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Genre: Platform, Adventure

Transiruby

Transiruby DEMO playing by Gila and Luifon!(VTuber)



Hello, everyone,
Thanks for noticing our new title, Transiruby.

we are going to do streaming about Transiruby, played by Gila and Luifon,
VTuber of Beatus Creation in Japan.

check it out!

TRANSIRUBY devs' memo #4

日本語原文はこちら:https://skipmore.fanbox.cc/posts/2282837




Translation: "Summarized what I thought about side view maps Part 2"



TRANSIRUBY #4



Start and Goal


This is not limited to exploration-type games, a start and goal factor must be determined when creating a map. The start is literally the point on the map, the goal is the end point on the map or the so-called boss room or the gate to the next area. Since TRANSIRUBY has about 200 screens of the map seamlessly connected, it was obvious that if this layout fails, the level design won't be able to follow through. By the way, this layout in FAIRUNE ORIGIN (originally a Flash version of FAIRUNE) failed even though it only had 12 screens. For those who are interested, the remake version is included in the FAIRUNE COLLECTION compilation, so if you can play it, you can see the path that was taken : "failure → improvement → overdoing". Based on those past experiences to an extent, this is why I decided to aim for alignment with the composition in TRANSIRUBY.

Map construction


In the case of side view games, many players move to the right. Hence, the safest starting point is on the left (1). Next is the base of the starting point. Its style is to return to the starting point every time you somehow clear an event, in many situations it's convenient to place the starting point & base (something like the protagonist's house or town) near the center of the map (2). This type of map is mainly divided into North, South, East, and West, so it feels more like a stage clear type than an exploration-type. In the case of TRANSIRUBY, I wanted to make a "search + move ahead map", so I placed the starting point in the upper left and made the surrounding area a tutorial stage. The tutorial stage is a type of map where you steadily move ahead, then you arrive at the base. After arriving at a base, continuing to explore around that base then aiming for the next base is this style (3).


Translation:
① Start at the left layout
② Start & center base layout
③ TRANSIRUBY's layout
スタート Start
ゴール Goal
ボス Boss
イベント Event
拠点 Base



▲Varied from the actual map construction


As a matter of fact, the entire map in TRANSIRUBY is a square so it's difficult to make a map that goes to the right. Since the ratio of the game screens is 16:9, if you divide the map by the number of screens, it will roughly be 10 x 20 screens, 10 screens only in the horizontal direction, which is about (World) 1-1 of FAMICOM's SUPER MARIO. Now I wonder if it would have been sufficient to have 20 screens (20 x 10) on the side of the square, but there are also features created by making it square, so I can't say whether it's good or bad, such as a feeling.(By the way, the whole map of TRANSIRUBY is not 200 screens、its 200 screens × 4 Areas + α !)

Be lost, or not be lost


One of the dilemmas of making an exploration-type game is to "be lost, or not be lost". In reference to my works, I made a choice in FAIRUNE to "be lost", in KAMIKO it was "not be lost"....Looking back at it now, "FAIRUNE was tiresome, KAMIKO was insufficient" are my honest impressions as someone who made them. When I was making them I thought "This is fun !", but everytime after their releases I reflect. That's why TRANSIRUBY has multifunctional radar in preparation !


▲Radar specifications are in development

All the items and gate locations are displayed on the radar. However, the terrain is not displayed, so please explore for the routes there….there's a way. I'm currently considering how useful this radar will be, maybe as a creator I think it could be convenient to an extent and (at the same time) be moderately inconvenient so I have to find the right feeling, I'll do my best to adjust it! Well, the reason why the terrain isn't displayed...its mainly a resolution issue. I'll continue to talk much more about maps !


《To be continued》

TRANSIRUBY devs' memo #3

日本語原文はこちら:https://skipmore.fanbox.cc/posts/2135201



Translation: "Summarized what I thought about side view maps Part 1"



TRANSIRUBY #3



Maps of TRANSIRUBY


The maps of TRANSIRUBY have about 200 screens in one area. By the way, KAMIKO has no more than 10 times that extent because one area has about 16 screens. For now I think it's faster to just take a look at it, so please have a look at the scope of the map in the demo version that was previously released.

