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