Mr. Hwang's record is 147 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]
congrats
STOCK7758 caught 82 dinosaurs!
I got 200 Flakes as a challenge reward.
Top Ranker Mode ON 👑
But you mustn't let your guard down!
🦕Catch the moving dinosaur
Take the challenge now!
👉 [Play on the Stove App]
[New Member] I'm a new member too
congrats
Interview with gotoki, the creator of the visual novel game <After School Special Guidance>
*This is an indie game developer interview series. The photos and interview content used in the interviews were provided by the creators through Discord, etc. Game developers who are interested in participating in the interview can contact me through various methods (email, Discord, SNS address, post comments, etc.) and I can conduct interviews regardless of the platform.
Interview: Q (hashiruka48) / A (gotoki)
Game Title: <After School Special Instruction>
Genre: Visual novel, adventure, casual
Creator: gotoki
Q. What is the meaning behind the title “After School Special Guidance”?
A. <After School Special Tutoring> is a romance story between Min Seo-hee, who calls herself a dating expert but has poor grades, the main character (player) who receives dating help to fulfill her unrequited love, and the teacher Chae Ji-ae, who has been the object of the main character's long-time unrequited love. The name <After School Special Tutoring> was used to express the ambiguous situation of the main character learning about dating from Seo-hee and Seo-hee learning about studying from the main character.
Q. Please introduce the team that created the special after-school guidance program.
A. We are not a regular development team, but a project-based collaborative team formed with people with experience in each field as needed, centered around me (gotoki), who is in charge of the overall project. I am in charge of drafting the scenario and overall operations, and the programming, scenarios, illustrations, music, etc. are produced through collaboration with freelancers who are participating as team members.
Q. I would like to know the release date of the full version and the platform where I can purchase the special after-school map.
A. The official version is scheduled to be released on June 26th (Thursday), and we are aiming for a simultaneous release on Steam and Stove! If there are no major issues, you will be able to meet <After School Special Guide> on both platforms starting on the 26th.
Q. I am curious to know whether the bug has been fixed for the Tumblbug users and visual novel fans who have been waiting for a long time due to the bug.
A. First of all, we sincerely apologize for delaying the launch by about a month from the date we announced in the Tumblbug funding due to our inexperience. We are currently working hard to identify and resolve the cause of the bug that has occurred, and we are working hard to prevent any further delays no matter what happens. We will do our best to present a more stable and pleasant game to compensate for the delay.
Q. What game engine was this game made with?
A. <After School Special Tutoring> was developed using the Ren'Py engine. Since it is a genuine visual novel focused on scenarios, Ren'Py was used as it faithfully implements the basic functions of visual novels.
Q. I wonder if it is dubbed.
A. This is a full dubbing game with the main heroine. From cute and charming lines to passionate moments where emotions explode, all lines are dubbed. We ask for your great anticipation.
Q. Please introduce the characters Chae Ji-ae and Min Seo-hee.
A. The mentee 'Min Seo-hee' that the protagonist meets at the alternative school is a suspicious beauty who approaches the protagonist, saying she will help him based on her own theory of love. She seems to have a bright personality, but she has a unique personality with unique values and speech that are different from others. It would be fun to read while imagining whether Seo-hee's theory of love that you will see in the game is really credible. The protagonist's first love 'Chae Ji-ae' is a teacher at the alternative school and seems like a stable and affectionate 'adult'. She is a caring teacher who really cares for the protagonist, but she is also a character with many secrets and weaknesses that she does not want to reveal.
Q. Are there individual routes for each heroine?
A. There are individual routes. Both heroines have happy endings, so play with confidence.
Q. Is the ending a multi-ending?
A. There are three official endings available. You can see two endings in Seohee’s route and one ending in Ji-ae’s route.
Q. I'm curious about the play time of the official version.
A. The expected play time for the full version is approximately 6 to 7 hours, based on viewing all the official endings.
Q. Could you please give us a bragging answer as to why visual novel fans should purchase After School Special Guidance?
A. As a visual novel fan myself, and as a player who likes romance novels, I consider 'a natural and convincing emotional line', 'a unique and attractive heroine', and 'a plot that is not boring' to be important. I can confidently say that <After School Special Guidance> has these three elements. If you want to have fun, make memories, and feel exciting with a three-dimensional heroine, then definitely play it.
