🎤 Interview with Rukaka

2024年 8月 05日
Indie Tsushin 2024 July-August issueThis article was featured in our 2024 July-August issue. Check out more articles and interviews in the full issue.

We spoke with Rukaka of Frequen Modulation, the doujin circle behind the Magic Story series! We talk about its Madou Monogatari inspirations, working with SmileBASIC's Puchikon, and then with Hot Soup Processor for the in-development Magic Story 2!


English (translated)

Translated by Renkon

A small pink creature with long blue ponytails and wearing a huge backpack telling the player, 'Yes yes, you've done well'

(in development) Magic Story 2

Please tell us a little bit about yourself.

I am Rukaka of the doujin circle Frequen Modulation. I mainly do game development, and also help out with things like creating merchandise.

How did you get started making games?

Let me see... I think it was when I was in junior high school that I first got interested in programming. When I was in high school, I knew I wanted to make some kind of game, but since I didn't really know how to do that, I tried a lot of different things. After some time passed, I decided that I wanted to do this as a hobby, and so started creating original RPGs.

Can you tell us about some of your favorite games and genres?

My favorite genre is RPGs! I'm not good at games with super complicated systems and stories, but I love the feeling of going on adventures to different places. There are so many games I like that it is impossible to choose only one!

Rajul saying 'I'm gonna use a skill!' as he stands on one side of the battlefield with Riri. On the other side is a mini-zombie, a slime, and a humanoid red hot dog

Please tell us about Magic Story 2!

Magic Story 2 is a 3D dungeon RPG with many cute and unique characters. It features a party switching mechanic to allow the player to switch between two sets of characters to explore and solve puzzles. Character stats and other information are represented through the graphics and dialogue rather than with numbers. The battles are very intuitive and enjoyable! The game has been balanced to allow for any type of player, so even those unfamiliar with RPGs can enjoy it!

Could you tell us a bit about the first Magic Story? Is playing it necessary to understanding the sequel?

Magic Story can be played with Puchikon 3 (ed. note SmileBASIC in English), or with Puchikon BIG. Puchikon 3 was software aimed at the Nintendo 3DS. Puchikon BIG is software for the Wii U. Unfortunately, neither are available any longer due to Nintendo ending their online service for those systems, but some people have ported Magic Story to Puchikon 4. Puchikon 4 is software for the Nintendo Switch. You can download the demo version for free, and the demo version should be enough if you just want to play Magic Story!

The characters from the first game will appear in Magic Story 2, but we have made it so that even if you haven't played it, you won't have problems with the sequel.

Meril standing in front of a magic blue barricade that bars her entrance further into the dungeon. She says, 'There appears to be a barrier directly in front that I cannot pass.'

Can you tell us about the process of making Magic Story 2? Was it different from the way you approached making your other games?

  1. We identified the problems we had with our previous game and what we wanted to improve.
  2. We began to consider platforms and development tools. We selected Hot Soup Processor because it had a similar feel to Puchikon and was easy to work with, and because we could develop a 3D dungeon with simplified 3D expressions.
  3. After this, we decided on the overall flow of the project.
    • What should the story be like, and how to create the overall flow from the introduction to the ending.
    • How to express 3D and 2D illustrations (such as how many portraits we needed for each character, and how they should be drawn)
    • Screen layout
    • Whether we should we have voice acting, and for which scenes
    • How should we handle the BGM and sound effects?
  4. We determined whether this project was feasible or not. In particular, it took about a year working on the illustrations, and preparing the equipment and so forth also took a lot of time...
  5. We believed that we could definitely do it as long as we put in the time, so we kept working on it wholeheartedly. At the beginning of development, I kept a strict schedule and stuck to it, but now I can only keep a rough schedule because I have far more to do than I expected...

And that's how it's been going. I don't know any other way to make games, and I don't know how other people do it because I develop games in my own way. So I don't know if there are any differences to the way others work.

First-person view of a hand-drawn dungeon with paths splitting off. At the top of the screen are two groups: one side with pink-haired Meril and blue-haired Vera, and one side with blonde-haired Riri. At the bottom are instructions on switching between the two groups to explore the dungeon.

What was your greatest influence when making Magic Story 2?

You have probably already realized this, but I love and was greatly influenced by Compile's Madou Monogatari.

What was the most challenging part of making Magic Story 2?

Almost everything was a challenge! But I guess that doesn't answer your question... I like programming so I was able to manage that part, but the illustrations took a long time. It was also my first time working with digital illustrations. Also, because it has been in development for so long, there were times when I had to redraw illustrations that I had drawn in the past because they didn't look very good. I guess the next most challenging part was hiring voice actors. In the beginning, I really did not know what I was doing, and actually the voice actors ended up having to teach me.

