It's been a long time since I updated my notes. Recently, the exams and work time entangled together, so I didn't have a chance to take a break or even send a note.
I'd like to say sorry for letting you wait and worry.
This time I can tell you that the game is finished.
As for now, we have submitted the entire text of the game to the translator and started testing the entire game flow.
The remaining work is to add some simple features and game details.
I will do my best to test the game and finish the rest of the content during the autumn break.
This will be able to go on sale as soon as possible.
Also the cover picture is the memory room of all the events of this game.
Game length: normally is expected to 8-12h, and support New game +
HCG (not including the difference): 46, with fully unlock function after clear
H events: more than 100
Recently I got time to some optimizing for the game's nighttime mode. Previously in the demo, what Kana went to do was random in most cases, and Mr. Lawrence would be able to follow Kana once or twice, but it was also still random most of the time. This leads to players often have the opportunity to see Kana stay home three times in a row, or a whole week without a bad case of harassment...
So the new event allocation mechanism properly optimized the original fairly fixed initial version of the scheme, I introduction of two rules.
Kana will not repeatedly select the same event within a day
2.In addition to the trigger conditions, the mechanism also considering priority
For example, Kana will be in hot springs or cinemas and other places more frequent when newly opened, so that players can unlock events easier in these places, or can easily arrange a fixed schedule for certain events, such as let Kana Monday, Wednesday and Friday night to play two hours of mobile phone game for her guild (X)
Lawrence will also adjust his action strategy based on the player's various previous actions, so that Kana is more frequently in crisis ...
Of course there are many other small optimizations, so stay tuned for the official release!
Before someone wanted to see more roast chicken, so I ate a lot for you (run away)
Ahem.
Outside of food, I'd like to talk about RPGMaker, the engine that made Nebel.
The slogan of this engine is "RPG engine that elementary school students can learn!" (or at least what it means), and in fact RM does make it very easy to learn. Because of its easy-to-learn nature, many people have used RM to realize their game making dreams.
More than 80% of the RPG partitions in DLsite are made with RM.
Of course, there is a price for simplicity, the RM engine itself is extremely simple, so if you rely only on the vanilla, you can only make a relatively simple structure of the game.
In order to achieve more advanced features, you need a variety of plug-ins, and even self-learning code to write plug-ins yourself. Moreover, the effort you put in and result you get may not on par with in other professional engine (such as Unity). It can be said that a lot of possibilities are sacrificed for the sake of ease of use.
And also because of its ease of use (including the versatility of the material), RM game homogenization is more serious. If you play lots of RPGs with RM engine, you can easily think: I've seen this city in other games, and I'm familiar with the drawing style of this map.
This is actually because many authors use the same resources to create maps, we will even directly use the example map (Figure 2).
On a side note, after the release of my first game, I saw a comment saying that I had copied a game with the exact same map. But I had never played the game he was talking about (we must have used the same source of example maps).
Of course, although RM itself has relatively few features, but there are still bigwigs pushing the performance and possibilities of RM to the limit, producing RM works that can be called works of art, and I will recommend a few in the fan visible section. If you are tired of RM engine games, you may find new discoveries here.