Yesterday I mentioned the Castle rebuild. Today I want to talk about what happened in 2025 and the future.
Several reasons and circumstances have led to less than smooth progress in 2025.
This post mainly focuses on this issue and may contain quite a few complaints, so I will summarize it here first:
My future projects will likely involve collaborating with other programmers, or I'll do them myself.
I have to start with the vampire survivors, because this is a project I worked on with that programmer.
On the one hand, I want to train him to be proficient in using Unity, and on the other hand, I want to work with him to prepare for the next project.
Actually, I brought up this project with him in July 2024, and I prepared many proposals, hoping that he would prepare first and understand what this project actually requires.
Sorry, all the images are in Chinese. Please refer to the dates and the number of my proposals.
Each document basically explains what the project requires.
Initially, I estimated that the game should be completed within a year.
However, six months quickly passed, and by February 2025, the project had made no significant progress.
At that time, I assumed he was still getting familiar with Unity.
And during this period, he spent almost all his time working on the compiler.
Considering we would be reusing those compilers later, and that this was probably the amount of time he needed, I didn't say anything.
Several months later, in June 2025, the compiler had everything it needed, and it was time for implementation.
However, the implementation process clearly became extremely difficult.
He can deliver the requirements I've listed, but whether he can do it within the timeframe? I don't know.
Did he encounter any difficulties during the actual implementation? He doesn't discuss these with me.
Can the features he creates work with other features? Unless I specifically ask him to test them, he won't do it.
I'm not denying his programming ability; he can execute any function I ask him to.
In a large project with a dozen or so programmers, where he only needs to focus on a few specific functions, then his approach is indeed acceptable.
The problem is that we're on a small two-person project.
If he has no idea how to proceed with the features we're working on now, or what else might be needed, and I have to give him orders, then the communication costs will become extremely high.
He needs commands to continue; otherwise, he'll just stand there, and we'll make no progress.
I presented a detailed game plan at the very beginning of the project so he wouldn't be clueless about what he should be doing or what the game should look like.
Clearly, he hasn't grasped what the game actually needs.
We changed our approach in mid-December last year.
Previously, he would report back to me after completing a feature; now, he had to report back weekly, regardless of the situation.
But overall, I was just spending more time ordering him to do things I had already written in the project proposal.
I don't even think we can finish Vampire Survivor this year, because he's on three projects simultaneously, which naturally means he has even less time to focus on this project.
A lot of ineffective communication has made me lose patience with this project, which is why I've been working on materials for the next project.
Until January 9th of this year, when I received news that the distributor had successfully resubmit the game which is got banned, I decided to resubmit the Castle in its original form, too.
If the rebuild Castle is rejected by Steam again, I will abandon the Vampire Survivors and move directly to the development of the next project.
But before that, I'll probably need some time to heal my shattered emotions.
While distributors have successfully resubmit some games, there have been failures.
So, unfortunately, I have to assume the worst-case scenario.
That's a summary of my situation from last year to now.
I really, really want Castle to be on Steam, so as soon as I heard the news yesterday, I immediately contacted the distributor to discuss how to proceed.
Since there's an opportunity, I will try; I must try, without a doubt, even though the chances are slim.
All I can do is try my best.
Thank you all again for your help; I wouldn't have made it this far without you.
From my first prototype, "Witch Isis," in late 2014, to the completion of Castle of Temptation, a full 11 years have passed.
As a creator, I think that's quite a long time.
My production speed might not be as fast as before, but I still have games I want to make.
I don't have many other skills; my biggest interest is playing and making games, so I'll probably continue.
As for my desired quality of life, that's still a long way off. If Castle could be on Steam, it would make things much better.
Yes, quality of life—such a basic thing—is prohibitively expensive in Taiwan.
However, I don't want to spend the time moving to another place or country. I guess I just like making things difficult for myself.
I hope 2026 will be a brand new and wonderful year.
Thank you for reading this entire article.
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昨天提到關於Castle重製的事,今天要提在2025年的事,以及未來的情況。
一些原因、情況,導致2025年的進展並不順利。
這篇基本上是提這件事為主,可能有不少抱怨的地方,所以這邊我會先做總結:
我之後的作品很可能會找其他程式合作,或者自己做。
這邊就得先從吸血鬼倖存者這邊說起,因為這是我跟那個程式合作的專案。
一方面要訓練他使用Unity的熟練度,一方面跟他進行磨合來準備下一作的專案。
其實這專案在2024年7月就跟他提了,並準備了許多的企劃案,希望他先做準備並了解這個專案到底需要甚麼。
這邊就看日期跟我提案的數量就好。
基本上每個文案都說明了這個專案需要甚麼。
一開始我預估,這個遊戲應該一年就能完成了。
不過很快半年就過去、到了2025年的2月,這個專案沒有明顯進展。
在那時候我是認為,他可能還在熟悉Unity。
而這段時間他幾乎都在弄編譯器。
考慮到後面可能會重複使用那些編譯器,所以可能就是需要這麼多時間來做,我就沒特別說什麼。
很快又過幾個月到2025年6月,編譯器該有的都有了,也是時候該實做了。
但在實作部分,很明顯進度變的窒礙難行。
我列的需求他是可以做出來,但能不能在時間內做出來?不知道。
在實作時有沒有遇到甚麼困難?他不會找我討論。
做出來的功能能不能跟其他功能運行?除非我主動提出該去測,不然他不會去做。
我不是否認他寫程式的能力,我要求他做什麼功能他是做得出來的。
如果在一個大型專案,程式員有十幾個,而他只需要專注於做某幾個功能的情況下,那他的做法確實沒問題。
只是問題在於,我們是兩個人的小型專案。
如果他對於現在做的功能之後該怎麼做、可能還需要什麼東西這方面沒有概念,都需要我來命令的話,那溝通成本會變得非常高。
他需要命令才有辦法繼續動作,不然他就會停在那,然後我們什麼進展都沒有。
我在遊戲專案一開始就提出關於遊戲詳細的企劃案,就是不希望他不知道自己該做什麼,又或者這個遊戲該是什麼樣子。
很明顯的他並沒有去理解這個遊戲到底需要什麼。
我們直到去年12月中才改變了做法,原本是他做完功能就回報我,變成每個禮拜不管情況如何都要回報一次。
但就整體來說,我只是又多花了時間去命令他去做這些我早就寫在企劃書上的事而已。
我甚至不認為今年有辦法完成吸血鬼倖存者,因為他同時接了3個專案,那他能專注工作於這款遊戲上的時間自然又更少了。
許多的無效溝通讓我對這個專案失去耐性,所以才一直在做下一作的素材。
直到今年的1月9日我收到代理商重新上架遊戲成功的消息,我就決定要讓Castle以它原本的遊戲方式重新上架。
如果重製版的Castle又被steam拒絕,那我會放棄吸血鬼倖存者的專案,直接進行下一作的製作。
不過在那之前,我可能得先花一段時間收拾我碎裂的心情。
代理商雖然有成功讓一些遊戲重新上架,但還是有失敗的例子。
所以沒辦法,我必須得先假設最壞的情況。
以上就我去年到現在的情況。
我是真的非常非常想讓Castle上steam,所以在昨天我一得知那個訊息時,我就立刻找代理商洽談並討論該怎麼做。
既然有機會,那我就會去嘗試,我必須去嘗試,這點無庸置疑,儘管希望不大。
那我能做的只有盡力而為。
再次感謝各位的幫助,靠各位的幫助我才能走到這邊。
從第一個試作品、2014年底的"魔女艾希絲"到現在Castle of Temptation完成,已經過了整整11年了。
以創作者的身分來說,我覺得這個時間算滿長的。
現在製作速度可能沒辦法像之前那麼快,不過我還有想做的遊戲。
我沒其他技能,最大的興趣就是玩遊戲做遊戲,所以應該會繼續做下去。
而離我所想要的生活品質的目標,這個應該還有很遠的距離,如果Castle可以上steam那我會輕鬆不少。
是的,生活品質,這麼基礎的東西,在台灣是貴的遙不可及。
然而我又不想花時間搬家到其他地方或國家居住,就當我喜歡找自己麻煩吧。
總之,期望2026年是一個嶄新美好的一年,感謝各位看完這整篇。
2026-01-10 21:57:24 +0000 UTC
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I've said before that whenever I get the chance, I'll find a way to get Castle of Temptation sold on Steam.
Now I'm back facing this high wall once more.
Today I learned that an agency successfully listed a game that had been banned from Steam, so maybe I still have a sliver of hope.
Will it work this time? I don't know.
What if I fail again? I don't know.
I originally created Vampire Survivors solely for Castle of Temptation.
If I could access Castle of Temptation without Vampire Survivors, I'd choose the latter without hesitation.
This game holds immense significance for me—it's provided the sponsorship that sustained my creative work until now.
Therefore, no matter what, I want more people to play this game.
I will be putting work on Vampire Survivor on hold for now, and the artwork for the Next project will also be paused temporarily.
I will focus my efforts on rebuilding Castle of Temptation.
For this part, I need to redesign the protagonist's appearance and physique, make numerous adjustments to the female characters, and tweak the UI.
Some stage content may also require adjustments.
In short, this will take some time to complete. Any progress during this period will be detailed in progress reports.
My only wish is for Castle of Temptation to be available on Steam. That's all.
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我說過,只要有機會,我會想辦法讓Castle of Temptation在steam上販售。
現在我要重新回來面對這面高牆。
今天得知代理商他們成功上架了一款被steam ban掉的遊戲,那麼也許我還有那麼點機會。
這次會成功嗎?不知道。
又失敗的話呢?不知道。
當初要做吸血鬼倖存者就是為了Castle of Temptation。
如果不需要吸血鬼倖存者就能上Castle of Temptation,那我當然會選擇後者。
這款遊戲對我而言意義非凡,這款遊戲讓我獲得足夠的贊助創作到現在。
所以無論如何,我想讓更多人看到這款遊戲。
接下來吸血鬼倖存者的工作會先停擺,而下一作的繪圖也會先暫停。
我會專心於Castle of Temptation的重建上。
而這部分我需要重新改過男主角的外型跟體格,以及許多的女角跟UI的調整。
部分關卡內容也可能得做調整。
總之需要一段時間來製作,這段時間有任何進展會在進度報告上說明的。
我唯一期望的事,Castle of Temptation能在steam上販售,就這樣。
2026-01-09 18:43:55 +0000 UTC
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Reporting on the current progress.
.Next game
I'm currently working on organizing the game systems.
After recently playing Escape from Duckov and Escape from Tarkov, I've had quite a few new ideas.
Tarkov, in particular, is the progenitor of this type of game. Although I mostly watched others play, I roughly understand the core mechanics.
As for Duckov, it simplifies Tarkov and makes it a PvE game.
This game also has many aspects worth learning from, as it simplifies many time-consuming mechanics while retaining the essence of Tarkov.
In short, these two games have given me a lot of inspiration, which is why many games are now starting to incorporate Tarkov mechanics.
The thrill of seeking victory through high risk and high reward is indeed addictive.
The abundance of equipment and items also stimulates players' desire to find treasure.
The quest-based system allows even seemingly insignificant items to become coveted possessions, ensuring that every exploration, good or bad, yields something.
This is the captivating aspect of these types of games that I've recently played.
However, as a H-game, and one with turn-based combat, I inevitably had to make more adjustments.
The core game mechanics needed to be there, but I also needed to satisfy players' desires in a short time.
Finding a balance in between is my challenge for the Next game.
To satisfy players' desire for exploration, I've designed hundreds of weapons and items, and I'll probably outsource most of the item images.
And I'll continue drawing the more H-animations.
DLsite 2024 Silver Award for Popular Foreign Games
Thank you all so much for your support!
I had no idea this poll was being held back then.
Thank you so much!
Red Goat
The combination of a devil and a suit is surprisingly good.
Batgirl Outfit
Every single piece is a masterpiece!
Iron Maiden
Ever since Castle, I've wanted to add the Iron Maiden to the game, whether as an enemy or a trap.
However, its original design was rather difficult to apply to men.
Finally, inspired by other characters, I designed this character.
Don't worry, she has H-animation.
.Vampire Survivors
In conclusion, I'm not changing programmers at the moment.
However, I'm still not entirely satisfied with the progress.
After adding the intro menu and other visuals, the game looks more complete.
But the core gameplay is still very incomplete.
A demo version is definitely not going to happen this year, uh.
I've been spending a lot of time thinking about the Next game mechanics lately, so I haven't been drawing many diagrams.
The next time we meet will be next year.
Wishing everyone a Merry Christmas and a Happy New Year!
----------------------------------------------
報告一下目前進度。
.下一作
目前在整理遊戲系統的部分。
最近玩了逃離鴨科夫、逃離塔科夫後,多了不少新的想法。
尤其塔科夫是這類遊戲的始祖,雖然我主要是看別人玩,但大致理解這類遊戲的核心機制。
至於鴨科夫則是將塔科夫簡單化,並做成了PVE模式。
這款也有許多值得借鏡的地方,因為它簡化了許多費時的機制,留下塔科夫精髓的部分。
總之這兩款遊戲給了我許多啟發,這也是為什麼現在許多遊戲開始導入塔科夫的機制。
在高風險高報酬尋求勝利的刺激,確實會讓人上癮。
眾多的裝備道具也能刺激玩家找尋寶藏的欲望。
配合任務建設等機制,讓不起眼的道具也能成為你所渴望的物品,每趟探索是好是壞都一定會有收穫。
這就是我近期玩了這類遊戲,所觀察到它們迷人之處。
然而做為黃油,而且又是回合制的戰鬥,勢必得做出更多調整。
核心機制要有,但又得在短時間滿足玩家的渴望。
要如何在中間抓到平衡,這就是下一作的挑戰。
為了滿足玩家探索的慾望,已經設計了上百種的武器道具,大部分的道具圖我應該會找外包來做。
而我會繼續繪製色色的部分。
DLsite 2024年 外國社團熱門遊戲銀獎
很感謝各位的支持喔!
當初在辦這個投票時,我完全不知道說。
非常感謝你們!
紅山羊
惡魔跟西裝的組合意外的很搭呢。
蝙蝠娘套裝
每一樣都是逸品!
鐵處女
從Castle那時候,一直有想把鐵處女加入到遊戲中,不管是做為敵人還是陷阱。
但它原初的設計用在色色男性上實在是有點困難。
最後在其他角色的啟發下,設計出了這個角色。
放心好了,她會對玩家色色的。
.吸血鬼倖存者
以結論來說,目前是不會換程式的。
但以進度來說,還是不甚滿意。
把開頭選單等畫面套上去後,完整度看起來是高了一些。
但遊戲主體架構還是非常不完整。
Demo版今年肯定不可能了,呃。
最近花了很多時間在思考遊戲的機制,畫的圖比較少。
下次見面就是明年了,也預祝各位聖誕快樂、新年快樂!
2025-12-05 11:43:53 +0000 UTC
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Reporting on the current progress.
.Next game
I'm continuing to fill in the characters that appeared earlier.
It's actually quite a lot for one character to have more than two H-scenes, and there are dozens of NPCs and enemies.
I'll try to give every character their sex scenes, otherwise it'll feel incomplete.
Ninja
When I think of ninjas, I think of their amazing foot, and I accidentally drew two foot scenes.
I'll give them a H-Scene .
Lesser Succubus
Originally, I thought they wouldn't have room to appear next game.
But as the succubus mascots, they definitely need to appear.
However, they'll appear later in this chapter.
.Vampire Survivor
......
Honestly, I'm not satisfied with the current progress.
It's been at least a year since we started this project last year, and we still haven't even made a demo version.
And it likely won't be finished by the end of this year.
I don't think a Vampire Survivor game would take that long to make. This isn't a game that takes that long to make.
After Vampire Survivor gained attention, a number of games with similar gameplay were released within a few months.
I'll do a detailed progress review and report at the end of December.
If it still doesn't meet my requirements, I'll likely have to do the programming myself again.
I'm almost done with the art for Vampire Survivor.
The remaining parts can't be produced until the programming is sufficiently complete.
So, I'm stuck now, and can only move on to the art for the next game, which is not something I'm happy about right now.
This Vampire Survivor game will be the final piece for Castle, as the H section of this game is all Castle assets, and Castle isn't available on Steam.
For this reason, Castle remains unfinished for me, and I really want to finish this game as soon as possible.
However, as I mentioned above, progress is incredibly slow.
As much as I hate to, perhaps it's time for me to make a choice again.
I'm not sure if it's my fault or something else.
My mental state hasn't been great lately, but I don't think it's due to this issue.
I'll make a judgment in December.
Weapon Icon
Complete weapon upgrades for other characters.
Steam's censorship of R18 games has become stricter, and games won't be released without a certain level of completion.
Increasing the game's level of completion through character changes is significantly higher than simply changing weapons.
Grok's AI Videos
I saw a lot of people playing around with this a while ago. Grok's AI video can calculate entire movies from a single image, and it could be very spicy.
I've also tried it myself, and while it can only generate 6 seconds movie, it does a pretty good job.
However, a few days ago, Grok seemed to have secretly changed its limits, making it impossible to calculate spicy images.
It's not surprising, after all, AI development is still limited by human, so I was just playing around with it at the time.
I think it's still too early to use AI for major H-scenes.
--------------------------------------------------------------------
報告一下目前進度。
.下一作
繼續補完前期登場的角色。
要一個角色有2個H場景以上其實很多呢,NPC跟敵人什麼的隨便就幾十個了。
我會盡量讓所有角色都有本番,不然會有一種燃燒不完全的感覺。
忍者
一想到忍者就想到她們的足交很厲害,不小心就畫了兩個足交的場景了。
會再補一個本番給她們的。
小魅魔
本來覺得這次她們好像沒有空間登場。
但做為魔族的吉祥物,一定還是得讓她們出來吧。
不過這次會安排在比較後面的章節才登場。
.吸血鬼倖存者
......
說實在,我並不滿意目前的進度。
去年開這個專案到目前也至少一年了,但到現在連個試玩版都還做不出來。
而且到今年結束應該還是無法完成。
我不認為一款吸血鬼倖存者需要這麼長時間才能製作,這不是一款需要長時間製作的遊戲。
當吸血鬼倖存者這款遊戲受到關注之後,沒幾個月就已經有不少類似玩法的遊戲陸續推出了。
對此我會在12月底做一次詳細的進度評估並且報告。
如果還是無法達成我要的需求,那程式部分很有可能又得我自己來做了。
現在吸血鬼倖存者的美術部分我幾乎都完成了。
剩下的部分在程式還沒完成到一定進度之前,我還沒辦法製作。
所以現在就卡在我只能往下一作的美術去做,這不是我現在樂見的。
這一款吸血鬼倖存者是將Castle收尾的作品,因為這款作品的H部分都是Castle的素材,而Castle並沒辦法在steam販售。
由於這個緣故,對我而言Castle仍未完成,因此我是真的很想趕快把這款遊戲做完。
然而情況就如我上述所說,太慢了。
雖然不想,但可能又是得做取捨的時候。
我已經不太清楚是我自己的問題還是怎樣。
最近精神狀態是不太好,但我不認為是這個問題。
我會在12月時做出判斷。
武器icon
補完其他角色會用到的武器強化。
目前steam對R18遊戲的審查變得更嚴苛了,在沒一定完成度下是沒辦法上架的。
透過角色變化來增加遊戲的完成度,比單純換武器確實高許多。
Grok的AI影片
前陣子有看到許多人在玩這個,主要是Grok的AI影片可以透過一張色圖就算出整個影片,而且尺度很大。
我自己也有玩了一下,雖然只能生成6秒,但確實可以做的很出色。
不過前幾天Grok似乎偷改了限制,很多圖都沒辦法算了。
只能說不意外,AI的發展終究還是被人限制,所以當時我也是玩一下而已。
想以AI做為主要H場景還早。
2025-10-19 08:11:46 +0000 UTC
View Post
Reporting on the current progress.
.Vampire Survivor
The programmer have largely completed the individual features of the game, but the real challenge lies in integrating them.
It's hard to imagine how these components will work together.
This is also where we're struggling.
In short, I've provided the programmer with my requirements. This part needs to be implemented to better understand what we need.
New Characters
Originally, we planned to have just one character, with three weapons.
But then we realized that having more characters would give players a more diverse experience.
So, we ended up with three characters, each with their own unique weapon setup.
Mercenary

