The Devil’s in the Details

A while back we started working on 100% Orange Juice’s Steam features. It all started with adding achievements.

Tony, our programmer, is head over heels for Steam API, so after that he started getting some weird ideas.

The game’s entire multiplayer system has been reworked now to use Steam’s servers and a lobby system. It’s already fully playable, and supports many features we didn’t dare wish for before, such as player timeouts, leaving the lobby and rejoining it. Tony’s working on the lobbies now, and we’re discussing a possible system for multiplayer levels and perks. We’ll have to see how feasible that is to add.

At some point someone got the bright idea to bring 100% Orange Juice up to HD resolution as well. So now we’re doing that too.

For reference, this is where we started from:

100% Orange Juice sample screen

100% Orange Juice default screen (click for full size)

The screen’s considerably less cramped at 720p, and the cards started to stand out as just a bit small and unclear for their purpose.

Now that we had more space available, we tried rendering the cards in higher resolution also, and the difference is quite amazing.

This is where we are now:

100% Orange Juice 720p

100% Orange Juice in 720p, and cards rendered in higher resolution (click for full size)

Please don’t give us any more ideas.

99 Spirits has been Greenlit!

99 Spirits Greenlit

Yesterday 29.10.2013 Valve announced a larger than usual batch of new Greenlit games, and to our great joy, included was our first game to make it onto Steam – TORaIKI’s brilliant puzzle RPG ’99 Spirits’!

In the coming days and weeks we’ll be focusing on publishing the game on Steam, and exploring all our options in the system – of course, we’ll be adding Steam Trading Cards for it too!

This is all thanks to everyone’s continuous support, and we couldn’t be happier for it. As we’ve previously announced, our loyal IndieGoGo backers, as well as those who purchased the game through our Fruitbat Factory store, or from Indie Royale, will also receive a Steam key for the game once released.

Thanks to TORaIKI’s Hoshino Tomo for the celebratory illustration!

99 Spirits of True PC Gaming

Last weekend had the pleasure to be interviewed by Adam Ames from True PC Gaming.

It ended up a long and fruitful talk, so if you want to read more about our work on 99 Spirits, head on over to http://truepcgaming.com/2013/05/15/trial-and-error-99-spirits-interview/ and give it a read!

logo

We have been sending review copies of 99 Spirits around for the past week or two – if you haven’t gotten one but would like to review the game, just shoot us a message.

Our current status is such that the game is fully in order and we are preparing the gold master to give to our distributors this weekend.

Almost all IndieGoGo goods have also been produced, save for the game discs for the special collector’s edition, which of course will get the release version of the game. We will ship all of them together when they’re ready.

Spirit Hunt Progress – the Final Tally

Today we got some big news lined up concerning 99 Spirits‘ localization progress.

First but not least, the translation and editing of 99 Spirits script and graphics is now officially complete!

With a month to go till the 31.5. release date, we will be spending it testing and polishing the game to be able to release it in the best condition possible.  In this context we want to express our thanks to the alpha testers for their feedback which has helped root out several issues and given good ideas to improve the gameplay in various ways.

We are also focusing our efforts into getting more visibility for 99 Spirits. If you write for a game blog or news site and would like to preview 99 Spirits, don’t hesitate to shoot us a message.

Secondly, we are happy to announce that a playable demo for 99 Spirits is now available for download!

99 Spirits Demo Now Available

You can get it from our homepage and in time from our distributors. We are excited to hear your feedback!

Who knows, there might even be a little Easter egg in the demo…

The Spirits Grow Stronger

While we are hard at work preparing the game’s upcoming release, there is a bunch of exciting news to share.

We have had people on Steam Greenlight commenting that they would like to have 99 Spirits available in the Japanese language as well.

Hence, not long after announcing that 99 Spirits will carry dual audio, English and Japanese, we now have the pleasure to announce that to meet popular interest, we will also be including the original Japanese game in a Deluxe version we will be offering (similarly to our previous release War of the Human Tanks). Players will be able to choose between installing the game in English or Japanese.

Those who would prefer to enjoy the game in its original condition will thus benefit from having it available from major digital distributors.

The alpha version of the game has meanwhile been extended to the full game, and now also includes the promised English audio option. Check out the new build from our backer forum if you have access, and let us hear your thoughts.

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In other news, the IndieGoGo pledge rewards are coming together nicely as well, and we’re currently gathering backers’ wishes regarding the T-shirt and body pillow details.If you’re a backer, make sure to check the IndieGoGo updates and our forums for more information. We need a confirmation of the chosen goods by 30.4. at the latest.

