[Ciel Devlog #24] Traits with a Grain of Holidays

Hi. wltr3565 here. alpha 0.4 demo was out, and you guys must be wondering about the new things that have been implemented but are yet to be explained within the devlog.  Well, here we go!

Firstly, have you guys noticed that her HUD circle can change color?

We have implemented a way to tell her actual willingness to do anything! When it’s green, she will not Skip anything at all. But yellow and red will tell you that she may Skip the activities. Make sure to keep her Discipline high!

Also, we have added colors to numbers in battle whenever they increase or decrease. It will help you to see if things are increasing or decreasing while in the heat of Battle.

Also, have you guys seen the Administration? Nope? Haven’t gone that far within the game, huh? We have made a lot of new backgrounds to make the scene there as great as it can be! Here is one of them:

Where is the rest? Well, we can’t show spoilers. So it will be best for you to play the alpha 0.4 now, don’t you think?

Not only that, we have done remaking the visuals of the Airbase and Business District. What do you guys think?

The new Airbase


The new Business District.

Remember about the Calendar and the dates that got marked? When you enter that day, you and she will do the Holiday instead. We intend to do more about it, but for now, they’re still glorified Rests.

Last but not least, we’re going to show you guys Traits.

As she gains Traits, she will gain many effects. It can affect many things. From her Activities, how much money she will gain, her health, and most importantly, how she will fight in Battles. For example, with the right Traits, it will be possible for her to have all of her Yellow Cards to be turned into Green Cards. You will want to gain as many Traits as possible, but some Traits may give undesirable effects, so keep an eye on what Traits you want her to have!

How to make her learn Traits, though? Simple! Raise her Skills! As she fills the Focus Tree, she will gain more Traits. There are other ways to gain new Traits, like her figure relative to her age, but most Traits will be gained by raising her Skills, which is done by having her participate in Activities. Make sure to keep track what she has become!

You can give her Traits not only from having her learn them. What she wears will determine the Traits she can use too. It does feel good to make her look as good as possible, but as a responsible parent, you will want her to be at her best when the situation calls. Of course, the effects of the Traits gained from Equipment will be gone when she doesn’t wear it anymore. Choose her attire wisely… When required.

That’s all we can tell for now. See you later!

[Demo Release] Ciel Fledge Alpha 4 Demo

A new Alpha 4 demo for Ciel Fledge has been released!

This demo will represent a release candidate for the full version of the game with almost all the UI elements fixed without any further changes.

Among all the noticeable changes from the previous version are the inclusion of calendar system in the game so player can track days and weeks more easily, and also an overhaul of the Stamina system which now not solely rely on your daughter STR stats anymore.

The demo will run up to year 2 month 4 week 2, with additional events to experience compared to the last Alpha 3 demo.

Feedbacks and critiques are welcome, you can also chat with us directly about the game in our discord channel here: https://discord.gg/yvecEAn

We are also planning to do a kickstarter campaign to help raise fund for the game development at around march this year, if you are interested to support us, you can subscribe to our newsletter here to be notified when the kickstarter campaign start: http://bit.ly/cielnews

Downloads

The demo can be downloaded here:

Steam: http://store.steampowered.com/app/738270/

itch.io: https://studio-namaapa.itch.io/ciel-fledge

Gamejolt: https://gamejolt.com/games/cielfledge/278287

Changelogs:

========= 21 February 2018 ==================
- Fixed several bugs
- Several Traits have been added, although there is no interface to view available ones yet.
- Demo time has been extended to Year 2 Month 4 Week 2. This includes new cutscenes.
- Several background and visual overhaul
- Calendar has been added in the Pause menu.
- Holidays have been implemented, where the Activity within that day will be forced into Rest.

========= 15 January 2018 ===================
- Max Stamina now is factored with other Main Stats, not exclusively dependent on Strength.
- Fixed several bugs.

