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Fates Gamble: a Russian roulette horror game with an interactive story!!!

A topic by Chillitch created Feb 23, 2024 Views: 21,179 Replies: 507
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Art Update:

I'm really close to finishing the syringe animation. I cant wait to show it tomorrow. After that I'll probably do the zip ties.

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Art Update:

Ok so I finished The healing syringe, and I'll probably finish the zip ties tomorrow. Also I would record the healing syringe animation but I need to do that tomorrow.

Art Update:

Excuse the bad GIF quality. I used clip champ to make it. Also the Male Opponents arm is a bit messed up on the Four leaf clover and Zip tie. I need to fix that. Don't worry about the Male Opponents arm clipping when using the Syringe, my plan is to remake the table to hide the clipping.

Can they look... better.

Well, I actually wanna keep it this way, as long as its like "cell animation", also It would be slower if I tried to import more frames. The reason being that RPG Maker doesn't allow animations for enemies, I had to trick RPG maker into thinking the individual frames are enemies. 


So since I cant use Krita's animation renderer I have to crop and save them individually. Then I use RPG Maker's event system.


Also I can only add 999 enemies in rpg maker. I don't think this would be a huge problem. However, keep in mind I'm going to add more items, that need animations, and also more enemies which means even more animations.

Thoughts on Buckshot Roulette Online:

Critical Reflex has made another post on Steam stating:

"To celebrate we have prepared many, many surprises for you throughout the whole month waiting to be unpacked, like an advent calendar of sorts. And we’ll be launching the BUCKSHOT ROULETTE Multiplayer Beta as one of the gifts — sorry for spoiling the surprise a little. Hope you don’t mind."

I'll indeed be looking out for any content I can stea-... borrow. If they state anything that I feel like I would like to have in my game, then expect me to talk about it.

Art Update:

I almost finished the Plasma Cutter animation. I'll show it off tomorrow. After that, I'll probably do Eye Card, but that will be easy :3

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Art Update:

Well I still need to finish it. I'm surprised it took this long, for some reason I'm really fast with work and then just slow. ALSO KRITA AND RPG MAKER JUST BECOMES RANDOMLY SLOW!!!!!!!!
I plan to show way more that I finished, I'm just showing the male dealer with the revolver for right now.

WHY IS IT A SLOW STUTTER????????!!!!!!!!!!!!!!!!

definitely working on the eye card tommorow.

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Art Update:

Ok I finished Plasma cutter with the other items. Also I fixed the arm issue with zip tie and Four Leaf Clover. 

ALSO, I finished the animation for eye card. I'll show it off tomorrow. Right now I'm working on the Padlock.


OK MIDWRITING THIS, someone from a discord server I'm on, made these pieces of art for me. They go by "Tem"

Male:


Female:


I might use something like this for some kind of "boss phase", or Idk, BUT I DEFINITELY WANNA USE THIS FOR SOMETHING. Tem was telling me about how I should take into consideration about making the "female Opponent" waist and chest thinner, so he cooked up these designs. Overall, this design looks so cool. It's way more monstrous than my mischievous look I gave the Opponents.

:3

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Art Update:

Also I do have the Male Opponent using the eye card and the Female using the Plasma cutter, I just decided not to show them so I can get this out a little quicker. 

Also some of my friends said they liked how the CUT design for the female opponent looked adrogyneous or ambiguous. They also suggested making the waist thinner.


Honestly I kind of wish I used it, because by it looking ambiguous, I wouldn't have to make 2 design for each animation like what I'm doing right now. Oh well, I like the male and female designs anyways. I probably wont use this design, I mean... who knows, maybe if my friends REALLY want it, but Idk how to this design in my game.

Also I would have to do more animations...    T_T

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Art Update:

Ok, so I finished The padlock animation for the Male, now I'm doing the Fortune cookie animation. I'm sorry if I've been very slow, I've had some unexpected work the past days. hopefully ill finish it tomorrow.

Art Update:

I finished the fortune cookie animation. Now I plan to do some more card animations and then what's left is the briefcase animations. I'll show my progress tomorrow.

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Art Update:

Ok I finished the card animations and others.


Tomorrow, I'll be hopefully finishing the Briefcase.

Art Update:

Ok I plan to finish the briefcase tommorow. Im almost done with it. 

:3

Game Update:

there's a video I just watched today, it made me realize something. In short he talks about games tricking you (for example, "Mimic Chest")

Its a great watch. However, it is something I want to talk about. I've had thoughts about putting "mimic chest" or "fake safe rooms", but after this video I'm really thinking I shouldn't. At 21:40 of this video he talks about how something like "mimic chest" makes him put his guard up rather than making him excited he found a chest. He talks more about it, but anyways... I wont be putting any mimics or fake save points, or fake safe rooms. I want people to be excited when they find something interesting... well, there is one thing I plan to have, that can trick you. BUT, it's only for the story, please don't think It will come at the cost of some cool exploration. I wont explain what this thing is, but it will be in the game.

Art Update:

I have finished the briefcase, the one I'm doing now is the Tarp, when I finish that, I will show you the briefcase and the tarp animation.

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Media Update:

I'm writing for another devlog video exclusive to my channel. It's an Idea suggested by O_tire. He said "I think it would be helpful if you also made a diagram of general horror elements. (like fear of the unknown and fear of being watched & etc...)"

So look out for that video. Hopefully it will be out this week.

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I can't wait for the video >3<

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^w^

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Media Update:

I finished recording audio, now all I need to do is edit the video. Hopefully it will be out by tommorow or saturday.

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Media Update:

Its out now! Another Exclusive video for my devlog. In this video I explain what Phobias I will use in my game. I know I talked about Decidophobia in my game before, but there's NEW info about my game in this video, that I have not talked about before.

I'll see what my 4th video for my devlog will be, but for now, I'm gonna take a break on Sunday and get back to doing art on Monday. 

:3

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Art Update:

I Finished the Tarp animation and almost finished the tactical vest animation. Unfortunately I had to take care of some kids so I couldn't do too much work other than rethinking the story. speaking of which

Story Update:

I may or may not rewrite some parts of the story. I felt like my characters didnt have enough screen time or didnt have any impact on the story. Right now I'm rethinking some things and might add more stuff to the story.

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Art Update:

OK, All that needs finishing is the red flag (also I need to do an red flag animation for the player)

Story Update:

I'm having a lot of thoughts about the story. Basically I was watching a YouTuber called "Dumbsville" and I watched his Metal Gear Solid review videos. I was really inspired by their villains personality, and wanted something like them in my game. 

when looking at my OG story, I realized some of my characters didnt really have that much going for them. See in something like Undertale, the characters got a lot of screen time and more character. Of course I'm not saying my characters need Huge amounts of screen time, but to give an example, when playing my game, you would meet a main character and then pacify/kill them at the get go without any buildup or any other time you would meet them. You got some build up of Undyne, you got to go through Papyrus's challenges, you even got to have a warm moment with Toriel. They weren't just "a character you had to pacify/kill" so I'm gonna see if I can make my characters have more important scenes, while still being optional to meet. Undertale has it easy, being a more linear game. 

Another thing about my OG story, is how I treated the ROLE system. See I did say in Devlog #3 that I would like to use gimmicky and goofy ideas to pacify enemies. However this wasn't the case before. It would take way longer to pacify because I wrote so much for dialogue, so the player would be invested in the character through the ROLE, rather than Undertale more focusing on cutscenes with their characters. See if I could pacify a character quickly like Undertale, then My ROLE system would have shorter scenes and my characters would feel less interactable. The ROLE system is supposed to be a more interactive, less limiting, and not repeat as much as Undertale. It made it feel like you could be yourself and have interactions that feel real. If the game had a more Undertale styled ACT system, not only would my characters not get a lot of screen time, they would be broken. What I mean by that is... Lets say I used Undertale's "flirt command." If I make that work, then my more serious characters would break character, just for your flirt command to work. Also, most of my main characters get their characterization from the ROLE system anyways, so it would be very bad If I chose this approach.

Anyways, I don't think having these One dimensional characters that you barely even meet are a bad thing. At 36:50 of this video, it made me wonder "Is there's a way I could have these types of villains in my game." 

It made me realize a mechanic I totally forgot about. I'm not sure if anyone remembers, but I talked about adding a mechanic where if you killed someone, they have chance to come back to life due to a "revive" item and become your rival. If you died by them they would probably have a better rank (for example, they could get promoted for killing you or become a better fighter.) This is something I wanted in my game so it would help create a unique rival for every run. But of course, you could just pacify them. This where the ROLE system would get more fast paced and fun, because I don't have to worry if I "break the character" or "make the character have little screen time." Having a villain be one dimensional can help you give them character. Lets take the "flirt command" again. If I used "flirt" on someone who is one dimensional, well I'm not really making them one dimensional anymore (Kind of). I'm giving them character. Also they don't really have a lot of character to begin with, so I'm not really breaking them.

This is especially great considering my game has an interactive story. 


In short, My main villains/characters get a more compelling ROLE system where you can be yourself and deeply feel the character and the others get a fun and fast paced ROLE system, while still being a huge part of the story.

Art Update:

I have finished the animation for the red flag and the opponent using the red flag. I'll show them tomorrow.

Art Update:

I will admit I didnt really work today. I think I couldn't focus due to me being sick and also I had to focus on some other things than my game.

 

Miscellaneous:

New Update on Buckshot roulette says:

  • New items  for strategic mutual annihilation. No pills included.
  • Round customization  from more health points to item load outs for your convenience

Also, they said they're allowing beta test on their discord, so I plan to test it out when I get a chance so I can see any Ideas I can base off of.

Also I was working a bit on the game adding animations and event changes.

Art Update:

I'm doing weapon animations now. I forgot to work on them... my fault haha. I didnt get a whole lot done, but I'm doing the shotgun animation for both the female and Male dealers. Hopefully I'll finish them tomorrow.

Art Update:

Ok I finished the shotgun animations for the opponents, now all I have to do is finish the revolver animations for them.

Art Update:

I finished the revolver and the tranquilizer. I will hopefully show them out later. Next up is the double barrel shotgun.

monke

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Art Update:

finished the Double Barrel shotgun animation for both male and female. will hopefully show it tomorrow.

Media Update:

I'm working on another video, but its just the script right now. I'm mainly talking about my story the next video.

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Finally! The weapon animation are here!

In those two idle animations, is the opponent supposed to be pointing the gun at the player or they're just holding it?

Because they don't seem to be pointing it directly at the player, nor are they holding the gun at a rest pose...

idk I'm just curious lol

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yeah I wanted to show a bit more perspective with the revolver and tranquilizer. Although it kind of was meant to point at the player. Now that you mention it, it really doesn’t look like it’s pointing at the player at all. I’m a little embarrassed, haha.
I could do what I will do with the shotgun where I will add a screen flash, to give the illusion he quickly shot you. But idk, I’ll probably just fix it. >_<

Unfortunately I lost that revolver toy that I showed off. It would’ve helped me since all the opponents hands are rotoscoped as mine (because I struggle with perspective a lot). 

But I’ve learned a bit from this experience, so I’m sure I can just fix it.

Media Update:

Ok so I'm almost done with the script BUT, I'm going to see if I can fix the revolver and tranquilizer animation and then work on the game tomorrow. 

I'm getting even more excited to make this game, because I feel like I'm understanding what I want my game to be. In the video I'm making, I talk a lot about the story of course, but there's a lot of mechanics in my OG story that made me feel like somethings missing in the game. You'll see what I mean once the videos up, but for tomorrow I really wanna work on my game.

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Art Update: 

Ok I finished reworking the Revolver and tranquilizer, I'll show them off tomorrow. 


Yes, I did redesign the double barreled shotgun, which looks nothing like the OG. I didnt like the first design so I'll be redoing the players double barrel shotgun animation for the full game.

Battle System Update:

It really embarrassed me how much bugs there were haha. It's really hard finding bugs with events considering just how awful they are to work with. But oh well... I wish I got more done today, but it's hard while taking care of 3 kids. I hope to do more on Monday.

