4.10 star(s) 7 Votes

Whotfisthis

Well-Known Member
May 30, 2021
1,016
840

What you are doing now

We are currently producing for a behavior confirmation ROM where you can play sample quests.

There are a lot of features added from, and I'll write it out when I update it for more information, but a big one will list conversations and choices, translations, key conflicts, and quest features.

By using these new features to make a sample quest, it is the main purpose of the behavior confirmation ROM to wash out feature bugs, missing places, etc. and improve them.

The enemies that appear are somewhat directed are made to some extent by production, but since it is a sample until the release time, adjustments may be made.



Implementation of quest function
Progress on the implementation that only engineers are responsible for.

  • Key config Heart
  • Language switching Heart
  • Conversation and choice Heart
  • quest Heart
  • Map screen ( Pending )
  • Other, money, etc.


I've left some adjustments, such as related features and details on the UI, but the implementation of the quest feature itself is almost over.

This is a pop-up that will give you notice when the quest starts, progresses, and completes. (Currently I'm wearing a character face, but )





You can also open the menu.
In the initial setting, you can open and close with the SPACE key.

It doesn't have much functionality yet, but the menu shows a map and you can check the progress of the quest by selecting 「Quest 」.




After this, we will enter the implementation of the boss match for this sample quest.
The movement of the enemy unit is fairly simple, and many parts can be used to create the enemy movement before, so the boss implementation itself seems to be less than that.





Quest boss 「 Tomb protection 」 progress
We wrote the specifications for the mermaid enemies summoned to the tomb protection and grave protection and prepared for implementation.

We also prepared about three new Lilia's standing paintings for the production of graves.



I would like to see this in ROM with the operation confirmation.
After that, there will be a little special operation on the grave warfare conteneu, so if you put together the specifications, you will almost have everything you need to implement, so if you put in a voice and SE, you will generally complete it.


It's a tomb protection that has become a cheap work, but it's a generous character to finish with just one quest, and I want to power up somewhere and revive.


\Yay/






ROM update time
As I mentioned earlier, the quest function has almost been completed and the specifications have become concrete, and now that I have entered the implementation of the boss battle itself, I have seen quite a few updates of the ROM for confirmation of operation, but the details and debug Including defect correctionUpdates around late this monthI think that is a realistic place.

I hope you will wait for a while.




NPC Caradza Progress




Progress of NPC's caradza asking cartoonist Sendo, this timeVillager youth Cis.

It feels like a standard lower-tier people.
Great without hegemony in my eyes.


The rich mob in a boro looks good anyway.
I feel that it is likely to be a number-based expression, such as a large number of people who have been brainwashed or crazy as a mass of sacrifices.

In the first place, the poor and Sister are in good harmony.
It seems that opportunities to engage, such as alms and treatments, and I like some unnamed mobs that worship Sisters like goddesses.




This time is over.
See you later.
 

acc645785634

Newbie
Mar 29, 2022
64
170
It's definitely version zero point something, with 1.0 always being the initial release version.
It is either the devs are pure enthusiasts who were so in a rush to make guro games that they couldn't be bothered to learn development terms such as alpha betta etc., or the original Sinisistar is a products of "machine learning" where programmero was mashing keys on a keyboard at random until a niche porn cult classic was made and sold 18k copies.
 

Spring Fields

Newbie
Oct 27, 2021
62
16
It's definitely version zero point something, with 1.0 always being the initial release version.
It is either the devs are pure enthusiasts who were so in a rush to make guro games that they couldn't be bothered to learn development terms such as alpha betta etc., or the original Sinisistar is a products of "machine learning" where programmero was mashing keys on a keyboard at random until a niche porn cult classic was made and sold 18k copies.
According to you it can be said that your idea is wrong or your lack of information. It is indeed correct that 1.0 is the initial release version but yet the demo version can go above 2 or whatsoever the number is given. It is also mentioned that this game is under development, which that it is safe enough to say that even if the latest version is 3.8 it is not argumentative. If this the development status is not given then 2.5a/2.5b can be written to show that its is the alpha version of the game. And on top of everything this website is not the original place where the game is released before nor it is mentioned to be. So you clearly cant blame it on the devs for yourself. maybe your on the wrong place for a search. And for you information if your on windows this would show you 1.0 for any initial release and if a mac/apple version was published it would naturally turn up as 10.0 as initial. And also there is no relation in fact doesnt make sense with the original sinister to be bought up just cuz you didnt understand the software versioning.
 