========= 05 January 2018 ===================
- Spoil will now cost 500 Money by the start of the Week Progress. This Player Schedule will not be usable if the money is insufficient.
- New Option: Encounter Interaction Time-Out has been added. This sets the command that will be chosen if you let the Encounter to wait for too long.
- Schedule interface has been revamped.
- Several illustrations has been replaced including Room backgrounds.
- Spoil now will decrease Stress by 10 for each passing day, but Discipline will decrease by 5 for each passing day as well.
- Skipping Encounters will decrease the Friendship of the NPCs participating within that Encounter.
- Skipping Encounters will increase Discipline, but only if there is any NPC to Skip.
- Skipping Encounters will increase Stress, regardless.
- Result screen now show how many points the corresponding stat has been raised.
- Fixed several bugs.

========= 07 October 2017 ===================
- Changed the default for Confirm to use A Xbox 360 Button.
- Fixed several bugs.
- Message Auto function has been fixed.
- New Option: Room Camera Movement has been added. This toggles the capability have the camera in the main room to move with your mouse or not.
- Mood functionality had been revamped: Now they increase the stats gained consistently instead of doubling them with a random chance.

========= 28 September 2017 ===================
- Fullscreen freeze period at the start has been reduced.
- Tutorial has been expanded to explain the Schedule Slots.
- Schedule Slots has been added. Now you can save multiple setups for Schedules.
- Updated the musics.

========= 25 September 2017 ===================
- Several text adjustments for cutscene dialogues
- Added a Skip choice for tutorial scenes.
- Pause now defaults to Esc Button for the keyboard.
- VSync now defaults to On.
- Schedules can now have 3 slots to save on.
- Button Configuration can be accessed with Mouse click.
- Schedule now doesn't automatically open when accessed with keyboard or controllers.
- Fixed several graphical glitches.
- Fixed encounter rates for Activities.

[Ciel Devlog #23] Backgrounds & Calendars

Hiya. wltr3565 here. It’s been a long time since we put out our last devlog, huh? Honestly, at this point, we have fewer and fewer things that we can put into the devlog, since the content is very sensitive. But let’s see what I can put out.

Firstly, yes, classic stuff like new cutscenes, new portraits for several NPCs corresponding to their character arc, and many more. But that’s all I can tell you. Any more detailed reports will be considered as SPOILERS! Obviously, we can’t do such a thing here.


However, we can tell you guys that we have remade some of the cutscene backgrounds, such as the Streets.

We have remade the Pool too. Those look better now, don’t you think? For comparison, here are the old ones below.

The old Streets.

The old Pool.

Last but not least, I can tell that we have added a Calendar screen. This is where you can view upcoming events including important dates. It is, of course, not limited to birthdays. Most are filled with national holidays, though.

Sorry for the lack of info, but we really don’t have many visual things to show here. Have a good day!

[Demo Release] Ciel Fledge Alpha 3 Demo

Hi everyone, happy new year! A bit too late but to start this new year, we have released a new alpha demo for you to play.

 

This new alpha, called alpha 3, contains many stat and gameplay balancing reworks and also a new background graphics for player’s and ciel home.

The demo will run up to 1 year in game time like the previous demo, content-wise there are nothing new except some grammar fixes here and there. We apologize since we are still working on the contents for chapter 2 and 3 so there is nothing much too add.

Feedbacks and critiques are welcome, you can also chat with us directly about the game in our discord channel here: https://discord.gg/yvecEAn

We are also planning to do a kickstarter campaign to help raise fund for the game development at around march this year, if you are interested to support us, you can subscribe to our newsletter here to be notified when the kickstarter campaign start: http://bit.ly/cielnews

Downloads

The demo can be downloaded here:

Steam: http://store.steampowered.com/app/738270/

itch.io: https://studio-namaapa.itch.io/ciel-fledge

Gamejolt: https://gamejolt.com/games/cielfledge/278287

 

 

Changelogs:

========= 05 January 2018 ===================

– Spoil will now cost 500 Money by the start of the Week Progress. This Player Schedule will not be usable if the money is insufficient.

