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26歳からIT業界にいるエンジニアが、まったく成長できてないことを確認するブログ。備忘録的に使いたいとも考えています。

About how to use the leaving picture in conversation scene of a game.

 I rather cut corners an adventure game by conversation scene of an RPG, I'd like to tell not to use a bare leaving picture. There is a sold RPG from a 'compile heart' as 「FairyFencer F」 as an example, conversation scene is such feeling.

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I should communicate between the persons who appear on a screen, the character is communicating in the state which faces to this side perfectly. Who is looking at this conversation scene? It's the main character character of this game that I'm in the left end of the left picture, though a player is operating him, why does he appear on conversation scene in the state which faces here, too? If such scene is usually seen, I'll feel uneasiness.

 

It's a slightly old game, but even the game which is called persona 3 sold by PlayStation 2 stands up by conversation scene and adopts a picture.

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When you'd see, it's understood, but there is a character in a background of conversation scene, and I stand up and it's being expressed with a picture who is speaking. It's only an addition thoroughly. How to use such leaving picture is felt effectively. It'll be how to use the leaving picture which is ordinarily considered whether you say so.

 

An expression of a character graphic in conversation scene has evolved. It's the case by which a facial icon is in a balloon of conversation that it was the mainstream before. This was that a facial icon of the character sticks to a balloon at the place which was only the character in the past, and I came to understand an expression.

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This is progress of an expression in a game, so I think it's good. The change which is an expression when the character is performing by a dot, it's put, every pattern had to make a dot, and there was also an advantage that such effort is reduced (And, I thought.) The 「Popolocrois(PoPolokurois Monogatari」 to which I sometimes refer by this blog was this point, and the character of the dot was made with a smooth cartoon film for that and was whether it's expression Yutaka very much. So the facial icon of a balloon was unnecessary.

 

I advanced from a facial icon of a balloon, and a screen was to make the character appear on itself, and increased in more expressions. Feeling like the persona a short while ago. A facial icon and a saved picture are an addition of conversation scene to the end, and itself shouldn't be mainly.

 

When saying directly, I think a game as this「 FairyFencer F」 may be called the RPG made with "corner cutting".

 

After all there are no cases that the character is judged from overlooking at any place but but but in the dungeon for this game. If I think some events occurred, conversation scene of a leaving picture like just now is inserted. The system that I choose a base and move is taken for the character to move to a base (for example, shop) at a town. I have moved, previous, conversation scene I resemble is inserted. Though that one between the character of the overlooked state communicates should be natural, I won't mix that.

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One picture of the town. The system that a weapon seller and a protection seller choose a place and move directly from here.

 

When saying, to catch this game with an RPG may be a wrong one, but the moment this is also included when pointing at the game called "JRPG", it'll be feeling that it can be said nothing. When should it be taken out as an adventure game from the beginning rather than this is taken out by the genre as the RPG intentionally? I think so.

 

"compile heart" I'm also out to a game as "god dimensional GEIMU NEPUTYUNU", but vanity is a game of a style this also resembles. An event doesn't judge the character from overlooking at any place but but but in the dungeon, and conversation part-time is inserted every event, and is developed.

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Is the appearance character the game for people to which you say anyway that I'd like to see communicating Sean? A play animation had been seen, but one between the character kept communicating forever.

 

If one hundred steps of these game gives it, and are the game which was sold per PlayStation 1 for which the performance isn't enough yet, I also think when the limits of the processing in PlayStation 1 are considered, such expression is also an ant as a way. But when thinking PlayStation is the game sold in 3, when make of this game for which almost no the potential can be used is seen, what can't a game designer help thinking he'd do?

 

Portable game machine, that means if it can still be understood a little. I understand to be reducing abbreviation of a game-like expression if the capacity still compares in a deferred machine. A game of such character subject often has that, "There are no game systems in particular.", why do you think it'll be often a result as "a scenario, the childish level"? Do you think it's "only illustration and voice of the pretty character" that the user is purchasing? Why is it difficult to become a game of "interesting scenario" by "peculiar game system"? Even if I have to be purchasing such one, does the user think?

 

Even if it's made 「NEPUCHUNU」 even if it's made 「FairyFancerF」, from a game manufacturer, "I'll make you a wonderful game, a new game is shown!", such as, something ambitious, several, one isn't being seen.

 

It's judged from an amateur of game production, and it's only that it's from WA, but would like to ask a manufacturer by all means.

 

 

※たまに外国からこのブログに訪れる人がいるみたいなので、テスト的に英語で記事を上げてみました。