SamSuka
BrOkEn eNgLiSh
BrOkEn eNgLiSh

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Important announcement (repost)

Fanbox delete my post again due to showing genitals, so I repost it again Fanbox因為我的圖展示性器又把我的文章刪了 所以我再重新po一次 ------------------------------------------------------ Although we believe this project has great potential, we've decided to put the current project on hold and shift our focus to developing "The Savior of Impregnation 2" instead. The main reasons for this decision are: 1. Poor division of labor within the team Back when we used RPG Maker, if I got ahead on my tasks, I could help Neko with things like text editing or scene design. However, with the current project being developed in Unreal Engine, Neko is responsible for everything, while I can only focus on drawing. This has led to a serious imbalance: I'm far ahead in my progress while Neko is overwhelmed, and I have no idea what to draw next because I need to wait for him. 2.Inefficiency within the team This issue is directly tied to the first point. Previously, when I didn't feel like drawing, I could refresh myself by switching to writing or editing. But now I'm locked into only drawing. Neko is facing the same problem, while I used to help lighten his work in RPG Maker, now he has to handle all the development alone, which has left both of us mentally exhausted. 3.Potential risks Even though we see potential in the game, we've gradually realized its risks. The core feature, visual randomization, requires me to draw a massive number of variations. With the current slow pace, we're worried that development costs could significantly exceed any potential income. There are also other concerns, like the lack of a clearly defined end goal for the game, or uncertainty around balancing the gameplay stats. Additionally, the lack of shared information between us makes it difficult for me to grasp the exact progress and direction of the development. In short, when I found myself idle and drawing practice sketches just to stay productive, I started to realize that continuing this way would put us in a risky situation, so we've decided to cut our losses early and pause the project. But don't worry, this doesn't mean the time and effort spent have gone to waste. Much of the content from this project will be reused in future work. For example, the adventurer portraits can be integrated into The Savior of Impregnation 2's random NPC sex system. And more importantly, we're just pausing it. If we secure a larger budget in the future, we may revive the project or even use its core systems as a foundation for new project. --------------------------------------------------------------- 儘管我們認為這個項目十分有潛力 但是我們決定中止當前進行的項目 並且轉而開發種付勇者傳2 主要原因為這些 1.團隊分工不恰當: 在過去rpg maker的時候, 當我進度超前 我就能夠前去協助Neko, 像是編輯文本與場景等等 但是現在使用unreal engine的情況下 Neko必須負責所有內容, 而我只能畫圖 這倒是我進度嚴重超前Neko, 他忙得要命, 我卻不知道下一步該做什麼 2.團隊的效率低下: 這是第一點延續所製造出的問題 過去當我不想畫圖時, 我能夠寫文本或編輯場景轉換心情 但是現在卻被綁死在畫圖上 Neko也是一樣的情況, 之前rpg maker的時候我可以幫忙分攤工作 現在他卻必須獨自攬下一切的編程 導致我們兩人做的心力憔悴 3.潛在的風險: 儘管我們認為這個遊戲很有潛力, 但是我們也漸漸意識到其風險 因為這遊戲的特色是強調外觀隨機性, 這代表我必須繪製大量的差分 在進度緩慢的情況下, 我們擔心成本會大幅高於收入 同時還有許多讓人擔心的點 像是我們不確定遊戲的最終目標, 或是數值方面的平衡等 以及資訊不對等, 導致我無法掌握開發的確切進展與方向 總之, 當我沒事做, 開始繪製練習圖時 逐漸意識到再這樣下去, 各方面都會非常危險 因此我們決定提早止損, 暫停這個項目 不過放心, 這不代表我們浪費了時間與精力 這個項目的許多內容將會在往後被我們回收利用 像是冒險者的立繪可以用在種付勇者2裡的隨機路人做愛系統裡 更別提項目只是暫停, 等我們有更多的預算時便可能會重啟 或是用這些系統當作基底製作新作

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