20220410 A Word From our Producer / 製作人的話 (Patreon)
Content
Hello everyone! Hope you all liked the latest major update!
In case some of you didn't know, we just released V0.62, which contains a ton of bug fixes due to your feedbacks.
👉Click here for more details!👈
As always, we have our producer ready to blabber about a lot of things, including something you might be REALLY interested...
Scroll down to see more! And I'll see you next time!
大家好!感謝大家對Ason的支持!
希望大家還喜歡上個月推出的大型更新~
我們在上個禮拜又更新了非常多的BUG,推出了V0.62版本喔!
👉點我觀看詳細內容~👈
依照慣例,製作人又有大長篇要跟大家吐露心聲了
下面還有很重要的事情跟大家說喔,有興趣的話趕快來看看吧!
那我們下次再見~
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Hello everyone!
It has been over a while since we released our latest major update. During this period, we received and fixed an enormous amount of bugs, and now I finally have some time to sit down and talk to you about what has been going on between this time and the last major update.
There will be some important things I would like to address, so please stick with me for a little bit.
I believe many of you has succeeded in defeating the new Boss and moved onwards to Chapter 4. Congratulations!
However, it was also apparent that we released the build with so many unexpected issues. To that I am terribly sorry.
To explain the reason behind this: Before every build is released, we will export the files through the electron engine, which has a very strict rule towards whether the files are in lower-case or upper-case. Since we mainly test the game through the development tool itself instead of after the export, these issues were hard to discover.
Add this to the pressure of wanting to deliver the build to supporters, and you get the situation we had this time.
Nevertheless, it’s still our fault not taking our time playtesting thoroughly.
As a countermeasure, we will make sure to play the build from top to bottom at least once on the actual electron engine before the official announcements, even if faced with some delays.
Once again, I hope you would accept my apology, and we will try to avoid this kind of mistake in the future.
大家好,在3/7號推出大更新後又經過了數日之久,這段時間我一邊接收Bug回報一邊尋找並修復Bug,這幾天終於有空來跟大家分享一下這次製作的心路歷程。
最後將會提到重要的事情,希望大家能夠看到最後。
相信不少人已經成功挑戰完Boss,也完成了第四章節的劇情與迷宮,首先恭喜大家成功通過難關。
然而,推出時陸續出現許多我沒有料想到的Bug,這邊想再次跟各位鄭重的道歉。
由於將遊戲檔案推出之前會另外使用electron來輸出,然而electron引擎有嚴格的檔案大小寫檢查,因此許多意外錯誤都是在專案檔測試階段時沒有發生過,或是難以發生的。
當時在時間壓力下,一心只想趕快推出大更新,沒有在electron上進行完整測試,無論如何這是我們的疏失。
若下次再次推出大型更新版本,我們將會進行完整的測試流程,確保沒有致命Bug之後再推出,即使時間緊迫或延期太久,也會堅持至少做一次完整測試。
真的非常抱歉,我們會盡量避免不要再發生像這次相同的情形。
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以下內容內含本次大型更新的劇透內容,請斟酌觀賞
THE FOLLOWING CONTENT CONTAINS SPOILERS FOR THE LATEST UPDATE
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With that out of the way, let’s talk Boss.
If you have fought it, you probably have run all the way through the field we designed for this battle. This is one big challenge to me to optimize the map to prevent computers with low specs to drop on performance.
The method we used for this map is quite experimental, and there’s probably nothing else we can do for optimization. Hopefully this should make most scenes smoother than ever, although players that are used to boosting the game holding Shift and/or Ctrl will still experience frame drops due to the amount of data processed.
I have to say, js really isn’t the best language for game design. It just runs poorly no matter what I do, but I’ll have to endure this until Cursed Blacksmith is done.
基於這次Boss的設計概念,以致於我們必須做一個相當大的Boss戰場地,也因此我不得不再次對系統進行優化處理,避免配備不好的電腦會因為這種尺寸的大地圖而嚴重卡頓。
這次優化所使用的方式也非常有實驗性質,大概也是在這個專案上所能做的最後一個大優化了,這應該能讓大部分場景變得更順暢,但若使用shift或ctrl進行時仍然會需要龐大的資料處理,這仍將造成明顯的掉幀。
老實說,js真的不是一個適合做遊戲的程式語言,無論怎麼樣優化,它的執行效率都太糟糕了,但我必須撐到把這部作品完成。
I’m sure you’ve seen some of these new items already.