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Ugh I feel so bad that I haven't updated in a while. I'm sorry guys. I didnt have time to record the animations and I said I would >_<
but really I do have them up, they were easy to make. Also I realized I need 4 more animations haha, I forgot I need to create an animation where the Opponent shoots themselves with all 4 guns... oop.

Thoughts on the Buckshot Beta:

I tend to mention Buckshot roulette a lot. I'm sorry I don't want to come off as someone being a copy cat, haha. I just wanted to see what they added, so I can see if I could take some inspiration.

Should this count as spoilers? I mean people who have buckshot roulette are gonna get the Multiplayer Update. But anyways, I was on the CR channel and I got the notification for the buckshot beta on Monday. Wanted to tell you guys my thoughts on Monday but I unfortunately didn't >_<

To start off, one of my educated guesses were right! One of the items ("Remote") really is an Uno Reverse card. 

However the other item ("Jammer") in the game is really disappointing. It's just the handcuffs... but for multiplayer. I was disappointed because one of them I already guessed and the other is just a reskinned handcuff. It really is a shame, but oh well, the multiplayer was fun. Although I got too addicted to it, to the point where I didnt want to do work on my own game >_<

I might make an item like remote, which would be good for maybe partner based battles in my game.

Media Update:

Started recording for my video about my story. I hope you guys like it, I also mention a new mechanic and a little more about the keyword system. If you haven't already, you should check out my YT channel for exclusive updates.

https://www.youtube.com/@ChillDev_Official

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Media Update:

Ok so hopefully the video will be out by tomorrow. I'm a little sad I didnt get to do much today though. Hopefully I will have a lot of time tomorrow. 

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Animation Update:

Sorry I should of just showed these off before, but I would make an update when I'm tired so I would say "eh, I'll do it tomorrow", and then never do it >_<


Media Update: 

As usual I hoped my video would come out today, but it didnt today due to circumstances. Oh well, I'm sure I'll finish it tomorrow... I hope  ._.

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By the way, HOW DO YOU DRAW HANDS SO GOOD!?

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Oh I already told you a week ago haha. 

I use rotoscope since I have problems drawing hands. I take a picture of my hands and draw over them. 

Excuse my bony hands lol.



I used a BOP-IT toy to help me. 

ALSO UGGHHH LOOKING BACK AT THE DB SHOTGUN, I NEED TO ADD A WHITE OUTLINE TO THE FIRST FRAME OF THE HAND >_<

more examples:

Small Spoiler for Faith: the Unholy Trinity.

You can kind of tell by the Four leaf clover animation, that I'm not particularly good at drawing hands by themselves. I might change the Four leaf clover animation...Maybe, but I genuinely was considering making all hands in this weird creepy look. Who knows what I'll do. Might use it again for future use.

EDIT: 

To give some Behind the Scenes for Fates Gamble. This video by Andiematronic was an inspiration

Again spoilers for Faith: the Unholy Trinity.

(Skip to 17:25 for context)

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ye i believe i have dementia...


The hand in the Four leaf clover animation looks stylized and nice. Don't change it!

It reminds me of the hand in 2DBoy studio logo intro:

btw does Fate's Gamble have a main character? (not including the protagonist)
The video got me curious :P
I hope this doesn't turn out to be another dementia situation again lol

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holy shoot the developers of “world of goo”!!!!!!

I’m not exactly sure what you mean. See my idea is to make a character creator. So it’s not like the “main character is a fully developed character with a backstory. My plan is to make “you” the main character, have amnesia, so there’s no real backstory.

Also I don’t know what you mean by “not including the protagonist.” It’s not the character in the beta if that’s what you’re thinking. Right now I really only have a mascot, which is the “Opponent.”

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Im tired, bleh... Here's my new exclusive devlog video on YT.

:3

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Art Update:

I finished the tranquilizer and revolver animation for the opponent when he shoots himself. I’ll see what I can do for the shotgun.
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I kind of wish I could do more than say sorry. I was going on a trip to Disney land, but somehow forgot the Ac adapter to my laptop so I couldn't even do work /:

Oh well, I didnt get enough time anyway. You guys might think I'm preparing for something special but... no i just went on a trip >_<

Hey at least it over, I will hopefully have enough time tomorrow to work.

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Art Update:

Ugh, I realized the Male Opponent doesn't hold the revolver right. HOW DID I NOT NOTICE THAT. Also the Tranquillizer animation is messed up on the Female Opponent.

Also here's what would happen if you hit the Opponent. I always imagined them with a "Kermit the Frog" neck. Maybe you guys don't like it, but It's how I imagined them.

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Game Scene Update:

So I was working in the game again and added a more proper intro. You can now put your gender in as well.

Art Update:

I was mainly experimenting with pixel art. Trying to see what fits and what doesn't. Sorry I don't have much to show, I'm trying to figure things out with some the art.


(Also yes there is a video on my channel but I didnt advertise it since I realized that people aren't here to watch my gameplay vids, just the devlogs about my game.)

(But by all means go check out my channel, (Not asking >:3) there's exclusive info about Fates Gamble on there.)

YouTube Channel

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By the way, I just watched a video about an old roulette game and I find it way more terrifying than Buckshot Roulette!

I'm not sure if you have heard about it before. It's called Orange Roulette.

I haven't played it yet but I think you will find it interesting! \(0 30)/

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HOLY SHOOT, THATS AMAZING! I like a lot of the decidophobia you have when playing it. Not only is shooting an opponent way scarier, but now even shooting yourself is scarier. It is interesting since in my opinion, Buckshot roulette encourages the player to be more offensive while Fates Gamble encourages the player to be more defensive. It's made me wonder if my game is not that scary, so I really do appreciate this, I really want to implement this in my game because of just how many choices are scary. 

You don't want to shoot the opponent because then you have to shoot yourself, but you don't wanna shoot yourself, because you might give the opponent an advantage in getting the live round. But lets say the gun passes to you. Do you spin it or shoot yourself, either option could kill you on the spot. This is great, To be honest, I might genuinely add this in the 2nd beta.

Also to give some behind the scenes, I was considering on adding a "spin cylinder" button before, but got rid of it, because I felt like it was useless other than preventing the fortune cookie item. But after this video I'm starting to think I should use it. However this would mean I have to get rid of Fortune cookie as its really not that useful, or make it really cheap. Idk might just get rid of it tbh. Was thinking of using the "spin cylinder" button limited to the revolver but I want every gun to have it.

Apologies for no Update yesterday. I had a massive headache and it felt like I couldn't even look at my computer screen. I did some things yesterday but couldn't do much due to me being sick. 

I'll be making another update today.

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Items & Game Update:

If you read the conversation with me and O_tire, you'll know that I'm taking Orange Roulette as inspiration.

This will now be the main focus. I will discuss it more in a later devlog.

Also the video is important as it's the reason why I'm unfortunately canceling 2 items. The Fortune Cookie and the Tactical Vest. I'm very sad that I have to cut these items, but If I'm using this game as inspiration, then I cant use them. If the player is allowed to spin the cylinder, then the item wont matter. Also the Tactical vest was useful, but since the gun passes to your opponent when you shoot yourself in orange roulette, it's not really that interesting. The player might as well just have a heal syringe and a red flag. I mean I guess it could be helpful... if you had 4 HP.

Goodbye Fortune Cookie and Tactical Vest. You will now be put as "Cut Content."

Also I was fixing a whole mess of bugs on the briefcase item. Also Dealer is smarter when dealing with the Briefcase Item.

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I apologize for no update today. I took a break on this day, since I forgot yesterday was Sunday. Plus it's veterans day anyways, haha.

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Battle system Update:

Was gonna make this yesterday but when I was done with everything, I noticed it was already 12:00 pm for me so I decided to just make this post tomorrow. 

So here's some things I'm planning. 

  • Spin cylinder button
  • No blank rounds will be ejected
  • Don't let player use eye card for four leaf clover.
  • Ammo reloads ONLY once live round is found.
  • Get rid of Explosive rounds.

Yes I am getting rid of explosive rounds... Most likely, not that I'm absolutely sure, but "most likely." Explosive rounds were there to encourage the player to shoot themselves. However using Orange roulettes system, you're encouraged to shoot yourself so much, that I don't think there's a point to keep them.

Also still working on adding more to the event system/script. I'm very confident about this whole "Orange roulette" thing.

EDIT: Expect another update today.

Battle System Update:

Ok, There probably still needs to be some more test in order to bug test it, but the Orange roulette system is now in place! There will be no more Buckshot roulette inspiration. Also Might change the title of this Devlog. 

Weapon Update:

I probably don't need to really say this since I haven't talked about it in a while. But whatever. Do any of you remember when I talked about a gun that would get stronger the more you shoot yourself. I was thinking of calling it "Sniper Rifle", but I may or may not be getting rid of it. I'd rather have the Double Barrel Shotgun be the strongest weapon and also it sucks to see an opponent just shoot themselves a lot and then do massive damage to you /:

It's the same reason I got rid of Supers.

However I'm thinking of another weapon idea. It's sort of an opposite to the shotgun. It does only 1 damage instead of the revolvers 2 damage. It's called the "Silenced Pistol." What do you think? Much like how the shotgun is for players who are confident in winning, the silenced pistol will be for players who aren't confident. ALSO, it can be for people who find the Plasma Cutter to be an annoying item.

Item Update:

Red flag will no longer get rid of a round. It will instead skip it. Also I'll be declaring Red Flag as an echo Item to Eye Card. I mean The Red Flag is basically just an Eye Card except it skips the round.

Conclusion:

There's a slight problem. When making Items, weapons, etc., I noticed a slight problem. I was making these with the OG battle system in mind. Now that I changed it, I need to rethink some of them, to see if they still work with this new battle system I'm proposing. It's what happened to Red Flag. I'll need some time to think. I'm starting to realize that things don't work as well with this new game mode.  I hope I don't get rid of anything, I'm thinking of getting rid of Double barrel shotgun, but lets see if it survives if I change some things about it.

Again I apologize for no update yesterday. I was trying to figure out some bugs mainly. Also, my attention span has been pretty bad, but that's probably because I haven't been used to working on the Event System. When doing art, story, or whatever else, my attention would be very good. But it's ok, I just need to remember my habits to keep my attention. Habits are very important and I've completely forgotten about them, so I need to start using them again, because it's what's been helping me work on this game from the start. Overall the Battle system is looking promising.

Also, I haven't been working today, because my friends wanted to play L4D2 with me, and I didnt wanna wait till Sunday (my usual break) since I never really get time to spend with them (If you're wondering, yes it will be a gameplay video on my channel). Also I had to help my mom with stuff, so I didnt wanna work on my game because I wouldn't have too much time to really update yall about my progress.

On the bright side...

Media Update:

I think I'm gonna be making a new devlog on my channel. I'm thinking of making it a mix of talking about the date my game will come out and what I'm implementing in the battle system.

Battle system Update:

Ok, I finished with a lot of bugs, and also I'm working on the Opponent AI when using the red flag. ALSO, I've realized how unfun the Double Barrel Shotgun is. It does a lot of damage, but the fact that it can only has an ammo count of 2, makes it way to easy to end yours or the Opponents run of the game. Of course that was the intention, but the more I played it, the more I realized how unfun it was. So I'm making the Double Barrel Shotgun an ammo count like the other guns instead of just being capped at two. 

I also might have a new mode. Insta-kill mode! This will be more like how Orange roulette is played. 

Guys, I'm almost done with the mechanics and modes. After that I need to do some pixel art and put in some spice to make it look good. I've mainly been calling this a beta, but really I should be calling it a beta/playable teaser. Not only does it show what I'm creating but it's also meant to be a unique experience to show what's happening.

Stay tuned!

Media Update:

Ok so I'm working on the video. Still trying to figure out what to do with when I want the game to come, especially since I'm changing things. I'm still hoping for 2026 to be when my game comes out, but again, don't count on it.

Media Update:

Alright hopefully, Ill be doing some voice work tomorrow.

