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This week, we will report on the progress towards updating the behavior confirmation ROM.
I'll tell you once, but in the next ROM I'll talk to NPC → I'll ask you to ask → Go to the stage and defeat the enemy.
And the goal is to create a series of streams to report completed quests.
If you can do that, you will be able to focus on mass-produced content, as most of the action and system aspects come together.
Currently
Enemies and scenes for that sample quest, and also the quest systemCreating.
Implementation progress
Progress on the implementation that only engineers are responsible for.
- Key config Heart
- Language switching Heart
- Conversation and choice Heart
- quest About 50%
- Map screen ( Pending )
- Other, money, etc.
Last week, the system with 「 selection 」 was in a single paragraph, so it is in the implementation of 「 quest 」.
↑ Quest UI mock published in previous article
Like the features of conversation and choice, this 「 quest 」 is a good idea of the features themselves in different games, and it seems like it's about writing again, but the flags make the quests progress and all You will get a reward when you complete it.
In this game, it is a system for incorporating various situations into the game without creating a long dedicated stage.
With the quest function, the game will also add 「 menu screen 」.
For the time being, only the quest function will enter here, but later we will also add map screens and magic ( cane ) etc.
The quest feature started to arrive last week, but it will be shaped this week at the earliest.
After this implementation is over, we will finally move to the implementation ( boss, etc. ) for sample quests.
Quest boss 「 Tomb protection 」 progress
Progress of Enemy 「 Tomb Protection 」 in production for that sample quest.
I'm happy now, but I think if you're worried about it, I'll skip it.
Creating a new area for grave protection
First, we completed the creation of a tomb protection area.
Other than caskets and crosses, grass trees sometimes use the same road area as they have ever been, and the new background could be made in about 3 days.
It seems possible to make a new area in a few days if there is a base terrain.
The background objects that we have made so far can be accumulated as property and used to some extent, and there is likely to be room for shorter time to create newer areas in the future.
Movie creation with the appearance of grave protection
Proceed to some extent on the newly created stage and the enemy movie will be played. I created it so far.
Tomb protection is given the power to join the temple to come and is a setting that can create zombies and manipulate them easily.
Rather than the gravekeeper itself fighting, it is a battle that scoops the zombies that the humble tombkeeper calls and damages the gravekeeper.
By the way, I still use the movie scene creation system established by the last mid boss 「 Enenutomaza 」 that appeared in ROM, and if it was a previous work, the engineer only gave instructions to the movie like I was making it、Only those who don't like this can make most of it.
It seems that we need to get used to it a little more, but we want to make it faster in the future.
Next time, we will create specific specifications for the game overscene movie and new enemy.
NPC Caradza Progress
Progress of NPC's caradza asking cartoonist Sendo, this time
Villager youth Bis.
↑ This is a villager youth A
Is it a leaner and more earrings than the well-divided villager A? (The face with the turban looks like a lotus and good people )
If he becomes Enemy, I feel like I'll use a trap, a poison, or a frightening hand.
Originally one of the ideas I wrote in the rough of a villager youth, it was a good feeling, so I made B and C.
It may not be as stern as last week as a rod, but as a hail, it looks good to buy or sell something, as it is later in the picture of Caradza.
For some reason, turban makes you feel like a merchant.
It seems that it is convenient to have such a role in a separate way.
This time is over.
See you later.
Welp, the graveyard gameover scene is guro