Hello back again with another development log! This time it’s for an entirely new project, and the first entry of devlog after such a long time here! Now before we start… Please enjoy the teaser of this game from our latest twitter post (When I wrote this entry):
As you can see from the teaser, the game is primarily a lite management game where you start from the ground up until you “conquer” the island.
At first, the plan is to make a game where you directly interact with customers and guess what they want to order according to the weather, events, and their current thought. Then serve what available to serve (that you plan to sell today according to available ingredients in your stock and market).
It’s fun, at first, but later, when your establishment grow bigger, sometimes it can became too stressful and tiring. A contradiction to the vision of “lite management”.
So we decide to include a new gameplay mode where you can just wind down after a tiring day at work as a chef and front line customer service of guessing customer orders, called the Manager Mode.
In this mode, the AI will take over your job of guessing customer orders and serve them accordingly based on your planned menu to serve on that day. The player take a back seat as observer and can enjoy the bustling decorated restaurant and the fruit of their planning before the day starts.
Sounds too imbalanced? Not really, since you are essentially not directly “interacting” with your customers. The restaurant will gain less Reputations in this mode.
Of course when you are done enjoying the vistas of the decorated restaurant and its surrounding, you can always back to take the mantle of chef again in Chef mode.
You can see the Manager Mode teaser in the video below:
And to close this devlog… playing with lighting when its dark:
That’s it for the first devlog entry, thanks for reading and see you in the next!
Hi everyone, it’s been a while since our last post. We took our time after Ciel’s release and decided to go on short hiatus after such a long development cycle, don’t worry we are not missing or anything, in fact we are already back with a new project in development!
Learning from Ciel Fledge Development
Ciel development took about 2 and a half years, it’s dragging for so long because we are doing noob’s mistakes of not knowing when to stop adding features and “biting” too much than we can handle. Sure the development is completed, but in the end, I personally feel that we could do better if from the beginning we have a clear direction of what we want instead of only having a vague vision of what the game is going to be, making the final product lack that special something. I feel like having a burden of failing to deliver the best we can be.
Then again, It’s a valuable learning experience to us. Something that we will implement for our next project.
Upgrading Our Capabilities
Studio Namaapa started from hobbies. Naturally, we picked the easiest engine possible because making game used to be our pastime. We don’t apply common, standard industry practice in our development, making everything looks like a mess from the view point of pros and industry veterans. With experience, comes humility and wisdom. If we don’t adapt we will perish. From the beginning of this year we have starting to learn to be more efficient and adopting common practices in development in order to adapt and be ready from whatever being thrown at us.
So… Is the New Project Ciel Fledge 2?
The new project will have a shorter development cycle, its purpose is to challenge ourselves to make a good game efficiently, with clear directions, using a new engine and new art style. It will serves as some sort of “training” before we are ready for our next big project. So, it will not be Ciel Fledge 2, but rather, something completely different.
I know some of you will be disappointed, but rest assured that we will still be doing the sequel sometimes in the future. Just think of this new project as something that can elevate the next Ciel Fledge to a higher level!
There are plenty of screenshots of the new project I want to share, but I think it’s better to save it for the next devlog since I want this post to be just a short “status” announcement. Please look forward for the next devlog entry, thank you for reading, and stay safe!
There are also some changes that we think you want to know, the game is now titled as ‘Ciel Fledge: A Daughter Raising Simulator’. It will be available on Steam (PC/Linux) and Nintendo Switch and will support four languages: French, Russian, Chinese, and Japanese.
Other than that, all there is to do is wait for the release date. On behalf of the team I want to say thank you for all the readers of this blog. It’s been quite a while, in fact, I think it’s not a while. The development took a long time, It’s almost reaching 3 years. There are things that I wish we could’ve done better and more efficiently to make the development more quick and smooth. It’s a very valuable learning experience. We really learn a lot during the development and definitely is something we are going to apply for our next project!
With this, Ciel Fledge development blog will cease other than for important or major updates. Again, I want to say thank you to the faithful readers of this blog. See you on our next project!
Hi, it’s been a while since we posted anything here. Some of you may have a question about the exact release date, which honestly, we can’t tell yet. But one thing is certain, just like you, we want the game to be released as soon as possible too!
A little bit about the development side, the development of the game is finished. The game is playable to the end, with the endings awaiting to be unlocked. With that in mind, especially for the Kickstarter backers, you can rest assured that the game will be delivered. What’s left is just the matter of time. So what are we doing with that time?
It’s localization, The game will be shipped with multiple languages on release. We kindly ask for you to wait a little bit more until the release date. There’s a bit of work we are still doing for the localization process and such but we are working as best as we can. The announcement for the release date will be coming soon.
Once again, thank you for being patient with us! If you want to keep in touch or just chat directly with the developers, you can visit our discord server here: https://discord.gg/studionamaapa
Hi everyone, it’s finally the time for an important announcement. I know some of you have been anxious about the lack of update from our side after our last devlog entry. But rest easy, the game is in capable hands and we will definitely deliver! Now about what’s happening recently:
We realize that being an indie developer, there is a limit of what we can do, such as the matter of languages and how to reach more audience. We want to give you the player, the best we can be, we want you to truly enjoy playing Ciel Fledge. With that in mind, we are announcing our partnership with PQube Games who will be our publisher!
For the past few months, the great folks at PQube Games has helped us with the development of the game and more importantly helping to shape the game as perfect as it can be. With their help, we are able to bring Ciel Fledge to Nintendo Switch too! We also have an estimation of the release date, it will be shipping in Autumn 2019 if all goes well!
I think that is all from us, thank you very much for being patient with us! Lastly, please enjoy the official announcement trailer!