Girls' Civilization 3 cover
Girls' Civilization 3 screenshot
Genre: Adventure

Girls' Civilization 3

Compensation for late update



Girls' civilization 3 stops selling for a while until the new product is ready.

As compensation, those who purchased Girls' civilization 3 before today's announcement will receive the above new product.




If you want to participate in the alpha version first, please leave a comment below.





The new play is similar to Girls' civilization 1.
While testing the Unreal Engine 5, I found a way to optimize large-scale combat, so I just made this for verification.
It will take more than two months to complete.





Giants, animals and beast man can be used as soldiers.








Soldiers are managed as unit cards.
Even if it's the same unit card, the status value is different, so you have to think carefully when you hire a unit card.
When you improve unit level, you can strengthen the unit status you want, but it's grows more if it have more stars.
This initial additional status value is maintained when promoted.

Even if there are casualties, Unit card will recover over time, but maintenance costs are always the same.






The status values of companions are same as unit cards. The traits are random. There are types of support to strengthen the unit, fighting for situations where soldiers are not participate in, and helping world management.







About Girls' civilization 3, it will change from Open World to Overworld.
I felt the need to compress game experience, so I will simplify the movement between locations.

Game concept and problems













Above screenshots are from UE5 version.




Problems

When porting to Unreal Engine 5, all existing maps are removed and newly created.
All the buildings, the NPC and the layout of the items must be rebuilt from scratch.
And have to modify the movement of the quest script.

Since these are all tasks that will disappear after the Unreal Engine 5 update, I did not put any effort
into the UE4 version map.
The map made in the early access stage is very simple, most town have only one house, and the biomes are not diverse.



The main quest use only 30% of full stories, which already recorded by voice actors.
Original plan was giving 100% of main quests, but releasing of Unreal engine 5 forced me to change the plan.




UE5 version development schedule

UE4 version will not be updated except for minimal bug fixes
UE5 version will be a survival game first, and then adding quests

Oct. 2022 - Previous version of combat system, survival and exploration moved to UE5 version. Building construction, mining, logging, and production functions shall be added separately.

December 2022 - Adding a Greedy driven AI system - NPCs that are hungry and have no money can go far to work, steal food, or threaten other npc or players to take money away depending on their tendencies. Guards arrests criminals.
Add player bounty system and jailbreak.
Add Pack System - 15 to 30 NPC are grouped to patrol, raid, and hunt.

After that, subquest updates will take place over a year
Instead of having very few subques, each of them would be very long and complicated, so you could choose to kill or sell your client, or lie and steal your reward.
The main quest will be added at the end just before the release.



Current version of UE 5.0.2 is unstable and not suitable for development. UE 5.1.0 must be released within August to meet the schedule listed above.




Lore

Lore is the same as Girls' civilization 1, but it will feel very different. The reason is revealed during the main quest.
But if you've played the series 1, you can guess the cosmic background of the game.
The translation and recording of chapter1~4 is complete, but the rest of the main quests will not be updated before the Unreal Engine 5 update.


The main quest can only be performed in story mode.
The way to enjoy the game is to play in survival mode several times after watching the ending of story mode once.
The player character in story mode is very strong, so you rarely have to worry about dying.
There is not a single subquest. After the Unreal Engine 5 update, I will focus on updating subquest.
The ability to betray the quest client and make other choices has been tested but not actually used.



Game concept

Close combat is very difficult. You can't beat a single NPC simply by repeating the attack.
You have to bounce off the opponent's attack or use the reach of the pike in combat.
It is recommended that you just run away or use a sniper rifle when dealing with several enemies.
A spear is ideal when dealing with an animal, but an elephant or a bear will not stop attacking getting weak damage of the spear.
There is a death door system, so even if you fall down, you are given a chance.
You can crawl away from the enemy for a few seconds. If you die one more time before you rest enough, it's eternal death.

There is no companion system yet, so the game will feel more difficult.





In character creation, perk system adopted a dice. In games with a starting perk score allocation system, players tend to play in the same setting each time.
Personally, I don't really like randomness, but I don't want people to repeat the play with the same setting.


Currently, it has not created a faction bounty system, so I gave plot armors to merchants.

There is no difficulty level system. If you choose beastman, you won't die easily. Instead, it will eat a lot . Nevertheless, if it is difficult to play due to the high level of difficulty, I will update the option to reduce the damage or ignore the player's hit reaction.

Animals, outlaws, and citizens all have their own factions, so it's also important to use that relationship to scavenge bodies.




Machine guns can kill dozens of people in a flash, but ammunition is very rare and expensive. Unique weapons are limited in durability and cannot be repaired, so the more the better.
Even if the player's warehouse is filled with unique weapons and food, greed knows no bounds.
Even if you stack up full of unique weapons, the player will only use cheap weapons to save it.
An inventory system that exists physically will give you joy every time you open it.

I remember old JRPGs giving OP potions to clear the story boss. And most users don't use most of the potion until they clear the game.
In this game, bullets are like OP potions. A few bullets can kill an elephant in an instant, but the player will try not to use the OP until the end of the game.

If I update the level-up system later, it will cause the level to drop very significantly permanently every time you go through a death door. However, the process of entering the UI to check the stats or raise the level-up stats reduces immersion. The fact that it gets stronger after pressing the stat +button also greatly reduces immersion. Especially in VR.
The level-based perk that is automatically lifted at level-up, it may not harm the immersion.

If you attack a person during a quest conversation, the characters fight back or run away. In this case, the quest is designed to proceed normally if you talk to NPC again later, but I haven't tested all cases myself.

If you want to be at peace with them again, stop the attack for a while and then put your weapon in