Fake Novella: a small game, the development of which taught me a lot and another ban from Google

    Many people know the feeling when you feel the energy from the very idea that will allow you to roll mountains and develop a complete application, and not replenish the cemetery with imperfections. I kindly envy those people who are able to soberly calculate their strengths, and not get bogged down in a quagmire under the yoke of routine. I had enough strength to prevent myself from starting something new ... But of course, developing large and long hobby projects “because I quit” pitifully draws juices, but does not bring joy. This publication is about how I deliberately gave up slack in order to cheer myself up by developing a simple game in three days. And he did it in a week, having spent ten muffins, but received a bunch of experience and good mood.

    Absolutely by accident, I noticed a publication in which my opinion about the calculation of one’s strength was revealed in more detail and clearly. I recommend to those who missed to get acquainted with the translation of PatientZero article " You will never finish your game ."

    Tie


    While reading an entertaining portal, I came across an interesting comic strip that described the plot of "The Perfect Game for Telltale Game" . And not that it was somehow connected with my experience, but the idea caught me. I put it off for later. Then the next day came when I realized that the idea was not lagging behind me. However, something was missing. After studying the comments on the publication, I realized what ...


    (добавлен ответ «сарказм»; отсылка к игре Fallout 4)
    Я решил, что соберусь и сделаю игру за несколько дней.

    Начало разработки


    Но моё решение было не окончательным; я легко мог сдуться на середине и так недолгого пути. После раздумий был найден способ проверить мою целеустремлённость. Разработка была начата с вёрстки меню… Не то, чтобы я не умел или не любил разрабатывать GUI… Да кого я обманываю? Я не люблю верстать GUI в Unity3D: конечно, с выходом новой версии ситуацию улучшилась, но система всё ещё далека от идеала.

    С вёрсткой меню вышла забавная история. Мой сосед долгое время просил показать, как я разрабатываю что-то с нуля, а я пообещал позвать. В общем, паренёк продержался только три часа вёрстки главного меню…

    Уточнение сюжета


    In order to avoid misunderstanding, I’ll clarify the plot and “gameplay”. This game cannot be completed or won. The bottom line is that the hero greets the hero (literally a couple of phrases) and asks the question "How was your day?" Any reaction of the player leads to a quarrel and the end of the game. I saw this as a trick / play game.

    Graphics for the interface


    Menu design


    At first, I wanted to make a classic menu for a text short story, with buttons & inscriptions, but then I decided that it didn’t make sense and remembered that I had already acquired quite a good set of buttons with icons: Vector Flat Icons .

    For the panel backgrounds, I used the " Food " picture by a certain Ilya. Initially, I was going to choose a background for each girl, but then I abandoned this idea in favor of maintaining the overall color scheme of the game.

    First mistake


    After downloading a beautiful background image and generating a character in a special maker, I thought about the architecture of the game. Unfortunately, my choice was wrong: across the scene to the screen, instead of just switching canvas elements within the same scene. Later, it cost me some roughness in the code and the strange logic of the controllers, because I relied on the speed of development. Fortunately, the volume of work did not lead to a deplorable situation: only my pride suffered.

    First prototype


    By the evening of that day, I realized that I wanted to finish this game. It looked something like this:



    (this is not a UML diagram)

    Subsequently, this scheme has not changed. Only one phrase was added for the girl and the reaction to a moment of silence.

    Character development


    I immediately decided that one girl would not be enough for my game. He settled on four characters based on the most popular archetypes of anime characters. Well, in what style still make a visual novel, if not in the anime?

    Zundere - the word comes from tsuntsun, which means disgust, and deredere, which means love. Such characters initially appear as unpleasant, often narcissistic and selfish characters, but throughout the story they reveal the “bright”, good side of character. The character from the "game" is just beginning to reveal its bright side.

    The maid is a maid. One of the typical design options for anime heroines, designed to be combined with the image of a “sexual servant”. In this case, the option "voluntary assistant" is used.

    Sis is not quite an archetype, but in anime of such subjects there is always a girl who hangs herself on a hero and considers herself his sister.