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AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAGH


All I want to do is edit my video but everything goes wrong /:

Genuinely might get rid of ClipChamp /:

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ClipChamp? You edit with... ClipChamp?
In your video you said that you love editing but it can slows down the development of Fates Gamble, so keep using ClipChamp because it will make you HATE editing real soon XD

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Yeah this comment didnt age well lmao. Yeah a "love hate" relationship X3. I love it when it works haha. Kind of scared to learn an all new editor at the same time though, thinking of using shot cut. 

It just lags like sh** for no reason and crashes for no reason, so I have to restart my PC for it to work. If you recommend any other editors let me know lol, might check out blender video edits. Or maybe I need a more powerful laptop, haha

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Ok it's out. I'm sorry for taking so long. Ngl its kind of my fault for how long this took.

Anyways I just talk about when I hope to release my game despite it not being wise to answer that till I'm like 80% done LOL.

Game scene Update:

I probably will work on making a proper intro to the battle system or maybe work on the game modes. Especially chance mode (might even rename it).

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Battle System Update:

Okay the Opponent should be ready for the intro to my game. It's looking really promising.

In other news, Orange roulette, when you shoot yourself, the gun would pass to the opponent, but in this game when you shoot yourself, you have 2 options. Either you can pass the gun or shoot the opponent, and if you shoot the opponent, you will have to pass it to the opponent. This is so I didnt have to get rid of the four leaf clover. Also, I finished fixing a lot of bugs

Item Update:

I really worked on the Red Flag a lot. At first it was just kind of a "meh" item, like the "Beer".  But now with this new orange roulette system, it's making everything great by making the Red Flag a way more unique item, and with that, it can help the Opponent be smarter when using it :3

Item Update:

Zip-Ties don't stack anymore. See in buckshot roulette, you could hand cuff an enemy, but if they were already cuffed, then you couldn't use it again, so the dealer wouldn't be cuffed for ever. Also fixed a bunch of bugs. I swear the event system is way too limited for a battle system... which is my fault for choosing it lol.

Game scene:

Ok so the Intro to the battle system will start out normally. It will have the no item battle, then have items, but the third is changed. It wont be timed, instead it will have limited actions. Also I will have the player pick items after the no items match, so they understand a bit better

Game Scene Update:

Ummm, I'm not really sure what to say other than I'm still working on everything, haha. Also I hate how much bugs slow down progress for what I want to do. So rn, yeah, not much to say. Hopefully I'll have much to say tomorrow :3

(1 edit)

Battle System Update:

I'm very happy with how things are going with the Opponent. Also, much Like Buckshot roulette, My plan is to make the AI smarter for hard mode (AKA Chance Mode). But of course there's a problem. When I playtest the Opponent, I keep seeing bugs that make him cheat or make him worse. I understand bugs are not something to be scared of, but in RPG maker it is! The event system is very limited and easy, which means it's hard to create bugs, but once you get one, you feel like you're mind is going to explode, because you're trying to understand what's wrong with your events. Of course, the event system isn't made for Complex battle systems. I am simply pushing the limits of it. 

Also I technically finished the Intro. I just feel so scared to make two AI difficulties of the Opponent, because if one is bugged the other will carry it. Ugh...

Anyways I'm having fun testing lol, things are looking promising for the Opponent as of right now.

Media Update:

I GOT A NEW MICROPHONE! It makes my voice sound better. You guys will have to get used to how it sounds though, if you're used to my compressed voice. I hope it doesn't become a H20 Delirious situation with my mic. X3

(1 edit)

Game scene Update:

Ok this is going great. everything looking good so far with the introduction. Hopefully I'll have more time for the other game modes. I have a lot planned for the Opponent AI and it's going great. I just wish I could add more polish to the game in general. I'm starting to realize RPG Makers limitations in polishing. Especially when it comes to how blurry the ogg files are, or how I cant really edit the text boxes that much. It's all starting to hit me like a brick. But it's ok, I'm pushing the limits of this thing. Maybe there is some saving grace.

Item Update:

Had to edit some descriptions and fix some bugs with items, which should also make the Opponent smarter as well.

Also I didnt have an update yesterday, because I had Thanksgiving off :3

so uhhh... Happy Late Thanksgiving


Game Scene Update:

Fixed some parts of the map. ALSO apparently when you would beat the Opponent a third time, the door still wouldn't open, ARGGYWGDWHKGDWKH. It's fixed, this time for sure! 

The Game Over theme has changed to this:

Not sure if it sounds too happy. I thought the organ fit as a nod to a funeral.

Also I've been redecorating some maps :3

There's more I did, but not in the mood to screenshot them all. Also fixed some bugs that would've hurt development, as usual. Everything's coming along. Hope to work more on the modes.

Miscellaneous:

So in other news, apparently Orange roulette has a new 3D remake out AND it has some planned new modes to it, as well. Interesting... Might check it out to get some inspiration.

Item Update:

Might change Healing syringe. When playing buckshot multiplayer, it made me realize how annoying the cigarettes are, so I might change some things.

  • red flag used to be 500$ is now 1000$
  • Eye card used to be 2000$ but now its 1500$
  • Steal Card used to be 2500$, but now it's 2000$
  • Tarp used to be 1000$ but now its 700$ 
  • Heal Syringe used to be 1000$ but now its 1500$

Battle System:

Opponent uses the Challenge Card only when useful. The problem with the Dealer in Buckshot was that he would use Expired Medicine (EM), even when he only got shot for -1 HP, despite the EM giving +2 HP. I mean... I guess it's useful if you really need full health, but most of the time when I would fight the dealer it would never be a good enough strat for him to do that. 

Fixed a bug where the Opponent would shoot himself/herself/themself even when it's obviously a live.

it's kind of hard to make the AI, well... HARD. Their is some improvement's, but it's kind of hard to make them "smart", since I feel like a smart play in a pretty luck based game, is kind of hard to make since a lot of people have different opinions on what a smart play is. Some might even debate on what items are good. Tier list exist for a reason. When you guys playtest it, I sure do hope you give feedback on chance mode. 

(+1)

Battle system Update:

When playing the remake, I realized Orange roulette only let you spin the chamber once. So I'll be adding that. Does this mean I will have the fortune cookie back. Well, no, I still don't think it's that useful until the opponent spins their own chamber. It's only really good when using red flag, but then the price wont be worth it to buy 2 items, so I feel like when the full game comes out, it's gonna be one those items that people rarely use or look at it as the "meh" item. 

Everything seems to be fine with the modes, I think the whole beta is finished just needs some more playtest, just in case and some visual improvements (especially the background). I'm mainly having problems with sprites, but I'll get there.

Also this song will be specifically for No Items mode:

Item Update:

Fortune cookie might be coming back, but not in the way you expect. I was playing the remake to Orange Roulette, and I liked the "Orange royale mode." It has only 1 item. It's called the Company Dollar. It basically will allow you to choose 2 effects. Shoot the Opponent in the face and pass it OR get more lucky. Idk how lucky works, but it sounds cool, maybe I'll contact the dev. Anyways, I was thinking of reviving fortune cookie just to be like this, with maybe some differences. However, I don't know if you guys would want to wait longer, just for me to implement 1 more item. So I'll see.

(+1)

Battle system Update:

Ok so I don't know how to fix this, but there's a problem where RPG Maker it will put letters to identify the Opponent so it will say "Female Opponent G shot you." This is really annoying, I'm assuming it has to do with how the Opponent is animated, since I use "Enemy Transform" to create them.

Also I don't notice any bugs sooooo... I think everything's fine. The game could honestly be out right now (but it needs some polish).

I'm getting rid of Double Barreled mode and replacing it with Insta Kill mode. The reason being there's a lot I have to consider with the Double barrel, and I'm afraid of changing it again. I haven't quite found out what I want to do with it, after I tested it out.

Also fixed some bugs here and there.

Art Update:

I'm having trouble figuring out, what to do with the female sprite I'm having trouble drawing her. I was never much of a pixel artist. I'm thinking of using a program that can give me some free sprite sheets to go off of. Also I need to redo the female tranquilizer animation and give a proper background.

(+1)

Oh god, there is a second beta coming!?

Can't wait to try it out!

Art Update:

Fixed Tranquilizer animation for the female Opponent. Also I have a new table that doesn't clip with the Opponent in the background. Also I added some 1 more frame to both the Male and Female Opponents shotgun animation where they shoot themselves.

still figuring some things out with the sprite art.

Also I fixed some bugs in game. Today has been very short day with not much unfortunately. Hopefully tomorrow will be a different story.

Art Update:

WOW, I FINNALY FOUND SOMETHING I LIKED WITH THE FEMALE OPPONENT!


Ugh, I didnt think it would be that small as of writing this, sorry I'll repost a bigger one when I can.

Also I finished the Male Opponent a long time ago, sorry I didnt show it off.


Also fixed the shotgun animations. Tomorrow I'll put these two in the game and, well... the beta should be finished. But I also need to finish the MV version, which should work now because I think found out how to get rid of the errors. I'm sorry if this is another short one. It took me hours to find something I liked. I did some experiments and also some other cut pixel art for the female that I'll show off tomorrow. 

(1 edit)

Art Update:

Ok everything seems to be going great. I also have a walking animation for the player:


Also the bigger version of the finished versions:

Cut Versions of the female:


Although it's weird I looked at these design and felt like something not working. It mainly had to do with the arms, but looking back at them now, I don't think they're really that bad. It sucks, because I took so much hours experimenting and felt like somethings not working just to find something I liked and now i kind of like these two a little better now. Idk why...

Also, added a bit more to the intro. The tall sprites have been doing well. Also been testing out the game, fixing some bugs. 

(+1)

Miscellaneous Update:

My 2nd Beta will come out either tomorrow or on Wednesday. Although I'm having some problems with the Items and weapons. I want to change their icons, but I'm having trouble finding out how I can make custom Icons in VX Ace. This is also a problem with the Game Over Screen. I looked up a tutorial Online, but when I import my graphics it crashes the entire engine! AARGGGHHH.

*As of writing I figured out the problem. The the Game Over Screen I imported was WAYYY too big, so I had to squish it down. Also I figured out how to get custom Icons.*

Anyways here's the Game Over Screen:

Also, please, please, please do tell me any bug you find in my game. It really helps me out. ESPECIALLY since I'm gonna be importing this game to MV. I need as much bug busting as possible when the 2nd beta comes out (Hopefully) tomorrow.

(1 edit) (+1)

2nd Beta is OUT NOW!

However again, pls do tell me about any bugs you come across. I need as much play testers as possible. Maybe take a screenshot or record gameplay. I will also be asking my friends for help. 

ALSO THE STUPID TITLE SCREEN HAS A WHITE LINE FOR SOME REASON, AND IDK HOW TO GET RID OF IT ARGGGHHHHH. 

Ok actually as of typing this I probably just need to change the title screen to 640 x 360

Anyways here it is: https://chillitch.itch.io/fates-gamble-a-russian-roulette-rpg

You need to click on "FatesGamble.exe" instead of the zip file. I'm sorry if it may not seem much, for something that took a long time, but that was a result of the animations and having to rework the entire battle system to be like orange roulette. I'm definitely cutting down on animations for now on! 

Also some of my icons for the items and weapons may not be the best pixel art, haha.

Edit: 

While it is just a beta, please criticize anything in the game that confuses you, or if you feel something is too OP, etc.

(+1)

Ok so when the Opponents shoot themselves with a shotgun, they turn their had really quickly, wth? I swear it was evenly paced, but it's ok this should be a quick fix with frame wait times.

(+1)

LET'S GOOOOOO!

(+1)

Beta 2 is out now, so download Fates Gamble.exe!

Fates Gamble Game Page
(+1)

Battle system Update:

fixed some bugs and also fixed the reloading ammo text boxes. 

Items now have descriptions when you use them.

Also the Female Opponent had a bug where she would display a Male Opponent graphic. 

Also a spinning chamber animation will be finished tomorrow. Unfortunately I will have to redesign the shotgun and tranquilizer to have a chamber, so the animation makes sense. T-T

However I wont redesign them for the beta.

Also Zip file download should be coming tomorrow.

(+1)

Wow, I wasn't expecting you to fix the bugs this quickly!

