色々な更新の記録、其の捌 年末版

 パンデミックがあったら時間が速いですね。2021年の終わりを迎えて、皆様それぞれの文化や宗教がどのような祝日であっても、楽しく過ごすことが出来ましたでしょうか。ご健康で、ご安全で、ご接種を受け続けて、そして2022年がこの馬鹿げたことに対処しなければならない最後の年になるように、一緒に力を合わせましょう。

 挨拶をここまでで、この場を借りて、今年一年の活動をまとめ、来年の抱負を述べさせて頂きたいと思います。

 先ず、ブログ自体は例年になく更新が多かったことになりました。新作の発表が少ないため、最近情報を提供するために、また自分自身の説明責任を果たすために、この更新記録を始めるべきだと思いついたのです。あいにく、僕の人生は苦しいことのほうが多くて精神衛生を苦しめたため、責任などの役を立てなかったのです。少なくとも、精神衛生に関しては気分がだんだんよくなるようですから、来年も頑張ります。

 外人アレク現作団に関しては、出来たことは・・・

  • 8周年のために絵を描いた
  • 新作アルバムを公開した
  • サイトをリニューアルした
  • Discordのサーバーを作成した
  • 夢界幻魔伝のあと一つのアップデートを公開した
  • 作曲コミッションを3件果たした

 ということです。

 総体、やっぱり生産的な一年でしたね。YouTubeチャンネルも復活させましたが、あそこで投稿したゲーム動画は現作団の活動ではないので上掲のリストに付けませんでした。

 因みに、最近サイトは50万ヒットを突破しました。皆様の興味も応援もいつもありがとうございます! 今、少しでも絵に自信があれば、是非とも記念に何かを描いてみたいのです。しかし、現状では、この一文しか出来ないのです。

 作曲コミッションといえば、やめる予定は今ありません。申し込むにはこちらで、僕が作った曲を聴きたければこちらになります! 状態が変わる場合は、Twitterで知らせてあげます。どうぞいらっしゃいませ。

 新年の抱負は以下の通りです。

 初めに、もちろん夢界Project第二弾の開発を出来るだけ早く取り掛かかりたいです。年末までに完成させることは別の話しですが、開発記録を書いて、公開する企画があります。

 もう一つのアルバムを作って、年末までに発売する予定もあります。時間管理とモチベーションを確保できれば、10曲があっても間に合えるはずでしょう。

 また、作曲の勢いを維持するために、依頼された曲や自分で作った曲を毎月1曲以上投稿することを目標にしたいと思います。

 長年燃え尽きていた絵をまた描くために、新たに頑張ろうとも思います。基本の練習が多いでしょうが、また燃え尽きてしまわないように、考え方を鍛えることも重要だと思います。

 最後に、個人的な事だけですが、7月に日本語能力試験を受験し、N3以上の取得を目指そうと考えています。自慢するしか訳がありませんが、たまにそれだけでもいいでしょうね。

 では、これで以上だと思います。よいお年を、また2022年に!

General Update Log No. 8: End-of-Year Edition

Time flies by quickly when there’s a pandemic going on, doesn’t it? With 2021 coming to an end, I hope you had a happy celebration of whichever holiday your culture and/or religion observes. Stay healthy, stay safe, stay vaccinated, and let’s all do our part to make sure 2022 is the last year we’ll have to deal with this nonsense.

With that out of the way, I thought I’d take this occasion to give a recap of my activities over the course of this year, as well as what I have planned for the next year.

For starters, the blog itself has seen more activity than in any previous year. It had occurred to me that, given my sparse output of new works, I should start these update logs, just to keep people up-to-date and myself accountable — not that it was all that effective at that, no thanks to my life itself being a rollercoaster ride for my mental health, with far more downs than ups. At least things are starting to look up again in that regard, though, and I’ll continue to further work on myself the next year.

As for TGA-related stuff, I’ve managed to…

  • Draw something for TGA’s 8th anniversary
  • Release a new album
  • Redesign and overhaul the website
  • Create a Discord server
  • Release one final update for COL
  • Take and complete no less than three song commissions

All things considered, I’d say it was quite the productive year for me. I’ve also resurrected my YouTube channel, but the game videos I’ve been uploading on there aren’t quite within the scope of this team’s activities, so of course I didn’t put them on the above list.

