- Dec 28, 2019
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I'm seeing confusion regarding this.From what I gather Shiro no yakata was originally the game you referred to and then it took another direction when the other dev wanted to make an action game rather than the horror themed one that Zell started on. (That's what I've read on here anyway, dunno how true it is).
He may go back to the horror game after SNY as he did make a good start on it but he also has succubus affection 2 he's looking at in the future, so who knows when it'll be... I think he wants to do more work on FOBS eventually too.
Zell needs more funding and to be given a team to work with or I need to learn more patience...
I guess I'll chronicle Zell's journey so people get a grasp of what's going on.
Zell started as a solo developer creating pixel art fan-animations of Monstergirl Quest characters on Pixiv.
His
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of popular girls from MGQ gained some notoriety and he gained a pretty significant Japanese fanbase. Borrowed mostly from MGQ's INSANE popularity.You don't have permission to view the spoiler content.
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Zell was one of them, but he only made animations.
One day after making a bunch, he decided to try to make his own designs.
Now pixel-art is really tied strongly to platform style games.
Zell was really only interested in the pixel art, but in order to show his work in the best way he decided to try and turn his work into a game. He created FOBS in Flash to start with, with basic elements.
And that's FOBS.
After working on FOBS for a while, he came across... programming issues.
For one thing the engine he was working on didn't have a zoom feature. In order to get his pixel art to look bigger, he literally scaled the pixel art by 2 times.
A single frame being 64x64 became 128x128.
The engine was also 32bit, meaning there was a hard RAM limit of 2GB. The program can NOT borrow more than that.
Developing in that environment early on he faced no issues, but when his game got too big, he started struggling.
His temporary solution was to split the game into two parts, but he was overall not too happy with that, and decided to try to remake the whole game in a 64bit engine with no RAM limits and a zoom feature.
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While FOBS was dying he met a programmer who was really eager to work with him. Ansala. Answerer? I'll call him Ansala.
Ansala was a capable programmer with experience in Unity and a fan of his. In fact he was a fan for a long time!
They talked and then cooperated to make a game and that game was Succubus Affection!
Succubus Affection's development was kind of rocky.
Zell had to get used to working with other people. Not just Ansala but the CG artist Ansala brought on board as well. Not only that but Zell didn't lead the project! He just did the art.
But he liked that workflow. He could focus entirely on art.
Story?
Level Design?
Programming?
Bug Testing?
None of that was his problem for better or worse.
Ansala's influence was felt.
Succubus Affection was not a femdom game like FOBS. It was a switch game. Sexually the game is not the same as FOBS. Instead of letting the girls assault you and the protagonist not being able to initiate sex (unless in unique circumstances like FOBS) the protagonist in Succubus Affection is much more proactive sexually.
The girls are much less monstrous, which fits the title of the game "Succubus Affection."
The game is way more actiony, and weird gimmiks and strange level design are completely gone.
Seeing that the game wasn't... completely to his taste, he wanted to make a game with a stronger focus on femdom, and more monstrous girls. No proactive protagonist, but one who'd be unilaterally assaulted by monstrous girls.
That's Shiro No Yakata.
But Shiro No Yakata entered dev hell. He was working on FOBS remake at the same time, and was in the process of moving game engines. He really wanted a better game engine. One that supported zoom and other features. But the more he worked, the more programming challenges he faced. He couldn't make his ideas real, and he was constantly torn from the fun pixel-art drawing of girls he liked to smash his head on programming the game, doing gimmiks, and giving them AI he was satisfied with.
Eventually he gave up.
He didn't want to work on both SnY and the dying FOBS at the same time. So he asked Ansala for help.
Ansala accepted but getting his help meant, the game would have to be on his Ci-En, and he'd be able to influence the direction of the game.
The game slowly changed under Ansala.
SnY added much more humanoid looking girls. A "succubus" unknown. Guess Ansala really likes succubi. Humanoid maid girls. Basically girls he'd personally fuck. He removed the best friend character as he didn't want the girls to be seen fucking other men, as sexual promiscuity wasn't attractive to him. He added more male assertive content.
Hmm... with Ansala's influence.
SnY which was supposed to be different from Succubus Affection. Almost an antithesis even... was going down the same path.
So...
Zell on his fantia started a new game. Ansala is STILL WORKING ON SHIRO NO YAKATA with Zell.
But Zell started a new game called Mysterious Mansion.
Mysterious Mansion follows the spirit of the original Shiro No Yakata. It has multiple male characters, monstrous enemies, and a heavy femdom focus.
The main male lead from Mysterious Mansion looks almost exactly like SnY's protagonist.
___
In short Zell has 3 games he's currently working on. FOBS remake(dead imo), Shiro No Yakata, Mysterious Mansion.
I'm concerned that Ansala and Zell might have a falling out. Tons of things in the relationship don't seem to be too good.
Ansala is a fan of Zell, but he prefers less monstrous girls and male assertive content.
Zell doesn't dislike male assertive content or less monstrous girls, but it's not his focus. Yamabiko(the white girl that yells a projectile at you) in FOBS is a full submissive(both of her scenes are sub scenes) and he created the wall asses, so he's fond of maledom to a certain extent. But that's where Ansala's main preferences lie.
Zell likes level design and gimmiks to give identity to locales while Ansala prefers working on intriguing combat encounters with flashy effects to increase the tension and energy of encounters.
Not to mention the speed and dedication both have to their works being very different.