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

A topic by Chillitch created Feb 23, 2024 Views: 23,329 Replies: 507
Viewing posts 321 to 411 of 411 · Previous page · First page
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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.


(+1)

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

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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 :)

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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.

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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

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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

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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."


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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


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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

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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.

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

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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.

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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. 


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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!!!

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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!

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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!

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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.

Miscellaneous Update:

I have been focusing on keywords. I'll work on BB rounds later. I realized that I can't make dungeons because I need to focus on dominators, but I cant focus on them because of ROLE, and I cant focus on ROLE, because of keywords. So rn I'm focusing on keywords. 

I'll also be making a beta trailer for Ver 2.5!

(2 edits)

ROLE Update: 

So I have decided to give every NPC 57 event pages. All you need to know is that this will make NPC's very interactable, I know it's a lot... Also I'm adding more options to ROLE, I'll see if I can explain them another day.
I also realized that making the ROLE system in Combat sections is hard as there aren't really any conditions you can give the event pages, or at least GOOD ONES. So expect the ROLE system to be slightly unique in combat.

Also Right now I'm good on keywords. I still haven't thought of all the ones I want, but mainly I was focusing on the more important ones that are story focused and for the Dominators. The other ones I plan for are more specific.

NPC Update:

I have added a Steal Option to the game.

Again, I think this is very good for roleplaying. 

ROLE Update:

Mainly been experimenting again. I like when you get a certain number of kills, people start to feel worried that there is a killer on the loose. I think this will be an interesting moment to talk to an NPC. Also I have a cool idea with NPC's. To save up on time and due to rpg maker limitations, I had to get creative. I have made multiple versions of NPC's that have a specific idea in mind. Here's there code names

  • Battler
  • Talker
  • Dealer
  • Discusser
  • Lunatic
  • Duster

I'm not gonna fully explain them, so I'd rather you use your imagination. 

:3

ROLE Update:

So this is a condition that will be met when you kill specifically 15 people and you make the NPC angry You can see I have 9 event pages. Which is what it will be when in the "MV" version of my game while the "VX Ace" version will be 57 

@w@

ROLE Update:

So I have an idea for ROLE when using the battle system. I realized if you make the enemy happy easily it wouldn't be fun and when it feels like you just need to be lucky and hope the enemy is happy, then it's repetitive. This is something even Toby Fox tried to get rid of when making Undertale as he was inspired by Shin megami tensei. So I was thinking about how Undertale lets you pacify enemies and remembered how it felt like a puzzle almost. So I decided to make keywords part of the way to pacify enemies. 

Also been testing out party members with the Role system, instead of having the option "Ask who he is", I'll instead make the party member talk full sentences like "Who are you?"

What do you guys think?


ROLE Update:

Apologies for no update these past 3 days. So I took some advice from someone who made a comment on my recent devlog video. They suggested something called "Blades in the Dark." which has a "Clock" system. Basically, think of it like a pie chart that fills up. Once it fills up, you get the dedicated outcome. In short, think of it like, you trying to break into a bank, if the clock is filled, you're in.

I'm even thinking of giving every emotion a clock. The enemy will have a clock for getting angry, happy, sad, or scared. When one is filled, it'll become harder for them to pacify ( Although I might make the enemy purifiable if they're scared). The way you fill up the enemy with negative emotions is with consequences, which is a feature I'm taking from blades in the dark. Consequences fill up BAD clocks, while Successes, fill up GOOD clocks! Bad clocks don't have to be just changing emotions though, it could also make the enemy wanna attack you more.

Inspiration came from watching this video around 5:45 - 12:46

There's a lot more to explain as it's a bit complicated, so I'll explain more when I make a video on this.

Also been messing around with roleplaying as party members, I'm getting better at planning how to use them in these situations. Especially with how an NPC can react to them, It will totally make it feel way different. Also another cool idea is, if you attack an enemy out in the open (not in a Russian roulette battle), you can have a party member protect you depending on their ATL (Action Luck), which I think is cool.


(1 edit)

Media Update:

Ok so I’ve been working on my script for my next devlog. It’s probably gonna be a long one, haha. It's mainly about how I'm making dialogue in my game and of course im gonna talk about pacifying opponents in my game featuring the clock gimmick from Blades in the dark.

Media Update:

Go check out my new video! 

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ROLE Update:

Ok. So I worked a little bit on using ROLE when in combat. When testing it out, I figured it would be best if all emotion clocks (which I was talking about in my latest devlog) were all the same amount, then it would make the enemy go into there neutral mode.
Now I was gonna mainly focus on using ROLE in combat today. But I decided to not to focus on it so much, because keywords are important for combat. 