Recently, the website has also surpassed 500,000 hits. Thank you all for your continued interest and support! If I had any amount of confidence in my drawing skills at the moment, I’d definitely be drawing something to commemorate the occasion. As it stands, though, you’ll just have to take this single paragraph instead.

On the topic of music commissions, they’ll continue to be open for the foreseeable future. Go here if you want to apply for one, and see here for a collection of tracks I’ve written over the years! My Twitter will be where you can be kept up-to-date, should the situation change in any way. I’m looking forward to your patronage.

Regarding the next year, I have the following resolutions:

To start with, obviously I want to begin development for the second game in the Mukai Project as soon as possible, preferably as early as January. I have my doubts that I’ll be able to actually finish it within the year, but I may or may not keep a public devlog.

I also plan to work on a new album and have it finished and put up for sale before the end of the year. Even for a 10-track album, it should be doable so long as I keep on top of my game with my time management and work ethic.

Additionally, in order to keep my momentum going with regards to composing, I’m going to aim for posting at least one new song every month, whether that be a commission or something I wrote for myself.

After years of burnout, I’m going to renew my efforts to get back into drawing again, as well. A lot of it is going to be practicing the basics, but training my mindset is also important so that I don’t end up burning out again.

Finally, just as a personal thing, I plan on taking the Japanese-Language Proficiency Test next July in order to try and get at least N3. I don’t really have any use for it other than bragging rights, but sometimes, that’s all the motivation you need.

And I believe that’s about it. Happy new year, and see you in 2022!

A Word on Release Deadlines (from someone who sucks at keeping them)

EDIT (3 October 2020): I just remembered that Michirin also had troubles with her computer during the development of MajiKana, so I made mention of that.

Hello, Popfan here! This is going to be a bit of a different type of blog post that I was originally going to just write as a Twitter thread instead, but with the scope I’m anticipating it to be, I figured it’d work better here.

So, as most of you are probably aware by now, Touhou Gouyoku Ibun got delayed yet again, and you’ve got people who are absolutely pissed at it. (One clown with a particularly bad case of brainrot even went around claiming that ZUN is responsible for the delays, another clown is using the delays to try and make himself look good and push his own fangame.) Admittedly, I haven’t been following the events too closely until now, so I don’t have good enough of an overall picture to provide accurate commentary on the situation, but from what I can tell, the issues are lack of communication and transparency on Tasofro’s end (something that Unabara Iruka, the lead programmer of the team, has acknowledged and taken the L on by now), as well as just a series of unforeseen circumstances.

Keep in mind that we are in the middle of a global pandemic right now, and if it isn’t team members falling ill that’s disrupting production, then it’s likely the mandated social distancing making it impossible for all of the members to work as closely with each other as they may be accustomed to. Granted, many small-scale hobbyist dev groups (particularly ones that I know personally) are composed of members from literally all over the world who each do their part for a project from the confines of their own home, coordinating their work via Discord servers or similar means of communication. They obviously wouldn’t be as affected by social distancing, at the very least not with regards to their workflow. I don’t know exactly how Tasofro usually work together, and it might have always been with everyone at home, but given that they all live in the same country and show up at conventions like Comiket and Reitaisai, I wouldn’t rule out the possibility of them having a shared office or something, either.

Of course, mental health plays a big role in work ethic and productivity, too, and in this day and age in particular, it’s more volatile than ever.

The point I’m trying to make is that deadlines aren’t a binding contract. They’re not a 100% guarantee for when a game will be released, least of all when we’re talking about an indie dev team, a group of friends making a game for fun, or even a solo developer, and if you’re the type of person who gets angry at a game for not getting released and then takes that frustration out on the developer(s), you honestly need to check your entitlement. Missing a deadline doesn’t mean the dev team is lazy, and even if they are, so what? A notifications feed full of angry and destructive messages isn’t going to boost their morale, and if you’re at the point where you wouldn’t even buy/play the game anymore but still feel the need to harass developers, log the hell off, go outside, and touch some grass.