– New Option: Encounter Interaction Time-Out has been added. This sets the command that will be chosen if you let the Encounter to wait for too long.

– Schedule interface has been revamped.

– Several illustrations has been replaced including Room backgrounds.

– Spoil now will decrease Stress by 10 for each passing day, but Discipline will decrease by 5 for each passing day as well.

– Skipping Encounters will decrease the Friendship of the NPCs participating within that Encounter.

– Skipping Encounters will increase Discipline, but only if there is any NPC to Skip.

– Skipping Encounters will increase Stress, regardless.

– Result screen now show how many points the corresponding stat has been raised.

– Fixed several bugs.

========= 07 October 2017 ===================

– Changed the default for Confirm to use A Xbox 360 Button.

– Fixed several bugs.

– Message Auto function has been fixed.

– New Option: Room Camera Movement has been added. This toggles the capability have the camera in the main room to move with your mouse or not.

– Mood functionality had been revamped: Now they increase the stats gained consistently instead of doubling them with a random chance.

========= 28 September 2017 ===================

– Fullscreen freeze period at the start has been reduced.

– Tutorial has been expanded to explain the Schedule Slots.

– Schedule Slots has been added. Now you can save multiple setups for Schedules.

– Updated the musics.

========= 25 September 2017 ===================

– Several text adjustments for cutscene dialogues

– Added a Skip choice for tutorial scenes.

– Pause now defaults to Esc Button for the keyboard.

– VSync now defaults to On.

– Schedules can now have 3 slots to save on.

– Button Configuration can be accessed with Mouse click.

– Schedule now doesn’t automatically open when accessed with keyboard or controllers.

– Fixed several graphical glitches.

– Fixed encounter rates for Activities.

 

[Ciel Devlog #22] Background Graphics Overhaul

Hi everyone, it’s num, in this devlog I want to talk about recent changes in graphic that we have done in the past few weeks. I also want to say happy holidays and happy new year since this will be the last devlog in 2017.

Decision to overhaul the graphics

First of all, I realize that the background graphics are not that awesome, it lacks so many details and refinement and just feel flat in general. Especially the background in player’s home. Aside of quality reason, there is also a lore-related reason. The current player’s home design is designed as a two-story house. Disregarding the limited space of the Ark, average citizens should’t have their own two-story house, they live in the allocated flat and apartment across the residential and business area. You can see this if you observe that in the end turn mode, Ciel’s starting point before she move to various place on the map, is an apartment building. This was entirely my fault since the design come first before the lore. With that in mind, I started to re-design player’s home to resemble more of a flat/apartment room, rather than a two-story spacious house.

Ciel’s starting point in end turn mode.

Re-design Process

The redesign start with imagining what would the flat looks like. Since the player is supposedly living alone before adopting Ciel, I took many references from studio apartment room layout then begin modelling the room in Blender.

I also model all the objects from the old drawing such as end table, desk, and stove to 3d models to fill up the new room.

Converting objects to 3d models, above is the old kitchen background picture, below is the 3d objects from the kitchen.

With all the layout and objects converted to 3d objects, it’s time to get to work to convert them to new background pictures. a bit of playing with render settings and a little bit retouch here and there, and we get a near hand-drawing, 2d-like background:

The new living room background picture.

It’s not that perfect, but I’m quite satisfied with the result.

Finishing and Comparison

Here are some of the comparison of the old and new background pictures:

Living room, old vs new
Kitchen, old vs new
Balcony, old vs new, notice how spacious is the old one compared to the more realistic size new balcony.

Closing

That is all for for the devlog, see you in the next devlog entry! A reminder that you can also follow the game development progress on twitter or chat with us directly on our discord server.

Twitter: https://twitter.com/studionamaapa

Discord: https://discord.gg/yvecEAn