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ACT Shota [ExcessM] 廻るハゴコロ / Mawaru Hagokoro (RJ325142)


Triplebrc

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Understandable, though what I do with the game in my own home after getting it is not really any of his concern in my mind, nor do I plan to make a big deal about it aside from mentioning some careful optimism that this turns into a somewhat easy thing to do. As long as he does not read this page here, in this subforum, written in a language he does not understand, he will never actually know that its a thing. Hell if I contact him and try to explain that I wanna fiddle around with his assets he might actually get pissed and make it harder, not worth the risk if you ask me, nothing to be gained from it.
 
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I don't think Excess-M would mind mods for his games, especially this one. The CSVs imo point toward lenience in this regard-- and if it's just quests I doubt he'd have an issue.
Some of his older text only posts about this game highlight just how hard he's working specifically to make the game easy to modify-- he's literally going out of his way to make it as easy as possible to modify all of the text in the game so it isn't hard for translators and whatnot to implement or modify text.

This is just speculation though, to be fair.
 

gemstoner75

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huh so more info on thee nemy the better we can plan the attack not gonna lie as a major ninja fan this is really cool
Yeah the whole mechanic in general is petty neat.
It takes the free camera-option that was kinda there in the latest game and incorporates it as an actual gameplay feature now.
 

Strange

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I don't think Excess-M would mind mods for his games, especially this one. The CSVs imo point toward lenience in this regard
Definitely true!
The real problem with any mod is that it would need to:
- respect the lore as much as possible
- be good enough (not to be insulting towards the original game)
- be long enough and/or provide a notable plus to the base game
If not, there would be little point in bothering the author, as you would have nothing to show but empty promises. Compare that to a translation group contacting you saying they will translate your game, without ever telling when.

On the other hand, if a team goes through the trouble of creating a full-fledged mod, I doubt the effort of creating a wiki, and posting the said mod there, would amount to much work in comparison. After all that is done, sure, the author would appreciate the existing resource (and free promotion).

But we don't witness this fairy tale situtation very often, do we? I'd also argue that WolfRPG isn't among the hardest/more expensive engines to mod.
I do remember these .csv, and iirc every title came with some kind of "how to edit" FAQ. I also remember there was a whole built-in translation module in one game - with contributors' names and all.
Maybe there's a whole stash of mods out there, but I don't know how any (PM me link if I missed them 😺).

I trust ExcessM to do a good job, based on previous releases. So, I supposed fans would-be modders felt their efforts would not be up to par, and/or their end result would be downgrades, or plain disrepectful to the original.
Even so, it's surprising modders barely used these resources, if at all.
 
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TheUnsaid

TheUnsaid

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he's literally going out of his way to make it as easy as possible to modify all of the text in the game so it isn't hard for translators and whatnot to implement or modify text.
Definitely. I'm thinking it's due to his disappointment with DLsite's translation team still not having completed YumeSame which was a while ago now.
Yeah the whole mechanic in general is petty neat.
It takes the free camera-option that was kinda there in the latest game and incorporates it as an actual gameplay feature now.
What do you mean by free-camera option, and latest game?

I really hope you don't have to pan left and right during battles. Getting attacked offscreen seems like the opposite of fun to me.
 

Someone92

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I really hope you don't have to pan left and right during battles. Getting attacked offscreen seems like the opposite of fun to me.
I think it is an interesting way to implement a sneaky enemy or superior numbers.
A sneaky enemy tries to move out of screen and attack you from there, and if you fight too many opponents at once (e.g. being too reckless during reconnaissance) eventually some of the enemies start to spawn off-screen.
 
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Lazyrick

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introduces Item crafting and fortune telling. You make consumables by sliding red, blue, and green sliders to the desired item. failing the recipe results in an item with a special effect on girls with damaged clothes. Fortune telling is a way to try and influence bosses by using keywords after disguising yourself. assumably something like predicting "safety" makes them lower their guard or something. bosses reactions vary though. 1st boss believes it easily, but others may not believe it at all, or only believe if you have high enough accuracy with your fortunes. You can also try and sneak attack during fortune telling, similar to when doing recon.
 

Triplebrc

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Starting to think this game will be troublesome to play properly without a real English translation given that the number of features, options and approaches seems to increase with every other update, not even mentioning all the small gameplay differences depending on girls personalities and statures. I mean yeah one can probably get through the game rather easily on a lower difficulty without using most features or actually knowing whats happening and why, worked on the last game too after all, but the experience was pretty subpar compared to Parade Buster with an English translation. Keeping that in mind, this might be the game I actually skip until a real translation is finished, if it gets finished at some point that is, machine translations can be similar or worse than playing it in japanese for me, as English is not my first language either. Too lazy to do what I did with Parade Buster and translate the crucial parts myself, especially if a better translation is coming at some point.
 

Strange

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Starting to think this game will be troublesome to play properly without a real English translation
Defnitely. But if we look at it another, 🦄hopeful🦄 way, that might become one of the first game with enough traction for the community (you, me, us) to seriously translate it via Xunity (meaning, getting rid of the MTL).

That would be a great precedent for future Unity games, since it looks like users feel rather shy with editing XUnity input/output files... For now.

edit/to close (my) off-topic @Triplebrc

I can't rebut anythting you said... And I even agree. :cry:
Truth to be said, I just don't want another MTL like Yumesame's. Zero refine and a bunch of bugs are not acceptable - worse than nothing.
Well, let's wait for the 1st demo, so we know what we're looking at. At the very least, a proper UI (user interface), names and tutorials translation should be manageable.
 