Also, I finished the sound effects you wanted. I hope you like them!:
SFX For Fate's Gamble

(2 edits) (+1)

LMAO the name of the file, bro roasted me.

shut yo bi*** a** up I mainly use audacity for my voice T_T. 

Also good news, that walk animation stuff is in fact a plugin. I found one for VX Ace that can be used for running, walking, and idle animations. Although I will have to figure it out since the creator said there could be bugs, also the code wont be ported to MV, so I need to see if there's something for MV too.

EDIT: I love the sound effects :3

(+1)

Also you don't have to, but I allowed you to be a contributor to my game. I think you have to click the the link I DM'd you on Twitter / X

Tell me if you have any issues. One of my friends had some issues with it. 

(+1)

Art Update:

Here's the Spinning Chamber animation in all it's jittery and cell animated glory :3. 

Still a shame it will be very blurry on VX Ace. Oh well most of this stuff is fixed in MV anyways, but it's still a shame that VX Ace will have that problem. Maybe I can find a way to have better video, idk.

Also I wont make a spinning chamber animation for the Opponent. Because that would be a lot of time right now, and I also have to redesign the guns. Once I reupload .exe file and make .zip for Fates Gamble beta 2, I wanna start working on the MV version so I can get a browser version going. 

Also I added just a slight bit more stuff. Not huge stuff, but just some tiny things.

Battle System Update:

just made a small tweak to the Opponent's AI on Chance Mode when he uses steal card.

Also I forgot to say this yesterday, but instead of the text box saying "Opponent luckily shot himself with a blank", it will just say "Opponent activated a blank." I didnt want to put himself/herself/themself, because it would say "himself" when the female sprite was on.

I'll see if I can make another Update today.

"OOOOuuuu you like playing Russian roulette don't you!" (I'm sorry for making this)


not sorry >:)

(1 edit) (+1)

Miscellaneous Update:

Thanks to O_Tire, I got to use his sound effects. Also I was skimming through RPG Makers SFX, and I really liked Down4 as the sound effect for the spinning chamber animation. Also there is a .zip file now in case anyone wants to use that one. ALSO AS OF TYPING THIS I FORGOT TO CHANGE THE TITLE SCREEN AAARRGGGGHHHH! Guess I'm gonna upload another one. 

There's still some improvements I need to make to this game, but for a 2nd beta for the battle systems, it's fine.

ALSO, you guys can press F1 to change the controls. Not sure how it really works though.

FAN ART!

Made by a friend on a discord server I'm on :3



MV Update:

MV Version will have to come out tomorrow. Overall it's looking good. The graphics aren't totally improved, other than the tile sets and the item animations. But in the full MV version, the Graphics should start looking better :3

(1 edit)

MV Update:

While the MV version is not here, it's definitely close. I'm running through a bug where the Opponent is not taking any damage, so I'm trying to fix that. also having some problems with the animations. Dang I was so sure I would finish it today. But don't worry it shouldn't take long :3

(+1)

Also a small comparison:

MV Version:

VX Ace Version:

KEEP IN MIND THESE TILESETS ARE NOT FINAL!!!

Bug Update:

There's apparently a bug where the Challenge Card animation wont play AND it wont restart when you both get a tie. This is in the VX Ace version as well.

MV Update:

Ok it's still not here, so I'm a little upset. Remember when I said I was encountering a bug on MV where I wouldn't do any damage. For some reason when clicking the "Battle Test" button you don't do any damage to the enemy. Which made me think that it was a bug, however when I played the project I started inflicting damage on the enemy this time. So I again, thought it was a weird bug that somehow solved itself or was some RNG in the MV system. BUT APPARENTLY IT'S A FEATURE!!! UGHHHH SO MUCH HOURS WASTED! Oh well what matters is that I learn from that.

MV should be coming close. Although I'm having problems with the Animation feature on MV. I want the screen to flash as usual with the opponent, but it doesn't happen on MV and idk why.

Also the Opponent would only make standard attack sounds when using revolver instead of the Gun1 sound effect. This is on the VX Ace version as well. So expect an update of VX Ace haha.

MV Update:

Ok I fixed a lot of bugs, I just need to find out what happens when the Opponent dies. I'm running through a lot of bugs with it. I think after I'm finished with that, I should be able to upload it to Itch.io.

(1 edit)

MV Update:

The Beta for MV should be done, HOWEVER, Itch.io needs to give me access for a bigger file size, for it to work.

Also, there is a bug where the screen flash doesn't work when you shoot an enemy but only work for the poison animation??????

Also when the MV version is up, please do tell me if you get soft locked, for some reason this randomly happens with the Spin Chamber animation and I don't know why. I'm assuming it's just my PC??????

MV Update:

I added the MV version but its only downloadable for right now. I'm still waiting for Itch.io to help get rid of the file size problem so I can upload the browser version.

Media Update: 

Gonna make another devlog video where I talk about my plans for the dual release. 

I'll be taking christmas vacation for 2 days, so expect a devlog maybe after christmas day.

(+1)

MV Update:

Ok so apparently my devlog i posted yesterday was deleted?????? Whatever not a big deal I guess.

All I said was that Itch.io will only allow a browser version if in strongly believe that It should be on and if I could at least try to reduce the file size. Also I'll need to have some screenshots of MV and have a more detailed description. 

I'll see what I can do.

VX Ace Update:

O_Tire, if you're reading this. I realized it was dumb for me to say I cant fix the animation that pays when you start an animation. It's actually really easy I just need to fix the resolution. Idk why I said I couldn't fix it.

Also while the resolution is pretty bad, there is a way to make the screen bigger when in full screen.

Media Update:

Just a little idea of what I'll be comparing in my video:

MV:

  • +better graphics
  • +better resolution
  • +Works on Windows, Mac, and Linux (hopefully)
  • -Won’t work on older window platforms
  • -load times
  • -less interactable NPCs
  • =Smaller world map

VX Ace:

  • +Works on older Windows platforms.
  • +almost no load times (and even if you do it will take milliseconds)
  • +more interactable NPCs
  • -worse graphics
  • -worse resolution
  • -Won’t work on Mac or Linux
  • =Bigger world map
(+1)

Naw don't worry!
I've gotten used to you being dumb :3

(+1)

(1 edit) (+1)

Media Update:

Ok things are going well with my video Idea. I'll see if I can make more progress tomorrow

If you have any questions about the dual release, by all means ask me.

Media Update:

My video should be coming out tomorrow or Monday

Bug Update:

Eye card had a bug where it would display an incorrect round.

In the MV version there would be a text box saying "Is it working" or "TESTING TESTING TESTING." This will be fixed.

Media Update:

WHY WHY WHY! WHY IS THAT WHENEVER I SAY SOMETHING WILL COME OUT IT ALWAYS HAS TO COME OUT THE DAY AFTER! WHY WHY WHY! 

Sorry a lot happened today, at least I got to work on my game a bit.

(+1)

New Video Out!

MV Update:

I uploaded a new version of MV with a bug fix, will do the same with VX Ace except do some other improvements to it as well

(1 edit) (+1)

HAPPY NEW YEARS!

VX Ace Update:

Battle start doesnt tile, and the screen is kind of bigger. It still has black borders but for now it will work. 

Ermmm, I'll see what I can focus on now for fates gamble. Probably gonna go back to fixing the story.

Edit: Hopefully a Mobile version will come out pretty soon. Idk if I can, I've never exported anything to mobile before, but I'll test it out.

MV Update:

Hey guys, I uploaded a browser version for mobile, but for some reason there's no sound on my end. I'm trying to fix it, but I'm very sad that it doesn't work on my end. Test it out if you can guys to see if sound works for u.

(1 edit) (+1)

Miscellaneous Update:

I HAVE A BROWSER VERSION THAT WORKS WITH SOUND... There's some sprite displacement when in battle though haha. The opponent looks like he's flying X3

But at least people can play it! I also have been working on rewriting some characters. I'll plan to do more tomorrow.

Also my boyfriend made a fanart redesign of the Opponent:


I'm not making this a replacement, but I wanted to show you all cuz I love what he did. Also yes I have a boyfriend now X3 <3 <3 <3

I also love how he was making art of the intro, with the "what be thy name?" X3

(+1)

Omg! I wish you guys the best <3

(+1)

awww thanks! 

<3

(1 edit) (+1)

Story Update:

Erm all I can say is that I am working on the story again, but also I am figuring out the keyword system and experimenting with it.

Its going well :3

(+1)

Story Update:

Right now I'm rewriting a character who is... a certain doctor named Ruvy. Does anyone even remember when I talked about him? it was 253 days ago as of writing this. Anyways I'm feeling more confident in his character now, and how he is portrayed. He definitely has a lot more scenes where his character grows.

Also I'm experimenting more with the keyword system. Definitely got to make a devlog where I talk about the keyword system more in depth. I'm thinking of adding a way for the keyword to be used as password system as well. For example if you wanna get into a place, you'll have to know a certain word. Or what if, I make the keyword system a way to understand other languages. That would remind me of Chants of Senaar which I have not talked about in a while haha.

Class Update:

THIS WILL BE EXCLUSIVE TO THE MV VERSION. THIS CLASS WILL NOT APPEAR ON VX ACE VERSION!

New Class, the Gambler. Dependent on TP and MP. Use MP abilities to build up TP, then use TP to do some wild stuff.

(1 edit) (+1)

Story Update:

Ok I'm still working on the story and while I am still working on Ruvy's character, I did some story work on a specific part of the world.

Hope you all are doing well.

Ill probably make a post detailing some parts of the story.

(+1)

Story Update:

Ok I think I have a good idea of the story. I'm thinking of a castle being a sort of introduction to learning the characters. This castle will have logs detailing some of the characters and where they could be. 

Also I'm almost done with Ruvy's character arc. Added some back story with him and another special character that I'll talk about later.

Also I'm thinking of using the keyword system to find the main characters. You could get their name as a keyword and then ask around town about that person to find their location.

(1 edit)

Story Update:

Genuinely have been forgetting to make an update these past 3 days lol. I'm so sorry for being incompetent. But on the bright side I'm finishing some character arcs, and doing some rewrites. 

I just need to finish 2 more character arcs and then do some parts that I need to rework and the main story should be done. Then when I'm done with those I'll focus on the side quest.

Side note: I'm thinking of adding some specific choices you make in the story to work depending on your class.

Story Update:

Ok I added some new parts to the story. I'm almost done with one character arc I'm doing right now and I'm still figuring out how to rewrite one ending of my game. Overall, I'm getting more confident in my story.

Dual Release Update:

I'm thinking of adding one exclusive secret boss to both versions of the game. I feel like its something people wouldn't criticize, since a secret boss is a very small thing in a video game.

Media Update:

Planning on making a video on how I fixed the Final Fantasy 2 Keyword system. Gonna go into a lot of detail.

Story Update:

Added some new characters, and also replaced one choice branch with another that I think is way more interesting. Progress is going smoothly. Will make another update on Monday.

(+1)

Story Update:

There is now 7 endings... As of now. I said I was going to do 6, but here we are... I've always done that when writing interactive stories. I always somehow make more endings than usual. 

ALSO depending on your choices, one of the final boss will change. Yes I said "one of." Technically there's like 3 final bosses in my game.

Right now I'm rewriting this one part of my story to be way different. It involves a special crystal.

Media Update:

Gonna be opening an Instagram channel soon... Hopefully. Yeah, it's gonna be great to reach some followers for Fates Gamble on Insta.

Didnt really work on my video script but that's ok, I really wanted to focus on my story. probably will work on it tomorrow.

(+1)

Media Update:

My Instagram channel is now up in case anyone wants to get some short Fates Gamble News. Right now I'm just uploading my videos into shorts.

Instagram Channel

EXPECT ANOTHER DEVLOG TODAY

(+1)

In my opinion, it would be nice if you could also upload short Devlog summaries on your Twitter.

(+1)

I prob should do that. But idk, twitter has been getting worse. And I'm thinking of using a twitter competitor, but at the same time idk too much about them. At least Itch.io does support platforms like twitter and its competitors, so It definitely is helpful. Plus i already have a twitter so I guess I should. I'll see.