As we add more and more items and equipments, balancing the game while maintaining variety gets exponentially harder.
There are now rings strengthening your Skills effects, which should inspire some builds for your exploration. With maximum carrying weight increased through other ways, Lifting Rings might no longer be a necessity.
One thing I am happy with is that we’ve received less and less players struggling with the difficulty. Of course, this might just mean that we trained you well with the previous bosses and the game isn’t exactly easier to approach, but I’m still optimistic that these balance changes will work out.
隨著各種物品與裝備越來越多,遊戲的變化性與平衡難度也越來越複雜。
各種能夠增加技能效果的戒指也將能夠影響build的方向,加上負重量有著更多提昇的管道後,負重戒指也不再是首要選擇。
不過這次的更新很高興幾乎沒有人抱怨難度太高,雖然這代表著可能大家已經熟練這款遊戲的概念與脈絡,但可能也代表著每次的平衡調整與追加設定是對大部份玩家有幫助的。
One of the bigger balance changes must be the special Souls.
Now you can have other ways to improve your stats, and with the previously added scrap inherit overhaul, levelling up shouldn’t be as hard provided you have the patience to learn and try out the Skills.
是的,其中一個比較大的影響,大概是能力值魂魄的加入,讓玩家有另一個管道能夠增強自己。
配合先前的武器碎片能力累積的設定,玩家只要足夠耐心的在迷宮中慢慢累積自身的總體強度,並學習各種戰技的使用,只要玩得越久,Boss戰也相對會變得容易許多。
Strengthening Stones are another way to go even further beyond. Utilizing these randomly dropped stones will sure to make your weapons stronger.
另一樣影響是,玩家現在能夠在迷宮之中隨機獲得稀有的「強化石」,合理的使用強化石能夠創造出更強的武器(或者是武器碎片)。
Adding extra stuffs originally planned but ignored due to time constraints is always our thing. In this case, we have some new CG pictures featuring Skewer, who you first meet in Chapter 3.
Most of you might miss this one bringing your save files from previous versions, so here’s one for you to see!
This time we’ll not spoil too much regarding future updates OR this one. As always, we encourage players to have a look at memories as well as descriptions on weapons, items etc. in order to know more about this world we’re all trapped in.
Although providing visually stunning scenes has proven to be difficult, we will strive to reach our goals and hopefully create one complete story for players to look back to time after time.
因為製作時程上的關係,我們都會設法去補回先前沒來得及做完或修改的東西,像這次更新也有些素材沒來得及處理完。
就像上面這張CG是為第三章與絲裘瓦的對話劇情所追加的,由於繼承存檔的玩家應該會錯過這張CG,這邊就放出來給大家看一下。
其餘劇情部份我們不方便在這邊多談,仍舊希望玩家能自從從各種物品或武器上面的故事文本,以及各種記憶之中的劇情來建構並推論出整個故事。
即使在場景上我們仍然不足以做出很具有浸入感的場景與安排,但我們不會放棄我們的目標,希望最後能順利完成出一段值得令玩家回味的故事與冒險。
Did I say about not spoiling about future updates? Well let me talk about it just a little.
In the following weeks, we will conduct a poll regarding whether we should start an Early Access on the Steam platform.
We can’t have enough worries about this decision, one of which being that the Steam version won’t include NSFW contents, while we plan to provide patches for players after launch. If we decided to go for Early Access, working on this will be another hassle to deal with.
Of course, going for Early Access might bring us some quick cash while getting familiar to the platform’s backend, so there’s that.
In any case, we cherish feedbacks from our supporters, hence the vote. All opinions are welcome when the post is out.
