QUEEN of MASSACRE

"QUEEN of MASSACRE 85" Creating a walking sprites


This post is a free part of what was posted on the Japanese creator support site “Ci-en”. If you want to see the latest production progress on the paid part, visit Ci-en.

Production Progress Report

 This month, I worked on two tasks. One was creating the all-ages version of SHINNEMIA in the Forest Invader, and the other was creating the walking character sprites for QUEEN of MASSACRE.

SHINNEMIA in the Forest Invader

 First, regarding the image production for the all-ages version of SHINNEMIA in the Forest Invader, the process went relatively smoothly. This was because I only had to make partial adjustments to the existing character sprites by adding clothes. However, due to the large number of variations, the number of images became enormous, and the export process proved to be somewhat challenging.

 As for the event stills, simply removing them was not a problem, but the story presented a significant dilemma. The original story contained hard adult content, including r●pe and predation, all of which had to be removed. However, doing so nearly eliminates the entire storyline. I’m torn between writing a completely new story or making it a game without a story at all, and no new ideas for a story have come to mind so far.

 Additionally, in terms of the system, I have changed the terminology as follows:

  • Breeding → New Unit Production
  • Food → EN
  • ♂ → A
  • ♀ → B
  • Sperm Donor → Φ
  • Mother → Ψ

 While changes like “Breeding” and “Food” are straightforward, the others are merely symbolic and quite confusing. It’s clear that this will create significant confusion, but to fully omit adult elements, such measures are unavoidable. That said, even with these changes, the fact remains that two units must combine to produce a new unit, and one will be incapacitated for a certain period during this process. The implications are obvious without saying, but the lack of explicit mention is meaningful. I hope Steam will appreciate this discretion.  Fortunately, the amount of system messages is small, but tutorials and tips contain a significant amount of text, and rewriting them is a considerable task. This part of the work remains incomplete.

QUEEN of MASSACRE

 Next is the creation of the walking character sprites for QUEEN of MASSACRE. Previously, I reported that all of the enemy character battle images had been completed, but this time I started working on the walking character sprites that appear on the map and during events. Since it had been a while since I last worked on this, I had forgotten much of the process, and it ended up taking more time than expected.  As you may know, enemy characters have multiple face variations, and I’m still debating whether I should create walking character sprites for all of them. If I do, I’ll need to draw the front, back, and side views, which will require considerable effort.

▲The left shows the base image of the enemy, and from there, I’m drawing the front, back, and side faces. Since “a face is a face,” the layer structure is the same. Thus, I copy the base image’s working data and make adjustments from there.

 Here are the completed images:

▲Since this time I worked on a harpy-type character, there were a few unexpected challenges. However, one advantage of monster-type characters is that I don’t need to draw clothes, making the process a bit easier.

 Moreover, as a matter of priority, mob characters are more important than enemy characters when it comes to sprites. This is QUEEN of MASSACRE, after all, so a large number of mob characters is essential. I’ll need to carefully consider where to allocate my efforts.

 Please look forward to the upcoming developments in production.


 In the paid article of Ci-en, you can see other production images.

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