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#7 Progress Report 2024/7/9

This is the June progress report for the game 'Sister Virodar.' This month, we mainly want to share updates regarding the future UI of the game.

Game Content Plans

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In the previous update, the monotonous roguelike gameplay was revised. However, as the game content increased, we started to feel that the current game framework made it difficult to support the richer content. Therefore, we decided to focus on improving the UI in the next update.

The new UI will better match the atmosphere of the game, with optimized display and layout, and added button hints. Additionally, the new UI aims to be operable without a mouse, and we plan to eventually support controller operations.

I have drawn several new UI mockups, which include the gameplay elements I am aiming for.

*These mockups are not complete and require further improvements and additions. The layout and descriptions of the mockups may change slightly when implemented in the game in the future.

*The mockups are created in Japanese, which may cause confusion for readers in other languages. I apologize for this and will explain the content of the images as much as possible in text.

1.Battle Screen

This is a mockup of the battle screen, which is the screen players will see most frequently when controlling their characters. We aim to keep this screen simple and easy to understand, allowing players to easily check important values such as health points, magic points, ammunition count, and remaining light sources.

Currently, the values related to in-game currency are also integrated into this screen. However, these values, which are not directly related to combat, may be moved to another screen in future UI improvements.

Resources such as coins, food, light sources, and ammunition are easy to understand and will be explained in detail later. Treasure can be understood as a premium currency, with some transactions only accepting treasure. Relics can be understood as experience points or upgrade materials and are consumed when upgrading character attributes at places like statues.

Interactive buttons, item acquisition, quest completion, and scene names are set in different blank areas of the screen.

2.Item Screen

This is a mockup of the item screen, created in anticipation of future gameplay involving item collection. On the item screen, players can check the items they have currently collected, as well as the quantity and attributes of each item.

The mockup displays the number of items and the bag's capacity limit.

Currently, there are no functions for using items after picking them up, but the possibility of adding usable items like potions in the future is not ruled out.

At present, most items can be converted into currency, but if a feature for upgrading facilities in the hideout is implemented in the future, materials such as wood and stone may also be added.

In addition to the item screen, a character screen is also planned for the future, allowing players to easily check their character's attributes, background, and status conditions.

3.Departure Screen

This is a mockup of the departure screen, which is planned to be added before advancing to a different stage in the future. (There will likely be a screen for selecting a region before this screen, but it has not yet been designed at this point.)

Before departing, you need to choose three main items: food, light sources, and ammunition. In the mockup settings, these items are all consumed as numerical values. You can also check the consumption of these values in the currency amount section at the bottom left of the screen.

Food determines the efficiency of running the hideout and exploration.

Based on the number of people in the hideout, the protagonist's unique consumption, and the complexity of the food being prepared, "food" currency is consumed each time you depart. (In the future, abnormal statuses may also have an effect.)

Different foods provide different effects, which can greatly benefit the protagonist's adventure (or perhaps have a negative impact). Items like recipes exist, allowing players to create more types of food.

Different types of food provide different effects. Currently, I distinguish between three types: staple food, vegetarian, and carnivorous. In my concept, each type's effect is divided into recovery during adventure, magic recovery and magic attack power, and life recovery and melee attack power.

Light sources determine how far the characters can progress.

Based on the number of facilities in the hideout, the protagonist's unique consumption, and the complexity of the light sources being prepared, "light" currency is consumed each time you depart.

Like food, different light sources provide different effects. Items like recipes also exist, allowing players to create more types of light sources.

In my concept, sufficient lighting can protect the sisters and keep evil enemies and objects at bay. Conversely, progressing with insufficient lighting is very dangerous. In other words, light sources limit how far the sisters can go.

Incidentally, in my setting, the appearance of the most powerful enemy, the succubus, is not related to the stage. The succubus is like a patrolling watcher always roaming the labyrinth. She does not appear when there is sufficient lighting. As the light decreases, the sisters, losing the protection of the divine, are more likely to be discovered by the succubus. If discovered, the succubus will chase them throughout the adventure. If caught, the sisters may be taken to the succubus's lair for her enjoyment.

Ammunition determines the power of the characters' gunfire and the amount of ammunition they can carry, with a limit on the maximum amount.

Based on the number of ammunition carried by the player and the type of ammunition selected, "ammunition" currency is consumed each time you depart.

In the previous version, having infinite ammunition made the adventure very easy. Therefore, I decided to set firearms as items with the advantage of obtaining them through spending money.