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Triplebrc

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Defnitely. But if we look at it another, 🦄hopeful🦄 way, that might become one of the first game with enough traction for the community (you, me, us) to seriously translate it via Xunity (meaning, getting rid of the MTL).

That would be a great precedent for future Unity games, since it looks like users feel rather shy with editing XUnity input/output files... For now.
Any serious community translation attempt would require a lot of communication and planning, and most of the people participating would probably have slightly different levels of japanese knowledge and experience with applying it, only to then attempt and translate something that is already tricky to translate due to context possibly changing the meaning of the signs entirely, sometimes into a direction that is hard to pinpoint exactly. Sounds like a recipe for disaster to me, even if this goes over without people fighting about scenes being mistranslated by others, having several people work on the same game can and will lead to noticeably problems even if it ends with a finished translation at some point, because who is translating something can make a massive difference if their styles are different.

I remember seeing a translation for a scene of the original MGQ trilogy, the scenes were vastly different in tone compared to what I knew because, as it turned out, Rogue liked to add his own spin and sometimes put in words that aren't actually there to make it fit his own tastes a bit more, which I noticed when I checked the original, and the other translator simply did not do that, entirely changing the scene in question. Worse was Sengoku Rance, the Mangagamer translation basically killed off the unique atmosphere this game had even among Rance games due to the original main translator knowing what Rances strong points were and adding to it, the new version is unplayable for me because of it.

I highly doubt there will be any successful community project in that regard, sadly. If the game is indeed great, maybe I fuck around with the editing and change the text into my native language, twisting it so that it changes certain scenes to my liking, but that is probably the extend of what I am willing to do with it, aside from my intention to add a small mod or two with some quests leading to the mc having an unfortunate weekend. I mean yeah technically it is easy to get a playable version together by putting the japanese text into 4 different translator tools, choosing the result you like the most and adding the occasional spin to it, then editing it into the game, you may even end up with something you actually enjoy more than an accurate translation, but that would be so much work given the amount of text in the average ExcessM game...
 

Lazyrick

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Another system for affecting enemies, Business Missions (idk what else to call it). you disguise as a merchant, and try to sell inferior goods to them. Success rate depends on how much you're selling for, the intended effect, and how much you bribe them for. some examples for effects are weak clothing, or sturdy clothing. weak clothing reduces defense, but makes clothes tear easily, while sturdy does the opposite. If your prices are too crazy, they may get suspicious, and capture you. getting captured here isn't a game over, but you're forced to speak what you know, causing you to lose any benefits, and can't do anymore Business Missions for the time being.
 

shinryu

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Another system for affecting enemies, Business Missions (idk what else to call it). you disguise as a merchant, and try to sell inferior goods to them. Success rate depends on how much you're selling for, the intended effect, and how much you bribe them for. some examples for effects are weak clothing, or sturdy clothing. weak clothing reduces defense, but makes clothes tear easily, while sturdy does the opposite. If your prices are too crazy, they may get suspicious, and capture you. getting captured here isn't a game over, but you're forced to speak what you know, causing you to lose any benefits, and can't do anymore Business Missions for the time being.
so basically don't be stupid with the prices make it reasonable and you can weaken the enemy
 

Triplebrc

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I saw some hint of it being risk reward, so going even higher with the prices can have its upsides if it succeeds I guess, but you risk losing every modifier if your character blows his load in the aftermath, all in all it looks more like an option to shape the fight to be what you enjoy the most though, not necessarily making it much harder or easier. Interested to see how it will be explained lore wise that the girls just let him go after finding out his identity, since lewd scenes after a fight usually mean game over via eternal slavery in ExcessM games, and whether the events have unique dialoque or not.
 

Dan Druff

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These don't really offer much information. The first is different color schemes for the pharmacist, and the second is a bunch of voice actresses who will join the game. Kanase will return after voicing some stuff in Kariyume, and Yukiko Shinomori also comes back after doing some stuff in Yumesame.
 

Lazyrick

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. No new systems this time. mostly going over UI stuff. He's trying to make it a bit more foreign friendly by adding chibi pictures to help understand the game. i.e. "three colors adding together to be an item" is the pic for the crafting system, or "chibi MC hopping over two squares" meaning a movement bonus on the map. Trial version on ci-en was scheduled for October, but adding in the UI images made that iffy. It may still come out October, but there's a chance it'll be delayed to early November.
 

gemstoner75

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So, sounds like there's definitely not going to be an English version on release.
But nice to hear a first date for a trial version.
 
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So, sounds like there's definitely not going to be an English version on release.
But nice to hear a first date for a trial version.
To be fair, he made a huge effort to make it easy to translate. A translation patch should come quickly. And with it being a unity game, the XUnityAutotranslator or whatever its called can be used as well.
I fail to see a reason to expect one on release when only one of his games has delivered one so far. And fail to see a reason to get hung up on the same topic when the majority of H-games do not.
 

gemstoner75

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To be fair, he made a huge effort to make it easy to translate. A translation patch should come quickly. And with it being a unity game, the XUnityAutotranslator or whatever its called can be used as well.
I fail to see a reason to expect one on release when only one of his games has delivered one so far. And fail to see a reason to get hung up on the same topic when the majority of H-games do not.
I didn't mean that in a negative way. It's just nice to have some clarity on that front.
Though it's still not going to be easy for non-native speakers considering how many different system this game seems to incorporate.
 
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