(+1)

Media Update:

Hey guys. So in my pursuit to make my video, I will take multiple perspectives into question. While a lot of people hate FF2, there is some people who definitely do like it.

Of course I think FF2 keyword system could be greatly improved, but I like that he said it can help him pay attention to the story.

Of course I'm gonna brainstorm ideas as well. If you have any suggestions please let me know.

Media Update:

Gonna do some recording and editing for my video tomorrow. 

Item Update:

Instead of making the player buy specific items, ill just make them Item packs. So whenever you buy an item pack you'll be given random items of that pack in a battle. not only would this make things more fun and (fair) luck based, it will also help the player understand items better by upping the price of different packs.

(+1)

Hey guys, here's my devlog video. I think I might make a small sequel where I give more examples of the keyword system :3

Also if you guys have any ideas you think I should do with the keyword system please tell me :3

(+1)

Story Update:

I'm almost done with my main story. I'm adding more segments where the classes would have an effect on the story. Also just some finishing touches.

I mean technically there's still some stuff I have to figure out in the story when it comes to having a partner in your team, but for the main plot it's almost finished. :3

(+1)

Story Update: 

Omg, I have 9 endings now. Of course it would be this way, haha. 

Ok the main story is done, unless I have any other ideas that I want to add to the story. Anyways onto the side quest again. :3

(+1)

9 ENDINGS!??
I get a seizure when thinking about adding a second ending to my game and YOU ARE ADDING 9 OF EM!?

Please share a fraction of your power with us peasants. XD

(+1)

Hahahah X3

Hopefully it stops here. I guess it's way more easier to add endings with game engines like RPG maker with its event system.

Media Update:

I've mainly been reuploading to my Instagram and also I have a twitter account now.

Twitter account

I was gonna work on my game but I need to focus on my media.

Story Update:

added some 2 new side quest and did some redesigning for this one character i made making him talk in a different language to encourage the keyword system. I'll probably talk about this character tomorrow. 

Story Update:

I added another side quest. It involves a being captured by a crazy pyromaniac and you got to escape. Also I added more parts that require a class to get certain choices in the story.

Also, I believe I talked about this character before, but basically he's a ruler of a land and makes everyone's life who lives in his land totally crap due to his rules. This land involves a different language so it's gonna take some keywords to interact with NPC's and the environment. Anyways to find him, you must pass the two gates that lead to his castle.

If you're wondering why he does this, it's because he feels the need to be popular... and if he isnt, no one should be.

(+1)

Hello! The concept of your game sounds cool! I was wondering if maybe I could join your project as a narrative designer for a fair and cheap price! You can check my profile to see what my stuff and the links to other sources. Also if you want to discuss this more you can message me through Discord: NovaMaster73

At this moment I am not looking for a Narrative designer. Also I wouldn't even be able to pay, but thank you.

Also I did try out your two story driven games :3 

Story Update: 

I added another side quest. This one involves you exploring a dungeon in search of a golden head. One of the main characters meet you in this dungeon and then you both got to escape the crumbling dungeon Indiana Jones style.

The other one I did is where you find repeating hallways and you got to spot the difference, kind of like the "Exit 8 Game"

Story Update:

Added another side quest that involves one of the main characters from before. You go into a dungeon where you meet a crazy man in a cage, he asks if you can save him. Do you or do you not?

Also I added 4 dominator characters. If you don't know, I've talked about it before on my Devlog 4 video

Fan Art:

I know this doesn't fit devlogs, but I do like to support some of my friends who make stuff.

Who knows. I may even use this design in the game.


(+1)

Media Update:

My new Bluesky Account is here!

https://bsky.app/profile/chilldevofficial.bsky.social

There will be short devlog summaries here as well!

(+1)

Story Update:

I made another side quest, it's still not finished  but heres how it basically goes. Some guy says he is having a dream where an entity is trying to give him a heart attack, so he could die. You must go through his dream through his perspective to find what's wrong. 

Class Update:

Psycho Class: This class can read the others mind, spin the chamber more than usual, and do mind control. There might be more later to this class.

Item Update:

Abort Pass: This will be in the full game. When you use it, it will abort you from the battle.

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Sorry no update today, I had a long day at my job and had to do other things. Don't worry, I can work on my game tomorrow :3

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Story Update:

Ok so I finished the side quest from 2 days ago. Also I'm trying to finish writing another side quest. As of right now I have 12 side quest. A long time ago on my Itch.io devlogs I said that I will make 15 side quest. This can not be the case, there has to be more so I'll be upping the number of side quest. Maybe 25 - 30.

Media Update:

I'm thinking of making a video about A.I. Improvements and the type of enemies that will be in my game.

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Story Update:

I'm sorry for not posting these days. Anyways I finished a side quest involving sleeping next to someone. You wake up when they scream. What happens next is shocking.

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Bro's brain is infused with youtube shorts XD

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Lol wut???

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No way you unironically said "What happens next is shocking" lmao

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OH LOL! I was so confused. I guess it does kind of sound like a YT short or Dhar man title.

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Story Update:

In this side quest. You see a man named Terry. He screams and cries about how everyone is gone. You try to talk to him, but he just passes through you like a ghost. Then he starts crying trying to remember what happened to everyone in the first place... Then his eye's widen, he starts remembering what happened. 

(You play through his memory as him)

When you go through his memory, what you find out is sad and disturbing.

Media Update: 

Ill be working on my video on AI tomorrow.

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Media Update:

I'm using a video to look at Dealer AI so I could learn to make the Opponent from Fate's Gamble better. I've realized that both the Dealer and the Opponent are smarter and dumber in certain areas. Ive written down a lot of information that will be helpful when I make the next devlog video.

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Media Update:

Ok I'm going to edit my video tomorrow. Keep in mind I'm not just discussing AI improvements but the different types of enemies. I'll showcase their names.

Mimics

Dealers

Pyromaniacs

Sailors

Splitters

I wont tell you what they are specifically but I'll explain what the Mimic is.

Mimic’s: They copy your every move. For example, If you shoot yourself, they’ll do the exact same thing you did. It might not copy everything you do perfectly, but for the most part they do a good job.

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Media Update:

Go check out my Devlog 8 video, where I talk about A.I. Improvements towards the Opponent by comparing him to the dealer from Buckshot Roulette. I wanted to talk about the enemies in Fates Gamble, but that will have to wait.

Story Update:

I have finished 2 side quest today, I will give some short detail on them.

Side quest 1:

You find a treasure map. once you find the treasure chest, there's gold, a map, and a note.

The note says "Gabriel, if you are reading this, I am dead. I hope the gold helps you on your journey. However, if you wish to see me, please follow the map. You must only come at night time though."

When you follow the map and come at night time. You see... a Ghost Ship. What lies in there. The only way to find out, is to go in.

Side quest 2:

You pick up a golden statue, but suddenly, two psychos come breaking down the door. You must escape before they can catch you.

MV Update:

I've noticed a problem with MV, and it mainly has to with the character dying. It's hard to explain for people who don't know how to use RPG Maker, but dying in the MV version is way different from the Vx Ace version, which could limit my domination system from the devlog 4 video. I'll see if I can fix it, but there's a chance the domination system wont be in the MV version and will stay on the VX Ace version.

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Story Update:

I have finished writing one side quest. Here's how it goes. 

You find an island full of people who have turned into stone. What happened to this place? You see a billboard saying "welcome to Nim Island"

"Nim Island" will be added as a keyword

You can go around the island looking for treasure and such. But you can ask NPC's about Nim Island. What they give you, is a horrifying story...

I'm also im in the middle of writing another side quest where you get to travel someone's dream.

Class Update:

I'm going to change the "Soldier class" into "Killer Class"

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Story Update: 

I'm almost done with one of the side quest from earlier, let's hope I can finish it tomorrow.


:3

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Story Update:

I have finished the dream side quest. And also I'm thinking adding another part to the main story where you have to collect memories of one of the main characters.

Sorry no update today. Had a long day and got my car stuck ;-; 

Its ok I got my car back 

X3

Story Update:

Well I finished a rewritten part of the story. ALSO, I made a new side quest. You can get chased by a sea creature when sailing a boat. If it eats you, you get sent to it's belly. It's belly is basically a dungeon layout. You got to find a way to get out of this monsters belly, before you dissolve.

Miscellaneous Update:

So I am adding sailing to my game to find island. And i thought maybe it would be a cool idea if you could battle enemies in your ship. So I might take some battle ship inspiration for any sea battles. I was inspired by Mike Klubnika's "Concrete Tremor."

Story Update:

So I have finished a a side quest, where you go through a dungeon. However, if it's Non-Euclidean, so everything looks weird and hurts your brain! 

Ok, I'm going to stop making side quest for right now. I have 21 side quest as of now and I need to think about the domination mechanic I talked about my Devlog 4. See, trying to find your dominator is a side quest in it of itself. So I feel like it's important to focus on that. 

Also I've been focusing on adding more to the story. I added a new dominator as well!
I'll showcase some of them tomorrow!

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Story Update:

Ok so as I said, I'm going to reveal some dominators:

The Control: He’s a leader who uses his mind control abilities to create his own army. Once in battle, he is able to mind control your inputs.

The Smile: A girl with a yellow smiley mask on. She never attacks you, She only tries to manipulate you. It’s a total reversal. Instead of you pacifying/talking to her, she does it to you.

The Trader: He’s a kidnapper who kidnaps people for his... Experiments. He rules an island where there is nothing but sadness and misery. In that island, he sells a certain type of drug. I wonder how he made it?

The Judge: He comes after you when you’re apart of [REDACTED]'s group. He's going to stop you, any way he can.

Also, side note. I'm adding more lore. YAAAYYY MORE WORK. I'm adding a new character, who's treated as a legend rather than someone or something you meet face to face. I don't wanna reveal a lot about this character, so don't expect too much. ^w^

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Song Update:

O_Tire made an overworld theme for my game! 

O_Tires Twitter/X: https://x.com/O_TireStudio

Check it out the song below:

Twitter: https://x.com/ChillDev_Offic/status/1895919701726990422/video/1

Bluesky:https://bsky.app/profile/did:plc:baveydrspsub7mc5v4bgmoh7/post/3ljdpelwd6k2q

Instagram: https://www.instagram.com/p/DGqxZ3fxyMW/

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Story Update for Fates Gamble:

  Ok so I am adding more lore to my game. Unfortunately, I can't reveal anything, but maybe later on I'll give a peak of what lore I'm adding in some time.

 Stay tune

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Story Update:

Ok so I added some new lore, and I think everything is set, I just need to fix some parts of the story that need some slight changing. Also I'm not sure If I should add more side quest or If I'm forgetting anything. This is why it's good to have a checklist at the beginning of making your game. Don't worry, I've learned my lesson >_<

Also on the topic of side quest I (technically) have 25 side quest. 

In conclusion I'm almost done with story stuff, and when I'm done with that, I'll be doing more eventing, art, designing, etc. 

^w^

Story Update:

Ok, everything seems fine with the story. You guys may or may not see a story update in a while. I don't need to focus on anything else when it comes to the story, unless I get another Idea for a side quest or feel like something needs fixing. So anyways... What now? Well, I want to experiment with some game mechanics. The partner system, Opponent A.I., new items, enemies, the dominator mechanic. Keep in mind I said testing. I'm not fully developing them, because before I do fully develop them, I want to make some more art, and figure out the open world more. There's still a lot of thinking, and I need to push myself to have better focus on what needs to be done. 

Media Update:

Anyways, I'm also gonna make a video soon. Maybe a short devlog and discuss some thoughts I have for Fates Gamble.

Art Update:

I've been making some art for my enemies. Mainly just for my 2 enemies "Mimic's" and "Pyromaniacs". I'll show them in my next devlog video about the enemies in Fate's Gamble.

Also, go check out my short devlog video on why I'm getting rid of the "Healing Syringes." I understand that getting rid of a HEALING item is weird to do for an RPG game, but I have some good reasons. 

