[Demo Release] Ciel Fledge Alpha 6 Demo

Hi everyone, it has been a while since our last update. First of all, we are still working on the game as you can monitor our progress directly on our discord server here: https://discord.gg/D3NmDXb

Secondly, we want to apologize that we have failed to deliver the game on the target date of August 2018. Various circumstances have forced us to delay the game release.

To make up for it, we have decided to release a new demo that contains many new contents. This will be the last demo before the final release, so we hope that you enjoy it!

Release date?

Concerning the actual, final release date, we have decided to keep it as TBA now as we are working to find the perfect time window for release and some confidential, secret deal to make the game available on [censored]. We are working to make it possible. All we ask is that for you guys, to be patient… And hope for the best to us!

Demo Download:

The new demo can be downloaded here:

Steam

itch.io

Game Jolt

Version Changelog:

– Fixed several bugs.
– Tutorials have been overhauled.
– Each Activity now have their own unique Battles.
– Partial Voice Acting for your daughter and important NPCs have been implemented.
– More story cutscenes have been added.
– The prologue of the game has been overhauled.
– Lower City has been expanded.

[Ciel Devlog #30] Variety on Battle Minigames

Hi everyone, it’s time for another devlog entry from the team, and this time, it’s my turn. Time flew so fast, we are already in devlog no.30 and it’s August, the supposed delivery month for all the rewards on our Kickstarter page. Which I have to say, on behalf of the team, we are not ready yet to deliver the game and all the rewards… Due to various circumstances. I also want to emphasize that we are not abandoning the development of the game, you can always see the progress and monitor the development on our discord server here: https://discord.gg/KywHrWV

For the lateness of the delivery of the game, I want to apologize upfront, and to make up for the late delivery, we will be releasing a new playable demo by the end of August. With the actual release date of the game currently postponed as TBA (to be announced).

That aside, let’s back to the actual content of the biweekly development log.

In the last few weeks, with story content, and character portraits 99% done, I’m shifting the focus of my task to create background graphics for the often overlooked part of the game. The “battle minigames”. While the core of the minigames is “match three” like gameplay, all of them will have different and unique feels depending on what jobs and activities.

Fortune telling minigame.
Housekeeping minigame.

For example, here are two different minigames, while the match 3 interface looks similar, the objective of each minigames will be different. The first one, Fortune telling minigames has an objective of: “Execute 12 sets, Mistakes and Shuffles resets score.” this is to reflect that in fortune telling, you must do no mistake to your client. In the second one, the objective is: “Defeat the enemy! Make haste!” to reflect that Ciel must defeat the cockroach that disturb the peace of her house.

In the video above there is another running minigame that have different objectives with the other two. The game will be brimming with such minigames to bring you fun while raising Ciel. Of course, if somehow the minigames seems to be distracting or you just don’t want to play it, it’s entirely skippable!

Also here’s another teaser of what I’ve been working:

The detail of what this stuff actually is probably will be on the next entry! See you guys in the next devlog!

 

[Ciel Devlog #29] Aging Music

Hello there, Fledglings! Jasmine here to talk about what has been going on in the audio department.

The Goal

A lot has taken place since the demo launch and Kickstarter. Majority of the audio for Ciel’s child phase was sketched out, which helped set the stage for melodies and themes to be re-experienced as she aged. As stated in the K.S., the music grows with Ciel – child (80s pop, American and Japanese influenced),teen (Funk/Jazz inspired), and adult (Jazz Orchestral).

     

 

My goal is for you guys to feel Ciel’s adolescence, her ‘too cool for school years’, and her years of maturity

The Workload

As of now, I am 95% done sketching adult themes for Ciel, and 80% done sketching teen themes!

What’s left:

  1. Create sketches of the remaining themes
  2. Write sheet music for instrumentalists (squee!),
  3. Finalizing mixes and balance. 

This doesn’t include edits for the voice over artists (which will be discussed in another update)!

(Beginning work on a theme!)

*(Sketching [personal terminology] =  a rough outline of a piece, before final audio recordings, mixing, etc).

The Inspiration

To give you guys an idea of what I have been chewing on as I work to finalize ideas and soundscapes, I decided to post a few tracks that heavily influenced Ciel’s teen and adult mood:

Ciel Teen

Casiopea – Midnight Rendezvous

Tatsuro Yamashita – Someday (but honestly, the whole album)

A Gilchrist – Time

Ciel Adult

Reijoruo Koroku – Aura Battler Dunbine Anime OST

Osamu Shoji -Pastorale

Nozomi Aoki – Hokuto No Ken Anime OST

The (WIP!) Results

Now, this update wouldn’t be complete without giving you guys a taste of this musical “aging”, featuring the Conversation and Exploration Menu themes! I hope I have done them justice!

Disclaimer: The audio below is still a work in progress. It does not, in any shape or form, reflect the quality of the final product. Also, please enjoy the *horrible* trumpet solo, played by yours truly, in the adult exploration menu theme. This is why you hire professionals, guys.

Thanks, everyone! This wouldn’t be possible without each and every one of you.

