The following text is machine translation, please forgive me.
The current overall structure of the city:
B1~3F:???
1F: Tank Depot, Weapon Shop, Hunter's Office, Bar, Small Warehouse
2F: Hotels, small shops
3F: Gym, Police Station
4F: Clubs, casinos
5F:???
In addition, the color saturation of the characters has been fully adjusted, reducing the overall saturation by 25.
The following text is machine translation, please forgive me.
Regarding the development of Metal Hunter, it has been proven in actual testing that there are design flaws and many problems arise due to the dual system mechanism. However, these can be overcome, but they still require some time. This also indicates the wrong direction to avoid in the production of EP Metal-X.
Recently, the clothing system for EP Metal-X has just been completed. Due to the ability to change two types of character shapes and skin tones, and the need for additional processing of some clothing, it has taken some time.
This time, RPG maker MZ was used to create EP Metal-X, and it is indeed much more convenient to manage materials using sub folders.
In addition, I have purchased a pixel animation tool called "Pixel Over", which I haven't delved into yet. From the video tutorial, it seems that its pixel bone animation effect is good and should be used to improve animation production efficiency.
The following text is machine translation, please forgive me.
It may seem strange to post this information here, as this game has nothing to do with the EP worldview, but if you are interested, please stay tuned.
I will also release the first experiential version of this work here, which is a replica of Metal Max and will eventually be released for free.
The following is a video posted by a programmer, showcasing some of the current progress. ====リンク====
The following text is machine translation, please forgive me.
Some ideas about this work are as follows.
The exploration mechanism of the maze is the same as the previous work, but this time there will be two different stages
In the first stage, the female protagonist explores the maze in the form of a young girl (with the option to change the size of her breasts), and carries out assassinations from the side or rear of the monster with a cold weapon (different weapons can be replaced, but they are generally divided into blunt and sharp weapons, which need to be switched according to the type of monster, otherwise the assassination failure will be violated in reverse). If the female protagonist is in a rut state, she will use the H method to directly strangle the monster.
In the second stage, in the deepest continuous battle of the maze, the female protagonist will transform into a girl's form. Under the influence of EP chariotization, she will be equipped with three weapons: main gun, auxiliary gun, and S-E to engage in turn based battles. Multiple batches of monsters will appear until the final wanted boss appears.
About Round Based Fighting
There is no enemy encounter mechanism, and turn based battles only occur at the deepest part of the maze, which is a concentrated battle and will not affect the exploration of the maze.
The three types of weapons each have different data characteristics. The main gun can only attack individual targets but has higher attack power, the auxiliary gun can scan all targets but has lower attack power, and the S-E is a powerful skill that requires TP consumption.
In key rounds, the focus of the battle is on the use of S-E, which not only has highly targeted and aggressive S-E, but also defensive S-E that can significantly reduce the damage caused by enemy strong attacks, especially when the monster enters a rampage state, S-E is needed to quickly end the battle.
Transforming into adult form is also an S-E, which will be a very powerful presence for a certain turn time.
Some S-E can only be used in an estrous state, but if the sexual experience is too high, it can be directly used and enter an estrous state.
In combat, unexpected events will be randomly triggered, with a certain reaction time. As long as they can react, it is always a good thing.
When defeating a boss, a "final strike" event will occur, and you can choose the "fail" option.
The female protagonist not only has an estrous state, but also has a violent state.
This time we will set three levels of difficulty
Simple: The young girl form can defeat monsters head-on, with an additional TP added in turn based battles. There is no response time limit for unexpected events, and there is also a "counterattack" option when defeated in battles with bosses.
General: unchanged.
Difficulty: The young girl form can only assassinate monsters from the back, doubling the speed of monsters and traps, and reducing the reaction time for unexpected events by half.