Q. What kind of atmosphere were the background music and sound effects composed to express?
A. Except for the music for the title screen, all of the music for <After School Special Tutoring> was composed by Miguel Angel. It is based on a cute atmosphere overall, taking advantage of the characteristics of a 'young poet'. However, since the music was composed to match the emotional line of each scene, it is not always expressed in a cute atmosphere, and I think it would be good to think of it as being composed to change according to the flow of the story.
Q. Please tell us about the game production, including the illustrations (sd).
A. I think the biggest advantage is the sound production through carefully placed sound effects. Rather than simply playing sounds, we worked hard to place vivid sounds according to the situation so that you can immerse yourself more deeply into the scene. Also, the amount of illustrations is quite large compared to the playing time, and even for the standing illustrations, we prepared various facial expression changes so that the heroines’ emotions can be delicately conveyed.
Q. What prompted you to produce this work as a visual novel?
A. We had a multi-ending structure in mind from the beginning of development, and more than anything, we thought that this work's story was about scenarios and emotional lines, so we decided that a visual novel was the genre that could best express those two things. Also, we decided that players would have to change the flow of the story themselves in terms of the scenario to be more immersed in the outcome. I think anyone who has seen the official ending since the game was released will agree with this.
Q. How do player choices affect the story progression? (Any tips for the affinity system and ending route?)
A. In the case of <After School Special Guidance>, it is not a game with a large number of choices. It only appears when there is a difference in the development after the choice. Depending on the choice, you can change the heroine's favorability, such as which heroine you will spend more time with or how you will treat the heroine. There are many cases where this is clearly expressed through the main character's monologue in the game, so you don't have to worry. As a small tip, if you focus on the one person you like the most rather than looking at various possibilities, I think you will be able to easily see the ending you want.
Q. What did you focus on when designing the character relationships?
A. From the beginning, when designing the relationships, I worked on the project while considering not only the relationships between the protagonist and Seo-hee, and the protagonist and Ji-ae, but also the relationships between Seo-hee and Ji-ae. I wanted to create a structure where the heroine, who was influenced by the protagonist, did not end up changing on her own, but that change in turn affected other heroines.
Q. Is there a special reason why you chose the ‘after school’ time slot for storytelling?
A. I thought 'after school' had a meaning beyond just a time period. It's a time period where the main character, who goes to a prestigious high school, and Seo-hee, who goes to an alternative school, can meet through mentoring, and it's also a time when Ji-ae, a teacher, can return to being human after work. In that sense, I thought that after school, the time after work, is the time when we can break down the walls in our hearts and get to know each other. That's why I chose 'after school' as the setting where the story and emotional line of this work can unfold most naturally.
Q. Lastly, please give a word to the visual novel fans who have been waiting for the special after-school guidance and the gamers who have supported Tumblbug.
A. First of all, thank you for your interest in the game <After School Special Guidance>. Especially, thanks to the sponsors who supported this project through Tumblbug, we were able to successfully launch the game. It may be an excessive dream, but I made it with the hope that Seohee and Jiae will remain in your hearts even after the game is over. Thank you very much.
When cutting something with a knife, have you ever felt that it cuts much better if you push or pull rather than just press down? This isn't just a feeling. It's a feeling that actually has scientific basis .
▷ Pressing vs. Pushing/Pulling — The Difference in Cutting Force When you simply press down on the blade, the object experiences a ' compressive force ' that tears or breaks. This requires a lot of force and often does not cut cleanly.
However, when you push or pull the knife , shear force is added to the compressive force, which dramatically improves cutting efficiency .
This shear force is a force that twists an object sideways and is particularly effective on textured structures such as fibers or tissues .
Also, from a microscopic point of view , the blade is not completely smooth, but has microscopic serrations and protrusions.
These protrusions act like saws to cut through the grain of the object during the 'push/pull' motion.
If you cut the cake by pressing down on it, the cross-section will look like the cake is clumped together, but if you push or pull the knife long enough, the cross-section will look clean.
