[Devlog] Mystery Babylon

Hey, just curious, is this project gonna have a macOS build? A lot of newer SRPG titles didn’t come with macOS builds, which troubles me quite a bit. Since this is a unity project that shouldn’t trouble you guys too much right?

A macOS demo would be nice too : D

1 Like

Yeah, building to Mac should be easy.

I just don’t have a Mac to test…

I’ll give it a shot and check if anyone on the team does have a Mac to test.

Quick update: Found someone on our team who has a Mac. Mac build is on the way, likely by this weekend.

Finally getting started on this town level. It’s not in the game engine yet, but the tiles are looking good. Gonna polish it off with more trees, etc.


Still fixing found bgs, think most of them are dead. Going to start recording for FEE3 by tomorrow!

2 Likes

I don’t check this topic often, but still keeping my eyes peeled. Looking forward to whatever you make!

2 Likes

I’ve been playing at 1280x720 (Nintendo Switch’s resolution) for testing and I just love how the pixel art looks at that size.

Another patch update.

  • Harold vs Artur duel takes place in our battle background
  • Slew of bugfixes

https://drive.google.com/file/d/1kaRQCVNHHnsBW3NEEuV2PJjx19dQe1pP/view?usp=sharing

Same link - as always.


New battle sprites are in teh works, before I can add new content. Since I find the overworld combat a bit boring, it’s worth waiting for the battle sprites.

Bit of preview on what’s coming:


Working on mounted units in combat, but this is actually the Lord of Fort Valestone – Eustace.

Nearly ready to complete this level’s content in the next week or so and move on to new levels.


Business update: we have some leads, but fingers crossed. Won’t name anything just yet, but it’s good to be building these relationship for the long-term anyway.

About the Mac build, we’re working on it. It would be great if anyone else with a Mac is open to testing – I’d even pay a small amount to playtest our Mac build.

I am super last-minute, but i’ll be playing our build in our FEE3 video and should start recording today or tomorrow.

Probably won’t go over 15-20 minutes, depends if I die or not.

Quick update: The link has been updated.

  • Combat System optimization. It runs much faster now

  • Tweaks to Dialog System choices – there’s a radial bar to hold for 2 seconds to choose

We’ve submitted our FEE3 showcase, though it’s missing the two updates we just pushed.


Battle sprites are back in progress:


Stopping by for a quick update:

We’re hard at work on adding gamepad support and a save/load system. Both of which are pretty big features, so it’ll likely be done in a week or two and we’ll release another build.

The new battle sprites might be done by then as well, so I can work on adding the combat to finish off the fort level.


In other news, I’m announcing that our Kickstarter campaign will go live Oct. 15th. We launched on Steam Early Access – but I couldn’t make it free. The reason being, once you get a Steam game for free – even if I change it’s price back to paid, you still own it.

Therefore, I’ll be updating builds on Steam and project backers can get beta keys through Kickstarter.

Apparently, once you launch on Steam, your inbox gets flooded with steamers who want keys and small press sites.

I’ll probably give some out closer to the KS launch date.

We have 300+ wishlists, thanks to anyone who added our game to their wishlist.

2 Likes

benjamin-atk

4/7 animations for Benjamin are done. Then we have 7 more coming for Harold – then I can work on new content and levels. Mainly, larger scale battles with 6 units to command.

Gamepad Support is finished. Save & Load system is about 80% there, it’s actually quite a hassle.

We’re using JSON to save file data, and there’s just a lot to account for.

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  "SaveIndex": 0,
  "CurrentSceneName": "_Road_To_Fort",
  "LocationName": "Fort Valestone - Entry Road",
  "ChapterTitle": "Chapter 1 - Fort Infiltration",
  "PlayerPosition": {
    "X": -41.5519943,
    "Y": 0.544200361,
    "Z": 0.0
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  "GlobalVariables": {
    "Ch1FortInfiltration.IsNewToTheFort": false,
    "Ch1FortInfiltration.KilledChristian": true,
    "Ch1FortInfiltration.ReceivedRope": false,
    "Ch1FortInfiltration.LiedAboutBestingLtRoberts": false,
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    "Ch1FortInfiltration.HeardDorchesterSobStory": false,
    "Ch1FortInfiltration.FoughtHaroldWithoutItems": false,
    "Ch1FortInfiltration.BeatHaroldQuickly": false,
    "Ch1FortInfiltration.FinishedTour": false,
    "Ch1FortInfiltration.ReceivedCommandersKey": false,
    "Ch1FortInfiltration.ReceivedDungeonKeys": false,
    "Ch1FortInfiltration.FinishedWithCommandersRoom": false,
    "Ch1FortInfiltration.MetTheFirstLadyPrisoner": false,
    "Ch1FortInfiltration.MetTheSecondLadyPrisoner": false,
    "Ch1FortInfiltration.MetBenjamin": false,
    "Ch1FortInfiltration.SpokeWithLadyPrisonerAgain": false
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  "CompletedCutscenes": [
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  "Levels": [],
  "inGameTimer": 45.6608543
}

For any interested party on what save data looks like. Cheating would be pretty easy, since you can just modify the stats and experience as you please (though, I’ll probably obfuscate or encrypt those files).

