Of course, the animation part feels a little too long in the current test ......
It's not a good thing for a chase game, because the intense 【caught】【escape】【caught again】
During the process of intense 【caught】【escape】【caught again】, repeated play some longer animation people will soon get tired of watching, want to hurry to let the game continue.
That's why card games basically or rarely have animations of fighting each other, and battle flag games basically have a skip button for animations.
I'm guessing that even if they did have a skip button for animations, people would be too lazy to press it every single time.
Not having it at all wouldn't work either, YeYuyan is like being tied down out of thin air.
I also can't let go of the many animations I've worked so hard on before~
So some shorter animations, about 1~2 seconds, would be more appropriate.
So the current priority is to do a lot of 1~2 seconds short animations for the previous bundles of Play.
Then there are the traps and NPCs to save.
The traps that you set up yourself, where both you and the enemy can step on, are interesting points that will definitely be kept!
Attracting enemies to the traps you set up is also very fun to play.
It's also fun if the player accidentally plays it off and steps in it themselves, and then the enemy easily catches them!
The strength of the traps is limited to hindering enemy movement, though. The basic gameplay will definitely remain~
I've been studying the current game mode play for a while now to see if it's interesting ......
So far the gameplay is similar to hide and seek.
Ye Yuyan has almost no means of attacking and simply dodges enemies in the maze.
Or there is, but it doesn't affect the exact gameplay.
Ye Yuyan has to find the kidnapped girl in a field of randomly swiped buildings or rooms!
Of course there will be a few demented men randomly patrolling the area, so it'll be hard to escape if you run into one!
But that infrastructure of a horror game is there ......
There are cabinets where you can hide.
There are boards that can temporarily incapacitate enemies.
There's also a torture device, a restraint table, and so on. ......
Doesn't that look familiar?
Yeah! Similar to the gameplay in Dawn of the Dead.
Cabinets = lockers
Board = Pallets
Restraint table = Hooks
Whether or not the restraint table is going to be done is still under consideration at this point though.
I'm guessing people would prefer to see Ye Yuyan get caught and raped on the spot.
Or tied up and taken back to be slowly toyed with~
In order to NPC and make a little difference,BDSM Trainer's shoes were changed to high heels!
......Why were the shoes changed?
If everyone wears the same uniform, they won't be recognizable from a distance. ......
Compared to the usual high school girl's little leather shoes
Sexy blue high heels + sailor uniform has a sensual ambiance to it!
It's like they're intentionally playing a kind of uniform play ......
What do you think?
https://dic.pixiv.net/a/女装探偵葉語嫣
First of all, there was an article on 【Crossdresser Detective】 in the Pixiv Encyclopedia~ (crack up ♥)
The main character in the "Crossdresser Detective" series of games.
The stunning-looking Crossdresser Detective Yeyuyan is an expert in solving sex crime cases.
During the game, she experienced numerous mysterious and obscene events and encountered various dirty and dangerous criminals.
In order to find her missing older sister, Yeyuyan runs a detective agency. She is a Crossdresser, but likes to dress up as a woman.
Yeyuyan specializes in taking investigation requests for extramarital affairs and other cases.
She dresses as a woman to seduce and photograph her subjects in order to gather evidence of crimes, as well as kidnapping and disappearance of young girls.
She may sneak into a criminal's hideout to rescue a missing girl, or intentionally follow and accost a suspect to obtain information.
In a sense!
All you need to do in this game is run a detective agency!
Players will need to various contacts to collect, call, and communicate with commissions.
And that's what you all want to see the most ♥【Crossdresser Phase】!
So that the back is caught ❤ ~
Or successfully rescue the girl ˜ ˜
To get must watch the operation of the player!
The current missions are
Rescue Mission (rescue the missing girl)
Investigation Mission (to find clues to the missing girl)
Escape Mission (escape from the dungeon)
Tracking missions (track suspects and find their hideouts)
Protection missions (protect potential victims)
Assassination missions (sneak up on the target, assassinate him, and then escape)
Sabotage missions (eliminate all enemies and escape safely)
This week, we'll start working on the game's main part.
