Wednesday, August 29, 2018

Testing Unity 2018 - Unity 2018テスト


Playing with a simple side scrolling game concept

Unity 3D has come a long way when it comes to creating 2D games. While originally it had no official support for such games and if you wanted to create them you had to use unconventional hacks and other tricks, now every new version brings more improvements and 2D support which helps a lot when you're creating those types of games.

Above you can see a simple prototype I did while I test some of the new features of the tool. When it comes to platforming it is best to have a good combo of tight controls and smooth movement, so I'm also playing around with the movement speed and jump force to try and get the feel of a game I want to make.

Tuesday, August 21, 2018

Schoolgirls with swords - 剣を持つ女子学生


I'm practicing and experimenting with some new poses and animation. It also helps me to visualize some game ideas that I'm considering. This is not finished of course; her animation can be improved, and the shading could use some more work, but since I promised I would post about progress that I make on my learning and other stuff, well here it is.

Sunday, August 19, 2018

Thank you for your support! Future plans for new games!

Pixie Panic Garden Shy

Pixie shows her shy side.

I guess what Pixie means is that she is very thankful that she was able to save her garden due to your help! She is grateful but also kinda shy, so that's her way of expressing her gratitude I guess!

Be sure to read more, because in this post I'll detail my current plans for the future when it comes to creating games!

Thursday, August 16, 2018

Cheat Codes / Unlock Gallery - チートコード/アンロックギャラリー

I hope everyone has been enjoying the new content!

I tried to balance the difficulty a bit better with the new levels, and for the most part the majority of the feedback I received was that while it is still challenging, the difficulty is at least more manageable now. The new bosses at first may appear difficult, but they have patterns that once you memorize them it is easy to play around.

Monday, August 13, 2018

Dream and Nightmare (version 1.2) - 夢と悪夢(バージョン1.2)


Tied up!

The free add-on, otherwise know as version 1.2 is now live! If you purchased the game via itch.io, please check your e-mail as you might already have received a notification to download the new version.

If you purchased via dlsite, the update will go live either tomorrow or maybe the next day, due to their own review process.

Friday, August 10, 2018

PPG version 1.2 releases next week! - PPGバージョン1.2のリリースは来週!

Pixie Panic Garden version 1.2

All the bulges are in place and ready to do some lovin' to Pixie!

At this point in time there are only some minor adjustments to do and a final debugging pass on the game, so I'm glad to say that version 1.2 will finally be released next week! With a total of 10 months or so of main development, then 2 more months for the free add-on, I'm very happy to say that I somehow managed to publish my own indie hentai game in a single year!

Sunday, August 5, 2018

Choice of art style - アートスタイルを決める


First CG of the new insect boss

About a year ago, when I was in the planning stages for PPG, one of the things I knew would give me trouble would be to decide on a art style for the CG's of the game.

I knew I wanted to make a game with simple graphics and with the aesthetic of 8-bit/16-bit games, but what I really needed to figure out was how to combine my limited skills with a decent enough art. 

Wednesday, August 1, 2018

Level design and themes


Pixie Panic Garden Level Design

The interface of Unity Engine, and overall objects and elements used in PPG

Work on the CG sets is almost complete, so as I transition into making the final adjustments to the new bonus stages I'll talk a bit about how was my planning process for creating the game's original levels.

The initial scope was simple: create 5 different stages with 7 levels each. Each stage would have a specific overall theme and gimmick. Very early I had decided to have those exact number so as to keep the goal of finishing development realistic for an amateur game developer. While on paper this plan sounds simple enough, the execution could have been better.

レベルデザインとテーマ


Unity Engineのインターフェイス、およびPPGで使用される全体的なオブジェクトと要素

CGセットの作業はほぼ完了です! その間に、ゲームのオリジナルレベルを作成するための私の計画プロセスについてお話します。

当初の計画は単純でした。それぞれ7つのレベルで5つの異なるステージを作成します。 各段階には特定の全体的なテーマとギミックがあります。
私は、アマチュアのゲーム開発者にとって開発を現実的なものに仕上げるという目標を維持するために、正確な数字を持つことを決めました。
紙に書かれている間、この計画は簡単に聞こえますが、実行はより良いものになりました。