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 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.
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.
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.
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:
It’s not that perfect, but I’m quite satisfied with the result.
Here are some of the comparison of the old and new background pictures:
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.
In this 21th entry of development log, we talk about development for chapter 2 and 3 of the game
In this 20th entry of Ciel Fledge devlog, we talk about refining the schedule interface by giving new sort system and a new Social tab.
In this 19th entry of Ciel Fledge devlog, we talk about the help content in the game and more visual variaties for the battle minigames.
Ciel Fledge Alpha build demo can now be downloaded at our page files section.
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Ciel Fledge Alpha 3 demo build, contains gameplay fixed and rebalance.
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