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Fates Gamble: a Russian Roulette RPG with an Interactive story!!!

A topic by Chillitch created Feb 23, 2024 Views: 9,709 Replies: 300
Viewing posts 225 to 239 of 239 · Previous page · First page
(+1)

Ok it's out. I'm sorry for taking so long. Ngl its kind of my fault for how long this took.

Anyways I just talk about when I hope to release my game despite it not being wise to answer that till I'm like 80% done LOL.

Game scene Update:

I probably will work on making a proper intro to the battle system or maybe work on the game modes. Especially chance mode (might even rename it).

(2 edits) (+1)

Battle System Update:

Okay the Opponent should be ready for the intro to my game. It's looking really promising.

In other news, Orange roulette, when you shoot yourself, the gun would pass to the opponent, but in this game when you shoot yourself, you have 2 options. Either you can pass the gun or shoot the opponent, and if you shoot the opponent, you will have to pass it to the opponent. This is so I didnt have to get rid of the four leaf clover. Also, I finished fixing a lot of bugs

Item Update:

I really worked on the Red Flag a lot. At first it was just kind of a "meh" item, like the "Beer".  But now with this new orange roulette system, it's making everything great by making the Red Flag a way more unique item, and with that, it can help the Opponent be smarter when using it :3

Item Update:

Zip-Ties don't stack anymore. See in buckshot roulette, you could hand cuff an enemy, but if they were already cuffed, then you couldn't use it again, so the dealer wouldn't be cuffed for ever. Also fixed a bunch of bugs. I swear the event system is way too limited for a battle system... which is my fault for choosing it lol.

Game scene:

Ok so the Intro to the battle system will start out normally. It will have the no item battle, then have items, but the third is changed. It wont be timed, instead it will have limited actions. Also I will have the player pick items after the no items match, so they understand a bit better

Game Scene Update:

Ummm, I'm not really sure what to say other than I'm still working on everything, haha. Also I hate how much bugs slow down progress for what I want to do. So rn, yeah, not much to say. Hopefully I'll have much to say tomorrow :3

(1 edit)

Battle System Update:

I'm very happy with how things are going with the Opponent. Also, much Like Buckshot roulette, My plan is to make the AI smarter for hard mode (AKA Chance Mode). But of course there's a problem. When I playtest the Opponent, I keep seeing bugs that make him cheat or make him worse. I understand bugs are not something to be scared of, but in RPG maker it is! The event system is very limited and easy, which means it's hard to create bugs, but once you get one, you feel like you're mind is going to explode, because you're trying to understand what's wrong with your events. Of course, the event system isn't made for Complex battle systems. I am simply pushing the limits of it. 

Also I technically finished the Intro. I just feel so scared to make two AI difficulties of the Opponent, because if one is bugged the other will carry it. Ugh...

Anyways I'm having fun testing lol, things are looking promising for the Opponent as of right now.

Media Update:

I GOT A NEW MICROPHONE! It makes my voice sound better. You guys will have to get used to how it sounds though, if you're used to my compressed voice. I hope it doesn't become a H20 Delirious situation with my mic. X3

(1 edit)

Game scene Update:

Ok this is going great. everything looking good so far with the introduction. Hopefully I'll have more time for the other game modes. I have a lot planned for the Opponent AI and it's going great. I just wish I could add more polish to the game in general. I'm starting to realize RPG Makers limitations in polishing. Especially when it comes to how blurry the ogg files are, or how I cant really edit the text boxes that much. It's all starting to hit me like a brick. But it's ok, I'm pushing the limits of this thing. Maybe there is some saving grace.

Item Update:

Had to edit some descriptions and fix some bugs with items, which should also make the Opponent smarter as well.

Also I didnt have an update yesterday, because I had Thanksgiving off :3

so uhhh... Happy Late Thanksgiving


Game Scene Update:

Fixed some parts of the map. ALSO apparently when you would beat the Opponent a third time, the door still wouldn't open, ARGGYWGDWHKGDWKH. It's fixed, this time for sure! 

The Game Over theme has changed to this:

Not sure if it sounds too happy. I thought the organ fit as a nod to a funeral.

Also I've been redecorating some maps :3

There's more I did, but not in the mood to screenshot them all. Also fixed some bugs that would've hurt development, as usual. Everything's coming along. Hope to work more on the modes.

Miscellaneous:

So in other news, apparently Orange roulette has a new 3D remake out AND it has some planned new modes to it, as well. Interesting... Might check it out to get some inspiration.

Item Update:

Might change Healing syringe. When playing buckshot multiplayer, it made me realize how annoying the cigarettes are, so I might change some things.

  • red flag used to be 500$ is now 1000$
  • Eye card used to be 2000$ but now its 1500$
  • Steal Card used to be 2500$, but now it's 2000$
  • Tarp used to be 1000$ but now its 700$ 
  • Heal Syringe used to be 1000$ but now its 1500$

Battle System:

Opponent uses the Challenge Card only when useful. The problem with the Dealer in Buckshot was that he would use Expired Medicine (EM), even when he only got shot for -1 HP, despite the EM giving +2 HP. I mean... I guess it's useful if you really need full health, but most of the time when I would fight the dealer it would never be a good enough strat for him to do that. 

Fixed a bug where the Opponent would shoot himself/herself/themself even when it's obviously a live.

it's kind of hard to make the AI, well... HARD. Their is some improvement's, but it's kind of hard to make them "smart", since I feel like a smart play in a pretty luck based game, is kind of hard to make since a lot of people have different opinions on what a smart play is. Some might even debate on what items are good. Tier list exist for a reason. When you guys playtest it, I sure do hope you give feedback on chance mode. 

