In the Forest Invader SINNEMIA 8: Enhanced Interface
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.
Development Progress Report
System Expansion
Over the past month, we have implemented the following additions and adjustments:
Map Reduction
As the game inherently involves repetitive actions, there was concern that the overall playtime might become excessively long, leading to player fatigue. To address this, we introduced variations in the map terrain and strategically constructed enemy territories. However, it remains a fact that some maps are reused. As a more fundamental revision, we’ve removed a portion of the map, reducing the overall length to approximately three-fourths. This is expected to offer a more immersive gaming experience.
Graphic Changes
We’ve modified some of the placeholder graphics related to the user interface. Currently, both regular windows and marble-patterned windows coexist, posing a slight dilemma. It doesn’t seem appropriate to unify everything into something new. That’s become a matter of concern.
BGM Creation and SE Addition
While the game was mostly silent before, we are gradually adding sound effects. Particularly, we have prepared several original compositions for the background music (BGM). Given the game’s unique structure, with alternating unit placement and combat phases frequently switching, creating suitable music has been a longstanding concern. Therefore, we concluded that creating our own compositions is the optimal solution. However, there are still areas for improvement, and it seems we may need more music.
User-Friendly Features Implemented
Column Movement Feature
In the Forest Invader Sinnemia is a game where players advance their own territory while defeating enemies. It is necessary to gradually move the positions of your army units forward. In some cases, you may want to move an entire column of units forward. So we added this feature. This was implemented based on personal experience during test plays, as moving over 10 units one by one felt tedious, even for the developer.
I have written such a passage in the weekly blog magazine “Blog Magazine with Emilia-chan.”
Who needs event skipping? I discussed games suitable for implementing event skipping. So, who is most likely to use that feature? In other words, who is most likely to play the game repeatedly? Of course, it’s the author. Naturally, the developer should be the one playing the game the most in this world. Through playtesting. So, it follows that the author should include the event skipping feature for their own sake. This is true and is related to “the wait frame” issue discussed earlier. If the author finds it bothersome, it will likely be bothersome for the players as well. Ultimately, what benefits the author also benefits the player. At least, that’s the ideal way to approach game development. On the flip side, if the player’s burden cannot be alleviated, it could be said that there wasn’t enough playtesting. (ブロマガでエミリアちゃん 第92回)
Although the game is already short, I wondered if making the playtime even shorter would be okay. However, extending the playtime by imposing tedious tasks is never beneficial for the player. And in the end, it’s not beneficial for the author either. In my work, I aim to be as user-friendly as possible.
Automatic Sorting Feature
While we previously mentioned the unit list sorting feature, through further test plays, we found it still inconvenient. In the battlefield, it’s essential to prioritize placing units with high remaining HP, and rearranging the list every turn became cumbersome. To streamline this process, we’ve implemented an automatic sorting feature that rearranges the list based on different criteria each time it is opened, adapting to the changing scene.
Illustration Production
We are currently working on the fourth still image. Drawing again after more than a month can make picking up the pen feel burdensome, but it is a necessary component for an adult-oriented game.
https://twitter.com/DsProduction2/status/1750255392901513439
https://twitter.com/DsProduction2/status/1750266313199784101
https://twitter.com/DsProduction2/status/1750313480857481237
https://twitter.com/DsProduction2/status/1750323602292093170
▲ Illustration in progress posted on X (former Twitter). Although X reports the latest production status at a low frequency, please follow it. Additionally, as X embedding display on itch.io is non-functional, the same illustration is posted below.
In the paid article of Ci-en, you can see the latest images under production.
Get SHINNEMIA in the Forest Invader
SHINNEMIA in the Forest Invader
Frontline Advancing: A New Sensation Strategic Simulation Game
Status | Released |
Author | D'sProduction |
Genre | Strategy |
Tags | Adult, big_breasts, black_girl, intersex, NSFW, Singleplayer |
More posts
- SINNEMIA in the Forest Invader 17May 30, 2024
- SINNEMIA in the Forest Invader 13: Registration completedApr 03, 2024
- SINNEMIA in the Forest Invader 12: Game completedMar 29, 2024
- SINNEMIA in the Forest Invader 11 This game had been 99.99% completeMar 22, 2024
- SHINNEMIA in the Forest Invader10 : Just before completionMar 03, 2024
- In the Forest Invader SINNEMIA 9:Final still productionFeb 10, 2024
- "Forest Invader Shinnemia"7, Map CompletedDec 30, 2023
- "Forest Invader Shinnemia"6, Title DecisionNov 30, 2023
- 《New work》5, Enemy's algorithm & graphicsOct 31, 2023
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