    Yandere is initially a very gentle and loving character, whose love for some reason becomes an obsession, most often leading to violence. The yandere character is mentally unstable and uses violence as an outlet for his emotions. (after relaxing in Okinawa)

    Artist1 immediately set to work using some resources from another project, which led to the similarity of the characters.
    As a basis for appearance, I just chose some heroes that I remember. For drawing, not a pure anime style was used, but soft shadows were added, which gives some "lamp" to the game.



    I was thinking about what should stop at more
    classic style and dere heroines.
    , but there were already resources for the result presented above.

    Spelling phrases


    I took the phrases of GG from the comic strip, but the reactions of the girls still needed to be developed. Of course, ideally, it would be nice to conduct a couple of three experiments, hire psychologists and experts, but in reality everything is easier. (and cheaper)
    As you may have noticed, humor, spelling and punctuation are not my strong points. Therefore, with the development of texts I asked to help my friend - animeshnika. In the world, he is an android developer and does not want to be associated with anything else. In this regard, I will not refer to him, but I am very grateful to him.

    Studying any character that doesn't look like you is a very difficult job. Moreover, we only had a few phrases to reveal the heroine. Fortunately, simple archetypes of heroines; sleepless nights watching anime and manga; wagering in D&Dallowed to plunge into the gaming universe and write the most realistic phrases.

    Yandere turned out to be the most difficult character, both in drawing and in the elaboration of phrases. As a result, she turned out to be a black-skinned (tolerance!) Pink-headed girl of the type “I will beat my beloved until I fall in love”.



    Character Animation


    This project was the first when I sat down and figured out how Animator works. Although I use only the effect of changing transparency and changing pictures for the animation of the characters, everything turned out to be not so clear. Heroes change not only facial expressions, but also postures, which changes the contour of their body. If the face can be animated with “overlay + care in transparency” with the body this will not work. In these novels, the characters are cut into several parts (hands, head) and only they are animated. This is due to the fact that during such an animation the hero may be transparent.
    I did not want to do this because of excessive complexity; therefore, during the change of pose2, I placed under it, pose1 with 100% visibility. While on top he was building up another pose1. It turned out some sandwich; sometimes there are problems with blending (for example, when the translucency on the hair overlaps each other), but in general, the result suited me.



    Achievement Development


    I always dreamed that when I made a game, I would add many achievements to it. At first, I thought I would limit myself to 20 achievements. (by achievement for ending with each girl) Nevertheless, in the release version I managed to prepare 29 achievements. And let one of them be given for watching the authors of the game, the dream has been achieved! Two achievements will track the status of the player, and six more are set as a reward for unusual actions.

    To make achievements more interesting to receive, the artist4 for three muffins agreed to prepare an icon for each achievement. At the time of writing, the achievement icons were not ready yet, so I will keep the intrigue, leaving only the sketches available to me here.



    About the integration of achievements, it makes little sense to write as there is a wonderful article from litemesa . The only inaccuracy (or change) relates to cumulative achievements. At the moment, on Google Play, you do not need to increment the achievement status, but send the current progress in percent. (at least when using Social.ReportProgress).

    So, as there are not many achievements, I simply store the received in PlayerPrefs in the form of the line “achievement id | ... | achievement id”. But I save them there only after receiving confirmation from the Google server about the successful receipt. In addition, I made one cumulative achievement, “The process of opening all endings.” To do this, I duplicate the achievements obtained by opening the endings in another line. It looks something like this:

         public void FinishRoot(string achId)
        {
            if (Authenticated)
            {
                String roots = PlayerPrefs.GetString("Roots");
                if (roots == null || roots.Length <= 0 || !Array.Exists(roots.Split('|'), element => element == achId))
                {
                    if (roots == null || roots.Length <= 0)
                    {
                        roots = achId;
                    }
                    else
                    {
                        roots += "|" + achId;
                    }
                    PlayerPrefs.SetString("Roots", roots);
                }
                int totalRoots = 20;
                float progress = ((float) PlayerPrefs.GetString("Roots").Split('|').Length / totalRoots ) * 100;
                Social.ReportProgress(PlayAchievements.achievement_girl_negotiator, progress, (bool success) =>
                {});
            }
            UnlockAchievement(achId);
        }
    