Loading unit data like stats & inventory is done, but there’s more work for other edgecases. For instance, saving the state of our scripts that handle AI follow.

But, it should be done by Friday. If so, I’ll test and release a build on the weekend.


In other news, besides programming the new input system and save/load system, marketing stuff has kept me busy.

Running some Facebook ads, they’re doing pretty well. They’ve taken us from 200 Steam wishlists to 400, which is nice.

But, people hate:

  • Giving out their emails to potentially spammy places
  • Signing up to follow Kickstarters (unless they really like the project)

So, I’m having a rough time getting our mailing list #'s up. Somewhere around ~50 people in total.

Hoping to get that number up.

Anyway, the Kickstarter page is still being worked on. We’ve toiled too long on these battle sprites to not show em’ off, lol. There’s a few graphics that need edits and new graphics for character breakdowns are on the way. Definitely will be releasing a free demo along with it.

As for publishers, we’ll see. We had a great conversation with Deck13, but we couldn’t find a common ground to connect yet. I am particularly excited about our talks with DANGEN and Shiro Unlimited, though. Fingers crossed on that.

In any case, we can’t really afford to rest on our laurels. I am super excited about the prospects, but our Kickstarter is a go until we have something concrete.

Luckily, my background in web development makes mailing lists and email templates a piece of cake.

I sent our project over to Jollop – they’re an advertising service for Kickstarter campaigns. I hope we get to work together – if not, I’ll have to roll up my sleeves.

That’s it from me, by this time next week – we should know for sure what’ll happen in the business area. I spent too long focused on code – I neglected the marketing stuff. Build it and they will come is a horrible strategy lol

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Mounted Units are WIP. You won’t be fighting these guys anytime soon, though (mounted battle sprites will be such a task). They’ll appear in ending cutscenes of the demo, when the main army arrives.

ezgif-6-1bfb0209dc65

New playtest build is coming soon – Gamepad support is all done and Save/Load is nearly there. Getting the save system to play nicely with cutscenes was a challenge.

The playtest will likely have unforeseen save related bugs, and we’ll just kill them all as we’ve done with past playtests.

Our KS page is almost ready.

Just missing a download button for the free demo.


Excited about FEE3, all the content in the game is basically still what’s shown in the video (aside from the dungeon – I died too early, lol).

Our Kickstarter will probably be running around the same time.

After getting gamepad support and save/load features out there, I’ll start playtesting a Mac build. We’re still 4/7 on Benjamin’s battle sprites and 1/7 on Harold’s (at the top).

Once both sets are done, new content will be added (hopefully, before Oct. 15th).

In any case, new build should be available by Thursday/Friday.

Windows: https://drive.google.com/file/d/1kaRQCVNHHnsBW3NEEuV2PJjx19dQe1pP/view?usp=sharing

Mac: https://drive.google.com/file/d/1yxQHZ7DLURSKmcDjLLWL9jaMpLLwtb5z/view?usp=sharing

Linux: https://drive.google.com/file/d/1Dd_HlXQMlGPWbvfPeXi13ZR_ffXBnu97/view?usp=sharing

Version 1.3.1

  • Save and Load System
  • Gamepad Support
  • Fixes to outdoor lamp lighting

Still testing the build internally, but it seems good to go.

Next up is more content.

Benjamin is just missing a critical, so 6 of 7 animations are done. Harold is still 1 of 7, just the attack.


By the way, I’m recruiting for pixel artists. Mainly one opening for a character artist to draw 35x48 overworld sprite animations.

Though, there’s a few other openings.

You can get details over on Pixeljoint.

The only really urgent need is a restyle of our character sprites – most of this work will be Post-KS.

That’s all, probably be back in a week or so.

Benjamin is ready for battle – testing out his animations above. Now, we just need Harold, then I can finish off this level


Business update: we’re most likely on our own – for now, at least. While we’re waiting it hear back from a few places – the general vibe seems to be that we’re too early on for partnership at this stage.

Which means we’ll have to rely on Kickstarter. Oct. 15th is around the corner and I’m focused on marketing this month.

I’ll be honest, I’m worried we’ll barely pass the 20k threshold. Our twitter followers are low and only ~36 people as of today are on our pre-launch Kickstarter waitlist. Which is a bad sign.

