All posts by ZoruaAl

Trying to fix the Capsule Dragons website. I messed up pretty badly here.

Infidemia Development Update (24)

Updates this week:

  • The battle system is fully working.
  • All current battle commands intended for use in the game are usable.

I’ll be pausing development updates until I can work on the game again, but for now I’m still planning to work on the game a little bit whenever I figure something out for it.

-ZoruaAl

Infidemia Development Update (23)

This update sure is late!

I’ve been busy with things besides working on Infidemia, so the game has been… …a lesser priority for me right now.

However, I was working on it recently, and started to add in some things I didn’t add yet.

–> Added a new command to the “Wagers” list… …this one was supposed to be added a while ago, but now it’s working

–> Cleared up some weird explanations

–> Fixing bugs with the “Combo” system

–> Making new features easier to work with

–> Focusing on getting each feature working, rather than leaving everything unfinished and half-done. After I’m done typing this update, I’m going to get those features I mentioned complete (these are the last things I was working on).

A weekly update is kind of an unrealistic timeframe for me, as there are times when I can’t post an update exactly towards the end of each week (or start of the next week). I think it’s been clear that this is a timeframe that hasn’t been working well, although I’d really like to keep working on my game, just know that it’s not always possible for me to give an update on how things are going every week.

So this time I’ll try to answer some hypothetical questions.

(questions below)

When does Infidemia release? Is there a demo available?

At some point in the future. I don’t have a definite release date planned and will not share any information about this.

No demo is currently planned; there is no demo available.

How much will Infidemia cost?

Once I announce a release date, I’ll figure this out later.

What’s the game’s content rating?

Rating pending. It hasn’t officially gone through any review processes yet and this is something I’ll have to figure out later, as the game is nowhere near ready for a demo or a full release.

What is the game actually about? Story, gameplay, etc.

I don’t want to share any specific information yet, as some parts of the story rely on not knowing any context of the game beforehand.

For gameplay, these updates have probably hinted at what it is.

How long has the game been in development?

I forget when I officially started development, but the first room you could walk around in the game was ready in around the timeframe of September 2019. Planning for the game started a few months before.

What software are you using to make the game?

For Infidemia, I’m using RPG Maker MV ( Credit goes to GOTCHA GOTCHA GAMES/YOJI OJIMA , ©2015, mentioning the copyright to give credit to RPG Maker MV).

I’ll credit any plugins and reference scripts/materials used throughout development, once I have a completed credits page. For now, I’m still working on the game, so I won’t list all credits yet until it’s finished.

What’s the gameplay look like (demo, trailer, etc.)?

Right now, based on how many glitches there still are with the battle system, I don’t want to show gameplay until I have a version of the game that is working and playable. There is no demo available and I do not currently intend on making one, either.

I know I haven’t shown any actual gameplay yet, so because of that there’s no “proof” that the game exists… …though it is possible to go from the title screen, start a new game, and play it, it’s just that there are a lot of things changing with the game which would make gameplay footage inconsistent throughout these updates.

Why aren’t there any screenshots/explanations of gameplay??

I’m still working on creating custom sprites and plugins for the game; I’d prefer to not show any gameplay until I have enough content ready to show.

How much of the game is currently done?

The core battle system is almost done, but there’s still a lot of work to be done.

Most of the game’s story has been planned, but I’m focusing on getting the gameplay working right now, so instead of story, there are a few debug rooms for everything.

Map design has changed and has been inconsistent; I’ll probably have to start that over even though most of the overworld is connected.

I’m also trying to limit the issues with planning out too many features and adding none of them that work; the goal is to simplify the gameplay mechanics and get a gameplay loop working.

One thing I learned from development is that it’s easier to start with a small idea that I can manage, and then add on features onto it, once I get the basic (as small as possible) version of my game working. I don’t know how to decide the scale and what counts as a good starting point, but I think that the plans for this game have gone very far outside the range of how much of it that I can work on at a time.

I also learned that even if a lot of things end up being unused, I can always reference the unused content in some way and use it to make something that I’ll end up using in a later version of the game.

Can I playtest the game?

There is no demo currently available, there are no plans to launch one right now, and there are no plans right now to set up a feedback form for the demo either.

If I consider publishing or releasing this game, maybe there will be a way for people to playtest the game and review what’s in it so far, but, for now this isn’t the plan.

Will Infidemia actually be released?