Magician

.Next game
I'm still working on the characters and settings, but that's about all I can do right now.
The H scene will focus on the enemies in the beginning.
With the current number of characters... well... life will naturally find its way in and out (x
I took a look at the June progress report, and it seems pretty much the same as this one...
We'll see more significant progress once the vampire survivors are integrated.
But that's going to take some time.
Cow Ranch

Defeat H-scene
Defeat isn't the end, but a new beginning.
In the next game, I want to focus on this more than just the game ending.
Chameleon

(Enjoying the sun)

.....
Angel

Ninja

I'm trying out some character types I haven't designed before, and I plan to have them appear in the next game.
----------------------------------------------------------
報告一下目前進度。
.吸血鬼倖存者
程式已經把個別的功能大致上都完成了,但要如何組在一起才是難題。
這些組件組起來到底會怎樣,只能說很難去想像。
這也是目前苦惱的地方。
總之需求已經提供給程式了,這部分需要實作才能更清楚我們還需要什麼。
新主角
一開始打算只有一個角色,配上三個武器。
不過程式認為多個角色可以讓玩家有更不一樣的體驗。
就變成三個角色,每個角色有各自的武器的設定了。
傭兵

魔法使(?)

.下一作
繼續在補角色跟設定,應該說目前能做的也就這些。
H場景會先以前面的敵人為主。
以目前的角色量...嗯...生命自然會找到出入(x
看了一下6月的進度報告,感覺跟這次進度報告沒差多少...
等吸血鬼倖存者整合完後才會有更顯著的進度。
不過這部分就還需要時間了。
乳牛牧場

戰敗後的H場景
戰敗不是結束,而是另一個開始。
下一作我想在這邊琢磨更多,而不是只是遊戲結束這樣。
變色龍
(享受陽光浴中)

.....

天使

忍者

嘗試一些過去沒設計過的角色類型,預計都會讓她們在下一作出現。
2025-08-15 12:49:15 +0000 UTC
View Post
This time I'll try to draw H-anime from different angles.
In the past, the angle of view was limited to match the horizontal scrolling angle.
But I think they all look similar.
I don't know what you think.
這次試試看不同角度的H動畫。
過去為了符合橫向卷軸的角度,所以畫的視角有限。
不過我自己覺得,看起來好像都差不多的樣子。
不知道你們覺得怎麼樣。
2025-06-15 09:20:58 +0000 UTC
View Post
The year is almost halfway through, and every time I write a progress report, I wonder how so much time has passed.
Let me report on the current progress first.
. Vampire Survivor
The programmer is still working on it, and can already apply simple numerical values to the game.
However, this is just a preliminary application, and there are still many parts that have not been processed, and there is still a long way to go before the demo.
Then the programmer also spent a lot of time optimizing the design of the compiler, after all, this is his first time writing this thing.
I really want to finish this game as soon as possible, but I can't rush.
The programmer and I work at different paces.
Although he would take a break for a while, I couldn't keep up with his speed when he started working, and I was exhausted after he finished his part.
In order to reduce communication time, as long as he had new progress, I had to confirm it together to make sure it was a feature needed for our project.
Collaboration was not as easy as I imagined.
.The next game
Basically, I hope that each character in the next game, including normal eneimes, will have more than 2 H scenes.
Then, if you lose to a specific eneimy, you can enter the defeat ending and have special H scenes.
I just counted a few characters now, and there are already more than 20 characters, plus about 7 defeat endings.
This amount of animation may be more than Castle.
I really want to let the popular characters in the past appear again, but I may have to evaluate the amount of H animation.
Because the current amount of characters is still not enough for the next game.
But before worrying about this, I may have to arrange the order of drawing, and the Vampire Survivor.
I hope to make sure that the demo of the next game can be put on Steam first, and then slowly work on the subsequent content.
For some potentially dangerous content, use patch packages to supplement it.
There is not much that can be revealed about both games at the moment.
In order to build a better operating software and foundation than before, it will take time to polish.
I originally thought that Vampire Survivor should have a demo that can be played by now.
But in fact, there is still some distance before the demo is released.
It should be said that if it is just to make a Vampire Survivor, there must be a demo now.
But as mentioned above, our current goal is to have a better operating foundation, and the programmar has been reworked several times to optimize the compiler.
In short, we still need some time.
Thanks very much for your continued support.
Goblins



There may be more than 6 H-animations for these characters alone, including the defeat endings.
Hmm...their appearances will probably be a little later.
Artificial Spider

I really like this blasphemous design, but it's hard to imagine.
Half mermaid

Beautiful, powerful, ageless, immortal.
-------------------------------------------------------------
一年快過完一半了,每次寫進度報告就會覺得怎麼又過這麼久了。
先報告一下目前進度。
.吸血鬼倖存者
程式還在努力中,已經可以把簡單的數值應用到遊戲之內了。
不過這都還只是初步應用,還有很多部分還未處理,距離Demo還有一段距離。
然後程式也花了不少時間優化編譯器的設計,畢竟這也是他第一次寫這東西。
我是很想趕快把這款遊戲完成,但不能著急。
那位程式跟我的工作步調並不一樣。
雖然他會休息一段時間,但他一工作時那速度我完全跟不上,然後他衝刺完我也累壞了。
為了減少溝通時間,只要一但他有新進度,我就必須一同確認,確保這是我們專案需要的功能。
合作沒想像的輕鬆呢。
.下一作
基本上我是希望下一作的每個角色,包含雜魚,都有2個以上的H場景。
然後輸給特定對手可以進入戰敗結局,並有特殊H場景。
只是現在隨便算一下就已經有20幾個角色,加上7個左右的戰敗結局。
這動畫量可能已經比Castle還多了。
我是很想讓過去的人氣角色再登場,但可能得評估一下動畫量。
因為就以目前角色的量在下一作還是不太夠的。
不過在煩惱這個之前,我可能得先安排繪圖的順序,還有吸血鬼倖存者。
是希望能先確定下一作的demo能先上steam,在慢慢做之後的內容。
對於一些可能有危險的內容則用補丁包去補足。
兩款作品目前能揭露的都還不多,為了建立比之前更好的作業軟體跟基礎,還需要時間打磨。
我本來想預計,這時候吸血鬼倖存者應該已經有個demo可以玩了。
不過實際上距離demo出來還有段距離。
應該說如果只是單純要做一個吸血鬼倖存者,現在肯定有demo了。
但就如上所說,我們現在的目標是需要更好的作業基底,程式為了優化編譯器也重做了好幾次。
總之,我們還需要一段時間。
很感謝持續支持我們的各位。
哥布林



光這幾隻預計的H動畫,包含戰敗結局,可能就6個以上。
唔嗯...她們正式登場的時間應該會比較晚一點。
人造蜘蛛

真的很喜歡這種充滿褻瀆感的設計,不過不太好想呢。
半人魚

美麗、強大、不老、不死。
2025-06-15 09:16:48 +0000 UTC
View Post
Sorry, it's been a long time since I've done support rewards.
I'll do it from time to time if I have time.
These animations will be used in the next game, not in Castle.
抱歉,很久沒做贊助獎勵了。
現在如果有空,會不定時做贊助獎勵。
這些動畫都會在下一作中使用,並不是用在Castle之中喔。
2025-04-19 11:37:11 +0000 UTC
View Post
March... There is no March this year!
My programmer and I accidentally took a break in March, and now we're back in the swing of things.
Let's report on the progress so far.
.The Vampire Survivor
My programmer is still having a headache and needs more time.
According to him, the compiler I asked for this month may only be 50% complete.
He really wants to write something else, but he can't do anything else if he hasn't built a good compiler, so there's nothing he can do.
But as long as he can finish this part, the rest will be much easier.
Since he hasn't finished this part yet, there's not much I can do with this game right now, so I'm thinking about the next game.
.The Next game
Since the next game is not a 2D horizontal scroll, it means that the angle of my H animation can be more varied.
I haven't done this before, but I'll give it a try.
I'm sure I'll be able to draw as much as Castle in the next game, so I'll just draw whatever comes to mind.
It's been 10 and a half years since I started Attack it! in September 2014, so I can't believe it's been that long.
I've wanted to do a lot, but there's only so much I can do.
It's hard to keep going as hard as I did before, but I'm going to keep creating.
Thank you to everyone who continues to support me.
DLsite Game Awards 2024

I can't believe that the people of Aichi Prefecture like my game. I'm going to organize a season of thanks someday :D
Miniatures

Recently my programmers have been playing with miniatures, which are really small.
It's really small, but he's really impressed that he's able to draw so many of them.
Maybe I'll ask him to help me with the artwork when he finishes the program...
New Monster girls
RGB(X)

Ordinary Villager

Caged Monster

Do not feed by tapping

Good night.

-------------------------------------------------------------
3月...今年沒有3月!
3月我跟程式不小心沉迷了一陣子,現在已經收心了。
先報告一下目前進度。
.吸血鬼倖存者
程式還在頭疼中,還需要一段時間。
照他說法,這個月我要求的編譯器可能完成度只有50%。
看他很想寫別的東西,不過基礎沒打好就是沒辦法做別的,這沒辦法。
不過只要他能完成這部分,後面就輕鬆許多了。
由於他這部分還沒完成,這款我現在能做的也不多,所以都在想下一作的東西。
.下一作
由於下一作畫面並不是橫向卷軸,意思是我H動畫的角度可以有更多變化。
雖然我之前並沒有畫過,不過我會嘗試看看。
下一作要畫的圖肯定不會比Castle少,所以現在想到什麼就畫什麼,就醬。
從Attack it!開始,2014年9月做到現在,也過了整整10年半了,意想不到的久呢。
想做的很多,但能做的有限。
現在很難像之前那樣一直全力衝刺,不過我還是會繼續創作的。
感謝還繼續支持我的各位。
2024年DLsite遊戲獎

想不到愛知縣民喜歡我的遊戲,我改天一定要過去辦個感謝季。
微縮模型

最近程式在摸微縮模型,這東西真的很小。
才畫幾隻就能畫到這樣也滿厲害的。
等他程式做完,該請他幫我畫美術圖了。
新角構想
RGB(X)

普通的村民

籠中魔物

請勿拍打餵食

晚安

2025-04-19 11:34:29 +0000 UTC
View Post
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...
2025-02-23 08:17:50 +0000 UTC
View Post
Tomorrow is the Chinese New Year, and I shouldn’t have anything else to do after finishing my run.
As for the progress of the game, the programmer's current condition is not very good, and he is dealing with the database part, which is also very troublesome.
This part takes a little more time to process.
As for the art part, I have already dealt with most of what I can do. If I have extra time, I will draw some pictures that will be used later.
Of course, I hope to finish the Survivor game first, but this part has to wait for the progress of the programmer.
That's about it. Judging from the recent progress, I don't think it's very ideal.
But I understand the situation on the programmer's side. The weather is extremely cold this year, and he is seriously ill.
I hope he can continue working while he is in good condition.
And I will continue at my own pace.
Happy New Year to everyone!