    In fact, drawing achivings greatly slowed down the game. I did not notice in time that the artist4 could not cope. As a result, he called the artist5 (for the same three muffins) to help only for the third week, while everything else was ready by the end of the first week. That is, I just "waited" for two weeks. (the first five icons were ready in three days)
    Nine achievements remained without illustrations ... For one of them, I crookedly drew Elfman from the anime “FairyTail”. The girl with the icon perfectly approached the second. For the third, I processed one of the sketches . An icon of the remaining achievements was the yin-yang icon.

    Stroke text


    In the screenshot of the prototype you can see the text that went. This is one of the first versions of the component that I wrote for the game: text with a stroke. It consists of two scripts and two text fields .

    If everything is less or less clear with the fields: this is text and, in fact, a shadow, then the question may arise: why do we need two scripts?

    StrokeText is the ExecuteInEditMode component - its methods are executed in the editor. In addition, it stores the default values ​​of variables (from the inspector) and applies them. This was done for convenient debugging before entering the localization system.

    TextController is responsible for synchronizing the parameters of two text fields. In addition, this class has a method for animating text. (typewriter simulation):

    	void Update ()
        {
            period += Time.deltaTime;
            while (cursor < text.Length && period >= stepTime)
            {
                period -= stepTime;
                cursor++;
                string _text = text.Substring(0, cursor);
                if (_text.Substring(_text.Length - 1, 1) == " ")
                {
                    period += stepTime;
                }
                textField.text = _text;
                strokeField.text = _text;
                if (listener != null)
                    listener.textShownPercent((cursor / ((float)text.Length / 100) ));
            }
        }
    

    Of course, experienced developers will say that StrokeText needs to be replaced with an Editor script, but it shivers me from the fact that again I need to programmatically set various elements to enter field parameters ...

        void Start()
        {
            textController = GetComponent();
            UpdateParams();
        }
    

    (By the way, this component will not behave adequately with right-handed writing)
    Nevertheless, I brutally paid for my choice by going against the Unity architecture without the proper experience. What problems this code delivered to me will be written below.


    (Here, by the way, is a pretty positive screenshot where it might seem like I'm a real Unity developer)

    UPD :
    It turns out that Unity3D has a shadow for text fields . You could install it instead of the second field. Thanks to Lertmind for the info.

    Translation & Localization


    A good translation is the best that can happen with your game / app *. This knowledge came to me during the long and successful work with Alconost . Unfortunately, in this case, they could not help me: they did not accept payment with muffins. Therefore, I decided to try to write Technosphere programmers to the Java chat and I was damn lucky! On mine
    request
    " And then by chance no one wants to translate 5,000 characters into English in order to appear in the credits of the game?: D There's a maid with a cat cutout on the anime icon. It’s like in Jaggernaut from Mail. It's just not Juggernaut. "

    Dmitry Tsyganov responded . For several days he made such a translation into English that:
    • Even I, with my level, understood all the phrases except " Aunt Jemima ".
    • After the “reverse” translation, several phrases were better than the original.

    * After the badge "Editors' Choice " or sale for over a lot of money.

    Localization


    The translated texts are certainly cool, but what is the point of them if they are not in the game? With the translation of names in Unity / Android, everything is simple: you just need to create a string resource file normal for the OS in the Plugins folder.
    \ Assets \ Plugins \ Android \ res \ values-xx (just values ​​for English):

    Hello World

    There is no standard tool for translating texts in the game itself in Unity, but there are many custom Assets to solve this problem, both paid and free. But which programmer does not like a fast bike? (Answer: good) As a localization, I decided to take a small script with localization in the Android style:
    • xml file with string resources
    • Editor script that parses xml and generates an enum id for strings
    • Singleton that gets strings from xml resource by enum id
    • LocalizationController, which has an array of text Components and, by the names of their owners, asks for localized text from a singleton

    In general, this is a common localization script with the exception of the automatic generation of enum. Unfortunately, I could not find its author, so I just uploaded the code to Gist . I just added support for my StrokeText.

