Ciel Fledge is a game about raising and managing your (adopted) daughter in a dying world. You are responsible for raising her over the span of 10 years. What she becomes entirely depends on how you raise and guide her. Will she be humanities savior? The villain that ends humanity? Perhaps it would be better for her to lead a normal life, oblivious of the dire situation the world is in...
In summary, the game is inspired and taking gameplay elements from Princess Maker, Monster Rancher, and Idolm@ster.
Plan her schedule for the week and supervise her activities.
Sometimes she will go into conflict with others.
Hi, RikuoTanaka here, bringing you the latest Devlog!
You might notice something weird regarding the writer for this and the previous devlog.
I’ll cut to the chase. Yes, I was supposed to be the writer for the previous one,
and this one was supposed to be numfank’s turn.
But 2 weeks ago I didn’t know what to write about, due to the lack of progress on my part.
But hey, it’s different this time!
Besides I don’t think anyone missed me that much
Anyways, let’s move on with the devlog! Today I’ll talk about the general progress, and what’s to come!
Usually, I don’t have much to say when it comes to decisions regarding the visual design of the game.
It’s not my forte, so numfank and wltr3565 usually did most of them. I only comment on them once it’s there.
But there is one thing that I find odd. And that is numfank’s desire to change the menu design so frequently.
In fact, he did it this week! Here is the screenshot of the new menu design:
Now the menu buttons are square-shaped, and they fill the entire bottom of the screen. Looks pretty!
I have nothing against these design changes, especially when it is for the better.
With that said, I do hope that this doesn’t become recurring trend. Especially this late in development…
Oh well, only time will tell.
There is also another minor, yet very important change.
In the current build of the game, you can change the resoulution setting… but there’s one problem.
Those resolution changes nothing while in full screen mode, it only applies the change in windowed mode.
As such, no matter what resolution you are on, the game will still hog the same amount of resource.
That is until now. Thanks to wltr3565, our skilled programmer, the resolution changes in full screen as well.
See it in action below!
Best resolution possible.
Worst resolution possible.
Needless to say, this will be a helpful option for those who only own low-end PCs.
Currently the team is working around the clock for the demo build, which will be released to the public at a later date. The game is mostly complete, with only few of the gameplay mechanics left to be implemented.
With that in mind, expect a lot of new features to be, uh, “featured” in the next few devlogs.
Anything else to say… oh, E3 has already come and gone, and it was amazing. So many new games to play.
I wish we can showcase our games in an event like that. One can dream.
That’s it for now! This is RikuoTanaka, signing out!
We are talking about making the minimum viable product on our game. How the game should be fun enough to play with bare minimum gameplay element.
Our programmer explain the sum of his work for the last few weeks, creating intro scene and in-game tutorials.
In this devlog we talk about the current progress on the game and how close we are on closing its core gameplay loop.
In this devlog our programmer talk about tackling the issues of building the user interface and its complexity.
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