《ABYSS》是我多年前開始構思的遊戲企劃。
最初的構想是打造一款橫版動作冒險遊戲,然而因為無法取得資金支援,計畫不得不暫時擱置。
之後我展開了第二次的《ABYSS》開發,這次由我一人獨自挑起整個製作。從建模、程式,到宣傳推廣全都得自己來,對我來說實在是過於吃力。雖然最終確實做出了一個遊戲,但限於個人能力,始終無法實現心中理想的樣貌。
即便如此,我仍成功地呈現了《ABYSS》的世界觀雛形,也算是一個階段性的成果。未來若有機會重啟這個企劃,我希望能結合 AI 工具來大幅降低開發負擔,嘗試一人完成理想中的遊戲。
不過屆時的《ABYSS》,可能會改為不同的遊戲類型(R18),讓整個故事能以更合適的形式呈現。
"ABYSS" is a game project I started many years ago.
Originally, I envisioned it as a 2D side-scrolling action-adventure game. However, due to a lack of funding, I eventually had to put the project on hold.
Later, I attempted to reboot ABYSS, this time developing it entirely on my own. From modeling and programming to marketing, I had to handle everything myself. It was overwhelming, and although I did manage to complete a version of the game, it still fell short of the vision I had in mind, limited by my personal capabilities.
That said, I was at least able to convey part of the world and story of ABYSS, which I consider a milestone. Looking ahead, I hope to one day revive the project using AI tools to significantly reduce the workload—perhaps even completing my ideal version of the game as a solo developer.
That said, ABYSS may take a new form in the future, possibly shifting to a different game genre (R18) to better present its story.
一些當時設定圖
A few design sketches from that time