偽凪 2024/03/26 19:55

That guy is going to make a game.(ENG) *addition


Battle.mp4 (25.40MB)

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*The following is a machine translation.

I've been developing a game with Godot since then. I'm pleased to report that I've gained confidence that I can create the content I have in mind.


- What kind of game is it?

It's a game where you place monsters in a dungeon and defeat adventurers who invade, a concept you might have seen before.

- Selling Point

Defeated adventurers can be captured and then brainwashed to become soldiers, used as a breeding ground to increase the number of monsters, or fused with monsters to create new ones!


I believe many people might have envisioned something like a belt-scrolling action game, and some might think, "This is not what I expected!" When considering how to utilize the spine model in a game, there were a few options for its format. What I ultimately want to create is different from the content this time, but after considering various elements, we decided on this content. Therefore, I would appreciate it if you could read the explanation to the end.


- Reason 1: Production Difficulty

I thought Unity had many action game samples, so I was testing content in the style of an action game. However, while simple designs are manageable, action games with many elements are quite difficult to create. Especially, it requires a lot of experience to seamlessly integrate real-time moving characters with external animations. (In fact, the most time-consuming part of creating this test combat was adjusting the animations to match the game's actions)

On the other hand, with the content of this game, once the basic combat system is in place, you only need to add minor elements without significantly expanding the scope.


- Reason 2: Lack of Resources

Compared to Unity, one weakness of Godot is the scarcity of resources. While creating spine models and developing the game, preparing additional resources was a significant concern. However, with this content, as long as there is a dungeon background, the game can function, which greatly reduces this issue.


- Reason 3: Ability to Continuously Add Monsters

This reason is linked to Reason 2. For instance, if you want to add aquatic monsters, many games require locations like waterfronts or underwater stages. Moreover, if you plan to create an underwater stage, you need to prepare multiple aquatic monsters, not just the ones you intend to add, and materials for the underwater stage. This content, however, involves placing monsters within a dungeon, simplifying the stage creation needed for monster placement. Thus, you can continue the cycle of "adding a monster → adding animations for that monster" to some extent.


It may sound like I'm suggesting that it's easy to create, but of course, there are still many systemic deficiencies, and even if only minimal resources are needed, preparation of effect materials and sound effects is required.

Moreover, whereas previously preparing a single video was sufficient, now there's the added complexity of dynamically applying animations within the game's system. There are still many untested elements in using spine models in the game.

Additionally, some of the models we've used so far were made hastily to meet deadlines, requiring adjustments. Some old models might need to be entirely remade.

So, there are many things that need to be done before we can deliver something to everyone. Although I mentioned, "This is different from what I ultimately want to create," I think this content as it stands will materialize the fantasy of "It would be nice to have such a game." Mind control/takeover and monster transformation themes are our main and popular content, so I think creating a game featuring these elements is not a bad idea.


*addition

I forgot to mention something important.

This game also serves as a test case to familiarize myself with game development, so it won't be released as a finished package. Once it's in a playable state, I plan to periodically release and update it on a support site. Well, that's a discussion for another time...



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