※One screen is marked by a white line.

Translation: "A model that can be played in the demo version"



Does the direction of movement vary according to cost ?


When I was creating a side view map, the first thing I thought about was "the cost depends on the direction of movement". In this case, there are no obstacles in the top view, the cost of vertical / horizontal movements are roughly the same, and I can tilt the stick in the direction that I want to move in, in side view the cost of horizontal movements are equal, the operation and map consumption costs varies depending on the direction of movement, such as jumps and ladders (operation cost are high and map consumption cost are little) are on the top, and natural fall (low operation cost and high map consumption cost) are below. Also, the 16:9 screen ratio narrows the vertical view, the position of the heroine is fixed below the center in most scenes, so moving with downward scrolling is more stressful than in other directions (outside the screen), I felt a lot of anxiety not knowing that there might be enemies and traps in the area.



Translation: "The items in the picture are in a straight line and are roughly the same distance from the heroine, but the cost of movement to get them varies."




Therefore, in TRANSIRUBY, in order to reduce the cost of moving upward, we prepared a "jump stand" that can move vertically at high speed. In order to reduce stress in the downward direction, we have prepared an indestructible "downward thrust" against the enemy directly below and increased the drop down speed.

In addition, if there's an enemy at the drop point on the map, a warning sign is placed in advance to help prevent unpredictable damage.



Translation:
"Vertical movement in the upward direction is faster with a jumping stand."
"If there is an enemy at the drop point, a warning sign will be prepared."




Next is the cost of consuming maps, but with this increase in the number of maps I was able to handle the heavy work. In the case of top view, the entire screen is the "ground", so on a low-density map with no obstacles, the area that can be optionally moved is vast, but in the case of side view, the terrain at the feet of the character is the "ground", so if the map has a low density, the scope will only be there and can be optionally moved by walking. Hence, if you do not prepare sufficient maps from the top view, the maps will be consumed in a blink of an eye just by moving….Having said that, if you try to create the same "ground" on one screen in the top view, the density will increase and the map will be difficult to move.

It's not a problem to intentionally increase the density, but I thought it would be sufficient to think a little more about increasing the density just to increase the movement cost so that there isn't map consumption.



Translation:
"Top view
You can almost move freely in the screen

Side view
Only the terrain can be moved under your feet

Side view
Difficult to move when density is increased "




That is in connection to the map that is no more than 10 times the extent of KAMIKO, but I didn't think about that before I made it, so I assumed that the Area 1's map in the early stages of development would look like this.



Translation:"Rough before opening"



This isn't the extent of the demo version…. (It's no more than twice the extent of KAMIKO...but that's not insufficient !) Well, I wrote a lot about various things, but as a matter of fact when making a map, I didn't have to worry about the movement cost so much it wasn't a problem. I think that people who are thinking of making a game and those who are at a point to where they are actually making a game are generally unconscious to be able to do it.

However, when you are wondering what to do when making a map, there may be a hint as to what is a good choice considering the movement cost, so I use it as one of the " standards for judgment if lost the way".


I'll talk more about maps next time !


《To be continued》

TRANSIRUBY devs' memo #2

日本語原文はこちら:https://skipmore.fanbox.cc/posts/2062571





Translation: "Small Fry's Battle Commentary !"



TRANSIRUBY #2



I can't stand small fry enemies


This time the "difficult scrap" are the small fry enemies. When the difficulty level in an exploration-type game increases, the small fry enemies, for example, are "tough + move up and down while jolting + shooting bullets" then when "(small fry enemies) don't drop anything after being defeated + resurrect after moving into another room" are added, the small fry enemies become irritating for those who are not good at action games. Also, in relation to the "small fry jumping while parabolically moving and shooting bullets", it's already considered an annoying small fry enemy. While creating, a variation of them always pops up but for people who are poorly skilled at (playing) action games, this type of small fry enemy is unpleasant.



For those who aren't good at action...