Quintilus

Engaged Member
Aug 8, 2020
2,687
7,640
According to you it can be said that your idea is wrong or your lack of information. It is indeed correct that 1.0 is the initial release version but yet the demo version can go above 2 or whatsoever the number is given. It is also mentioned that this game is under development, which that it is safe enough to say that even if the latest version is 3.8 it is not argumentative. If this the development status is not given then 2.5a/2.5b can be written to show that its is the alpha version of the game. And on top of everything this website is not the original place where the game is released before nor it is mentioned to be. So you clearly cant blame it on the devs for yourself. maybe your on the wrong place for a search. And for you information if your on windows this would show you 1.0 for any initial release and if a mac/apple version was published it would naturally turn up as 10.0 as initial. And also there is no relation in fact doesnt make sense with the original sinister to be bought up just cuz you didnt understand the software versioning.
I mean, technically he correct, since usually major version number is a number for a release that are ready to shipment.
But on the other hand, there are no any rules for it. Version 1.0 could be any version, even a tech demo that it, indeed, works.
 

Spring Fields

Newbie
Oct 27, 2021
62
16
I mean, technically he correct, since usually major version number is a number for a release that are ready to shipment.
But on the other hand, there are no any rules for it. Version 1.0 could be any version, even a tech demo that it, indeed, works.
partially yes
 

Dojo_dude

Newbie
Dec 10, 2018
28
13
I hope the main character sounds less wimpy in future builds. In the first game, the Nuns sounds were very quiet as opposed to the sequels high-pitched *uhwaagh* lol
 

Beyo

Active Member
Sep 6, 2017
882
795
This is one of those technicalities where being correct or incorrect matters less than being bothered about it.
 

Whotfisthis

Well-Known Member
May 30, 2021
1,016
840





Thumbnails used especially when you're not doing anything like thumbnails


Report of progress towards updating ROM for operation confirmation.
this timeEnemy implementationWhenSound inputIs the main task.



Functional implementation progress
Progress on the implementation that only engineers are responsible for.

  • Key config Heart
  • Language switching Heart
  • Conversation and choice Heart
  • quest Heart

The rough feature implementation for the behavior confirmation ROM has been completed and is now in the implementation of the enemy 「 tomb protection 」 relationship for sample quests to test them.
It's likely that the enemy's implementation will be largely over by the time next week's article comes out.

In addition, in the next week, we plan to create a rough flow to the conversation → Quest Trust → enemy subjugation, to build ROM and debug.




Quest boss progress
Sound input
It is close to the end of the process of making an enemy 「 sound input 」.
I applied Voice SE to use for the grave-keeping game over scene by the nemesis.

This scene is also called a sample quest, and since it is a fairly standard interpersonal erotic haze, I bought multiple materials for future interpersonal situation and cut them to make them, and I made a materialized sound that is often used for interpersonal erotic.

That said, the work of sound is hard to imagine even if it is written.
It's not a substitute, but I would like to briefly touch on what the sound work in the work of the work is like.


Explanation of sound effects work
First, I bought a collection of materials to simply add a new erotic sound and increase the variety.

Even if I tried to add sound effects from the middle of the previous work, I had memories that were more painful than I thought it was a sound of a similar environment, and even if I tried to set the sound again, it would be a considerable task, so the material collection is used for the purpose of purchasing、It is a reflection that it is better to prepare a rich sound of an early-like environment 「 quite 」.


Also, since the work is an action game full of dot animation、There are many cases where you have to fine-tune the timing of soundingIt may be characteristic of the sound effects of your game.

So, for example, it is desirable to play a single sound once in motion at a moment, rather than a long source with a piston sound several times.


Therefore, in your own case, you have the ability to specify where to make a sound within the function of Unity's animation.
It had a function similar to the previous work, but now it's easier to use and only the engineer has it improved to the knack.






↑ Tomb protection animation for game overscenes.
Just below the time notation at the top, something like a white tag is where the sounding event occurs.
The key is often done because the tomb protection gradually strengthens while repeating the piston movement, usually not so much.
To match these playback timing, you need to not only look for material, but also optimize it for the game, such as cutting the margins from the sound source or cutting them short.

It's not a sound shop, but it's a hassle, but these tasks are also for later work, and the sounds you often use in erotic systems such as piston ejaculation and insertion you added this time will continue to be available soon. It should have been possible.



Process of making enemies
By the way, what are the steps you are taking to make a large-scale enemy ( boss ) is mainly a story of the line of sight, but we are doing something like this.


1. Put the desired situation for the purpose
2. Hit the dot while imagining the image and movement of the enemy and collecting materials
Make an animation with 3,Unity, make a combined effect.
4, put together specifications for implementation and share with engineers only
5. Write illustrations and sounds of hail scenes during implementation
6, After implementation test play, remaining sound input and adjustment



If you say the implementation of tomb protection in the above procedure, it means that the process of 「5」 is now sound.

By the way, I wrote the soundbox twice because the series of movements in the game has not been completed during the 5th, so I put the sound of an independent movie scene, such as a hail scene, first.