Time to Hunt

---------------------------------------------------------
明天就是農曆新年了,該跑的行程跑完以後應該沒什麼別的事。
而遊戲進度上,目前程式狀態不太好,而他現在在處理資料庫的部分,也是很麻煩的地方。
這部分需要多一點時間來處理。
而美術的部分,我已經處理好大部分我能做的了,有多餘的時間就會畫一些之後要用的圖。
當然我是希望能先把吸血鬼倖存者這遊戲先弄好,只是這部分得等程式的進度了。
大概就這樣,以最近的進度來看,我覺得不是很理想。
但我理解程式那邊的情況,今年天氣特別冷,而他又生重病,我希望他能在狀態好的情況下在繼續作業。
而我會繼續我自己的進度的。
祝各位新年快樂!

Time to Hunt
2025-01-27 10:57:28 +0000 UTC
View Post
To sum up this year.
.Castle of Temptation
I have been busy finishing the Castle of Temptation at the beginning of this year, and it was completed and released at the end of April.
I also spent a lot of time preparing for the release of the game, but I just need to take care of it.
But for me, Castle of Temptation is not finished yet. It will be officially completed when it is released on Steam.
But I can’t use this name on steam anymore, so I plan to make a SURVIVORS-type game, and I want to put Castle’s materials into it and put it on steam.
After taking a break, I found a programmer to work with and started the production of SURVIVORS at the end of September this year. It is expected to be completed in September next year.
Item design

.G-Eight Exhibition
This is an independent game exhibition held in Taiwan at the end of November this year.
This year is the third edition and it is a very new exhibition.
In the past, independent games could only be exhibited at Anime convention or commercial game shows.
Most of the Anime convention are dominated by fandoms, and independent games get very little exposure at commercial game shows.
The G-Eight exhibition is an exhibition specifically for independent games, giving small team games an opportunity to be exposed, including games in the R18 category.
I participated in this exhibition last year, but I just went to visit it.
Last year it was already quite large, but this year there were obviously more groups participating and more people visiting than last year.
As for this year, I originally planned to just visit, but I got the opportunity to participate in the exhibition for free.
I would like to say that Castle is complete. Before this, I had not held an offline exhibition for several years.
It should be no problem to participate. It also happens to be an opportunity to hand over a packaged version of the game to people who love this game.
Many people came to communicate with me in the past three days, and I was really happy.
But I haven’t participated in activities for a long time, and it was really hard for three days in a row.
I will probably go to every subsequent G-Eight exhibition, but next time I go I will probably just visit.
But if the SURVIVORS game goes well, maybe I will still have a booth next time, but I won’t go as long as three days.
Below are some photos taken at the G-Eight exhibition. I look forward to seeing you next time!







. Plans for 2025
I want to see if I can successfully get the SURVIVORS game mentioned earlier to pass steam review before the end of May 2025.
As long as it can pass the review, it is basically certain that it can be sold on Steam. This is the most important thing in 2025.
After it is confirmed that the SURVIVORS game has passed the review, the game will be completed before the end of September.
If there is no way to pass the review, then I will directly start a new project and develop a new game.
But before that, several demo versions should be released for backers to try out.
As I mentioned before, on the one hand, this SURVIVORS game is to bring Castle back to steam, and on the other hand, it is to lay the foundation for my programmers to make games later.
So I already have a lot of ideas for the next game.
As far as my current thinking is concerned, I will make an RPG that is more like a chess game.
Players will only be able to control themselves, so the game should be as simple but deep as possible, while also taking into account pornographic expressions.
Compared with action games, the balance of difficulty in RPGs will be easier.
Anyway, I drew some pictures in my recent free time, and I will probably follow this design in the future.
However, this part depends on the situation of the SURVIVORS game. I hope to successfully complete the SURVIVORS game next year and start a new project.
Design of zako (Main Character)

Bat girl foot

Thinking that I haven't drawn a animation for a long time, I reviewed my feel.
It's a pity that Bat girl can't appear in Castle.
I will draw more when I have time later. These pictures will be used in new project.
But I will have more and more things to deal with next, and I am not sure if I will have time to just draw.
The year is coming to an end soon.
My feeling about the passage of time is really getting weaker and weaker now. I always feel like a year is over in just a short time.
However, this year is also a busy year, and I look forward to the results of next year’s planning.
I wish you all Merry Christmas and Happy New Year!
-------------------------------------------------------------
總結一下今年。
.Castle of Temptation
今年年初一直在忙著Castle of Temptation的收尾,並在4月底時完成並發售。
為了遊戲發售,也花了不少時間準備,不過有處理好就好。
不過對我來說Castle of Temptation還不算完成,讓這款上架到steam才算正式完成。
但我也沒辦法再用這個名稱上架,所以打算製作一款SURVIVORS類型的遊戲,想將Castle的素材放到裡面上架到steam。
在休息一段時間後,找到了一名程式合作,在今年9月底時開始SURVIVORS的製作,預計要在明年9月完成。
道具設計

.G-Eight展覽
這是今年11月底,在台灣辦的獨立遊戲展。
今年是第三屆,創立時間還非常新的展覽。
過去要展覽遊戲多半只能到動漫展或商業遊戲展。
在動漫展多半以同人為主,而商業遊戲展中獨立遊戲能獲得的曝光量也相當少。
而G-Eight展覽就是專門給獨立遊戲辦的展覽,給小團隊的遊戲有曝光的機會,包含R18類別的遊戲。
這個展覽去年我有參加過,不過單純去參觀而已。
去年那時的規模已經滿大的,而今年參加的團體明顯比去年更多,參觀的人數也更多了。
至於今年我本來打算也只是參觀而已,不過我有拿到免費參展的機會。
我想說Castle都完成了,在這之前我也好幾年沒辦線下展,參加一下應該沒問題,正好也是個機會將遊戲的實體版交給熱愛這款遊戲的人。
這三天有許多人來跟我交流,我真的很開心。
不過太久沒這樣做了,連續三天在那顧攤真的是有累到。
之後的G-Eight展我應該都會去,不過下次去應該只會去參觀吧。
不過要是SURVIVORS的製作順利,也許下次我還是會有攤位,只是我應該不會去三天這麼長。
下面是一些在G-Eight展拍的照片,期待下次再見!







.2025年的計畫
我想在2025年的5月底之前,看能不能成功讓先前說的SURVIVORS遊戲通過steam的審核。
只要能通過審核,基本上就是確定能在steam上販售了,這是2025年最重要的事。
在確定SURVIVORS遊戲通過審核後就會在9月底前這款遊戲完成。
如果沒辦法通過審核,那我會直接開新的專案,開發新的遊戲。
不過在那之前,應該會放幾次試玩版讓贊助者試玩看看。
而我之前有提到,這款SURVIVORS遊戲一方面要讓Castle回到steam上,另一方面則是跟我的程式打好之後制作遊戲的基礎。
所以對於下一款遊戲我已經有了許多想法。
就目前的想法,我會做一個偏向戰棋那種操作方式的RPG。
玩家會操作的只有自身一個人,盡量讓遊戲精簡但有深度,又能顧慮到色情的表現。
相較於動作遊戲來說,RPG在難度上的平衡也會比較容易一些。
總之我在最近閒暇時刻畫了一些圖,之後應該就會照這個設計走。
不過這部分還得看SURVIVORS遊戲的情況,我希望明年能順利完成SURVIVORS遊戲,並開始新的專案。
雜魚(主角)設計

蝙蝠娘足交

想到自己很久沒畫色圖了,重溫了一下自己的手感。
很遺憾蝙蝠娘沒辦法在Castle中出現。
之後有時間會再畫吧,這些圖是會用在之後的遊戲中的。
不過接下來我要處理的事會越來越多,也不確定有沒有時間畫就是了。
很快的一年又接近尾聲了。
現在對於時間流逝的感覺真的是越來越淡了,總覺得才沒過多久一年就結束了。
不過今年也是忙碌的一年,期待明年規劃的成果。
祝各位聖誕快樂,以及新年快樂!
2024-12-20 12:07:55 +0000 UTC
View Post
It's been another month or so, so I'll report on the progress so far.
I'll be attending G-Eight's exhibition at the end of November, and was planning on getting a demo version of Survivor before then.
However, as of now, I don't think we'll be able to do that.
It's not that there's no way to do it, we can make a version for the exhibition.
But it's just that this version will be discarded after the exhibition is over.
This would have delayed the original progress, which I didn't want to see, so we decided to stick to the original plan.
Although the demo will be a bit slower, it will be faster if we have a good foundation.
And I hope that this base can be used when we make new games in the future.
So I don't have any gameplay footage to show you yet.
I've been using the old Unity system to develop, and there are a lot of features that I can't implement, and I have to spend a lot of time on the programming part of the game.
So this Survivor game is kind of a base for future games, I think I mentioned this part before.
All in all, I'm very happy to have someone I can trust to work with me on the game.

I haven't been able to confirm when I will be able to release the DEMO for Survivor, but the game will continue to progress.
I'll have the game finished and on steam by next year.
I will post information about the G-Eight exhibition at the end of November on Twitter.
If you're interested, you can find me there and talk to me.
I'll also be selling a package version of Castle of temptation at the exhibition.
The otherworldly portal.

I... I see the entrance to Castle of temptation!
Pilgrimage

Sorry, there won't be the character on the far left of the picture. I don't want to go to hell yet.
Skill icon

I've been drawing skill icons lately.
Compared to drawing character pictures, drawing skill pictures is really much more difficult.
The main reason is that the skill names are relatively abstract, so the graphic design also bothers me.
--------------------------------------------------------
又過了一個多月了,報告一下目前進度。
在11月底我會參加G-Eight的線下展,原本打算在那之前弄一個試玩版的倖存者。
不過以目前進度來看,應該是沒辦法。
也不是說完全沒辦法,應該說我們是可以弄出一個展覽用版本是可以的。
只是這個版本在展覽結束後,就會被直接捨棄掉。
這個做法會延宕到原本的進度,這不是我想看到的,所以我們決定還是照原計畫製作。
雖然Demo會慢一些,但打好基底,後續製作的速度才會快。
而我希望這個基底在之後做新的遊戲時也能使用。
所以最近都還看不到什麼遊戲畫面。
之前一直用老舊的Unity系統來開發,有很多功能無法實現,程式部分也得花很多時間來處理。
所以這款倖存者算是為了之後遊戲的基礎做的作品,這部分我之前好像提過。
總之我很開心,總算有可以信賴的人來陪我做遊戲。

我還沒辦法確認何時可以發布倖存者這款遊戲的DEMO,但遊戲的進度會持續進行的。
我會讓遊戲在明年完成並上架到steam的。
11月底的G-Eight展覽的訊息我會放在推特上,有興趣的可以到那邊找我聊聊。
而這次展覽也會販售Castle of temptation的實體版。
異世界入口

