The Tale of a Newbie Programmer

Do you know Sora, our newest crew member? Please enjoy this self-introduction. We’re giving the floor to him now!

Hello! You may have not heard about me before, as I quietly slipped into the crew.

I come bearing the mame of my favorite character: Sora as my nickname. I discovered 100% Orange Juice through a friend back in 2016. If I had to quickly give an introduction: I live in France, am 24 years old at the time I’m writing this, and I love heavy metal music. Atreyu’s band is my personal favorite. \m/

My favorite hobbies are pretty much: gaming, creating things, drawing, and hugging my Sora & Suguri plushies.

I joined the Fruitbats on the 10th January 2020. It’s my first professional experience as a programmer, and I was super excited to get started. After setting up the project files and everything, I got assigned my very first task: making the master volume option, which needed both UI modification, and save file changes.

The game engine used, Luna3D, is made in a very specific way which does not use OOP everywhere – I just got out of intense C++ practice before getting hired, so seeing old methods of coding felt a bit threatening at first.

The fun part of working with a brand new environment was first getting my bearings, finding what does what, and putting those two together into a decent code. Thanks to the team, I asked whenever I needed help, and I had my answers quite fast. Something I wasn’t used to though, is that logic and drawing are both handled in two different places, which I was not doing before. That said, a lot of the basic concepts were completely unknown to me as I had no previous experience with them. 7 hours of work were needed before I managed to get a decent result that worked quite well. Later on, I kept on going with other voice options, as well as other tiny changes here and there.

The first big project I had to handle on my own was one of the new Playground mini-games: Poppo Shooting. It went through several prototypes, the one that comes to mind being stationary balloons, and a score based gameplay. It got changed later to moving balloons carrying rewards.

It was also the first time I had to tackle the wonderful network code, and managing the AI behavior. When starting the development, I was unsure of which direction I should go, there wasn’t (from my understanding back then) any hitbox functionality, which was crucial for a balloon & dart based game, which was the base idea. A quick search on google led me to an SDL example, which I could adapt to our code. And miracle of miracles, it worked. Besides that, some of you might remember that the CPU was really bad at this minigame. I came back to it weeks later (I think it was a few days before School Crashers event ended) and improved the AI by a lot, giving them priorities, a (way) better aim, and decision management.

Afterwards came some QoL features, such as saving the lobby name & password between game sessions, and changing those in the lobby directly if you were the host. The previous experience I gathered made that way easier for me to implement. It was the first time I had to bother Tony (Rive, our lead programmer) for some AoS2 code snippet, which I took about 30 minutes (and a lot of re-explanations) to understand. If you read that Tony, please forgive me!

The next “big” feature I made was the integration of the Rich Presence feature of Steam & Discord, as well as fixing steam invites so they would make you join your friend’s lobby directly. It took a lot of effort to debug, but in the end everything worked quite well. The funny part was working with an old framework (discord-rpc) which has no more support at all. I remember having some issue about the game invitations, but trying to email discord would redirect me to a server that gives support to the newer version and not the old, which was not helping me at all. But in the end, I eventually found out the issue myself and corrected it. We had to implement a way to retrieve Steam avatars and convert it into a usable texture, which took me a lot of research in order to know how to do it, as I had little to none knowledge about how DirectX works. With the help of hexun, we managed to get the avatars working together, which were added later in the lobby screen.

Later on, the project I have probably spent the most hours on (a full month and a half!) was handling, along with trackftv (yet another of our programmers), the Bounty Hunters event. While Track was creating the quest & bounty side of the game mode, I was creating the shops as well as thinking of items. It was a lot of suffering fun to debug all of this. (And even if some horrible desyncs got through when it was put live, we managed to fix it quite rapidly.) The one thing I remember the most is all the panel layering issues we had – Basically, the panels had way too many things on them at once, which completely messed up the layers (For example, BH shops going over Arthur’s shops, like competition was a crime!)

Thankfully, Track managed to fix all of it… I think. I’m sure we’ll have to look back at it again once we’ll tackle the remastered version of Bounty Hunt!

You can notice here that we originally planned items to be locked behind your current Norma level.

Lately, you saw me pulling out the official modding support. It was something I really was looking forward to, knowing that I came myself from the modding scene in other games. The whole system took about 20 hours of work. It’s of course not yet finished. A lot more is coming for it, including the much requested Steam Workshop support. I don’t have any big details to share about the system overall, just that it was a second take at it after failing the first time a few weeks back. But I’m glad that today so many people enjoy making custom skins for their favorite units.

I could expand that list of projects even more, but some things have yet to remain private for now. I’m super happy to be a part of this wonderful team, and I can’t wait to see how far we’ll be going together!

Editor’s note: everyone be nice to Sora!

When Jiangshi Met Daoshi

It’s finally out, a visual novel we’ve worked on for some 3 years in one way or another!

Jiangshi x Daoshi is now available on both itch.io (regular version) and Steam (more YouTube friendly version)!  Also, both versions are free to play.

Check out the kick-ass trailer for this kick-ass game developed by Dendo-Denkido here:

It’s been an eventful journey to get here, so I wanted to dump some info about it.

The Background

Jiangshi x Daoshi defies explanation. On the other hand, it’s free so just go and play it for yourself.

