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Showing posts from October, 2025

Title screen (tentative)

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 I'm tentatively naming the game "Faultless" because in the context of mechanics, "fault" means malfunction or breakdown. Then, as players delve deeper into the story, they discover that these malfunctioning machines aren't actually morally wrong, hence "faultless," meaning without faults.

Front cover

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 I created my own cover using the PDF you sent before as a reference.

LOGO

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 This logo is the shape of the headwear worn by the player-controlled character.

About the gameplay

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I'm thinking of having two scenes for each level. The first is a normal background that fits the storyline, used to tell the story. Then, after the mechanic connects his own AI with the robot's, he'll jump to a virtual space where the protagonist will compete with the boss in computing power (I'm planning to use a similar control method to a music game, where you win after a song). Of course, there will be a close-up of the victory, but I haven't drawn it yet.

Close-up

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Here are some close-ups of the player preparing to fight the boss. Of course, I'll be making it into a live 2D animation. So, this is more like a simple storyboard or something.

Boss Setting-6

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Then comes the final level. The boss is a malfunctioning robot in a civilian house. It witnesses robot soldiers firing on human parents, who aren't combatants. The company, driven by the war's urgency, believes that harming civilians is the quickest way to end the conflict. However, the boss doesn't want to harm ordinary, harmless humans, so it attacks the robot. Otherwise, the ordinary robot soldiers will attack the human parents' children. The situation now becomes one of betrayal by the company, and the robot is protecting the human children. Having already understood the company's true colors after the previous levels, I'll give the player a choice in this level: let the robot go, thus failing the mission, or continue to retrieve it. This choice leads to two different endings. The robot demonstrates its purest, unconditioned "protective" instinct. Retrieving it would mean destroying a perceived "good"; releasing it would mean betraying th...

Boss Setting-5

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 Then comes the boss of the fifth level. However, some time has passed in the game because the mechanic is injured and needs to rest. When performing the mission again, the target of this mission looks very familiar. It is actually the boss of the second level! It has been recycled, but some aspects of this boss remind the protagonist that it is the same robot. After defeating the boss, it will admit that it is the same robot and tell the protagonist the truth: in fact, the recycled robots will have their memories overwritten and put back into the battlefield. They will not be transformed into civilian robots as the company advertises. Because the physical damage on the battlefield destroyed the overwritten memory module, the boss can remember it. Choosing the protagonist is important to understand the entire operating logic of the company.

Boss Setting-4

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I'd design the boss for the fourth level as a somewhat aloof robot. Due to a malfunction, it will begin protecting its own robots (this doesn't happen in the company, as some missions require sacrificing robots, which reduces the company's efficiency). It will attack any units that approach. After defeating the boss in this level, a mandatory comic strip appears, showing the mechanic being accidentally hit by a robot. The mechanic, feeling no pain, realizes that the same mechanical structure is hidden beneath the skin where he was hit. The company concealed this fact when designing the AI, as they already knew the moral dilemma this mission would involve, and using robots would be more efficient. They also gave the mechanic a higher-level algorithm to ensure he could complete the recovery mission and increase the likelihood of him expressing his human nature.

Boss Setting-3

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 Then comes the third boss, and from this point on, things start to feel off. I actually didn't intend for the boss to attack the player in the third level, as it's essentially a medical robot designed to save lives. However, a malfunction forces it to rescue both sides of the battlefield (human and robotic). This isn't ideal for the company, as it reduces efficiency and profits. The boss is easy to find in the third level, as it must care for its patients. It won't attack you and will attempt to persuade you, but in this chapter, I didn't want to force the player to make a choice. Instead, the player can only control the mechanic to forcibly recycle it, as the company's stated slogan is that "all robots that malfunction and are recycled will be modified to do what they desire." This is also the mechanic's way of persuading himself. This presents the player with a moral dilemma, as the robot's actions are completely unacceptable, and it's t...

Boss Setting-2

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 With the second boss, I intended to introduce some uncertainty into the player's choices. The second boss began to take on a human appearance, rather than the traditional robot. Its behavior was also less violent, and it didn't even actively seek to harm anyone. A malfunction allowed it to engage in activities of its own, such as playing the piano and reading. When it met the protagonist, it revealed a little: the player's company wasn't what it seemed. It was as if it had seen through the company's hypocrisy, but it didn't blame the player. After all, the player was only trying to complete the mission, and it simply used force to stop them. This level was intended to create that initial suspicion. It showed that robots weren't limited to a "berserk" malfunction; they could also develop seemingly "useless" desires and artistic pursuits unrelated to combat.

Boss Setting-1

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 The first-level boss should be simple enough to prevent the player from facing so many conflicting choices. It should make the player feel like, "This is the way it should be done. There's nothing wrong with it." Therefore, I designed the first-level boss as a standard robot used for carrying items. It has powerful limbs for carrying items, but if it malfunctions, it will indiscriminately attack nearby targets. This establishes an initial impression. It makes both the player and the character they control feel that recycling is necessary and correct. "See, they're really dangerous."

Level setting

 1. I plan to divide the game into six levels, and each level will focus on a boss. The previous two-part model has been abandoned. I am now thinking that in each of the six levels, each boss represents a concept about "human nature" and gradually advances the plot. Level 1  The first-level boss should be simple enough to prevent the player from facing so many conflicting choices. It should make the player feel like, "This is the way it should be done. There's nothing wrong with it." Therefore, I designed the first-level boss as a standard robot used for carrying items. It has powerful limbs for carrying items, but if it malfunctions, it will indiscriminately attack nearby targets. This establishes an initial impression. It makes both the player and the character they control feel that recycling is necessary and correct. "See, they're really dangerous." Level 2   With the second boss, I intended to introduce some uncertainty into the player's c...

