QUEEN of MASSACRE

"QUEEN of MASSACRE 92" Background Creation


This article is a repost from the Japanese creator support site “Ci-en.” For the complete version, please refer to the Ci-en article.

Development Progress Report

Map Chip Creation

 In the previous update, I primarily reported on the creation of map chips and the maps utilizing them.

 At that stage, the work was mostly complete, but I have since added finer details and small objects.

 Although it is not entirely finished, I have decided to conclude this phase for now and move on to the next task.

 You can see the current state of the map in the following video:

 Compared to the previous update, posters on walls and puddles on the road have been added to the alley in the latter half of the video. This should enhance the gloomy atmosphere. Additionally, I have created an underground passage connecting the downtown area and the alley.

 On the other hand, the downtown area itself has not undergone any significant changes.

 For reference, here is the map I introduced in the last update:

Event Background Creation

 The next task was creating backgrounds for event scenes.

 In QUEEN of MASSACRE, event scenes are displayed in a side-view format, resembling a theater stage, where characters’ actions are observed from a direct side angle. As a result, separate backgrounds are needed apart from the usual top-down perspective maps.

▲ Example of an event scene.

 Until now, events primarily took place indoors, especially in the highly uniform school setting, making background creation relatively simple.

 Although there were some outdoor events, these also used the school buildings as a distant backdrop, so they did not pose much difficulty.

▲ Background of what appears to be a schoolyard. The walls are covered in countless cracks, and the windows are broken to express a decayed world. However, since the classroom interiors do not have broken windows, there is an inconsistency. Logically, leaving shattered windows unrepaired would be odd, so this will need to be corrected in the future.

 This time, however, the setting consists of “downtown” and “alleys,” where various buildings stand side by side. Deciding how to depict them was a major challenge. Initially, I had no idea what should be drawn.

 Ultimately, I followed the same method as before, assuming the presence of “floors” and distant “walls.” Unlike interiors, there is no “ceiling” this time, similar to the schoolyard. However, the “walls” are now replaced with “buildings.”

 Here are the resulting backgrounds:

Downtown

Alley

▲ Images showing characters placed in each background.

 As always, the extent of detail in the artwork remains a critical issue.

 Ideally, there would be more miscellaneous objects like signboards, air conditioning units, and duct pipes, but these have been omitted.

 Conversely, structural details such as the bottom of storefront tents and the gaps between buildings have been carefully depicted. However, I did not employ precise techniques like one-point perspective.

▲ Surprisingly three-dimensional structures.

▲ An unnecessarily detailed neon sign. The letters are formed by bending a single neon tube. As for the text itself…

 Both the school and the city have an overall grimy appearance, but the alley is particularly filthy. The detailed depiction of dirty walls and rusted shutters enhances the realism of the illustration, making the alley background one of the best in this project.

 Conversely, this means that the quality of the other backgrounds is relatively lower overall.

Battle Background Creation

 After completing the two event backgrounds above, I moved on to creating battle backgrounds.

 Although it is not yet finished, here is the current progress:

 This background is not highly detailed but is drawn based on one-point perspective. As with the event backgrounds, I feel that it looks somewhat flat overall. The right half of the image, in particular, lacks detailed work, making the issue more noticeable.  That said, I was initially at a complete loss, but now that it is taking shape, I feel somewhat relieved.

▲ Screenshot displaying the background in the actual game.

 The current challenge is deciding how many battle backgrounds to create. This one represents the downtown area, but I am uncertain whether to create a separate background for the alley. Using the same background for both under the general category of “city” should not confuse players. In fact, many games do not have battle backgrounds that correspond precisely to each map. Such cases might even be the majority.

 There are still many other elements that need to be created. Careful consideration is required when allocating time and effort.

Leave a comment

Log in with itch.io to leave a comment.