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由於沒有肯定戰鬥做不做,在正式決定之前又不想停止製作
因此先把幻境冒險有關的內容製成可以直接跳過
玩家基本上可以選擇以下兩種方向

完成幻境,並成功 - 進入角色純愛線
完成幻境,並失敗 - 進入角色NTR線

部份幻境有多種可能,玩家將會可以直接選擇希望的方向,導入對應的劇情線

當幻境決定遊戲方向後,這些選擇會化為真正完成幻境後才會觸發的劇情
現時的想法是
戰鬥會更傾向 印加寶藏(Incan Gold) 這樣的小遊戲,但把災難化為意外及怪物,玩家的武器會成為像護身符的存在,消耗意志和體力前進,並試圖進入到目標深度來完成幻境,每個幻境都可以多次出入以試圖達到目標深度,但有著時間限制,大多約為遊戲時間的一個星期

這個方向會令冒險戰鬥變成收集寶物和刷同行角色好感度的小遊戲,如果玩家完全不想進行,也可以直接任由幻境失敗,進入NTR線


I don't want to stop the production until I make a formal decision because I'm not sure whether [Battle and Adventure] will be done or not.

Therefore, first make the content related to the illusion space adventure and skip it directly

Players can basically choose the following two directions


Complete the illusion space and succeed - enter the pure love line of the character

Complete illusion space, and fail - enter character NTR line


Some illusion spaces have multiple possibilities, players will be able to directly choose the desired direction and import the corresponding plot line


When the production direction of the illusion space is decided, these choices will be turned into a plot that will be triggered after the illusion space is actually completed


current thinking is

  [Battle and Adventure] will be more inclined to small games like Incan Gold, but turn disasters into accidents and monsters. Players' weapons will become like amulets, consume willpower and physical strength to advance, and try to enter the target depth To complete the illusion space, each illusion space can be entered and exited multiple times in an attempt to reach the target depth, but there is a time limit, most of which is about a week of the game time


This direction will turn [Battle and Adventure] into a small game of collecting treasures and brushing the favorability of fellow characters. If players don’t want to do it at all, they can just let the illusion space fail and enter the NTR line

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