But the QAQ code that has been done before needs to be optimized properly!
I have to organize it properly first!
By far the biggest issue regarding gameplay is the design of the traps in the chase!
-Place at trap
-Place anywhere
-Don't place while being chased
-Can be placed at any time
-Plates that players can't pass through after use
-Traps with a small area that the player can pass through after use (also triggered if the player steps on it)
Fixed:
Enemies can be stunned when placing a board, and both players can't pass after placing it (Dawn of the Dead-like design).
Trap will be triggered when both players step on it
Option 1
Placed at the trap, can be placed at any time, after the use of the board can not be passed by the player (standing at the board trap the enemy will go around the long way, when leaving the enemy will pass the trap)
+
Placed anywhere, can't be placed when being chased, small area trap that players can pass through after using it (players will also trigger when stepping on it) enemies will go around the trap
Conclusion:
(Standing at the board traps the enemy will take a long way around, when leaving the enemy will pass through the traps) Whether or not this is an interesting aspect of the game is another story.
Traps that can be placed at any time, even if they are expendable, will be far more practical than fixed-position boards, as the player will try to surround the enemy with traps.
Players will place traps in the first room, then run to the second room to attract enemies, then wait for them to reach the second room and use the board to buy time.
Return to the first room and place the trap again, doing so in such a way that the enemy is trapped in a section of both rooms.
The deterrent effect of the board is instead greater than the damage caused by smashing the enemy after placing it, and players can use the board to force the enemy to take the long way around.
Option 2
Placed at a trap, not to be placed when being chased, a trap with a small area that the player can pass through after using it (the player will also trigger it by stepping on it) (The enemy will bypass the trap)
Conclusion:
Lost the interesting point (Enemies will go the long way around when standing at a board trap, enemies will pass the trap when leaving?)
In this case, there are only fixed-position traps, and the player will think about how to turn the fixed-position traps in the two rooms into a(Pocket Formation), which might also be considered an interesting point
But the probability is that the enemy will not step on the traps
Option 3
Place it anywhere, anytime, and use a small area trap that the player can pass through (the player will step on it and it will also trigger) (the enemy will go around the trap)
Conclusion:
Lost the interesting point (Standing at a board trap the enemy will go the long way around, when leaving the enemy will go through the trap)
This situation will cause the player to become like running while placing barricades in a chase battle, and will not think about how to turn the fixed position traps in the two rooms into a (Pocket Formation)
Similarly, the enemy will go around the traps until there is no way around. I don't know if that would be fun.
Option 4
Place anywhere, not when being chased, use a trap with a small area that the player can pass through (the player steps on it and triggers it as well) (Enemies will bypass the trap)
Conclusion:
Lost the interesting point of (Standing at a board trap the enemy will go the long way around, when leaving the enemy will pass through the trap)
I'm not sure if the easier version of Option 2 counts?
After checking to see if the first survey mission will appear by the end of this week,
I will create a mission selection menu.
On to the main topic!
Last week I mentioned that I wanted to create an ending production animation,
I looked at your list of tasks.
The prioritized tasks are:
(1) Each mission system (Rescue Investigation Escape Tracking Protection Assassination Eradication)
(2) Mission selection menu
(3) Park configuration system (reinforcement and training)
I'm just saying...
I was in a space cat state trying to create a trap and battle scene, which is not a prerequisite or a prerequisite, but a low priority task.
......Why is that ......?
Still, the roadmap is important,
Ultimately, it's a way to make the game more interesting,
We want to implement the most important ones first.
But as you can imagine, it is very urgent.
Clue-seeking system (for investigation missions)
NPC struggle and escape animation (for rescue missions)
Torture chambers, cages, and other backgrounds, and restraints
Reward system for completed missions
The specifications for the "Reward system for completed missions" have not been finalized at all. ......
We will buy time for now with other minor implementations planned for this month.
The updates this time are
The implementation of the recollection room!
All in all there are four pages.
It was quite tiring to create all that stuff!
Now everyone can freely watch the animation!