Firearms are not significantly enhanced by leveling up and mainly change according to the type of ammunition selected. For example, small bullets can hit multiple enemies at once but are weak in power. The armor-piercing round is very powerful but can only hit one enemy at a time.

Players can carry the maximum amount of ammunition during the adventure. This additional firepower makes the adventure easier. However, ammunition is a relatively hard-to-obtain tool, and it is very difficult to maintain enough ammunition for each adventure.

I also considered whether players could carry different types of ammunition, but the current conclusion is that firearms would become too complicated. Therefore, only one type of ammunition can be carried each time they depart.

The item slot on the right side of the screen shows items like a sleeping bag. My idea is that players can prepare this item in advance and use it when encountering a resting room to promote the recovery of health and magic points and slightly increase the intensity of the light source. Of course, this is still a conceptual idea.

The selected region is displayed in the upper right corner of the screen, and currently, it has no actual function. The button on the right side of the region allows you to officially proceed to the stage.

4.Settlement Screen

This is a mockup of the settlement screen, which is displayed when the player's adventure ends. This screen is currently a bit monotonous and may be redesigned in the future. There is a possibility that statistics of small events, such as how much ammunition the player consumed and how many enemies were defeated during the adventure, will be added.

The items obtained by the player during the adventure are converted into corresponding currency values on the settlement screen. Additionally, there is a currency, coins, that does not require conversion.

The settlement of currency is determined by the quantity and attributes of the items. Let's take this bread as an example.

In the most common scenario, these 12 pieces of bread each provide 3, 4, or 5 points of food stock. After 12 conversions, the total food stock obtained from this item is determined.

If the bread has a special attribute such as "fresh," this attribute adjusts the calculation, so each piece of bread provides 4 or 5 points of food stock, increasing the total amount of food stock obtained probabilistically.

Other items are processed using a similar settlement method.

Additionally, we plan to play this animation before the settlement screen every time the player returns from an adventure.

5.Dialogue Screen

This is a mockup of the dialogue screen, which is displayed when interacting with NPCs. The main purpose of the dialogue screen is to create a more comfortable layout and display the character portraits of the two characters engaged in the conversation. (Since there is no official portrait of Virodar yet, the same portrait is used in the effect image.)

6.Purchase Screen


This is a mockup of the purchase screen, which is displayed during transactions with merchants. It is inspired by the purchase screens in Resident Evil.

 The top left corner of the item icon shows the remaining quantity of the item. The number on the right side indicates the price of each item. The prices shown are provisional and may be changed during the final implementation. In addition to purchasing items, we also plan to allow players to sell items to the merchant. However, since this feature is not confirmed yet, it is not included in the current mockup.

7.Main Menu Screen


These are the mockups for the new main menu screen.

The design changes from the previous version, where pressing a button took you directly into the game, to a new version of the main menu that offers more operation options.

8.Settings Screen


These are the mockups for the settings screen.

In the new settings screen, various settings that were previously grouped together have been categorized, creating a visually more comfortable layout.

Outside of UI, I am also continuing to work on the succubus animations. 

If I were a succubus, I would not enjoy my prey on the spot but rather take them back to a safe and comfortable lair. Therefore, at the end of the animation, I am planning a scene where the succubus, after toying with the sister a bit, transports her to the succubus's lair.

The succubus’s lair is a new environment, featuring other succubi and victims. With the addition of new scenes and characters, the amount of work will be quite substantial. Therefore, completing the perfect succubus animation will be a long-term project.

Finally

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This UI update affects many aspects of the game, and even just implementing a few of the UIs will require a significant amount of programming work. It is expected that the production of the next game version will take some time, and I apologize for this. During the UI updates, I am also considering new enemies and animations.

Finally, I would like to express my gratitude for your support and feedback so far.

This update text is quite lengthy, so there might be some parts that are not entirely accurate or comprehensive. If you have any questions or suggestions, please feel free to let me know!

#7 Progress Report 2024/7/9

Comments

Yes!You can find the free download link at the end of the previous article!

wd P

Can I download this game now?

achikiki

Thanks for your feedback! This shouldn't be hard to fix, we'll try to fix it in the next update!

wd P

I think i should have said this sunner. I'm not sure if this is a bug but when I die to tentacless in cup i keep hearing them later after I click restart button. So far game is amazing!

TinMarx_HR


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