Fei : I've added new character development missions, cutscenes, drew a dozen new portraits, a dozen animations, and a ton of new dialogs. Added a new crepe cutscene with Optrellian, a new laughing cutscene with Natixta, reorganized the Cosmetic Manager, updated the Save Screen system, added the Crepe save item, implemented the eating crepe cutscene, updated and recorded a dozen new ghost files, finalized the first dream sequence level design, polished the Dialog Trigger System, fixed the ghost boosting missing FX, updated Lero's workshop, updated the playable character creation tool code I wrote, reorganized and added missions to smooth the learning curve for new players, fixed all characters' clothes physics, got brain overdrive through overwork and lack of sleep, said things I shouldn't have said to loved ones during that time, restored sanity through sleep and said sorry, fixed prefab bugs, redesigned the Advanced Tutorial, recoded the Skate Idol Streaming system, added a new mission to teach it, redesigned Tybalt's look and personality.
Along with all that crazy work load, I had to work on my new home, and handle my kid who's all day at home due to the lockdown. Not saying that it's bad, but it's been quite an exhausting month, both physically and mentally.
我添加了新的角色開發任務、過場動畫、繪製了十幾個新肖像、十幾個動畫和大量新對話。新增了奥崔利恩的可麗餅過場動畫、娜媞斯塔的笑過場動畫、重組了飾品管理器、更新了保存遊戲畫面系統、添加了可麗餅的保存項、實現了吃可麗餅的過場動畫、在保存道具中添加了可麗餅,實現了吃可麗餅過場動畫,更新並錄製了十幾個新的幽靈文件,完成了第一個夢境的關卡設計,完善了對話觸發系統,修復了幽靈衝刺不見的特效,更新了雷洛的工作室,更新了我編寫的可玩角色創建工具代碼,重新組織並添加了任務讓新玩家的學習曲線更加平順,修復了所有角色的衣服物理問題,由於過度工作和睡眠不足而導致大腦超負荷運轉,說了那段時間我不應該對所愛的人說的話,透過睡眠恢復理智後對她道歉。修復了Prefab錯誤,重新設計了進階教學關卡,重新編寫了直排輪偶像媒體系統,添加了一個新的教學任務,重新設計了泰巴爾的外觀和個性。伴隨著所有瘋狂的工作量,我不得不在我的新家工作,並照顧因疫情三級管制而整天在家的孩子。並不是說這很糟糕,但這是相當令人筋疲力盡的一個月,無論是身體上還是精神上。

LEO : As I said last time, I am adding many grind curves in the new area such as wires and electric lines. I've also added some trampolining props for level design. When looking at it from far away, you can see the whole the complexity of the roads, how they actually all connect together. In my design concept, I tried to offer more than one way to access any point in the new area. So players can jump from one route to another route, or land on top of a building then choose one path from all the ones available to them.




I need consider the visual at the same time, especially when I'm doing the level design, so all this is really taking a lot of time. However, this work is nearing its end as only a small area is left, then I will finally put this area into Unity and start working on the final details.



如我上次所說的,我正在添加各種滑行路徑如電線等以及彈跳物件在整個區域中來進行關卡的設計,從遠景來看,可以感覺到整個路線錯綜複雜,但是他們基本上都是互相連通的,在我的設計理念中,我盡量提供玩家不同的路線去到達某個地點而非單向道,因此玩家可以透過一條路線跳躍到另一條路線,或是跳上某個建築物頂端奔跑一段距離之後再從多個路線中選擇一條繼續前進,尤其在設計過程中不只要考慮路線的連結還必須考慮整體畫面的美觀,因此花費了相當多的心力。目前整個地圖還剩下一小部分需要進行關卡的設計,等到完成這個部分之後就會把地圖放入遊戲引擎當中開始做細部的調整了。
Yang : I upgrade my home and our studio's router, the loading of this router are including subversion server, website server, ftp server and my internet connection, bunch of virtual server and port services, these loading were too heavy to keeping stable working for previous router (D-Link DIR-850L), it's often over heat... So I decided to upgrade it using my own money, the new one ASUS RT-5300 has more memory and a powerful cpu, I think it's enough to deal with the loading.
I start to redesign the SFS 3rd race, and update Chinese text, keep working!
家裡(也是公司)換上了新的路由器,這台路由器主要負責subversion伺服器、網站伺服器、FTP伺服器,包含一大堆的虛擬伺服器以及連接埠服務,一次負責這些工作,對於先前那台D-Link DIR-850L負擔過重,時常過熱斷線,連線不穩定。所以我決定訂用自己的錢換上新的ASUS RT-5300,擁有更強的運算能力以及更多的記憶體,我想上述的工作這台路由器足以勝任。
開始了SFS賽事任務的第三場比賽重新設計,也持續更新中文字對話,繼續工作!