    StrokeText


    Remember, I wrote that the initialization of StrokeText in Start instead of Awake would come back to me? Here with localization and has come back to haunt. I got two situations:
    1) Runs Start () first in StrokeText, then Start () in localization
    2) Runs Start () first in localization, then in StrokeText
    This drank a lot of my blood ... At first, I tried to localize the cause for a very long time. It seems that the matter is in localization, but like “dynamic texts” are taken correctly. Well, when I found it, I was so tired that ... I used a lot of hacks to control the start order of Start, I used timers and coroutines. Instead of using Awake to initialize text: the right architecture drives.

    Background Design


    In fact, I liked the background from the Internet so much that I wanted to leave it. Unfortunately, all the bans that I suffered slightly undermined my psyche and publishing an application with pirated content would cause me acute bouts of psychosis and paranoia. The next logical step was to try to find the author, to ask him to license the image for the game for three muffins. Unfortunately, I could not find a mention of the author anywhere. (Although I managed to find a publication on deviantart, but as I understand it it was not the author). Therefore, I just asked for an artist2, who usually draws me backgrounds to redraw the background I liked; set terribly tight deadlines, and he went off to do his own thing.

    Of course, this was my mistake, because artist2 knew about my copyright problems and slightly changed the concept. Therefore, I had to “tear the sun” to stretch the canvas and remember how the effects in Photoshop work. Below are three images. I specifically combined them without the possibility of enlargement: large elements are important, not the drawing of details. The second image is a version of the artist; the third is my processing.



    Musical pause


    A year ago I was at GameDevParty on game design, where they very clearly explained that there are no good games without sound. The following words from my article, which I never wrote: I thank the game producer Alina Brazdeikene for such a valuable lesson.

    Nevertheless, I did not single out muffins for music, and in the best traditions of the Internet I began to search for a free composition by the keyword “romance”. And found after all! Unfortunately, the game looked very fresh with one melody in the background, but I clearly remembered that the music should correspond to the moment.
    Therefore, the search was continued, but already at the request of “free battle rpg music”. In my head, it looked like this:
    the socket with answers leaves; typical martial music begins to play; the player understands that everything is not so simple ...

    HexGrimm wrote about how a simple sound manager can be made . To play two melodies, I just added a method to the game controller that launched one of the two hard-coded melodies. In addition, he added saving and loading the first and only settings.

    Icon Development


    There should have been a paragraph saying that the icon is very important for the application, but this is a very hackneyed topic. I’ll just write that according to information from non-Google . (A very interesting lecture on Google Play metrics from Efimtseva Natalya. Although condensed for my taste) users like dragons and female secondary sexual characteristics.

    The artist3 agreed to make the icon for me for one muffin the way she appreciated the level of trash for which she thanks a lot. By the way, she already made an icon for me by successfully combining dragons and female secondary sexual characteristics, but this is irrelevant. But to get an artist’s icon is not enough: you need a concept! I had two options:
    • The combination of all the heroines in one icon
    • Bringing one of the heroines to the forefront

    Joke. Everyone knows that there are always at least three options. Here are the third and fourth:
    • Totally left but mega-busty character
    • A well-known character in a style that does not hide his characteristic features, but avoids the ban due to copyright

    I did not consider them because of their complete immorality. I'm having fun here, and I'm not going to earn money, after all. Therefore, I returned to the original ones:
    The first option fell away quite soon ...


    (at that time only 2.5 girls were ready)

    I think that by exception, everyone understood that I settled on the second option. But of course, the icon went through a long evolution.

    The maid was chosen as the central heroine, as the most charismatic option, if I may write so, given the duration of the gameplay. In my plan, she should have been unhappy with the user, causing him to want to install the game and solve the problem.

