Attendance check
After my bone marrow exploded last week, I had a heart attack and broke my bone marrow this week.
Whether it was a success or a failure, it's a bit strange to draw aggro in the third week.
To conclude, I got scammed quite a bit this time.
I think I earned more in gold than I did in the first week when I was scammed like that.
Even without an Aid, you still have 4 valid hits: Resentment, Hatred, Insult, and Shucha.
In fact, the moment you feel resentment, it is already a gain.
We will do a detailed calculation below.
I was so sleepy that I thought I'd just write my diary and go to sleep, but dopamine really kicked in.
I can't really just post the results of the bone thickness test, so I'll keep it simple today.
It's been a while since I had a party at Kage.
The party leader suddenly got a lot of requests.
I, Kim Yong-hyun, received it and returned it to you because you didn't stop anyone from coming.
The rewards, as always, were generous.
Why is it so hard to land a valid hit in Kagena Pilbo?
Is it because the number of drops is small?
There are also strange rumors going around that the perceived probability is different, but it is not certain whether it is true or not.
In fact, since the stone doesn't even get cut, there was a lot of talk about 'there's a probability problem with this!'
Director Geumgangseon said, "I checked while cutting it and there was no problem," and then he went in.
I think it's an issue of that kind.
Because odds are extremely harsh on those who don't stick around.
Now, let's get into the main game.
The results have already been determined, but aren't each of these processes emotional?
No? Then let's get to the point quickly.
From now on, I will give a short reaction to each of the six.
oh
This is a huge gain.
this
But since I pulled out the testimonies before, it's okay if I lose up to 3 of them.
????
Following the first week, the low-level receiver came out again.
I will read this as it is and use it to improve my specs.
WHAT?!?!?!!!
The day will come when I see the desired tradable asset.
Is it only now that I'm receiving the reward for my hard work?
Second place, Nice. I will read this too and use it to improve my specs.
This is Shucha Natbad.
In fact, this one is also worth over 20,000 gold, so it's a gain.
I just feel weak because I got hit with a dopamine bomb earlier.
Finally, the indomitable emerged.
There is a Shucha that I want to get rid of, so does the last one matter?
I feel so good because I feel like I've gotten over all the crap I did last week.
Just to clarify, I have no intention of being a bitch.
I wanted to wake up well and brag about it in my diary.
If we calculate this result, it is as follows.
Random Pouch of Milk - 120,000G
Grudge + 198,000G
Low + 105,000G
Quality + 62,000G
Shucha + 24,000G
Total gain: 269,000G
Like the Ad Yu-gak auction yesterday, I feel like I've been lucky recently.
As always, luck will soon disappear like a dream.
But since you've already come here, I wish you'd follow me a little longer.
But... my bone structure has been 'first week great / second week bad / third week great' so far.
If things continue like this, next week...?
I'm going to have to go to bed seriously considering skipping next week's bone marrow challenge.
Today's weather summary
1. The thickness of the bone was a huge hit.
2. Kage returned to the party after a long time.
3. If things continue like this, next week... will it be a failure?
The Legend of Zelda - Breath of the Wild
Breath of the Wild stands out from other open-world games with its innovative map design and creative use of objects.
I think it's a really well-made game that sets a new standard for open world games.
Nishindenim's record is -380 points!
I got 0 Flakes as a challenge reward.
I can't wake up from my egg..
Next time, try faster!
🦖Want to feed your baby dinosaur?
Take the challenge now!
👉 [Play on the Stove App]
I feel good even though I only flew 1500...
S1730549631928511's record is 87 points!
I got 0 Flakes as a challenge reward.
I can't wake up from my egg..
Next time, try faster!
🦖Want to feed your baby dinosaur?
Take the challenge now!
👉 [Play on the Stove App]
11
cc
This post was written subjectively and the information about this game is as follows:
Game name Maids of Storm Game Price 15,000 won Game downBefore we begin
This is the cat that comes back when you forget. The game I'm going to introduce this time is an indie, casual, tycoon game called 'Storm Maid'. The reason I found out about this game and started playing it was because Stove Indie had a smart demo life, and if you play the demo version of (mostly Korean) indie games and give feedback, you get Naver Pay? There, I first encountered it, and because it was fun, I participated in the funding (purchased it) and recently started playing it.
So before I get into my thoughts, let me first show you a gameplay video of this game.