If you don’t know what keywords are, then I recommend you watch this video:

anyways, I’m having a lot of design ideas for how I should go about using keywords. I think even using keywords to learn other keywords is a cool idea. Also I’m making the player able to ask question and judge, insult, compliment, intimidate, and more over a keyword. At first my plan was to just make keywords used for asking questions, but I’m going to use them in other areas.
Also, I should’ve explained this, in my latest devlog, but I never really cared to talk to NPC’s… ever. I’m always thinking, why should I care to talk to NPC’s. While the fact you can talk to NPC’s in any way is a way to motivate me, I want NPCs to also encourage the player talking to others for potential benefits. For example, i want NPC’s to talk to players to learn something about a keyword.

^ its a bit broken but it will appear normal in game


I like where things are going, so I hop ROLE goes well.

ROLE Update:

You should watch this video before reading this-

Ok so when thinking about Role, I got a good idea. Instead I'm going to make only the Happy emotion and Scared Emotion the only emotion clocks. So the other emotions (Angry and Sad) will be more like flavor for when the enemy is desperate. The enemy can only get angry and sad when In Desperate. While in a Risky position, The enemy can only get Uncomfortable or Neutral in the Risky position. So I'll have to think about Consequences more but I'm liking where this is going.

ALSO, when you roll a 6, I'm allowing the player to go up a tier. Example: If your at Desperate and roll a 6, you got Risky, and if you roll a 6 on Risky, you go to Control.

ROLE Update:

Ok I have a lot I wanna show off, because I have a lot on my mind for ROLE. For one I will not require the player to be in Control in order to pacify an enemy. It will now simply rely on the pacifism clock. I will also not allow the player to go up a teir when thy roll a 6. That was what I was planning on doing, but got rid of it. I was basically trying to take Blades in there dark's system and making it more original but I'll try and follow some steps it does for clocks.

Also, I'm adding more lore and consequences

Consequences: 

  • Enemy attacks you
  • Enemy can become angry or sad which will affect their playstyle and effect how they act.
  • Lose ROLE Items.
  • A shoulder demon will manipulate the enemy.
  • A shoulder demon puts a curse on you, which will limit what options you have.

Now you're probably reading this like, "Why is there a little demon?" or "There's items for ROLE now?" Well I'll talk about ROLE items later, but basically, do you guys know about "Shoulder Demons" that you see in media? It's kind of like that. In the story, I'm giving the player a magic ability to see shoulder demons using a power called "brain link". Which will be used to create more consequences. Since you have brain link and the demon manipulates the enemies brain. That means it can transfer a curse to your brain IF you get a consequence. So brain link, is a double edged sword.

Item Update:

I decided to add items for ROLE. This is to reduce repetitiveness and also create some strategy around balancing money and pacifying enemies. When I was thinking of how to make ROLE less repetitive and figuring out how to make it more balanced, I thought "Hmm well, ROLE is so unbalanced and un-fun, the Russian roulette combat has more strategy, magic, and items... ITEMS!" LOL, I literally had a Fantastic 4 moment! If "Thing" was right by me, he would've said "say that again."

  • Memory Leaker: This will reveal some backstory on the enemy which will give you a keyword to use so you can pacify an enemy.
  • Tier Bumper: bumps you up a tier. Ex: Desperate → Risky
  • Clock counter: Pacifism clock goes up by 1.
  • Love ring: Used to spare enemies, but it will break in one use. (works kind of like a pokeball)
  • Great Love ring: Used to spare enemies easier, but it breaks
  • Master Love ring: Used to spare enemies a lot easier, but it breaks.

Also no, I'm not using rings as a way to spare enemies, again its strictly due to the pacifism clock, but it's a way to spare enemies even when the pacifism clock isn't filled.

Miscellaneous Update:

I'm adding Accessories. These aren't the typical items, since items go away once used. I'm adding accessories to my game that are specifically for ROLE.

  • Nightmare Machine: Can put the enemy to sleep which can give more slices on the pacifism if you roll a 4-6 and can prevent an enemy going down a tier all at the cost of TP
  • Carnyx: Can resist consequences for one turn, but you have to use it before getting a consequence, meaning if you use a turn when you don't get a consequence, you used TP up for absolutely nothing.
  • WaterPhone: Can get rid of consequences, but it cost a lot of TP.

Yes I said "TP." I said I wasn't going to use it for the VX Ace version of my game since it will be a dual release, but I found a use for it. Does this mean the gambler class wont be in MV? Well it depends. I'm honestly thinking of using TP differently in MV but there's a small chance the Gambler class will be in the MV version.

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ROLE Update:

I added the consequences, but it needs more testing. I ESPECIALLY need testing for when trying to pacify 2 opponents. 

