Emotion Hunter:Finding Happiness in Hopelessness
Emotion Hunter:Devlog
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Emotion Hunter:絕望之境是否仍擁有幸福
Emotion Hunter:開發日誌
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飾燐音 Kaza Rimne
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中文
Programming: The game is coded in Unity C#. I did not use ready-made assets or plugins from the Unity Asset Store for this demo.
This was not due to an aversion to plugins, but rather a practical development reality, I simply do not have the budget to gamble tens of dollars on a plugin that might end up being useless. Furthermore, if core character controls relied entirely on a third-party plugin, I would be left completely helpless whenever a bug or errors. By writing the code myself, I ensure that all programming logic, decoupling, and coupling remain entirely under my control.

A portion of the code has been open-sourced on GitHub:
程式 遊戲使用 Unity C# 編碼。Demo製作時未使用 Unity Asset 上現成的插件,不是因為排斥插件,是基於開發的現實考量,畢竟沒辦法隨隨便便買一個幾10美元的插件不好用就算了,且基礎角色控制都要依賴插件才能運作,那一旦遇到 Bug 或任何其他問題,我將會完全沒有能力解決。程式邏輯與程式解耦、耦合都在我掌控之中。

部分代碼已於GitHub開源公開:
GitHub
Arts: This is the area I am most passionate about, as I originally applied for game art positions.
Every illustration, background, enemy, UI element, and environment texture within the game was created entirely by myself, without generated by AI or any graphics from the Unity Asset Store.
Art is where I invested the most effort and what I value the most. My past artworks can be viewed on Pixiv or X etc.
美術 這是我最想做的地方,畢竟我原本就是去應徵遊戲美術的,遊戲內所有的插圖、背景、敵人、UI地板全都是我自己親手畫出來的,沒有使用 AI 生圖,或任何一張Unity Asset Store上可以找到的圖片,畢竟美術是我投入最多也最重視的部分。過去的作品可以看Pixiv、X等。
X (Twitter)
Pixiv
Animation: Since I handle both art and programming, I chose not to use Unity Animator.
I directly control the renderer via C# to swap images, using Clip Studio Paint EX's animation tools to previewing, and then within Unity, I convert the timing to 24 frames per second. To optimize rendering and previews, images are cropped into Power-of-Two square textures.
I opted out of using SpriteAtlas because, given my unique workflow, it surprisingly led to higher Draw Calls, Batches, and memory usage. For the final release, I plan to integrate Live2D for character portraits and add more animation frames to make the movement smoother.
動畫 由於我身兼美術和程式,我選擇不使用Unity的Animator,而是直接以C#控制renderer切換圖片,並使用CLIP EX的動畫化功能繪製預覽,再把一秒換算成24幀控制。
圖片裁切成長度為2的次方的正方形方便Unity渲染和預覽,也沒使用SpriteAtlas可能因為我製作流程特殊,用了反而Draw Calls、Batches、記憶體使用率更高。正式版會在立繪等使用上Live2D,並新增更多幀數優化動畫讓動畫更流暢。
Unity Analysis Profiler
Audio: I use Ableton to create the sound effects and music, and integrate FMOD within Unity to manage the audio systems.
For the final release, I plan to utilize better audio equipment and deepen my knowledge of music theory and composition techniques, aiming to deliver a much higher quality audio experience that perfectly fits the game.
音效 我使用Ableton做出音效與配樂,而Unity內部使用FMOD的音效功能,正式版開發會用上更好的設備,並多了解樂理知識學習更多作曲相關技術,希望能呈現出更好的效果。
Game Content: This demo is a 2D anime side-scrolling action game, developed individually by KazaRimne.
The demo is now available on Steam., the full version will adopt an instance-based system integrated with a visual novel system, allowing players to experience the story as they progress through stages.
遊戲內容 此遊戲為飾燐音個人製作的動漫風格的2D橫向卷軸獨立遊戲。
Demo已於Steam上架,而正式版關卡預計採取副本制,也會加上視覺小說系統,讓玩家在推進關卡的同時也會體驗遊戲劇情。
Game Worldview: The heroine gains the ability to enter people’s unconscious minds through a stuffed doll that has been by her side since childhood, allowing them to hunt down negative emotions within the strange world.
In this world, she encounters another young girl who possesses the exact same ability. In the demo, she serves as a guide for the player; in the full release, she will become the second playable character. The encounter between these two girls and the choices made by the player will lead to various endings.


Language Support: Chinese, Japanese, English.

Steam Release Timeline
The full version of the game is projected to officially launch on Steam between late 2027 and early 2028.
遊戲世界觀 主角從小時候一直陪伴自己的玩偶中獲得可以進入他人心靈的能力,在潛意識的世界狩獵他人的負面情緒。

在這個世界主角邂逅了另一位擁有相同能力的少女,試玩版中會做為引導玩家的角色,而在正式版中,她會是第二位可操控角色,兩位少女的相遇與玩家的選擇,將會造就不同的結局。



語言支援:中文(繁/簡)、日文、英文。


何時正式上架Steam
遊戲預計於 2027 年底到2028上旬間完成正式發布。
Developer KazaRimne: KazaRimne is an illustrator who codes games with Unity.
Emotion Hunter was created entirely by KazaRimne.
開發者資訊 飾燐音是一名插畫家兼遊戲開發者。
《Emotion Hunter》試玩版內所有的內容皆由飾燐音本人獨自完成。
E-mail: shirakazarin2@gmail.com
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