Sincerely,

Jasmine

Also don’t forget to join our discord server to find out more about the game: https://discord.gg/KywHrWV

[Ciel Devlog #28] Ciel’s Voice in Action and Upcoming Battles!

 

Hi. wltr3565 here. We still have a lot of content to implement before the game can be considered as gold, but we’re working hard to make sure the game can be released on time as clean and complete as possible!

While at it, let’s take a look of some Battles that you and your child have to tackle when doing Activities and Jobs!

  • Dancing Course

Dancing is about feeling the rhythm. When you Execute Sets according to the rhythm, you will get a Score boost. The Rhythm Bonus will appear in later Activities and Jobs, so you will want to master the rhythm as soon as you can.

  • Scout

We have made the game to have multiple enemies in some Battles now. To be able to survive the onslaught it’s best to read their movements and react accordingly. Hit them before they hit you!

There will be more tricky and difficult stuff that she and you have to face as both of you progress, so look forward to them! The road for her to achieve her dream won’t be an easy one.

Also, have a preview of Ciel’s voice in action!

Last but not least, we’re going to have a booth in Game Prime 2018! You can try the latest demo build of Ciel Fledge and buy some limited merchandise exclusive only at this event! The event is at Balai Kartini, Kuningan, Jakarta, Indonesia. We will be there on July 14th and 15th!

 

For more info, you can visit our Facebook or Twitter.

That’s all for now. See you at the event!

[Ciel Devlog #27] NPC Characters Development, Battle Technique, and Exploration

Hi everyone, it’s time for another developer blog. This time it’s my turn to write our current progress so far on the perspective of graphic designer and writer. In this devlog, I want to highlight one of the difficult aspect in this development for me, which is writing. The other two aspect, I will only touch it lightly from the grafix side, with further technical explanation I leave for the next devlog entry from the programmer (wltr3565).

NPC Characters Development

With the writing of main story of the game complete, now I’m moving to write NPCs story. This is the most difficult things to write so far, with the game set over the span of 10 years, there is so much to put in consideration when developing each NPC story. People change, their ideas, their values, their appearances, this is what I want to convey into the writing. How to make them at least believable as human being that grows with Ciel. Her happy-go-lucky friend in childhood may become a bitter, vengeful adult over 10 years time, her uninteresting, stingy childhood friend may become the most altruistic person as an adult, and so on. Especially correlating NPCs character development with main story event is very stressful. So many things to synchronize and recheck to avoid plot hole.

Vacation on Ark 3 artificial beach

 

There is also a problem of NPC relationship level (shown with stars icon) with Ciel, which you can already see in the current playable demo as the separate tab in the focus tree. At first I want to tie characters cut-scene and event with how close Ciel is with the NPCs. But I realize with how the time passage in the game works, this is not viable. An NPC event/cut-scene that must happen in Ciel’s childhood chapter may be postponed into her teen or adult chapters if the required relationship levels aren’t reached yet, and when this event/cut-scene happen outside of childhood chapter, the context and correlation with what’s currently happening in the present will get unbelievably messy.

School building corridor

 

Thankfully we have resolved such problem with new system that is currently in the implementation phase. In a nutshell, NPC related story event and cut-scenes will be tied to each chapter, it will no longer have the steep requirement of leveling (read:grinding) characters relationship level, instead you only have to do a simple objective on the focus tree to unlock the cut-scenes. The event will still fire regardless to avoid plot hole if you choose just to ignore the simple objective, but you may miss the reward incentive that you may get if you do the simple objective. Character relationship level will now tied strictly to NPCs power in battle and to unlock battle technique which I will talk about below.

Battle Technique

Battle technique is that little neat three icons in a column in the battle interface, with so little explanation on what it do and how to activate it. I realize that along Exploration, Battle Technique, or just Tech in short, is one of the many aspect of the game that is very obscure. I can’t really explain it in this blog since tech (and exploration) is programmer territory (wltr3565) but its function is similar to special attack for Ciel. You can unleash this “special attack” to help her in battle.

Battle tech in Technique interface menu.

 

To acquire this battle tech, among many things, increasing NPCs character level is one of the ways.

Aside of battle tech, there is also addition of morale, deck switch button and NPCs auto attack in battle. I think the best short explanation can be seen in the mock video below, with caption from our facebook post. The previous screenshot in-action! With working deck switch and you can see that the NPCs will also help by auto attacking the enemy without the need to “clicking” their portrait to trigger their attack. Every NPCs have their own signature auto-attack. Juno will tackle the enemy, Becky shoot with her “wolves”, and Sylphine passively healing Ciel’s HP (each auto attack gfx not implemented yet).

Exploration

Exploration is finally getting the love. This past few weeks, I have completed all the background images for each exploration stage, with improvement in some of them thanks to the suggestion from our discord users, many thanks to them! Here are moving gifs of some of the stage (two of them is using placeholder intro sprite movement).

Exploration will also get an overhaul, but the detail I will leave for the next devlog entry.

Thank you all for reading, see you in the next devlog!

Also, if you want to follow the development more closely (and interact with the devs), you can join our discord channel here: https://discord.gg/KywHrWV

-num