Our New Gameplay Trailer is LIVE! As of right now it is the most current snapshot of our current development!
So lots going on and only really two of us that can do the work. So let me try and organize this.
There will be some Depot Reorganization. Three Depots
Release Dates will be adjusted accordingly.
1. Main Game Depots
2. Demo Depots and Page
3. H DLC for Main Game Depots and- page. (Phase IV)
All current beta testers will maintain beta keys for the main branch but expect beta keys to the Demo Branch by Wednesday!
We will continue to need long term beta testers for:
1. PDA Codex (Character Profiles, text, and call functionality)
2. Mini games designed for each route.
3. Small Sections of Story for the Patrons!
4. New H Scenes to break animations.
Phase II UI is complete!
Phase II Sound Trim / Clean is Complete!
Phase II Models are prepared for Split Audio Source Lip Sync Modifications
Phase II Hentai Warnings / Flashing Lights Warning UI is Complete!
Testing is needed for the switch from interactive to story mode.
1. Zoom / Pan Input Needs to be set up and Tested by testers for Refinement.
2. Testing Touch reaction with Live 2D to interact with Physics in Unity (grabbing booba)
3. Grabby Hand (changes color based on currently chosen theme) is the mouse just for the H Scenes. Models will track the Grabby Hand San.
Started preliminary Folder Structure work with planning for the Language Switch on UI.
It's currently being implemented in code in Phase 1. Will be attached to font switching in phase 3.
Need to ensure Jav Censors pop on when you change to Japanese.
1. Translated Scripts need final tweaking with unity commands based on new functionality added during Phase 1 and 2. We are already planning on this.
Phase 3 shouldn't take too long.
Main game and DLC split testing!
We are using Unity's built in "Asset Bundle" system to accomplish this. The biggest thing we have to plan for is how the UI reacts when H Content is not in the game.
Rest are simply flags to LOCK things behind a wall and not freak out when it is missing. This will be fairly simple adjustments on the backend we are already planning.
Testers will be testing the functionality of both the Steam Page handling the information, and merge process to ensure it works across Mac, Windows, and Linux.
Well that is it for now! I hope that answered any questions you may have in our process.
Keep in mind the demo will be the core foundation we will build the rest of the story on.
I expect it to be stable and polished before we release.
And full demo release will be the FULL DEMO.
1. Language Packs and Functionality
2. H Scenes DLC with Twitch / Hentai Switch fully Functional
3. Fan Arts in Game for the current story.
4. Steam Achievements
Thank you all! Have a great day! Will go back in my basement. XD
This time is mainly about optimizing and expanding the mage card pool
Add and adjust cards:
Red magic==effect adjustment==change to obtain red magic equivalent to the attack power of any optional unit, but limit the maximum value of 15/30 points
Green magic==effect adjustment==rename to blue magic, gain 10/15 points of blue magic
Blue-red conversion==effect adjustment==renamed magic conversion, choice: you can choose to convert blue magic into red or green magic
Yangyan element==effect adjustment==remove the unique tag and return the red magic equal to the attack after adding death
Magic capacity increase==new cards==choice: consume 5 points of maximum blue magic hand+1/2; Consume 10 points of maximum blue magic hand+2/3; Consume 15 points of maximum blue magic hand+3/4;
artifact adjustment:
Energized firearm==Effect adjustment==Cause 10 points of damage to all enemies at the end of each round from the fifth round
v.35 Bria Day 1 As the title suggests, the content will go from where you left off with Bria in the prologue to the end of day 1:
Some of the animations have been re-rendered and fixed. For example, there was a glitch in her hips of Rebecca during the first dorm scene. I have taken care of that and added more detail to the rendering.
Most of the WebP has been redone from PSD files to 95, so they have a little more quality. This will change to AVIF when support comes to Renpy for it. 😊
The Darling Moonshine scene was expanded a little more.
If you played the previous version and saw the Library Scene, I made a different point of view from Bria so that it differs from Eric’s. 😊
One requested item was a Codex system to explain some of the locations and stuff. So, I put one in and will adjust it now and then to add information.
Rather than all gallery images appearing after the end of the chapter, they will appear during it.
Bug fixes have been applied. Including letting Rename work again.
You might notice in the folder, there are more RPA files. I have separated the prologue and day 1 images.
Using the Renpy image search rather than defining directories to avoid “missing file” errors.
More tweaks have been made, but if there is anything I should fix or consider, please let me know. 😊
You now have 3 survival bars: Mood, Energy, Hunger.
Consumables will be slotted into either healing, energy, or hunger. All consumables heal a little bit of mood.
All turns now get the event checks: Hunger satisfied, Mood decreased, Mood increased, Energy decreased, Energy increased. These take precedence over the consumable effect (for example, if the story says you became exhausted, you won’t gain energy from an energy-based consumable).
Mood and hunger drain are dependent on current area level. They also drain based on travel and fast travel.
If your mood reaches zero, you have a 30% chance of triggering a zero-mood effect whenever you take a turn, which will override the thing you’re trying to do.
All built things contribute an “aura” of 1 area radius which offset the mood/hunger drain. It is possible for things to offset mood drain to the point it becomes positive. For hunger, it can only mitigate the drain (not retroactive for older saves).
Built things have a better recovery rate and number of uses for harvesting, if they are harvestable (not retroactive for older saves).
Abilities now cost “energy” which has a small base recovery rate.
If you are starved, your health will decrease slightly each turn
Today I return to update you all on the various changes coming to FADE in this new update.
WHY THE WAIT?
After being a contestant in the Rogue Indie Game Jam, I took to time to hone FADE and fix problems it faced due to budget and time constraints. Being that there was much to do, I made sure to stay focused, keep the games current working build pristine, and to ensure players that already purchased FADE would be receiving a cohesive build of the new demo.
WHATS IN THIS BUILD? This newly released version of FADE includes a new rendition of the games first chapter in preparation for the future chapters to be added to the game and later to its completed version. The purpose of this demo is to give players an idea of the world building and story FADE is trying to accomplish while we seek funding and other forms of assistance towards its completion.
Players will choose from the 4 new starting classes and embark on a new rendition of old events. Looking forward to seeing which class everyone chooses and seeing what incredible content you create engaging with what I've made.
FADE is still a solo effort, so as always your feed back in near and dear to me. Your patience with me while I work through this journey has been truly a blessing. Looking forward to heading towards completion in the future.
Alongside changes to the character select menu, comes heavily updated UI improvements, gameplay changes, and a slew of new weapon abilities. Looking forward to seeing how players enjoy the new approach, focused on making combat feel tighter and faster.
Additionally FADE in the near future is seeking to go to Kickstarter to get the funding it needs for completion. Sadly we weren't able to acquire a publisher, so its back to square one. We'll build the game together and if its a journey you're interested in exploring, see you at the end.