Item Update:

Added all the items except for Memory Leaker, Great Love Ring, and Master Love Ring. I will see about how I can balance all of them if I can as like I said, it needs more testing.

Music Update:

Using "Dungeon 5" as the Airship theme.

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ROLE Update: 

Thinking about giving enemies a bigger clock to be pacified to make it a little harder. Still figuring out how to make pacifying fair and balanced.

Item Update:

The Memory Leaker (which is a handheld mirror) will not be deleted once used, It will stay in your inventory and be given at the start of the game. In order to use it, You must play rock, paper, scissors with a hand in the mirror. If you win you get a vision of the enemies past which is good info on pacifying them. If you lose, you take 2 HP damage.

Music Update:

I am right now writing some info down for O_Tire and Roxanne to help with the direction I wanna take my songs. Right now, Roxanne is making a song, but I won't be able to show it yet. Expect a devlog on music coming... Uhhh sometime.

Go check them out right now if you can:

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

Roxanne: https://www.youtube.com/@ShatteredFlames/featured

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ROLE Update: 

Ok I have been testing out ROLE more and I'm feeling more confident in how it is. It's really fun and I'll get into why.

Accessory Update:

Yep "Accessory Update." Nightmare Machine, Water-Phone, and Carnyx have been added to the game. However they all have something unique. ALL Accessories will have the same power as the Memory Leaker. Which if you remember, you have to play Rock, Paper, Scissors in order to get a keyword. All of these accessories will have that power INCLUDING to get rid of consequences. Although I should say "curses" instead of "consequences." I realized I explained Water-Phone terribly. What I meant was the Water-Phone can be used to get rid of any consequences that are specifically around limiting your actions UNTIL the Opponent shoots you. For example, If you use Water-Phone, a shoulder demon can't limit your CML (Charismatic Luck). I decided to give every single Accessory that power to create more decisions and strategy around MP. So I think it's better that way.

Will this mean I'll get rid of Water Phone? No, instead I gave it the power to revert both angry and sad clocks and give +2 for the pacifism clock for free. However it uses 6 MP, which is a lot considering that my game has very limited Max MP for every class.

Will this mean I'll get rid of Memory Leaker? Probably, unless I find another use for it.

In the menu, "Gear" has changed into "Gear & Music" and "Accessory" has changed into "Instruments"


Art Update:

Ok so I was doing some art for my video game and I made this. Based off the "Apprehension Engine." I didnt wanna take it's full design so I made something more creative. Some thing's don't make quite sense, but hey it's ok it's not meant to be.

Also I finished the design of the Carnyx. Please do tell me what you think about the art design and if you think I should change it.

It's definitely way different from a typical Carnyx instrument you see.

Also in unfortunate news, I didnt bother to check before, but the Water Phone is copyright striked. UUUGGHHH. I'll have to think of a different instrument, if I can. Here's a look at what would've been:

Art Update:

Ok so I have done mainly art, and also took RPGMaker sleep animation and made it into a crayon art style. I have also changed the Water-Phone to a Squid-Phone. Also took inspiration from the ring triangle.

Story Update:

I wanted to get back into the side quest again, due to me focusing more on my main story and its involvement with the side quest. I have gotten rid of 1 side quest, I rewritten some, and wrote 2 new side quest that I plan to be in the game.

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Art Update:

Go check out my new animations with SFX, provided by O_Tire.

Twitter/X: https://x.com/ChillDev_Offic/status/1963764176892858422

Bluesky: https://bsky.app/profile/did:plc:baveydrspsub7mc5v4bgmoh7/post/3ly2glgzjo226

Unfortunately I cant show much on here so I recommend checking out my twitter and bluesky post.


 https://bsky.app/profile/did:plc:baveydrspsub7mc5v4bgmoh7/post/3lybg6jjicc2i

https://x.com/ChillDev_Offic/status/1964771282928664721

Art Update:

Ok so I didnt get a whole lot done, but that's just because I was experimenting a lot with the ROLE system and also rpgmaker's animation tab. I'll finish the squid phone tomorrow if I'm willing.

https://x.com/ChillDev_Offic/status/1965222897544560928

https://bsky.app/profile/did:plc:baveydrspsub7mc5v4bgmoh7/post/3lyek22yrjk2w

Going to be making another devlog, where I explain all the items for Fates Gamble. Right now I finished the draft for my script, hopefully I'll do some editing on the script and do some art tomorrow.

Media Update:

I edited the script to my devlog video more. I'll be recording tomorrow if I can. I'll show off some pixel art for my ROLE items, though.

Art Update:

Finished recording and doing art for my next video yesterday. I'm going to be editing tomorrow.

