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Big Decisions and Big News 2020

Vilserio folks.

Munisix here, coming at you with some updates and news of what we are planning for the year 2020. First things first, the PlayStation 4 version of milestone one is currently being reviewed by Sony and barring any hiccups, it should release this month or January. Along with it, we'll be beginning the production of physical versions with Limited Run Games for both consoles (yaay~).

Now for some real news directly from HQ. Let me give it to you straight with no sugar coating: Folks, we're struggling. We're struggling with the frustration of not being able to release a new installment of the fault series and proceeding the story. What's holding us back is a lack of a dedicated programmer, and it's been an uphill battle pretty much the whole year of 2019. Even though we've accomplished what we set out to do this year, we're bottlenecked continuously by the fact that we are outsourcing our core gameplay mechanics. There are programming needs for StP that our current programmer cannot take the time to implement until Q3 of 2020 or later. This is unacceptable. It's time to make some drastic decisions so we can finally get out of this rut and proceed with the series.

After much deliberation, Hare and I have decided that we will be suspending the production of StP for now and releasing fault - milestone two / side: below first. I really didn't want to do this. The story structure was designed so we can have StP slotted between MS2a and b for maximum emotional impact and relatability, but given the choice of not being able to release anything fault related in 2020 vs. making some narrative changes/sacrifices, I'm willing to choose the latter. I also don't think we can last an entire year financially if we don't get new installments out soon.

It's not all bad news. Originally, MS2b was going to be a quick turn around game using tech from the base Unity version of MS1 and MS2a just to get the narrative across... but since it's going to come out before StP, we're planning on incorporating some StP mechanics we are confident we can implement. Here are two gameplay mechanics that are currently being tweaked for MS2b:

1) DELIBERATION MODE

"In the Vita Domain, a body prioritizes the healing of the physical aspects to an extreme degree. It's said that the most complex of bone fractures can be mended in just a few days... but it comes with a tradeoff. Your cognitive functions deteriorate rapidly if you do not exercise the mind, much like how a muscle will degenerate if not used frequently. It will become imperative to think and deliberate everything you do and keep a healthy mind, or the Domain will swallow your psyche whole."

That's the lore or "narrative" of the Vita domain. But on the game mechanic's side...

Have you ever been baffled by the choices a VN throws at you sometimes and wonder to yourself, "where the fuck did this come from?" Or worse, backfired because the context was lost or unclear? Choices are typically there to give the player a sense of agency (and to pad gameplay time if I'm being cynical), but I've always thought that it would be more interesting if we can hear the reasoning behind why a particular character ended up with these choices. Maybe if they deliberated on these choices, they would end up with a completely different answer that they didn't realize before thinking harder. Thus DELIBERATION MODE came to be, and it fits perfectly with MS2b's narrative. Ritona will interact with Paige and various characters throughout MS2b but must exercise her mind at every step to make sure she doesn't go insane. Whenever a choice comes up, Ritona can think harder about the spur of the moment answer she is about to give. Sometimes this will give birth to another decision that wasn't available at first glance... but sometimes overthinking can backfire too! The player must decide on a logic that is "reasonable" and progress the story.  The video above is a mock-up of how this mode is going to be incorporated into the game. Check it out!


2) (CENSORED TO AVOID SPOILERS) ROOM
 
I'm going to skip details as to avoid spoilers, but certain things happen in MS2b and Ritona ends up in a "certain room" where she can interact with different characters to make sure she isn't going nuts. Talk to everyone and hear them out. They will be an integral part of the storytelling... but certain people's advice/conversation may not make sense when you deliberate on it. Again, this is part of the game. What's real? What's not? Will Ritona make it out of the Vita Domain sane?

We'll post another video soon as we get a mock build of this working too.   

#=========  
Final words

To be perfectly clear, we are not giving up on StP. We've invested too much time, money, blood, sweat, tears, and emotional insight to give up on it. It will be released, you can count on it. But we also have to keep the series alive. As it displays in the video, ETA for MS2b will be around Q2 of 2020.   Thanks for sticking around!  Please leave a comment if you have any concerns or questions.