I think people who aren't good at action games are prone to the same pattern below in exploration-type action games. Receive damage from small fry enemies → Healing items to recover HP are dropped, go defeat (more) small fry enemies → Healing items GET ! However, because the enemy is tough, HP will be cut down when you get the recovery item → Even if you can successfully recover, you still have to go back to the original area on the way... Foolish ! With this, people who aren't good at action can't explore smoothly. This is fine for platformers that mainly focus on combat, but for exploration-type action where you go back and forth and in between the same places over and over again, this flow can be stressful.



All small fry enemies can be defeated in one shot



Translation: "Unarmored" "Armored"




In TRANSIRUBY, small fry enemies are divided into two types : "Unarmored / Armored". "Unarmored" small fry enemies can be defeated with one sword attack."Armored" enemies can be defeated by attacking them a few times with a sword. However, they can be defeated with one downward thrust. In other words, with the exception of the bosses, all the small fry enemies in TRANSIRUBY "have the means to be defeated in one hit" when prepared for the situation. When jumping down from a high place, if you start to downward thrust, you can defeat 100% of the small fry enemies directly underneath. It's similar to a vertical attack in DRAGON BUSTER. ※Honestly, Ys III had a greater influence...


All small fry enemies can be stopped



Translation: " When the ESHOT hits"

"Battle or freeze !

●Stand on
●Defeat with one hit
●Become a shield
●Healing items drop"




In TRANSIRUBY, there's a long distance weapon called ESHOT which freezes (stops on the spot) any small fry enemies that are hit, and there is no damage even if you touch a frozen small fry enemy so you can use (the frozen enemy) as a scaffolding or as a shield to prevent enemy bullets. Furthermore, frozen enemies including "armored" ones can be defeated with one sword attack. On top of that, if you defeat a frozen small fry enemy, there's a 30% chance that it will drop a healing item (that is, you can get a healing item from a non-resistant small fry enemy !). So, in a combat focused game, the ESHOT feels like a considerably balanced breaker weapon but in an exploration-type action where the gravity of combat is not at high level, it leads to more fun. Or perhaps I should say that we are currently making adjustments in a progressive form so that the ESHOT will appear to be more fun.

Resource managment from 『KAMIKO』used in development


To me "battles with small fry enemies'' have become a game development theme, and I somehow do an experiment everytime like in FAIRUNE there's a hint to where the small fry enemies will go; in 1 BIT-ROGUE the maximum HP would increase every battle; in PICONTIER cheap weapons break (same as in 1 BIT-ROGUE). And then in KAMIKO, SP is saved up after defeating a small fry enemy, the gimmick is that the system boot up and activates that SP so that a special move can be used, but in TRANSIRUBY I'm developing that (gimmick) a bit more. Although, if you manage resources too much it will become rigid so those who are good at action can play it a little more severely, and those who are not good may play sloppy and poorly. With that kind of feeling, I aimed to change the way of playing and play style all at the same time.


Two Playing Styles


Small fry enemies can be frozen with ESHOT as mentioned above, but it can't be used indefinitely. ESHOT bullets require an EP that appears when you defeat an "unfrozen small fry enemy", and that EP will appear jingling when you defeat a small fry enemy while connecting combos like in KAMIKO. Also, the ESHOT activates the gimmick function as in the case of KAMIKO, but it serves a lot more purpose than in KAMIKO such as "opening the door" and "activating the lift". And so, when those various characteristics are combined, two play styles from below occur.


●For those who are good at action…

Don't use ESHOT too much, defeat the small fry enemies roughly with combo links, save up EP but don't waste it while moving(about). Collect EP along the way and proceed to use them to activate the gimmick !


●For those who aren't good at action…

First, save the EP to the MAX at the hunting ground (where weak small fry enemies gather), save the EP necessary for the gimmick activation, and proceed carefully while freezing the small fry enemies that you're not good at (battling against) ! In fact, so far it's been divided to this extreme, so play by ear in order to proceed.

There are many save points &resurrection points, so people who are not good at action and their own strength to some extent can breakthrough. However, if you try to cleverly proceed with a time attack etc., you should play while calculating the remaining amount of EP….something like a balance.

It all depends on my level design skills whether or not this will function well... I'll do my best !


《To be continued》

TRANSIRUBY devs' memo #1

日本語原文はこちら:https://skipmore.fanbox.cc/posts/2032708


―――――――――――――――



Translation: "Cyborg Heroine
Making an exploration-type action game !"

