Gataela - Atemly Games
Happy March! Before the time turns back let’s go over what we did last month!

Myranova

We wrapped up adding NPCs to Myranova – one of the last huge cities. Here’s a few of the NPCs and areas.













Monthly BiMonthly Updates?

Now if you’ve been reading these for a while you have noticed that updates are getting shorter and shorter- and this is a good thing. Honestly.

We’re reaching the point in development where a lot of stuff is just… gluing everything together. There’s not a whole lot visually going on, and on the other side of the spectrum it’s stuff like “wrote a debate which we cannot share because spoilers”.

So what does that mean for the updates? Well… we’ve decided to have less of them.

These updates are a way for us to communicate the status of development, but we also want them to be meaningful and not just a report of things we’ve done. However at the same time we want to share the things we’re doing and why some decisions are made and also to sort of be like “hey guys yes development is still ongoing”. So for now we think the best thing to do is to move to BiMonthly Updates.

In terms of months and updates this means:
  • May: Update
  • July: Update
  • September: Update
  • etc.
What’s Next?

March’s main focus will be to finish adding Ziacia’s NPCs. This will be a big task since the city is by far the largest. We’re also going to be starting on additional SFX and VFX work and hopefully working towards wrapping up the turn-based battle upgrades!

As we move into April we hope to wrap up the remaining custom in-game Kickstarter backer rewards, and begin work on updating the water shader to make it look closer to how it was before.

As for other things – we’ll be working on rebalancing in the background. We’ve got a lot of battle, economy and debates to work on.

We hope everyone stays healthy as we move into the final months of winter!
Gataela - Atemly Games
Wow January just flew right on by! Let’s go over what we were up to and where we’re going!

Minigame Prototype



This past month we focused on adding NPCs and animals to Myranova, and although we aren’t just ready to show that off just yet – in the process of that work we talked about adding a minigame.

See Myranova is a big tourist area and in big tourist areas there’s always people looking to scam play some games with visitors. One thing we wanted to add was little carnival games you could play to get scammed make some money. Originally we wanted to add a custom minigame, but that requires a lot of work and- oh. It seems a game jam is right around the corner. Well let’s see what the theme is maybe it’ll give us ideas- Oh. Well. We have a minigame now.

Oops.

We’ll be working on polishing up the mechanics for the game over the next year here and there, but we welcome everyone to try it out and provide feedback. We’ve also been asked before what our Game Design Documents for Gataela look like. Great news! This one has one. And for even more bonus behind the scenes – we streamed about half the development! (VODs will be uploaded during this week)

So enjoy playing! We’ll be adding this to the game closer to completion as it’s technically scope creep. At least it’s in the same engine so porting should be straight forward.



Kickstarter Rewards



We’ve been talking about it for a while and it’s finally here – the shop is now live with leftover Kickstarter Rewards! We’ll be keeping the shop up until April or so after which we will temporarily close it until the Fall. We’ll remind you all before the closure but keep the dates in mind in case there’s something you’re interested in!

What’s Next?

Next month is some work, some prep and some upgrades. We’ll be:
  • Finishing Myranova NPCs
  • Starting on Ziacia NPCs
  • Upgrading Gamemaker Version
  • Preparing for additional SFX and VFX work
Gataela - Atemly Games
Hello everyone! As we've been mentioning for the past few updates, we've now launched a shop with leftover Kickstarter rewards, and others - including some keychains we only sold at Otakuthon in 2019. If there's anything you're interested in, please note we have a special discount from Jan 18 to 24. Use code LAUNCH at checkout to get 10% off orders $10CAD or more. Thanks for your support! 🙇

Gataela - Atemly Games
Happy New Year! We hope everyone had a good holiday season! Let’s talk about what we were up to in December, go over 2024 and talk about our plans for 2025!

December 2024

December was a very busy month! To give a brief idea, we added a good chunk of Kickstarter backer rewards, added a lot of NPCs and passive animals, and fixed a bug here and there. Here’s some of the NPCs we added:









2024 in Review



Well, this year was quite a strange one. If you remember the plan – we were going to focus on adding content and putting everything together and- to some degree- we did succeed! BUT we were heavily impacted by layoffs. Other than just personally being out of a job – we could not pay other members of the team for remaining work – putting a standstill on certain parts of the project (ex. SFX). Another impact was that we could not spend more than a set number of hours per week on the project or we might lose employment insurance. So the project itself was also pretty heavily affected. That being said, we were able to get a few things done so let’s take a quick look!

