This is the October progress report for "Sister Virodar." This month, I’d like to share updates within the game as well as upcoming plans. You can get the latest version update of the game in this article!
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This update mainly introduces new features and includes a few bug fixes.
The “Gallery” option in settings is now available, making it easier to view in-game CG scenes.
*This is a basic implementation of viewing functionality; the UI and order still need improvement.

A new scene has been added, but currently, it has no functionality. Now, when leaving Laita’s room, you’ll arrive at this new scene.

From the left side of the new scene, you can return to the old corridor outside Laita’s room, and on the right side, you can enter the random stage gameplay.
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As I mentioned in the last article, I’d like to add more large-scale scenes that showcase the environment the protagonist is in, particularly changes in the setting during different level adventures. This new scene is an attempt at that, focusing on the environment of the protagonist’s resting place.
This scene is meant to evoke a simple and serene atmosphere and should have some functionality as the starting place for the protagonist’s actions. In future versions, I plan to add a crop-growing feature and random visitors to this scene.
Planting System
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The planting system won’t be a main part of the gameplay, so I hope to keep it simple. No seeds are required; players can just select a crop when the field is vacant.
When food is scarce, planting can serve as a minimum food supply, and when food is abundant, economic crops can be grown for additional money.

The backyard area on the left side of the scene will serve as a planting area where players can grow some plants. These plants will grow over time and provide food or economic value when harvested. Each time players depart and return, the plants will grow one stage.
I have envisioned three types of crops:
A crop with the shortest planting time, providing a basic amount of food.
A crop with medium planting time, providing more food in the same timeframe.
A crop with a longer planting time, which might not serve as food but has high economic value and can be traded with merchants for money to buy other items.
Players can decide on the planting scheme that offers the best benefit according to their current situation.
Visitor System
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During the adventure, players will meet many NPCs, but I felt that just meeting them in the stages isn’t quite enough interaction.
So, I’d like to have NPCs visit the sister’s cottage outside the stages for more interaction.

The grassy area on the right side of the cottage in the middle part of the scene will have random characters, mainly NPCs, appearing every time the player departs.
Just like the planting system, visitors will refresh randomly each time the player departs and returns. In addition to known NPCs, there might also be nameless ordinary sisters or villagers.

I decided to design the merchant as the first visiting NPC. Sometimes, the merchant will come to the sister’s hideout to visit and trade, making it easy to trade items with her.
This month, my main focus has been on scene design and game framework planning, so I apologize for the lack of progress in pixel animations. I also want to create more exciting adult scenes, but other parts of the game also require attention. I’ll do my best to speed up the progress.
Next, I’ll prioritize drawing the merchant’s animation and completing the visitor system. Also, the game’s world map and the running zombie sister animation are parts I want to finish as soon as possible.
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I want to thank everyone again for your continuous support and feedback.
If you have any questions or suggestions about this update plan, please feel free to let me know!
This update is also free, and you can get the latest version of the game from the link below!
wd P
2024-12-07 10:03:47 +0000 UTCGurauki
2024-12-06 16:25:04 +0000 UTCwd P
2024-11-20 04:19:45 +0000 UTCD_K
2024-11-19 14:18:05 +0000 UTC