I don’t know if I want to publish this game or not. In working on it, I’ve been trying to get it to the quality of a released game, but, I don’t intend to discuss release dates, publishing plans, etc., as those are all irrelevant to me working on the prototype right now.

Will weekly updates end??

I’ll probably change these updates to once every 2 weeks or later, but the timing of trying to get out an update on a specific day each week has been annoying and that’s why this one is late too. I can’t really stick to one timeline of releasing updates, so there might be some really late updates… …but there will still be updates!

These updates aren’t meant to build hype for the game (that’s what demos, trailers, events, etc. are for) though if you’re interested in it, check in to the website if you want.

Where can I get more info???

welcome to the capsule dragons website

the Capsule Dragons website has more information, check the list of development updates which should be listed.

thanks for reading, sorry that there’s no decent gameplay to show right now

-ZoruaAl

Infidemia Development Updates

This is a list of updates for a game that I’m working on in my free time.

New updates will be added here, and will remain visible in Recent Posts, as well.

I added this page as a top menu to navigate through the rest of the posts easier, without every update being listed at once.
Here’s how I ordered this list.

Top: Most recent update (current)
Bottom: First update

Updates will be paused for a while until I can work on the game again, please read “Infidemia Development Update (24)” for more information.

Infidemia Development Update (24) | Capsule Dragons

Infidemia Development Update (23) | Capsule Dragons

Infidemia Development Update (22) | Capsule Dragons

Infidemia Development Update (21) | Capsule Dragons

Infidemia Development Update (20) | Capsule Dragons

Infidemia Development Update (19) | Capsule Dragons

Infidemia Development Updates (17 + 18) | Capsule Dragons

Infidemia Development Update (16) | Capsule Dragons

Infidemia Development Update (15) | Capsule Dragons

Infidemia Development Update (14) | Capsule Dragons

Infidemia Development Updates (12 + 13) | Capsule Dragons

Infidemia Development Update (11) | Capsule Dragons

Infidemia Development Update (10) | Capsule Dragons

Infidemia Development Update (9) | Capsule Dragons

Infidemia Development Update (8) | Capsule Dragons

Infidemia Development Update (7) | Capsule Dragons

Infidemia Development Update (6) | Capsule Dragons

Infidemia Development Update (5) | Capsule Dragons

Infidemia Development Update (4) | Capsule Dragons

Infidemia Development Update (3) | Capsule Dragons

Infidemia Development Update (2) | Capsule Dragons

Infidemia Development Update | Capsule Dragons

Other pages related to the game’s development: (Before Update 1)

Infidemia’s Infinite Delay | Capsule Dragons

Infidemia Development Update (22)

This week’s update brings many bugfixes and is also the point where I’ve started taking last week’s plans on how to change the game going forward… …meaning that work on the core game continues.

First, some battle system issues were addressed – the reason why Infidemia’s combat wasn’t working in the first place was because I combined a list of all actions in the game, from 2 different versions of it, which overwrote most pre-existing actions. It’s messy to combine database information like this, but the goal was to get as much of the eventing/custom statuses saved, and then rearrange the game’s list of battle actions. Using the events and custom statuses, most core mechanics are back to working, though some bugfixes were required for the wager system to work properly; despite events being made for it, I had to carry over some changes from a test version of the game where most bugfixes were made. I could have probably been more efficient by only working on bugfixes in the core game, and not a test version of it.

Second, the plans for the game’s story are still being revised, mostly because I don’t know what I’m doing. After a few different attempts at how the beginning should work, I decided that the game’s introduction will focus more on a tutorial rather than a prologue, while giving hints of the story. This is meant to be a decision-based story, but I’ve mostly made a story that focuses on one set path of decisions, so the future plans for Infidemia’s story will try to factor in more options.

With this update, though, here are some new features for Infidemia:

  • Coffee Time has been added to the game, and is now usable.
  • The school and tutorials are being worked on, with the core system and one lesson working. This also means homework has been added.

Although I’ve announced many considerations for features, and bugfixes on some, with this version of the game, these are currently the only two main features, besides another part of Infidemia that I’m still working on. I think I was too ambitious in my initial planning of the game, as I thought of a lot of features and then tried to add half of every feature into the game, rather than a complete version of a few simplified features. Starting with a smaller plan could have helped me get to this update sooner, but I’m still glad I worked on other mechanics, as it helped me learn about eventing, which gave me some practice for working on the core features of Infidemia.

