SakeTami
resizeme
resizeme

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Progress Report

Hello everyone. This is our current progress for the month of May. Sorry to keep everyone waiting for the new update…!

We are currently working on:

1) The transition from Unity 2018 to 2019

There are a lot of assets and features that aren’t supported when upgrading to a newer version of Unity, as well as assets that no longer receive support for older versions. We’ve decided to make the transition to the newer version of Unity after considering the future of the game’s development, so we need to refine some of the scripts and settings. This is unfortunately a time-consuming process and the benefits from it may not be visibly apparent but we have faith this decision will help us greatly in developing and refining new features as we go.


2) Updating the building destruction assets from “Fracturing & Destruction” to “rayfire”

“Fracturing & Destruction” hadn’t received updates in a long time which means that whenever it caused errors or we wanted some new features out of it we’d have to modify the script by our own. Therefore we decided the make the transition to “rayfire” which is considered lightweight and cost efficient and receives regular updates which means we won’t have to worry about critical errors. We modified Fracturing to have features like independent gravity for falling rubble, post-destruction effects and behavior (i.e lingering smoke) and making a Prefab of rubble to be used at any time, so we’re going to add transfer these features to rayfire assuming it supports them by default, and if not we’ll modify them manually. 

This won’t cause a huge visual difference but it’ll make the game run much lighter.


3) Modelling buildings for a new city (Blender)

The city event currently events when Chieri “resets” it. These new models will be used in the story in the future. We’re also planning to refine the existing city models. 


4) Adding new features for crowd NPCs’ behavior

The NPCs’ behaviors were very challenging to create and modify in previous updates, mostly because of the way we had to control their movements in rigid straight lines to their destinations. We’re working on adding a feature that’ll make them automatically walk to set points while avoiding obstacles by themselves.


That’s our current progress as of writing.

We apologize that the event update that we had planned had to be put on hold, but in order to work on it with our new work environment we need to at least finish the transition to Unity 2019 first. 


A while ago when we started noticing that we’ll have much less time to work on the game, we decided to release all updates for free since it’ll likely take a long time until we can release the full version on Steam or finish one of the endings. As of writing we unfortunately still can’t give an estimated release date for the game so we’ll be continuing to release the game for free. We already have the plotlines for the endings written out, and we’re working hard to set the foundations for their creation. 


We’re deeply sorry that we have no set release date to announce yet, but rest assured we’re putting as much time into development as we can, so we hope you can stick with us in the future.

(以前と似た構図ですね……)


こんにちは。

5月の報告になります。アップデートお待たせしています……!


現在の作業内容ですが

(1)Unity2018 → 2019への移植

(2)ビル破壊のアセットを「Fracturing & Destruction」から「rayfire」というアセットへ移植

(3)新しい街のための、ビル自体のモデリング(Blender)

(4)モブキャラクターの挙動の新しい機能の制作

この辺りが引き続き作業中です。



(1)Unity2018 → 2019への移植

Unityは新しくリリースされるアセットや機能は新しいUnityでないとサポートされていないことが多いです。

また、古いUnityへのサポートが行われなくなることもあります。

今後の制作を考えてアップデートをすることにしましたが、Unityのアップデートは

新しい仕様にあわせて、スクリプトや設定をリファインする必要が生まれます。

時間がかかる割に、目に見える大きな変化が現れるわけではないのがなんとも悲しいですが……、

これからの新しい機能や最適化が制作の助けになることを期待して進めています!


