Hello everyone, I'm B-flat. Happy Halloween!
Here is our monthly progress report. I'll break it down based on what's been completed so far.
Scene Map and Lighting Rendering
We finally began the map of the opening scene. As you can see in the starting point in the image below, we've been experimenting with light rendering techniques.

As Vita's sprite is much more complex than Demyra, her character layers still require adjustment to prevent image aliasing. To create more spatial immersion, we've also implemented parallax effects with different scrolling speeds at multiple levels--including foreground, middle, and background.
Parasitism and Multi-Skeleton Handling
We know this is a core aspect of gameplay that everyone wants to see, so we're focusing energy on completing "parasite play" for the demo.
Here are some test examples of parasitism on poor Vita:

As you can see, we've successfully attached the first enemy's larval form to her sprite's skeletal structure. By completing the associated attaching-detaching frameworks, we can now add new enemies using the same system.
Modification of Vita's Standing Art
We received some suggestions for Vita's standing art; after going over the details, I agreed we could make improvements. Our artist has made some adjustments, and you can see his revised art below:

CG
The first CG is complete! Here's a small preview of what Vita may expect at the end of her first initial starting level:

We can't reveal everything about what poor Vita will encounter, so please look forward to the full CG Scene in the trial version!
Ongoing Work
- Completing the game's UI.
- Creating the mature form of the first enemy.
- Developing related parasitic differences.
- Developing skeletal animation related to pregnancy and birth.
- Writing the CG script and the script for the initial tutorial scene.
Misc
Unfortunately, at the beginning of the month, my father was diagnosed with terminal cancer. The situation is not optimistic. There have been many family matters to deal with, and my emotions are quite complex.
However, I don't want this to affect the development progress. I will do my best to maintain the development schedule. I'm very grateful for your patience and support in this and all other times. I will continue to regularly report my further progress to all of you.
Thank you, everyone!
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大家好,我是B-flat,
月底跟各位報告目前工作進度,這邊依照完成的大項目來說明進度。
場景地圖與光照渲染
這個月終於開始製作第一個場景地圖了,
順便嘗試一些光照渲染的處理,
下圖預計是初始教學場景的起點:

女主相關的骨架圖層還需要做一些處理,否則會有圖像鋸齒出現。
另外還做了近景、中景、遠景不同流動速度的視差效果,讓場景更有空間感。
寄生與多骨架處理
這部分算是遊戲玩法的核心,這項完成才算真正的可以玩寄生Play的內容。
以下是一些骨架寄生差分圖:

目前已經順利將第一個敵人的幼蟲型態附著在女主任何動作的骨架上了。
也將相關的寄生、掙脫框架完成,以後即可按照這個框架添加新敵人。
女主的立繪修改
這部分有收到一些立繪建議,評估後我認為需要改良。
所以也請畫師作處理了,以下是修正後的立繪:

CG
第一張CG也完成囉,預計會放在初始教學場景的最後。
下圖為簡單的預覽:

這邊就不透漏太多內容,
詳細的CG場景演出請等待試玩版囉,敬請期待!
目前進行中的工作
- 完成遊戲UI介面
- 建立第一個敵人的成蟲型態
- 承上,建立相關的寄生差分
- 建立懷孕與出產相關的骨架演出
- CG劇本與初始教學場景劇本撰寫
雜談
這個月初我的父親因為檢測出癌症末期,狀況很不樂觀。
家中的事情變得很多,心情上也很複雜。
但我不想讓太多因素影響到開發的進度,這邊還是會盡力維持開發進度的。
還是很感謝各位耐心的等候,有任何後續工作進度我會持續回報給各位知道,謝謝大家!