So, even when cutting cake or soft ingredients, if you move the knife in a long motion , you can see that the cross-section is cut smoothly and cleanly . The reason that cake cutters are particularly long compared to other knives is because they are intended to be cut by moving them in a long motion. However, as the distance the knife moves increases, there is a greater risk of accidentally cutting another part of the body (your hand), so always be careful .
▷ Shear force from curvature — making it easy for beginners to cut So why are the kitchen knives we commonly use slightly curved?
The curvature of the blade naturally induces a “push/pull effect” (pushing the knife or food) even when the user simply presses down from top to bottom to cut.
Thanks to this , even beginners can easily cut by applying natural shear force without any special skills. = It cuts well.
Curved farming tools, represented by the sickle > All weapons based on this,
It was born from the wisdom of “easily inducing shear force” even for beginners.
The subtle curvature of the sickle and cleaver is the result of a design that allows even beginners to easily achieve the shearing effect.
▷ Wait, isn't the Chinese food straight? On the other hand, the Chinese kitchen knife (a large Chinese kitchen knife) takes a completely different approach.
This knife works like an axe, with the blade creating a slit in the material and the thick body cutting through the slit .
So even if the blade is slightly dull, the cutting power is still maintained. This is because the cutting method is centered on 'compression force' . (More precisely, the expression 'center of inertia' is correct.)
For this reason, Chinese knives are designed to be heavy , and are often used in a way that feels close to pressing down with some force to cut.
The unique “tang tang tang” sound of chopping boards on Chinese food is also a unique characteristic of Chinese food that was born from this different approach. ㅎㅎㅎ
Of course, there are experts who sharpen their Chinese knives to cut the radish thinly. There are many experts who quietly cut their swords while viewing the tang tang tang sound as “too much force”, so be careful not to make hasty generalizations!
Although the thickness of Chinese knives varies depending on their intended use, they are usually two to three times thicker than regular kitchen knives.
Among them, there are knives that have a curved blade, thus incorporating the advantages of a regular kitchen knife.
Spartan, Athenian, and even Roman heavy infantry, these infantry mostly used short straight swords such as the gladius .
At that time, it was closer to a secondary weapon that supported the spear and shield rather than a primary weapon. Therefore, it was a secondary tool that was taken out and used only when it was close enough to engage in a fight with a spear.
Since the Asian region had a "cutting-centered" sword culture from the beginning, infantry also developed using swords, so straight swords were rare.
Even in modern times, the shear efficiency of the curve is still valid. A representative example is the jungle machete, especially the famous Nepalese curved sword 'Kukri'.Of course, its practicality is poor because its durability is too weak (it can be broken by hand), but it is interesting that even natural materials have reached the level of maximum cutting power.
So, the Aztec obsidian weapons were not symbols of an old era, but in some ways, they could be seen as cutting-edge technology comparable to modern sharpness.
Of course, there are swords that are strangely curved for aesthetic reasons… but basically, swords that are “for cutting” naturally acquire curvature over the course of evolution .
Today I got 50k flakes
It comes out twice and then one comes out...
It would be a gain if I could get 50,000 flakes just once.
They say the human heart is a deceitful thing...
The sun is shining brightly! (The temperature is expected to be a bit high)
It's a clear Sunday.
Have a nice Sunday everyone~!
I tried to turn it off after about 30 minutes before going to bed.
Even though I ended it normally, it didn't even last a minute 😞
안녕하세요 여러분
마솽님입니다.
저도 게임을 즐기는 아주 흔한 유저입니다만, 게임 개발도 찔끔 하고 있는 사람입니다.
이번 기회에 게임 개발을 열심히 해보려고 합니다.
여러분들과 함께.
그럼 어떤 게임을 만들 것이냐?
사실 저는 이미 기반을 마련해둔 게임이 있습니다만
전 명분과 동기가 없으면 잘 움직이려 하지 않는 게으른 사람입니다.
여러분들이 동기가 되어 주시면 손과 발이 부어라 개발에 착수하겠습니다.
그럼 개발 후보군을 보여드리겠습니다.
1. 그랜드 캐니벌
※ 게임 장르 ※
2D 퍼즐 로그라이크
※ 세계관 ※
다양한 생물 군집이 서식하고 있는 거대한 섬, 그곳에 정수라는 개체가 발을 들인다.