我...我看到Castle of temptation的入口了!
巡禮

抱歉,不會有最左邊那個角色,我還不想下地獄
技能icon

最近都在畫技能icon這個東西,相較於畫人物圖,畫技能圖真的難很多
主要是技能名稱都比較抽象,所以在圖面設計上也令我苦惱
2024-11-05 11:32:17 +0000 UTC
View Post
Briefly, I'd like to talk about a discussion I had on Twitter around the 20th about Palworld and Nintendo, and some of my personal views on the game industry.
The following descriptions are all my personal views on the game and this matter. I do not fully understand the history of games and patent law. If I am wrong, please correct me.
Maybe this article is inconsistent with other people's ideas. If this article makes you feel uncomfortable, please ignore it.
I will not do any abuse in this article, I am simply sharing my own opinions. Of course, I do not want to see any arguments or abuse in the comments.
If my idea was really bad, I would delete the post myself.
Let’s talk about this next.
My thinking is that nowadays, when there are more and more games and more and more competition, it's impossible to make a completely unique game.
Whether it's in the art, program, gameplay, game style, or whatever, there are always shadows of other games.
That's why there are gameplay tags like “Metroidvania game” and “Soulslike”, which are games that pay homage to this style of gameplay.
As for the game style, there is no need to talk about it, mobile games are full of similar styles, and PC games are the same.
In my opinion, as long as you don't use theft to take material from other people's games or take images of other people's characters to make a game.
Then it should not be called plagiarism.
Frankly speaking, I think that my idea is morally flawed, and it's reasonable to be criticized for it, but I can't accept being abused.
Of course I don't want my game to be called a plagiarism, so I've tried my best to add my own creativity to the program, art, and gameplay, just to make my game better.
Back to the topic at hand, what I'm trying to say about the discussion on Twitter is that this is how the game industry works.
When a game becomes popular, there are many similar games to compete with it, such as the Survivor game.
Vampire Survivor became so popular that there are tons of games based on it.
Not to mention the fact that there are many games with the SURVIVOR name attached to them, but it's rare to hear people say that they are plagiarized.
However, when I mentioned Nintendo, someone took a picture of it and reposted it on ptt's c_chat, which led to a lot of abuse.
Maybe I shouldn't have mentioned it in the first place, because from my own observations on various forums in Taiwan, any mention of a game with a style or gameplay similar to Nintendo's games easily attracts a lot of bigoted discussants.
Last time, it was Genshin Impact and Zelda, this time it's Palworld and Pokémon.
Even if Palworld and Pokémon are different game genres, some people think that similar art styles are plagiarism, so there's no point in arguing about that.
And I will not go to c_chat to argue with others about this kind of thing.
When I saw that Palworld was being sued by Nintendo through patent law, I was baffled and started this thread.
That's why I started this thread. And that's what led to all this trouble.
But because of these troubles, I realized why Japanese game companies need so many patents.
Because in my previous understanding, it should be enough for a game to be protected by copyright law, so why do they need so many patents?
It was only then that I realized that Japanese game companies have a lot of trouble getting patents.
The Taiwan Patent Law explicitly states that “Pure intellectual rules such as game rules or methods do not make use of natural laws and do not meet the definition of invention; however, if they contain parts that do not make use of natural laws, they may still qualify as inventions.”
The hardware is the machine or accessories, and the software is the game mechanism, perspective switching and other technologies.
However, the visual appearance of some graphical interfaces and menu operations can be applied for patents.
The gaming industry in Taiwan alone has not applied for many patents in this area, so it may not be of much reference value.
But on the basis of patent law, it should not be too far from Japan.
There are many Japanese game companies that have put a lot of effort in this area, and the famous one is Konami's patent application for viewpoint scene transparency called 視訊遊戲裝置(ビデオゲーム (Video Game)).
Whenever there is an occlusion between the player's viewpoint and the game character, the occlusion will be treated as a transparent mechanism.
This led to many Japanese 3D games being stuck with this patent and having to use other strange ways to represent the player's screen.
It sounds idiotic, but this is an example of what actually happened, and it wasn't until the patent law expired in 2016 that other Japanese 3D games were able to use this technology.
The patent law was originally intended to be mutually beneficial, but Konami's hijacking of the patent and unwillingness to share it with other game teams is a terrible example.
Japanese game companies have set up numerous patents to protect their game mechanics.
Because patent is not only a shield to protect the game, but also a sword to attack the opponent.
However, I think software is evolving so fast that 20 years of patent protection is too long.
But that's what the law guarantees, so that's how it is.
Back to the issue of Nintendo and Palworld, let's not talk about what patents Nintendo used to sue Palworld.
After all, Nintendo owns countless patents.
For example, Nintendo has applied for 32 patents for the recent Legend of Zelda: Tears of the Kingdom.
But it's not a question of how many patents Nintendo gets for a game.
The problem is, I've “heard”.
The reason Nintendo has so many game patents is to protect the game industry from being infringed upon by other game companies.
And Nintendo doesn't intentionally sue game companies for using their patents.
Otherwise, more than half of the Japanese games would have infringed on their patents.
As for Nintendo's patent lawsuits, the only famous one I know of is the White Cat Project case.
Because White Cat Project applied for patents, but those patents were already applied by Nintendo, so Nintendo had to file a lawsuit against them.
But in the case of Palworld, if the Palworld didn't patent it like the White Cat Project, then Nintendo took the initiative to file a patent lawsuit, which is different from what I've “heard”.
In my opinion, this is a very serious matter, because this action is already against what they said.
Personally, I'm very simple: if the game is good and doesn't infringe on copyright, I'll support it.
I'm not interested in management games, but Palworld is the first management game I've ever played, and I've had a lot of fun with it.
I can't understand being sued for something like a patent.
I've played several generations of Pokémon, and I love the design of Pokémon.
However, it's a pity that the game framework of Pokémon, which has been an IP for such a long time, hasn't been able to make a bigger breakthrough.
Unexpectedly, Palworld fulfills my needs in this area.
Lastly, I may have been too biased in my opinion of Pokémon, which led to my twitter being reposted on ptt and criticized.
We still don't know what patent Nintendo is suing Palworld for, so I won't talk about that part anymore.
That's about it, thanks for your patience in reading this whole article.
I'll still be working on my games.
----------------------------------------------------------------------------------------------------
簡單的說,我想說一下我20號左右在推特上討論關於帕魯跟任天堂的事情,以及後續一些我個人對於遊戲業的看法。
以下敘述都是我個人對於遊戲以及這件事的看法,我對遊戲史以及專利法並沒有到非常理解,有錯誤的地方歡迎糾正。
也許這篇文有與他人理念不合的地方,如果這篇文讓你感到不適也請無視。
這篇文我不會做任何謾罵,單純是分享自己的看法,當然我也不希望在留言看到任何爭執或謾罵。
如果我的想法真的很糟,那我會自己把這篇文章刪掉。
接下來就說關於這個事情了。
我的想法是,在遊戲只會越來越多、越來越競爭的現在,你想做出一款完全獨特的遊戲,是不可能的。
不管在美術程式遊戲玩法還是遊戲風格什麼的,都一定有其他遊戲的影子。
所以遊戲玩法才會有類銀河惡魔城、類魂遊戲這樣的遊戲Tag,就是致敬這種玩法所做的遊戲。
至於遊戲風格更不用說了,手機遊戲角色風格差不多的比比皆是,PC遊戲也是一樣的。
在我認為,不是拿別人遊戲的素材、拿別人角色的形象,用竊盜的行為去做遊戲。
那就不應該被稱為抄襲。
這種說法,老實說我自己也覺得自己的想法是有道德上的瑕疵,這樣的說法被批評也是合情合理,但被謾罵我不能接受。
而我自己當然也不希望我所做的遊戲被稱為抄襲,所以在程式美術遊戲玩法上我也是絞盡腦汁添加了自己的創意,就是為了讓自己的遊戲更好。
回歸正題,對於推特上的討論,其實我更想表達的是,遊戲業就是這樣的。
一款遊戲熱門之後,自然就有許多相似的遊戲來與你競爭,例如倖存者類型的遊戲就是這樣。
吸血鬼倖存者爆紅了之後,以他為基底的已經多到不勝枚舉。
更別說多數遊戲也直接掛著倖存者的名字,但卻鮮少聽到有人說這些遊戲是抄襲的情況。
然而在我提到任天堂的事情時,就被有心人士截圖並轉貼到ptt的c_chat上,然後引來一堆謾罵。
或許我一開始就不應該提到這種事,因為就我自己在台灣各大論壇的觀察中發現,只要提到遊戲的風格或玩法類似任天堂的遊戲,就很容易引來許多偏激的討論者。
上一次就原神跟薩爾達,這次就帕魯跟寶可夢。
就算帕魯跟寶可夢根本是不同的遊戲類型,但有些人認為美術風格類似就是抄襲,這部分就沒什麼好爭論的。
而我也不會去c_chat去別人爭論這種事情。
看到帕魯被任天堂透過專利法去告這件事,我是覺得莫名其妙,才開啟了這個話題。
結果就引來了這些麻煩。
不過也因為這些麻煩,我才去了解日本遊戲公司為何要弄這麼多專利。
因為在我之前的認知中,一款遊戲有著作權法保護應該就很夠了,那為何還需要這麼多專利保護呢?
才知道日本遊戲公司在弄專利這方面可說是腥風血雨。
在台灣專利法的明文寫著"單純之遊戲規則或方法等智力規則,非利用自然法則,不符合發明之定義;但若含有非利用自然法則之部分,仍可能具有發明之適格。"
硬體就是機台或配件、軟體則是遊戲機制、視角切換等技術。
不過一些圖形化介面跟選單操作什麼的視覺外觀,都可以申請成專利。
只在台灣的遊戲業在這方面申請專利的數量並不多,也許沒什麼參考價值。
但在專利法的基礎上應該與日本差不了太遠。
日本遊戲公司眾多,在這方面就下了很多功夫,而著名的就是Konami申請的"視角場景透明化"專利。
只要玩家視角與遊戲角色出現遮蔽物時,遮蔽物就會被處理成透明的機制設定。
這也導致當時許多日本製的3D遊戲因為被這個專利卡著,不得以只能用其他奇怪的方式去表現玩家所在的畫面。
聽起來很白痴,但這是實際發生的例子,直到2016年專利法過期,日本其他的3D遊戲才能使用這個技術。
專利法起初的目的是互利共榮,然而Konami霸佔這個專利,不願與其他遊戲團隊分享這個專利,是個很糟糕的例子。
日本在遊戲機制上設立了無數的專利保護。
因為專利不但是可以保護自己的盾,同時也是攻擊對手的劍。
只是我覺得在軟體上的演變日新月異,給予20年專利保護實在是太久了。
但法律就是這樣保障的,所以就是這個樣子。
回到寶可夢跟帕魯的問題,先不說任天堂到底用了什麼專利去告帕魯。
畢竟任天堂擁有的專利,數也數不清。
例如近期的〈薩爾達傳說:王國之淚〉,任天堂就為它申請了32項專利。
不過任天堂為一款遊戲弄多少專利這不是問題。
問題在於,我"聽說",
任天堂弄這麼多遊戲專利是為了保護遊戲產業不被其他遊戲公司侵害所以才弄這麼多專利。
而任天堂也不會刻意對於使用他們專利的遊戲團體提告。
不然真要提告,有一半以上的日本遊戲都侵犯了他們的專利了。
而關於任天堂關於專利的訴訟,我知道比較有名的只有白貓project的事件。
因為白貓project去申請專利,但那些專利早已被任天堂申請,所以任天堂必須對他們提告。
但帕魯這件事,如果帕魯方並沒有像白貓project那樣弄專利,那就是任天堂主動提出專利訴訟,這就與我"聽說"的並不同了。
在我眼中,這是很嚴重的事情,因為這個動作已經違背他們那句話了。
我個人很簡單,遊戲做的好、不侵犯著作權,我就會支持。
我對於要蓋房子那種建造類遊戲是沒興趣的,但帕魯是我第一款去碰的,也真的玩的很開心。
對於專利這種事被告,就很不能理解。
寶可夢我也玩過好幾代,對於寶可夢的設計我也是滿喜歡的。
但一個大IP做了這麼久,遊戲框架卻沒辦法做更大的突破,就覺得滿可惜的。
結果意外的,帕魯滿足了我對這方面的需求。
最後,可能是我對寶可夢的看法過於偏激了,才導致我的留言被轉貼到ptt上批評。
到現在也還不知道任天堂告帕魯侵犯什麼專利,所以這部分我也不會在談了。
大概就是這樣,很感謝你們耐心看完我整篇文章。
我依然會致力於我的遊戲創作的。
2024-09-27 00:35:08 +0000 UTC
View Post
Another two months passed quickly.
Uh, my goodness, time really does go by fast.
Three months left and the year will be over.
A quick note about the progress of the Survivor game.
Ø
No, because the programmers and I are still working on our own parts and haven't integrated them yet.
So we don't have any gameplay footage to show yet.
But I've been working on the UI, character, and icon design.
Although I'll be using Castle's material for the H-scene, there's still a lot of other things I need to prepare.
I'd like to get to the game production stage soon, but the programmers still need some time to prepare.
So what I can do now is to take this time to get all the art materials I need.
Otherwise, my time will be very limited when I'm working on the game later.
Especially for the communication part, it takes a lot of time.
As for whether or not I can finish the demo with a complete experience before the G8 offline exhibition at the end of November, it seems difficult.
But I hope we can at least finish the basic system, otherwise the progress will be too slow.
The progress is generally like this, then on some pictures and publicity
Castle of temptation package
Castle of temptation is available in package!


Website
https://istudio.jp/info.php?type=items&id=I0004188
This is a physical DVD released by the Japanese company STUDIO, and the game is the current version 1.12, which is a product of my collaboration with their company.
I wanted to make a package version because I wanted to commemorate the completion of Castle of temptation.
The packaging and printing are all done by them.
I think their design is really good and I'm glad to work with them.
As for purchasing, I'm not sure if they take orders from overseas.
So if you want the package version, you may have to ask them.
I will be bringing some packaged versions to the G8 offline exhibition at the end of November.
If you're interested you can buy them from me, but I don't have a lot of them, so I'm sorry if they're sold out.
Enemies



As much as I'd like to have all the enemies in Survivor game as H-scene characters,
However, I realized that there were still too few enemy types.
So I drew some enemies without H-scenes to increase the variety of enemies.
As for an enemy with tits, maybe I'll add an H-scene for her... Right?
I'd also like to grab some Attack it! characters to be the enemies here, so I'm guessing there will be Slime, Harpy, Lamia, and Dryad.
I'll be using new dialogue for all the H-scenes in Survivor.
Whether or not I'll add new H-scenes later on is up to steam, as long as they accept my game there's a chance.
Store Background

This image was actually made with the help of AI technology.
I simply drew the composition and then used AI to calculate the details for me, then pixelated and corrected it.


But to be honest, it wasn't much easier. I've given it dozens of sketches and it's still only able to do this much.
Maybe I'm not good enough with this part, I don't know how to make it more accurate.
In the end, I took a lot of time to fix it.
Twin Guns

The first weapon I'm going to make, as a demon hunter, he needs to hold this kind of thing to be cool.
That's about it for the pictures, I've done a lot of UI and ICON stuff, but I don't think there's anything special about it so I won't post it.
And what can I say lately, I'm not in a good mood.
Because I talked about other games and said some thoughts about myself on Twitter, but someone post it to other places with malevolent, causing me to receive a lot of abuse.
This makes me angry.
I'll do what's necessary for this matter, that's all.
----------------------------------------------
很快的又過了兩個月。
呃,我的天啊,時間真的是過有夠快的。
剩下三個月,今年就結束了。
先提一下關於倖存者的遊戲進度。
Ø。
不是啦,因為我這邊跟程式都還在處理各自的部分,尚未整合。
所以目前還沒有任何可以展示的遊戲畫面。
不過進度上我是一直在做準備,就UI、角色、icon的設計等。
雖然這次H場景會先沿用Castle的素材,但其他要準備的還是很多。
我也是很想趕快進行到遊戲製作的階段,不過程式還需要一段時間準備。
所以我現在能做的,就是趁這段時間把需要的美術素材都補齊。
不然在之後進行遊戲制作時,我的時間會被壓縮到很有限。
尤其是溝通部分,非常很需要時間。
至於在11月底的G8線下展之前能不能完成有完整體驗的demo,看起來是有困難。
但我希望至少能完成基礎的系統,不然這樣進度真的太慢了。
進度大致上是這樣,接下來就一些圖跟宣傳
Castle of temptation實體版


Castle of temptation要發布實體版囉!
網址
https://istudio.jp/info.php?type=items&id=I0004188
這是由日本公司STUDIO發行的實體DVD,遊戲內容為目前的1.12版本,是我跟他們公司合作的產品。
會想弄實體版,主要是我想紀念Castle of temptation的完成。
而產品包裝以及印刷等都是由他們負責的。
我覺得他們的設計真的很不錯,很慶幸能跟他們合作。
至於購買方面,我並不清楚他們有沒有接海外的訂單,所以這點可能得去問他們了。
不過在11月底的G8線下展,我會帶一些實體版本過去。
有興趣的可以來G8線下展找我購買,不過我帶的數量並不多,如果沒有就真的很抱歉了。
敵人



雖然我是很想讓倖存者遊戲中登場的所有敵人都是有H場景的角色,只是整理下來發現種類還是太少了。
就畫了一些雜魚增加敵人種類。
至於某個有畫奶子的雜魚,也許我會替她加H場景...吧?
而我也想抓一些Attack it!的角色來當這裡的敵人,預計應該會有史萊姆、哈比、蛇女、樹精吧。
倖存者中所有的H場景我都會使用新的台詞。
而後面會不會再追加新的H場景,這就得看steam臉色了,只要能上都有機會。
商店背景

這張圖其實是有用AI的技術做輔助的。
我簡單畫了構圖後用AI幫我算一次細節,然後在像素化並修正才完成的。


不過老實說也沒輕鬆多少,我已經給了草圖讓他算了幾十張,還是只能做到這種程度而已。
也許是我不對這部分還不夠熟練吧,不清楚到底怎弄才能讓它更準確。
結果還是花了不少時間去修正才完成。
雙槍


第一把要做的武器,做為一個驅魔獵人,就是要拿這種東西才帥氣。
圖的部分大致上就這樣,是還弄了不少UI、ICON相關的東西,不過我覺得沒什麼特別的就不貼上來了。
而最近怎麼說呢,心情並不好。
因為我在推特上談論其他遊戲,說些關於自己的想法,卻被有心人士轉貼到其他地方,害我收到許多謾罵。
這點讓我很生氣。
對於這件事我會做必要的處理,就這樣。
2024-09-25 12:37:37 +0000 UTC
View Post
It's been a while, so I'm taking a short break.
I'm going to start off with some important news: I'm going to be participating in the G-EIGHT offline game show at the end of November.
That means I'll have to make a new game that's playable before then.
I didn't expect to participate in this event at first, but since I'm going to participate, I'll try my best to finish a playable demo version before then.
The type of game I'm going to make is a H version of Vampire Survivor.
The H-scene will be Castle's H-scene, which I've mentioned before.
As for whether or not I'll be adding new enemies or H-scenes, that's up to steam, and if this game is still rejected by steam, I'll be dropping the project and starting a new game.
After all, this game is to bring Castle back to steam.
Anyway, I'll have a demo up by the end of November for you guys to try out.
About the progress of the new game.
Although we have to finish a demo by the end of November, we don't want that demo to be a one-off just for the G-EIGHT.
So the programmer is planning to write a compiler for me to use, which will allow me to do RPGmaker-like operations on Unity, as well as subsequent development.
Once this is taken care of, I'll be able to use this system for not only Vampire Survivor, but also 2D planar RPGs and ARPGs.
That's why I asked about these two game types in my last survey.
However, the system is still in its early stages, and the programmers will probably not have time to continue development until early September.
I'll have to get the artwork, UI, and H-scenes done as much as possible in the meantime, which is a big job.
All in all, it's still very early days, and there are still a lot of general things we need time to discuss and iron out.
I've been working on this for a while now, and I'm hoping to finish Survivor in less than a year.
I've been spending a lot of time putting together a proposal so that the programme know exactly what he needs to do with the game and what he needs to do with it.
I hadn't done this kind of planning before, but it's something that even a one-man developer would have to do, but I just left it out.
I hope this game goes well, and I'd like to find a programmer who can work with me on a long-term basis, because I'm really inefficient at writing programs.
I've written a lot of the rest of the stuff on twitter, so I won't talk about it here.
I'm not sure when the next update will be, but I'll post any important news as it comes in.
I've put some pictures of the new game on twitter, so I'll organize them and put them here.
New game of H-scene

Because the main character is no longer the same dude, so I had to do some modifications.
I realized that the male characters are smaller in size compared to the female characters, so I had to spend some time to fix this part.
In addition, the lewd language will also be shown in the new game, the dialogue has been modified to fit the new game's setting.
However, the new game has nothing to do with Castle's worldview, so it's best to look at it as a parallel world.
Main Character Design