Is there anything in Magic Story 2 to which you want to draw the player's attention?

Something I kept in mind was to always prepare new tricks so the player would never get bored, and so created the dungeon like an amusement park.

Vera slashing at an enemy slime in battle and yelling, 'I'm going for it! Electric!'

I enjoyed the way damage and status effects in Magic Story 2 are not expressed with numbers, but by the characters' facial expressions and descriptions of the enemy's condition each turn. Could you tell us why you designed it this way?

As I mentioned earlier, it was heavily infleunced by Compile's Madou Monogatari. In Madou Monogatari, the state of the player characters are represented with dialogue and illustrations. We used this as a reference, but designed the game to be split between two separate parties.

In Magic Story 2, multiple player characters are placed on the map, and it was like a puzzle trying to figure out how to advance through the level. How did you think of these gimmicks?

We had a theme for each floor and developed traps and scenarios accordingly. When we started to work on the floors, we broke them down into smaller pieces to work on... To be honest, this is where we ran into the most trouble. We were always running out of ideas, but we somehow managed to squeeze out and develop the ones we did have.

A pink shopkeeper with long floppy ears and one white horn, plus a pair of red mittens tied on a string around its neck

Can you tell us about Hot Soup Processor, the game engine that you used to make Magic Story 2?

It has been around for over 20 years. I think it is very easy to understand, and would be a good option for an amateur game creator such as myself.

How long have you been working on Magic Story 2? Can you tell us about any of your future plans?

We have been developing this project since 2018 January. More than six years ago... As of 2024 June, we are in the second half of our development. Now it just depends on how much time we can work on it.

Do you have any messages for your players?

Magic Story 2 is currently in development. A demo version is available now, so please try it out!

Vera and Meril doing a victory pose at the end of the battle

Thank you for sharing your thoughts with us!


日本語 A small pink creature with long blue ponytails and wearing a huge backpack telling the player, 'Yes yes, you've done well'

(開発中) まじっくすと~り~2

自己紹介してください。

同人サークル「ふりけんもじゅれーしょん」るかかです。ゲーム開発を主軸に、グッズ作成なども手がけています。

ゲーム作りを始めたきっかけはなんですか。

そうですね…。中学生の時にプログラムに興味を持ったのがキッカケだったとおもいます。高校生の頃に、なにかゲームを作ってみたいって思いだし、訳も分からず色々やっていたとおもいます。それから時間が経ち、趣味でやっていきたいと思い、オリジナルRPGの製作に着手したという流れです。

もしよろしければ、ご本人にとって一番好きなゲームや好きなジャンルをご紹介お願いします。

好きなジャンルはRPGですね!あまりシステムやお話が複雑すぎるのは得意ではないですがいろんな所に冒険する感覚がとても好きです。好きなゲームは多すぎて一番は決められないかも!

Rajul saying 'I'm gonna use a skill!' as he stands on one side of the battlefield with Riri. On the other side is a mini-zombie, a slime, and a humanoid red hot dog

この度の「まじっくすと~り~2」という作品についてご紹介お願いします。

「まじっくすと~り~2」は、可愛くて個性的なキャラクターが多く登場する3DダンジョンRPGです。2つのパーティを切り換えて探索し、謎を解いていくのが特徴です。キャラクターの体力などは数字ではなくグラフィックや文字で表現されます。とても直感的なバトルを楽しむ事が出来ます!どなたでも遊びやすいよう調整しているので、RPG不慣れな方でも遊べますよ!

もしよろしければ「まじっくすと~り~」の第一作目についても教えていただけませんでしょうか。2を楽しむために1のことも知っておいた方がよいでしょうか。

「まじっくすと~り~」プチコン3号、若しくはプチコンBIGで遊ぶことが出来ます。プチコン3号はニンテンドー3DS向けに配信されているソフトウェアです。プチコンBIGはWiiU向けに配信されているソフトウェアです。残念ながら、任天堂のネットサービス終了により現在入手は出来なくなってしまいましたが「まじっくすと~り~」をプチコン4向けに移植された方がいらっしゃいます。プチコン4はNintendo Switch向けソフトウェアです。体験版なら無料でダウンロードできますし、「まじっくすと~り~」をあそぶだけなら体験版で充分なハズです!

「まじっくすと~り~2」は、前作のキャラクターが再登場しますが問題無く遊べるように作っております。

Meril standing in front of a magic blue barricade that bars her entrance further into the dungeon. She says, 'There appears to be a barrier directly in front that I cannot pass.'