We have received spectacular new art for all of them from TORaIKI, as you can from the image above.

4th in “Best Indie Strategy of 2012”

This morning we woke up to an unexpected nomination.

The good folks at indiegames.com have put together their ranking of Best Indie Strategy Games of 2012. You can find it here.

We found War of the Human Tanks in the 4th place.

“War of the Human Tanks would definitely head our top named games list of 2012, but, alas, we have prepared no such thing for you dear readers. We will though suggest you give this strategy/visual novel hybrid a go and see what you can do with its cast of armored humanoid weapons and simple yet deep RTS mechanics. The game includes over 30 maps of tactical challenges and even allows players to use resources earned from combat to purchase new abilities and upgrades between battles in what can only be described as its strategy mode.”

IGTW 4th best strategy game

This definitely makes for a nice start for the new year, as we begin to gear up for the work ahead. Big thanks @ the Indie Games weblog.

What was your favorite indie strategy of 2012?

Those Who Hunt Tsukumogami

In answer to a popular request, today we’ll walk you over the basic gameplay in 99 Spirits. We’re calling it a Puzzle RPG, but what does that mean exactly?

Read on to find out! (Note: all images are still very much a work in progress.)

The combat in 99 Spirits revolves around a puzzle mechanic wherein you work out the true identity of the enemy Tsukumogami, ordinary objects that, as per the Japanese legend, have come alive on their 100th birthday.

At the beginning of each battle, you face an enemy shrouded in an impenetrable mist which signifies the concealment of their true nature, and no attacks performed on them can cause lasting damage. All you can do is simply exchange blows with them until they run away. The battle itself is kind of turn based, you have a set number of strikes every ‘turn’ – or ‘clash’ as we call them, and you either defend or attack as long as they last – but the enemy can interrupt you with their own attack, and with good reflexes you can parry that and counterattack.

99 Spirits - Combat 01

Now, when you obtain the Gokon sword, you gain two new abilities in the form of the gems you can see at the bottom:

99 Spirits - Combat 02

You fill the two gems by attacking and defending, respectively. Once the first gem’s gauge fills up from your attacks, it allows you to read a part of the essence of the enemy Tsukumogami.
These hints come in the form of either a keyword related to the item in question, or part of the name of the actual artifact:

99 Spirits - Combat 03
99 Spirits - Combat 04

Once you have gathered enough hints for that ’eureka’ moment when it all clicks, you can use the sword’s second gem to make a guess at the item that is the essence of the Tsukumogami you are fighting.

99 Spirits - Combat 05
Activating the gem brings up a new menu, where you enter your guess:
99 Spirits - Combat 06
99 Spirits - Combat 07

And if it’s correct…

99 Spirits - Combat 08

The enemy’s true form is revealed!

Each Tsukumogami is unique from their hand-drawn artwork to their fingerprint-like combat hints, so an experienced spirit-hunter might be able to identify a familiar prey from a single hint. Based on early testing sessions with family, I can already tell this part can also be great fun with friends trying to outdo each other to puzzle out the correct answer as fast as possible.

99 Spirits - Combat 09

From this point you can unleash all of your skills to vanquish the enemy.

99 Spirits - Combat 10

If all goes well, you’ll defeat the Tsukumogami and continue your journey.

99 Spirits - Combat 11

A keen reader might’ve picked up on there being more than two gems in the sword, but that’s a story for another day.

The game has nearly 100 different Tsukumogami with dozens of different skills to conquer, and you can eventually capture them to learn their skills, making the battles increasingly more complex and tons of fun.

In closing, don’t forget to support 99 Spirits in the Indie Dev Grant voting at http://bundle-in-a-box.com/!

Spirit Hunt Progress #1

Here’s a status update for those wondering just how the 99 Spirits localization is progressing.

Our current status is as follows:

  • The game’s graphics are edited.
  • System scripts are edited. I’d say their contents equal about 10% of the game’s total script, and were infinitely more work to translate.
  • Work on tutorials has begun.

Well, that was a short post. But it just means all is well in the world of 99 Spirits – at least, if you can overlook the rampant monsters laying waste to the capital.

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Meanwhile, we’ve added a new character – or in this case, characters – in the 99 Spirits character gallery again! This time it’s Tony’s favorite character. In case you haven’t checked the character pages yet, we also prepared a little slideshow to show what you’re missing out on.

 

In other news, http://www.gamersgate.com/indiefort-bundle” is still going strong. There is still three weeks to go until our appearance in the bundle, but since the first week’s bundle is closing up soon, here is a list of the titles in the second bundle. Don’t miss the chance to grab the games so cheap.