... He's been walking in the wrong room.
Maybe killing vampires or undead creatures would be better for him.
Cowgirl

She is still full of energy today!
Motion Test
I put it at Attachments.
Early test movie, cute.
Some of my recent drawings
Hoo-

Cholate

I'm kind of sorry about her, she should have been in the player's face as often as Isis and Yi.
However, due to a variety of factors such as her characterization, she has become an easter egg character.
The Attack it! dolls and Castle's doll house boss are based on her.
Godman

Miquella, Lord of Frenzied Flame (x
A process image of the character I drew earlier

-------------------------------------------------------
一段時間沒見了,短暫的休息了一下。
先說個比較重要的消息,就是在11月底的時候,我會參加G-EIGHT電玩遊戲的線下展。
意思是在那之前我就得搞出一個可以玩的新遊戲。
當初並沒有預期要參加這個活動,不過既然要參展了,我會盡力在那時間之前至少完成一個demo版試玩。
遊戲類型我是要做一個色色版的吸血鬼倖存者。
而H場景則是用Castle的H場景為主,這件事我之前都有提過了。
至於之後會不會在增加新的敵人或H場景什麼的,這得看steam臉色了,沒辦法上架我會馬上放棄這個專案另外開新遊戲。
畢竟這款遊戲就是要讓Castle回歸steam為主的遊戲。
總之我會在11月底之前弄出一個demo給各位試玩。
關於新遊戲的進度。
雖然11月底要完成一個demo,但我們不希望那個demo只為了展覽而做成一次性的。
所以程式是打算寫一套編譯器給我使用,就可以讓我在Unity上進行類似RPGmaker的操作,以及之後的開發。
一旦這個處理好,不光是吸血鬼倖存者,2D平面的RPG、ARPG我都可以套用此系統。
這也是為什麼我在上一次的問卷調查會詢問這兩種遊戲類型的遊戲。
不過這項系統還在初期階段,而程式可能要在9月初才會有時間繼續開發。
而我必須把美術素材、UI以及H場景等等在這段期間盡可能完成,也是一項大工程。
總之現在還在很早期的階段,還有許多大方向的東西我們需要時間討論與磨合。
這段時間大概就是在忙這些事,我是希望能在一年之內完成這款倖存者。
為此我也花了不少時間在整理企劃書上,讓程式更明確知道這款遊戲需要完成的功能以及項目。
之前並沒有做過這麼完整的規劃,不過其實這就算是一人開發也得做,只是我都省略掉了。
希望這款遊戲能順利進行,我也想找一個能長期配合的程式,因為我寫程式的效率真的很低。
剩下許多雜事我都寫在推特上,就不在這說了。
下次更新會是甚麼時候,我也不確定,總之有什麼重要的消息我都會整理好貼上來。
在推特上放了一些新遊戲相關的圖,我順便整理好放在這裡。
新遊戲的H場景

因為男主角已經不在是那個阿呆,所以得做一些修改。
而修改的時候才發現,男角的身形相較於女角都偏瘦小,所以這部分我得花一些時間來修正。
另外淫語的表現在新遊戲中也會有,而台詞也因應新遊戲的設定做修改。
不過新遊戲與本篇的世界觀無關,所以這款當平行世界來看就好。
男角設定


...一整個就走錯棚的感覺。
也許去殺殺吸血鬼還是什麼不死生物比較適合他。
牛娘

今天依然活力滿滿!
動作測試
我放在附加檔案的地方。
早期的測試影片,還滿可愛的。
最近畫了一些有的沒的圖
呼-

裘拉特

有點對不起她,她應該要跟艾希絲和儀一樣常出現在玩家面前。
但因為她個性上不好發揮等種種因素,她變成類似彩蛋的角色。
Attack it!的玩偶跟Castle人偶館的boss都是以她為基礎。
神人

顛火米凱拉(x
之前畫的角色的過程圖

2024-07-30 13:10:06 +0000 UTC
View Post
First of all, I would like to thank you for all encouraging comments.
I didn't see it until I posted voting result , and I really appreciate it.
I'll try my best to do in my future works.
There were a lot of questions in the story Q&A, so I've roughly organized a few of them to answer.
Before the plot-related questions, let me first explain a very important but unspoken setting in the game.
In my game, the most commonly mentioned forces are humans and fiends.
However, there is a third force in the game, and you've seen it all along.
That's the “Witch”.
Yes, they are a separate force from the humans and the fiends.
In B.P. (before peace) and A.P. (after peace), they don't take any side, they are neutral on the surface.
As for who is in the Witch camp in the game... I don't think I need to tell.
Then I sorry that I'm not noticing a big problem in the English translation.
The translation of Castle's fiends and devils is not the same as Attack it!, which called devils and demons.
In Attack it!, The little devil king is a devil, the imp is a demon.
And Yezter is a demon, too.
For the plot Q&A, I will first focus on the translation in Castle.
I apologize for this part, I will pay attention to this part in future games and focus on the name translation of Attack it!.
So let's get started with the story Q&A, and I'll try to use in-game content to lead to possible answers.
Q1. Who is the man with brown hair? Is he a ghost?
The brown-haired man appears in almost every stage in Castle, and players can interact with him.
So I don't think he's a ghost.
In the last two endings he appears, behind the scene where he appears, there is a document for historians and one for heroes.
From this, it seems that he may have both identities.
From the stories of the heroes, we can see that the heroes are people with great power.
That's why after the heroes appeared, humans was able to fight against the fiends.
A brown-haired person might have that kind of power.
Q2. What is the difference and definition between fiends and devils?
Fiends are a large category. and the most obvious characteristic of the fiends is the pair of unique horns on their heads.
The Devil is a branch of the Fiend Clan, characterized by its purple skin and yellow eyes.
The devils currently appearing in the game are Attack it!'s Imp and Castle's Yester.
The succubus is also a branch of the Fiend Clan.
In addition, at Castle's point in time, there were very few purebred devils left.
However, the Devils race is a race that emphasizes on bloodline purity, so after the battle of A.P., the Devil has become very rare and hard to revive.
Q3. Is Nui the Mother?
No, it is not.
No. Nui, Mother, and Yezter are all different characters.
Incidentally, Mother does not have a name, it should be said that her name has been lost.
The priest didn't give her a name because he was afraid that he might accidentally tell the truth.
Q4. What is the current situation in the Castle?
The castle is currently sealed and monitored by humans, fiends, and witches to prevent the spread of Nui's contamination.
To quote a mascot, the castle can't be sealed until the Holy relic fragments are collected.
Inside the castle, everyone, everything and anything is stuck in a strange dimension due to the broken Holy relic and Nui's contamination.
So not everyone who escaped the castle went through the same process.
There are many who have no chance of escaping at all.
The facilities designed to test the adventurers also become obstacles.
In order to make the collection of the Holy relic fragments faster, the fiends have set up a safe zone in certain parts of the castle to help more clones escape.
The safe zones are currently run by the little blonde succubus who takes care of the players the most.
Q5. Whose side are the monster girls of the Castle on? Why are they still in the castle?
Monster girls who stayed in the Castle at the beginning left before the castle was sealed.
Why are there still monster girls in the castle? Well, the lab isn't just for human cloning.
Yezter kept the castle in a seemingly normal state in order to allow the clones to absorb more energy from the Holy relic shards.
And then, eventually, to turn them into her dependents.
Q6. Is it a lie that the guide said that the test was not life-threatening?
No, but after missing persons and false reports began to appear in the Castle, the castle was placed under lockdown for investigation.
That's when they realized that Yezter was doing secret research.
Until then, Yezter had handled it so well that she had dragged herself to the point where she had enough power to fight against the Devil King's army.
Q7. Why didn't they stop Yezter in the first place?
As Q6 answer, it was too late.
Q8. What does the Holy relic fragments look like? Does the main character have one?
The concept of the Holy relic Fragment is more like an intangible energy.
It can only be touched by humans who have the bloodline of a hero.
In Castle, there is only one kind of item that you can't see when you pick it up.
Q9. How many people succeeded in leaving the castle? And how many failed to leave the castle?
Although Isis says that there are many people like you who leave the castle.
Proportionally, the number of people who succeed in leaving the castle should be very small compared to the number of people who fail to leave the castle.
Q10. What will the people who left do next? Will the main character appear again?
If there are no surprises, the first priority should be to seal the Castle.
As for the main character, in my setting, he represents the player, has no name, and is not a special being, so he won't appear again.
Q11. Did the Mother really die? And who left the note that her remains could not be found?
Let's just say... There are all sorts of possibilities here. It could have been Yezter who dug up the Mother's tomb, but it could have been someone else.
The tomb of the Mother was empty, so she could have died and not been buried, or she could have been taken away by someone else.
Or maybe she never died in the first place.
Q12. There is a Holy Mother Tomb at the top of the tower in Castle, why was it built in A.P.86?
Someone mentioned it and I realized that I wrote down the year wrongly.
The year of this tomb should be A.P.96.
I am really sorry that I did not realize the mistake until now.
This tomb was erected after some believers heard that someone had seen the mother inside.
As you can see from the flowers next to the tomb, followers of the Mother have been coming and going here.
The place where Isis is located is at the edge of the seal, which is a safe place.
In fact, at the beginning, no matter if it were humans, fiends or witches, they all objected to building a tomb here.
However, the Mother's followers were so powerful that they finally made a compromise.
And now, only a very small number of believers are allowed to visit this place.
Q13. In the Forbidden Laboratory, the robot that the player encounters at the beginning reports what seems to be the correct time for the outside world. So why can it report the correct time in the castle where the space is disorganized?
The player can actually see the current situation in the portal area, where there are no robots.
But why would the player see a brightly lit portal area?
Someone is causing trouble here.
Q14. Why is the image of Mother a moth?
It is a symbol of pollution.
Whether or not what the player sees in Castle is the real Mother is another matter.
Q15.In the game, you can see various failure scenes, is it true that the “main character” in these scenes will die?
Based on the above settings, I think so.
Q16. Why don't all the men in the castle communicate with each other?
Most of the men wandering around in there are already lost and don't even know their own situation.
It's like the player who goes in at the beginning, thinking he's really going to take the quiz.
Or maybe they think they are just a passerby who wants to have fun.
Q17. Who is Big CHO in the Doll house?
That's a doll made by a certain witch, and a similar doll appeared in Attack it!
Q18. Where did the Little Devil king go?
For the sake of world peace, he has gone to some faraway place...
Normally, he wouldn't stay in this place. Now his status is not as leisurely as before.
When the castle is officially sealed, he should be there, but this matter will not be seen by players in Castle of temptation.
Q19. Can you tell me Molij's measurements?
You can ask if you want to get your balls crushed by her.
I'll leave Molij's story for later. Just like the story about B.P., there are a lot of settings that haven't been written into the game yet.
Please wait for my future work to add more.
Molij is an important character, she will appear again.
Q20.Can you tell me about the background of Isis?
She is the most talented witch in the history of witches!
She broke many records in the history of witches!
The first witch who couldn't make a single potion!
The first witch who couldn't learn a single magic book!
The first witch who couldn't even use a broom!
The first witch whose grades at the Witch Academy are all zeros!
------------------------------------------------------
These are the Q&A about the game's story.
I apologize for any unanswered questions, but maybe players can get answers in future games.
In the Q&A about the game's story, I also received some questions about the game's production and other types of questions.
I'll answer them here.
Q1. Will there be a role of “futanari” in the future?
Although I don't hate it, it won't appear in my game.
Q2. Will you make a horror reverse rape game?
I'll be making games with a spooky atmosphere, but I don't think they'll be really scary.
There are some games where the whole screen is dark, and I don't like that.
Q3. Have you considered remaking previous games?
I won't consider remaking a game once it's finished, and I probably won't make the same type of game again.
I would like to try to make more new games.
Q4. Will Attack it!'s characters appear again?
Yes, there is a chance that they will appear again.
However, due to time constraints, only a few of Castle's characters have returned.
Similarly, Castle's characters will probably appear in future games.
Q5. What is my favorite part of Castle of temptation?
If I had to compare, it would be the Doll house.
I think dolls, a product made purely for sexual fulfillment, are really erotic.
However, Succubus, which are also fantasy creatures created for sexual fulfillment, are also very erotic.
Q6. Will you release information about the appearance of enemies in Castle of temptation?
Most of my character designs are just drafts, and the drafts may not be the same as what they actually look like in the game.
Some characters don't even have settings, so I think it's more accurate to look at the character's in-game appearance.
Q7. What do you think are the key points in characterization that can make a character more appealing?
Characterization is not only about appearance, but also about backstory, experience, worldview, personality, etc. All of these things can make a character more solid.
I spend a lot of time on these settings to make the characters in Castle more appealing.
Q8. Will there be any non-monster girl type female enemies?
Yes, there will be.
Q9. Will there be scenes where the player is directly drained?
This may involve the depiction of death, not impossible, it depends on the situation.
Q10.Will there be a game with a futuristic graphic style?
With the current worldview, it's going to be a long, long time before we get to that era.
I haven't thought about that yet.
I like the style of futuristic technology, so I think there is a chance.
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That's it for this Q&A, thanks for your participation.
I'm going to take some time off, it's been 5 years since I finished my last project and time really flies.
Maybe it's time to spend more time on organizing my life.
But I'm still very concerned about Castle of temptation not being available on steam, depending on how quickly the program works with me.
Even if it doesn't, I'll have to spend some time with the new version of Unity.
I'm currently on version 5.3 of Unity, which is 8 years old, so it's time for an update.
That's about it. If you're interested in what I'm up to, you can follow me on Twitter.
I'll also post anything important here.
Thanks again for all your help!
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首先,我很感謝所有勉勵的留言。
在人氣投票結束後過了一段時間後我才看到,真的很感謝你們。
之後的作品我也會盡力的。
而這次劇情Q&A有不少人提問,我大致上整理出幾個問題來回答。
在劇情相關的問題之前,我先解釋一下,遊戲中一個很重要卻沒明說的設定。
在我的遊戲中,最常提到的勢力是人類跟魔族。
然而遊戲中是有第三勢力的,而且其實你們一直都有看到那個勢力的人。
那就是"魔女"。
是的,她們是獨立於人類跟魔族以外的勢力。
在B.P.(和平前)或是A.P.(和平後),她們並不站在任何一方,在表面上是屬於中立的族群。
至於在遊戲中哪些人是魔女陣營的呢...這我應該不用多說了吧。
那麼就開始進行劇情Q&A吧,我會盡量用遊戲中的內容引導出可能的答案。
Q1.棕頭髮的人是誰?是幽靈嗎?
棕頭髮在Castle裡,幾乎每個關卡都有出現,而且玩家是可以跟他互動的。
所以要說他是幽靈嗎,我覺得應該不是。
而在最後2種結局他都有出現,在他出現的場所後面,一個是放歷史學家的文件、一個是放英雄們的事蹟。
從這些來看,他可能擁有這兩種身分。
而就英雄們的事蹟來看,英雄是擁有強大的力量的人。
所以在英雄出現之後,人類才有辦法與魔族抗衡。
棕頭髮的人或許擁有那種力量。
Q2.魔族跟惡魔的差別跟定義?
魔族是一種大類別,魔族最明顯的特徵是相較於人類,魔族頭上都有對獨特的角。
而惡魔族則是魔族下的分支,惡魔族的特徵就是紫皮膚加上那對黃色的眼睛。
目前在遊戲中出現的惡魔為Attack it!的小惡魔,跟Castle的依瑟爾。
另外像魅魔也是魔族下的分支。
另外,在Castle的時間點,其實已經很少純種的魔族了。
惡魔族是相當講求血統純正的種族,在A.P.那場惡魔族的戰役之後,惡魔族就變得相當稀少,而且難以復興。
Q3.奴一是不是聖母?
不是。
奴一、聖母、依瑟爾都是不同的人物。
順帶一提,聖母並沒有名稱,應該說名稱遺失了。
而神父也並沒有為聖母取名,深怕自己不小心將這件事說出口。
Q4.誘惑之城現在的情況是怎麼樣?
目前被封鎖中,並由人類、魔族以及魔女監視情況,以防奴一的汙染擴散。
引述某個吉祥物所說的,必須等聖器碎片收集完成才能封印。
而城堡裡面因為破碎的聖器以及奴一的汙染,所有人、事、物都被卡在詭異的維度。
所以並不是所有脫離城堡的人都經歷相同的過程。
也有許多人根本沒有逃離的機會。
而設計來考驗冒險者的設施也成了阻礙。
為了讓聖器碎片收集速度更快,魔族在城裡某些地方設立了安全區,來幫助更多克隆人逃離。
而那個安全區目前由最照顧玩家的金髮小魅魔管理。
Q5.誘惑之城的魔物娘是站在哪種立場?為何她們還待在城裡?
一開始待在誘惑之城的魔物娘在城堡封鎖前都離開了。
至於為何城堡還有魔物娘?其實實驗室並不是只能克隆人類。
依瑟爾讓城內維持著似乎還是正常的情況,是為了讓克隆體吸收更多聖器碎片的能量。
然後在最後讓他們變成她的養份。
Q6.一開始的導覽員說,這個測驗並沒有生命危險,是謊言嗎?
並不是,但在誘惑之城開始出現失蹤者以及錯誤報告後,就被封鎖調查了。
也在那時候才知道依瑟爾在搞秘密研究。
在這之前,依瑟爾處理的很好,以至於她拖到擁有足以反抗魔王軍的力量。
Q7.為何沒在一開始阻止依瑟爾?
為時已晚。
Q8.請問聖器碎片長什麼樣子?主角身上有嗎?
聖器碎片的概念,比較像是一種無形的能量。
這個東西只有擁有勇者血脈的人類才碰的到。
而在Castle中,只有一種道具你拿起來卻看不到。
Q9.有多少人成功離開城堡?又有多少人失敗無法離開城堡?
雖然艾希絲說有很多像你一樣離開城堡的人,但以比例來說,與無法離開城堡的人相比,成功離開的人應該是非常少。
Q10.離開後的人他們接下來會做什麼?主角之後還會再登場嗎?
如果沒意外,最優先的事應該就是將誘惑之城徹底封印。
至於主角,在我的設定中他代表的是玩家,並沒有名稱,也不是特殊的存在,之後是不會再登場的。
Q11.聖母真的逝世了嗎?然後是誰留下了一段找不到遺骸的字條?
只能說...這裡包含了各種可能性,去挖聖母墳墓的可能是依瑟爾,但也可能是其他人。
而聖母墳墓內是空的,可能是聖母死後沒下葬,也可能是被其他人帶走。
又或者一開始她根本沒死去。
Q12.在Castle的塔頂有一個聖母紀念碑,為何是在A.P.86年所建?
有人提到我才發現,這個年份是我寫錯了。
這個聖母紀念碑的年份應該是在A.P.96年。
真的很抱歉,到現在才發現出了差錯。
這個紀念碑是在部分信徒聽到有人在裡面看到母親後在這建立的。
從紀念碑旁邊的鮮花可以得知,聖母的信徒是有在這裡進出的。
艾希絲所在的地方在封印的邊緣,算是安全的地方。
其實一開始不管是人類、魔族還是魔女都反對在這裡建立紀念碑。
然而聖母信徒的勢力龐大,最後還是妥協了。
不過只有極少數的信徒才能到這個地方參拜。
Q13.在禁忌實驗室中,一開始遇到的機器人報出了似乎是外面世界的正確時間,為何它在空間錯亂的城堡能報出正確時間?
玩家其實可以看到傳送門那區的現況,在那邊,什麼機器人都沒有。
但為什麼又會看見燈火通明的傳送門區呢?
這裡,有人在搞。
Q14.聖母的形象為何是蛾?
汙穢的象徵。
至於玩家在Castle中,看到的是不是真的聖母,那又是另一回事了。
Q15.在遊戲中可以看到各種失敗場景,請問這些場景中的"主角"是真的會死掉嗎?
以上述的設定來看,我覺得是會的。
Q16.為何在城堡中的男性都互不交流?
大部分在裡面徘徊的人都已經迷失了,連自己的狀況都不知道。
就像玩家一開始進去一樣,以為自己是真的是要去參加測驗的人。
又或者,以為自己只是來享樂的路人。
Q17.人偶館的Big CHO是誰?
那是某個魔女做的玩偶,在Attack it!有出現過類似的玩偶。
Q18.小魔王去哪裡了?
為了世界和平,他到了某個遙遠的地方去了...
正常來說,他也不會待在這個地方就是了,現在他的身分可沒之前那麼悠閒。
城堡要正式被封印時,他應該是會在的,但這件事也不會在Castle裡看到。
Q19.可以告訴我茉莉潔的三圍嗎?
你想讓你的蛋蛋被她捏爆就可以問了。
茉莉潔的故事留到之後吧,就跟B.P.前的故事一樣,其實有許多設定還尚未寫進遊戲中。
請等待我之後的作品在慢慢補充。
茉莉潔是重要角色,她會再出現的。
Q20.可以告訴我艾希絲的背景設定嗎?
她是在魔女的歷史上出現的最天才的魔女!
她打破許多魔女的歷史紀錄!
第一個一瓶藥水都調不出來的魔女!
第一個一本魔導書都無法學習的魔女!
第一個連掃帚都不會用的魔女!
第一個魔女學院成績全是零分的魔女!
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以上是關於遊戲劇情的Q&A。
有沒回答到的地方就很抱歉了,也許在之後的遊戲中可以得到答案。
而在遊戲劇情的Q&A中,我也收到了一些關於遊戲制作跟其他類型問題。
我在這裡就一起回答好了。
Q1.之後會有"扶他"角色嗎?
雖然我並不討厭扶他,但不會有。
Q2.會做恐怖類型的逆推遊戲嗎?
我會比較偏向作詭異氣氛的遊戲,應該是不會做到真的很恐怖的感覺。
有些遊戲整個畫面都烏漆墨黑的,那種我就不太喜歡。
Q3.有考慮重制之前的遊戲嗎?
一但完成的遊戲我就不會再考慮重制了,可能也不會再制作相同類型的遊戲。
我會想嘗試制作更多新的遊戲。
Q4.Attack it!的角色會再出現嗎?
有機會都會再出現。
Castle因為時間的關係,只有幾個角色回歸。
同樣的,之後的遊戲可能也會有Castle的角色。
Q5.在Castle of temptation中,我最喜歡哪個部分?
真要我比較的話,應該會是人偶館。
我覺得人偶這種單純為了性發洩而做的產物真的很色。
不過魅魔這種也是為了性發洩而誕生的幻想生物也很色。
Q6.會不會發布Castle of temptation中,敵人外觀的設定資料?
我角色設計大部分都只有草稿而已,而草稿跟實際在遊戲內登場的模樣又可能不太一樣。
而有的角色甚至沒有設定資料,所以這部分我覺得得看遊戲登場的模樣會比較準確。
Q7.在塑造角色時,你覺得有什麼重點能讓角色更吸引人?
一個角色的塑造,不光是外型,背景故事、經歷、世界觀、性格等都可以讓角色顯得更紮實。
我花了不少時間在這些設定的處理上,就是為了讓Castle中登場的角色更有魅力。
Q8.之後會不會有非魔物娘類型的女性敵人?
肯定會有的。
Q9.之後可能會不會出現直接把玩家榨乾的演出?
這個可能就會牽涉到死亡的描寫了,不是不能有,得看看之後製作的情況。
Q10.會出現未來科技那種畫面風格的逆推遊戲嗎?
就以現在的世界觀,要走到那個時代可能要很久很久以後了。
目前還沒想到那個地方。
未來科技的風格其實我也滿喜歡的,所以我覺得有機會。
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以上就是這次的Q&A,真的很感謝各位的參與。
接下來我應該會休息一段時間,距離上個作品完成已經過了5年了,時間真的過很快。
也許該花更多時間在整理自己的生活上。
但Castle無法在steam上販售這件事我還是非常在意,這點得看程式能不能盡快跟我配合了。
就算不行,我也得花時間去摸一下新版本的Unity。
目前我的Unity還在5.3版本,這都8年前的東西了,是時候該更新了。
大概就是這樣了,對我近況有興趣的可以關注我的推特。
有什麼重要的事我也會在這裡發布。
再次感謝所有人的幫助,辛苦了。
2024-06-05 12:38:52 +0000 UTC
View Post