With that out of the way, I thought I’d talk a little bit about my own relationship with deadlines, as those of you who know me also know that I don’t exactly have a good track record with meeting them. To hopefully give you a glimpse inside a developer’s mind.

Personally, I’d come to see them as a way to boost productivity, such as back in 2017, when I wanted to release the demo version of COL in October and the full version no later than December. The idea was to get everything done before October (all the stages, bosses, endings, assets, you name it), then spend the next two months on testing, fixing bugs and making balance adjustments. I was actually able to meet the October deadline for the demo, but unfortunately missed the December deadline because creative drought kicked in and I couldn’t come up with anything for the final boss theme.

Still, though, with those deadlines in place, and the desire to meet them, I was able to complete pretty much half the game (i.e. finish all the stages and make the endings) in less than three months after trucking along for over a year barely finishing the core engine and part of stage 1.

The above is one of my only few success stories, though. For an example of a project that went horribly wrong, let’s look at MajiKana next: We started development on that in early 2015, aimed for a demo release in early July, nailed it, then expected to have the whole game done by the end of the same year. It would have been simple enough: just 8 stages with maybe a few unique setpieces here and there… but then we got contacted by Super Fighter Team wanting to create a genuine console port, and we began to feel like the game had to look a lot more impressive.

And that was the beginning of the feature creep that eventually killed the game. We added different types of magic projectiles that were simple enough. Then we had the idea of adding different melee weapons, each one drastically changing the way the game is played: the quarterstaff in particular greatly expanded your moveset by adding sliding and wall-jumping, and of course stages then had to be designed to accomodate for the possibility of having or not having those moves available to you. The flail was meant to work kind of like the whip in some Castlevania games in that you could hold down the attack button to fling it around, but it looked like a mess, and despite the fact that it was the lead programmer’s idea to add those weapons, he could never be bothered to go back and make it look more believable.

In an update video released towards the end of the year that showed off those new features, we had to announce that the game would be delayed by a few months, since we’d spent so much time just implementing the new weapons that we’d barely even gotten started on stage 3. The new deadline given was “Spring 2016” — and then came work on the stage 3 boss, which, without giving away too much, was at least two screens tall, and very involved. It was a nightmare to program and get everything working, and by the time it was all done, we had to realize that it wasn’t a terribly fun or engaging boss fight. Michirin and I were already brainstorming ideas for how it could be improved, but our lead programmer was starting to lose motivation to work on the boss.

To add insult to injury, Michirin also ended up having some serious technical issues with her computer, which ground productivity to a halt even further. Another update video later, we once again had to delay the game’s release to “it’ll be done when it’s done”, but… well, you know how that went by now.

Mental health has been playing an active role in the delay of my projects, too, especially in more recent years: Dextrous Yet Destitute was supposed to be finished by the end of 2020, but due in part to a particularly nasty mental breakdown in the summer of that year, I ended up losing a lot of weeks both to the breakdown and the subsequent recovery. In the end, it took me until April of the following year to finally complete and release it.

Granted, by that point I’d learned to stop setting hard deadlines for myself. Nowadays it’s more a case of “I’d really like to be able to have this thing done by this date”, such as with the v1.20a update for COL, which I hoped I’d have ready in time for the anniversary. While I had originally looked to deadlines as a way to keep me productive, it was this year when I came to learn that productivity comes from staying organized and allocating time of your day to dedicate to your work and nothing else. Nowadays, when I do set a deadline, it’s usually a soft one for myself; I don’t set hard deadlines unless I already have the thing 100% done and I’m just waiting for the right time to release it.

That’s just me, though, and while it does work for me and I would recommend others to give it a shot, too, not everyone does, nor does everyone need to. As long as deadlines are set, there will be ones that’ll be missed and then people who set them will have to make the choice between setting a new deadline or just saying “it’ll be done when it’s done”. In any case, next time your favorite developer is postponing the release date of a game you were really looking forward to, consider what could have gotten in the way, and respond with compassion, not anger. No developer wants their game to get delayed, so they’re usually not doing it out of malice towards their fans or consumers.

Thanks for taking the time to read this, and I apologize if I was all over the place with it.

