June 2023 Update

Hello backers! Summer is in full swing here so we are staying indoors and pushing forward with development.

Campaign Updates

Discord Roles

Unfortunately, we were unable to get finalized the role assigning bot before Discord began pushing their name update functionality so we have redesigned the bot to work via backer E-mails.
This means by inputting your backer E-mail you’ll be able to have your role assigned without issue.
The bot will be released in July so the goal is to have everyone’s role assigned by end of July.
Thank you for your patience as we work out the new solution for the updated Discord ID system.

Development Updates

All of a sudden, we’ve reached the halfway point of 2023.
All the various sections of our team have gone through their steps of preparation, and the development work is proceeding at a good pace.
We can’t show you a summary of all our results because it would lead to spoilers, which is extremely frustrating, but we definitely plan to inform you of our progress at the proper junctures, so please look forward to that!
Now for this month’s update from Kaneko.

ARMED FANTASIA June 2023 Project Update

Field

World Map

We’re still working on the white models.
The world map is an important element of this game, so we don’t want to make it too big or too small.
We’re imagining Londenium as a vast world, so we’re imagining that such a world will take a fair amount of time to complete.

Towns

We’re working on concept art that’ll be used to create new maps.
We’ve worked mainly on the Wild West-style maps thus far so it could serve as a standing point for our worldbuilding, but this month we started working on maps that take a bit of a different approach, as well as a port town that will match well with blue skies and seas.

Dungeons

We created a puzzle box prototype.
It’s basically a 3D color matching puzzle that runs on orthodox rules, with jump elements (height differences) added.

Battles

We’re implementing a temporary version of the basic system.
We’re aiming to create battles that feature highly strategic options, as one would expect from a turn-based game, so we’re also working on building out the following:

-A UI that’s easy to understand
-Controls that feel good

Effects

This month, the effects team’s showing off some anomaly effects that are still works in progress.

This is Gwiber, an anomaly you should all be familiar with, charging and unleashing a tail attack.
The background may stick out to you, but it’s just the default screen from the development tool.

Scenario

Progress-wise, I’ve traversed the first hill.
Most of the enemy/ally characters are lined up, and the main story is finally set to start moving.
I’m also right in the middle of working on the “charge up” that will lead into later episodes.

I’ve also started working on the storyboards for events.
Right now, in the seat diagonally in front of me, the person in charge of doing the prologues is staring up at the sky and moaning.
Everyone, please cheer him on passionately.

Design

We have to keep the details secret, but we’ve been working on two designs for important characters who appear in the latter half of the story.
One is all done, and we’re right in the middle of finishing up the second.

We’ve also started working on color variation production so that we can create a lot of NPCs.
The team made the characters neither too gaudy nor too plain so they can adequately decorate our towns and facilities.

Sound

BGM

5 new rough drafts have been uploaded.
We’re using these five songs to decide our policies in terms of how far we should drift out from the Western touches and how wide we should go in terms of BGM variation.

They all sound great, and I’ve been exchanging opinions with the music director in regards to their final arrangements.

Additional Notes

In our last update, we revealed standby motions for characters in battle.
Afterwards, I received some questions, such as “Are those the final versions?” and “Isn’t the ribbon on that jacket going to flutter?”

Allow me to take this opportunity to answer. “It will flutter.” You don’t need to worry.

Those sorts of animations aren’t added by manual animating but rather programming processing.
In our current development environment, it’s fluttering during the battles we’re running, and you’ll also be able to see it flutter as you run around the field.

It may be a little too late to mention now, but this was a good reminder to me of the difficulties that come along with showing off assets that are still in development.
From this point forward, I’m going to do my best to make sure our messages are conveyed as clearly as possible when displaying our progress.