We finished:
  • Adding all of the MSQ
  • Adding all of the city interiors
  • Adding puzzles & mechanics for a certain dungeon
  • Creating all of the new TTBattle VFX and then adding them to the game
We also:
  • Made a number of performance improvements and bug fixes
  • Released a couple demo updates in February, August and November
  • Added some SFX for some Battle VFX
  • Added passive animals & behaviour
  • Added NPCs and Passive Animals to many of the cities
  • You can pet the animals
  • Implemented battle images change depending on what weapon you’re holding
  • Added most Kickstarter rewards

2025 Plans
2025 is going to be our year! Maybe. Probably. Hopefully. And why? That’s right! We’re employed!

Not to get too much into the details, but the job search this time around was by far the worst experience. To everyone else still busy looking we wish you the best.

As for what this means for the project, to put it broadly, we’ll be unchained from money and time restrictions and be able to get back into it. It should be expected though that this first quarter is going to be very, very rough as we get back into the swing of things. That being said, because of 2024 we want to put a lot of effort into 2025. This means:
  • Finish adding all the Kickstarter rewards
  • Finish adding NPCs, animals, treasure, etc. to the maps
  • Finish the TTBattle SFXs
  • Rebalancing Debate battles & related facts/evidence/side quests etc.
  • Add debate battles & side quests
  • Map visual upgrades (ex. the water shader)
  • Performance and bug fixes as needed
  • Demo updates as needed
We will also be launching the shop with the old Kickstarter physical rewards mid-late January (keep an eye out).

Thank you for all the support and we wish you all a great start to the new year!


Gataela - Atemly Games
Happy December! The snow is starting and so has the holiday season so let’s go over what we’ve been up to over the past two months!

Demo Update

In case you missed it, we put out a small demo patch last month fixing a crash and providing a small performance update. A number of other non-critical bugs were logged (thank you!) and those have since been fixed on our end.

NPCs & Animals

We’ve been working on adding NPCs and Animals to some of the newer maps. Let’s look at a couple locations!









Storefront Shenanigans







We mentioned before that we were working on setting up a shop for older merch we’ve made… and it’s here! Except… well… have you heard of Canada Post strikes? They started when we were hoping to launch the shop. So the shop is ready but we can’t ship anything yet and we’re certain no one is interested in paying 50CAD for shipping. So instead please take some time to peruse the photos and if there’s anything of interest take note – we’ll be launching officially sometime in the new year once the strike is over.

What’s Next?

As we are entering into the holiday season and things are slowing down, we’ll be trying to get as much as we can get done before the end of the year. It’s been a roller coaster and we’ll be trying to cross off at least a few goals from earlier this year:
  • Kickstarter Rewards – We’ll be trying to add all of the interiors and NPCs this month
  • NPCs & Animals – Focusing on the remaining towns and cities before revisiting older maps
  • Balancing Planning – Now that most of the battle upgrades are in we need to rebalance them. This means research!
We hope everyone has a relaxing holiday season and we’ll see you in the new year!
Nov 3, 2024
Gataela - Atemly Games
Summary

This is a small update to fix a crash some users have reported.

If you come across any issues, please log them here. For more dedicated support feel free to send us a Tweet or DM, message on the Discord Server, or email us.

Change Log
Improvements
  • Ignore transparent tiles while perform tile-checking for VFX/SFX

Fixed
  • Fixed a crash during cutscenes when a character moves backwards
Gataela - Atemly Games
Hello Chilly October! Here’s what we were up to in the last month!

Making Olvia Come Alive

Our main focus for the month was adding NPCs to the world and we decided to start with Olvia!



Olvia is the first city with the new animals added to them – so there was a little bit of trial and error to get them working for the first time and well integrated – but we think it worked out! Let’s go over some highlights of some of the NPCs you can meet here!

View Image

Let’s start with the obvious – there’s a dog on the loose and his name is Buddy and oh boy will he never be caught. It seems it’s a Wednesday.