(2)ビル破壊のアセットを「Fracturing & Destruction」から「rayfire」というアセットへ移植

Fracturingのアセットはしばらく更新がなかったため、エラーが起きたり特定の機能が欲しくなった際は

自力でスクリプトを改造していました。

こちらも今後を考えて、挙動も軽いと思われる「rayfire」への移植を決めた次第です。

「rayfire」は更新やサポートが著しいので、致命的な問題が起きた時には報告して対処してもらえることを期待しています。

現在は、Fracturingを改造して作った

「ビルの破片にかかる重力を個別に制御」

「破壊の際に起きる挙動の設定(瓦礫や煙を生み、時間と共に無効化していくなど)」

「破片のデータをPrefabに格納しておき、破壊の際に呼び出す機能」

などの機能を移植しています。

この機能が「rayfire」にあればそれを使用、なければ「rayfire」に合わせてチューニング、ということを行っています。

(これも目に見える大きな変化が少ないタイプですが、挙動が軽くなることを期待しています!)


(3)新しい街のための、ビル自体のモデリング(Blender)

現在、街のイベントはちえりが「リセット」を行う瞬間で終わっています。

このストーリーの続きのためのモデリングになります。

また、既存のビル街もリファインする予定ではあるので、そちらにも関わってきます。


(4)モブキャラクターの挙動の新しい機能の制作

これまでのイベント制作では、モブの挙動の設定に大変時間がかかっていました。

それは各キャラクターの移動先を設定する際、移動先を直線で逐一指定していた部分が大きいです。

現在考えているのは、指定したポイントに障害物をよけながら自動で進んでくれる機能です。

これも今後の制作へ向けてのチューニングになります。



以上が現状の作業内容です。


予告したイベントのアップデートが中断になってすみません。

そのイベントも新しい環境で動くようにするためには、(1)などのクリアが必要になってしまったためです。


以前、制作時間が少なくなったことでSteamでの発売やエンディングの完成は大変時間がかかることを感じ

無料公開へと踏み切りました。

今後の予定についてですが、申し訳ないですがまだ日数などは読めない状況です。

そのためSteamや完成時期に関しては引き続き「未定」のまま、無料で公開を続けています。

エンディングのプロットは既にあるので、そのための舞台を整え続けている状況です。


具体的な予定日の出せない制作体制でごめんなさい!

作成自体は進み続けているので、長い目で見守って頂ければ幸いです。

Comments

is it possible to convert the game in .apk so the game can work with sidequest vr?

Turismo

Any progress status yet this month?? I'm eager to see what the version in unity 19 looks like...

MerleRamay24

Just recently found out about this amazing game and i love everything about it! Only thing i would still like to see is a grow scene for Chieri. Do the developers plan to add one in the future?

mogli mogla

Thanks for the updates! I will forever support you and I hope you reach your goal!

Gearrain

Thanks for the updates as always :)

kolaprov

I don't know much about coding this game, but if you need more time, I support you. I just hope you achieve your end goal and that it's worth the extra effort and time to upgrade the unity system. Thanks for the update!

MerleRamay24

Completely agree, I get so confused when they spend months working on dynamic bathtub water for a cutscene based game. So many of these problems can just be baked and applied as static animation. Nobody is asking for dynamic physics here, it's not like the player is big enough to impact the physics on these objects anyways

sm

I sent DMs a year ago about some of these very things, which were ignored. Some bits described above feel very unnecessary, and a bit sad that a year later are still concerns. A few points: 1. The entire game is cutscenes and a static story. You don't really need dynamic anything. 2. You could do a dynamic destruction in a 3D modeling app, bake the motion of the debris as animation. Then just play the animation at the right time in the game, like when a building gets kicked. It would run faster than dynamic stuff and not require a lot of code and plugins. Smoke particles are separate and easy. 3. If you do the above, you don't need to worry about NPCs navigating around random debris locations. If the debris is always in the same place they can run a set path. Its very confusing because the game itself is very clever, but the reasons for the delays as described were extremely avoidable, and warned about almost exactly a year ago.

Thank you for the progress report. Sounds like you guys are rather busy. Will continue to support you guys. Good luck!

ChibiMann

This game is absolutely next level. There's really nothing like it. You have my support for as long as you need to fulfill your dream ❤️❤️❤️

Jonno


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