Brand Touchpoint Matpix and User Persona

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  User Persona questions 1.Who? What type of person would want it?(what is their persona?) High school students, college students, or recent college graduates are the generation that grew up with anime, two-dimensional culture, and independent games. They are the type of people who like anime and also like military-related games 2.What? What goals/functions does your product solve? In most games, player choices are often utilitarian (for better rewards/endings) or simplistic (good/evil binary). This time, I wanted to create a more difficult-to-explain environment, where no choice is perfect. Many players who enjoy anime and storytelling are tired of passively watching and long to be able to choose their own storylines in the game. 3.Why? What is the motivation behind the user's needs? Seeking a sense of moral certainty, I want players to make some choices that may be related to morality. 4.When? When might users most likely use it? In the evening or late at night, after school or g...

Revised character draft

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 I add a short denim shorts

My story

 I want to create a story for a game (this is the background story of a side-scrolling 2D game). It's about a mechanic: In a future period when technology is highly advanced, an mercenary organization emerged in the world that used AI soldier robots as soldiers. Since most countries' soldiers were still flesh and blood, this mercenary company had a huge market. However, during an armed conflict, the company's robot soldiers were influenced by a mysterious force and turned into individual units that would attack people within their sight for...

My thinking

 You're absolutely right. After I got back home, I thought it over again, considering what I really want to do in the future, whether it's about my career or the skills I need to train. Thank you very much. Now I already know what I should do.  First of all, let me talk about myself. I have been practicing the drawing style of Japanese anime and also trained in Live2d animation skills. All of this is for my future job. I have looked at the resumes of every Chinese 2D game company. I just want to apply for...

My initial goal

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 Overall, my current goal is to showcase my Live2D animation skills through Unity mini-games (which is also what I need for job hunting after graduation). Therefore, I will focus more on the animations I create. I think the game program can be relatively simple, but each step should be accompanied by corresponding close-up animations. How can I present my animations? Currently, there are a few points to consider. The first one is the animation for controlling the movement of characters and enemies. The second is the close-up animation. The third...

About gameplay

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 The entire story of the game now, I want to revolve around the destruction of enemy vehicles. That's why I named my game NATT(No Armor's Too Tough) As for the gameplay, in my current conception, a complete level is divided into two parts. The first part is a side-scrolling level where you reach the destination, which is somewhat like Super Mario, but the character can attack enemies, so I think it's more like Castlevania. part1_draft Then comes the second part, which I designed to be about evading enemy vehicles and sneaking up behind them to a...

Enemy character design draft

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  idle and beware dead

Player character design dratf

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  idle running attacking-3

Draft of environment

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  As a side-scrolling game, the green figure in this draft is the character that the player can control, and the red ones are the enemies that respawn. The camera will lock onto the player. The following is reference Fallujah Game Squad's map For the first map of the game, I plan to use the colors of a desert environment.

My own digital media--------The Adventure of Abydos

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The Adventure of Abidos is an animation work that I made in the second half of my sophomore year. Here is link:  https://www.bilibili.com/video/BV1of421S7Wa/?share_source=copy_web&vd_source=f36c6b6c6042473e333e543547196148 About 10 questions 1.This is an original animated opening sequence created based on a game.  2.At first, I intended to create corresponding animation scenes based on the relevant plots in the game.  3.His function enables players to summarize the game plot.  4. I adopted a unique black-and-white silhouette style. Compared with other styles, this approach can produce quick results with a simp...

My own digital media------Tetoris-Bronya

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  Tetoris-Bronya is a animation i made  Here is the link: https://www.bilibili.com/video/BV111dZYXEAJ/?spm_id_from=333.1387.homepage.video_card.click&vd_source=1d697c1caf000c2e381ac38c7b48ac45 About 10 questions 1.This is an animated MV based on game fan creations. 2.At first, I just wanted my favorite characters to appear in the MV. That was all. 3.For fun 4.I attempted to draw six different outfits for the same character and created their rotation animations. 5.No, this is not original. As I said, it's a derivative work. 6.This is an anime MV with a cute style. 7.When I was editing the video, I took into account the rhythm of...

10 questions about my idea

 1.what type of media it is? It is a side-scrolling 2D game and make with unity .The style is a 2D anime-style military combat game. 2.What initial promise does it give? The initial concept was that players could move around like in the game Valiant Hearts: The Great War, then avoid various threats and complete various tactical objectives. During this process, players could use various tactical items to assist themselves. 3.what is its purpose and function? It's a game, so its function is to be played by people, and it must keep people motivated to keep playing. 4.What are its unique/unexpected qualities and ideas? From traditional or similar military combat...

Idea about degree project

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 I plan to create a Unity game for my degree project. It will be a side-scrolling 2D game. For now, I can refer to the game "Valiant Hearts: The Great War" for the character movement. The content will be about weapon tactics and combat. Players need to achieve corresponding goals based on actual tactical requirements. Regarding the style, I will personally draw all the materials (characters, backgrounds, props, etc.). My preferred drawing style is anime, and I also want to avoid any potentially stimulating images. Additionally, the story of this...