View Image

Wow look at all those birds! It sure would be a shame if someone ran through them!



Huh… that’s strange… Oh look! Birds!



Nothing suspicious here at all. Not at all. Huh? Did you hear something?

Yes, You Can Pet Them



A small little feature we added was for- you guessed it- to pet the dog! And the cat. And the horse. And the cow. And the sheep. And the chicken. And the- You get the point. You can show the animals love. Just don’t pet the snake.

Old Merch New Merch



While we were tidying up we stumbled upon a box filled with Gataela merch we made for the Kickstarter. The photo above is from when they were originally produced (we’ll take better ones). There’s some buttons/pins, some art books, and even some wood charms we made for Otakuthon pre-lockdown. If you’re interested we’ll be putting them up for sale sometime within the next month or so.

What’s Next?

Next month we’ll actually be taking a little bit of a break from Gataela. As a reminder, layoffs hit us in May and we haven’t gotten employed yet. It’s quite difficult as you can imagine. On top of that the seasonal sickness has hit (which is why this post was late). All in all – it seems like some rest is in order. So next month’s post will likely either be very short or non-existent. Thank you for your understanding.
Gataela - Atemly Games
Happy September! Here’s what we were up to in the last month!

Demo Update



In case you missed it, we released a demo update at the end of last month providing some bug fixes and a new performance toggle. Thanks to all the demo players who logged bug reports!

VFX Completion

We wrapped up the rest of the VFX work this past month. There might be some adjustments that need to be made, but this means that most of the visual effects for the turn-based battles are complete! The next steps for the turn-based battles will be creating the skills, adding the SFX, hooking things up, and (eventually) balancing! For now, here’s some of the last ones we put in:



Our favourite “absolutely not a Turkey” is showing off their feathers and Fluffing them Up to Raise their Critical charm points.



Our friendly Lynx is just giving you a small Body Slam out of love and affection. Probably.



Did you know Badgers will Stock Up on food? We’ve heard it’s to Raise all variety of things.



Finally we have a pot of gold showing off our Alchemy skills. This little fellow will now appear on Crafting screens and for the future Crafting skill in battles.

Tile Troubles



One of our focuses for the last month was adding a “walking through water” effect to all of the swamp maps. We have a cave map that already has this effect, but it was specific to the map. It was a little bit of work to make it work on all the swamp maps, but not too hard. No. The difficulty came up when dealing with the tile detection system and the cursed transparent tiles.

Now this is a rather common problem when it comes to the tile system for Gamemaker. Tilemaps are formed off of images, and if there are any spots in the image which are transparent they become transparent tiles. However they are not considered “empty” because there’s an associated image section assigned to it.

Now for Gataela we have a large image – particularly for the background tiles – which has empty spaces to fill in over time. We would rather have a single large image with empty spaces to fill in rather than recreating tilesets and redoing maps as development went on, or having a lot of different small tilesets and many tile layers.



Our tile checking – which is used for the water effect, VFX, and SFX – goes from top to bottom through the layers, finds a valid tile (i.e. a tile that is non-empty and has image data) and then determines the type. Although these transparent tiles are considered a valid tile by the engine – they aren’t valid for the tile checking algorithm.

Sometimes what happens while creating maps is that these transparent tiles will be accidentally be added. We could go through every single map and clean up every tile layer so there are no transparent tiles but… there are hundreds of maps. There must be a way to do it without that, right?


Transparent Tiles Not Visible


Transparent Tiles Colored Pink

Most of the advice for this situation revolves around checking every single pixel for the tile. With the size of our image, we would be checking essentially every pixel in the tileset image worst case. That’s 2048×2048 checks. Even if we store the result that’s still a pretty expensive check. BUT! There’s a way to do that easier: using bounding boxes.



Gamemaker allows you to create image assets at run time, and these assets can be created from tiles. When we first run our tile checking algorithm, we will check all the tiles in the Background tileset once by turning them into temporary images and generating an automatic bounding box. If the bounding box’s LS >= RS then this tile is fully transparent so we’ll add it to the list of tiles to ignore. This means that instead of 4,194,304 checks we have 1,024.