It’s the product of many years of work by the developer Dendo-Denkido, who are awesome folk and you could always find their booth at Comiket (back in the day when those actually took place). Even if it’s not “long” in traditional terms, you can see their effort on every screen of the game. I don’t think there’s a single screen that passes without some animation. I rather think of it as playing a SHAFT anime. Oh, and it’s also fully voiced, with a very prolific cast of seiyuus!

The game is episodic, and after 8 years of development there are currently 3 complete episodes. Episodes I+II are now available for free at our end, and we will release Episode III – Lady Hexers later this summer, at which point it’s caught up with the current doujin release. The game is still very much in active development, and there should be more coming… eventually.  This quality doesn’t come overnight, but good things come to those who wait. If you like the game, you can show your support to the developers on Twitter!

Up to this day, Dendo-Denkido has distributed the game for free in Japan, which we also took into consideration in our decision to release the game free of charge. Of course we still need to cover the translation bills eventually, but you can take it as a sign of how much faith we have in this game. Episode III is planned to be released as a paid DLC on Steam, and with a PWYW model on itch.io so people can still play it for free if they want.

The Translation

Jiangshi x Daoshi is our final full translation into English by the late Conjueror (we still have one secret project that was partially translated by him, but that’s for another day) and edited by Garejei. Drenched as the game is in Chinese lore and the supernatural (as well as bizarre humor), Conjueror mentioned it was the hardest game he’s had the pleasure of translating. I hope you will like the result every bit as much as I have.

As there’s a large Chinese-speaking audience on Steam now as well, and it was something the developers wanted in the first place, we also more recently decided to translate the game into Simplified and Traditional Chinese, which translation should be released alongside Episode III – Lady Hexers later this summer.

The Steam

Okay so this is where things got spicy. Of course we’ve followed the developments with Steam’s approval process with concern for some time, and as such I’m always worried whenever I submit a new visual novel for approval. Still, despite joking about it we didn’t seriously expect the game to get flat-out banned on submission (a rejection wouldn’t have been surprising, it happens more often than not, then you address issues and resubmit). Well, it did. Ticket closed. No resubmission option, no room for dialogue.

This despite the fact that Jiangshi x Daoshi doesn’t feature any adult content.

There’s certainly a lot of offensive content of various sorts (think South Park when it comes to the mature humor of the game), but… yeah, that response was unexpected. Moreover, as a consequence of that game ban, we learned that games that get banned on Steam… leak from the database. So certain sites knew of the ban and thus, of the secret project, as soon as we did.

This wasn’t a very pleasant situation for a release we had high hopes for, and we had to scramble to put together emergency plans with all possibilities considered, including a rapid ninja release the very next day in case that we’d have to release the game to obscurity outside of Steam, and with intense press scrutiny if the story ended getting picked up more (which I’m glad we ultimately didn’t have to do, as we’ve put the time to good use polishing the title, squashing bugs and adding more user friendliness features, such as the option to hide the UI for cool screenshots).

Luckily we received a response from our Steam rep (yeah, we’re fortunate enough to have one, I’m well aware most devs don’t), which gave us some hope for resubmission, and after some back and forth we ultimately were able to resubmit the game. Of course, info regarding what was wrong the first time was rather vague as you might expect (we got one general pointer, but no idea of the scope of what they wanted us to address, and whether that really was all that would be objectionable or if that was just the first thing they ran into), so the resubmission (for which we might only get 1 chance for all we knew) took some thinking. We worked with Dendo-Denkido to alter key graphics under the info we -did- get, while otherwise staying true to the game’s artistic style, and after an initial rejection (fortunately, not a ban this time) with further required adjustments outlined, we ultimately got the game accepted for release!

In good news, the Steam version is probably a lot more YouTube friendly. But if you prefer to play the game as it was originally intended, we have a patch up on our homepage which will restore the Steam version to its original shape.

The End

Make sure to enjoy the craziest game you (probably) never heard of!

果汁滿滿(?)Orange Juice毛絨公仔Kickstarter項目

本頁面是這裡的Kickstarter頁面的繁體中文翻譯。從這個頁面中是無法進行眾籌支持的。


更新歷史

2018/02/06
加入新的支持情報

2018/02/05
加入目標達成紀念畫像

2018/02/01
加入延伸目標一覽,「零售商」情報


支持一覽

支持 US$ 1 以上
看看本項目的更新

支持 US$ 36 以上
獲得1只你喜歡的毛絨公仔

支持 US$ 70 以上(雙公仔包)
獲得2只你喜歡的毛絨公仔能減少點郵費喲

支持 US$ 138 以上
獲得4只你喜歡的毛絨公仔套裝

支持 US$ 205 以上
獲得6只你喜歡的毛絨公仔套裝

支持 US$ 340 以上
何不嘗試一下被10只你喜歡的毛絨公仔包圍起來?

支持 US$ 3,000 以上
來100只你喜歡的毛絨公仔如何?