I like to think we have lots of fans here, but I could be wrong. The click rates of the demo have been pretty low, maybe people would rather play the romhacks (which is understandable).

I had to push back the Kickstarter due to my health back in July, and now it seems I may have to do so again – due to our lack of marketing to this point and inability to find the right publishing partner.

The Facebook ads seem to only boost our Steam wishlist, which is nice but useless since we can’t contact anyone on our waitlist (they only notify you when the game releases or goes on sale).

It’s a little disheartening after working so hard to find seemingly low interest, but it is what it is. I’ve gotten feedback that people rather enjoy the demo and say our KS page looks great – but it won’t matter if barely anyone sees it.

Anyway, I have a few ideas to execute which might make a big difference, if I can pull it off.


If you’d like, please follow us or Twitter. Better yet, click the “Notify me on launch” button on Kickstarter.

Feedback on our page is also welcome.

I’d like to add that the development will continue, regardless of the outcome. Even if it means going back to slinging web dev code full-time. We may have to cut the scope – but we will release.

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We got a new composer. He’s written some new battle music. We’ve added musical cues to play during a landed attack. Cues coming for dodges and critical attacks, as well.

I figure it’s better this way, where certain music plays under certain conditions – to keep the battle music from getting stale.

These will likely make it into the demo.

We’ve begun the start stages of redesigning out tilesets. One big piece of feedback we received is that our tilesets look “store bought”. Because, they were (technically, it was free).

Completely custom tilesets are in the making – I’m pretty excited for them. We’re focusing on variety of outdoor textures – dirt, grass, sand, snow, tall gras etc. to add more flavor to our maps.

d5tl4w3-7956b51a-41a0-43f8-b11b-10371f67e1f5

Along with tilesets, the character sprites will all be redrawn.

Another big piece of feedback, is that the size of the characters relative to the grid, made it rather crowded when lots of units are next to each other.

That, along with the fact that our current sprites are maybe a 7/10 and use only 4 frame animations. I’ll be looking to make the sprites in a fresh style.

I am not sure if I want to make them short – as they are in the gif or not. But, we’ll find the right style and run with it.

New tilesets mean redesigning current levels from scratch, so they won’t be seen in the demo. Neither will the sprite restyles, both are long term goals.


(fullscreen advised)

This is a downsampled version of the world map – the pixelated effect works well on it. I was planning to literally have overworld tiles done, sort of like FE styled outdoor maps.

But, I might simply have this used and make transportation more of a UI thing rather than moving on a world map – especially since we dont do random encounters.


Business update: October 18th is our Kickstarter launch date.

I emailed Anya, the Director of Games on Kickstarter about our project – and she had this to say. Launching on Fridays is apparently a no-no. Our social media presence is definitely lacking – but I’m gonna let it fly anyway.

That is – unless a conversation we’re having with a potential publisher is solidified before then. In which case, we’d delay our Kickstarter a few months and launch with their marketing backing (which would be nice).

Either way, I’ll probably take future updates to twitter as well, we literally have tweeted 29 times in 7 months. Yet, I’m pretty active here so I need to do my due diligence and build a community.

That’s all for now, bbl.

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Cloud Shader

We’ve added a cloud shader, nearly ready to go.

New Tileset Overhaul

We are also working on a completely new tileset – moving away from using Seliel’s free tiles. Not because they are bad or anything, but to find our own distinct style.

image

The focus is on getting variety between our basic textures, grass, dirt, brick roads, etc. This will allow me to create more visually appealing maps – less repetition. After exterior stuff like grasses, dirt, and roads, we’ll move onto interior basic texture like wood floors, carpets, etc.

From there, trees, plants, etc. I imagine this will take a while, and won’t be seen in any builds for some time.

New Characters

I’m fighting with the idea of restyling our characters or maybe keeping the style but increasing the frame rate of characters from 4 to 8-12 for more fluid animations.

I haven’t been able to find the right artist to restyle and reanimate our characters, so they’ll stay how they are until I do.


https://drive.google.com/file/d/1kaRQCVNHHnsBW3NEEuV2PJjx19dQe1pP/view?usp=sharing

The build has been updated, we added new battle music and battle SFX:

As for as build updates, we’re only missing 2 battle animations before I can add the final content to finish off the demo scenes.

Seeing as we’re so close to our Kickstarter launch, I’ll probably release the new content as a Kickstarter update.

Kickstarter

The day of reckoning approaches! I feel like I’m doing an Assassin’s Creed leap of faith and I’m not sure if I’ll land on hay or concrete.

I’ll be going super marketing mode managing this campaign. Still running Facebook ads that are performing well. Our composer has been really awesome on twitter – I should have hired him from the get go and we’d easily have 2k+ lol.

