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.
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.
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.
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.
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

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
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.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.
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.
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
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
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.

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


New Update on Buckshot roulette says:
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.
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.
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.
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.
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.
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.
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.
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.
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 >_<

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 ._.
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)
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
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.”
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.

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.


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

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.
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.
Might change Healing syringe. When playing buckshot multiplayer, it made me realize how annoying the cigarettes are, so I might change some things.
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.
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:
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.
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.
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.
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.
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.
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.
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.
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.
Beta 2 is out now, so download Fates Gamble.exe!
Fates Gamble Game Pagefixed 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.
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
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

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



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.
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.
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??????
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.
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.
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.
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.
Just a little idea of what I'll be comparing in my video:
MV:
VX Ace:
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.
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.
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.
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
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.
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.
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.
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.
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.
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.
Planning on making a video on how I fixed the Final Fantasy 2 Keyword system. Gonna go into a lot of detail.
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.
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.
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.
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.
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.
Gonna do some recording and editing for my video tomorrow.
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.
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
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.
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
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"
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
My new Bluesky Account is here!
https://bsky.app/profile/chilldevofficial.bsky.social
There will be short devlog summaries here as well!
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.
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.
Abort Pass: This will be in the full game. When you use it, it will abort you from the battle.
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.
I'm thinking of making a video about A.I. Improvements and the type of enemies that will be in my game.
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.
Ill be working on my video on AI tomorrow.
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.
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.
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.
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.
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.
I'm going to change the "Soldier class" into "Killer Class"
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.
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."
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!
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^
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/
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^
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.
Anyways, I'm also gonna make a video soon. Maybe a short devlog and discuss some thoughts I have for Fates Gamble.
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 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.
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.
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.
Figuring out some dialogue for the Opponent. Helping him have more character.
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.
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.
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.
I added 3 new dominators.
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.
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...
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!
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
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!
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
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.
I'm thinking adding an MP syringe. I'm thinking it should give +2, +4 MP
I've added some more choices to the story and some more scenes with Rust.
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
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:
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.
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.
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
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.
Fixed some of the formation problems. Also I have been experimenting with the battle system so it can be easier to work with.
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:
The Defense syringe will only be for the Doctor class. speaking of which...
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.
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
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.
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.
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^
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


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.
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.
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.
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:
Who knows, I might change these later.
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.

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

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.
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.

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!
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.
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!
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.
After some consideration, I'm getting rid of the Abort pass.
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.
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
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
Apologies for no update in... 12 days!!!???? Darn.
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
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
I have decided to not call the weapon "Sniper Rifle" like that anymore. It's now called "Long Barreled Rifle."

I have finished some class powers, also the Doctor class can not change weapons for the Long Barreled Rifle.
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.
Fixed another game breaking bug /:
Apparently the current round would give wrong values again.
Happy Pride Month!
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.
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
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.
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
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.


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.

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!!!

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?

Fixed the weird perspective on the Crystal.
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!
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
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:
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.
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
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.
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?”
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.