Holy shit, it's June my friend, We're quickly approaching the time to make our Lucky Draw and request video, I remember I mentioned a few months ago that the length of these requested videos was seriously affecting the production of all the videos so I was going to hold off until July, It's looking like I expected it to be, and we've been able to get on a better pace with everything since I pushed back the videos that needed to be done. Then we have more good news
Hello GG Welcome to the weekly report! In keeping with our fine tradition I should first introduce the cover, It's extra footage from {Mo R}, it's not included in any of the main story, I just liked the footage so I put it there, it's not the making of a new video, Speaking of new videos, let’s get into today’s content:
Basically, I mentioned last time that I think I should go back to the original production method and only make one series at a time. I think this method has more continuity and can ensure the smooth progress of the work. In other words, the next video will be It's {Open Season 04} and then I will end this series temporarily, Why I say "temporarily" is because I actually predict that {Open Season} will have an unlimited number of episodes, which means that future sequels of {Open Season} will have other animal girls as protagonists.
And I don’t have a series that is actually finished. For example, a year after {solo 8} ended, you can still see {solo 9}. That means I won’t really finish a series, so any All series have the possibility of sequels. For example, I really want to make {Lucky Day 5} recently, and I have a plan for it, but we need more time, maybe wait until July to make it together with other Lucky Draw videos?
Let’s talk about {Open Season 03}. Basically this entire video is just about playing with boobs. Usually I do a lot of different things in a video. For example, in Rat 2 we rubbed Lili’s boobs twice and then we I inserted we dick into her mouth. This is usually my previous habit, because I actually don’t have the skills to play with her breasts for two minutes. What does it mean?
Everyone will agree that you can play with tits for two minutes, so why not? Because you can't show people the same animation for two minutes, well....you can but it would be boring, so when I only know one way of playing the boobs, the animation of playing with boobs is not too long, usually just a couple of pokes. Then we moved on to the next step, because I technically couldn't implement a breast animation with great performances, so whether it was {Doll 1} {Rat 2} {Open Season 1}, we just poked it twice boobs casually and skip this part, if you go back and watch the video I mentioned above you'll notice this. why this matter is important?
I definitely know what kind of problems I encountered during the production of each video. Just like I can just point out to you directly what technical problems I encountered in the previous video. Boobs are fun but the problem is how you show it. This thing is a difficult problem, so basically I spent a lot of time last month trying to solve it, and well, it seems to be a success, successfully making a two-minute tit animation that doesn't look boring.
Well, actually {Open Season 03} didn't really take a whole month, because we still have game production plans there and there is a certain degree of urgency, but we will talk about game production later.
Basically, I think {Open Season 03} has set a precedent. With this technology, all videos in the future will be able to show wonderful breast animation. We won't just poke twice and skip it. That's why I spent so much time researching this matter without updating new videos. It took so long that someone told me "long time no see" after I posted {Open Season 03} lol, well, i do spend a lot of time, but I think in the long run This is necessary for the goal, But I don't have any other research projects in the short term? I guess?
]In short, our goal this week is to complete {Open Season 04}, and then we will see if we can complete {With You 03,04} this month.
okay, basically this is all the news about video production at the moment, and then I will start talking about game production, and I will talk about it very long, so that those of you who are interested know the whole story, and all the things I have done Reasons for decision.
In fact, when I started writing the game design project in 2022, my plan was that it should be a 2D game, because all the information I could find on the Internet and everyone sharing their experiences was talking about 2D games is better production, so my game tags at the beginning were: 2D, survival, multiplayer, RPG
Then last month, because a good programmer I knew started a company, I thought it was a good time to implement my plan, so I accelerated my thinking about the feasibility of all the designs and how to execute, But I immediately encountered the first problem. I wanted to make an action game but 2D games are not suitable for action games. 2D games usually use the character values of RPG games to determine the success or failure of the battle, so it is impossible to make something like, {Kingdom Come}, {Chivalry 2} that type of battle, Then I discovered a fatal flaw that I had overlooked.
Basically, 90% of independent game producers are people related to programming, and only about 10% of them are from art background. In fact, even if 90% of people are in the Internet Sharing his experience on the road tells you that 2D games are easier to make. This experience is also unfair because most people are not related to art design.
So in fact these people’s experiences don’t apply to me, But in fact, I have told my programmer the above-mentioned game production content, and he said that he will need a month to confirm how much it will cost, but I am stuck because there are too many designs. It was impossible to complete, and then I started to have a headache, and the production of {Open Season 03} was also stuck.