接著,事實上我們接下來想調查一件事情,我們考慮著要不要先在Steam上面推出「搶先體驗版本」。
這是還沒有決定的事情,具體的作法也還沒有定論,其中一樣原因是在Steam上的版本將不會內建R18元素,而我們原先計畫是希望上架後另外提供H補丁給使用者,使用者可以決定要不要使用。
因此如要提前處理起來也是一個麻煩,但好處將是我們或許有機會先得到充足的資金,以及先一步學習上架的完整程序。
但我們重視贊助者們的看法與想法,因此之後我們將會舉辦投票給贊助者表達意見,也歡迎提供任何看法與討論。
Another thing that I’ve been teasing for some time is the long-awaited poll for the 2nd extra Monster Girl! Bringing the total number of our cute and deadly enemies to 26!
Meet your current candidates: Ninja, (who is also some kind of wolf) Reaper, Dragoness, and Vampiress Lord!
So please make up your mind and/or start influencing others so your choice can have a chance when the poll is out for supporters only. Also, things might change a bit from the previous vote. Please stay tuned for more info!
I would also like to take this opportunity to express my gratitude towards every single supporter, donating or not.
After my status update on January stating that we’re experiencing speed bumps after speed bumps in development, I was already mentally prepared to see the supporting amount drop harshly. Who wouldn’t? But to my surprise, you guys have kept the amount above the threshold, and to that I, as well as all members in Ason, will always be grateful.
另一件事情,是我們的贊助目標早已達到了當初承諾過的「第二次女怪投票」的活動,讓大家共同決定遊戲中將出場的第26位女怪是哪一位角色。
目前預定的候選人如上圖所示,分別為:女狼忍者、死神、龍女、吸血鬼領主。
一切就緒後將開啟投票給贊助者們選擇自己希望的女怪種類,這次投票的過程將有所改動,但一樣只開放給贊助者投票。
這邊想再次感謝大家,先前年初1月時有表達過,在對整體製作速度難以提昇而極度疲倦狀況下,事實上我早已做好贊助會掉很快的心裡準備。
然而,直到我們推出大更新之前,贊助金額卻都還有維持在第二次女怪投票的門檻上,這點真的為我帶來很大的鼓勵,這也讓Ason維持著一定程度的團隊凝結力。
We just seem to couldn’t get enough obstacles here. I have something on my butt that hurts and it’s not cured yet; one member has a financial issue within its family, another had to come back to Taiwan to reunite with its family before they have a surgery.
All these stress keep forcing us to have the urge to publish the game ASAP, while we still want to deliver the full package without sacrificing anything.
I myself don’t want to betray your trust, and all your kind words have always been my distraction from those pain.
While I’m not sure if I could take Ason to a better, stable future, I will keep on doing my best.
Ason前一陣子開始就像遭遇了什麼劫難一樣,我的屁股長了東西,到現在還沒完全好,有的成員則因為家中長輩經商出問題而現在面臨財務危機,也有的成員的家人需要開刀動手術,直到今年初才能夠回家一趟並處理家務事。
生活周遭的不順遂使我們精神感到疲憊,想將遊戲快點完成的想法,以及想把遊戲做完整的想法,在心中產生了擾人的矛盾。
不過,無論如何我都不願做出辜負支持者的舉動,我得到了很多人的鼓勵,這些支持已經很大程度的減輕了我的痛苦。
我不確定自己能否把Ason帶向正確的未來,但我現在衷心希望自己能把目前的這一切做到最好。
After some rest,* we’ll go back to the codes again, maybe discuss some aspects within our team, one of which being if we should separate our major update into several pieces to alleviate fatigue from delays after delays.
If any significant progress Is made, we will be sure to let you know as well.
Thank you all for your continuous support, and we’ll see you next time! Remember to keep an eye on the polls for the following weeks!
接下來我們在稍作休息的同時,依然會繼續準備接下來的遊戲內容,而我們團隊也需要開會討論一些問題,將決定現階段製作內容上的順序與安排是否要調整。
由於我們開始認為每次累積內容,最後再一口氣將新內容與新Boss放進大更新的目前這種作法,免不了都會因為速度趕不上計畫而容易產生倦怠感。
若有什麼值得與大家報告的,我們將再額外跟大家說明,也請大家多多參與接下來的各種投票活動。
謝謝各位,我們下次見!