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Ciel Fledge is a game about raising 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...

Post news Report RSS [Ciel Devlog #08] Closing The Gameplay Loop

In this devlog we talk about the current progress on the game and how close we are on closing its core gameplay loop.

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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!)

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