色々な更新の記録、其の柒、そして夢界幻魔伝にさらばだ

 昨日は、いよいよ夢界幻魔伝のv1.20aのアップデートを完成させることになって・・・それから今すぐにv1.20bのホットフィックスも公開しなければなりませんでした。まあ、相変わらずですね。とにかく、この1~2ヶ月間はすごくとんでもないことになっていて、一時はアップデートがなかったことになったところでした。プロジェクトは破損していて進捗を完全に失ってしまったのです。Game Maker Studioの2.3アップデートで自分のプロジェクトのv1.15aの時点のバックアップを取っていなかったらこれで終わりでしょう。これからはGithubを使うことになりましたが、それでも挽回しなければならない進捗が沢山ありました・・・挽回は2~3日だけかかったけど。

 いずれにしても、修正しなければならにことがない限り、これで絶対に最後のアップデートです。初期公開からもう3年が経って、新しいことを取り掛かる時間です。偶然にも、それは僕が語りたいことでもあります。

 まずはきっと皆が聞きたいこと、夢界Project第二弾。意外だと思っても、開発を2019年に取り掛かってみたことがありますが、少しグラフィックやショットタイプしか作りませんでした。幻魔伝プロジェクトをベースとしてコピーしたことや、あの時から幻魔伝自体のできた作業を考えれば、当然ながら再利用できるものは少ないです。ありがたいことに、そんなに大したものではないですが。

 長い話をまとめて、開発を早ければ年末に、遅くとも来年の年明けに再開したいと思います。色々な事情があって、作画バーンアウトもあって、やる気すら起こせませんでした。と言っても、グラフィックとプログラミング以外に開発することがいっぱいあると認めます。例えば作曲や作文など。「自分の限界を理解しながら行動しろ」とはいいアドバイスだと思います。これからはそれに従ってみます。

 ちなみに、前週新しいタブレット(Huion Kamvas Pro 12)を手に入れたので、作画の腕を磨く機会を逃さないと思います。

 また、新しいアルバムの制作にも取り組みたいと思っています。最初の「色々な更新の記録」で、アルバムを作る計画があると言ったのを覚えているかもしれませんが、もちろんそれこそが僕が取り組もうとしている事なのです。どれぐらい長くなるかまだ決まっていませんが。また10曲を狙いますが、それより少なくなる可能性もあります。「祖型無限の再現 ~嗹縁開无現里~」と「器用貧乏」の物理的なCDを売る夢もまだ離していませんし。どうしても作らせて欲しいですけど、お金がかかって、需要がなければ収支が合えません。いつの日か、ね・・・

 せっかく幻魔伝を終わったので、作曲のコミッションをまもなく再開する予定です。まずは自分のリハビリの為の何かを作ろうと思いますが、それからきっと再開します。ただし、料金体系はフレーズ単位ではなく、1分単位に変更することにします。また、僕が費やした仕事の量に対して料金が少なすぎると感じたため、料金も多少高くします。この数ヶ月間僕がコミッションを再開するのを待っていてくれた人たちには、お知らせしておきます。

 最後にもう一つ、今回だけは言っておきたいのですが、個人的なゲーム日記としての二つ目のブログを行っています。日本語訳版がありませんが、こちらにご覧ください。この「海外式日本記」は外人アレク現作団に関連する内容(開発中のゲームや音楽のあど)の為のものなので、ここでは紹介しませんが、日記を更新するたびにTwitterに発表します。(Twitterのアルゴリズムに隠されなければ)見逃すことはありません。

 以上です。支援も応援もいつもありがとうございます。早く新しいものをお届けしたいですね。

General Update Log No. 7, and a Farewell to COL

So as of yesterday, I’ve finally finished and released the v1.20a update for chain of lucidity… which I then had to promptly supplant with a hotfix in the form of v1.20b — business as usual, really. At any rate, the past month or two were one hell of a ride, and at one point the update almost wouldn’t have happened in the first place: The project had gotten corrupted and I’d lost all my progress. If I hadn’t made a backup of the project as of v1.15a due to Game Maker Studio’s 2.3 update, it would’ve been all over. I started using Github after that, but of course I still had to recover a lot of progress… which I kinda did in the span of a few days.

At any rate, unless anything else comes up that requires fixing, this is the absolute final update for the game. It’s been over three years since its initial release, and it’s high time for me to move on to new projects, which happen to be within the scope of what I want to talk about in this update.