目標一覽

$13,000 – 瑪麗啵噗、須玖莉的毛絨公仔化
本目標達成的時候,瑪麗啵噗和須玖莉將會毛絨公仔化。

※以下為延伸目標

$17,000 – Hyper卡
本目標達成的時候,會印刷出實體Hyper卡附送於每個毛絨公仔作為免費特典。

$21,000 – 優空的毛絨公仔化
本目標達成的時候,將會開始設計優空的毛絨公仔化圖。本項目結束的時候可以選擇為你喜歡的毛絨公仔。

$25,000 – 角色卡
本目標達成的時候,會印刷出實體角色卡附送於每個毛絨公仔作為免費特典。

$29,000 – 星球破壞者的毛絨公仔化
本目標達成的時候,將會開始設計星球破壞者的毛絨公仔化圖。本項目結束的時候可以選擇為你喜歡的毛絨公仔。

$33,000 – 啵噗偷走了星星
本目標達成的時候,會追加大概2cm寬的星星毛絨公仔會作為免費特典。這個星星可以放進啵噗上衣的口袋裡。

$37,000 – QP的毛絨公仔化
本目標達成的時候,將會開始設計QP的毛絨公仔化圖。本項目結束的時候可以選擇為你喜歡的毛絨公仔。

$45,000 – 姬夢的毛絨公仔化
本目標達成的時候,將會開始設計姬夢的毛絨公仔化圖。本項目結束的時候可以選擇為你喜歡的毛絨公仔。


關於這個項目

We're funded!

開始72小時不到即目標額達成!

由於大家的請求而成的橙汁作品角色毛絨公仔化現在終於登場了。
本項目是為了將毛絨公仔傳遞到各位手上而成的企劃。

本社Fruitbat Factory傾聽各位玩家的需求,儘可能地為大家的需求實現而努力。本次項目的目標是投票答卷結果人氣非常之高的「須玖莉」和「瑪麗啵噗」這兩個角色的毛絨公仔化。

樣品

根據投票問卷,認識到各位對毛絨公仔的需求,然而為了將其實現的價格壓低也是很重要的。因為製作數量少的話銷售單價將會很高,所以需要製作一定程度的數量。這樣的話,就意味著存在製作費增高以及由此導致的風險。因為這樣的情況,為了合理收集製作資金而決定利用Kickstarter。

關於毛絨公仔

毛絨公仔是由社團橙汁的Hono來擔當設計。由美國的Symbiote Studios製作。

毛絨公仔的高度約為25cm。

大小參考圖像

Gallery(※參照英文頁面)是玩偶樣品的照片。僅僅只是樣品以後可能會有更變還請多加留意。銷售用的產品將會以這個樣品為原型製作,不過製作過程會有差異。打個比方,樣品的須玖莉那手工製作的頭髮部分還有改善的餘地,銷售用的產品將會使用裁剪機等設備,確保質量提高均勻化。

目標金額

本次的目標額是$13,000是最低數量製作的初期成本,以及本社預想數量所需的金額。如果沒有達到目標額的時候,本次製作將會終止,以避免由於支付毛絨公仔高額的初期成本而導致供給過剩的風險。已製作出來的毛絨公仔將會通過本項目的訂單進行分配,剩餘部分將預定由本社在網店上以1只$45的價格來販賣。

以及,達成延伸目標的話,毛絨公仔化的角色將會增加。延伸目標的目標額將會滿足追加角色的初期製作費。作為感謝大家的支持,可以選擇你所喜歡的毛絨公仔,延伸目標達成所追加的角色都可以在本項目結束時進行選擇。

延伸目標

$17,000 – Hyper卡
本目標達成的時候,會印刷出實體Hyper卡附送於每個毛絨公仔作為免費特典。

$25,000 – 角色卡
本目標達成的時候,會印刷出實體角色卡附送於每個毛絨公仔作為免費特典。

$33,000 – 啵噗偷走了星星
本目標達成的時候,會追加大概2cm寬的星星毛絨公仔會作為免費特典。這個星星可以放進啵噗上衣的口袋裡。

瑪麗啵噗的設計

本延伸目標達成的時候,不需要對所支持的項目進行更改,在最初選擇角色處可以重新選擇為追加了的角色。

須玖莉的設計

根據支持額的增加,會繼續追加更多角色的毛絨公仔。

附加

再來1只!
為想要追加毛絨公仔的各位而準備的以下選項。

  • $50 – 追加1只毛絨公仔(本體$36+運費$14)
  • $90 – 追加2只毛絨公仔(本體$70+運費$20)

想要追加的角色公仔將會在本項目結束之後向各位詢問。

支持金詳細用途

最低數量的毛絨公仔的製作將會約需要$8,000。但是,毛絨公仔的單價相對較低,同時支持金也包含了運費,以及還要計算向Kickstarter支付的手續費,所以目標額設定為$13,000。不過,選擇了高額支持的各位,運費將會相應減少一點。(推薦有著最便宜運費的雙公仔包)

正在欣賞瓷器的須玖莉和啵噗

支持金的詳細分配如下。

Kickstarter手續費:8%
毛絨公仔製作費:62%
運費:30%

日程安排

本項目結束後,到毛絨公仔製作完成大概需要2個月左右,之後送到各位的手上大概需要1~2個月,預定最多需要4個月的時間。

享受自然的啵噗與須玖莉

延伸目標達成的時候,如果你對最初選擇的角色和追加覺得都想要的情況下,將會在追加角色的製作完成後一起郵寄。如果想要分開來運送的情況下請和本社聯繫。每1只運費$15。

