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Description

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...

A glimpse of the gameplay:

In summary, the game is inspired and taking gameplay elements from Princess Maker, Monster Rancher, and Idolm@ster.

Interact with her.
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Plan her schedule for the week and supervise her activities.
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Sometimes she will go into conflict with others.
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Features:

  • Your daughter will grow over time depending on how you raise her (being taller, shorter, more muscular, etc.)
  • Procedural interaction between parent and child Full equipment customization
  • "Epic" (subjective) plot spanning three chapters
  • Multiple, branching endings depending on your playstyle

Links:

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Hi, back with me again, num, at our devlog #8 on Ciel Fledge. In case you didn't notice the devlogs so far have been written by various author with different responsibilities within the team such as programmer, music composer, and game designer. You can read the previous blogs here!

In this devlog I want to talk about our current progress so far and how close are we to finishing Ciel Fledge core gameplay loop.

Progress Review

For the past few weeks, I have been working to make sure that every characters portrait has their own unique gesture to be animated! So dialogue won't be as boring with the characters only moving their lips with one portrait. Now, every characters have their own body gesture, not just facial expression

Various character portrait gesture

Character interaction mock-up

Aside of portrait designs, I also worked on overhauling most of the game menus to look pretty and consistent (much to the lead programmer dismay), also most importantly, to be intuitive enough that makes the player understand it quickly and easily.

The chaos in battle technique menu

Battle technique in action

Wrapping up

With all the gameplay core at its simplest almost ready. My workload is now getting a bit lighter. Mainly it's just making sure that the programming side works as intended with the design mock up and also "beautifying" everything, graphics wise. Looking for oddity in design, inconsistencies in portraits, wrong resolution and artifact in images.

Also, with all the gameplay, technical, and boring stuff in general tackled now. I can focus on actually writing the game's story and character dialogue/interactions. The part that is largely untouched by the team.

The new character creation summary

Conclusion

So, actually I want to write more, but writing devlogs is quite a struggle, especially if you don't have anything important or interesting (but need to do it anyway for all that views and exposures). Since I don't have any interesting stuff to write anymore aside of the above writing, I'll just conclude it here. I hope you enjoy reading this rather short devlogs. See you in the next devlogs! (spoiler: demo soon!)

Also don't forget to follow us on the social media for more updates!

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[Ciel Devlog #07]The Importance and Complexity of User Interfaces

[Ciel Devlog #07]The Importance and Complexity of User Interfaces

News

In this devlog our programmer talk about tackling the issues of building the user interface and its complexity.

[Mini Update #04] Dynamic Home Camera and Polishing Schedule Menu

[Mini Update #04] Dynamic Home Camera and Polishing Schedule Menu

News

Here we talk about some of the progress we have made in the previous week. Mainly implementing dynamic cam on the home screen and further polishing of...

[Ciel Devlog #06] Holy Sword Excalibur - Slice System Up Edition

[Ciel Devlog #06] Holy Sword Excalibur - Slice System Up Edition

News

A rather short log report from our lead programmer, not really a reading material but a glimpse on what we have been doing the past few weeks on the programming...

[Mini Update #03] Various NPC poses and gestures in dialogue mode

[Mini Update #03] Various NPC poses and gestures in dialogue mode

News

This update is the continuation of the previous mini update where we talk about designing NPC portraits gesture and poses and its implementation in-game.

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Ciel Fledge
Platforms
Windows, Mac, Linux
Developer & Publisher
Studio Namaapa
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Single Player
Project
Indie
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Latest tweets from @studionamaapa

Ciel Fledge #devlog no.9 is out! - Studionamaapa.com #indiedev #gamedev T.co

5hours ago

Weekly Suna Monday #8 ~FIN. Suna monday series is suspended indefinitely since the "artist" is currently working on… T.co

May 22 2017

Ring menu for #CielFledge parent - daughter chat #screenshotsaturday #indiedev #gamedev #vn #indiedevhour T.co

May 20 2017

Weekly Suna monday #7 ~ Wait... Whose hand is that!? T.co

May 15 2017

Just call me Ciel! - A glimpse of dialogue mode in #CielFledge. #screenshotsaturday #gamedev #indiedev T.co

May 13 2017

Ciel Fledge #devlog #8 is out! Getting close to finishing the core gameplay loop - Studionamaapa.comT.co

May 9 2017

Weekly Suna monday #6 ~ The disappearance of Suna! Where could she be?

May 8 2017

Testing ciel's "provoke" skill animation! #screenshotsaturday #gamedev #indiedev T.co

May 6 2017

RT @thegamestormers: This week on Pitch.io, Barry talks about @studionamaapa 's lush island paradise JRPG, Nusakana. T.co #indiegame #indiedev

May 3 2017

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