Starting with the elephant in the room: the second Mukai game. I’d actually attempted starting development on it back in 2019, believe it or not, but most I got done were a few new assets and maybe the shot types. Given that I effectively made a copy of the COL project to use as a base, and considering all the work I’ve done on COL itself since, it of course reasons from that that there’s not much I’ll be able to reuse — not that that’s much of a setback, thankfully.

Anyway, to cut a long story short, I’m hoping to restart development sometime late this year (November/December, perhaps), but no later than early 2022. Various circumstances have held me off from even so much as finding the motivation to work on it, not least of all my art burnout. However, I realize that there are many other aspects of the game that I could have been working on aside from graphics and code: music, for one, or even just writing the dialogue. “Know your limits and then work around them” is good advice to live by, and I’m going to try doing so, going forward.

As an aside, I did receive a new drawing tablet last week (a Huion Kamvas Pro 12), so I’ll be trying to take this as an opportunity to continue shaking off the rust and improving my art skills.

What I’d also like to work on is a new album. You may remember from my very first General Update Log that I mentioned I’d had a plan for one, and of course that’s exactly what I’m intending to work on. I can’t say how long that album is going to be yet. I’m going to try shooting for 10 tracks again, but it could also end up with less. I haven’t entirely given up on my dream of having and selling physical copies of Proto-Unreality Replication ~Len’en Kai Mugenri~ and Dextrous Yet Destitute yet, either. I’d love to have them made, it’s just that it costs a lot of money, and if there’s no demand, I obviously won’t be able to come anywhere near breaking even. Maybe someday in the future, though…

Now that I’m finally done with COL, though, I may open song commissions again soon. First I just want to write something for myself to get back into the swing of things, but after that, definitely going to take another jab at it. I should note, however, that I’ll be changing my pricing system to be on a per-minute basis, rather than per-phrase. My prices will also be somewhat higher, since I felt like I charged way too little for the amount of work I put in. Just as a heads-up to those of you who’ve been waiting all these months for me to open commissions again.

One last thing I’d like to mention — just this once — is that I’ve got a second blog that serves as a personal gaming journal. You can check it out here. I won’t bring it up here again, since the TGA blog is meant to be for, well, TGA-related stuff (i.e. the games and music I’m working on), but I’ll be posting on Twitter whenever there’s a new journal entry, so you can’t miss it (unless Twitter’s algorithm says otherwise).

That’s all. Thank you all for your continued support, and I hope I’ll have something new for you to look forward to soon.

色々な更新の記録、其の壱

 最近のツイートを読んだ皆さんはすでに知っていると思いますが、僕はブログを復活させ、新たな意味を持たせようと思っています。隔週で何をしていたかのまとめを載せるのは価値があるかもしれません。すでにツイッターをその為に利用していますが、ツイートはバラバラになってしまいます。しかし、ブログならしっかりまとまっていて相応しいです。

 さて、2021年は皆様に去年よりいい年になればいいなと思います。僕としては、時々の夢界幻魔伝の更新以外にもっと出来上がりたかったんです。大アップデートもまだ開発中ですし。実際は、2020年に夢界第二弾を完成させて公開する予定でしたが、精神衛生上の関係で全然進みませんでした。

 ですが、新たな音楽アルバムを作り始めました。まずはそれについて話したいと思います。

 前回のブログ更新では、2020年の年末までに完成させたいと書いてありますね。もちろんそうはなりませんでしたが、予定外の事がなければ、今月の月末までに完成すると思います。トラック数は10曲、Bandcampにて10ユーロ(約1300円)で販売しようと思います。Bandcampなのでもちろんそれ以上の値段も払うことが出来ます。アルバムには英語と日本語でコメントが書かれたPDFのブックレットもついてきます。

 アルバムの現在の完成率は7割ぐらいです。僕に合ったスケジュール配分は見つけたので、残りの作曲は後二週間ぐらいで完成させられると思います。そこからはミキシングとジャケットイラストだけです。数週間にアルバム名とトラックリストを発表する予定です。全アルバムのYouTubeプレミアも出来れば・・・

