Gataela cover
Gataela screenshot
Genre: Role-playing (RPG), Adventure, Indie

Gataela

November 2023 Progress Update

Happy Belated Halloween! We hope you all had a tricky treaty time. Here’s what we were up to during October!

Elzarde





A small abandoned town just across the river from Klatchez. It used to be a popular in-between town for people looking to travel to the Ovion Empire, but it became ruined during the civil war. Many bandits and others thrown away by society have taken up residence here.



Despite the state of the town, a lot of effort has gone into making the inn presentable… even if there’s only one good floor. They’ve patched up the holes, moved the best furniture in there, and may or may not serve a warm breakfast. If any merchants or visitors pass through they’re sure to get a decent stay in the hopes of providing some wares or at least some cash.



Most homes have holes in their walls and broken furniture, but this house-turned-warehouse is the worse of them. Everything here is free to use for repairs or kindling. It’s also a really fun “secret” hideout.

This makes the last small town to have their interiors done. Next? The big cities: Vescha, Olvia and Ziacia! (These might take a while 🤫)

Foresight





This month we’re going to highlight one new skill: Foresight. Our dear skill user focuses their energy and they are just so smart they can see your punches coming before you even throw them.

This skill is similar to the Block and Dodge skills in that by triggering this skill you will be able to avoid/minimize the first skill to damage you for the turn. In the same vein it will also raise your crit for the rest of the turn as well.

When reviewing the basic skills (Attack, Dodge and Block) and their relevant stats (Attack, Speed and Defence) we realized that the Crit stat was missing something. As a recap:

  • Attack – how much damage you do
  • Defence – how much damage does not affect you & how likely you are to block
  • Speed – how quickly your turn executes in battle & how likely you are to dodge
  • Crit – how likely you are do a direct hit avoiding defence

🤔 Seems like Crit doesn’t have as many benefits 🤔

To help balance that there’s two things we’ve changed:

  • Added a foresight skill
  • Crit – how likely you are do a direct hit avoiding defence & how likely you are to foresee an attack

As a side note – we consider attack to be a primary stat attribute, while defence, speed and crit are all sub stats. Attack doesn’t need help. Everyone picks it. Every time.

What’s Next?



Now with all that said, here’s what we’re focusing on for the next month:

  • Cutscenes cutscenes cutscenes
  • Vescha Interiors
  • Finishing Dungeon Puzzle Assets
  • More skills

October 2023 Progress Update

Happy Spooky Season everyone! Here’s what we were up to during September!

Niande





Ninade’s a village located just outside of the capital – Ziacia – and south of Wiska Forest. It’s a nice quiet stopping point between Ziacia and Olvia, and certainly much cheaper than staying in either of those cities! They mainly focus on forestry, and farming flowers and herbs. Here are some of the houses found here:



A small simple house – it seems like the owner is in the middle of making some pickles. I wonder how they’ll taste?



A family of four live here with the newest appliance: an oven. Amazing.



The Inn is on the smaller size but has a nice and relaxing library on the first floor. The owner is pretty laid back about whether you’re staying the night or taking a book out so take it easy. Just don’t bother anyone.

What’s Next?



That’s about it for this month. We’re busy working on cutscenes so there’s not a whole lot we can share for now. In the meantime this is where we are currently focusing for the next month:

  • Elzarde Interiors
  • Adding MSQ Cutscenes
  • Dungeon Puzzle Assets


Have a spoopy time!

September 2023 Progress Update

Hello everyone! It’s September…. can you believe it….?

Falaz





Falaz is a small town located directly on the border with Aerand in the middle of the marshlands of Vescha. Despite being a border town, they are known as being something of a sleepy town of retirees and children – a nice place to visit for peace and quiet. Not many people pass through despite the crossing because the marshlands and Viche forest are so annoying to travel through. Here are some of the homes you can find here:



Most homes are pretty cozy – made of brick and wood. Since they happen to live in a marsh zone surrounded by forest, many homes have fireplaces in them to help with the chill. The smoke helps keep the bugs away too! Sewing is also a common past time.



Since many people don’t come through very often, the general store and the inn share the same building. There’s not a whole lot of space for sleeping, and the general store is even smaller. There aren’t even any employees – just write down what you’re buying or if you’re staying the night and leave the payment at the books. Honesty is key.

Splash Screens, Animals and More



We worked on a variety of improvements this past month so here’s a few of them below!



One improvement we made was adding a splash screen when the game starts up. We made changes to the loading speed the other month but it meant that when the game booted up everything was preloaded. When that happens, the main menu screen would appear but it would be “frozen” and so you couldn’t interact with the game. It was very confusing and annoying :(

So we’ve inserted this handy splash screen which will deal with the preloading. So when the buttons appear on the main menu screen you can click them immediately :)



We also focused on adding various animals and bugs and giving them some AI. So for example, if you run through fireflies they’ll scatter and disappear.



For others, they’ll wander around a predefined area and do little actions like bouncing or eating nuts, grass, etc. We still have a few more to implement, like cats, but here’s a good showing of most of them. Once we’re all done, we’ll be adding these fellows to the existing maps and it should make things feel more alive.