「まじっくすと~り~2」を作るときに、どのようなプロセスで作成していますか。他のゲームを作るときと何か違いがありますか。

  1. 前作で問題になったこと、改善したいことを洗い出しました。
  2. プラットフォーム、開発ツールを検討していきました。Hot Soup Processorであればプチコンと感覚が似ていて導入しやすかったこと簡易的な3D表現が可能なので、3DダンジョンRPGの開発が出来る事この点からHot Soup Processorを採用。
  3. ここから、全体的な流れを決めました。
    • ストーリーはどんな感じにするか、導入~エンディングまでのザックリした流れ
    • 3D表現、2Dイラストはどうするか(キャラクターを何頭身で描くか、塗りの表現)
    • 画面レイアウト
    • ボイスはありにするか、どのシーンでボイスを使うか。
    • BGMやSEはどうしていくか?
  4. 実現可能かどうかの見極めをしていきました。特にイラストに関しては、一年くらいかけて練習、機材準備など時間かけてやりましたね…。
  5. 時間さえかければ必ず出来ると確信がとれたので、ひたすら開発をしていく。開発当初はある程度計画スケジュールをたててやっていましたが、想定の何倍もやる事が多く今はざっくりした計画しかたてていません…。

…と、こんな感じです。私は他のゲーム開発を知らないし、自己流で開発しているので他の皆様がどうやっているかは知りません。なので違いは分からないです。

First-person view of a hand-drawn dungeon with paths splitting off. At the top of the screen are two groups: one side with pink-haired Meril and blue-haired Vera, and one side with blonde-haired Riri. At the bottom are instructions on switching between the two groups to explore the dungeon.

「まじっくすと~り~2」を作成するにあたり、最も影響を受けたものは何ですか。

気が付く方は気が付くと思うのですが、コンパイル魔導物語が大好きで大きく影響を受けています。

「まじっくすと~り~2」を作成するにあたり最も挑戦したことなどはありますか。

ほぼ全部が挑戦です!というと答えになっていませんね…。プログラムに関しては好きなので、何とかなると思ったのですがイラストは時間かかりました。デジタルイラストも初でしたので。また、開発期間が長いこともあり、昔描いたイラストは違和感が多く描き直ししていることもあったりします。その次がボイスの依頼でしょうか。最初の頃は本当に何も分かっていなく、寧ろ声優さんに教えていただいたくらいです。

「まじっくすと~り~2」において、プレイヤーに伝えたいこだわったポイントなどありますか。

こだわったといいますか、どんどん新しい仕掛けを用意してプレイヤーが飽きない、遊園地のようなダンジョンになるよう意識して作っています。

Vera slashing at an enemy slime in battle and yelling, 'I'm going for it! Electric!'

「まじっくすと~り~2」ではダメージや状態が数字ではなく、プレイヤーの表情や敵の様子を説明することで表現されているのが印象的でした。このシステムを採用した経緯について教えていただけませんでしょうか。

前述の通り、コンパイルの魔導物語に大きく影響を受けています。魔導物語が、プレイヤー達の状態を文字やイラストで表現するスタイルを採用しています。これを参考にさせていただきつつ、2パーティ編成で成り立つように設計してみました。

「まじっくすと~り~2」では、マップ内に複数のプレイヤーキャラクタが配置され、パズルのように進めていくのがとても楽しかったです。こういった仕掛けをどのように考えていますか。

各フロア毎にテーマを設けておりそれにあわせて、トラップやシナリオを展開させています。フロア実装に入った際に、細かくかみ砕いて実装しているのですが…。正直、一番ここで苦労しています。常にネタ切れのまま、何とかひねり出して開発していますよ。

A pink shopkeeper with long floppy ears and one white horn, plus a pair of red mittens tied on a string around its neck

「まじっくすと~り~2」は、Hot Soup Processorで製作されていますが、このゲームエンジンについて教えていただけませんでしょうか。

20年以上の歴史があります。とても分かりやすく、私のようなアマチュアゲーム制作者には選択肢の一つになり得ると思っています。

「まじっくすと~り~2」については作り始めてからどれくらいの期間が経過しましたか。今後の計画やこれからの展開について差支えのない範囲で教えてください。

2018年の1月から開発しています。もう6年以上経ちましたね…。2024年6月時点で開発は後半戦にはいっております。あとはどれだけ時間をとれるか次第というところです。

プレイヤーの皆さんへ何かメッセージがあれば一言お願いします。

「まじっくすと~り~2」は現在開発中です。体験版は配信中なので是非遊んでみて下さい!

Vera and Meril doing a victory pose at the end of the battle

この度はインタビューにご協力いただき誠にありがとうございます。

RukakaVisit Frequen Modulation's homepage and Booth for more information about their games and other goods.