Media Update:

I'm editing my video with ShotCut instead of Clip Champ. I see both its flaws and advantages. The main problem is that its SO CONFUSING and doesn't tell you what's happening most of the time! Anyways, I thought it would be best to use Shotcut instead, since I've whined about Clip Champ not working at some times. AT FIRST I was ready to give up, because Shotcut is confusing, but I think i like ShotCut more. I feel a lot faster with Clip Champ but ShotCut is not only more advanced than shotcut, but runs faster. Which means I don't have to worry about lag as much on Clip champ. Granted, there is still lag, but its a lot better on ShotCut. Hopefully no more problems persist in Shotcut.

Hopefully I can finish my video this week.

Media Update:

Accessory Update:

I added the squid-phone instrument and also tested out the instrument powers. theyre working good. 

Item Update:

Fixed a bug where the padlock animation wouldn't play. I'm gonna see if I can fix some bugs with the briefcase item though. 

Fixed balance with the Briefcase. The briefcase would only activate if the Opponent was hit 3 times, I have changed this. 

Object Update:

Also I fixed a bug involving objects still showing even when i coded it not to. (If yall remember the lamp)

Miscellaneous Update:

Ok so I decided for Party members to have instruments. So you can have a Carnyx while a party member has a Squid-Phone. Gives more reason to have party members for ROLE.

Music Update:

Made by Roxanne Raccoon!

Go follow them on bluesky: https://bsky.app/profile/shattered-flames.bsky.social

And Youtube: https://www.youtube.com/@ShatteredFlames

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WE HIT 20,000 VIEWS LESSS GOOOO


I apologize for not updating much here. Its so much easier and faster to make post on Twitter and Bluesky compared to here. I hope to update more here, but i haven't been able to do much.

In the mean time, go check out my jacksepticeye game jam video:

Item Update:

The briefcase exploding does -6HP now and can work for 2 enemies instead of 1. 

Music Update

I have changed the music, got my X or Bluesky to check it out.

Miscellaneous Update:

I'm thinking about adding some more horror to the beta. I remember O_Tire said that my beta isn't scary and i told him "Well its just a beta." However, the more i think about it, I wish i listened. I'm going to try to make it more scary. Also fixed some bugs. APPARENTLY, players couldn't access chance mode...ugh, fixed.

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Item Update:

Honestly, I've been thinking of adding more items. Not ones that are for battle but more like something from the old Metal gear games or Zelda, where they're used to get past certain areas and give a sense of progression. This was a suggestion given by my BF Wubbzy about putting in special items after you kill a boss. I was at first against the idea but I'm thinking he's right. Also, I got inspired by this video:

I don't think I will be able to follow everything in this video, but it helps me get a better idea of how I should make the dungeons of my game and how I should pace it. What's funny is that I actually have something similar to the metal gear call cutscenes. In my game you can call the Opponent (or the Opponent can call you) to get certain info, kind of like an instruction manual. I also think it will help with people who aren't that good at the game. Now that I bought the og metal gear games on steam, It's funny to think I went full circle, haha. I think playing them will really help.

To give a little bit of details, I'm thinking of adding gloves that give you super strength and you can plow through walls with it. I also have an item idea to slow down time, thanks Dead Space. I wont reveal everything though.

Story Update:

Rewritten some lore for the Opponent.

Also in the beta, I added some hints the what the full game's story is like at the very end.

Enemy Update:

I'll see if I can have some enemies in the beta inside dungeons. Though they will be more basic I want to show off the chase sequences in the game, so I can show what the game is truly about. I really want to make the beta more scary, like what O_Tire said. 

Miscellaneous Update:

I will be posting some new SFX and music on my bluesky and Twitter. Go to my Itch.io page to find my social media.

ART Update:

crayon made explosion!!!!!!!!!!!!!!

Also I fixed an error with the dark space, where if you look closely, it cuts off a bit. This is fixed with the improved one.

Map Update:

Hey wassup. I got a good plan for how I want the map to go for the beta. Yes I'm adding a short dungeon to the game with enemies roaming around :3 

Item Update:

Also I tried to have an item that would detect enemies in a level, but I'm having a tough time implementing it.

Item Update

Remember me talking about that item to detect enemies? Well that will probably be exclusive to the MV version of my game. GOOD NEWS. I made another item based of "Signalis" called "Flares". Use them so enemies cant revive! 

Miscellaneous Update:

Also added more SFX and added a warning, since my Dad suggested it.

Art Update:

Here's some progress. Sorry that they're blurry for some reason. Also I have some sprite art for the enemy, but I'd rather not show you till beta 3 comes out. >:3 If you're wondering, green tiles are how the player heals themselves. 



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