 一番重要な情報は以上です。その他の予定は以下です。

  1. 外人アレク現作団HPの完全更新。現在のビジュアルデザインがあまり好きじゃありません。特にテキストの書いてある画像を多用しているところですね。それとHTMLとPHP(そう、PHPです)のコードもめちゃくちゃなところがあって、書き直した方がいいかもしれません。まずはどんなデザインを目指そうか決めなければいけません。メニューを縦のままにするか横にするかまだ決まってもいません。携帯版も作ってみるかどうか考えていますが、優先度は低いです。

  2. 何年か前に作ったちょっとしたゲームやパクリなどを手直しして公開するかもしれません。何もないよりはマシなので・・・

  3. 先述のアルバムを公開してから、作曲コミッションを受け始めようと思います。しかし、東方風を求めている方は、僕は他の作曲家さん達ほど相応しくないかもしれません。

  4. もちろん夢界幻魔伝の最後(だったらいいな)の大更新(多分v1.20a)を公開したいです。v1.1〇以外に要素を追加する予定はありませんが、コードを書き直し、会話・エンディング・リプレイの三つのシステムがオーバーホールされます。それを全部片づけたらようやく夢界第二弾の開発に取り掛かれます。

  5. いずれもう一個の音楽アルバムを作りたいです。案はもうあります。

 はい、これで以上です。数ヶ月間も音沙汰がなく、本当に申し訳ありませんでした。やはり辛い一年でしたね・・・

 とにかく、いつも応援ありがとうございます、そしてこれからもお楽しみに!

General Update Log No. 1

As you might have read by now if you’ve seen my tweets, I thought I’d try resurrecting the blog and giving it a bit more of a purpose. Giving a general bi-weekly recap of what I’ve been up to seems like a worthwhile thing to do, as while I do use Twitter for journaling to some extent, the tweets end up all scattered and fragmented, whereas a blog post is going to be a lot more organized for that sort of thing.

So with that said, I hope 2021 is turning out to be a better year for you than the trainwreck that was 2020. Personally, I wish I could have gotten more done than a few small updates to COL, especially since a bigger update is still in the works. Hell, 2020 was supposed to be the year where I would finish and release the second Mukai game, but with my mental health in decline, I ended up not getting anything done on that front at all.

I did, however, divert my focus to creating a new music album, which is going to be my first talking point:

You may remember from my previous blog post how I wanted to get it done by the end of 2020. Obviously that didn’t happen, but assuming no further curveballs are thrown my way, I may be able to finish and release it by the end of this month. It will have 10 tracks and I plan to sell it on Bandcamp for €10.00. As with all Bandcamp albums, though, you can of course pay more than that if you want. Buyers will also receive a digital booklet in PDF format, containing song comments in both English and Japanese.

Current completion rate of the album is just a little under 70%. I found a work schedule that works for me, though, so I should be able to get the remaining tracks composed within the next two weeks. After that it’s just mixing, getting the mixes evaluated by my audio consultant, and drawing the album cover. Expect a reveal of the album name and track list within the next few weeks. Hopefully I can also do a premiere of the entire album on YouTube.

That’s the big thing, anyway. Other plans for the near future are as follows:

  1. A complete overhaul of the TGA website. I’m not too happy with the current visual design, especially the overreliance on images with text, but the HTML and PHP (yes, PHP) are a hot mess in parts, too, and may warrant a rewrite. First I have to figure out what direction to take the design in, though, and my current biggest conundrum is whether I want to keep the vertical navigation or replace it with a horizontal one. I also want to try again with a mobile version if I can manage, but that’s relatively low-priority.

  2. I might polish up and release some of the small games and clones I wrote years ago to wrap my head around coding, just to have something to show in this absolute content drought.

  3. After I’ve released the aforementioned album, I may start taking song commissions. Do keep in mind, however, that if you’re looking for Touhou-style music, I may not be able to capture the style as convincingly as many other composers in the scene.

  4. Obviously I also want to bring out the (hopefully) final major update to COL, which I’ll probably be dubbing v1.20a. It probably won’t add any new features on top of the v1.1x family of updates, but I do plan on refactoring the code as well as overhauling the dialogue, ending and replay systems. Once that’s all squared away, I can finally start working on Mukai 2 for real.