Play video
review
This game made me think a lot before writing a review. I wondered if I didn't understand the game well enough, but I couldn't completely organize my thoughts even though I unlocked all the content that was released so far, and it was ambiguous to evaluate it up until now as I'm writing this. Nevertheless, from the perspective of someone who played from the demo version to version 1.0.9, my evaluation was as follows.
First, let me summarize the story of this game.
"The protagonist (player/bespectacled + otaku + pervert), whose goal is to create his own maid harem, drops out of college, borrows money from loan sharks, and helps Belle, who is in danger of being dragged onto a tuna fishing boat, turn Maid Cafe Argent (the perennial last place) into the best maid cafe."
It was possible to summarize it to that extent. It had one ending and had a light-hearted story that was easy to laugh and pass over, like the tycoon and arcade genres. It parodied many memes that are familiar in Korea, such as Undertale, One Punch Man, and the suspiciously rich Furry, so I thought it would be fun to look for them and watch the story.
Time is money
The controls of the game were simple, but they required skill as they progressed. Basically, all controls were possible with the mouse, and there were few things to press, such as selecting a table with QWEASD, confirming and skipping with F/E, and moving with WASD and arrow keys. The corresponding functions for each key were intuitive, and since it used a layout commonly used in games played with other keyboards or keyboards and mice, it was easy to get used to and the controls were simple. However, as I mentioned above, as the game progressed, the tempo of the game got faster due to upgrades and such, so I felt that I needed skill as I had to press the right keys at the right time quickly. (Since the last boss battle was a one-coin battle, I thought skill was needed in the boss battle as well.)
The way the game progresses is also simple. It's a repetition of [run a maid cafe (farming) → watch the story → engage in a sales battle → watch the story].
The game's system... is easy to enjoy, but it's a bit complicated because you have to keep a lot of things in mind when playing each game. Easy... you can make the top-tier foods (dessert, main, drink) your daily menu and play with the 6 main characters, but when playing each game, you can aim for the optimal play by thinking about the passive skill combinations for each character, the leader skill selection for a specific character, the today's menu effects, the effects of clothes and accessories, and the task rules you choose for each task.
The game's graphics were 2D, dot, animation graphics. Except for some situations, the dot graphics were so detailed and gorgeous that you'd say, "Was it possible to express this with dots?"
As for the sounds, there weren't that many (sound effects, BGM), but I didn't feel bored. Aside from that, there were some BGMs that I wanted to download separately and listen to repeatedly.
Bugs... There were various issues like bugs that would freeze the game, a specific character's leader skill image being broken, being able to wear more than 3 Today's Menus, etc., but as of version 1.0.9 when this post is being written, most of them have been resolved. Now, before I get into my thoughts, a little chat... To be exact, the reason I couldn't write a review right away even after seeing the ending of the game was because 'the pros and cons coexisted so it was hard to evaluate.' It was a fun but boring, flashy but disappointing game.
-merit-
1. Fun (story, basic game, etc.)
- It was literally fun. If you notice, it was a fun game that you didn't even realize how much time passed, like 30 minutes or an hour.
- To be more specific, the main content was basically repeating what was done at the beginning, such as placing the right maid at the right table and playing the mini-games that came out from time to time. The main game was well-made to fit the tycoon genre, and it maintained the right amount of tension in different ways from beginning to end, so I was able to play it while it was fun (although a little boring).
-The story was also one of the reasons I kept playing the game. The story, which seemed to have a couple spoonfuls of what is called a crazy emotion, along with various parodies, was funny even though I knew what kind of atmosphere it would lead to.
For example, if a guest extends their stay, they wave a glow stick (a maid's intention to empty out the remaining balance in her bank account).
2. Direction (including graphics)
- In a way, it was a part that was related to fun. It was literally fun to watch.
- Due to the nature of dot graphics, if you make a mistake, it can look dirty and you can't see important parts (like not seeing a bullet flying, having difficulty distinguishing enemies, or not being able to figure out what you're doing), but this game doesn't have any of that, and the dots are so cute, flashy, and detailed that you'll think, "They implemented this with dots?" It was fun to look at while playing the game.
-disadvantage-
1. Content (Fun) → [Additional items scheduled in order from May 2025 to December 2025 according to the roadmap]
-As I said above, it was so much fun that I didn't even realize how much time had passed, but at the same time, I often felt like there was something missing while playing the game.
- Since there are only four minigames in the main content, Maid Cafe Operation: Drawing with Ketchup, Taking a Picture with a Maid, Shaking a Shake, and Guessing What You Imagine, it felt repetitive. (I was personally even more disappointed when one of the minigames in the demo version was removed because the game was said to be too long.)