First of all, thank you again for supporting the game and for participating in this event.
I actually divided the popularity poll into two parts, ci-en and patreon, so the voting lists on different sites are different.
A total of 1,099 people voted in this vote, 639 from ci-en and 460 from patreon.
In addition to the total results, I'll also compile the rankings of individual sites.
Let's start with the results of the popularity poll.
1.

Hmm... I think Molij can be looked at separately because I'm too biased towards her.
It's not surprising that she's ranked #1 no matter where she is, and there's a gap in votes.
Anyway, let's take a look at the other characters.
The difference in votes between the top few is actually pretty close.
However, there is indeed a gap in the types of characters that the two sides like.
It's interesting to see the differences.
But I think I didn't set up the poll for the H-scenes very well. I feel like the sisters and their H-scenes should be separated.
But sisters can be described as individuals or groups, so it's really hard to separate them.
And I didn't put in any traps either.
As for Big CHO, who doesn't have any H-scenes at all, I accidentally put her in but someone still voted for her... Could anyone really watch her H scene?
Anyway, congrats to the previous characters for making it to the top of the poll, except for Isis who surprised me a bit.
I really didn't expect her to make it to the top 10, she was obviously only there at the end lounging around eating donuts!
2.

Unsurprisingly, our most noble and arrogant heroine won the first place with a super high number of votes, beating the second place with nearly 3 times the number of votes. She is indeed our heroine (?)
As for the rankings after the second place, they were really close, especially from the second to the seventh place.
I can only say that the Succubus Lord is really sorry, she was just two votes short of the 6th place, but just a little bit short.
As a result, the congratulatory picture was filled up with lesser succubi.
And then Isis got up to heights that weren't hers... Could it be Attack it!'s memory bonus that gave her such a high degree of support?
I guess I should have added another mascot to the list.
But in my game, males have no human rights.
So I'm sorry, they'll just have to go play in the sand.
Also, Black Frog Queen isn't at the bottom of the poll, no matter where the poll is.
I always thought she'd be at the bottom of the poll, so that means there are still people who like her!
I guess we'll decide which character will appear next time (x
3.

For this poll, I took out the main characters and voted solely on the enemies that appeared in Castle of temptation.
All I can say is, she is truly the most ferocious juicer, taking first place in every place.
The Sisters of the Mother are technically a group, so it's weird to have the little sister appear alone.
But as for the Mother, I think there's still a chance they'll make a return appearance, but maybe not as the main story, since Castle of temptation already featured them in a level.
Now that I think about it, it doesn't seem like the lesser succubus should be in the poll, after all, they're already mascots.
But never mind, they're cute, so it's fine.
The other characters will depend on the type of game and the theme.
I'd like to make games where the player get reverse rape by weaker enemies. I like the feeling.
4.

This ranking isn't really a surprise, Obsidian Hall is just the initial level and doesn't have a special theme.
And the laboratory is too much special sex fetish.
Patreon's chapel got lower votes, I think most of them should be about the priests, it's really too difficult at the beginning.
5.

All I can say is that the difficulty adjustment in action games is not easy to handle.
RPGs may be able to get by with leveling and equipment growth, but pure action games are a pain in the ass.
Maybe I don't think it's that difficult, but in reality, many players can't get through it.
A classic example of this is the Doll house's note room.
As for the back of the chapel, I wanted it to be a bit difficult, but in reality, no one could get through it.
I don't want the game to be too easy and turn into a walking simulator. But if I make it more difficult, it might be too hard for the average player to pass.
It's really hard to adjust the difficulty of an action game.
6.

Actually, before Castle was finished, I always wanted to make a card game.
But now I realize that card games are similar to puzzle games, and H-game is not suitable for puzzle games.
So lately I've been wondering if card games are really good.
The reason I suggested two game styles is because I'm sure I'll be making a survivor game for my next release.
Survivor games are 2D flat games, and it's very convenient to have this template for RPG or ARPG.
So I'll continue to think about what I want to do with my next game before I finish Survivor game.
7.

I think most people still want to see what happens after Castle of temptation.
For example, where did the Demon King go?
If we're talking about B.P. (Before Peace Between humans and devils), it's during the war between humans and devils, so there's probably no way to avoid violence and death.
I think it's better to finish the story in A.P. (after peace between humans and devils) because I don't like violence and death.
But I'm okay with being fuck to death.
In Castle, I also used a very subtle way to show violence and death.
If you really want to do a B.P. story, then you'll probably have to face the brutal Molij.
In order to maintain the innocent image of the top one in the popularity rankings, I still kept this part.
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The above are the results of the Castle of temptation popularity vote.
I'm glad you all came to participate in this event.
In fact, after this questionnaire came out, I realized that there are still a lot of things I can ask.
But I've already sent out the polls, so I'll wait until I have a chance to ask them later.
Sorry, I spent a lot of time sorting the result and drawing congratulatory picture.
I haven't drawn in a long time, and it's hard to get the feel back.
I'll be working on the plot Q&A section in the next few days, which will take a while.
Finally, thank you very much for your support, Castle of temptation has a complete ending.
Thank you very much!
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首先,再次感謝所有支持遊戲的各位,也很感謝各位參加了這次活動。
這次人氣投票其實有做分區,主要分成ci-en以及patreon這兩處,所以不同網站的投票單是不一樣的。
這次投票總共有1099人投票,ci-en為639人、patreon為460人。
除了總結果以外,我也會整理出個別網站的排名的。
那麼開始發布人氣投票的結果吧。
1.

嗯...我覺得茉莉潔可以分開來看,因為我對她太偏心了。
不管哪處排名都是第一,而且票數也有一段差距,只能說不意外。
總之我們來看看其他角色吧。
其實前幾名的票數差距總合起來還滿接近的,不過兩邊喜歡的角色類型確實是有差距的。
看到這些差異就覺得滿有趣的。
不過這個H場景的投票,我覺得我沒有設好說,感覺修女她們的H場景應該都要分開來。
但修女可以說是個體,又能說是群體,真的很難分呢。
而陷阱類的我也都沒放進去就是。
至於有一個根本沒有H場景的Big CHO,我不小心把她放進去了卻還是有人投她...該不會真的有人看她的色色場景吧!
總之恭喜前面幾位,能在眾多角色中脫穎而出,除了艾希絲讓我有些訝異以外。
我還真想不到她可以到前十名,明明只有最後在那邊懶洋洋的吃甜甜圈而已!
2.

第一名不意外又是我們最高貴最傲嬌的女主角以超高票數奪冠,狠狠地甩開第二名將近3倍的票數,不愧是我們的女主角(?)
至於第二名之後的名次,真的很接近呢,尤其第二名到第七名。
只能說魅魔領主真的很遺憾,就差兩票就能到第六名了,就是差這麼一點點。
結果賀圖就被小魅魔塞滿了。
然後艾希絲又站到了不屬於她的高度...該不會是Attack it!的回憶加成,讓她有這麼高的支持度吧?
這樣我好像應該把另一位吉祥物加進來才對。
不過在我的遊戲中,雄性是沒有人權的。
所以很抱歉,他們只能去一旁玩沙。
另外黑蛙女王不管是哪個地方的投票結果,她都不是最後一名。
我一直以為她會是墊底的說,這就表示還是有人喜歡她嘛!
看來下次會再登場的角色就決定(x
3.

