SamSuka
BflatProject
BflatProject

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Progress report 03 進度報告03

Hello everyone, B-flat here!

Here's our end of the month progress update! I'll outline the progress we've made for each major milestone.

Custom Keybindings

In my initial project, customizing keybindings was quite inconvenient due to engine limitations. 

Under the current engine, we no longer have this problem: I have successfully implemented custom keybinding functionality! Players can now freely set their desired keys for both keyboard and controller inputs. As this feature is new to me, it took extra time to properly implement. I apologize for that taking up so much time, but since this was a crucial aspect in high demand, it was given top priority.

Game Interaction Events & Object Framework

So far, I have completed basic game subsystems such as items, levels, relics, dialogue and more. These are vital elements for the framework of the game as players will be interacting with them regularly. This month, I have created the interactive templates for these objects and related events, including:

These are part of the fundamental framework of the game, and since I switched engines for this project, they had to be built from scratch. This are the backbone of this and any future project; they must be solidly designed to handle the upcoming scale as the game grows exponentially.

Vita's Walking Animation

The artist and I decided that Vita's walking/running animations look best in side view. This meant we would have to create distinctive animations rather than just modifying the existing idle skeleton. Even though this increased our workload, it improved the artistic quality and level of detail. It was crucial that Vita's clothing looked great whether it was sewn up perfectly or torn to shreds. Due to file size quality, we can't include the complete animation graphics here...lucky for Vita we can't see her boobs jiggling (...yet)!

Current Goals

Miscellaneous

I sincerely apologize for how long it is taking to produce a top quality release. This pains me to say it, but based on the current design speed, we won't be able to produce a first-rate playable demo by the end of September.

I don't want to compromise on quality and rush out a unfinished prototype; you all deserve a solid first release.  I would rather take a longer period to iron out every kink than give you a subpar effort. Since I'm essentially building this new engine's systems from the ground up, many programming aspects and framework designs have taken far longer than expected. My focus has been on hammering out the mundane programming aspects--I want to see all the fun artwork and slimy monsters too!

Ideally, we'll start releasing more art updates in the upcoming progress reports. I humbly ask for your patience as we aim for the end of the year as our first quality playable demo. I'll keep you all updated as we work as fast as we can to get Vita dodging those tentacles as soon as possible!

Thank you, everyone!

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大家好,我是B-flat,

月底跟各位報告目前工作進度,這邊依照完成的大項目來說明進度。

按鍵自定義

在我的第一個作品中,受限於引擎的限制,按鍵的自定義功能一直比較不方便設定。

現在的引擎中,我將按鍵的自定義功能完成了,

玩家可以自由在遊戲中設定需要的按鍵,包括鍵盤或手柄。

由於這個功能以前沒接觸過,所以多花了一點時間完成此項功能的實裝。

不過玩家的輸入方式是遊戲很重要的一環,

所以還是有必要早點將這個項目完成。

遊戲互動事件、物件框架

到目前為止,有將遊戲的一些分支系統如道具、等級、遺物、對話等等完成,

這些系統都與玩家在遊戲內需要互動的物件、事件有關。

這個月我將這些物件、事件的框架與樣板製作完成,

例如:

這些都是遊戲中比較基本的框架,但由於我換了引擎來製作本遊戲,

所以這些框架仍然必須從零開始製作。

為了顧及後續專案開發的擴充性與維護性,

現在將這個框架建構好也是必要的工作項目。

女主行走的骨架動畫

跟畫師討論過後,決定以側面繪製女主的行走、跑步的動畫。

而不是將待機的骨架稍作修改就當作行走的動畫。

雖然這樣會增加工作量,但可以達到精緻度與良好的呈現效果。

行走時,女主也會依照玩家自定義的破損項目決定哪些部位的衣服會保留喔。

考慮到上傳檔案容量的限制,這邊就不放完整的動畫圖了。


(當然,行走或跑步時的乳搖肯定是有的。)。

目前進行中的工作

雜談

在這邊先向各位道歉,

依照目前工作進度,確定九月底是無法製作出第一款試玩版的。

因為不想在任何品質上有妥協或是粗製濫造,

所以雖然不願意,但我不想把品質還不夠良好的試玩版趕著上架。

此外,也由於我在這個新引擎幾乎所有系統都是從零開始製作,

很多框架與項目製作的時間比我預期的還多出不少。

目前還沒開始壓榨美術的產能,主要還停留在程式的框架中。

所以現在的工作進度報告也比較多枯燥的程式項目。

等之後的工作進度報告應該會有越來越多美術的進度報告給大家。

現在我想重新訂立一個時間點,約今年年底前放出第一款試玩版。

非常感謝各位耐心等候,有任何後續工作進度我會持續回報給各位知道,謝謝大家!

Comments

Take your time, I'm personally fine with the game being delayed if it allows you to not compromise on its quality

Jawn

dont worry,waitting make cake sweet.

Bradsinger

會努力完成的!

Project Bflat

多謝建議,我跟畫師討論看看,但考量到一些骨架動畫上的合理性,不一定會修改。

Project Bflat

感謝~

Project Bflat

Thank you. :)

Project Bflat

感謝!

Project Bflat

Thank you. :)

Project Bflat

俺的xp是催眠和时停(疯狂暗示)

Dracula

不着急的,加油!

燙腳拖鞋

感覺女主角屁股有點太扁

琮 林

有了第一款游戏做打底,这款游戏完全不着急,慢工出细活,有更好的游戏性才是最重要的

1 1

I trust your work and look forward to this project. I just hope to see something equal or better than with Agnietta on the subject of character corruption and its multiple variants.

Zatod

慢工出细活,不用着急

ananjituan

You guys work faster and produce higher quality work than most teams. I'm sure most of us are happy with waiting because we know you guys are getting things done.

Red


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