Happy holidays everyone.

-Munisix



Big Decisions and Big News 2020

Comments

驚愕です…ずっと聞かされていた「fault3の発売日」もそんなに遠くないように見えた…

hatorishiro

I think there is some confusion here, so let me clarify. fault's base is currently running on a version of Unity that's been customized by a programmer we're presently working with (Saizo Shibayama). There was another "base-build" we've shown to the public before, but that version was scrapped when we parted ways with the old programmer. The new guy (Saizo) decided it would be faster for him to start from scratch since the former programmer didn't leave any notes. All of this was completed late Q3 of 2019, as we've been reporting with the console releases. So yes, we do have a "scriptable base" that a non-programmer can work on. MS1's Unity port was scripted by Hare and myself after all and we certainly are not programmers. None of this wouldn't be an issue if we were to make StP with the same characteristics as MS1, as in, entirely linear, only able to implement 1 choice, no maps, no items, no calling feature, no depth of field for the camera, etc. All of these features were supposed to be added on to the "base" which is MS1. Now for the issue addressed in this post: Saizo Shibayama has a full-time job, and his Q1 and Q2 of 2020 is looking very filled. This was unexpected for all of us, and now we're pretty sure that he won't be able to help us until the latter half of 2020. So we're left with... A) find another programmer that can build off of what Saizo was trying to do initially (which we are attempting to do in parallel but proving to be difficult) or B) release MS2b first with very minimal add on features Saizo can commit to implementing during Q1 and 2 of 2020. I decided to push for B because of the reasons listed in the post. MS2b is something we can do realistically. I know it may sound frustrating, but we haven't given up on StP., neither has Saizo. Sorry for the long-ass reply.... this whole "can't find a programmer that can commit" has been an issue for a while now. -Munisix

ALICE IN DISSONANCE

Somewhat confused over what programming help you need with that can't be started until Q3 of 2020. I was under the assumption that Fault was running on a VN engine and could have the writing be implemented with scripters (and not software engineers). Engine work should not need 3 quarters to complete based on the two things you mentioned if they are implemented in a way that lets scripters fill in the story details. (note the difference between an engineer and a scripter, programmer is commonly confused with scripters in the indie video game scene. Scripting can be done by volunteers who have minimal or no training)

Mylen Ploa

It's a bit sad, but quality is more important than speed. And I'm excited to play MS2b nonetheless, and if the story invokes events of StP, all the more reason to come back to it after StP gets released. Also, if there is anything that you need programming help with, I'm willing to help as well, I've got quite a bit of free time on my hands at the moment.

It's disappointing that you won't be able to do things the way you originally intended, but at the same time I'm excited to hear that another fault game is coming out soon. Deliberation Mode looks like it could be super interesting way of conveying extra information to the player.

Sahgren

RIP stP

Kevin Zhu

Do you guys need programming help? I'm a web developer, but I learn pretty quickly, and I'm willing to do part-time volunteer work for you.

First of all, thanks for the update and for always being so honest and open with us! I'm sad to hear about the delay, but sadly the world isn't perfect, so you have to make do with what you've got, and I think what you've decided to do is a good decision in this case. ^^ I really like deliberation mode! Sounds like a really fun gameplay mechanic, and it slightly reminds me of Tokyo Dark where you could go insane based on how much you wanted to know if I remember correctly. I'm sure both games will be great no matter what since you pour so much love and effort into it, so I don't think us Patreons mind waiting for a quality product at this point! Good luck, I believe in you all!! 💕

Nari Kim

First thing to comment is I LOVE the UI look for Deliberation Mode! It's interesting that we get to see the reasoning behind the choices too, so I'm looking forward to this at least! Next thing is that I'm sad to hear that StP is getting the short end of the stick but it's okay, I'll wait no matter what anyway. I look forward to any new AiD work, and just hearing updates is already exciting for me. Just create something you'll be happy with and I'll follow for the ride. Hang on there, you all!! :)

Maiki


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