I might even get rid of challenge card, but who knows...
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Enemy Update:

Ok, so I have a bunch of ideas for how I want my pyromaniac enemy to look like. I'm not gonna draw or create anymore enemies any time soon (maybe) 

Will edit my devlog video tomorrow! 

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I love the designs! Also Imo, it would be easier to paint the strips on pyromaniac, black. Because if you colored them yellow, then yellow would become the accent color and you would have to do some adjustments to the design in order to fit it in.

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I'm a bit confused, I know what an accent color is, but I'm having a hard time understanding what you mean by "have to do some adjustments to the design in order to fit it in."

Either way I'm glad you responded, if you like the black one, ill definitely do it. 

:3

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Thanks :P I meant that if you chose yellow, you would have to add some more yellow elements to the overall design. (for example add a yellow badge to the hat)

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ah ok

Miscellaneous Update:

I have made a video where I talk about how my enemies will act and I made some art for two of my enemies. 

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I haven't been doing any work on the Partner system yet. There's a lot I have to consider first before working on it, because then It will bite me in the butt later. So right now I'm just figuring some things out with the battle system.

Weapon Update:

Sniper Rifle: It will Insta-kill anyone you successfully shoot. This is for the player who may wants the high risk, high reward route, like the shotgun. This will only appear in the VX Ace version of my game. "Why?" You may ask. Let me explain. 

Dual Release Update:

It's because I have some trouble with the revive mechanic for Fates Gamble that I talked about from devlog 4 video. In the MV version, I cant detect whether a player loses or wins normally in MV. I have to use a bunch of variables for detection and then when the enemy is at 0, I abort the battle. So I'm gonna test out something way more unique with the MV version, if I can. I'm seeing if I can do a groundhog day mechanic. Where every time you die and get set back to your save, you are aware of it. Most games when you die, it's non-canon, but this is way different.

Story Update:

Figuring out some dialogue for the Opponent. Helping him have more character.

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Class Update:

I still haven't really been able to work on anything because I'm still figuring things out, but here's my idea on classes. 

Psycho Class:

  • can read minds. This can help tell the player their weakness, or where the live round is, if they know it. There's a chance your power can reveal their HP or MP. If your playing the MV version, you can be told the enemies TP.
  • mind control, can control the enemy to do what the player wants.
  • Can spin the chamber with telekinesis.
  • Can interact with elements around the room with telekinesis

Dealer Class:

  • Can make deals to get money, items, another move or a supernatural deal to get heals.
  • scam people
  • Higher Charismatic Luck then the spy.

Spy Class:

  • Can go invisible for a short time.
  • Charismatic luck, not as much as the dealer though.
  • Can make his own bullets. They can either be “Extreme poison bullets” or concussion bullets. Remember these affect you to if you get shot.
  • Can have a maximum of 10 HP.
  • Can lockpick doors, if he has a lockpick item.

Killer Class:

  • Can have a maximum of 13 HP. Which might not seem a lot, but remember a standard revolver does +2 damage and the spy can only have 10 HP. So you can take an extra shot, which is a big deal. The spy can take 3 shotgun shells, while the soldier can take 4.
  • Has Strength luck, so he can avoid situations when he’s caught by an enemy.
  • Strength luck can help break down doors.

Doctor Class

  • Can revive a teammate.
  • Can see players HP, but it doesn't cost MP unlike the Psycho class.
  • Can help their teammate or themselves get a dose of the defense syringe. The defense syringe can help take no damage. It goes away once shot at or your 2 turns are up. If used more than once it will actually damage you.

Gambler Class

  • Uses TP which starts at 0 but you build it up with MP. Use TP to do a lot of the powers the other classes have. 
  • Attacking Opponents or using MP can help gain TP.
  • Luck based and jack of all trade class
  • EXCLUSIVE TO THE MV VERSION

Item Update:

Defense syringe: Allows you to take no damage for 1 turn (when your opponent turn ends). It will go away after one shot. If used again, then it will do damage to yourself.

This will replace the Healing syringe. Instead of getting a guaranteed +2 HP, it's something you have to take a chance on and it's not as annoying or OP since it's only for a limited time.

Story Update:

I have added more story for a specific character. I felt like I had an opportunity to improve them more by giving them more scenes. I'm gonna use the dominators more importantly in the story because of this specific character.

Dominators:

I added 3 new dominators.

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Miscellaneous Update: 

I'm sorry, but I didnt get to do much work. As of writing this, my power came back on, 30 minutes ago. On the bright side, with the work I was able to do, the main story is getting better and the dominator system is getting WAY BETTER. Also I'm thinking of adding something new to the ROLE system. I would explain these, but it be better if I keep the story a secret and I explain the ROLE system more when It's tomorrow.

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ROLE Update:

So I have added more imagination to my role system, which is exactly what I want. Now you can imagine what your player character is saying to add more roleplaying to it. for example, a text box will say *You judge them*, instead of just using a text box of what your character is actually saying. Undertale (Kind of) does the same with it's ACT system, but it is more descriptive of what your specifically saying.

Also I realized I couldn't work on the ROLE system too much, because the Classes are important. Specifically the dealer class with it's charismatic luck. Basically here's how it goes:

If you were you rolled a "1", it would make the NPC angry, but lets say you wanted to get a reroll to make him sad or happy. Well with the dealer class you can do that. Speaking of classes...

Miscellaneous Update:

I was thinking you can only change classes When you appear back at the Opponent place. This is to discourage changing class with the same level so that people wont cheese some parts of the game. I'm think in the MV version, you can only change your class when at save stations. 

But I have one more idea. Perhaps whenever you change classes, you go back to level 1. Although I probably wouldn't use this, it sounds kind of annoying. Again I'm just thinking of ways to discourage changing classes.

Another way to discourage class changing is armor. Yes, I'm thinking of adding armor to Fates Gamble. I wasn't going to do it at first, but it might be a good idea. However, it depends on the class. The Killer class, will get armor that upgrades your health. The dealer class can get armor that increases luck. I might go further beyond with more creative ideas. So stay tuned!

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Class Update:

I have added amours for the Dealer and Killer.

The Killer Class will have reduced 50% Floor damaged rate (FDR). Basically FDR is damage that is outside of battle. For example, a tile that can pop out spikes can do +2 damage. However with FDR at 50% it will half it to 1. Mainly I've just been testing stuff to get a better grasp on Classes, so I'll get faster with it the more I work on it :3

ROLE Update:

The Dealer class still need some testing but it's looking promising with the ROLE system. Also I will probably change some stat names since RPG Maker allows me to do that! 

Also I did some calculations to determine how much event pages I would need to make for the VX Ace version of my game and found out I should make ROLE system with less than 99 pages in mind, because I came at the calculation of 120, oops haha!

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Story Update:

Ok, so If you been on my Itch.io devlogs, you'll know that at first I wanted this game to have 6 endings. However it went to 9 endings. And now it's.. 11. Yeah... 

Also I want to clarify I have a character named "Rust." I can't reveal too much, but all I can say is that at first he wasn't that special of a character. He only showed some character when at side quests, and in the main story he would have only one scene where you encounter him. However, I decided to make him have a more important role in the story and with the dominators in my game.

I would reveal some more but this is where I end it. STAY TUNED! 

:3

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Song Update:

Go check out O_Tires scary song for my game: 

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Boss Update:

I have added a new bossfight to the main story of my game. Which is good because I don't have much bosses on my main story. The boss fight involves someone with telekinetic powers, who will use objects around the room to fling at you. This boss will also use mind control on someone important.

Item Update:

I'm thinking adding an MP syringe. I'm thinking  it should give +2, +4 MP

Story Update:

I've added some more choices to the story and some more scenes with Rust.

ROLE Update:

I apologize for not making an update yesterday, had to do a bunch of stuff that day.

Anyways. The ROLE system is getting more how I imagined it, I'll see if I can showcase it with a video tomorrow. Although the "Intimidation" option is not exactly how I wanted it. RPG Maker only has 4 "self switches." All you need to know is that self switches are good for specific NPC's but I needed just one more for the intimidation option. But it's ok, it still works good. 

:3

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ROLE Update:

A demo video of my ROLE system for Fates Gamble.

 It's not finished, but in short, it's based off Undertale's ACT system.

Features include:

  • Can change NPC's emotions
  • Can make any NPC a party member. YES, YOU CAN LITERALLY MAKE ANYONE A PARTY MEMBER
  • Can be affected by level of charismatic luck
  • Etc.

If you are the Dealer (or Spy) class, you can reroll depending on your charismatic luck. Also I'll give an example of how the options matter.

If you pick the "Judge" option you can make the NPC sad about what you said, mad about what you said, or happy enough that they'll agree with your judgement. If you pick the "Insult" option, then it will only make the NPC sad or mad.

So what you pick has a great deal of influence on the NPC. Also while I say "NPC", keep in mind this also works on enemies.

I've noticed it can be a bit hard to use imagination when the NPC is just standing there. I never liked how Undertale would describe what the enemy is doing in the text box below while the enemy is doing it's "stance animation". So I'm considering on making the screen go dark every time you talk to NPC's. 

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Can't wait to make the final boss, my party member :)

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You changed ur profile pic haha!

Also sorry I haven't been able to show the boss I was talking about in DM's. I will when I can :3

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Class Update:

The Killer and Spy class has a new stat: Attack Luck (ATL)

This will be effected by battles outside of the standard Russian roulette system.

ROLE Update:

I have more plans for ROLE. Also it is looking more promising, as usual.

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ROLE Update:

So I finished one event page, where the NPC acts neutral, now I need to figure out what to do for when the NPC is happy, mad, sad, etc.

I might even let you roleplay as your party members. Keep in mind I said "might"

Party Member Update:

I realized I should've been testing the Party member/Partner system before I allow anyone to be a party member by the ROLE system. Anyways, I've been having a lot of trouble with formation. If you play the beta to Fates Gamble right now, there should be an option called "Formation" when you press "Esc." But it doesn't work until you have a party member. Anyways, I was having a lot of trouble trying to figure out how to let formation work in battles using the event system. I could just get rid of it easily by deleting some code in RPG Makers script so I don't have to worry about it... But I really like it and I want to use it badly, so it's staying.

To get some info out of the way, my party member system was gonna be just like Buckshot roulettes multiplayer, where it would go around in a circle. However this is not the case anymore. It works like this:


Of course Buckshot wasn't made with a team based party member mechanic, but this is to help show how the party member system will work.

Miscellaneous Update:

To be honest I might let the player ROLE play as their party members as well. Again I said "might", so there's a chance it wont be in the game, but I'll see if I can.

Also I might stop calling this game an RPG, because then people will think "Oh... an RPG? So I'm going to need to tediously grind for XP other than doing something fun, go through this games long story, and never actually roleplay as my character other than the battle system despite it being called an RPG, which is just like every other RPG? Yeah, no thanks." This is how I was with RPG's and why I never liked them.

Another thing is that my game... Doesn't even feel like an RPG. It's so uniquely different, that I feel like anyone who likes RPG's wont like this game because it's not like any other. This game defies expectations of RPG's, so I feel like even they wont like the idea of this game being an RPG. I'll think about it, but I'm really considering getting rid of advertising this game as an RPG.

I'll see what I can update ya on with the Party member system tomorrow.  :3

Class Update:

I have implemented the "Create Concussion bullet" for the Spy class in the game. The concussion makes the enemy have a 70% chance of missing their shot (Keep in mind this would work if you get shot with your own bullet and they can even miss when shooting themselves). The concussion effect stops once shot.

Battle System Update:

Fixed some of the formation problems. Also I have been experimenting with the battle system so it can be easier to work with.

Unfortunately I couldn't work today. Had a very long trip. Got back home at 5:30 and I'm worn out haha. It's like I feel tired and awake at the same time as of writing this. Don't worry I'll be doing work tomorrow, though.

:3

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Item Update:

The defense syringe, is developed in the game.

Class Update

 I'm trying to focus on the Psycho class, and it's powers, Hopefully I can finish working on it tommorow or Saturday, but don't count on it.

Party Member Update:

I fixed some problems with the formation with the party members.

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Class Update:

I made the Psycho class able to mind control, there's some thing I still need to finish, but it's looking good so far. 