But after I thought about a lot of things and figured it out clearly, my new game design direction discarded all unimportant content, leaving only the three tags of "3D", "action", "hentai". Let me first tell you what the game I am currently planning will look like after it is completed:
"You are an adventurer exploring the dungeon, and what you have to do is to go all the way forward and kill all the monsters in front of you. Then trigger the plot animation". that's it
The only thing you can do is to move forward and kill all the monsters, Sound boring? After listening to this, my friend said this: "I think you can't stay in your comfort zone and just do easy things, you should try to make great works."
I will now explain to you the reasons why I made this decision
(I will give examples of all the games I have played and mark them with {}. If you are interested, you can check them out.)
Let’s talk about survival games first. What exactly are survival games? Most game companies understand this label as: throwing you in a jungle and then you need to eat or some very realistic design (body temperature, drinking water, illness) they think it is a survival game. But even {Green Hell}, didn’t meet my expectations for a survival game.
This type of game does not punish any mistakes and does not require any planning, which means that if you see a rabbit, you should chase that rabbit. The loot on the rabbit is definitely higher than the price you need to pay, without a doubt , or cutting down trees or gathering, basically what you do in this type of survival game is to move all the things you see in the wild back to your home. Your resources will only become more and more, and you don’t need to make the decision, you just need to bring home everything you have on the road, whether it's {H1Z1}, {Day Z}, {ARK}, {Conan Exiles}, {Valheim}, {The Forest} they all all do the same thing.
You will quickly become a jungle fat nerd and eat potato chips at home, the wilderness will be like a buffet to you, Let me tell you what game is truly like a survival game, {For The King}, {LonaRPG}, especially {LonaRPG}
In {For The King}, your enemies will become stronger and stronger as time goes by, and the number of moves you can make each round is limited, so you and your team will constantly think about how to use the shortest number of steps. To achieve the highest efficiency, oh, you want to return to the city to buy something? How many rounds are you willing to spend to do this? There is an unknown event ahead, how much are you willing to pay to complete this task? There is a group of enemies blocking your way. do you spend your resources and engage in combat or do you go around them?
Of course your enemy has the resources you need, but fighting with the enemy will also consume your blood and reduce your number of turns, so you will carefully consider the impact this will have on you before every action. Positive or negative, wrong decisions will make your resources less and less.
But 99% of the current survival games on the earth are like, if you see a tree, you should chop it down, because your endurance will be restored as long as you breathe, and your ax is made of stones and branches, and those Things are all over the ground. If you see a deer, you should shoot it and take away all its meat and skin, because your arrows are made of branches. Those things are all over the ground. And you can even recycle the arrows after shooting the deer. Anything you do will definitely be a positive profit. You should move all the resources you see outside back to your home.
As for {LonaRPG}, almost all actions require the consumption of physical strength, and physical strength is restored by satiety. Satiety requires food to restore. There is no such thing as breathing to restore physical strength. That is to say, before you make every decision, you must think about whether it will have a positive or negative impact on you.
You may attack a wild boar inefficiently, causing you to be seriously injured and consume a lot of food and energy, and then you will be dead, because all your food is used up and you have no energy. Once you have no energy, you cannot work. Earn money to buy food, or hunt other animals
In {LonaRPG}, food is everything. You have to use food to get more food. There is no way to experience the jungle buffet like other games, mindlessly chasing rabbits.
If you don't have such a design, then I think the so-called hunger value setting has no meaning. You just have one more thing to buy, and in fact it is not difficult to buy these things. This design does not add any gameplay and does not make the game interesting. If you make a certain design but don't know what the purpose of the design is, and you just follow someone else's design, I think it's a waste of time and it won't make the game more fun.
Speaking of this, I want to talk about something that everyone should agree on. "Resources are limited"
Of course we all want a game with a great plot, never repeated enemies, great graphics, endless dungeons and infinite ways to play, but the problem is that this is not practical. Suppose you only have 10 resources, then if you use these 10 to make 10 mechanisms, and each mechanism is only 1/10 complete, then I will think this game is a piece of shit, uh, this This may also be the problem encountered by most of our game companies currently. They want to make unlimited games with limited costs. They want everything but can’t do anything well.
Do you want an alchemy system in the game? You can refer to {Kingdom Come: Deliverance}. This is called alchemy. Isn’t this a bit too high a standard? nope I do think that if you can't perfect a mechanic and give it meaning, then having one more thing for players to do won't actually make the game more interesting.