Admin Updates



A couple other misc admin updates that don’t really fit in anywhere:

  • Thank you to everyone who sent kind messages about the news last month. It’s always awkward to reply “thank you” to these kind of messages individually – so please just know we read them all and appreciate them very much. Once again, thank you for your understanding.
  • Our twitch is no longer. If you’re interested in Tuesday 8pm EST Gataela streams you can find them here.
  • We now have a bluesky!


What’s Next?



As per usual we’re continuing to focus on interiors and MSQ and if we’re lucky some more misc improvements.

  • Niande Interiors
  • Adding MSQ Cutscenes


Have a good start to fall!

August 2023 Progress Update

Hello everyone! We hope you are doing well! Here’s what we were up to last month!

Klechate





Along with finishing Myranova’s interiors, we also wanted to focus on getting Kelchate’s interiors complete. Kelchate is a small fishing town located off of Myran Lake to the South-East of Myranova. It is also the town closest to Rical so sometimes visitors can be found passing through. Here are some of the homes you can find here:



There happens to be a hoarder living here. Maybe they are willing to sell you something for cheap? Like a couch! You’ll need a couch on your adventure, right?



There’s a local bookworm who – well – might need some help cleaning up. Be careful not to trip over anything – oddly enough those books ARE organized.



The local inn is a small Bed & Breakfast. Kick up and relax – you’re probably the only one staying here. At least the owner keeps things clean and there’s usually a snack or meal ready for you whether you asked for it or not.

TTBattle Skills



This is just a small note to say we are doneeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee. (Kinda)

New skills have been made (on paper) and we’ve cross checked that there shouldn’t be much if any overlap with existing ones. Our next steps are to get some graphics and SFX made for them, and then it’ll be implementation, play testing and balancing!

Which is to say there is still more work, but we’re good on this front for now. Once we’ve got some visuals we’ll go over some of the new skills and enemies. Look forward to it later this year.

Brief Note





Last month we mentioned that our cat was having a rough time and unfortunately she passed away from cancer a few days ago. We’re unsure how it’ll effect the next few months but we thank you for your understanding.

What’s Next?



Now that we’ve caught up on work we’ll be focusing on:

  • Falaz Interiors
  • Adding MSQ Cutscenes
  • Misc Improvements such a adding a splash screen, adding new animal behaviour, etc.


Have a good summer!

July 2023 Progress Update

Hello everyone! We hope you are handling the humidity well because – wow it’s been hot, humid and ever so smokey here. Here’s what we’ve been up to over the last month!

Assets Assets Assets



Over the past year or so we’ve worked on a graphical update and on expanding the turn-based battle system by adding new enemies, skills and animations but…. well… it seems it hasn’t been added to the game yet. Whoops.

We did a small audit and it turned out a lot of various animations were missing, so we worked on adding them and- y’know- there were just a few missing. A few hundred. Close to a thousand really. Well more than that. So… that was our month.

Also taking care of this cat.



This spry young 15.5 year old cat needed an emergency operation… after more than a week of various tests, late nights (and mornings) at emergency clinics etc. No need to worry – she’s doing fine (although she hates the cone) but this sort of meant that this month was dominated by mundane work and cat care.

Ambience Improvements



As for polish improvements, we made a small change so that when you walk through ambience the BGM will quiet down. You’ll now be able to hear the buzz of the forest, the roaring waves and the hum of markets much more clearly!



Also we made our first test room as we will have incoming VFX and SFX surface improvements!

What’s Next?



We’ll be mainly catching up on last month’s work:

  • Finish adding Myranova interiors
  • Finalizing Cutscene music
  • TTBattle Skills and Balancing


And if we happen to finish catching up before the end of the month, we’ll be moving onto more interiors and cutscenes!

June 2023 Progress Update

Happy Summer Everyone! We hope you have enjoyed the two weeks of spring and are now ready for the impeding heat wave. Remember to hydrate! Here’s what we were up to over the last month~

Interiors Interiors Interiors



We started on the long road of finishing the maps this month. And by long road we mean the interiors for all of the cities and towns. The first city we are starting with is Myranova: a seaside resort city!



Cities are pretty big, so we split it in half vertically and got started. We mainly focused on the port, some shops and some household interiors. Here’s a couple screenshots:



A kitchen/living area for a large family in a small house. They are in the middle of putting away and organizing groceries.



The downstairs of a house used for temporary sleeping arrangements for sailors. A small makeshift stage is in the corner for performing sea shanties. How much sleep the sailors get upstairs with the racket downstairs is questionable.



A common sitting area and rooms in an upper-class hotel in Myranova. Very large and spacious, but quite empty feeling without many people passing through.

Cutscenes & Improvements



We began to implement cutscenes again this month – but not just any cutscenes. No. It was the difficult ones. The long ones. The ones with lots of NPCs moving around and reacting to things. Which suffice to say went well – but we needed to make a few improvements.

Generally speaking cutscenes look like this:



Here is the opening cutscene of the game with Rozalia walking in, calling out to Zack and then dragging him out of the stall.