以及,本項目是由本社與美國的Interweave Productions, LLC共同合作。

運費與手續費

運費為1只毛絨公仔$15,部分國家與地區外全球通運。包含2只毛絨公仔的雙公仔包為$20。支持1只的時候,運費中的$1將會由本社承擔,使支持金降至$50。

在森林中散步

運費中包含手續費。本項目是以包含毛絨公仔的製作費、運費、手續費的最低限度資金收集為目的,支持金並不會成為本社的直接利益。

遺憾的是,由於進口法律和海關的影響,無法向以下國家和地區發送商品。

  • 烏克蘭
  • 哈薩克斯坦
  • 阿富汗
  • 俄羅斯
  • 戰爭地區

PayPal

當最初的目標達成的時候,為無法使用Kickstarter提供的方法進行支付的各位,追加了PayPal支付的附加選項。

零售商

對這個毛絨公仔有興趣的零售商請與本社聯繫。

風險與挑戰

由於在之前所實施的「Chuusotsu – 1st Graduation」的Kickstarter眾籌項目中獲得了經驗,我們努力在這次的項目儘可能地做到簡單。並且已經從毛絨公仔的製作商手裡接到樣品了。

最令人擔心的風險是製作和運輸過程中出現無法預計的延誤,其次是生產過程中需要更換製作商而造成更嚴重的延誤。

在Kickstarter上的說明中查閱「責任」詳情

有關於本項目的問題?點擊查看FAQ

果汁满满(?)Orange Juice毛绒公仔Kickstarter项目

本页面是这里的Kickstarter页面的简体中文翻译。从这个页面中是无法进行众筹支持的。


更新历史

2018/02/06
加入新的支持情报

2018/02/05
加入目标达成纪念画像

2018/02/01
加入延伸目标一览,「零售商」情报


支持一览

支持 US$ 1 以上
看看本项目的更新

支持 US$ 36 以上
获得1只你喜欢的毛绒公仔

支持 US$ 70 以上(双公仔包)
获得2只你喜欢的毛绒公仔能减少点邮费哟

支持 US$ 138 以上
获得4只你喜欢的毛绒公仔套装

支持 US$ 205 以上
获得6只你喜欢的毛绒公仔套装

支持 US$ 340 以上
何不尝试一下被10只你喜欢的毛绒公仔包围起来?

支持 US$ 3,000 以上
来100只你喜欢的毛绒公仔如何?


目标一览

$13,000 – 玛丽啵噗、须玖莉的毛绒公仔化
本目标达成的时候,玛丽啵噗和须玖莉将会毛绒公仔化。

※以下为延伸目标

$17,000 – Hyper卡
本目标达成的时候,会印刷出实体Hyper卡附送于每个毛绒公仔作为免费特典。

$21,000 – 优空的毛绒公仔化
本目标达成的时候,将会开始设计优空的毛绒公仔化图。本项目结束的时候可以选择为你喜欢的毛绒公仔。

$25,000 – 角色卡
本目标达成的时候,会印刷出实体角色卡附送于每个毛绒公仔作为免费特典。

$29,000 – 星球破坏者的毛绒公仔化
本目标达成的时候,将会开始设计星球破坏者的毛绒公仔化图。本项目结束的时候可以选择为你喜欢的毛绒公仔。

$33,000 – 啵噗偷走了星星
本目标达成的时候,会追加大概2cm宽的星星毛绒公仔会作为免费特典。这个星星可以放进啵噗上衣的口袋里。

$37,000 – QP的毛绒公仔化
本目标达成的时候,将会开始设计QP的毛绒公仔化图。本项目结束的时候可以选择为你喜欢的毛绒公仔。

$45,000 – 姬梦的毛绒公仔化
本目标达成的时候,将会开始设计姬梦的毛绒公仔化图。本项目结束的时候可以选择为你喜欢的毛绒公仔。


关于这个项目

We're funded! 开始72小时不到即目标额达成!

由于大家的请求而成的橙汁作品角色毛绒公仔化现在终于登场了。
本项目是为了将毛绒公仔传递到各位手上而成的企划。

本社Fruitbat Factory倾听各位玩家的需求,尽可能地为大家的需求实现而努力。本次项目的目标是投票答卷结果人气非常之高的「须玖莉」和「玛丽啵噗」这两个角色的毛绒公仔化。

样品

根据投票问卷,认识到各位对毛绒公仔的需求,然而为了将其实现的价格压低也是很重要的。因为制作数量少的话销售单价将会很高,所以需要制作一定程度的数量。这样的话,就意味着存在制作费增高以及由此导致的风险。因为这样的情况,为了合理收集制作资金而决定利用Kickstarter。

关于毛绒公仔

毛绒公仔是由社团橙汁的Hono来担当设计。由美国的Symbiote Studios制作。

毛绒公仔的高度约为25cm。

大小参考图像

Gallery(※参照英文页面)是玩偶样品的照片。仅仅只是样品以后可能会有更变还请多加留意。销售用的产品将会以这个样品为原型制作,不过制作过程会有差异。打个比方,样品的须玖莉那手工制作的头发部分还有改善的余地,销售用的产品将会使用裁剪机等设备,确保质量提高均匀化。

目标金额

本次的目标额是$13,000是最低数量制作的初期成本,以及本社预想数量所需的金额。如果没有达到目标额的时候,本次制作将会终止,以避免由于支付毛绒公仔高额的初期成本而导致供给过剩的风险。已制作出来的毛绒公仔将会通过本项目的订单进行分配,剩余部分将预定由本社在网店上以1只$45的价格来贩卖。

以及,达成延伸目标的话,毛绒公仔化的角色将会增加。延伸目标的目标额将会满足追加角色的初期制作费。作为感谢大家的支持,可以选择你所喜欢的毛绒公仔,延伸目标达成所追加的角色都可以在本项目结束时进行选择。