There’s some publisher chatter – but they tend not to care until you’re like 80% done so taking it with a grain of salt.

In any case, I’ve freed my lance back into webdev code so the project continues regardless of any outcome. That’s one unshakeable fact of the matter.

Anyway – the next few weeks should be interesting!

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Some in-game testing of our new tiles. The grassy area needs trees, plants, etc. – stuff that’s still WIP.

I’m still deciding on whether to change our characters or not, but they seem to mostly fit in with the new tiles.

We are only missing on last battle animation, then I can continue on demo gameplay. Considering how the levels are going to change to these new tiles, it’s not too high on my todo list.


Kickstarter is taking off on Monday 10AM EST. I am nervous but we may do just fine.

2 Likes

The Kickstarter is now live!

I wanted to schedule it for tomorrow, but we’re off to a great start – I’m psyched!

I appreciate any and all backers, I’ll be working on getting our Discord ready for a new influx of people :]

Stay awesome, FEU

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Boy King Franklin Hirem and the demon that possesses him. After ascending to the throne following his father’s suspicious death, he reigns in a new era of wickedness upon the kingdom.

Having a good amount of these 10 second animations to show off more of the game’s backstory.

Total marketing mode – considering getting a new 1min+ animated teaser trailer done pretty soon.

This was the reference:


12% funded and we’re losing a bit a steam. Hoping these animated shorts put some more coal into the fire.

Of course, back us if you’d like. Even the traffic alone helps with KS algorithms.

Be back with more later.

EDIT: I’ll likely be keeping future updates on Discord. Later.

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Happy FEE3!

Back to the game dev grind – finally adding new combat and cutscenes to the game. 2vs8… won’t bode too well but I’m working on balancing the AI.

In the video, I had them focused on cutting of escape rather than dogpiling the Players. I am totally able to make them more offensive though, so these setting will come in handy for difficulty settings.


Working on more animated shorts, especially excited to see this one:

Should be out by next week, in time for Halloween.

Kickstarter has slowed down considerably. Barring a miracle downpour of support, we won’t get the gold!

Which has taught me to work harder on the marketing side of things – social media and Discord. Not too pressed for funds though (thanks to the freedom of my lancing), but I’ve got to place equal importance on it going forward. We’ve just had our heads down animating and coding for months.

I’m not complaining though, learning experience. Participating in more cons and entering Steam Next in June are some goals of ours.

Anyway, that’s it for this week! Large scale battles and mounted unit enemies are on the horizon, we’re back to adding more content.

If you want to see more, I’d join us on Discord!

2 Likes

Popping in to share this progress on the Mess Hall Battle.

The AI here is purposely tame. I could have them all dogpile the player into oblivion, but the AI settings we have make difficulty levels easier to setup. Playing on Hard mode will be more merciless.

Right now, the two groups on the left and right merely hold their position instead of encircling and crowding the players.

Harold has a bug where his stats aren’t growing after leveling up – but it’s most likely a small fix.

There were numerous fixes to battle AI over the course of getting this level playable. Since we only tested exclusively on the outdoor level with a lot more space and navigable terrain, fighting in these close quarters brought some bugs to the surface.

Once the level up growth bug is dealt with, I’m gearing up for a bigger fight once the other 4 units all join together – a battle to escape from the fort.

Should be fun.

Zenovia’s getting a redo – her animation set was never fully complete. Likely new spell FX as well.


New animated short should be incoming this week – I’ll be back when it’s ready!

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Back again, still working on wrapping up this fort level. I’m working on the next large scale battle and just finished setting up the cutscene.

Made some changes to the other cutscene – added a scared animation for the Servant behind the table.

Also added a post-combat cutscene with the servant.

This is what happens next and will be the next large battle – the reinforcements arrive!

The display of HP bars is a bit bugged, but that’s an easy enough fix.

The cutscene is ready to go – just setting up combat and will be testing all week.

After this one, there’s some more cutscenes and one more super large battle where the main force returns to the fort – that battle will be focused on Escape instead of Rout.

More Zenovia redos, we’ll get to her new FX once we bang out all her normal animations.

After Zenovia, we can add mounted enemy battle sprites and begin to branch out some more.

That’s about it, be back in a week or so

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Weekly update:

Doing my updates in video form from now on.

This is continuation of the battles and cutscenes from last week. If you missed it from the streamable bug where they expire after a few days:


Kickstarter was premature, but not really an issue. I’ll give it another year or so. Freelancing is going well, so the game goes on.

We are 6/11 on Zenovia’s new animations. Atter which, we’ll start with mounted battle spriies.

First up is the mounted sword knight:

###Idle

Hit

Death

These animations are way harder to capture – since the horse and the rider have to both be animated… but I’m making it happen.

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