下次更新的提前报告 / Early report for next update

中文

文章会有点长,但我希望大家耐心读完。

根据企划书和目前的进度,下次的更新应该会落在5月1日或5月2日。
首先强调几点。

  • 下次的体验版大概就是Ver 1.0。
    虽然可能听起来有点快,但是实际上是合理的。
    毕竟体验版就是「体验版」,不是完整版游戏。
    所以说Demo的版本数字为什么跳这么快?有两个主要原因。
  1. 下次的体验版预计会再增加3组CG,让体验版的CG总量达到10枚。
    截至Ver 0.43 Demo,已经包含7枚不同的CG。而这个游戏的完整版,会有31组CG。
    如果再释出更多,体验版的CG量就会超过完整版的3分之1。
    10枚这个数字甚至已经超过我原本预计的25%揭露量。

  2. 本游戏的节奏是前期大量「文戏」,后期「HCG连发」。
    光是Ver 0.43体验版的剧情文字量就已经超过15000个中文字,这意味著本游戏的剧情已经接近「HCG连发」的阶段。(顺带一提,游戏的英文版本会由Saikey Studio做翻译,日文版则是我个人与另一个人翻译。)

根据去年5月最初版本的游戏制作企划书,本作只是一个单纯的短篇NTR游戏,而且最初版本的企划书只预计画20组CG。
后来,我去学习动画制作,心血来潮画了隐奸动画。
半年后,我又把我第一次写的剧本全部重写。
我在一边学习制作游戏、一边练画、一边练习编剧的情况下,在过去一年中渐渐演变成现在这样。

说白了,就是我不小心做得太认真,写了太多文字,所以我只好补充将近10枚CG来帮助填充后期剧情,让游戏后期的文字权重得以减少。
稍微提起NTR游戏经典的NTRPG2,那种游戏是以「文字加上气氛」主导。
而我最一开始的想法是「简单暴力的依赖我自己的美术实力」,本质上是不同方向。
每个游戏的作者所决定的权重不尽相同,但是最终目的都导向「H场景的演出效果」。
并不是说文字不好,我当然也不希望自己「只有美术实力」。但是,我已经太过认真去着墨文字方面的东西,如此一来会连带增加CG需求和文字量造成的负担,让我越来越累。另外,作为新手第一次制作游戏,在缺乏实际经验的情况下,我不应该做极端的尝试。
我个人认为,明明是作为处女作,却搞了超过25000的中文字总量,画了31组CG,还包含动画CG。已然碰到我作为新手的极限。我想要中规中矩的完成处女作。

  • 补充,后续的文字我会减少「即使只有一句话也让玩家选择」的情况。
    那是我为了增加沉浸感的一点尝试,有人说确实增加了沉浸感,却也有人体验后觉得造成H场景的反效果。
    我认为这种时候应该采取保守的方法,所以就干脆减少玩家要做的点击次数。
    并不是完全移除,在关键的对话中,我还是会多少植入这种「选择」。

按照现在的制作速度,完整版游戏会在5月底完成。
简体中文版会优先被提交给DLsite,估计实际发售的日期要到6月底。
如果DLsite要我把CG的马赛克全部重打,那又会花上更久⋯

说实话,正规的游戏制作还是跟H-Game有点差距,在市面上流通的书籍,只能先学到制作正常游戏的知识。
毕竟H-Game的「终极目的」,相信大家都知道是什么,跟一般游戏不一样。
所以在制作H-Game的道路上,会需要很多实际经验。

最后,来自我内心的呐喊:
「好想画Blue Archive的NTR工口本⋯😅」

English

The article is a bit long and I hope everyone read this patiently.

According to the plan and current progress, the next update is expected to land on May 1st or May 2nd.
First, I got a few points to emphasize:

  • The next demo will likely be Version 1.0.
    Although it may seem rushed, it's actually reasonable.
    After all, a demo is just that—a demo, not the full version of the game.
    So why does the version number for the demo jump so quickly? There are two main reasons.
  1. The next demo is expected to add 3 more CGs, bringing the total number of CGs in the demo to 10.
    As of Ver 0.43 Demo, it already includes 7 different CGs. The full version of the game will have 31 CGs.
    Releasing more would mean the demo contains CGs over 1/3 of the full version's.
    10 CGs already surpasses my original thought which is revealing 25% in demo.

  2. The pacing of this game involves a lot of "text scenes" early on, followed by a "burst of HCGs" later.
    Just the story script in Ver 0.43 demo already exceeds 15,000 Chinese characters, indicating that the game is approaching the "burst of HCGs" phase. (By the way, the English version of the game will be translated by Saikey Studio, and the Japanese version will be translated by me and another person.)

According to the original game production plan from May 2023 (last year), this project was just a short NTR game, and only 20 CGs in plan.
Later, I went learning making animation and, on a whim, created some stealth sex animation.
Six months after that, I completely rewrote my first ever story script.
Over the past year, as I've been learning game production, practicing drawing and scriptwriting, the project gradually evolved into what it is now.

Simply put, I got too serious and wrote too much text, so I had to add nearly 10 CGs to help fill out the later story and reduce the weight of text in my game.
To mention a classic NTR game, NTRPG2, that game is driven by "text and sound"
My initial idea was "simply rely on my own drawing skill," which is fundamentally different.
Each game's creator decides on different emphases, but the ultimate goal leads to "the effect of H-scenes."
It's not that text is bad, and of course, I don't want to rely only on my drawing skill. However, I've been too serious about focusing on text, which in turn increases the demand for CGs and the weight of text, making me increasingly tired. Additionally, as a novice creating a game for the first time, I shouldn't attempt extremes without practical experience.
Personally, I believe that as a debut work, having written over 25,000 Chinese characters, created 31 CG sets, and included animated CGs, has reached the limits as a novice. I aim to complete my debut game in a standard way.

Addition: I will reduce situations of "even a single sentence pops up the choice window to make the player click on it."
That was an attempt to enhance immersion, which some said did enhance it, yet some said it kinda breaks the flow in H-scenes.
I think it's better to take a conservative approach at such times, so I will simply reduce the number of clicks players need to make.
It's not a complete removal; in crucial dialogues, I will still put some "choices."

As the current progress, the full version of the game will be ready by the end of May. The simplified Chinese version will be submitted to DLsite first, and the actual release time on DLsite is probably the end of June.
If DLsite wants me to redo all the mosaics of CGs, it will take even longer...

Honestly, mainstream game production still has some gaps compared to H-Games. The knowledge available in books only teaches how to make regular games.
After all, the "ultimate purpose" of H-Games, as everyone knows, is different from regular games.
Thus, a lot of practical experience is needed on the path to making H-Games.

Lastly, a cry from my heart:
"I really want to draw a Blue Archive NTR doujinshi... 😅"

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