延伸目标

$17,000 – Hyper卡
本目标达成的时候,会印刷出实体Hyper卡附送于每个毛绒公仔作为免费特典。

$25,000 – 角色卡
本目标达成的时候,会印刷出实体角色卡附送于每个毛绒公仔作为免费特典。

$33,000 – 啵噗偷走了星星
本目标达成的时候,会追加大概2cm宽的星星毛绒公仔会作为免费特典。这个星星可以放进啵噗上衣的口袋里。

玛丽啵噗的设计

本延伸目标达成的时候,不需要对所支持的项目进行更改,在最初选择角色处可以重新选择为追加了的角色。

须玖莉的设计

根据支持额的增加,会继续追加更多角色的毛绒公仔。

附加

再来1只!
为想要追加毛绒公仔的各位而准备的以下选项。

  • $50 – 追加1只毛绒公仔(本体$36+运费$14)
  • $90 – 追加2只毛绒公仔(本体$70+运费$20)

想要追加的角色公仔将会在本项目结束之后向各位询问。

支持金详细用途

最低数量的毛绒公仔的制作将会约需要$8,000。但是,毛绒公仔的单价相对较低,同时支持金也包含了运费,以及还要计算向Kickstarter支付的手续费,所以目标额设定为$13,000。不过,选择了高额支持的各位,运费将会相应减少一点。(推荐有着最便宜运费的双公仔包)

支持金的详细分配如下。

Kickstarter手续费:8%
毛绒公仔制作费:62%
运费:30%

日程安排

本项目结束后,到毛绒公仔制作完成大概需要2个月左右,之后送到各位的手上大概需要1~2个月,预定最多需要4个月的时间。

享受自然的啵噗与须玖莉

延伸目标达成的时候,如果你对最初选择的角色和追加觉得都想要的情况下,将会在追加角色的制作完成后一起邮寄。如果想要分开来运送的情况下请和本社联系。每1只运费$15。

以及,本项目是由本社与美国的Interweave Productions, LLC共同合作。

运费与手续费

运费为1只毛绒公仔$15,部分国家与地区外全球通运。包含2只毛绒公仔的双公仔包为$20。支持1只的时候,运费中的$1将会由本社承担,使支持金降至$50。

在森林中散步

运费中包含手续费。本项目是以包含毛绒公仔的制作费、运费、手续费的最低限度资金收集为目的,支持金并不会成为本社的直接利益。

遗憾的是,由于进口法律和海关的影响,无法向以下国家和地区发送商品。

  • 乌克兰
  • 哈萨克斯坦
  • 阿富汗
  • 俄罗斯
  • 战争地区

PayPal

当最初的目标达成的时候,为无法使用Kickstarter提供的方法进行支付的各位,追加了PayPal支付的附加选项。

零售商

对这个毛绒公仔有兴趣的零售商请与本社联系。

风险与挑战

由于在之前所实施的「Chuusotsu – 1st Graduation」的Kickstarter众筹项目中获得了经验,我们努力在这次的项目尽可能地做到简单。并且已经从毛绒公仔的制作商手里接到样品了。

最令人担心的风险是制作和运输过程中出现无法预计的延误,其次是生产过程中需要更换制作商而造成更严重的延误。

在Kickstarter上的说明中查阅「责任」详情

有关于本项目的问题?点击查看FAQ

Tales from SeaBed

With the release date of December 19 fast approaching, we wanted to take a look back on the development process of the Steam version of the upcoming yuri-themed visual novel masterpiece, SeaBed.

SeaBed has been one of our most intensive projects so far, and we absolutely fell in love with the game while working on it. In total, we have worked on the game for roughly a year, from translation to polishing the user interface.

To start with the basics, SeaBed has been translated into English and edited by industry veterans Conjueror and Garejei, respectively, and we’re extremely satisfied with the flavor and life they have brought to the complex story.

While the translation work was ongoing, there was another big project that we undertook: the HD upgrade of the game. Well, HD isn’t technically accurate since the new base resolution is 1440×1080, rather than the 1080p standard, but I think it paints an accurate enough picture of what we did.

SeaBed was originally released in 800×600 resolution, but it features boatloads of stellar art (with around 100 unique CGs and over 1000 character tachies across the game) and we really wanted to make that shine. In a rare fortunate turn of events, the developer Paleontology had the original resources in higher resolution .PSD files, so we proceeded to recreate all the art in the game in the new target resolution. This work alone took months, but after playing the new version we hope you will all agree that it was well worth the effort.

Since not everyone has a 1080p display, we also added support for multiple different resolutions, including an automated resolution selection that by default always uses a resolution your screen can display.

Another visual aspect that we always pay attention to in visual novels especially is the fonts. When done right, you, the player, will never think about them. Especially not in the sense of “wow, this text sure is ugly/hard to read”. We typically evaluate dozens of different fonts before finding one that captures the tone of the game just right – so far, all of our visual novels use different fonts, not by any particular decision to never repeat the fonts we use but simply as the result of this process.

There can be a lot of text on screen in SeaBed, so the main font we chose for the English text has a calm and slightly clinical feel to it, befitting of the narrative tone of the game. It’s first and foremost easy to read.

A secondary font is used when reading through written materials in the game, and we aimed for a compromise between a handwritten feeling and still being easy on the eye.

The font size we ended up using is fairly large, so it’s readable even when playing on a lower resolution screen, but it can accommodate all the text that was meant for one screen and is not obnoxiously huge if playing full-screen on a large display.