Still, I don’t think anything’s really “ready” or “finalized” for Infidemia yet, as it’s in development and even with working mechanics, finding balance in gameplay mechanics, and in difficulty to reward ratios, is what I’ll have to work on once all core gameplay features are functional.

From a player standpoint, I don’t know if development updates are going to be useful when playing the game. There’s no demo or gameplay yet that can be tested or seen, so these development updates aren’t a fair way to show what the game is like.

Sometimes I use these updates as notes to check what I said I was working on and make sure it’s accurate; from where development is right now as of publishing this post, I’d say this is a representation of where the game is currently.

I’d like to show more of the game (like with the custom text box design) though I think it would be better if I have a working version of it ready; it’s not going to be good by any means, when it is ready, but I would like it to at least be working so getting feedback is possible (compared to previous versions of the game, which had game-breaking bugs that made Infidemia unplayable).

Thanks for reading this,

-ZoruaAl

Infidemia Development Update (21)

What’s changed since last week:

  • Trying to make new tracks (“practice versions” of some music tracks are being worked on)
  • Wrapping up plans for parts of gameplay that are in development
  • Writing unclear and vague development updates

I’ve been taking a break from scriptwriting and working on the main game, since nothing has been going well with it, so instead of not working on the game at all I decided to work on other aspects first. Planning music for specific parts of the game has been sort of useful to help plan the story (or in figuring out how to connect the story+music); this helps to establish a background or atmosphere, or setting a mood.

The music for the entire first “part” (for lack of a descriptive word) of the game has its “practice versions of music tracks” ready, meaning that the placeholder music is finished, but since it doesn’t sound good I’ll have to revise it.

The next “parts” of Infidemia will go into planning, but only once I’m done with the script for the first part. A focus in development this time has been to remember what I’m working on, without having to re-read my notes (and find out those were for a previous version of the game).

With the unused content that’s come up, primarily from testing a feature before planning it and deciding it wasn’t ready to use, I’m still planning to use resources I’ve made for the game, in some way, likely for other projects.

There were some issues with extra content, specifically in having made this in advance and how I didn’t make it work well with what was currently working. Instead of piling up all the extra content into Infidemia, I tested these extras in smaller projects I was working on alongside Infidemia.

Although Infidemia started out as an over-ambitious project, I think focusing on what’s reasonable to work on (and what’s reasonable to challenge myself to work on as well) has helped.

Thanks for reading the latest development update,

-ZoruaAl

Infidemia Development Update (20)

This update will be a bit shorter, as there aren’t many big updates or many added small features to discuss (as of now).

  • Continued planning development, taking more notes
  • Making it easier to use notes/resources for the game
  • Looking back at unused content for the game; since I’ve had a hard time coming up with ideas looking at these previous ideas and seeing how to improve them has been interesting
  • Managing the scale (scope) of the game, finding balance
  • Trying to work on original tracks for the game’s music

That’s all for this week’s development update; the goal is to find a way to keep the development process consistent (and add in missing content).

Anyway, the game is still in development.

Thanks for checking out these recent updates,

-ZoruaAl

Infidemia Development Update (19)

Sorry for the late update – I intended on getting this one done earlier.

Now that I’ve been working on Infidemia a bit more to fix glitches in order to test gameplay mechanics, like with combos giving three turns instead of two, and forgetting about debug features I left in (if there was a demo… that would have broken everything), there’s more to fix than I thought.

However – I also decided to bring back some unused content, meaning that resources I made for the game a while ago but didn’t know what to do with will now be used… in some way!

This week’s updates:

  • Editing a dungeon tileset, particularly for one specific floor of the game’s main dungeon
  • Fixing some weird combo issues (100% Heart Gauge every turn, one extra turn, unclear who gets to use combo-specific ultimate attacks, etc.)
  • Fixed an issue where Wagers and Techs wouldn’t show up in the battle commands list
  • Fixed an issue where the one counterattack type of guarding would only have a 50% chance to reflect damage, thus not working as intended
  • Fixed an issue where a custom enemy sprite was still at half size, although I intended to fix it earlier… …this means a resize was done so the enemy is properly scaled (maybe there will be ‘mini’ versions of this enemy, as a result of realizing the mistake…?)
  • Fixed an issue where a boss enemy would stand still, take all the damage, and yet not do anything. Added an attack pattern, for debug purposes.
  • Reapplied temporary fixes to issues, in a new way that should hopefully patch out any of the visual glitches
  • Trying to figure out why the menu sounds are very quiet
  • Keeping an eye on performance while recording gameplay

The game’s still in development, meaning anything could change about it, so these are the updates for now about the game.

