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I apologize.

The file link was incorrect and has been corrected.


It's me.

I managed to make it to the last update of 2022.

This time it is the implementation of the boss enemy, which is the first step of the additional update of "Rignetta's Adventure".

I was also able to support the Chinese version of the game, which was once delayed for various reasons.

The update to the full version will likely be in mid to late January 2023.


Let's get right to next year!


I will be having a Rignetta's sale at DLsite starting January 1, so if you do not yet have the full version of "Rignetta's Adventure", I would be very happy if you would buy it.

In the next update, I will add about 20 pages to the joint magazine in addition to the game.

I are already at the point where I can sell the joint magazine alone for 2,640 yen.


Next year there will be several comic books based on my original plan.

Most of them are by authors who also wrote for "Rignetta's Adventure" joint magazine, but there will be others as well! Please look forward to it!


As for the new roguelike that I'm working hard on, I hope to release a demo version of the game by March.

If possible, I would like to move it up, but I can't say for sure.

I would like to continue to publish weekly progress updates and, if possible, draw more pictures.


I also updated the crowdfunding page for the garage kits.

I uploaded photos of assembly and painting examples, and added information about the substitution service.

The price is very expensive, but it is a very nice finish.

https://ci-en.dlsite.com/creator/2161/crowdfunding/415


This is a recap of "Rignetta's Adventure". I look back!

Looking back, I have been together for about 5 years, a game by me, for me, and only me.

In the early stages of development, I really stumbled around wondering what was going on.

When I attacked an enemy, even distant enemies would take damage, or bullets and hit points would fly to completely different places.

How could such an amateur think of making an action game out of the blue?

The alpha version didn't have any echi scenes at all, so I called it Mini Box Warriors' Den.

I miss everything so much....

Looking back on it now, there are quite a few areas where I was very inefficient in the way I made the game.

I hope to improve on those areas in the next project!


The fundamental parts such as character movement were handled by Udita (my RPG development tool), so I am glad that I was able to develop the game to at least a playable state in about a month.

Udita is good.


Since I was going to make a game, I decided to fill it with all kinds of skittish things, so I did a lot of parodying and cracking up.

I think that was one of the main reasons why I felt that it was fun to make the game.

I made the bosses look like parasitic jokers, and I made this and that look like FF14.

It's so straightforward that I think a lot of people know the original story without having to say it.


In the early days, people still say that Queen Slime is the strongest because it was too close to Parasitic Joker by the time of adjustment.

I made two or three downward adjustments, but if you imitate the behavior of the bosses in that game too much, the difficulty level really goes up.

On the other hand, the Kraken that imitates too much is said to be weak. I understand.

Game balance is difficult.


In fact, the Kraken game was redesigned once.

The reason is that I thought it was not good to be able to defeat the Kraken just by firing a rifle while advancing a little bit at a time...

On the other hand, the Abyss Driade can be easily defeated by foxfire, but I dared to do so because I thought it would be good if each boss had its own weak point weapon.

In fact, there is a possibility that the gimmick of Abyss Driade would be stiff and meaningless to those who do not know the homage original, so I also thought it would be nice to have a weapon that can be gorged on.

It's really hard to get the difficulty level just right.

When I try it myself, I find it hard to complain about other people's games.

I personally like the balance of combat in Undead Captain and Formicactus.

The various arrangements and originality are a nice mix, and the difficulty level is good.


The bosses are generally closer to the parasitic joker, but I dare to make the bosses born from commissions a different gimmick.

The mysterious Succubus and Formicactus are those.

At the time, the number of bosses was undecided, so I had a groundless fear that I would use all the material from the homage source first. I had a groundless fear that I might use all of the homage material first. In the end, it turned out to be just right. It was a good plan.

I would like to make a new commission enemy if there is enough demand for it.


I think that enemy design is very important for games, and when a new style is brought in through commissions, good things can be born.

There is an enemy for which I received a request for an echi-animated content, and I worked backwards from there to create the design. It's called Formicactus.

Maybe I'm giving this enemy too much praise.

Well, I don't think I would have come up with this kind of enemy if I had thought of it on my own.

Vinanoids, Lady Moths, and Sea Sisters are also very desirable in my opinion, and I would like to use them in the future.


Now that I think back on it, I think the development period was supposed to be 2 to 3 years (hazy memory).

In the end, that number has doubled!

However, if I only go from the coast to the ruins to the magical world, which is what I had originally planned, I think it will be about 3 years...? I think it will take about 3 years....

I was actually going for a darker worldview.

The decisive switch in my mind was caused by the creation of a system in which enemies would live in the bases and the creation of an opening that was too much of a joke.

I think the reason for the decisive switch in my mind was that I created a system in which enemies live in your base and created an opening that was too much fun.

It may also have been due to the birth of various cute monster girls.

I thought it would be better to have a happy ending. I wanted to have a happy ending.

At least when I first started developing the game, I didn't expect the last boss to live in my house.

Well, it turned out all right.


Thanks to the current gag-like worldview, I think I was able to create a new area with a wilderness-like atmosphere.

I had fun making it, and I'm very happy if you are enjoying it too.


Okay, so starting in 2023, I'll be embarking on a new roguelike!

I'm thinking on a scale that I hope to complete it in about a year. Will it grow...? Might it grow...?

Well, that's something I'll think about after it's finished. It will probably grow.


Last but not least, thank you very much for your support this year.

o(,,=ω=,,)o←Mini box emoticon

It may sound a bit monotonous, but I believe that I have been able to continue my activities up to this point thanks to the warm support of all of you, the human race.

I will continue to do my best next year, so I would be very grateful for your continued.

Files

Rignetta's Adventure_ver1.3.400.zip

Comments

M1lkM@N

The file isn’t in the download link, it says it is in the owner’s trash

Rignetta

Sorry, I accidentally deleted it and uploaded it.

M1lkM@N

Thank you so much! I also would like to let you know that I love your game! Thank you so much for making it!