SeaBed is our first visual novel that has in-game support for both Japanese and English languages – easily changeable at any time from the settings menu. This compounds all the effort that went toward polishing the text settings, as we had to make sure they would work even if people play around with language options.

Other improvements we have made to the game include improving the text skip mechanics, which will especially help those re-reading the story and looking for particular passages.

Moreover, our programmer Tony and one of our testers, Denis, worked together to loop all of the game’s 60+ music tracks in the game, so they now replay seamlessly while playing. The BGMs have been carefully chosen by the developer and play a crucial part in establishing the mood of each scene, and removing any distracting pauses was a way to further strengthen their effect.

Lastly, the original 800×600 ending video of the game has been recreated in loving detail in the 1440×1080 resolution, with bilingual credits. Look forward to it at the end of your journey!

Finally, the Steam version of SeaBed will come with full Steam features – achievements, Steam Trading Cards, Cloud support. Did you know that Steam overlay doesn’t work in all games automatically? There are various changes we’ve made under the hood in SeaBed – like many of our other games – to get the overlay working smoothly so you’ll never have to think about it.

Soon you’ll get to experience all of these changes live – and if you never have to stop to think about them, they’re working as intended.

First Look into AoS2 Multiplayer Options

We wanted to give everyone a quick update on the progress of Acceleration of SUGURI 2, as well as post some yummy new screenshots! We’re very excited to see the features clicking into place one by one.

This is the first official look into our new multiplayer options!

At this moment, the lobbies support 8 players. The players can freely challenge each other to matches, or use “Auto-Battle” to set themselves ready to battle anyone who challenges them. There are also various new additions on this screen, including avatar support, country and connection quality display, and reworked match options.

You can see the results of considerable effort on the character selection screen, in the modest form of an input delay setting. This lets you adjust your input delay to desired smoothness at any latency. Optimal delay is set automatically, and suggested range is color coded. We’ve had very good results with the solution in internal testing so far!

Kae shares some bonus words of wisdom! You can click on any of the screenshots for full 1920×1080 size. The Steam store page has also been updated with the new screenshots.

Two more bonus shots!

There are still a few major features missing, such as a list of active lobbies, but we’re confident the multiplayer beta won’t be far now!

Guide: How to Recognize a Review Key Scammer

To start with some background: we receive requests for review keys from scammers nigh daily, especially around new releases, so I figure there has to be a pretty substantial industry revolving around it. With hundreds if not thousands of small developers on PC, and more appearing all the time, there is probably always new prey to be found. As such, I figured sharing our experiences might help someone out, especially on the long term.

Why would anyone want to bother scamming a key from us?

I’ve often seen the opinion “the benefit of getting a review from a legit source outweigh the risk that it’s a scam” or “if someone goes to all that trouble just to get a free game, let them have it“. I’m here to show you otherwise.

It’s my belief that this attitude is exactly why the scammers are so abundant. Their motivation shouldn’t be underestimated, since most of them aren’t looking for “free games” for themselves, but rather money, plain and simple. One scammer often operates several fake accounts, and every key they receive (possibly from the same dev) will turn into real currency on the P2P key marked. I don’t have any estimates for how much money they are actually making off this, but it wouldn’t surprise me if some were making more than a good living wage off it.

A real jackpot for them would be something like 4 review keys for an unreleased game, and being added on your reviewer mailing list to receive all of your future games too.

But I’m not getting fake review key requests,” you say? This may change very quickly. Or perhaps after reading to the end you realize that you have, in fact, been getting those already.

If you give a scammer a key, you may first realize you made a mistake when you almost immediately receive half a dozen similar requests from other fishy accounts. (If it’s a Steam key, I recommend revoking it at this point – this has recently been made possible in SteamWorks). You’ll however almost certainly stay on scammer hotlists ever after (and these lists are quite possibly shared/sold between scammers) and be subject to every new type of scam they come up with.

So, let’s get to the real meat of the topic.

How do you recognize a review key scammer?

If you were hoping for a simple mistake that marks all scam emails, I’m sorry to disappoint. However, there are a number of clear warning signals that you can evaluate. When in doubt, I would recommend taking an extra step to verify their business, or if you don’t have the time for that, just ignore them. If you’re a small developer, and not a full-time PR person, you should have better things to spend your time on. I’ll go into ways you can verify their identity later.

Tip #1, which will get you most of the way, is to have a healthy dose of skepticism. If something looks too good to be true, it probably is. If something looks a little fishy, it probably doesn’t stand the light of day.We all get these mails. There are countless variants depending on how brazen/stupid the scammer is, and some of them have enough effort to look legit. Some things to look out for:

They tell you they are sure to give you a very positive review. Read no further. A legitimate reviewer would never tell you this. Whether the contact is real or not, you don’t want anything to do with them.

They advertise in the mail how many subscribers they have. A real channel typically wouldn’t be so crass about it. They’re just trying to establish their importance and make it look like they’re doing you a favor by taking some keys off your hands.

You got several similar mails in a short period of time. This usually doesn’t mean you suddenly got popular. It means a single person entered your email onto their list and activated the automated scam accounts they operate. The emails may not be same word for word, but their structure (greeting, body, signature) is very similar, including how they for example link their channel and twitter account at the end of the mail.

Some text appears in a different font in the email. Usually your company’s name / game name. This doesn’t necessarily mean the email is a scam, but it does show it’s a copy-paste job at best, not someone writing you a personal email in their own words.