Week 2:
Caster (STEAM)
Hegemony Gold: Wars of Ancient Greece (STEAM)
Strategic War in Europe (Greenlight)
Zombies (Greenlight)

Interview with a Walrus

As we’ve been busy working on 99 Spirits and suddenly realized we haven’t posted anything on the blog this week, today we decided to bring you an interview with one of our own: Tony Blomqvist, the coder, proofreader, infamous walrus lover.

Jakke: Can you tell us a little about yourself, Tony?

Tony: I code stuff and it either works or doesn’t, I like music and anything Jakke doesn’t like.

Jakke: That’s a good start, what about…

Tony: and I believe all monkeys should be set free.

Jakke: Quite so, quite so. Now for the thousand dollar question: what is it you actually do around here, Tony?

Tony: Well, dearest Jakke McFlammy Flemington, a lot of different incoherent things. My main participation is in creating scripts and programs that help Fruitbat Factory’s localization projects, as well as proofreading the text. With War of the Human Tanks, I made the installer and launcher, developed scripts for managing the project’s text files, and edited the game’s source code to improve some text positions and gameplay mechanics.

Jakke: Oh, yeah, I think that rings a bell. What would you say was the hardest aspect in working on War of the Human Tanks?

Tony: Studying the game’s code with no prior C/C++ experience! As someone who has only recently started programming (mainly with Python), there was a lot to learn. The engine War of the Human Tanks runs on, System 4.0, allows games to be coded with C-like abstraction, but it was all new to everyone on the team, and all the documentation, of course, was in Japanese. Though frustratingly difficult at times, it was also a very educational process, and taught me a lot about C and code structuring. When I eventually could comfortably alter the code of bigger segments such as changing pre-battle tank repositioning to work on-the-fly, it felt very rewarding.

Walrus

Jakke: What about your strange, unnatural love for walruses?

Tony: My love for walruses. Now that’s a tough one. I have no idea. I guess the Finnish word for a walrus sounds cute? Yeah.

Oh, there’s that Beatles song about walruses. That’s pretty trippy. Maybe that has affected me too.  Its name is, unsurprisingly, “I am the walrus”. John Lennon wrote the song after he had heard that there’s a study group that likes to analyze the meaning of his lyrics. He made the lyrics totally nonsensical and thought “let the fuckers figure that out”. At least so Wikipedia or some other documentary claimed. That’s my most trusted source, I have to admit I wasn’t there.

Jakke: Thank you very much for the insightful commentary on the state of modern localization work.

Raising Spirits

Alright, so the word is out. Our next project is 99 Spirits.

There are several points of interest that make this game a very special release for us.
99 Spirits Screenshot
1. The game was just released in Japan.

  • 99 Spirits was released on Comiket 82 in August 2012. That is to say, less than 3 months ago now. We’re looking to release it in early 2013, which means our English version should hit the shelves around half a year after the game’s original release. Given also that this is an RPG, which are among the more difficult genres to localize, a release this fast would be almost unprecedented. Of course, we haven’t decided on a release date yet and won’t release the game before we’re confident we got everything just right, so it might end up taking a bit longer than that, but this ETA is based on our current projections.
  • Though we don’t necessarily target the newest games (as seen in our previous release), this rare opportunity is one we want to take full advantage of.

99 Spirits Screenshot
2. The game is challenging (localization-wise).

  • We like a good challenge, and as we’ve stated on many an occasion, our main criteria in choosing projects is that they are interesting and actually require translation to be playable by English speakers. Still, we were almost stumped ourselves by the challenges localizing 99 Spirits promised. At the core of this difficulty lie its puzzle mechanics, which we’ll go more into later. Anyone who has played the game or its trial in Japanese will know what we’re talking about. But hey, this is what we do best!
  • Actually, at War of the Human Tanks’ release party, Yakiniku Banzai, the developer duo of the game, commented on 99 Spirits: “If you guys can translate this game, there’s no game you can’t translate.” We feel the same, and this is another reason why we’re having a lot of fun with this project. Even the initial work on the game’s infrastructure we’ve already completed was a real test of imagination.

99 Spirits Screenshot
3. The game has some damned pretty art.

  • Uh, well, just had to say that! I love all the charming little details in the artwork, like the way Hanabusa’s portrait starts to nod off when you don’t touch the game for a while.

Also, a new character has been unlocked in the character section of 99 Spirits homepage’s: Soujun the wandering monk. We’re planning on adding a new character each week.

So with all that said, look forward to 99 Spirits when it’s done. Also, if you have something specific you’d want us to talk about on the blog, feel free to drop a comment.