- You can walk around the town, but the things you can interact with are very limited and only progress the story, like buying clothes, furniture, or taking a taxi to the finals venue, so it feels like there's a lack of content.
The SD characters have good expressions and direction, but the standing illustrations are just plain bright.
2. Some direction omissions (maid illustration expressions) → [Scheduled for revision in September 2025 according to the roadmap]
- As mentioned in the advantages above, this game was fun to watch because it had cute and lovely graphics and at the same time had flashy productions despite being dot graphics. However, I thought that some of the productions were missing or insufficient in parts where they appeared infrequently but had a large proportion.
- For example, there were standing illustrations that appeared during conversations (when the story progressed), such as the one where they were smiling brightly even though they were clearly being dragged away by loan sharks (in the case of SD characters, they were dragged away while crying), and the character who wore an eyepatch over his left eye when standing on the right but wore an eyepatch over his right eye when standing on the left, etc. These are characters that you don't see very often while playing the game, but I thought it was a shame that they ruined the immersion in a section that had such a large proportion as the story, which is one of the reasons that make this game worth playing.
finish
Let me wrap it up. It was fun, but it was a disappointing game as of now. The basic game framework was fun, and the story was interesting, so I had fun playing without realizing how much time had passed. However, the fact that there was practically no content outside of the main game, and the parts that were missing during important moments such as the story were disappointing. I think the developer is aware of these parts (shortcomings), and since it is written in the update roadmap that they will add/modify them, I think it is a game that you should buy first and wait to play, or buy later after a certain amount of updates have been made.
This guy LeeRiven caught 53 dinosaurs!
You have some good skills!
But aren't the real experts faster?
안녕하세요, Dooms Hair Salon의 개발자입니다.
작성 시점으로 게임을 출시한지 한달 남짓이 지났습니다.
정신없는 출시대응 기간이 어느정도 지났기에 개발 히스토리를 작성해 봅니다.
발단
25년 1월 초였습니다.
팀의 내부적인 결정으로 3개월이라는 짧은 기간동안 게임을 개발해서 출시해보자 라는 목표를 세웠습니다.
하지만 아무런 기획이 없었기에, 아이디어를 얻고자 이곳저곳을 찾아다니는 와중...
레딧에서 이런 움짤을 발견하였습니다.
보자마자 '오 이거 기획 붙여서 게임으로 만들법하겠는데?' 라는 생각이 들었고,
시장분석을 통해 '시뮬레이션', '미용실', '멀티게임' 이 세 가지 키워드로 게임 개발에 착수하게 됩니다.
이 키워드로 게임을 개발할 때 필요한 기술은 '멀티플레이', 그리고 '헤어커트' 였습니다.
연구개발 - 멀티플레이
멀티플레이 기술은 파편적으로나마 찔끔찔끔 해봤지, 처음부터 끝까지 개발해보는건 처음이었습니다.
그래도 튜토리얼 보면서 꾸역꾸역 따라해 보니, 아래와 같이
플레이어 위치 동기화를 만들 수 있었습니다!
멀티플레이에 대한 연구는 사실 여기서 끝이 났습니다. 다른 모든 동기화도 위치 동기화의 연장선이니까요.
물론 탄탄대로처럼 이후 멀티플레이 구현이 순조로웠던 것은 아니지만 이 글에서는 생략했습니다.
연구개발 - 헤어커트
다음은 헤어커트를 구현해야 했습니다.
헤어커트가 미용실 시뮬레이터 게임의 핵심인데, 이게 되지 않으면 안 되는 상황이었습니다.
하지만 저는 여기에만 3달의 개발기간 중 1달을 사용하게 됩니다.
아래와 같은 이유 때문이었는데요,
1. 생각보다 유니티에 제공되는 헤어 기술이 없었고,
2. 머리카락을 자르는 기술 또한 공개된 것이 없었습니다. (해본 사람 자체가 소수인듯)
다행히 1번은 'Hair Studio' 라는 10만원짜리 에셋을 찾아 해결하였지만,
머리카락을 자르는 기술은 특정한 기획에서만 필요하기에 그 어디에도 자료가 없었습니다.
그래도 반드시 구현해야만 게임을 만들 수 있기에
집념을 가지고 컴퓨트 쉐이더, 멀티스레딩, AVX, SSE 등... 온갖 기술을 다 공부해서 그냥직접 구현했습니다.
구매한 머리카락 에셋은 Strand 기반으로, 실제 머리카락처럼 한올 한올을 시뮬레이션하는 방식입니다.