這個投票我把主要角色拿掉,就單純以Castle of temptation中出現的敵人來進行投票。
我只能說,真不愧是最兇殘的榨汁姬,每個地方都勇奪第一。
不過"聖母的修女"嚴格說起來是一個群體,要小修女單獨出現感覺怪怪的。
但關於聖母,我覺得她們還是有機會再度登場的,不過可能就不再以她們為主,畢竟Castle of temptation已經以她們為主題做了一個關卡了。
現在想想,小魅魔好像也不該在上面的,畢竟已經是吉祥物等級的存在了。
不過算了,因為她們很可愛,所以沒問題的。
其他角色就看看之後做的遊戲類型跟主題吧。
我是很想做被雜魚逆推的遊戲,我就很喜歡以下剋上的逆推感。
4.

這個排名其實不是很意外,黑曜石大廳只是最初關卡,並沒有特殊主題。
而實驗室則是太多性癖特殊的。
patreon的禮拜堂得票比較低,我覺得大多應該都是祭司的關係吧,一開始真的弄得太難了。
5.

我只能說,動作遊戲的難度調整不好處理。
RPG遊戲也許還能靠等級裝備成長來克服,但純動作遊戲這是很麻煩的。
也許我覺得這個地方難度並不困難,但實際上是很多玩家都過不了。
比較經典的例子就是人偶館紙條房那種地方。
至於禮拜堂後面則是我想要有點難度,但實際上是大家都過不了。
我不希望遊戲太簡單,變成走路模擬器。但加了難度,又可能會讓一般玩家很難過關。
動作遊戲的難度這個真的很難調整。
6.

其實在Castle完成以前,我一直是想做卡牌遊戲的。
但現在想想,卡牌遊戲跟益智遊戲類似,而色情遊戲又不適合益智遊戲的玩法。
所以最近我都在想卡牌遊戲真的好嗎?
而我後面提出的兩種遊戲方式,是因為下一款確定會製作倖存者類的遊戲。
倖存者類的遊戲就是2D平面遊戲,有這個樣版來做RPG或ARPG都相當方便。
所以下一個新的逆推遊戲到底要做什麼,我會在倖存者完成前繼續思考的。
7.

我想大多數的人還是想看到Castle of temptation之後的事情吧。
例如小魔王到底跑哪去了之類的。
如果說B.P.(人類與魔族和平前)的故事,畢竟是在人類與魔族戰爭期間,那暴力跟死亡什麼的可能沒辦法避免。
我覺得這些事還是在A.P.(人類與魔族和平後)這個時間點補完好了,因為我沒很喜歡暴力跟死亡。
不過被榨到死倒是可以接受啦。
而在Castle之中,我也是用很隱晦的方式去表現暴力跟死亡。
真要做B.P.的故事的話,那你們要面對的可能是凶殘的茉莉潔了。
為了維持人氣排行榜冠軍清純的形象,這部分我還是保留好了。
-------------------------------------------
以上,是Castle of temptation人氣投票的結果。
很高興各位來參加這個活動。
其實在這張問卷出來之後,才發現還有很多事情可以問。
不過問卷都發出去就算了,等之後有機會再問吧。
抱歉,花了不少時間在整理資料跟畫賀圖上。
最近很久沒畫圖了,手感一時很難找回來。
而劇情Q&A的部分這幾天會在繼續整理,這部分還需要一段時間。
最後,很感謝你們的支持,Castle of temptation才有了完整的結局。
真的很感謝各位!
2024-06-01 11:55:45 +0000 UTC
View Post
Castle of temptation has been on sale for a week.
Version 1.1 is more stable now.
There are still some bugs, but not too major, so I don't think there will be any fixes in the near future.
I'm going to take a break for a while. I don't know how long, but I'm going to organize what I'm going to do during this time.
I'll be updating if there is anything important.
Next I'll talk about Castle of temptation.
As I mentioned earlier, there will be no new content in this game, only bug fixes.
As for the sales of the game, I hope the more the better.
However, DLsite has been having problems with their cash flow being blocked, and both their game sales and ci-en sponsorships have been greatly affected lately.
It's just a bit of bad luck.
As for itch. io, it's a platform with little exposure, so consider it as another option for you to buy the game.
However, I'm happy that a lot of players on DLsite have left good reviews of Castle and are interested in the worldview of the game.
That's what I wanted to achieve with this game.
Castle has a more complete story than Attack it!, and inherits all the settings from Attack it!
I'm going to continue to work on this worldview for the rest of the game as well.
The above is about Castle of temptation.
To commemorate the release of Castle of temptation, I'm organizing a popularity poll.
The voting period is scheduled to end on 5/20 at 0:00 JST and will last for about half a month.
I hope you will vote for the Castle.
Polling post:
https://www.patreon.com/posts/castle-of-voting-103612038
Next I want to talk about what I want to do after that.
I was thinking of starting a short term project to make a vampire survivor type game for steam using Castle's material.
But the programmer has a lot of projects of his own at the moment, and he doesn't seem to be able to help me out this year.
Meaning I might have to start a new project first.
But the thought of Castle not being available on steam has always concerned me.
Until I vindicate Castle, I don't think I'll be in the mood to start a new project.
I do have another programmer who can help me out, but it might take me a while to talk to them.
After all, I mentioned this to the last programmer first.
Castle isn't over for me yet, I'm just going to use the Castle material to make a new game for steam anyway.
If I get banned again, then at least I'll be able to give up on it completely, and I'll be able to focus more on my next project, instead of dwelling on this idea all the time.
That's all I can think of for now.
I think my future games are probably going to be shorter productions as well.
I've been working on Attack it for about 3.5 years, and Castle for almost 5 years.
Most of the reason why the production time is so long is because I have to deal with the parts I'm not good at, such as programming.
Both Attack it and Castle have tried to get help before, but to no avail.
I've recently met some very capable programmers, and I'm hoping to see how well we can work together through short-term projects.
I think I've mentioned before that the longer I work on this project, the slower the progress will be, and that's inevitable.
In my current situation, if I were to start another large-scale project like Castle, I don't think I could mentally handle it.
So I'd like to start a short-term project and work with programmers to see the results.
The best fit right now is the vampire survivor I mentioned above.
It may be a while before all this starts though.
I've been working on the Castle sale for a while now, and then I had to set up a company due to DLsite's cash flow issues, otherwise I'd have had a big problem with taxes.
So I've been running around a lot lately dealing with all this and my brain is still in a state of overheating.
It's a real pain in the ass to set up a company. Even with the help of an accountant, I still have to go through all the tax issues.
I can't listen to any of those things now, I have to get my company account done first, and then I'll go back to learn more about it.
These are the things I've been working on lately, and what I want to do after my break.
Last but not least, thanks to your support and sponsorship, Castle was able to be completed.
I'm sure we'll see again soon.
-------------------------------------------------------------------------------
Castle of temptation已經發售一個禮拜了。
目前1.1版本看起來是比較穩定了。
雖然還是有些BUG,不過沒甚麼太大的問題,短期內應該是不會有什麼修正。
最近會休息一陣子,修多久我不知道,不過這段時間我會安排好之後要做的事。
有什麼重要的事也會在各個贊助平台更新。
接下來我說一下關於Castle of temptation的事。
前面也提過了,這款遊戲不會再做新的內容,只會有bug修正。
至於遊戲的銷量,我當然是希望越多越好啦。
不過DLsite最近遇到金流被封鎖的問題,他們最近出的不管是遊戲銷量還是ci-en的贊助都受到很大的影響。
只能說有些運氣不好。
至於itch.io這個平台本身沒什麼曝光度,就當作另一個選擇而已。
不過在DLsite上,有許多玩家留下了很好的評價,並且對這個遊戲的世界觀更感興趣這點我很開心。
這也是我想在這款遊戲上達到的效果。
Castle相較於Attack it!有更完整的故事背景,也繼承了Attack it!所有的設定。
之後的作品也會像這樣繼續讓這個世界觀接續下去。
以上就是關於Castle of temptation的事。
為了紀念Castle of temptation發售,這次舉辦人氣投票。
投票時間預計在日本時間5/20 0:00結束,大概半個月左右的時間。
也希望各位能踴躍投票喔。
投票位置:
https://www.patreon.com/posts/castle-of-voting-103612038
接下來我想談談之後想做的事。
我是想開一個短期專案,用Castle的素材製作一款吸血鬼倖存者類型的遊戲上架到steam。
不過目前程式自己也有很多專案,今年他似乎沒辦法幫我製作。
意思是我可能得先開新專案。
但一想到Castle沒辦法上steam這件事就一直讓我非常在意。
在替Castle平反之前,我覺得我很難有心情去開新的專案。
是還有另一位程式可以幫我製作,不過這我可能得花點時間跟他們溝通。
畢竟這件事我是跟上個程式先提的。
對我來說Castle還沒結束,反正我就是要我用Castle的素材做新遊戲上steam。
假如又被ban掉,那至少我可以完全放棄這件事,我就能更專心在下一個作品上,而不是一直糾結在這個念頭。
目前就想到這吧。
我覺得我未來的遊戲可能也都會走向比較短期的製作。
Attack it開發3年半左右,而Castle則是將近5年。
製作時間會拉這個長很大部分也是因為我得處理我不擅長的部份,例如程式的製作。
之前Attack it跟Castle都有嘗試尋求協助,不過都沒有成效。
最近才認識了一些很有能力的程式員,我希望能透過短期製作先來看看到底成效如何。
而長時間的製作我之前好像也提過,做到越後面進度就會越慢,這是無可避免的。
然後我現在的情況,要我再開個Castle這種大型專案我覺得,我精神上會撐不住。
所以我現在希望先弄個短期專案並跟程式合作來看看成效。
而現在最適合的就是我上面提的吸血鬼倖存者。
不過這些事可能得等一陣子後才會開始。
前陣子還在忙著Castle販售的後續,然後因為DLsite金流的問題,我得跑去設立公司,不然稅務上會有很大的問題。
所以最近都還在奔波忙著處理這些事,現在腦袋還在處於過熱的狀態。
辦公司真的是件麻煩事,即便請了會計,我還是得去了解各類稅收的問題。
現在那些事我完全聽不進去,總之得先把公司戶頭弄好,之後再慢慢消化了。
上面就是我最近在做的事,跟休息之後想做的事。
最後還是很感謝你們的支持與贊助,Castle才有辦法完成。
我相信我們很快又能在見面的。
2024-05-04 11:25:10 +0000 UTC
View Post
Voting URL:
https://docs.google.com/forms/d/1gD8FzV9YMGN7W59R6XfcHr9mIuMG3d-V0kyvCPxkz-U/
Voting is scheduled to end at 0:00 JST on 5/20.
I hope you will vote for the Castle!
I realized that I haven't done this before.
Because when Attack it! was finished, I quickly moved on to Castle.
I remember I only went to the booth for two days.
I don't think I'm going to do it this time, it's too much for me to do this kind of activity now.
Anyway, this poll will be used as a reference for future games.
...Maybe.
----------------------------------------
投票網址:
https://docs.google.com/forms/d/1gD8FzV9YMGN7W59R6XfcHr9mIuMG3d-V0kyvCPxkz-U/
投票時間預計在日本時間5/20 0:00結束。
希望各位能踴躍投票喔!
才發現我之前都沒有辦這樣的活動。
因為之前Attack it!完成那時候,很快的我就接續Castle的製作了。
我記得當時我只去擺攤兩天而已。
這次可能不會去擺攤吧,現在要我做這種活動真的太吃力了。
總之這份投票會做為之後遊戲製作的參考。
...或許吧。
2024-05-04 11:22:01 +0000 UTC
View Post
It has been updated to v1.1 now.
目前已更新至V1.1版本。
Please report any bugs on the game to this page, thank you.
Any updates or fixes to the game version will also be organized on this page.
有任何遊戲上的Bug請到這個頁面回報,感謝。
遊戲版本有任何修正或更新也會整理到這個頁面。
-----------------------------------
4/28 V1.1 bugs fix
‧Fixed stage03 BOSS will freeze after H-Scenes.
‧Fixed stage03 BOSS hitbox problem.
‧Fixed player will be blocked at the save point before the final level.
‧Fixed the virgin mode cannot be used
‧Fixed camera lags in some areas.
‧Fixed translation problem
4/27 V1.0 official release
-----------------------------------
4/28 V1.1 BUG修正
‧stage03 BOSS會出現無法遊戲的情況
‧stage03 BOSS判定問題修正
‧最後關卡前的紀錄點會無法通行的問題
‧童貞模式無法使用的問題
‧攝影機部份區域卡頓的情況
‧修正翻譯遺漏
4/27 V1.0 正式版公開
2024-04-25 10:53:12 +0000 UTC
View Post
Castle of Temptation is release now.
If there is no problem with DLsite, it will be available on both DLsite and itch.io.
This time, it will be available on both DLsite and itch.io.
itch.io will be released together with DLsite, but at the moment, you can only see the demo version and the page in itch.io.
Here is the website for the sale.
DLsite
https://www.dlsite.com/maniax/announce/=/product_id/RJ382297.html
itch.io
https://poocii8890.itch.io/castle-of-temptation
The versions of the game on these two outlets are a bit different depending on the local regulations.
Recently, DLsite has been having problems with the money flow, but itch.io is not a place where I've purchased games before, so I'm not sure how the process works here.
Please purchase the game in a way that is convenient for you.
I've checked several times, and the current version should not have any deadly bugs, but there should be some bugs.
Please go to Bug Report & Patch note to report bugs.
All the updates will be updated on that page as well.
I actually wanted to release the game earlier, but by the time I got around to submitting it to DLsite, the earliest it could be released there was 4/27.
But that gives me some more time to work on the issues I didn't notice.
I'll talk about the rest when the game is stabilized.
Last but not least, I'd like to thank you all for your support. After almost 5 years of production, Castle of Temptation is coming to an end.
However, this also means that there will be a new game to start, and I hope that you will continue to support it.
--------------------------------------------------------------------------------------------------------------------
Castle of Temptation V1.0 已經發售。
如果DLsite沒問題的話。
這次將在DLsite跟itch.io這兩個平台上販售。
而itch.io會等到DLsite販售時一起發布,目前只能看到體驗版跟頁面。
以下是販售的網址。
DLsite
https://www.dlsite.com/maniax/announce/=/product_id/RJ382297.html
itch.io
https://poocii8890.itch.io/castle-of-temptation
這兩個販售處的遊戲版本根據當地的法規,是有些不同的。
而最近在金流上DLsite出了很大的問題,不過itch.io這裡我沒購入過遊戲,也不太清楚這邊的流程。
也請照自己方便的方式購入。
我檢查好幾次,目前的版本應該是沒甚麼致命性的bug,但應該多少都有些bug。
bug的問題請到Bug Report & Patch note那篇回報。
而版本更新的資訊也都會在那個頁面更新。
其實我是想更早發布,不過在我處理好提交給DLsite的時候,那邊最快能發布的時間就是4/27日。
不過也剛好讓我多一些時間處理沒注意到的問題。
而其他的事情在等到版本穩定後,我在談談之後的規劃。
最後還是很感謝各位的支持,在經歷了快5年的製作時間,Castle of Temptation將在這畫下句點。
不過這也就意味著,將又有新的遊戲要展開,也希望各位能繼續支持。
2024-04-25 10:42:42 +0000 UTC
View Post

I think this is the second last progress report.
I'm still working on the translation, game integration, and bug testing.
I can feel the endgame getting more and more obvious.
It's been May 2019 since I last finished the game.
We still have a lot of fun things to do once Castle is finished.
-----------------------------------------------------------------
我想這是倒數第二次的更新日誌。
目前剩下翻譯跟遊戲整合以及測試的部分。
感覺的到終點的樣子越來越明顯。
上一次完成遊戲已經是2019年5月的事了。
等Castle完成之後,我們還有很多有趣的事要做呢。
2024-04-10 13:04:57 +0000 UTC
View Post
Report on the progress of the game so far.
The ending of the game is done, the virgin mode is done, and the text is done and being translated.
Next up is the Gallery and bug testing.
The full version of the game has a lot of adjustments, so the previous save datas - both the beta and the sponsored version - will not work in the full version.
Please make sure to check this before playing the game.