How the Psycho class can use it's powers:

  • Make opponent shoot themselves
  • Make opponent use Plasma Cutter
  • Make opponent spin chamber
  • Make opponent give item
  • make opponent throw away item (might get rid of this one)

The Defense syringe will only be for the Doctor class. speaking of which...

Item Update:

The Defense syringe, will defend both you and your party member. The reason for this is well... RPG Maker limitations. It's hard to make your party member use items by themselves with the event system. Also lets say you both get defense, if one of you get shot, the other keeps their that defense until shot. Keep in mind the defense syringe effect is meant to go away in 2 turns, but that can be negated if on of you is already shot.

In short, when you use the defense syringe, if protects both you and your party member from taking damage, but if one of you is shot, the other gets to keep the defense. 

Also it doesn't work if your at full health.

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Implementing things like this is probably possible by scripting.
I'm not sure if you are already scripting or not, but it is something that can be incredibly helpful; especially for you who are making two versions of the same game. (you can copy-paste the code)
The first game engine that I ever used was Game Maker 8 and it had an event system. From my experience, event system can be a bit annoying when working on bigger projects.

Anyways... ...also it can't be healthy to use the same syringe more than once! :P

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Unfortunately I cant port the same code. VX Ace uses their own version of Ruby. While MV uses their own version of java script. This makes it hard to port over scripts. Maybe I could find separate plugins for both of them however. Like the "Yanfly" plugin. Yanfly has one for ruby and Javascript, and I think they work the exact same, so I could just use both the ruby and Javascript. However, some plugins don't work the same.

It's also funny you mention that about the syringe, haha. I'm thinking of maybe changing the design, or making the name "electrical syringe," as in, the syringe can travel through your opponent with electricity. Idk, might just change the design.

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Item Update:

if you use the defense syringe again, it will damage both you and your party member. 

Also Apparently there is a bug where the steal card will give you the item you want to steal, but the enemy wouldn't lose the item. Honestly I... kind of like that. Instead of stealing an item, it copies one and gives it to you. But at the same time, it's so cool to just steal your enemies item. stealing also helps with tactical thinking. So, I'll see what to do about that.

Unfortunately I don't have much to show. I'm deeply sorry, I had to help my dad dig out my basement which flooded and it took all day... Hopefully I'll have more to show on Monday.

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Oh I'm so sorry for that.
Well, you are not alone. My two bunnies broke the roof of their house a week ago when it rained...
You managed to save your house but these two dummies are still processing what happened :3

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Awww you have bunnies 

0w0

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Class Update:

Everything is working great for the Psycho class. I'm really proud of it. Also I should mention a little more about the "Read Mind" ability. The "Read Mind" ability was based off of the "Thought Peek" from Super Mario RPG. If you used "Thought Peek" on an enemy it would tell you their HP and then a textbox will show what they're thinking. Sometimes it would give you random dialogue or maybe a hint to beat them. In my game it can show what they're saying, reveal the current live if they know it, show enemy HP, and show enemy MP. Another thing I want to talk about is mind controlling the Opponent to give you items.




I'm liking this idea, but I should let it cost a heavy sum of MP.

Also now that I'm done working on the Psycho class, I gave a new idea for the Doctor class. If you choose the Doctor class, you can switch weapons mid fight. So if you want, if you have a revolver and want to switch to the sniper rifle, you can do that!... At a cost of MP. I got to make it balanced somehow. ^w^

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Class Update:

The Doctor class and Dealer class are (technically) finished for battle. There's still some small experimentation I need to figure out when making them, but overall they're looking really good. I was gonna make the Dealer class make a deal to get heals, but decided against it. Now I need to focus on adding more than one enemy for Russian roulette battles and test that out :3

Item Update:

Revive: Only for the Doctor class. It revives an ally, but not only does it cost the item, it takes away some MP too. So you need to use it wisely.

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Miscellaneous Update:

I'm making a video on classes. It will have exclusive info about some new plans for the classes design, how to get classes, and how to upgrade classes.

I apologize for no true update yesterday, I was feeling awful. I was at work and then when I came back home to work on my game, my brain couldn't function properly and I had a headache.

Media Update:

Gonna edit my video tomorrow. Expect my exclusive devlog video to be the day after tomorrow.

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Media Update:

Ok, I really need to be careful on when Im telling you guys a date that my vids come out because I always predict them horribly. So Im sure if it will the day after tomorrow or April 10th.

I hate to make you guys wait >_<,   It's just that something unexpected came up. Overall the video is doing good.

Class Update

My new video is out 

I have also added the two new powers for the Killer class that I described in my devlog video. The image below shows the powers. The blue numbers represent the MP cost to use that power.

Also some MP stats:

  • Psycho class starts with 8 MMP (Maximum magic points)
  • Killer class starts with none
  • Spy class starts with 2 MMP
  • Doctor class starts with 2 MMP
  • Dealer class starts with none 
  • Gambler class starts with 10 MMP (yeah, im not joking)

Who knows, I might change these later.

Class Update:

Fixed some bugs and adjusted MP for some characters

Battle System Update: 

I'm trying to figure out how to put 2 enemies in the same battle with my Russian roulette battle system. I think I have it all figured out, just need to implement it.

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Battle system Update:

I apologize for not making an update yesterday, and also I unfortunately not really able to work on my game today. BUT, on the bright side, I think having 2 enemies might work. It just has some animation bugs I need to fix. So enemies work the exact same as your party members, where they basically share items, and take turns. However I'm struggling figuring out how balance HP. Especially with party members, because when you have a party member, it's kind of like having more HP. So I'm struggling to find that out. How do I balance that? My idea is to divide the players health by 2 to make it even. But I'm also thinking if maybe I should let every gun damage you and the party member, but then that wouldn't make sense for a single shot revolver. Maybe for a shotgun, but how does a standard revolver damage 2 people in one shot. Of course my game doesn't need to be realistic and maybe some you don't care, but it does bother me that it's like that, and I don't want a new complete redesign of all guns. Maybe I could use the excuse that its a shotgun revolver and the tranquilizer is a shotgun tranquilizer (which is a pretty funny concept that I like), so who knows.


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You can also make the player only encounter these type of enemies, if they have a party member themselves.
That can kinda balances it out I guess, idk...

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Not gonna lie, I was planning that. But I'm not sure if I will, because it will make the game slower, and I like to have bosses that are by themselves so I don't have to create lore reasons as to why they have a party member on their team. And also I have to keep in mind the splitter enemy. 

There might be cases where I can use your idea for certain fights though. I'm glad you give me ideas, because without you, I would've never had animations, custom SFX, custom music, or the Orange roulette battle system in the game, you have really shaped the game the way it is :3

(+1)

I'm so honored to be able to help you!
Btw, if you have any ideas about how my game should be please let me know :)

(+1)

Go check out my new video on my Bluesky or X / Twitter

Bluesky: https://bsky.app/profile/chilldevofficial.bsky.social/post/3lmxzzc5igs2o

X / Twitter: https://x.com/ChillDev_Offic/status/1912691142304710739

Also, had to find a HUGELY OVER LOOKED BUG in my game. Apparently the dealer would shoot a live without it doing damage -_- This is fixed now. Also I was doing some experiments around the battle system. Not gonna talk about that because I'm not sure if I will use my ideas.

(+1)

Battle system Update:

I improved some small A.I. in the enemy and I fixed some animation bugs.

Item Update: 

The steal card is now Copy card. Instead of stealing an item it will copy it. I realized It would be aggravating to buy an item from an item shop, just for it to be taken away and considering the fact that it's hard to item hoard in the game, it will definitely be annoying to lose even a single item.

Miscellaneous Update:

Go check it out on Bluesky: https://bsky.app/profile/chilldevofficial.bsky.social/post/3ln76h5dzf22k

Go check it out on X / Twitter: https://x.com/ChillDev_Offic/status/1913720974031360226

So I have tweaked a bit of the Opponent A.I. and some work on ROLE. I had an early Easter/Resurrection day, but I'm very excited of the progress I'm having. I also added the black screen fade in for the ROLE system, so it can be easier to focus on the conversation. Also I noticed this screen taint event. I wish I saw this earlier, because I thought I had to use picture effects to give an illusion of time, but nope i can use this.

ROLE Update:

I think I got ROLE figured out more, and also I finished making that one NPC when he's in "Happy mode." I'll use what I learned for the other emotions the NPC will feel. 

Art Update: 

I was testing out some Ideas for the UI. Tried out my Crayon art style, again. It kind of looks bad, but I'll change it later.


Story Update:

Rewritten one part of my story. Basically there's someone you can add to your party, but there so important to other parts of the story that I can't just have them be a party member. So I added a part where the party member can divide themselves into two versions. A ghost version of themselves and a full body version.

ROLE Update:

I hit a road block, I found out that my calculations for how many event pages I needed was wrong... Again. So here's the plan. MV will have only 9 event pages due to it's limits, while the VX Ace version is planned to have 56. 

Art Update:

Open world Update:

I made a mock up of how I want to open world to be. There might be some changes later on. The reason I'm focusing on this is because It's important that my NPC's act where they're set in. 




Miscellaneous Update:

I've made some new creative decisions on finding out how to find a Dominator (who are Mini Bosses) when you get their name as a keyword

Also I'm thinking of making the dominators a Stalker enemy. If you don't know what a stalker enemy is, then you should watch this vid: 

Anyways I have some map updates, Still figuring things out. This is very important to the ROLE system I promise haha. 


I apologize for not updating yall here. Twitter and Bluesky are so easy to make video updates. I suggest you guys go over to my Twitter and Bluesky for showcases of my game. Mainly these Itch.io Devlogs are for more longer info on my game that is primarily exclusive to these Itch.io devlogs. 

X / Twitter: https://x.com/ChillDev_Offic

Bluesky: https://bsky.app/profile/chilldevofficial.bsky.social

Expect more Exclusive info here on Itch.io later on!

Miscellaneous Update:

Got the chase AI working in the VX Ace AND MV version. I'll see if I can get some footage later on. The MV version has better chase Ai in some cases. Mainly I'm having a problems with detection and enemies not following in different maps. Trying to go for a Ao Oni style of chase. Overall I should be able to fix this later.

Enemy Update:

Ok I got the Enemy chase to work how I wanted. I'm really exhausted because it took me so long to find a solution but I managed. I'll see if i can show it off tommorow.

Dominator Update:

The dominator is more promising the more I work on it. I might stop development on dominators tomorrow. I'm also considering on making Dominators get revived at certain points in the story and making them react differently to who's on your team.   >:3

I added safe rooms! These are rooms have no enemies or dominators. A place to take a break from the horror.

I have way more planned with dominators, just you wait!

Miscellaneous Update:

I have changed some side quest stories and also added some new islands. Added some more ways to find certain dominators as well! I would talk about it more, but these are a secret for a reason.

(2 edits)

Dominator Update:

Every time you kill a dominator something Interesting happens. It's a new gimmick to Dominators where they can get revived by [W7#O@m*y]. So every time they catch you, that [Z8Y6%$r@] changes the battle. It could make the Dominator more powerful, smarter, or limit your attack options, etc. There's more I'm planning, I hope to explain it more in a video.

Item Update:

After some consideration, I'm getting rid of the Abort pass.

Voice Acting Update:

My lovely BF, is doing voice acting. Its for a specific character. The game will not have voice acting, its just for this one character.

Music Update:

While you all know the music in fates gamble is made by O_Tire and the developers of RPG Maker. I'm adding someone new to the team. She creates music, and she asked to join the development for Fates Gamble! Her name is Rocky (Roxanne).

Rockys YT Channel: https://www.youtube.com/@McSpicyman

Rockys Bluesky: https://bsky.app/profile/shattered-flames.bsky.social

(+1)

Miscellaneous Update: 

I finished creating Party members powers and also added more on how to find dominators hide outs. I wanna make a video on Dominators again, but it will have to wait. I will however, make a video about Fates Gamble soon.

(+1)

Media Update:

I'm writing the script for my next devlog, hope all goes well. Ill be recording and doing art tomorrow!