대충 모발만 3천개, 총 48,000 개의 포인트가 서로 유기적으로 상호작용하는 방식인데요.
처음에는 이 머리카락 메시를 실제로 '잘라서 2등분 내는' 방식으로 구현했었지만
보시다시피 한번 자를 때마다 게임이 멈춰버리는 끔찍한 상태였습니다.
이 말도 안 되는 최적화를 어떻게 해낼까 하루종일 고뇌하던 도중 아이디어 하나가 떠오릅니다.
그건
'실제로 머리카락을 안 자르면 되지 않을까?'
였는데요.
그림으로 나타내보면 대충 이렇습니다.
머리카락이 잘려도 계속 연결되어 있으며, 잘린 부위를 기점으로 물리연산만 끊어집니다.
그리고 잘린 부위 (빨간색) 는 투명도를 0으로 낮춰버립니다.
어찌보면 좀 짜치는 방법이긴 하지만
생각보다 티도 안 나고 끊김현상이 사라져 게임에 써먹을 수 있게 되었습니다.
(잘린 머리카락이 떨어지면 실제로는 이렇게 연결되어 있습니다)
컨텐츠 구현
이후에는 필요한 기능을 쭉쭉 만들어냈습니다.
잡기 기능
만들면서 포탈 게임이 생각나더라고요. 잡기 UX의 교과서라 생각하고 최대한 비슷하게 만들었습니다.
하지만 이후에 인벤토리 기획을 도입하면서 결국 안 쓰게 된 방식입니다.
컴퓨터 화면
리썰컴퍼니 갬성의 컴퓨터입니다.
여타 다른 시뮬레이션처럼 이미지적인 가이드를 제공해줄까도 고민해보았지만,
의도적인 불편함을 주기 위해 레트로 방식의 컴퓨터로 구현하게 되었습니다.
결제 애니메이션
게임에서 돈을 벌 때의 쾌감이 살도록, 카드의 미세한 떨림을 신경쓰면서 애니메이션을 만들어 보았습니다.
냅다 잠자는 빌런들, 그런 빌런들을 퇴치하는 모습
1인칭 펀치 애니메이션
이런 유형의 애니메이팅은 처음 해봤는데 생각보다 어렵더군요. 오버워치의 근접공격을 떠올리면서 비슷한 느낌을 내보려고 했었습니다.
시원한 차량폭발
출시
이런 과정들을 거쳐 어떻게 게임이 완성은 되었고, 3월 24일에 출시를 했습니다.
빠르게 게임을 내다 보니 당시 위시리스트도 0 이었고, 스토브에는 게임을 출시해 보았지만 스팀에 처음 출시하는 게임이었습니다.
때문에 아무도 게임이 존재하는지 모르는 상태로 죽지 않을까 걱정도 많았습니다.
그런데 출시 첫날 풍월량님이 스트리밍해주셨고
지금은 어쩌다보니 엄청 많은 스트리머분들이 해주셨네요 ㄷㄷㄷ
여담 - 머리카락의 퀄리티
'머리카락의 퀄리티가 왜 저러냐'
'머리카락에 신경좀 더 쓰지'
댓글, 채팅 등등에서 봤던 의견들입니다.
사실 개발자인 제가 개발하는 내내 했던 생각이기도 합니다.
여기엔 그럴 수밖엔 없는 이유가 있었는데...
사실 이런 하이퀄리티의 머리카락 기술구현은 가능합니다.
하지만 이 머리카락 기술을 적용한 NPC가 2명만 되도 게임이 느려지기 시작합니다.
둠스 헤어 살롱에서는 NPC가 최대 25명 정도까지도 동시에 돌아다니기 때문에
타협에 타협을 거치다 보니
네.. 이런 상태가 되더군요.
이러한 상황을 파악하자마자 B급 컨셉으로 기획 방향을 잡아갔었던 기억이 납니다.
(B급이 아니면 도저히 커버를 할 수 없는 머리카락 밀도)
게임의 컨셉처럼 개발과정의 많은 부분이 즉흥적이고 재미있었던 것 같습니다.
읽어주셔서 감사합니다!
bb
굿굿
재밌게 봤습니다 ㅎㅎㅎㅎ
머리는 현실에서도 가상에서도 귀한 존재네요
개발 후기 재미있게 잘 읽었습니다
b급 컨셉 너무 좋은데 처음부터 그쪽이 아니라 현실적 이유에서였군요 ㅋㅋㅋ 겜만큼이나 재밌는 개발 후기 잘 보고 갑니다