So the gravekeeper hasn't cut all the sounds yet, but it's still a sound input for a long-showing scene such as a game overscene that takes longer, so it's relatively easy after that.


I'm still making it, and I'm getting less proficient in new functions, and I'm going to have these steps faster and faster.




Base scene
The next ROM for operation confirmation will start from the base, so the base scene was also slightly improved for that.






↑ The back of the base ( The left screen ) is currently a dead end.
You may add something later.



Introducing fan art
It seems that I made a doll costume.






Even if it is a photograph, it is fresh with a real feeling that is different from the illustration when it is revealed in a real fabric or ribbon. Thank you very much.



I'm honestly a little interested in Dole, but there are places where swamps seem too deep and don't come close.






This time is over.
See you later.






 

Whotfisthis

Well-Known Member
May 30, 2021
1,016
840

I will go into the work of adjusting the operation confirmation version and debugging, but I also did a separate work on the gap.



Boss implementation
Almost done
Progress on the implementation that only engineers are responsible for.



As I told you last week, this time I was able to almost complete the implementation of the boss ( grave protection ).
Almost all of the features that will be in the next ROM of motion confirmation, including system aspects such as language switching, key configs, conversations, and quests, are now implemented.



Adjustment and debug
After this, some people play test play with the mouse, adjust such as the status of the boss, the performance and timing of the attack, and some parts do not contain SE, so the power as a boss and the rest of the production system will be performed. I will do the work.
And only engineers will fix bugs and build tests that have been discovered in test play and go into the process of service for the publication of the behavior confirmation ROM.


In my last article, I talked about 「 」 ( ) with a good line of sight, but this means that I entered 「6」. ↓

1. Put the desired situation for the purpose
2. Hit the dot while imagining the image and movement of the enemy and collecting materials
Make an animation with 3,Unity, make a combined effect.
4, put together specifications for implementation and share with engineers only
5. Write illustrations and sounds of hail scenes during implementation
6, After implementation test play, remaining sound input and adjustment


as soon as possibleYou can also update the work confirmation ROM at the time of next week's article updateI expect it.
Of course, if something goes wrong, it may be delayed, but even if it's late, the update in October seems to be solid.




Creating a gallery UI
It's closer to the viewer than the in-game features, but it actually had features that I haven't made yet.
It is a function of 「 gallery 」 that can play hail animations and game overscenes.


While Miu-kun was implementing the boss, he couldn't adjust the boss, of course, so he was working on a UI for gallery functions in the meantime.

The details are still sweet, but I think in the following ways.





↑ List of enemies. Divide by place that appears




↑ Select an enemy from the list and transition. The page where the first 【 ◆ 】 posts its enemy's name and description.
Change the page with the direction key or the LR button.




Numbers ↑ 【1 】 and later are done and the animation is played. The background will give the background of the stage where the enemy appears.





↑ Developer mode. During the animation playback, you can play and pause the throw, and display the image name of the standing picture you are using and the animation of the protagonist. A function for checking when changing the image of the player.

By the way, the previous work was replaced by a picture as a function of the gallery, but this time there are cases where multiple state anomalies are simultaneously received, and the standing picture may also make a partial difference、It is a assumption that the standing picture here will also change using the function that can be attached to any condition such as debug function.




that's all.
As I mentioned earlier, I would like to update the ROM as soon as possible next week, so I would like to make adjustments and do the rest of the work.






Miscellaneous notes: What you want to do in the future
We have been working on the system surface in a priority way, but after updating the ROM, we will move the specific gravity to making content using the system.

I don't care about the order in which I put my hands on the status quo in making that content, so I'll write a note of what I'm particularly attracted to these days.


1, I want to make a goblin Enemy
I want to make this.
You want to be fucked, executed, like livestock, decorated, shielded, and colorful.
The design as an enemy is also good for the so-called fantasy goblin itself, but I also want to adjust the atmosphere a little.
When the enemy wears a mask like the original god Hilchar, it can be done and used in the scene, and I think that kind of mysterious barbarian arrangement is also good.

2, I want to make a swallow
Well, I want to make it.
I made a swallow like a previous work, but now that my head and body are getting better and my lines are easier to come out, I think that I can make it with a swallow expression that is simply more powerful. I will.

3, I want to create a village
I want to make it quite a bit.
There are many, but not all, villager NPC designs, and creating a village view that includes villagers seems to increase the resolution of the worldview.
And if you have a village, you can attack it, and you can also make victims from the villagers, which may be easier to create when making other enemies or stages.



There are other things I want to do with this, such as Sister ( based in Hagna ), but for the time being, I think it's vague about the top three.

Rather than the order and integrity of the story, it is better to assemble the situation where you want to do it first, based on the situation.




Not miscellaneous, but this time it's over.
See you later.
 
4.10 star(s) 7 Votes