Above is the new Gallery lobby, I've made some configuration changes to allow players to move to other areas faster.
There is also a room that will hold all the literature that appears in the game, as an additional collection element to the game.
This part is not yet finished and will take some time to do.
I had commissioned a couple of defeat CGs before, but stopped for some reason.
<Attachment to see the movie>
There are only 4 CGs, but if I don't put them in the game then they'll just be skeleton from the past.
So I put them in anyway.
But I'm sorry, it's only 4 CGs.
That's about it for this report.
I've been sick lately and I have to go out for some events at the end of the month, bad luck.
I hope the game will be ready by the end of April, but I feel like it's going to take a lot of time for bug testing.
----------------------------------------------------
報告一下目前進度。
結局都完成了,童貞模式做好了,文本也完成正在進行翻譯了。
剩下Gallery以及BUG測試。
正式版調整了滿多東西的,所以之前的紀錄檔-不管是測試版還是贊助版都無法在正式版使用。
在進行遊戲前請務必確認這件事情。

上圖是新版的Gallery大廳,有做了一些配置上的調整,可以讓玩家更快到其他區域。
還有一個房間會放所有在遊戲中出現的文獻,作為這遊戲額外的收集要素。
這部分還尚未完成,還得花點時間做。
<附檔可以看到影片>
之前有委託幾張戰敗CG圖,但因為一些原因停止了。
雖然只有4張CG,但如果不放到遊戲中那這些圖就只能當黑歷史。
所以我還是把圖放進去了。
但還是很抱歉,就只有4張而已。
這次報告大概就這樣。
最近生病剛好月底又有一些活動得出門,運氣不太好。
很希望遊戲4月底以前能做好,不過感覺在測BUG這邊應該會花不少時間。
2024-03-25 12:24:31 +0000 UTC
View Post
Recently, someone maliciously reported the creator of patreon and twitter, causing the creator's page to be blocked.
In order to avoid any possible repercussions, I've modified the patreon stuff a bit.
If there's no problem, I'll leave it like this for now.
I've finished ending 1 and I'm working on ending 2.
Basically, I'm just spending time grinding the program.
My hands are numb, but that's what I have to do to finish the game.
This report is mainly to explain the problems with Patreon, and has no effect on the other sponsored pages.
Of course, I don't want to see any problems with Patreon or any of the other sites, after all, they're the ones I've worked so hard on.
That's about it for now, I think the next time I'll get to the integration part of the production.
Programming is really hard on the brain, so I've been updating my twitter a bit less lately.
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最近有人惡意檢舉patreon與twitter的創作者,使創作者的頁面被封鎖。
為了避免可能受到影響,所以我修改了一下patreon的東西。
要是沒什麼問題應該會暫時維持這樣。
遊戲部分目前結局一已經完成,正在進行結局二的製作。
基本上就是花時間磨程式。
手是磨到麻了,但這就是遊戲要收尾必須做的事。
這次報告主要是解釋一下patreon的問題,對其他贊助網頁是沒有影響的。
當然是不希望patreon以及其他地方發生問題,畢竟這些都是花心血累積下來的。
最近大致上就是這些事,我想下次製作進度就會到整合的部分了。
寫程式真的很燒腦,所以最近twitter就比較少更新。
2024-03-09 14:11:05 +0000 UTC
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The Chinese New Year is over, and I'm back to my uninterrupted daily life for the time being.
Let me report on the current state of the game first.
I've finished the final boss battle, which I've been stuck on for a long time.
All that's left to do is the endgame and the integration with the previous version.
As I said before, the game is coming to an end.
Although I've already taken care of the most troublesome parts, I still need time to work on the rest of the game.
There won't be a demo until the full version is completed.
As for the support reward, I will also release the full version of Castle in the same way as Attack it! devil legion.
I was planning to release the serial numbers to the supporters who have achieved the support reward, so that I can do the patch fixes for the game.
However, Castle has been banned from steam, so I can't use the serial number, so this way may not work.
I've heard that itch.io can also give out serial numbers, but I haven't looked into that yet, I'll explain when the game is finished.
Anyway, the game will be available on DLsite and itch.io when it's finished.
Regarding the endings, as I mentioned before, Castle has two endings.
However, I hope that players will realize why there are such endings after playing the game.
I won't divulge this part, so I apologize for the lack of gameplay footage in the recent progress report.
As for the defeat CGs I commissioned earlier, I think I'll still put them in the game, but only the ones I posted earlier.
Whenever I'm wrapping up a game, I'm always in a particularly irritated mood.
Maybe it's because I'm bored when I think of all the things I have to do.
I've been working on the program for a few months now, and I'm in the mood to draw.
I've been completed on the artwork for Castle, including the ending,
I'd like to finish Castle as soon as possible, so I'll wait until I'm done the game.
I'll need at least another month or more to work on the rest of it.
As I've mentioned before, it's pointless to estimate how long it will take to finish.
I can only promise that once the game is finished, I'll be sure to let everyone know.
Time really flies, I've just been geeking out for a while and almost two months have passed this year.
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農曆新年結束了,暫且又回到不會被打擾的日常生活。
先報告一下目前遊戲的製作狀況。
目前最後BOSS戰已經完成了,這部分讓我卡了很久。
而剩下要做的,就是有關於結局演出的部分,以及跟前面版本的整合。
就如我之前所說,這個遊戲即將要進入結局。
雖然最麻煩的部份已經處理好了,但剩下的部分還是需要時間製作。
在完整版出來之前應該是不會再有測試版。
而關於贊助獎勵的部分,也會參照Attack it! devil legion的方式發放Castle的完整版。
我是打算發放序號給達成贊助獎勵的贊助者,方便遊戲做補釘修正。
但Castle已經被steam ban掉,無法使用序號,這種方式可能不太行。
據說上架到itch.io也可以發放序號,但這部分我還沒去了解,等到遊戲完成時會在說明。
總之遊戲完成後會在DLsite跟itch.io上架。
關於結局的部分,就如我之前有提到Castle有兩種結局。
然而為何會有這樣的結局,我還是希望玩家玩完後自行體會。
這部分我就不做透漏,所以抱歉近期的進度報告沒什麼遊戲畫面能展示的。
至於之前委託別人畫的戰敗CG,我想我還是會放到遊戲中,不過就只有之前貼的那幾張圖而已。
每當遊戲要做收尾的時候,心情總是特別煩燥。
可能是想到一堆事要處理就覺得很煩燥吧。
已經碰了幾個月的程式,現在的心情是比較想畫圖的。
而Castle的美術部分包含結局那些,也都在這期間完成了。
我還是Castle能盡早完成,畫圖什麼的還是等完成之後再說。
剩下的部分至少還需要一個月以上的時間處理吧。
不過就我從之前就一直提到,預估時間什麼的還是看看就好。
我只能保證,一旦遊戲完成,我一定會通知給所有人都知道。
時間真的過很快,發呆一下今年就過了快兩個月了。
2024-02-25 12:58:02 +0000 UTC
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Happy New Year!
As you can see, my homepage has been updated.
This is the cover art that Castle of Temptation will be using from now on.
It's a great picture, but Molij's boobs are a little too big.... Uh-huh.
Hopefully 2024 will be a good start.
I've been slowing down a bit lately, and the programming part is a headache.
Every boss has its own problem that I'm having trouble with.
I'm just going to have to take it one step at a time.
Also, I don't want her to be too hard and have a bunch of people get stuck like in Chapel, but I'd like it to be a little more challenging.
I can only say that it's hard to adjust this part of an action game.
I recently played Noita and Caveblazers during my break, and both of them really made me lose my temper.
The level of difficulty is just too much for me to say.
The end of January will be very close to the Chinese New Year, so the progress report may be suspended 1-2 times.
However, the game's production will continue.
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各位新年快樂!
如各位所看到,我的主頁也做了更新了。
這就是之後Castle of Temptation會使用的封面圖了。
這張圖真的很棒呢,只是茉莉潔的胸部稍微大了一點....唔呃。
希望2024年會有好的開始。
最近遊戲進度有些緩慢,程式部分挺讓人頭痛的。
每個BOSS都有她令我困擾的地方。
這邊也只能走一步算一步了。
還有我不希望她太難又像禮拜堂那樣讓一堆人卡關了,但我又希望還是有些挑戰性。
只能說動作遊戲在這部分的調整上就很困難。
最近休息時就玩了noita跟caveblazers,這兩款真的讓我玩到會發脾氣。
那難度真的是令人無言。
接下來1月底那時候就很接近農曆新年了,進度報告可能會暫停1-2次。
不過遊戲的製作會持續進行的。
2024-01-10 13:30:08 +0000 UTC
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"Congratulations on making it to the end, tester."
This is probably the last preview reward of the H animation before the game complete.
The rest of the game has to do with the final boss, so I hope players can experience it on their own in the game.
However, I have to think about the difficulty of the final boss, as action games can be too difficult for each player.
Like the hidden boss in the Chapel, I'm already sure I'm going to nerf it.
But if you want to experience the original high level of difficulty, there is no problem.
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"恭喜你能走到最後,受試者。"
這可能是完成之前最後一次H動畫的預覽獎勵。
其他部分都跟最後BOSS有關,就希望玩家能自行到遊戲中好好體驗。
不過最後BOSS的難度我得好好在思考一下,動作遊戲對於每個玩家的體感難度真的是差太多了。
像是禮拜堂的隱藏BOSS,已經確定會去削弱了。
但如果想體驗原本的高難度也是沒問題的。
2023-12-24 14:02:23 +0000 UTC
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"Congratulations on making it to the end, tester."
This is probably the last preview reward of the H animation before the game complete.
The rest of the game has to do with the final boss, so I hope players can experience it on their own in the game.
However, I have to think about the difficulty of the final boss, as action games can be too difficult for each player.
Like the hidden boss in the Chapel, I'm already sure I'm going to nerf it.
But if you want to experience the original high level of difficulty, there is no problem.
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"恭喜你能走到最後,受試者。"
這可能是完成之前最後一次H動畫的預覽獎勵。
其他部分都跟最後BOSS有關,就希望玩家能自行到遊戲中好好體驗。
不過最後BOSS的難度我得好好在思考一下,動作遊戲對於每個玩家的體感難度真的是差太多了。
像是禮拜堂的隱藏BOSS,已經確定會去削弱了。
但如果想體驗原本的高難度也是沒問題的。
2023-12-24 14:00:27 +0000 UTC
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It's the end of the year, and every time I think about it, I wonder how it's going to be the end of the year so soon.
I originally wanted to finish Castle of temptation this year, but my mental and physical problems were more serious than I thought.
I took a break from the beginning of June until December, and it took me half a year to get back to a state where I felt I could continue to create.
In fact, I wasn't in the best shape even before the lab was finished, but I didn't think much of it at the time and continued working on the Chapel.
As a result, it took me a year and a half to complete this stage.
If I had realized this earlier, I would have moved out when the lab was finished.
I realized that I had been too optimistic until I was actually exposed to the reality of the situation.
I wrote a lot about what I complained about when I moved out in June, so I won't repeat it here.

The other thing is the production schedule of the game, I forget if I mentioned it, just pretend I didn't mention it.
I think when a game's production schedule is stretched over a year and a half or even two years, it becomes very difficult to continue creating.
Especially for independent or small team production organizations like us, this time can be considered a watershed.
Once this time is exceeded, the feeling of powerlessness that comes from a long period of production without any return becomes very obvious, and the efficiency of the whole production will drop dramatically.
This is the conclusion I have drawn from my own experience and from observing other teams.
Of course, there are creators with extraordinary perseverance, but I don't think I can afford to spend too much time on the same game.
So I think it's time for Castle to end.
There is the impact of not being able to get it on steam, but I now feel that even if Castle were to be sold on steam, I would probably end up making Castle here in the chapel.
On one hand, I can't stand long term production, on the other hand, I want to try to do other types of games.
Another big problem is that I feel that the content of the game I've made has deviated from what players want.
Looking back at Castle's four stages, I think I did the best job with the Doll House, in terms of content and atmosphere.
As for the Laboratory and the Chapel, I tried to make them more informative at first, but I missed out on what they should have been.
Now that I've gone back and looked at those two stages, it's obvious that they shouldn't have been like that.
But it's impossible for me to redesign them.
Anyway, I'm going to carry this experience with me into my future work, and hopefully I'll be able to remember these mistakes and make a better game.
But before I do that, I need to finish the end of Castle.
After Castle is over, I'll post my plans for the rest of the game.
And...
Happy Christmas and Happy New Year!
Unused case ③
I actually posted this character design in an earlier draft.
But I think I'll change her costume design again if I want to use her.

New cover artwork for Castle of temptation
This is a commissioned artwork, and it's not finished yet, so I'm looking forward to it.
It looks like he's put a really scary character on it, but I like it.

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年底了,每次這時候就會想怎麼這麼快又年底了。
本來想在今年完成Castle of temptation,只是身心狀況不佳的問題比我想像的嚴重。
從今年6月初搬出去開始休息到了12月,花了半年的時間才勉強拉回到我覺得可以繼續創作的狀態。
其實在實驗室快完成之前的狀態就不太好了,但我當時並沒有多想就接續禮拜堂的製作。
結果就是這個關卡花了長達一年半的時間才完成。
如果早點意識到這個問題,應該在實驗室完成那時候就該搬出去了。
在實際接觸到現實的情況才知道,自己的想法還是太樂觀了。
至於抱怨了什麼事情在6月搬出去那時候就打了許多,就不在這裡重複了。

而另一件是就是遊戲製作時程的問題,我忘記自己有沒有提過,就當我沒提過好了。
我覺得當一款遊戲的製作時程被拉超過一年半甚至兩年的時候,要繼續創作下去就會變得相當難熬。
尤其對我們這種獨立製作或者是小團隊的製作團體來說,這個時間可以說是一個分水嶺。
一但超過這個時間,那種長期製作卻沒有任何回報的無力感會變得非常明顯,整個製作效率也會大幅下降。
這是我自己的經驗以及觀察其他團隊的狀況得出來的結論。
當然也有毅力非凡的創作者,但我覺得我並沒有辦法花太長的時間在同一款遊戲的製作上。
所以我覺得Castle是該結束了。
當然無法上架到steam上的影響也是有的,但現在感覺就算Castle能上steam,我很可能也會在禮拜堂這裡結束Castle的製作。
一方面是長期製作真的受不了,一方面是想嘗試製作其他類型的遊戲。
還有一個大問題是我覺得我製作出來的遊戲內容已經偏離玩家所想要的了。
現在回顧Castle的四個關卡,就以關卡內容以及整個氣氛來說,我覺得自己做最好的是人偶館。
至於實驗室跟禮拜堂,當初為了想做多一點的內容,反而少了該有的東西。
現在回去看那兩個關卡,才明顯感覺到不應該是這樣的。
但現在要重新設計也不可能了。
總之我會將這些製作經驗帶到之後的作品,希望自己能記取這些錯誤並做出更好的遊戲。
不過在這之前,我得好好做完Castle的結局才行。
等Castle結束後,我會發布之後遊戲創作的計畫。
最後
祝各位聖誕節、新年快樂喔!
未用案③
這個角色其實我有在早期的草稿上發布過。
不過我覺得真的要使用的話,應該還會再改一下她的服裝設計。

Castle of temptation的新封面線稿
這張圖是委託繪師畫的,目前這張圖還沒完成,我很期待他的完稿。
不過他好像把一個很恐怖的角色畫上去了,雖然我還滿喜歡的。

2023-12-24 13:57:11 +0000 UTC
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