    Version 1


    I christened this version "The maid killed the fly, which she got for a very long time, and I am very happy about it."



    In fact, it was almost “IT!” I was embarrassed that the girl was looking at the fist, not the user, and the fist itself was more likely not a gesture, but part of the movement.

    Version 2


    I did not come up with a name. I liked the previous pose more. In addition, this girl rather advises scoring a problem than beckons to solve it.



    I absolutely do not know how to draw, (or I successfully support this legend), but occasionally I pick up “Select a rectangular area” in order to collect from a few sketches about what I want to see. It should be understood that between the versions, in fact, there were long condemnations, “my examples” and pictures from the Internet “as needed”.

    Version 3


    Return to the previous position, keeping the fist and looking at the viewer. The fist is now smaller than the chest, which definitely reduces aggression, topped by the embarrassment and anime icon of anger. Sponges are very cute pouted, but the mouth knocks out the desired picture.



    Version 4


    Almost a picture from my head, but where without tar? The fist is still comparable to the chest, in addition, I forgot to indicate a missed moment from the reference (which is not in the article), but the artist has a lace bracelet on his hand.



    Version 5


    Fist reduced, bauble added. Perfect…



    Progress 1


    The maid goes from sketch to line art, simultaneously receiving a little finger defect and eye problems.



    Progress 3


    We begin to gradually select shades of skin color and determine the areas of rosyness / gloss.



    Progress 7


    Who said drawing is fun?



    Release 1


    It took about two and a half hours after the start of work. Specially trained gnomes pass the case with the muffin to the artist.



    Release "Well, these are definitely the latest edits 12.png"


    Approximately this way was done when developing the icon for such a simple game.



    But of course, the results of the work can be judged only after the statistics of downloads and comments of competent people.

    Photo shop installation of search results




    Optimization


    At first I just wanted to laugh it off that such a project does not require optimization, but life decided otherwise. I did not expect the size of the game to exceed 20mb, but actually got 34mb. Therefore, as part of the optimization, I was interested in reducing the size of the final assembly. There are two materials worth reading. This is a bit old, but nevertheless, quite relevant drop dead article from fischer and official documentation (!).

    First of all, out of habit, I drove all the graphics through pngquant. (optimization with errors) Of course, this did not help me, because during the assembly process Unity3d translates all the graphics into its intermediate format, which is quite clearly written in the documentation. Where, by the way, I found out about such a wonderful thing as Editor Log, which immediately helped to identify the problem:
    9.0 mb 26.2% Assets / Pcs / BG.png instead of the expected 1.3mb.

    An unacceptably large amount of space was occupied by the background and at the same time the largest picture of the game. Translation of its size to the power of two reduced the size of the application by 7mb. (In fact, I also reduced the background of the panels - the food file)
    I won about another megabyte by setting the Stripping Level.

    I used Subset NET2.0 by default, but I completely forgot about Universal Assembly. Separate assembly for ARM7 and x86 architecture allowed reducing the apk file size to the desired 18mb. Happy end. Although it will be embarrassing if someone will be slowed down by the animation after my words that optimization is not needed here.

    But of course, for complete moral zen, I turned off the generation of mipmaps .

    Advertising


    In order to somehow recoup the muffins, I decided to add advertising banners and interstitial ads to the game. I display banners at the bottom of the game menu, and interstitial announcements every third attempt. As with achievements, I used the standard library from Google: Official Unity Plugin for the Google Mobile Ads SDK . I connected it easily, but the advertisement started working only after updating the build tools to the latest version.

    Of course, I do not console myself with the fact that I will be able to earn something on a one-time entertainment, but I could not add ... Oh, my character is like that.

    Testing


    Testing of games is a special type of testing: quite a lot was written about this on Habré. Even such a game can be tested endlessly, so I just settled on the following points:
    • Position of UI Elements at Different Resolutions
    • Achievement Achievement
    • Advertising
    • Saving game progress (achievements) upon reboot
    • Checking Accumulated Achievements
    • Sync achievements with Google Play

    This also includes proofreading of the game texts. In general, it turned out to be the most difficult to ensure that gratitude looks adequately with any aspect ratio. It hurt a lot of them .