  5. A second album later down the line. I already have a concept for it.

That should just about cover everything. I apologize from the bottom of my heart for practically disappearing for months on end and providing nothing noteworthy. Suppose it’s been a tough year for all of us…

At any rate, thank you for your continued support, and I hope you look forward to what I’ve got cooking!

夢界幻魔伝v1.00a公開!

どうも、Popfanです!

もう9ヶ月送れたけど、この野郎ようやく出来上がりました。
しかし、話を続ける前に、このPVをご覧ください。

さて、プレイする前に特筆すべきものは以下にあります。

  • このゲームはステージが5面あります。EXステージはありません。
  • 一人の自機がいます。自機はショットタイプが二つあります。それは協力な広汎タイプ、そして頼りにできる追尾タイプです。
  • サバイバルとスコアアタックの枢要な要素は夢ゲージです。50%以上まで詰めてから、明晰モードを発動できます。それはショットを強化しながら夢ゲージをどんどん減らします。最大限まで詰めた夢ゲージで明晰モードを発動して、それから終わるまで被弾しなくボム使わないと、ボムをもらえます。
  • 永夜抄のような時間の要素があります。ステージクリアのとき、時間はどのくらい進むかは、夢ゲージによりけりです。ゲームオーバーのときにコンティニューすると、時間が進むこともあります。朝6時まで何度でもコンティニューできます。
  • 総難易度は平均の東方ゲームよりやや高いかも知れません。プレイテスターによると。
  • 体験版のセーブデータは完成版との互換性がありません。
  • リプレイはおかしくなる小さな可能性があります。あなたのリプレイはそうすると、もしくは注意したがると、ライブレコーティングはお勧めします。

もういいですか? じゃあ、ゲームはこちらにあります!

今までの悪い開発倫理感に我慢してくれて、どうもありがとうございました。

chain of lucidity v1.00a released!

Hello, Popfan here!

I’m well over nine months behind schedule, but I’ve finally finished this damn thing. Though before I say anything else, watch this release trailer that I put together:

Now, a few things of note before you play:

  • This game consists of five stages, with no Extra Stage to unlock.
  • It has one playable character with two shot types: a powerful spread type and a dependable homing type.
  • The key survival/scoring mechanic is in the dream gauge. Once it’s at least 50% full, Lucid Mode can be activated, which strengthens your shots and rapidly drains the dream gauge. You can earn bombs by activating Lucid Mode with a full dream gauge and letting it run out without getting hit or bombing.
  • There is also a time mechanic similar to Imperishable Night, where time advances between stages depending on how full the dream gauge is by the end of the stage. Continuing after a Game Over advances time, as well, giving you as many continues as you have hours remaining until 6 AM.
  • The game’s overall degree of difficulty may be somewhat higher than your average Touhou game, at least according to playtesters.
  • Save data from the trial version will not be compatible with the full version.
  • Replays have a small chance of desyncing. If yours do or you just want to be cautious, it’s recommended that you make live recordings.

All good? Then you can grab the game here!

Thanks for your patience with my poor work ethic up until this point.

新年凶聞

皆さん、明けましておめでとうございます!
みんな元気で2018年まで辿り着いたら幸いです。僕には、ちょっとだけ無理したかもしれません。呑みすぎて、今もちょーっとだけ目が回っています。

とにかく、自分の酒癖についてつぶやくつもりがないはずです。
去年の5月に年内までに完成したと発表した「夢界幻魔伝」はまだ公開していないことをきっと気付いましたね。実はもうすぐ完成ですが。ステージもボス戦も全部完成で、残っているプログラミングが殆どなく、しかし思ったより難しいことが一つあります。それは進行が全然ないラスボス曲です。それ以外では、日本語翻訳、難易バランシング、あるボス攻撃やり直すことしか、残っていることがありません。

締切守れなくて悔しいですけど、ゲーム公開時期を未決定な頃まで延期しなければなりません。いつ完成か僕すらも分からなく、新しい締切発表して守れなくて皆さんにもう一度がっかりにしたくないです。その失敗はすでに「マジカナ」のときにやってしまいました。

ふいにする働く気を我慢してくれてどうもありがとうございます。