Art Update:

I've been doing art of one dominator. Been testing things with their design. I would do more art for dominators but It's good to experiment first haha. 

Media Update:

I'll be doing recording tomorrow and maybe some editing.

I'm going to visit some family members tomorrow. But I have been doing some work on my devlog, hopefully I can finish it soon. I said I wasn't gonna do a devlog, but here I am. If you have any questions about my "dominator system", please do tell me.  :3

(2 edits) (+1)

Hey guys, so I’m visiting some family for a trip. I won’t be able to work right now, but I did some editing and hopefully I will update Yall on Saturday or Sunday about any progress. Sorry for late post.

Art update:

I also did a slight redesign for one of the dominators


and happy birthday to me! :3

WOOOOHOOOOOO

(+1)

Apologies for no update in... 12 days!!!???? Darn.

Media Update:

I HAVE HIT 100 SUBS ON YOUTUUUBE! THANK YOU ALL SO MUCH! I also have a video on dominators which you should go check out!

I have also made a tik tok... I think im gonna be sick...

https://www.tiktok.com/@chill_dev_official

Dominator Update:

I have made safe rooms to escape from the dominators. Go check it out my video on my Twitter, Bluesky, insta, or Tik Tok

Twitter/X: https://x.com/ChillDev_Offic/status/1925727763975082147

Bluesky: https://bsky.app/profile/chillitch.itch.io/post/3lpsjeqx6g22u

Instagram: https://www.instagram.com/p/DJ-n6_tJaDh/

Tik Tok: https://www.tiktok.com/@chill_dev_official/video/7507443549068365102

Animation Update:

I have decided to not call the weapon "Sniper Rifle" like that anymore. It's now called "Long Barreled Rifle."


(+1)

I love how dominators chase you down just to play a fair game of russian roulette with you.
Like: "sir, sir! ... sir do you wanna play russian rou... sir ... sir please stop ... SIR!"

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Art Update:

This is the animation for the long barreled rifle, when you shoot yourself. 

I'm also working on character art for a character named "Rust." Its going great but also am finding it hard to know  how to draw him. I'll see when I can show him off

Art Update:

So I finished the Rust character for my game. I may or may not use this art, I don't know. I've talked about this character a bit and have put some secrets about him, but don't expect me to reveal much about him. 


I may also change the mask design.

(1 edit)

Class Update:

I have finished some class powers, also the Doctor class can not change weapons for the Long Barreled Rifle.

Party members:

Party members powers are working well. also fixed some bugs. I feel like I can confidentially say Party members are finished... with the battle system.

Now that party members are finished, I'll be able to focus on more stuff.

Battle Update:

Fixed another game breaking bug /:

Apparently the current round would give wrong values again.

Happy Pride Month!

Art Update:

I've been doing rework on the Tile sets. Specifically the ones you see in the beta off my game. I'll see if I can finish them off tomorrow. I've been experimenting with my crayon art style with the tile sets but its hard considering it has to be 32x32 pixels. So I've been taking some inspiration from Yoshi's island again.

Art Update:

I'm going crazy! I thought I updated everyone Yesterday! A side by side comparison. Didnt change the table and door. I will replace those later. Also doing a crayon art style in pixels is hard, so I took inspiration from Yoshi's island's background. Not perfect, but I like it


(+1)

Art Update:

Showing of some tilesets

https://bsky.app/profile/chillitch.itch.io/post/3lqvnslb5y22g

https://x.com/ChillDev_Offic/status/1930794269025144935

Art Update:

did some more tilesets. Also! Im plan to redo the cover art as well :D

Stay tuned for that. I'm sorry if I'm bit slow on pixel art its not really my best experience.


Old VX Ace Tiles:


Art Update:

What do you guys think of this? Do you think it looks good?

I'm not sure what you guys think, I'm gonna experiment more tomorrow and show off some more stuff.

Also, ive been thinking of adding the pi** filter to my video game. Its kind of considered GenZ nostalgia, but I genuinely kind of like it and think it fits the feel of my game.

Watch the video I have here on the aesthetic:

https://www.tiktok.com/@chill_dev_official/video/7513378683428588843

Art Update:

The cover art has changed!

for now...

I might change this later, cuz I have more. I want some genuine opinions on which one is better, tell me with a reply!

#1:

#2:

#3:

Of course give me your opinions, I understand 2 look kind of familiar, But I plan to make different versions of the purple one.

(+1)

Hey guys, I'm sorry if I haven't done much and I also apologize for not making an update yesterday, I'm sorry. Yesterday hasn't been the greatest and neither is today, but in other news i have redone my cover art to this:

Idk if I will change it. I'm sorry if this upsets you. I know that maybe some people like the other one, but I like this one more. Also their may or may not be a Steam Page. YES, I'm considering adding a steam page for my game, but man the 100$ ugh... Again I don't know if I will have a steam page, but I might have one. so stay tuned :3

(+1)

Love the new logo.
Hopefully future days will be better :3

Also, I really like how the word 'fates' curves at the bottom. Imo you should do the same for the word 'gamble'.
Kinda like in Super Smash Bros logo.

(+1)

Its interesting that you noticed that. I was just going for my usual imperfect placement, but I could totally do that.

(+1)

Now this is a cool idea! I'll give it a try.

thanks, keep in mind their might be a bug that can give wrong current round placements, I plan to fix this later in another beta update.

(+1)

I did a slight recolor of the shotgun, because whenever I change the hue color on RPG Maker for enemies, it changes EVERY color, including the brown handle. which is not good as I intend for different colored enemies. I might do some more with other weapons. I also wanna say sorry for not really updating you guys. Had to take a mental break. A lot has happened, so it was the best for me, but I'm now back.


Art Update:

Redid the revolver handle. I'm also planning to redo the Tranquilizers design. Not just recolor it, but add some slight more designs. 


(+1)

Art Update:

So I have some design ideas for the tranquilizer, although it doesn't look like a chamber on top, so i should change that. If I'm correct, I got this idea based off of an old German gun that had a clip on top instead of the bottom like most other guns. (I forgot what it was called)

Art Update:

Ok tell me what do you guys think of the slight redesign? Changed the color of the handle but also added some more detail to the chamber. 

Maybe the GIF is a little too big.

Art Update:

Changed the color of the Long barreled rifle!

Also finished the shoot self animations for the tranquilizer. Right now I'm doing the animations for the Opponent using the long barreled rifle, so that should be fun!

Art Update:

Finished animations for when the Opponent shoots themselves and shoot you.

Art Update:

I redid some of the animations when the player shoots themselves, although the tranquillizer animation isn't totally finished. I also fixed up some animations with the Opponent using a tranquilizer, as you can see I added detail to the chamber. The Long Barreled Rifle should also be completely done, just needs some more testing.



Hey sorry if this is a little disappointing, but most of my time was spent experimenting and finding bugs. One of the main things I was experimenting with was you and your party members having different weapons for battle, but unfortunately, due to the event system limitations, it would take waayyyyy too much work. On the bright side, I finished the tranquilizer animation. 

Miscellaneous Update:

So I'm thinking of re-doing the defense syringe animation and changing its name. The reason being that it gives defense to both players, which wouldn't make sense for an animation that plays once and also O_Tire said that its a bit weird that you and your party member share the syringe which sounds unhealthy. I'm honestly thinking of using the defense syringe for the revive as it makes more sense and is used for one member of your party. Also I finished the MP Syringe animation.

Hooray for repurposed animations!!!

(1 edit)

Art Update:

Im planning to use a magic crystal to replace the defense syringe. I know... Wild right. It went from Herbs, Healing syringe, defense syringe, to a defense crystal. Wild lore for the making of this item. Also, Im gonna plan on fully adding in the MP syringe and revive and Items should be fine. OH! and Im gonna do some pixel art for them.

Also what do you guys think. Should this be changed?

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Art Update:

Fixed the weird perspective on the Crystal.

Battle system Update:

Also. I FINSIHED MAKING THE BATTLE SYSTEM FOR THE PLAYER ANED PARTY MEMBERS. I wont have to work on it again! Well... That's assuming I don't run into any bugs, and I will need to test out the class powers every time I add a new party member, BUT BASICALLY IM DONE. 

Now I need to work on Opponent AI again, and also make an animation for the Opponent using the Crystal. I'm so happy!

(1 edit) (+1)

Battle System Update:

I fixed some bugs with The Opponent and now they can use MP Syringe. In other news... I'm making another beta! This one wont be too big. Mainly this beta will contain no cancelled items, bug fixes, and redone pixel art. Also I'm replacing the Insta-kill mode with Long Barreled Rifle Mode. I'm also adding a mode I wanted to add in the first beta, but never was able to. I'm adding the Party Member system! Lets call this beta "Beta 2.5"

hey, I’m back. Sorry for dipping out again. I had to take another mental break, so I had to spiritually recuperate. And I’m doing hella way better! Anyways I’m making another devlog video! It’s about an idea I have been planning in my head since fates gamble started. I can’t wait to show it


ALSO HAPPY 4TH OF JULY

Media Update:

Plan on editing tomorrow for my devlog video for Fates Gamble! Hope it goes well 

:3 

Also in the meantime while you waiting. Go play the beta for Fates Gamble and tell me how you do on chance mode :D

Media Update:

Go check out my new YouTube Devlog, where I talk about my changes in RPG combat for Fates Gamble, so it can be more interesting!

Miscellaneous Update:

Was working on some bugs and adding stuff for beta 2.5 release. I'm starting to realize how bad the 2nd beta is. While I cant fix everything, I hope to give some updates to the browser version. Gonna be doing some art tomorrow as well!

Art Update:

I'm finishing up some art for the zip ties, I've been doing a lot other things than working on my game unfortunately 3:

Combat Update:

Yeah I'm just gonna call it Combat Update now. I'm getting rid of the random chance of "1 live, 1 blank", after watching my friend play the game, they talked about how the 1 live, 1 blank is BS. TBH, i agree, whenever you choose to shoot an opponent SUCCESFULLY, you then have to shoot yourself. So when the rounds reset, and gets a "1 live, 1 blank" its basically a lose, lose situation. Either shoot yourself or have the Opponent shoot you.

Miscellaneous Update:


So I have added the zip tie, so Im done with Opponent animations hopefully. Also, my Ex BF will not be helping with Fates Gamble anymore. He was gonna act for my game, but due to controversy with me and friends we will not be talking anymore, sorry.

Beta Update:


Beta 2.5 coming tomorrow. Mainly was just bug testing and found some bugs. So I'm gonna test out some more ideas for my game tomorrow as well and see if they work.

For now go check out Fates Gamble!

(+1)

Beta Update:

Beta 2.5 is out now. Again not much, but I'm glad to make it because it helped fixed some bugs and also gave an idea of how I want my game to look.

I said I was gonna work on some ideas I wanted to add to fates Gamble, but I again was play testing and fixing bugs.

To download Beta 2.5, go find the one that says "VX Ace" and has "FatesGambleVer2.5"

https://chillitch.itch.io/fates-gamble-a-russian-roulette-rpg

Combat Update:

Sorry for not updating yall on here. If you want more updates, its best to go to my Twitter or Bluesky. However Ill try to update on here more.

Anyways I have been experimenting with it, its really cool. I'll need to balance it a bit more though and I wanna see what else I can do with, I have lots of more planned. I'll figure out what to work on tomorrow.
The picture below is just a test.


For exclusive info, go to my account and check out my Twitter and Bluesky.

Side Quest Update:

Added a new side quest to my game. It popped into my head and felt like it needed to be in. “You wander into a cave. At one point you spot a pile of children’s shoes. While inspecting them, footsteps can be heard. You look behind you to see a shadowy figure. What do you do?”

IMPORTANT ANNOUNCEMENT:

To anyone who doesn't know, Itch.io has allegedly gotten rid of some games due to pressure from Payment Processors, which may or may not effect my game.

Im not happy about this. Payment providers should not dictate what we buy. Watching the MoistCritikal video on this, made me realize if they get rid of “Fates Gamble”, for what it has in the game, is insane. I don’t want my game banned on itch.

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