They have 3 million subscribers. These guys wouldn’t email you for a review copy. No harm in checking their contact info of course, but I’d put the odds any such mail is legit at roughly around zero.

They are requesting multiple keys for their “friends” to help review the game, or for “promotion”. Especially for streamers, unless you personally know the other party, you can just write all of these off as scammers. Legit review sites may occasionally ask for additional keys for giveaways, but they would never present it as a condition for reviewing the game.

The channel they are linking to doesn’t list a contact email and the email doesn’t provide any other way to verify it’s their channel. How convenient. Don’t take a leap of faith, either ignore or take an extra step to verify (see later section). Any legit YouTuber who would take it upon themselves to email developers for keys ought to have their contact info on their channel’s ‘about’ page.

The linked channel’s ‘about’ page actually mentions that they will never mail you for a review key. This is because they’ve gotten contacts from other devs who were targeted, so it means someone is posing as this channel. It may even explicitly mention the fake email the scammer uses. Always worth reading the ‘about’ page.

The YouTube channel’s contact info matches the email, and their videos have a nice amount of views. This is where things start to get more interesting, let’s take it up a notch.

Tip #2 – A mail from a “YouTuber” requesting a key has a 90% chance to be a scam (not an actual statistic, but it doesn’t hurt to think so). Bear this in mind, and you may realize that the channel that looked OK at first glance has some glaring issues.

The channel’s last video is from a year ago. Probably not the original owner of the account, or even if they are, this channel is now only used for scamming devs.

The channel displays videos with a massive amount of views, but their more recent videos have only a handful of views. Something sketchy in the channel history. Maybe a few videos’ views were boosted with bots to make the channel appear more popular, but it doesn’t actually have any human subscribers.

The channel’s front page isn’t actually listing their own videos but favorites or some such. Just trying to bait people who only give it a cursory look.

The channel seems relatively active, but all the videos are F2P games / FPS footage / MOD reviews (and this has nothing to do with my game’s genre). Uploading generic videos to give the appearance of activity, possibly with views boosted by botnets.

The videos have 50k views but no comments. This isn’t normal activity. Probably a bot channel.

The email came from [channelname]@yahoo/hotmail/gmail.com. Just a statistical factor, most scammers use something like this for their email address. Exhibit more caution.

The channel’s in a non-English language. Obviously not exactly a sign in itself, but a very high number of these scammers use non-English channels to make it harder to look up information on the channel and get an idea of what it’s about. Usually combines with the features above, and is just an extra reason to discount the mail.

The channel doesn’t list an email address, how can I verify the mailer’s identity?

If the channel itself looks real and relevant enough that you’d want to be featured there, but you can’t verify the email address of the person who contacted you, and you want to go the extra mile to make sure, there are a few things you can do.

Use a social media profile for verifying them. If their ‘about’ page doesn’t list an email address, but does link to social media like Twitter, Facebook etc, and you have an account on one of those, email them back and tell them that to verify their identity you need them to follow your account on chosen social media with the associated official account. If they’re for real, they should have no problem doing this.

Use a 3rd party review key distributor. There are services such as Keymailer that do their own screening of streamers, and you need to only add your keys and send them to people requesting them at will. When in doubt, you can tell the person that you hand out review keys through this service, and direct them to the relevant page to request a key there. You will see whether the streamer they are claiming to be appears on the list. This saves you a lot of headache (and also allows you to reach other actual streamers).

Well, this section was mostly about streamers requesting keys, but what about review sites? Much of the same critical evaluation applies, but here are a few specific points to consider:

Recognizing a fake game review site

There are 2 general types of scammers, those impersonating a representative of an established site, and those faking the site itself.

It’s an established review site. Verify the email address from their contact information. Even if there isn’t an email listed, they should at least have a contact form where you can ask if this person really works for them. A larger site’s email address is unlikely to be “sitename@gmail.com” and more likely to have the same domain as the site itself.

It’s an unknown review site. Again, this is where things get juicier. The site may list a contact email that matches the one that approaches you, so it should be legit, right? Well, most likely it isn’t. Check against the following criteria:

The review site is based on a blog platform. You can tell these apart pretty easily by the simple scrolling design. Though this may change in the future, at the moment most fake review sites are built like this. Of course there are perfectly OK review sites that are hosted on blog platforms, but this is a strong warning sign.

There is no user interaction. The site doesn’t feature any kind of forums, and has no comments or other interaction on any of its articles.

The review articles are ripped off other review sites. Copy paste a bit from the middle of a review on the site into Google, and see if the same review pops up on an established review site. You might be surprised.

The site is in a foreign language. This is a pretty devious variation of the above. The whole site and reviews have been google translated into language X. If you speak that language, you will be able to tell right away, otherwise you can ask a friend who speaks that language. They will almost certainly tell you that the text is google translated. Of course there are review sites in all languages, but this is a very popular scamming tool since it obfuscates your attempts to verify the legitimacy of the site. When combined with other warning signs (especially getting several similar review requests for similar blog-hosted “review sites” in different languages within a day), you may just ignore these with a good conscience.

