Build Notes pt2 ビルドのメモpt2

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Nov 6, 2018 16:37 English Japanese 日本語 英語 localize ローカライズ game ゲーム
最終版のクオリティーにつきまして弊社がビジョンがはっきりしますようにビルドになる。本ビルドは、大体最初のステージだけを、完成に近いクオリティで先に作成していただきました。

以下、現状では省略や既知の問題を取り集めて、この部分をそろそろ固めるを考えています。
・各キャラクターのシネマティクスが行方不明
・本ビルドは1Pだけです
・○○との戦いの前のシネマティクスが行方不明
・○○との戦いの前のシネマティクスが古い版です。弊社はシールシネマティクスが女らし過ぎると思われますから調整します。
・○○との戦い前後シネマティクスはブラッシュアップが必要

以下、VSビルドは加えたものまたは改善したところを含まれます。これは○○社のクリエイティブ・ディレクター○○様(○○の主な製作者)とディレクター○○様がそれぞれを担当されました。

・スクリーンロック
・画面そのままロック、ユーザーに戦いを強要するのが○○シリーズのシステムとちょっと違います。しかし、プレイをしつつ、英語ボイスを流したら障害物に走りすぎやすいと分かりました。
・プレイやゲームフローを改善するためところどころでスクリーンロックを実装すると決定しました。以前、他の○○社が開発されたベルトクローラーも使用しました(○○や○○)
・スクリーンロックを加えたらイメージ的ユーザーが分かりやすい。
・スクリーンロックは各シーンに一回しか起こりません。ユーザーはワールドに戻ったら雑魚キャラまだ遭遇しますがスクリーンロックを消すこととなります。
・「○○」のシステムを踏襲しますので本作もスクリーンロックやルームロックを使用します。

・移動方法
・ユーザーが非意図的にシーンから出ることが、しばしばあるのでXボタンを押すことで次の行き先や目的地への移動することできます。

・NPC兼雑魚
・ゲーム性のため居残りのシーンのように急にNPCは敵キャラクターになるシステムを実装します。

・パッシブNPC
・多くの人口を見せるために演出する。VSビルドで居残りのシーンは怖がる先生に攻撃できますが当たられない。

・アイテムドロップ
・敵を倒したらお金(アイテムを購入)と食べ物(スタミナ)アイテムを落とします。

・自度販売機
・学校に2台を当たら食べ物(スタミナ)を出ることができます。こういうのは全機能実装を加えます。

・武器
・ベンチ、野球バットを○○のバトルの後に使用するとなります。○○/ ○○のシステムのように武器を持ちながら投げたり、報いてやったりすることもできます。

・つぶやきポートレート
・誰が喋るをわかるためゲームプレイを止まらないような会話を起こられるとHUDセクションでみさこ、きょうこをしゃべりが見せます。

・シネマティクスをスキップ
・ユーザーはシーンをスキップしたいと間違いないようにどれでもボタンを押すと「SKIP」という単語で満たらシーンをスキップにすることが可能です。
・タイトル又は漫画シーンの間に試してみてください。

・オプショナルミッション#1(シェフの材料)
・本来、このミッションを達成した後に○○に遭遇することになりますがペースが良くないと思われましたので調整しました。
・現状、先に○○を倒れて学校への鍵を得ます。そして、このミッションをクリアすると様々なリワードを獲得できます。


楽しい時間を過ごして、試してみたら最終版の形についてはっきり理解することができるといいんです。来年をリリース時、弊社とともに○○社は積極的に開発するのが終えるとファンのリアクションも楽しんでいます。
The accompanying “Vertical Slice (VS)” build of the ○○ game represents what ○○ envisions as (mostly) representative of the final game quality, with some minor
omissions and known issues (as noted below).

Just as a ‘slice’ of a cake includes everything within that cake, but only a few bites worth, this‘vertical slice’ build of the game includes a short section of gameplay that is close to final.

Below are some known issues or areas of the game that are NOT final, but are known. These areas will become final in the coming months:

● Character intro fanfare is missing (the selected character pops into gameplay without anintro sequence)
● The VS build is currently single-player only (not 2-player)
● ○○ pre-battle intro fanfare is not yet present
● ○○ post-battle fanfare (stickers) is still the old version. ○○ has mentioned that this
boss outro was too girly, so we are reworking it into an alternate sequence, but that is not ready yet.
● Timing on the ○○ pre- and post-battle sequences are not finalized / need polish.