이 정수는 생물에 깃들어 생체 조직을 변형시켜 더욱 강하게 만든다.
그렇게 강해진 생물들을 캐니벌이라 부르며 지성을 얻게 되어 정수를 탐하게 된다.
정수를 갈망하는 캐니벌들이 부딪히는 이야기이다.
※ 한 줄 요약 ※
Slay the Spire 방식의 덱 빌딩 + 유물 획득의 반복
하스스톤 모험 모드 방식의 보스 러쉬 채택
같은 색 잇기 퍼즐로, 개수에 비례해 카드 효과 발동
※ 차별점 ※
속성과 공격 유형을 도입해 상성이 작용, 이로 인해 빌드의 고착화를 막고 유동성을 추구함
다양한 속성 카드를 얻을 수 있으며, 이 경우 퍼즐 배열에 해당 색이 추가됨 <- 오히려 퍼즐 배열이 꼬이는 문제가 있음
카드를 사용하는 방식을 같은 색 잇기 퍼즐로 승화시킴
아래 링크에서 임시로 만든 버전을 플레이해보실 수 있습니다.
>> https://maswang.itch.io/grand-cannibal <<
이 게임의 경우, 제가 만든 캐릭터들과 세계관 중 제일 좋아하는 편에 속합니다.
사실 세계관 설정 상 3D 배틀로얄이 제일 어울린다 생각했지만, 홀몸으론 2D 만 만들 수가 있어서, 한 번 캐릭터를 써본 임시작입니다.
부족한 점이 굉장히 많지만, 2개월 만에 백지에서 저 정도로 만들었다 생각하면
각 잡고 만들면 정말 끝까지 올해 안에 만들 수 있지 않을까 싶습니다.
2. Circles
※ 게임 장르 ※
2D 전략 뱀서류 디펜스
※ 세계관 ※
행성 탐사를 위해 탐사선을 보낸다.
하지만 행성에는 위험한 디몬즈들이 있었고, 전투 모듈들로 탐사선을 보호해야 한다.
탐사로 소재를 얻어 더욱 모듈들을 강화하자.
※ 한 줄 요약 ※
뱀서류 특유의 몰려오는 적들, 일정량의 적 처치 시 강화 선택지 제공
모듈은 3종으로 직접 이동시킬 수 있으며, 맵 곳곳에는 자원이 존재. 모듈로 적을 공격하거나 채집 가능
자원으로는 더 많은 행성 해금, 모듈 강화 등등 존재
※ 차별점 ※
완전 자동화가 아닌, 유저가 직접 캐릭터를 이동시켜야 함
클리어 조건은 단순히 오래 버티기가 아닌, 중앙 탐사선이 방해받지 않고 탐사율을 100% 까지 올려야 함
무한한 컨텐츠, 행성은 절차적 생성을 통해 수많은 지역과 자원, 적, 여러 요소들이 배치될 예정
이 게임의 경우, 단순한 그래픽으로 화려함을 보여주는 것과, 심오한 빌드 전략과 채집 욕구를 반영하여 생각해낸 게임입니다.
따로 영상과 빌드 파일은 준비되지 않았으며, 약 2주 정도만 손 본 정도입니다.
전 항상 게임 만들 때 유저가 머리를 써줬으면 해서 이런 류를 많이 만드는 편입니다.
사실 제가 게임 개발 쪽 전공을 하고 있어도 기획 쪽을 맡고 있기 때문에,
그래픽과 플밍 쪽도 할만은 하다만 잘한다까지는 아니기도 하고, 게임성으로 승부를 보려 하기 때문에
그래픽에 많은 시간을 투자하려 하지 않습니다.
여기까지 보셨을 때, 마음에 드는 게임이나, 이외에도 이런 장르의 게임 만들어주셨으면 좋겠다 !
뭐든 말씀해주십시오. 여러분들의 의견을 받들어 6월 중순 내로 제대로 여러분들과 함께 게임, 만들어보겠습니다.
스토브에 슬기로운 데모생활을 거쳐 스토어에 게임을 올릴 때까지
여러분들과 함께하는
만들어볼까요
지금 시작합니다.