I’d like to show some screenshots of gameplay, soon.

Anyway, thanks for reading this update even though it was later than intended.

-ZoruaAl

Infidemia Development Updates (17 + 18)

Since this update is late, I’ll be covering two weeks’ updates in one post.

I haven’t been working on the game that much, though I’ve added some more unused content to the game.

I’m also planning how development will continue in the future, since some plans changed about how I’m making the game (writing the script apart from working in the engine now, though it’ll eventually make it to the game…). Technically, it’s been in development for 1 year and a little bit longer, though in reality the game has only been worked on for maybe 1 hour (with a slight amount of variability by a few minutes or seconds, this estimate may be a bit off).

I’ll probably work on a different game, since Infidemia isn’t going well, though there might be references to it in a later game, so it’s not like Infidemia is never going to be worked on or mentioned again.

I haven’t done anything about the battle user interface or dialogue boxes, which is why I decided not to post any screenshots of gameplay. Map design, character design, everything isn’t done yet and I think that it’s not good enough to be shown in its current status.

I noticed that I’ve also been starting over development (because this is a really terrible game, and each time it starts over it gets worse) so I decided to make a planning document for the entire game, which will hopefully keep me on track, and if I start over, I can choose where to start over from.

The focus of the recent updates for Infidemia has been to combine the notes I have about the game so far and to attempt to have every music track ready in the game, though I will be redoing the soundtrack because it’s not good enough.

I don’t think Infidemia will ever be “good enough”, but, going forward, for my next projects, I’ll definitely spend more time thinking about feedback and how it is to play the game, not to talk about it.

I’ll still be working on the game, though I think finishing up the planning process and then planning (and testing) a main gameplay loop will be the next steps.

Most of the details for the later parts of Infidemia have been thought out more than the beginning, so I might change how I’ve been working on the game, starting with the final boss fight and some other story events, going to the introduction. Playing the game will be in chronological order, though.

Infidemia still has performance issues on some of the platforms I tested, so I’ll be trying to fix those when I get to things like the custom battle UI and any eventing that might drain performance.

Thanks for showing interest in this game.

-ZoruaAl

Infidemia Development Update (16)

This update is a bit late, though I’ve been working on the game.

While my previous development process involved work only inside the game engine, I decided to change things up and write a story draft in a digital writing tool, which will be easier for me to read the entire script and storyboard without having to replay everything I have so far (I’ll still do playtesting in the game engine, but this should help get the necessary dialogue and script content added to the game).

As a disclaimer, this update’s mostly meant for last week.

Although this means I’ve technically “started over” again, it’s not like I’m deleting the entire game contents and rebuilding it; I have some resources (the map design has used the same base maps so far, but I’ve added edits over time) and there are things like sidequests that will mostly have the same gameplay content, which means I’ll do things like edit dialogue and (attempt to) balance how repetitive versus rewarding a sidequest is.

I’ve noticed that sometimes I start working on the game again and things are going well, then I forget about what happened in the story, and the game feels inconsistent. That’s one of the reasons why I decided a storyboard would be necessary.

Throughout development (which has mostly been a planning process), I’ve come up with a few ideas on how the story might work, what mechanics the player might see in plot and battles, and how decision-based gameplay influences the story (as well as how to account for this). A lot of the game’s dialogue has been written on-the-spot, then sometimes rewritten once or twice, though for now I’ll focus on the planning process of Infidemia.

The idea for the game started maybe about two years ago by now, and I started working on it about three months after that or two and a half months (actual engine work began three months after I got the idea for the game, meaning I didn’t start planning characters or map design until then).

I had a few planning documents I made for the game, some of them outlining specific mechanics in combat (each type of ability, how points are accumulated, etc.) though these were scattered and referencing them when I worked on the game was challenging.

I took notes in a lot of different places, though eventually tried to compile these into one collection to see what I could use when working on the game (this is after working on it with some of those ideas relevant in my head).

The largest issue I’ve had working on Infidemia would probably be managing the scope of the project; how large will the game be?

I’ve went from a project that involved 21 playable characters (partially planned, but only about 10 or so characters were fully planned), at least 1 game world with at least 4 areas as large as the main part of the game, and a battle system where characters can take up to 8 actions per turn…

…to a project that involves 7 main characters, the same game world with a focus on one area of the game world being playable (multiple parts of the game world are involved and mentioned in the story, but since the gameplay was designed for mostly one part of this game world, I’ve decided to limit the scope to that part), and a battle system that will likely reduce how many actions can be taken.

