QUEEN of MASSACRE

"QUEEN of MASSACRE 88" Creating walking sprites 4


Recent Progress in Development

 It has been over two months since my last update, for which I must first extend my apologies.   While there have been periods in the past when I procrastinated and progress stalled, this time, the delay was not due to negligence. Other circumstances prevented me from dedicating time to development. 

 Fortunately, there are no paid supporters at present, so I was not in a position where I had to force an update despite the lack of significant progress. That said, I deeply regret keeping those who are eagerly awaiting this project waiting. Please rest assured that QUEEN of MASSACRE is still in development and has not been canceled.

Latest Progress Update

 Currently, I am continuing work on the walking graphics for enemy characters.

 So far, walking graphics for 5 characters (from E10 to E14) out of the 9 planned (E10 to E18) have been completed (E19, being a special character, is postponed). 

 Most of the body graphics and the first facial variation for all characters have already been completed. Thus, my current focus is on creating additional facial variations. Specifically, I am adapting the enemy characters’ base images to create faces for three perspectives: front, side, and back. 

 Below are some of the main results. The leftmost image represents the original “enemy character graphic (used in battle scenes),” followed by the front, back, and side variations.

E10

E13

E14

Method for Creating Facial Variations

 The faces of enemy characters are typically drawn in a diagonal perspective. From this base, I create the front, side, and back variations.

Front View

 For the front view, I split the face in half along the nose, completely erase one side, and redraw it. The half is then duplicated, flipped, and combined to form a perfectly symmetrical face. After making fine adjustments and adding hair, the front-facing view is complete. 

▲ Creation process.</span></span>

▲ Characters originally facing forward skip this process.</span></span>

Side View

 The side view is created based on the front-facing view. Adjustments are made to the nasal bridge, nose tip, and lip contours, with the eyes and nostrils modified for a side perspective. Additionally, new skin areas are drawn around the cheeks, jawline, and ears. This process is quite intricate, as I have previously discussed in an article contributed to Blog Magazine of Emilia-chan. 

<player src="5640399" size="100%" /><player src="5640400" size="100%" />

Back View

 The back view is also based on the front-facing view. However, depending on the hairstyle, most of the skin may not be visible, making the addition of hair the primary task. For characters with tied hair, the nape and back of the ears are visible, for which the front-facing outline is reused. 

Current Status of Facial Variations

 As I repeat the process, I have become more accustomed to it. However, the faces often end up looking slightly different from the original, which makes finding the ideal approach challenging. Nevertheless, I try not to worry excessively, as even real human faces appear different depending on the angle. 

Future Work

 I plan to complete the walking graphics for the remaining enemy characters (E15 and beyond). Once this task is done, I will move on to creating generic event characters. This is a central aspect of the game, as the event scenes represent the most critical highlights of the story. Please stay tuned for further updates.

Sudden Surge in Access

 Recently, there was an unexpected spike in downloads of the first demo version of QUEEN of MASSACRE. Upon investigation, I discovered that the game had been discussed on an international forum, and a link to the demo was shared. 

 Since the latest demo is Version 2, I posted an updated link to the forum myself. To my delight, the response was overwhelmingly warm. The forum primarily features discussions about extreme and grotesque works, which seems to align perfectly with the preferences of its audience. 

 This incident reassured me of the latent demand for this project. Moving forward, I will focus on proper promotion to ensure that the game reaches its intended audience effectively.

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