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Full 我的傲娇妹妹 MY TSUNDERE SISTER update
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- Gameplay
- UI and audio
我的傲娇妹妹 MY TSUNDERE SISTER changes
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My Tsundere Sister Launches on August 12!
Although there are still some small details that need further polishing before the official release, the overall development process is now nearly complete.
The smooth completion of the game would not have been possible without the close collaboration between the direction team, production planning, and programming team.
As we approach the release date, in this episode of our developer interview series, we invited Kirmy, who was responsible for the presentation production of My Tsundere Sister, to share some behind-the-scenes stories from the game's development.
Kirmy
An experienced presentation script writer in the Chinese visual novel scene.
Kirmy has previously worked on the scripts for Tricolour Lovestory and The End of the World with You, as well as the presentation production for The Hungry Lamb: Traveling in the Late Ming Dynasty.
Tricolour Lovestory View on Steam Onlooker
Interviewer:
You've participated in many projects, and you're currently handling presentation production for multiple titles at the same time. Do you ever feel overwhelmed?
Kirmy:
In theory, it's impossible to keep up.
Interviewer:
In theory?
Kirmy:
But in practice, somehow I can manage. (laughs)
Interviewer:
Maybe it just depends on which project launches first?
(Besides participating in game development, Kirmy has also been constantly exploring ways to improve their own workflow.)
Kirmy:
Starting last year, I created an open-source tool for visual novel presentation production.
It mainly allows developers to create presentation content through spreadsheets and then export them into corresponding scripts.
It might sound like I'm promoting my own work (laughs), but actually not many people are using it. Basically, it's mainly used by the more than 10 projects I've personally participated in.
Interested players can check it out here.
Interviewer:
So how did you become involved in the development of My Tsundere Sister this time?
Kirmy:
I had already worked with 莎士比梦兔-sensei (Director & Writer of My Tsundere Sister) on Starry-巡星之旅.
Since we had previous experience working together and were already familiar with each other's workflow, continuing this collaboration for this project felt like a natural decision.
Interviewer:
You've worked on many different types of projects. How do you view My Tsundere Sister?
Kirmy:
I think it's a fairly polished moege title.
When people mention Chinese Galgames, their first impressions might often be "unexpected disappointments" or works that focus on realistic themes, heavier stories, and deeper narratives.
Meanwhile, moege titles are relatively less frequently discussed.
I think this is quite an interesting contrast.
Kirmy:
But it's not because Chinese Galgames don't have other types of works.
It's just that the types of games that are currently widely recognized and spread among players are relatively concentrated, which has shaped this impression.
There are also many excellent moege titles in China, each with their own styles and characteristics.
I hope moege works can continue to flourish and showcase more diverse possibilities in the future.
Interviewer:
During the development of this project, was there anything you wanted to complain about?
Kirmy:
I think I probably caused a lot of trouble for 酱油 (Production Planner) and Yaqin (Programmer), creating quite a bit of extra work for them. orz
Interviewer:
So you were actually complaining about yourself?!
(laughs)
Kirmy:
Actually, the entire development process went very smoothly.
Everyone was extremely reliable. If anything, I was probably the one holding everyone back.
-END-
And now, we're looking forward to the launch...
❤ Add the game to your Wishlist and don't miss the launch discount and special giveaways!
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