04/19/2026 Paid
Hello everyone,
I hope you've had a nice weekend.
I want to start with some news.
大家好,
希望大家周末过得愉快。
我想先分享一些消息。
I've been having trouble making unique content for both the 3 USD and 5 USD tier. I want to consolidate them into a single tier. I've had some users reach out to me about raising the initial tier to 5 USD. Even Patreon recommended this when I first created this channel last year. I won't raise it soon and when I do, I'll make sure to notify everyone publicly in the free tier.
The price won't rise for everyone still in the 3 USD tier. The membership price will only increase if you unsub and then resub. Initially, I started at the 3 USD tier to make the content accessible, but I'm in the middle of preparing Ci-en and the default tier is 500 JPY. I'll just make 5 USD and 500 JPY the standard. The conversion rate isn't quite even, but I figure it would be best to make this adjustment sooner rather than later and notify everyone about the plan.
我一直在为3美元和5美元两个档位制作独特内容方面遇到困难。我想将它们合并为一个档位。已经有一些用户联系我,建议将初始档位提高到5美元。甚至Patreon在我去年刚创建这个频道时也推荐过这样做。我不会很快提价,但当我提价时,我会确保在免费档位公开通知所有人。
3美元档位的现有订阅者价格不会上涨。只有在退订后重新订阅时,会员价格才会变更。最初我设置3美元档位是为了让内容更容易获取,但我目前正在筹备Ci-en,其默认档位为500日元。我打算将5美元和500日元作为统一标准。虽然换算比率不完全相等,但我认为最好尽早做出这一调整并通知大家。
I'll show you a preview of one of the animations coming up in the update. I don't want to reveal too much of the animation itself, so I'll obscure the majority of it and show my timeline data.
I've mentioned this before in our last post, but my process has become animating the scenes into one seamless animation and then breaking into individual loops. For example, this one is approximately 16 seconds. It'll be broken into 2 individual loops that are each about 6 or 7 seconds.
我将为大家展示即将在更新中出现的其中一段动画的预览。我不想透露太多动画本身的内容,所以我会遮挡大部分画面,只展示我的时间轴数据。
我在上一篇帖子中提到过,我现在的制作流程是将场景制作成一段完整流畅的动画,然后再将其拆分成独立的循环片段。以这段为例,整体大约16秒,将被拆分成2个独立循环,每个大约6到7秒。
In comparison, this is one of the first animations I did:
相比之下,这是我最早制作的动画之一:
This scene was made up of 3-4 animation sequences. I'm hoping that as I get better, the loops can be longer and have much stronger variation in the neck, hips, and just general body movement so the animations stay fresh over the entire duration of the scene. A lot of my early ones definitely had some rough edges. Since I began around last year, I feel like I've improved a lot in terms of lighting and various smoothness of the animations.
I've been having a bit of trouble writing the next mainline day. To me, character motivations are extremely important. I always want characters to seem like the source material. One day, I'll be making games with original stories, but when I make parodies of existing material I feel that it's important to treat the characters and story with respect and care.
If the characters ever stray too far from the source material, it'll definitely be jarring and may break immersion. I want to try my best to never make that happen. That way, I think the overall feeling will be stronger. However, this isn't to say that I won't explore the character's and their personalities in more ways. I want to keep their core personalities and identities intact while also expanding them.
这个场景由3到4段动画序列组成。我希望随着技术的提升,循环片段能够更长,在颈部、臀部以及整体身体动作上有更丰富的变化,让动画在整个场景过程中保持新鲜感。我早期的很多作品确实有一些不足之处。自从去年开始制作以来,我感觉自己在灯光和动画流畅度方面都有了很大的进步。
在写下一段主线剧情时,我遇到了一些困难。对我来说,角色的动机极为重要。我始终希望角色的表现能够贴近原作。总有一天我会制作原创故事的游戏,但在制作现有作品的同人内容时,我认为以尊重和用心的态度对待角色和故事是非常重要的。
如果角色偏离原作太远,肯定会让人感到突兀,甚至破坏沉浸感。我会尽我所能避免这种情况发生。这样一来,我认为整体的体验感会更加强烈。不过,这并不意味着我不会以更多方式探索角色及其个性。我希望在保留角色核心个性和身份认同的同时,对其进行进一步的拓展。
In regards to the timeline, I won't give any hard set deadlines, but I'll keep everyone posted about the update.
关于时间线,我不会给出任何硬性截止日期,但会随时向大家汇报更新进展。
Prototypes:
Orihime (Priority):
I've been reading the manga and taking notes. I'm currently in the middle of the Thousand-Year Blood War arc. So I'm really close to the end.
I'm quite pleased with how I've planned the main story outline for this.
Ryza:
I've been slowly replaying Atelier Ryza 1-3 since the new DX versions are out.
The story outline is mostly finalized. There are some things I'm unsatisfied with. Somehow I feel like the story needs more oomph. But I think the way the netori role I've devised is good. I'll give the option to have a more normal route and a route where the character can make more dark decisions.
Mythra/Pyra:
I've also started NG+, I beat the game quite some time ago before XBC 3 came out, so I'll be going through it to refresh my memory.
I had an initial draft ages ago that dates to around last year. However one day, I came up with a fantastic idea that would be super hot. I'm still thinking out some of the nuances to how it'll work. But I'm confident in this one along with the story surrounding Orihime.
Yor:
I have a fun idea for this. I think the goal is to make this one shorter, there wouldn't be a conclusive ending initially. But if reception is good, I can keep expanding upon it. Think of it as a future side dish to eat alongside the main course.
Okay, that's all for now everyone. Once again, I hope you had a nice weekend and I hope the upcoming week goes well for everyone.
原型企划:
织姬(优先): 我一直在阅读漫画并做笔记。目前我正处于千年血战篇的中段,所以已经非常接近结尾了。我对这部作品的主要故事框架规划感到相当满意。
莱莎: 我一直在慢慢重玩《炼金工房莱莎》1到3,因为新的DX版本已经发售。 故事框架基本已经确定。有些地方我还不太满意,总感觉故事还需要更多的冲击力。不过我认为我所设计的寝取路线不错,我会提供一条较为正常的路线,以及一条可以做出更多黑暗抉择的路线。
弥斯菈/派拉: 我也开始了二周目,我在《异度神剑3》发售之前就通关了这款游戏,所以我会重新过一遍来刷新记忆。 我很久之前就有了一个初稿,大约是去年的时候。但某天我突然想到了一个非常棒的创意,绝对会很火。我还在思考一些具体的细节。但我对这个项目以及围绕织姬的故事都很有信心。
约尔: 我对这个有一个有趣的想法。我认为目标是把这个做得短一些,初期不会有一个完结性的结局。但如果反响好的话,我可以持续扩充内容。可以把它想象成未来与主菜搭配的一道小食。
好了,今天就到这里了。再次希望大家周末过得愉快,也希望接下来的一周对大家来说一切顺利。
Comments (3)
那可以加入saber的白色服装真的巨好看
其实我特别喜欢FATE系列,感觉作者大大这个技术,其实可以尝试一下
I love FATE. Especially Mash. I actually have a Fate idea. So it's 100% on the table and I want to do it. 我也很喜欢FATE,尤其是玛修。我其实有一个FATE的创作想法,所以100%在考虑范围内,我很想做。