An example:

or…

The site actually posts unique reviews, but they are completely generic. This final point is a bit tricky and somewhat a gray area. The site may have real interaction with you, and they will write a review for the game, but when you read it, it only uses stock screenshots, and only speaks in generalities, without citing any detail that wouldn’t be obvious from a few minutes of research into the game. In other words, it does not appear they used the review key you sent for writing the article. I’m not sure if I should include this as a scam, but beyond lazy writing it’s possible they do not act honestly either. The end-game for them may be to give you a review that will satisfy you, and be included on your reviewer mailing lists to receive all of your future games. They will keep writing generic reviews to avoid suspicion, all the while selling your review keys. This behavior can be hard to even identify, but if you suspect this is happening, you can try to track the activation of the review key you sent from SteamWorks (if it’s a Steam key, obviously).

This turned into a longer article than I expected when I set out to write it, but I hope I was able to give you some good tools for recognizing scammers. I may update this later if I run into some especially interesting or innovative scam attempts. Did I miss something? Let me know in the comments.

If this article was able to turn your bubbling excitement over receiving a review request into brooding cynicism, good. Instead of hoping for reviewers and streamers to approach you, you need to actively look for new contacts yourself. Because all review requests you receive are more likely to be scams than not. Sad but true.

Chuusotsu – 1st Graduation Coming to the West Through Kickstarter

Fruitbat Factory is bringing you Chuusotsu – 1st Graduation

We’re  happy to be announcing a highly anticipated new title: Chuusotsu – 1st Graduation: Time After Time is heading to the west via Kickstarter.

Chuusotsu – 1st Graduation is a new all-ages visual novel by Studio Beast, famous for the cult classic “J.Q.V Jinrui Kyuusai-bu ~With Love from Isotope~“. It was released in Japan in August 2016 as an HD wide-screen release.

Chuusotsu is a fun, colorful story of three girls brought by their individual circumstances to live under the same roof and being forced to tackle existential questions to win their place in society.

Fruitbat Factory is now bringing Chuusotsu to fans all over the world in dual language (English and Japanese text, characters fully voiced in Japanese). We are committed to making the release the best it can be, and with your support we will be able to do many exciting things that we otherwise could not.

We are working closely together with Studio Beast on the project, and hope to hear from you what you’d like to see added to this campaign before launching it on Kickstarter.

Please head over to our Prefundia page to see the campaign we are pitching for Chuusotsu, and to give us feedback!

Let’s do philosophy!

SeaBed Coming to Western Shores!

We’re very excited to reveal a new game acquisition: SeaBed, Paleontology’s highly anticipated psychological yuri visual novel is getting an English language release by us!

SeaBed was released in Japan in 2016 and quickly drew the attention of visual novel enthusiasts in both Japan and abroad.

Text-wise, SeaBed is one of our largest translation projects, in addition to being known for its unique, high level writing style. We expect translation to take longer than usual, since we want to bring it out in the highest quality possible to meet the fans’ expectations. The English PC version is currently expected to release in late 2017.

ss-01

Who is SeaBed for? Well, if you like yuri games, or just like a really well written story regardless of genre, this is a game you shouldn’t miss. SeaBed’s story is deeply psychological and beggars description, but here’s the official synopsis:

SeaBed is a critically acclaimed yuri-themed mystery visual novel told through the perspectives of three separate characters: Mizuno Sachiko, a designer plagued by hallucinations of her past lover; Narasaki Hibiki, Sachiko’s friend and a psychiatrist researching the workings of human memories; and Takako, Sachiko’s former lover who has been rapidly forgetting her past, including how or why the two women drifted apart despite being together since childhood.

All three live in different worlds, but seek the same goal. To separate truth from illusion. To make sense of their own lives.

ss-02

The Steam version of SeaBed is being updated to natively support 1440×1080 resolution. It will also include Steam achievements, Cloud support and Steam Trading Cards.

ss-04

You can see a full set of high resolution screenshots on SeaBed’s homepage and Steam page. The game is available for pre-order for the price of $19.99 from the Fruitbat Factory store with a -25% pre-order discount.

About Paleontology
Developer of original Japanese version (TwitterHomepage)
Paleontology is an independent Japanese game circle creating yuri-themed games. SeaBed is their first game release. It was developed based on the characters of a 4-koma manga series created by their illustrator, hide38.

We have even more exciting announcements coming out, so stay tuned!

100% Orange Juice – Popularity Games

We just recently made an internal summary of 2016 player stats in 100% Orange Juice, and I figured it’d be fun to do a breakdown of some popularity stats for the year.

It’s a long post, so prepare to scroll down!

Before writing this post, I also made some polls on Twitter for some of the categories, to see if people can guess which character was most popular. The community answers will be included where relevant.

Starting with the big one:

Most popular starter character – the winner is… Suguri! (Community guessed correctly!)
suguri

Least popular starter character – the winner(?) is Kai!
kai

Most popular non-starter character – the winner is Star Breaker! (Community guessed Sora)
starbreaker

Most popular non-starter FRB character – the winner is Sherry (who gets a bottle of wine)! (Community guessed correctly!)
sherry

Most popular non-starter male character – the winner is Peat!
peat

Most popular campaign unlock character – the winner is Yuki!
yuki

Most popular bonus character – the winner is Mixed Poppo! (community overwhelmingly guessed Sora (Military))
poppo

Most popular bunny – the winner is… Aru! Congratulations!
aru

Most popular NPC character – the happy winner is Chicken!
chicken

And last, the answer (at least for 2016) to the question, which one is more popular – Saki or Sham? The numbers don’t lie, the winner this time around was… Sham! (Community guessed Saki)
sham-saki

We have a lot of cool stuff planned for 2017 too, so stay tuned!