NokiMo
shibagani48
shibagani48

patreon


Weekly report Apr 1/4, 2025

Hello everyone!
 Thank you as always for your support.
Let's take a look at this week's progress!

Preparing for Crowdfunding

I haven’t even negotiated with Van-sensei yet, but if I want to make the May 11th deadline, I need to start planning quickly.
To figure out how much funding I should aim for, I’ll need to review past reports and organize the costs of various tasks.
I also need to come up with and prepare rewards based on different support tiers. For now, these are the ideas I’ve had.
If there’s anything you’d like to see offered, please let me know!

I was planning to outsource the promotional video, but we couldn’t come to an agreement—so as usual, it looks like I’ll have to make it myself.

Bug Fixes

I realized I had forgotten to check the bug reports from Lucky, so I reviewed them this week.
I’ve now finally fixed all the bugs reported by Lucky!
That said… I also discovered a few more on my own.

Round Result Tweaks

I realized I had never implemented a display for Perfect wins, so I added that this time.
In doing so, I discovered that the round processing system is still not fully fleshed out, so I made fixing that a priority.


Rare cases like double KOs or timeout-based round comparisons can lead to odd outcomes in the current system.
To improve this, I’ve revamped the round system.

I also added a screen-flashing effect when a KO occurs.

Previously, the victory animation was skipped at the end of a match, but it felt awkward, so I’ve changed it so it now plays properly.
I also fixed the camera zoom position, which was too low during this sequence.

Clash Handling

Just like with the round system, I remembered I had left this area untouched for a long time.
Up to now, I had taken the lazy route and just skipped processing when a clash occurred, pretending nothing happened.
But this time I’ve properly outlined the rules and implemented them.

In games like GGST and SF6, command throw clashes are resolved internally with precise values so one side always wins—there are no true clashes.
I personally think that’s a bit odd, so I’ve applied my own interpretation for this system.

Self-Evaluation of the Game

This ties back to the crowdfunding topic, but I’ve been thinking about what kind of feedback I might get if I gifted a demo to Van-sensei and asked for his thoughts.
It made me take another hard look at the current state of HellVersus.
As a result, I have to admit: for first-time players, it probably isn’t all that fun right now.

Trying to address all of these issues probably means I won’t make the May 11 deadline,
but I also feel like the benefits of taking that time outweigh the costs.
I’m currently debating whether to scale down the project or postpone the launch.

Other Stuff

The cherry blossoms are in full bloom here in Japan! 🌸
Someone in the neighborhood gave me a bunch of fresh wakame (seaweed), and I ate it all at once for dinner... which gave me an upset stomach and a high fever.
Fortunately, I recovered in a day.

Plans for Next Week

I had originally planned to dedicate this week entirely to enhancing VFX,
but I got swamped with fixing bugs and overhauling unfinished systems.

That's all for this week. Thanks to everyone's support, we can continue development! Much appreciation.
Have a great weekend!

Weekly report Apr 1/4, 2025

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