This is a small patch to address a couple of bugs reported by people. It is available to download on Itch, Gamejolt and Steam.
Fixed a crash in the Inventory screen when no items were available. This typically occurred when going from the items section to the weapons section with no weapons in your inventory.
Fixed a bug where optional details (ex. Health) were not cleared when switching between sections in the Inventory screen.
Hey everyone! Last month we released the demo update, and with that decided to take a break and do some planning! So, what’s up for the future?
Demo Release
As a reminder, the demo was released! We hope everyone enjoyed the updates we’ve made, and if you haven’t gotten around to it yet, we’re looking forward to hearing your feedback!
What’s Next?
This past month was spent mostly relaxing and taking a break. Taking a step back, planning for what we want to do and so on. There was a lot to reflect on process-wise, and a lot to look at what is left to get the game done.
Earlier this year we mentioned that once that demo was out we wanted to release beta updates every quarter to the beta testers. We want to keep to this promise, and so we’re currently targeting the next beta release for March 2020.
So what will be in March 2020’s release? Here’s a short list:
Planning for the future: unit testing framework, debate system workflow improvements
New battle animations
Preparing for Summer 2020 beta
Minor improvements and bug fixes
This will be our first attempt at having a planned beta release each quarter, so we’ll be focusing more on bug fixes, workflow improvements, and a little bit of story. The Summer 2020 update will likely be much larger, as the number of maps added will double the size of the current in-game world.
We’re also anticipating the next Gamemaker Studio 2 update, which should make cutscenes easier to script. However, large version upgrades tend to break things, so we want to make sure that we have testing in place so that if something breaks we know!
Otherwise, in December we will likely be streaming a lot from the 15 to the New Year! We look forward to seeing you all then!
Hey everyone! Hope everyone’s been enjoying the demo release! Here’s the update for November~
Demo Update
We’ve been talking about it for ages, but the demo update is finally out! If you’re interested in more details, such as why we needed a demo update, or why it took so long, please check out the release notes.
We hope the description there has enough details, but on the off chance it does not, feel free to reach out!
Discord Server
Speaking of reaching out, we decided to make a discord server to make it easier for people interested in the game to talk with each other and ask questions to the dev team.
In the past we had a discourse forum, but it was unused by people. There were also other forums of communication like Tumblr asks or Twitter messages, but that didn’t really seem to work well.
This server is by and large an experiment for now. We don’t know how many people will join or chat, so for now the server is a little bare-bones. You can chat with us, we can chat with you, and you can spy on our git commit titles. There is also a special channel for Kickstarter backers.
We’ll add more features as we go, so if there’s something you’re interested in, please join and let us know.
Our immediate goal is to get the demo up on Steam. Hopefully by the end of the week. Afterwards? We plan to take a bit of a break.
We mentioned it a few months back, but we’ve been planning to take a little bit of a break on development for about a month. Since we released the demo on November 1, the month of November is our break month. Although I say we’ll be on break (which we will be) we will also be doing some prep for the next phase of the project: finishing the game.
Some of us have been working on the game for 7 years, others for 2 years, and some even less. Either way, we all want to finish the game. The demo update was absolutely necessary in order to complete a game with the quality we wanted, but it did take away from finishing it.
So! With all that said, our next update in December will be light on development details, but hopefully will talk more about what we will be doing going forward to get the game done!
As I’m sure everyone following around is aware, we’ve been working hard on this demo for the past 1.5 – 2 years. When we released the previous demo we got A LOT of feedback from people. Most of the feedback focused on the art and how the game played.
The art feedback focused on the overworld sprites and how the battles played. The low frame count, and the design of the sprites were not appealing. For the battles, a lot of people were not fans of the vertical battle style, and preferred to have something more classically horizontal.
The game feedback was less on the story or characters but on the game engine itself. People found the collisions too floaty and bouncy, it was easy to clip through them if you tried, some people ran into crashes that was hard to reproduce, and others had some issues with how the levels were designed.
We took all of this feedback and decided to invest in getting this stuff right, but it was no easy feat. It required essentially redoing the whole game. So, yes, this last 1.5 years or so have been spent redoing the game.
We redid all of the overworld sprites, the title screen, added new battle animations, new UI, new game engine, more music, and new story.
We hope everyone enjoys the changes that we’ve made!
Release Notes
Due to the sheer number of changes (over 1000) the following release notes will be light on details, but will highlight some of the more important differences between this demo and the previous version. Note that major changes will be bolded.
Added
Added running and a run button
Added new Title Screen Illustration
Added new character specific themes and battle specific themes
Added a popup when you enter into a named area
Added a popup when you gain a new quest
Added a Statement Screen, which displays all gained testimonies, facts and evidence gathered
Added a new boss battle
Added sunset and nighttime shaders for select areas
Added a map screen showing the whole map of Gataela
Added new battle animation states for Idle, Attack, Damage, Death and Revive
Added a victory screen when winning battles
Added new options to the debate battles
Added a grass effect to look like objects are walking through tall grass
Added mountain TTBattle background
Added screen transition effects for battles
Added all of the NPC dialogue to the translation files
Added new endings for some of the debate battles
Added an indicator in the main menu to remind that some characters may have status points to be spent
Removed
Removed charisma stat and charisma bar from debate battles
Temporarily removed most crafted items from being usable in battle
Temporarily removed some enemy types from the maps
Removed one of the NPCs that provides bread during the second quest
Removed some homes and NPCs from the overworld
Other
Changed game engines from Cocos2dx to Gamemaker Studio 2
Redid the UI
Redid the opening sequence
Redid the portraits for all of the skits and debate battles
Redid all of the overworld human and animal sprites
Frame count for animations changed from 4 to at least 8
Redid all of the battle animations for enemies and party members and skills
Battles changed from vertical layout to horizontal layout
Rewrote the Klatchez main story quest
Rewrote almost all of the debate battles
Adjusted all of the skits and cutscene dialogue
Reset the version numbering to 0.1.0
Debate facts have been changed from being single statements gathered from one NPC to being divided into testimonies (gathered from many NPCs), facts (gathered from one NPC) and evidence (gathered from interacting with objects).
Changed being able to escape from encounters with patrol events to make Wiska Forest more palatable. May be changed to an option to toggle in the future.
Reduced game download size
The game should now run much smoother on lower-end devices and take up less RAM
Adjusted percentages of battle items. To be adjusted as more feedback given.
Simplified finding the NPCs needed to get bread from during the second quest
Removed most of the inaccessible houses from Vuni.
Changed Vuni’s layout for the market zone. This should make exiting the city easier.
Hey everyone! Hope everyone’s been doing well. This post this month is super short as there’s only 1 thing on the agenda: The Demo Update!
Demo Update!
As we’ve been saying for months now, the demo update is on the way. We will have more details on the exact date sometime this month, but we’re happy to say that the demo is almost complete! Somewhere between 99% and 100% to be correct.
We had wanted to stream most of the remaining progress on Twitch last month, but due to technical difficulties it wasn’t possible. That being said, we did squash over 50 bugs! Our recent play tests have also produced very few critical bugs so the demo is all-in-all in a good place.
Speaking of bugs, we counted up just how much work has gone into this demo update. As of writing, we’ve made 887 changes! This includes either new features or bugs fixes and so on. Hopefully that number doesn’t climb too much higher…. but it’s quite a feat! This past year and a bit has been very very busy!
So once again, apologies for the delay. We hope it’ll be in your hands soon enough!