Introduction This is a life simulation game where players become roommates with Kemono characters and experience college life. The player has to organise daily activities, solve conflicts and problems in life, develop friendships with the roommates and finally achieve everyone's personal goals. THE Sister's Gameplay This game contains three gameplays. The main one is the text adventure game mode, in which the player participates in the game's storyline through dialogue. The second one is the friendship-building gameplay common in romance games, where the player develops a friendship through interaction with a specific character, completes that character's wish list and unlocks hidden achievements. The design of the hidden achievement system is based on Life Is Strange (2015), and the CGs received after unlocking achievements are presented in the form of Polaroid photos. Life Is Strange. (2015).DONTNOD Entertainment The most important gameplay is the scheduling gameplay
Here is the presentation video of the Live2D model I make. Because of the absence of body painting, the overall expression of the model is a little bit weak. This model is accompanied by six expressions: standby, snooze, wake up, wink, laugh and sob. I imported it into a scene similar to a text adventure game for presentation. This is also the genre in which most Live2D models are applied. BGM:KEY. (2002). Natsukage . [AIR ORIGINAL SOUNDTRACK]. Key Sounds Label
Last 2 weeks I read the book Game Planner Intensive Course: Game Creation is 90% about Tempo by Hideo Yoshizawa in Chinese translated version. Tempo of games means interval, including combination of switching times, animation performance, speed of movement, button pressing, visual and auditory times etc. Game Planner Intensive Course: Game Creation is 90% about Tempo by Hideo Yoshizawa The first chapter is about core creativity. Creativity of games shows in rules, methods, operation, design, plot and so on which break down to core idea, auxiliary core and expanding core. The most important of these is core idea about comforts in games. There are three points of it: - get a comfortable experience - make it approach to the final goal - accomplish the goal and gain a higher level of comforts The core idea can be analyzed in three ways: theme(backdrop), concept(what to play) and system(mechanisms, methods of operation, methods of presentation etc.) The second chapter is about how to creat
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