TRANSIRUBY #1



One of the reasons for developing TRANSIRUBY is that I wanted to create a exploration-type action game that has a low level of difficulty and is a lot of fun to play. By the way, my experience as a youth with exploration-type action games were THE MAZE OF GALIOUS MSX and DRAGON SLAYER IV: DRASLE FAMILY, so its unclear why the genre is named metrovania. I prefer to call it an exploration-type action game in this text.

To what extent makes an exploration-type action game "difficult" ?


This is my first time diligently making a side-view action game, so this time there is a more logical approach, and I'm thinking about various things while making it. In this case, the first thing I wanted to eliminate solve was the factor that seems to be "difficulty" in exploration-type action games. However, what is considered "difficult" varies from each person, so even if its not difficult for people that are good at action games, it could be extremely difficult for people that are not. Furthermore, there is a sense of accomplishment when clearing a difficult game so "difficult = no good" is not necessarily the reason. For those who find a game's barrier "difficult" to progress due to boss battles will be excited. But, I don't want it to be disliked for being too difficult to proceed...right ? So, what is considered difficult to people like me who aren't good at action games ?


Difficult terrain !


One of the factors of exploration-type games is "a continuation of high degree action that demands terrain" .Cliff edge jump→ wall clinging→ mid-aerial dash → Continous cliff edge jumping on vanshing platform...etc. Poorly skilled people will reach their limit here. Also, when I thought I had passed through a difficult level route, it was actually half and I was required to make full use of the LR button and stick…I definitely reached my limit. And, another pattern is that "the terrain is not difficult, but there is a time limit due to forced sidescrolling". The thing is...the terrain becomes a little more complicated, as the walls and flames appear from behind along with the forced scrolling. The draining part is the "little puzzle-like terrain" + "starting the game from the begining after dying", as far as the"little puzzle-like terrain" is concerned, its mainly there to test your memory and understand the feeling of taking the correct route. I can't focus on concentrating so I gave up.

Seperate the high difficulty level route


In TRANSIRUBY, we decided to seperate the high difficulty level routes from the main route that is required to clear the game. If you just want to see the ending, it's OK not to play the high difficulty route. Regardless of gaming skills, you can playthrough the main route to the ending just to enjoy a common experience. For those who want to clear the game with 100%, we have adjusted the level design so that you can take on the challenge of the high difficulty route and collect items.

Forced scrolling & time limit are gimmicks...


In TRANSIRUBY, "approaching barrier" doesn't exist however...there isn't a large scale thing either. TRANSIRUBY's map is not a room unit...which is one of the reasons why 1 area 1 area's extent is no more than 200 images is seamlessly tide together, as the result it was difficult to insert the forced scrolling and gimmicks that take up a whole screen. Well, this is not a big thing but there's a rotating saw that was placed between a vertical passage as the elevator slowly rises...that's like a gimmick. It feels like experiencing a theme park attraction in a safe place but dangerous atmosphere. "It looks very dangerous, but its totally safe" is often in production of games that nowadays put emphasis on atmosphere.

Shorten the main route's difficulty level route


Although I said that the high difficulty level route will be seperated from the main route, it would be a boring game if there wasn't modulation in the route, as mentioned above "mostly" it's called a short high difficulty route that's easy to recover and is occasionally inserted. Also, it appears that the route looks difficult but is actually easy and
achieves a visual sense of accomplishment like the rotating saw mentioned above. What I think about in terms of level design is that if you can clear even the most difficult route in one shot, it's an easy route for that person and sure enough the difficulty level has been lowered so its a lot of fun. Difficult !

Creator's taste


As I wrote in the begining, this doesn't mean that "difficult = no good. Interesting games are also difficult. However, since the game is a luxury item, there is always a case that it doesn't suit the player's taste, especially in indie games, the creator's taste is strongly reflected rather than content that is generally accepted, which makes that's much more appealing. And if that taste is received by the general public, it feels like a huge praise. No, really. So, TRANSIRUBY was made according to my recent taste, along with "difficult scraps " that have been connected to it.... This went on too long, so I'll continue next time.


《To be continued》