Today's games like to make it so that you can do 100 things in the game, but in fact these 100 things are not interesting. In previous games, you could only do one thing, but this one thing can be done in 100 different ways. you could only do one thing, go forward and kill all the enemies on the way, at least I did this in {Halo} and {Gears Of War}, and I didn't find it uninteresting.
Then let's talk about RPG. {Elden Ring} is undoubtedly one of the most successful RPGs on the planet right now, and has achieved great success in the open world label. But even this game has the same shortcomings that all RPGs have. "level"
The biggest problem I encountered when playing {Elden Ring} was that I didn't know the level of the enemy standing in front of me. of course you can wait until level 900 to challenge all the enemies, and then you can become One Punch Man, But I'm sure everyone will agree that that's not fun, So here comes the question. Suppose you fight enemies at level 10 that the production team expects you to encounter at level 200. Would this be more interesting?
When I faced Valiant Gargoyle at Siofra River, I'm only level 60, and then I'm getting beaten up by these bosses, The question in my mind is whether this is normal difficulty, If the production team wants me to level 60 to deal with these bosses, then obviously I shouldn’t level up, because it will make the game easier. If the production team wants me to level 100 to deal with these bosses, then am I just asking for trouble for myself now?
I have no idea when fighting these enemies is the experience the team is trying to give me. I think this is a common shortcoming of RPG games. These levels are very confusing.
The other is about a large number of different weapons and armors. from {Dark Souls}, they will write a lot of stories into the props and armors. These are the focus of the entire Souls game. Because they don’t have a nagging NPC to tell stories in front of you, they hide all the stories in props and equipment. This is their mechanism.
But you may notice that even though {Elden Ring} has 200 different weapons, they all use the same, you just rush in and swing around with 200 different weapons. From swords to hammers to all kinds of strange weapons, even though their attack animations and lengths may be different, there is actually no difference. Most of the differences are in the numerical values.
For example, this monster has a high resistance to cutting, so you need to hit it with a hammer, This monster is only afraid of fire, so you have to use a fire attribute sword to attack it. This is why blood builds are the most meta in this game, Because he is effective against all enemies. I have played most of the weapons in {Elden Ring} and I feel that all of them are used in the same way. Walk up to the enemy and start pressing the attack button, and then pray that the enemy is afraid of this type of attack.
So if we don't hide all the stories in props (time cost issue), then why we have to make a bunch of different weapons? I know there are a bunch of different weapons in {Halo}, but I can tell you that everyone will end up Use plasma pistol, all other weapons are garbage, Just like everyone only uses shotguns in {Gears of War}, assault rifles do no damage at all.
So if we don't make a bunch of other features within the limited time cost, what will happen?
Basically I threw away all the RPG game systems, so you can't drink potions or use items, you can't go to the store to buy things or open treasure chests, and you don't have different weapons or armor to use.
You only have one sword to use, but I will maximize the use of this sword, And there are no different paths for you to take, you only have one path to go forward, but the good thing is that every event you encounter will be designed and placed there, just like {Dead Space}, you will be in Go straight ahead on a road designed by the production team. You won't be riding a horse around on a very large map. I don't expect this game to last more than ten hours of gameplay, and I don't plan to let it Everyone goes to fight monsters to level up and increase the game time.
In the game I made, you can only do two things, walk forward with a long sword and kill all the monsters, and then meet some female adventurers and interact with them, that's it. But I will take these two things to the extreme.
okay I feel like I talked about a lot, but in fact I omitted a lot of content. I don’t want to make the weekly report too long so let’s save the battle part for next time. Basically I’m just going to explain to you why you can only do two things in my game.
In my last project, I told my programmer that I wanted a complex alchemy system, a set of open world logic, a deep medical system, online functions, RPG, and a bunch of other things. I already designed how to make it, Then my designer said what I needed was huge and it would take him a month to tell me how much it would cost, In the end, I thought about it and found that there were a lot of things that I couldn't possibly complete alone, unless I planned to make this game for ten years.
As a result, I went to him and told him to forget everything I said last time, I had a new idea, and then I conveyed to him that I only planned to do two things in the game, and then he told me that he thought it would be easy a lot, he could tell me within two weeks how much it would cost, Basically, this should be the direction that has been determined.
Basically, you don’t have to worry too much about me not updating the video and running to make the game. I will only spend a small part of my time slowly completing the game. I know you didn’t subscribe to me and asked me to make a game that you haven’t seen the results of, My plan is to complete it in two to three years, so you will most likely see the game revealed next year, but maybe only some screenshots.
I think my weekly report has become too long and I should go do something else. If there is anything I forgot to mention, please leave a message and let me know.
okay that's all
Thank you for watching weekly report!