    Mistakes


    In fact, when developing the game, I had only three “mistakes”. This is the already mentioned problem with the incorrect initialization of StrokeView and the localization downloading due to this.

    The sprite saved in the wrong size (1024x1025) was not displayed on some devices during the first test. By the way, 1023x1024 also works sucks.



    The third mistake was a misuse of the library for integrating ads from AdMob. For a very long time I could not hide the banner correctly and display it again if necessary. At first, I forgot to track the application life cycle. ( OnApplicationPause ) Then, I forgot to check for a banner and created it endlessly. Undoubtedly, the use of familiar tools on the new platform is an important experience and development of skills.

    Publication


    Name selection


    The name is the essence of the entire application: it should clearly reflect its essence. (preferably containing keywords) I wanted the title to hint at the fact of a rally in the game. And of course, the name was supposed to scare away those who would not be interested in this game. Ideally, the name should have been easily abbreviated without losing its uniqueness and meaning.
    I started with the option “Super realistic girls simulator”. Not only did it not meet my requirements, I did not fit into the Google Play restriction (30 characters).
    Then I began to think about the name, starting with my requirements. The easiest way to scare away snobs is to use slang. And I did it!
    Title : Fake Novella - Simulator Tian
    Abbr. : Fake novella The
    truth with the translation into English is a problem. Of course, borrowed words in a modern speech feature not only of the Russian language, but there was no analogue of "chan" in the English language ...
    I had to dwell on the following option:
    Name : Fake Novel: Girls Simulator
    Abbr. : Fake novel

    Download multiple APKs on the Play Store


    It was something new for me: it used to cost a universal APK file, but everything turned out to be simple. It is enough to specify your Bundle Version Code for each architecture and load it through the advanced control mode.
    Boring picture


    Age restrictions


    It seems to me that every time the IARC poll is gaining more and more points ... For example, this time I found out what “ stikini ” is. In general, it is an interesting experience to learn such words from the Mobile Application Developer Console. The final rating of the game: Initially, it was higher: It turns out that “Frank outfits or nudity in an erotic context” turns into the item “Image of sex”. I wonder who translated it. The age restrictions in such games are such an amorphous substance that they change all the time. At the time of publication, the age rating is already higher. I decided to indicate that the game implies violence, and there is also a naked female breast with covered nipples.











    Proof

    (first version of the collector’s achivement)


    There is no sex in Google


    A couple of hours after publication, I received a letter from my address so unloved ...
    After review, Fake Novell - Girls Simulator, com.bianf.fake_novel, has been suspended and removed from Google Play as a policy strike because it violates the sexually explicit content policy by containing images with nudity.

    Next Steps

    Read through the Sexually Explicit Content policy for more details and examples of policy violations.
    Make sure your app complies with all policies listed in the Developer Program Policies. Remember additional enforcement could occur if there are further policy issues with your apps.
    If it's possible to bring your app into compliance, you can sign in to your Developer Console and submit the policy compliant app using a new package name and a new app name.
    Additional suspensions of any nature may result in the termination of your developer account, and investigation and possible termination of related Google accounts. If your account is terminated, payments will cease and Google may recover the proceeds of any past sales and/or the cost of any associated fees (such as chargebacks and transaction fees) from you.

    If you’ve reviewed the policy and feel this suspension may have been in error, please reach out to our policy support team. One of my colleagues will get back to you within 2 business days.

    Regards,

    Remember that in achievements there is an image of a female breast with covered nipples? It seems that this is not my first application for Google, but did not particularly delve into their sexual policies.



    The app has been BLOCKED permanently. Without the ability to send a new version with bug fixes. Three final locks are the blocking of the entire account.
    My only question arises: "Why then such a detailed test?"



    Why - not to do on the basis of it a pop-up window "Caution, your application can be completely banned !!!".