What’s Next?

A bit of a switch up for next month – we’ll be working on adding NPCs (including dialogue) to the world over the next little while. If you’re interested in getting in a line or two, we’ll be streaming it every Tuesday & Sunday at 9pm EST.

Have a good start to Fall and a relaxing last bit of Summer!
Aug 29, 2024
Gataela - Atemly Games


Summary

This is a small update to fix a couple issues some users have reported. Of particular interest is the new performance toggle for the "Walking through long grass" effect. If you happen to have a laptop with an integrated graphics card we recommend turning the effect off if you are noticing frame rates dropping.

If you come across any issues, please log them here. For more dedicated support feel free to send us a Tweet or DM, message on the Discord Server, or email us.

Change Log
Improvements
  • Added a performance toggle for the “Walking through long grass” effect in the Options Menu
  • Can now use the interact key on enemies
  • Added fade transitions to menu screens
  • Added weapon-specific battle animations for party members

Fixed
  • Adjusted VFX/SFX grass definitions so that paths partially covered by grass will have their SFX/VFX triggered
  • Fixed the movement key being “stuck” in a direction if you released it while talking to NPCs
  • Fixed newly added party members sometimes not having battle sprites (and crashes associated)
  • Fixed the minimap saving focused state while transitioning between screens
  • Fixed post cutscene events that may not be triggered
  • Fixed anchor points for party member battle animations
  • Fixed Slash being considered a Gun skill and not a Sword skill
Gataela - Atemly Games
Happy August! We hope everyone is handling the heat wave well. Here’s what we were up to the last month~

Cutscene Completion (For Now)



We are happy to announce that (for now) all of the Main Story Quest (MSQ) cutscenes have been added to the game! This is a big hurdle we’ve now passed so let’s go over what this generally means and next steps for cutscene work!

The MSQ is the main content that anyone needs to play through to get from the start of the game to the end – and for cutscenes that means they’re mandatory. Having them all added means that you could theoretically play the narrative from beginning to end – a big accomplishment! For a lot of games this means that the beginning of the end is coming. Although we would love that, we aren’t quite there yet. BUT! It’s very nice to have happen and a big step in that direction.

So why aren’t we there yet? A few reasons.

MSQ in Gataela are a little dynamic. Beta testers may be aware of this with the first Lord debate – but if you got certain facts earlier on certain quests become side quests. If you didn’t get those they become main quests. For speed runners or others who hit certain conditions through exploration and so on, they can get rewarded by skipping ahead, but people who hadn’t found these won’t get locked out. We mention this because right now our debates are being rewritten. Once completed their facts will be extracted and matched with side quests and other gameplay mechanics for gathering them. This means that some current side quests may also be main quests. So we’ll have more main quests to add.

Another factor is that the cutscenes and story has been added, but little details to the world such as NPCs, enemies, animals, etc. haven’t yet. This means that a cutscene previously added might suddenly have elements appear in undesired locations, or maybe we need to fill in more NPCs to make the scene feel better. Then you get into all the little things like music and SFX cues and so on.

So all of this is to say the first pass is done! We have a second pass to do and that will be coming along a little later. This is why our big concern for the next 6 months will be adding NPCs, animals, etc. to maps as well as rewriting the debates.

Though… we did figure out a good stopping point if we were to do early access… so perhaps that might be a thing… or not… we will see… no promises.

Battle VFX

Another big effort this past month was adding in all the lovely VFX work that has been done over the past year as we mature the turn-based battle system. We still have a fair amount of work to do but most of them are complete so let’s highlight a few!



Here is our fave DDR Boar showing off their dance skills with “Crush” – a high damage skill that crushes anything in it’s way.



Our dear wolf friends can use a skill called Endure which will allow them to survive a hit that would normally kill them. They won’t give up that easily!



Our animal friends like a nice little Hibernation every once in a while to recharge and refresh – though they may be a little out of it once they wake up.



And y’know what? If you’re having a bad day just seek some Refuge inside your shell. The problem will go away… probably.

What’s Next?

Next month we’re going to be focusing on:
  • Wrapping up the Battle VFX
  • Adding fish to oceans and rivers
  • Some bug fixes & improvements
See you in September!
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