would be greatly reduced, and I could make the H animation of each character more detailed.

At the moment, I want all enemies to have the “execution” H-animation, which means that when the player's HP goes to zero during the H-animation, it will trigger a special animation.

Before, only a few enemies in Castle had it, but this time I hope every monster girl has it.

Of course, there will be more defeat H animations like Happy Ending.

But I took the time to do these parts, and right now I’m still focusing on vampire survivor.

:/

Character ideas for the next game

It's a draft of the character idea, I feel like there's still a lot to be changed.

That's about it for this report. Currently, neither Vampire Survivor nor the next game has been officially named, so I'll just call it this for now.

Although I don't really want to start working on both sides like this, there are still many things that need time to be determined in Vampire Survivor, so I can only think about it later.

Then I just spent a month or two under the quilt after thinking about it. It's really cold this year...

------------------------------------------------

2月底了。

奇怪,總覺得沒過多久時間就不見了。

先報告一下目前進度。

現在我分兩個部分報告,原因在下面解釋。

.吸血鬼倖存者

現在做到了商店的部分,這款遊戲我打算用Brotato的系統。

就一波敵人結束後會接商店,之後在進行下一波遊戲。

以進度來看,目前製作階段還在很前期,做的都還是遊戲基底的部份。

然而我並不是說程式製作的速度太慢,為了打好基礎,程式花了不少時間在編譯器上。

而程式在做這部分時我也得陪著他做,避免意見不同而導致需要更多時間重作的情況。

對於這點其實我是滿高興的,因為並不是每個團隊都有辦法這樣做,雖然很辛苦就是。

一但他完成編譯器,我就能像做RPGmaker的遊戲一樣去做Unity的遊戲。

所以之前就說需要很多時間,因為這套系統我是希望可以沿用到之後的作品。

可惜玩家並不會看到遊戲的編譯器,就跟開RM製作的遊戲一樣,玩家是不會看到開發畫面的。

至於其他部分能畫的我就先盡量畫了。

如果還有多的時間,就是來做下一作的思案。

受詛咒的娃娃

.下一作

關於下一作的劇情跟遊戲方式都有個大綱了,以目前構想應該是會作RPG。

會想作RPG而不是ARPG的主要原因在色色的部分比較好表現。

而遊戲的節奏相較於ARPG,RPG玩家可以更好掌握。

至於畫面就會用類似RM的2D平面表現,在玩家被魔物娘襲擊後就會播H動畫。

Castle那種2D橫向卷軸讓我很難持續做下去有一個主因,就是每個角色要的圖量太大了。

雖然臨場感很好,但反而讓H動畫的品質沒辦法太高。

而一直畫不是H動畫的圖也讓我很煩躁。

光個角色行走圖我就得花相當畫一組H動畫的時間來做,真的太辛苦了。

所以我才想用2D平面的方式表現,這樣H動畫以外需要的圖量會大幅減少,但我可以讓每個角色的H動畫變得更細緻。

目前是想讓所有敵人的H動畫都會有"處決"的動作,意思是當玩家在H動畫中生命值歸零的話,就會觸發特殊動畫。

之前Castle只有少部分敵人會有,這次我希望每個魔物娘都有。

當然也會有更多像Happy Ending那種戰敗H動畫。

不過這些部份就抽空來做,現在還是以吸血鬼倖存者為主。

:/

下一作人物思案

人物思案的草稿,感覺還有很多要改的

這次的報告大概就這樣,目前吸血鬼倖存者跟下一作都還沒有正式取名,就暫時這樣稱呼。

雖然我不太想這樣兩邊開工,但吸血鬼倖存者還有很多東西需要時間確定,所以我只能先往後想。

然後想著想著就在棉被裡過了一兩個月了,今年真的好冷...

Progress report (20250223) Progress report (20250223)

Comments

關係不少喔,可以期待部分前作的角色再次登場

Poring

这个好诶,话说会有前作的彩蛋吗

FWdao

Thank you <3

Poring

WHOOO, CUBE SLIME SO CUTE LET'S FUCKING GOOOOL

Kamil suchecki


More Creators