    So no sexuality on google play. So it goes…

    To be, or not to be


    I write these lines, not knowing how it will end. You need to create a new version of the game and try to send it. The first problem after the ban is that you need to change the name and package of the application.



    Fortunately, I made a mistake and wrote “Novell” instead of “Novel” in the name of the banned version. The application package did not contain such an error: there I replaced “novel” with “novelette”. Of course, just in case, I removed screenshots with achievements and their icons, and I’ve censored the achievements themselves. Ban of this version will mean blocking the entire account. (I published Manga Reader from a previous article from him and already received one warning) I hope that someday support with a human face will appear in the GP. And the applications will first be frozen indicating SPECIFIC reasons and only then ban. Get spirit and press the button



    Post !

    An hour after “publish”


    I notice that the corrected maid has no proteins. Updating the icon, I see that new versions of the icons have not been published. Post change icon achievements ! I hope that the moderators of Google Play have access to the latest versions of achievements, otherwise ...

    After another hour


    A letter falls from the mail with ... IARC RATING CERTIFICATE . Good sign. Usually, if they banyat, then before receiving a certificate. I am updating the developer console ... The game is published. Unexpectedly, to be honest: lately I have been unlucky.

    Habr is not a place for complaints, but
    I didn’t pass an interview in an interesting place for a vacancy “without experience” and my magician in D&D was brutally devoured by ghosts.


    Tone task


    Despite the frivolity of the project, I do not want to send it to free flight immediately after the start. To be honest, I am surprised by the huge number of applications in the market without ratings. Using the accounts of friends and acquaintances, I plan to leave some humorous reviews to set the tone for organic users.

    P.S


    I really hope that my publication did not offend anyone with the presence of somewhat dubious humor. I also want to note that the release of the game has nothing to do with February 14th. (Due to delays in icons and Google from March 8 ...)

    Now the main experience is how the team will appreciate this week. (and the month of the work of icon artists) One of the main problems is that many users may be disappointed with the character style other than the icon; high expectations due to the increased age rating and, of course, damn short storylines, and the fact of “obstruction” itself is not everyone will take for fun. On the other hand, it’s my fault that I made the game against most canons of game design. Although of course, I hope for funny comments and no word of mouth.

    Of course, I will be happy to answer questions in the comments, but I will try to predict some of them according to my tradition.

    Q: Why not RenPy ?
    A: Unity3d is interesting to me, but RenPy is not.
    Q: The specialist uses the tool for the task, and does not fit the usual tool under it.
    A: Depends on the goal. I wanted to make a finished game on Unity3d and I did it. My fuse was gone faster than I could figure out with RenPy.

    Q: Will you publish statistics?
    A: I’m thinking of writing an article, “Game in a Week in a Week”.

    Q: Will you publish the source code?
    A: I am not a great expert in Unity3d, but I plan to publish the source code instead with the second article to get a lot of useful tips. In any case, I will publish only the code. Pictures will have to be cut out either from a game or from an article.

    Q: Artist? Nevertheless, the verbs you write in the feminine.
    A: This is my feature. It’s more familiar and easier for me. I hope that no one will consider this an insult.

    Q: Are there too many links?
    A: If you read these words, then the UFO considered that not too much. I respect the time of those who read my stories and do not want to force them to search for something by keywords.

    Q: Did you make a game from a couple of slides in a week and are you proud of it?
    A: In a week I went through a full cycle from idea to publication, learning a lot and having fun. I am proud and happy about it.

    Q: Are there too many “I”?
    A: Yes. This is one of my main concerns. I apologize.

    Q: And what is so much text about the short story for 5 minutes?
    A: 100% completion can be obtained in at least 10 minutes of the game. But of course, I wanted to convey the idea that even the mediocre development of a short but finished game can take a long period of time and you need to correctly calculate your strength.

    Q: So where are the achievement icons?
    A: Here


    UPD 09.03
    I don’t even know how to write it ... For the first time in a long time, Google accepted my appeal . (I appealed the blockage of the first version) If I hadn’t seen it myself, I thought it was Photoshop ...

    Also popular now: