Update:
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1. Current development status
At present, the action part of the game is roughly done, so we are currently working on the out-of-game (?) features required for mass production of content. There are also some minor game changes that will be discussed later.
Recent big tasks include:
◆ Settings screen (key binding/language switching)
◆ Dialogue and text management
◆ Map quest function
◆ Gallery function
2. Settings screen progress
User interface is currently being handled by engineer Mii-kun
Sound and graphic settings will not affect mass production of content, so we plan to postpone them
3. Dialogue UI
Organized the user interface and created specifications and requirements. After the settings screen and "language switching" are completed, it will be possible to implement dialogue UI as well.
4. Portrait of NPC "Female villager A"
Based on the character design of a female villager sent by manga artist Sendo-san last week, I'm going to make a portrait by retouching and coloring to match the atmosphere of the game.
5. Village and stage specifications
In order to make more use of such NPCs, we have adjusted the specifications related to villages and stages that we plan to create in the future.
Until now, we assumed that you would select a dungeon symbol such as "forest" or "sewer" from your base (village) through the map, and play multiple variations of that stage as missions.
The dungeon here refers to a stage where you go through about 5 or 6 areas and fight a boss at the end.
Since most of the areas such as villages, roads, and dungeons are connected, it's similar to a so-called "Metroidvania", but the scale is more compact than a typical one, and the terrain and action directions are different. .
Rather than wandering around a vast castle and filling in maps that you haven't been to yet, the image of having an "area on the way" in addition to the base and stage of the previous Sinisistar, you can do it with only dungeons. The purpose is to make events with difficult situations smaller and more diverse. (So-called fast travel is planned to be available)
It may be close to the image that the "main quest" of an open world game is the dungeon, and the "sub-quest" is the village or the event on the way.
By the way, this will result in more areas to be created than initially planned, but a considerable part of the road area background can be made with common materials, and on the contrary, the implementation content will be relatively simple. So it seems that there is not much difference in the overall amount of work.
P.S. Once again, translated with Google. Feel free to provide a more correct translation