The VS build also includes some new gameplay additions and improvements. These were mostly suggested by our company’s Creative Director, ○○ (creator / director of
○○) and were designed and overseen by our game’s director, ○○.

They include:

● Screenlocks
○ The addition of a screenlock system is different from classic ○○
gameplay, in that most ○○ games never lock the screen and force a battle.
However, we found that in this game (○○), where we are delivering VO during
gameplay, and giving players quests to complete, it was just too easy to run past
every obstacle.
○ So we decided that implementing screenlocks in some (but not all) areas
improved the gameplay and game flow. Screenlocks have been used to great
effect in previous ○○ brawler games (i.e. ○○,○○, ○○).
○ We also thought that having a literal ‘screen lock’ (chain around the room) would
make these sequences more visually clear for gamers new to brawling games.
○ Screenlocks are ONLY encountered once ever per scene. When players revisit
scenes later one, they will still find enemies to battle, but no more screenlocks.
Screenlocks are only experienced the first time the player goes through each
scene.
○ NOTE: The ○○ game that ○○ is most closely based on (○○) frequently used screenlocks and room-locks to pace its combat. So it makes sense that RCG would use them in a similar fashion too.

● Manual Door Access
○ In many previous ○○ games, door access occurs automatically. However, we
found through testing that players were frequently exiting scenes without
intending to do so.
○ So we changed doors to be manual-exit by pressing a specific button next to the
door.
○ NOTE: Using the “X” button to exit through doors may be swapped with a
different, non-combat button. This was just the first button we tried in this test.

● NPC-to-Enemies
○ We have also begun implementing a system where NPCs can turn into enemies
(as seen with the students in desks in Detention). This makes for more
interesting, surprising enemies than if we were to only have enemies walk into
each scene, already engaged.
○ Each enemy in the game will have 1 or more of these pre-battle NPC states that
transitions them into gameplay in fun ways.

● Passive NPCs
○ We are also now adding NPCs that never become enemies, to make the world
feel more populated. This has been an element of ○○ games from the beginning
of the series.
○ You can see this reflected in the VS build with the scared teacher in Detention,
who can be attacked (but not struck).

● Enemy Drops
○ Enemies now drop both money AND food objects (occasionally) when they are
defeated. These food items help replenish the player’s stamina without requiring
them to visit a shop or use a held item.

● Vending Machines
○ In the school there are 2 vending machines that can be attacked to spit out health
food items (for instant stamina replenishing). We plan to add many more such
objects throughout the game.

● Weapons
○ This build also introduces weapons. You can use the school bench within the
school, and the baseball bat once reaching the courtyard (after ○○).
○ Each weapon can be either swung or thrown, using different buttons, as in
classic ○○ and ○○games.

● Chatty Portraits
○ When passive dialog occurs (VO that doesn’t halt gameplay), you can now see
○○ and ○○ ‘talking’ up in the HUD section.
○ This is an extra bit of visual reinforcement to clarify who’s speaking at all times.

● Cinema Skipping
○ We want players to be able to skip all cinematics, but ONLY when they are 100%
certain they want to skip them (not by accident).
○ To ensure this, to skip any cinematic, the player now HOLDS down any button
until the ‘SKIP’ word fills. If it fills completely, the sequence is skipped. If not, then
it continues.
○ Try this system out in the Intro Title Sequence, or during the Intro Manga scene.

● Optional Mission #1 (Chef’s Ingredients)
○ In previous builds of the game, the girls went downstairs and were blocked from
leaving the school by the School Chef. This Chef gave them a mission to run
around the school, locate food items, then return those to him in order to leave
the school.
○ The feeling at ○○ is that this mission slowed down the player’s
progression too much, and that players should get outside more quickly.
○ So we are currently reworking that mission to still remain in the school, but as an
OPTIONAL mission.
○ Players will defeat ○○ and receive her key to unlock the rest of the school.
From this point on, the player can visit the 5 previously-locked school rooms, and
those will play out the ‘chef food’ optional mission.
○ Completing this mission will reward the player with an exclusive Accessory +
EXP reward.

We hope you enjoy playing through this VS build of the game, and that it gives you a clearer idea of how the final ○○ game will turn out. ○○ is very excited to complete this
production working with ○○, and to see how ○○ fans receive the game when it is
released in 20○○.