(+1)

Battle system Update:

When playing the remake, I realized Orange roulette only let you spin the chamber once. So I'll be adding that. Does this mean I will have the fortune cookie back. Well, no, I still don't think it's that useful until the opponent spins their own chamber. It's only really good when using red flag, but then the price wont be worth it to buy 2 items, so I feel like when the full game comes out, it's gonna be one those items that people rarely use or look at it as the "meh" item. 

Everything seems to be fine with the modes, I think the whole beta is finished just needs some more playtest, just in case and some visual improvements (especially the background). I'm mainly having problems with sprites, but I'll get there.

Also this song will be specifically for No Items mode:

Item Update:

Fortune cookie might be coming back, but not in the way you expect. I was playing the remake to Orange Roulette, and I liked the "Orange royale mode." It has only 1 item. It's called the Company Dollar. It basically will allow you to choose 2 effects. Shoot the Opponent in the face and pass it OR get more lucky. Idk how lucky works, but it sounds cool, maybe I'll contact the dev. Anyways, I was thinking of reviving fortune cookie just to be like this, with maybe some differences. However, I don't know if you guys would want to wait longer, just for me to implement 1 more item. So I'll see.

(+1)

Battle system Update:

Ok so I don't know how to fix this, but there's a problem where RPG Maker it will put letters to identify the Opponent so it will say "Female Opponent G shot you." This is really annoying, I'm assuming it has to do with how the Opponent is animated, since I use "Enemy Transform" to create them.

Also I don't notice any bugs sooooo... I think everything's fine. The game could honestly be out right now (but it needs some polish).

I'm getting rid of Double Barreled mode and replacing it with Insta Kill mode. The reason being there's a lot I have to consider with the Double barrel, and I'm afraid of changing it again. I haven't quite found out what I want to do with it, after I tested it out.

Also fixed some bugs here and there.

Art Update:

I'm having trouble figuring out, what to do with the female sprite I'm having trouble drawing her. I was never much of a pixel artist. I'm thinking of using a program that can give me some free sprite sheets to go off of. Also I need to redo the female tranquilizer animation and give a proper background.

(+1)

Oh god, there is a second beta coming!?

Can't wait to try it out!

Art Update:

Fixed Tranquilizer animation for the female Opponent. Also I have a new table that doesn't clip with the Opponent in the background. Also I added some 1 more frame to both the Male and Female Opponents shotgun animation where they shoot themselves.

still figuring some things out with the sprite art.

Also I fixed some bugs in game. Today has been very short day with not much unfortunately. Hopefully tomorrow will be a different story.

Art Update:

WOW, I FINNALY FOUND SOMETHING I LIKED WITH THE FEMALE OPPONENT!


Ugh, I didnt think it would be that small as of writing this, sorry I'll repost a bigger one when I can.

Also I finished the Male Opponent a long time ago, sorry I didnt show it off.


Also fixed the shotgun animations. Tomorrow I'll put these two in the game and, well... the beta should be finished. But I also need to finish the MV version, which should work now because I think found out how to get rid of the errors. I'm sorry if this is another short one. It took me hours to find something I liked. I did some experiments and also some other cut pixel art for the female that I'll show off tomorrow. 

(1 edit)

Art Update:

Ok everything seems to be going great. I also have a walking animation for the player:


Also the bigger version of the finished versions:

Cut Versions of the female:


Although it's weird I looked at these design and felt like something not working. It mainly had to do with the arms, but looking back at them now, I don't think they're really that bad. It sucks, because I took so much hours experimenting and felt like somethings not working just to find something I liked and now i kind of like these two a little better now. Idk why...

Also, added a bit more to the intro. The tall sprites have been doing well. Also been testing out the game, fixing some bugs. 

(+1)

Miscellaneous Update:

My 2nd Beta will come out either tomorrow or on Wednesday. Although I'm having some problems with the Items and weapons. I want to change their icons, but I'm having trouble finding out how I can make custom Icons in VX Ace. This is also a problem with the Game Over Screen. I looked up a tutorial Online, but when I import my graphics it crashes the entire engine! AARGGGHHH.

*As of writing I figured out the problem. The the Game Over Screen I imported was WAYYY too big, so I had to squish it down. Also I figured out how to get custom Icons.*

Anyways here's the Game Over Screen:

Also, please, please, please do tell me any bug you find in my game. It really helps me out. ESPECIALLY since I'm gonna be importing this game to MV. I need as much bug busting as possible when the 2nd beta comes out (Hopefully) tomorrow.

(1 edit)

2nd Beta is OUT NOW!

However again, pls do tell me about any bugs you come across. I need as much play testers as possible. Maybe take a screenshot or record gameplay. I will also be asking my friends for help. 

ALSO THE STUPID TITLE SCREEN HAS A WHITE LINE FOR SOME REASON, AND IDK HOW TO GET RID OF IT ARGGGHHHHH. 

Ok actually as of typing this I probably just need to change the title screen to 640 x 360

Anyways here it is: https://chillitch.itch.io/fates-gamble-a-russian-roulette-rpg

You need to click on "FatesGamble.exe" instead of the zip file. I'm sorry if it may not seem much, for something that took a long time, but that was a result of the animations and having to rework the entire battle system to be like orange roulette. I'm definitely cutting down on animations for now on! 

Also some of my icons for the items and weapons may not be the best pixel art, haha.

Edit: 

While it is just a beta, please criticize anything in the game that confuses you, or if you feel something is too OP, etc.

Ok so when the Opponents shoot themselves with a shotgun, they turn their had really quickly, wth? I swear it was evenly paced, but it's ok this should be a quick fix with frame wait times.

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