A lot of plans have changed during development, but by repeatedly changing my approach to the game early on, it’s been more like making prototypes of Infidemia than trying to make the entire game in one go. (Prototyping different styles of gameplay, experimenting with the combat system, and finding a way to tell the story so it flows together are the goals, though.)
Although the latest version of the game will probably feel more consistent compared to where I started, I don’t think that it’s an instant change from what it was before, and I’d prefer to see this as a result of gradually working on the game.

It’s also been a really buggy game, but I found out the bugs in the game were caused by unfinished eventing sequences and half-implemented battle commands, meaning that putting in some time to fix these issues has helped make the game more playable, and to figure out what features to fully implement, or just to test – addressing the scope of Infidemia.

I’ve been playing different games to get inspiration on how to arrange the story structure and how to make a battle system, with the goal of figuring out how to combine preexisting [gameplay] mechanics into something new, and finding a way to include interactive elements in the story.

For this update, I also want to note that most of the game’s music will likely end up being redone, as I’ve started to do that and noticed improvements with figuring out a different approach to the music. Working on Infidemia’s music in chronological order (based on the story), meaning from start to finish, but also based on when the music for story events plays, I’ve tried to add little melodies to some tracks that play in others, as a reference to themes that play throughout the game, and to link together music tracks. This has resulted in a slightly more consistent style, but that’s not what I’m going for with this project, so I’ll work on addressing that.

Most of the game’s planning process feels complete; it’s like I’m familiar with the game world as I’ve tried different ways to come up with details about it.

There were some things early on I planned, maybe discussed here (which would be unlikely), though I didn’t add these features. I’m considering experimenting more with gameplay and testing out features I didn’t finish making.

The goal of having “development updates” is for me to reference what I’ve worked on, but also to keep me on track.

I’m not sure how successful I’ve found it to be to write development updates about Infidemia (and only writing about it… …no screenshots of gameplay) though the purpose of this update is to describe what’s happening with Infidemia.

What’s next for Infidemia?

  • Development plans right now have changed to a different style, although to build upon preexisting content for the game.
  • Looking back on the game early on and seeing what planned features that I didn’t use might be interesting to test.
  • Balancing the battle system.
  • Putting together some ideas for the game and testing how these will impact development.
  • Experimenting with how the music should work (now that a few prototypes have been made).

Thanks for showing interest in Infidemia,

-ZoruaAl

Infidemia Development Update (15)

This week’s updates focused on getting the game to run on more platforms. I won’t specify which platforms these are, though, here’s a list of updates to the game that have come as a result of deploying and running Infidemia on two more platforms:

  • Fixed a bug where I mixed up the previous and current versions of a player sprite; this caused the game to freeze being unable to load an unused sprite (in an effort to organize the game’s used and unused contents, this happened). The temporary fix for Infidemia to run on platforms facing this glitch (along with running it in the main editor) was to add the unused sprite, but the fix for the latest version of the game (which will be tested on those platforms again) was to temporarily add an unused spritesheet back to the game.
  • Found out that I’ll have to optimize Infidemia for more platforms – some devices will not recognize keyboard or controller input. Additionally, I’ll have to account for touchscreen devices when redesigning the UI.
  • As part of this optimization, eventing some areas to run more efficiently (like the core time system) will be important to reduce lag. This also applies to scripts. I haven’t started on this yet, but I will work on this.
  • The debug room can load a battle scene with more options.
  • Other modifications to player input (on things like a controller/keyboard/mouse or touchscreen) may be necessary.
  • Noticed that the Heart Gauge icon matches the emoji for a heart on which platform Infidemia is running on (regardless of running on mobile devices or not).
  • The dialogue typing/speaking sound effect has the potential to add a lot of lag.

I didn’t plan on working on the core game as much, though I think there were some edits I ended up doing anyway, to the main game, like for bugfixing and performance improvements. Although it took a while to build the game and get it to load (and for it to be playable), I think this has been interesting. A lot of this probably doesn’t impact the player right now, but I hope that the potential of more platforms to play the game on will make it easier for more people to play the game (if people are interested).

There are still some more tests with this kind of stuff that I’d like to get done, though for now, that’s all for this week’s development update.

-ZoruaAl