It’s been seven weeks since the official name of Chuhou Joutai 2: Paraided! was unveiled, and we’re proud to say that the demo is almost done. All we have left to do is debugging work. We can project that development appears to be much easier than the first game since it uses the same engine as the previous Drillimation game, Touhou 2: The Story of Eastern Wonderland NES Demake. We hope to get Paraided! done by this summer.
For the three stages to be presented in the demo, we dedicated six weeks to getting it done, we happened achieve it in four. The second stage took the full two weeks because we had to prepare a bunch of art assets. Using the limited free time we had on Mondays through Thursdays, we prepared the wanted art assets (usually one or sometimes two). Once Friday comes and my only class that day was over, onto the programming we went into.
Importing the assets was the first thing, followed by programming the cutscenes in. We always test on all three language options (English, Japanese, and Japanese kana, which is a new addition). Some of the problems that arise include text not displaying properly to certain kanji not displaying. Early in development, we used the same font as the Japanese version for kana display, but we opted to use Misaki as the kana version proved too difficult to read. That actually worked and the text is now legible.
What goes in next are the enemy and boss AI. It takes time because we have to write a bunch of code. The timelines feature in GameMaker Studio 2 is so amazing. It lets us write the attack patterns efficiently. Here are some screenshots from Paraided! so you can get a glimpse of what it looks like:
We hope you’re having a good day. We are two and a half weeks away from the demo’s release. We also hope you look forward to the game’s official release on Steam this summer. If you want to get it for free alongside the first game, make sure you subscribe to our Patreon page!