the-first-fractal
the-first-fractal
the first fractal
30 posts
A little game I (Melo 7904) am working on made in RPG paper maker
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the-first-fractal · 2 months ago
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small update
i am likely going to take a break from working on the first fractal this will probably last for a little bit this is because of school and some other projects ;) other then that i will be working on a "fix" for the game not being able to run on windows (its less of a fix and more what Minecraft bedrock is to Minecraft java as in just a whole ah recreation, this is so its more optimised and can actually run on windows) just for clarification i will still be working on sprites and music for the first fractal but the actual game itself is on hold
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the-first-fractal · 4 months ago
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yo chat am i cooking
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this is a part of a reworked version of valentina city i honestly dont have much for a full dev-log that isnt just me repeating myself about making assets and maps and the occasional sprite posting im also adding a forest area since i felt new leaf town and valentina city are too close to each other and it just seperates them a little more allowing them to not just mesh into each other
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the-first-fractal · 4 months ago
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new sprites! :3
i am going to redraw the character sprites, this is because the old sprites genuinely sucked enough said
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also happy new year
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the-first-fractal · 5 months ago
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i swear if this ends up being a google drive related problem i will tell every single person i know to start using bing as a joke
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the-first-fractal · 5 months ago
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short update: play tester demo 1 is coming soon... BUT
so in short the windows version just doesnt compile properly due to some macos jank so in short what i am doing is copying EVERY single file from my game into the windows version of my engine ... i am going to have to do this for every single demo arent i every single demo
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the-first-fractal · 6 months ago
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started redoing the ancient tower tile-set again - devlog 14
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in short many of the tilesets i am going to use in game are being reworked again mostly to have extra decorations but some tilesets (like the ancient tower tileset) are being completely redone to not hurt to looks at as much by being softer on the eyes (yes that also means i have finally replaced that dirt texture that has annoyed me for the past several months with something a lot softer)
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the-first-fractal · 7 months ago
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dev log #13: enemy designs made new enemy designs for the first fractal first up banrisu (a portmanteau of the Japanese words for bunny and squirrel) its kinda a bunny mixed with a squirrel since idk how to properly draw a squirrel head, its shield is a acorn because i thought it would be cool (and its a hold-over from when it used to be a pure squirrel creature) kinokiller (coming from kinoko which is japanese for mushroom and killer which is self explanatory) its a mushroom creature, need i explain?
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the-first-fractal · 8 months ago
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update: this project now has a name
yeah this project now has a name being "the first fractal" which is lore significant this aint considered a dev log because i have nothing else to say
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the-first-fractal · 8 months ago
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another teaser + devlog #12
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i just realised how vibrant the colours are in-game compared to in-engine (seriously i was thinking the sand was too orange in-engine) also new doors which are part of the tileset to keep their size consistant with the player (2 tiles), the new version of new leaf town is mostly finished only needing to do house interiors and add other objects
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the-first-fractal · 9 months ago
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i just realised i flipped the horns around.. oops
was bored made sprites
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so i made some sprites based on the unita redesign for my game i would imagine these as armoured versions of the unita or as combat grunts they are not skeletons they just have skull mask to hide their identities to let you know that you are probably gonna have a bad time for trespassing on "their" territory
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the-first-fractal · 9 months ago
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new leaf town reworked - dev log 11
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yeah i am reworking new leaf town because i did not like the old version, i havent added objects yet and havent finished the textures for the outside of the large building (or small castle) i have also redone the tileset for the town for this other then that i have just mostly been polishing up the ancient tower more and thinking up new enemy designs
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the-first-fractal · 9 months ago
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no dev log this week lmao
i cant just say "polished up the first dungeon for the sake of the demo that i plan to release" again so there wont be a dev log this week also i am renaming the bi-weekly progress updates to devlogs for the sake of the fact they havent been bi-weekly since the 5th one other then that ive been thinking of developing the characters that need development (namely valentina herself and our protagonist) for the sake of lore (idk probably gonna make a few mini-comics or something)
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the-first-fractal · 10 months ago
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There won’t be a bi-weekly progress update this week because it has all just been polishing making sure the first main dungeon works so I can release a demo for discord and itch io or something, other then that I made ONE new music track being the basic version of the enemy encounter theme which reminds me that I probably need to make the hud assets soon since right now they are just the defaults from RPG paper maker which doesn’t fit very well with my games art style (and also why I haven’t shown any battles yet)
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the-first-fractal · 10 months ago
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bi-weekly progress update 10
i have been adding a lot of side content for the first act (basically everything pre-otherworld which is currently the focus of everything in development so far except the mansion), with the over world being about 30% complete (excluding dungeons then it would be 25% complete roughly) i have been doing a lot of technical work with both enemy balancing and making sure room warp points work and stuff like that
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the-first-fractal · 11 months ago
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bi-weekly progress update 9
been working on various aspects and added a new area, i wont reveal much about it yet (since there isnt much to talk about), just know i made another tileset other then that there isnt much to talk about that isnt just me talking about random little details and polish i am probably going to start stringing most of the room together and have the currently done parts of the overworld be properly strung together so the overworld can be used rather then the debug objects i keep for the sake of getting to where i need to be also been making more music for the game
here is an example of a song for the game being a boss theme i have planned for either the factory or a general otherworld boss theme
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the-first-fractal · 11 months ago
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bi weekly progress update number 8 (maybe i dont know)
happy pride month! 🏳️‍🌈 i have been doing some more general updates, having made a proper map and started working on dialogue portraits for all of the main characters, mostly just smaller stuff such as rearranging some rooms in ratman's mansion make the mansion appear bigger, deciding on NPC ratio for the tumults boss room which i decided to add a little lore regarding it (basically there are pre-shows where only a certain number of people can join in and the show begins when the fight begins so i dont have to render as many NPCs like 30 at max) it would give a in-canon reason why the tumult has the budget she does since i would imagine the pre-show entrance fee is quite high, this wont effect gameplay since you are part of the show itself, all so i dont have to add shadowblobs to the tileset since i feel they wont look very good (due to the lack of proper lighting in-engine) i have also updated the way how the game keeps track of what bosses you have defeated, now having a unique variable for each boss and setting it to 1 when the boss is defeated, originally it was in a single keystones varible which could have lead to you being able to rematch a boss a specifc number of times to get the nessicary keystones to progress, this also allows me to keep track of what specifc bosses you have defeated for the sake of dialouge or story events
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no thoughts head empty (the protagonist neutral face 32x32)
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the-first-fractal · 1 year ago
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bi-weekly progress update number 7 i think
started working on the first mini-dungeon, mainly because the T-TV station is only 1 room so i added a optional mini dungeon to compensate, it will mostly just have standard enemies and bits of lore for the theorist to chew on including the little lore books i decided to add for the sake of expanding the world i also made the T-Tv station, which other then having a unique tileset and 2 unique 3D models (being of a microphone and TV camera) there isn't much to say at this point
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a screenshot of the sewer mini-dungeon, its less of a sewer and more of a underground passage coloured a distinct purple since i decided it would look better with a sort of dark underground look to it
yeah there isn't really much to talk about this week considering i spent the 1st week doing absolutely nothing and the 2nd week doing absolutely nothing until the friday i am writing this where i got out of my creative block and worked on this again
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