Everything in this cutscene is scripted out in a single function – which basically means that the function is “single-threaded” in terms of what events happen. If you have background NPCs who can go about their own merry way, it’s fine, but as soon as you need them to do things and react but only when they need to but you don’t know at what point they’ll be at – things get complicated.

Sure, you can have everything in the main function. Most of the cutscenes work like that. But when you want to have more moving parts this can make the world feel very stutter-y. For example let’s say you have an NPC walking around for a cutscene. What if the NPC reaches the end of their movement path, but the player hasn’t advanced dialogue? They will stop moving and wait for the player to continue. What if you have more than one NPC? It becomes very obvious when the world stops moving – or what parts of the world are involved in the cutscene.

So it makes sense to make things “multi-threaded”. We have infrastructure for that already! But it’s through Gamemaker’s Timelines system, which can be difficult to use. Not to mention that for each timeline we create it’s a new asset. For a one-off scene. Here’s an example of a timeline where a character wanders around, thinks and then wanders around again:



So what to do? Infrastructure!



Here we have a timeline for an Officer walking on the screen. They do some actions, react to some things, then leave the screen. No need for a separate asset and all of the cutscene code is contained in the main function, but executes in parallel. Plus we can reuse our preexisting cutscene helpers. The cutscene system will also clean up the created timeline at the end appropriately to boot.

“But what about Gamemaker’s new Sequence tool?” You may ask. This project is old. We redid the cutscene system twice before to make it easier to use. Let’s save that for…. not this game.

BUT WAIT A SECOND! There’s more.

Yes, more.



You’ll notice above that in earlier cutscenes we had these path assets defined. Paths are basically a list of points with speed values set to them. The idea was that if we ever needed to modify the movement in cutscenes we would edit the paths instead of the cutscenes. However we haven’t needed to do that – ever – and many of the paths are short without any change in speed, like this:



So we put in some infrastructure. Let’s create a path asset, add some points to it, then execute within the cutscene:



Similar to the timeline helpers made, the cutscenes will manage the temporary cutscene paths and make sure they get cleaned up just right. No one likes memory leaks.

So with all that said, we got some improvements to make fancier cutscenes. We put in fancier cutscenes. Wow. Cutscenes.

What’s Next?



The big content update continues! We’ll be breaking down the scope a little bit more outside of maps, cutscenes and battles:

  • Finish adding Myranova interiors
  • Work on adding dungeon puzzles
  • Finalizing Cutscene music
  • TTBattle Skills and Balancing

May 2023 Progress Update

Hello everyone! We hope you are surviving the spring allergy season (we sure aren’t). Here’s what we were up to during April!

Improving Performance





Our main focus for the last month was on improving loading times for levels/rooms/screens of which you can see above. We had noticed for a while now that loading times seemed to be just a little too long.

We previously expected that if a transition would take 1 second animation-wise, then the actually loading of the screen shouldn’t take more than a second. Yet on average we were seeing screens take 4-7 seconds just to load – weird. Was it perhaps a recent GameMaker update that broke something? Is it our recent work to add in more assets? Are we reaching the limit of the engine?

A mystery was afoot.

So we debugged and fixed a few things here and there that seemed like they were causing issues but it was still taking a REALLY long time to load. And so we did more debugging, and more, and more and found… that it was GameMaker’s draw events taking up all the time.

Uh oh.

So we poked around on the internet. Surely someone must’ve run into this before, right? Nope. And then we started to poke other people. Did they ever see anything like this? Not quite.

We were given a handy hint to take a look at texture_debug_messages and we found that with each screen transition the textures were being wiped from memory – so it had to unpack them all over again. The function that was causing this was draw_texture_flush. We had added it at some point over the years. With a quick delete we were suddenly loading MUCH faster.

We did still notice that the initial load of the files were taking a while – anywhere from 1-5 seconds. The cause was the overworld texture pages being unpacked into memory. We changed that to preload on game start (where a splash screen will eventually be) and now it’s as speedy as can be.

How speedy? 0.03 – 0.2 seconds.

Now that we’re loading faster, we also sped up the speed of the room transitions going from an average of 1 second long to 0.5 seconds.

And all of this is to say that the game is thankfully in good shape (phew) and now better than ever. In the future you’ll be able to play at maximum speed.

Crafting New Skills





In addition to our performance improvements, we made some progress on skills and more animations. Above is a wonderful cauldron animation made for the crafting screen and a future craft skill! Yes – that’s right – you can craft items to fill up your inventory in case you run out mid battle! Assuming you have the materials that is… We’ll go into more details about this handy little skill in the future~

What’s Next?



Now that performance woes are over and we don’t have to worry about the content updates causing issues, we’ll be heading right on back to adding them in and focusing on:

  • TTBattle Skills and Balancing
  • Adding Cutscenes
  • Adding Overworld Interiors

April 2023 Progress Update

Happy Post-April Fools and welcome to the start of Spring! Here’s what we were up to during the month of March!

New Enemies New Skills





Last month we showed off some of the new enemies that we’ve been working on and this month we started on that long process to add new animations and work on rebalancing the battle system!

When we initially started on Gataela, the thought was that the enemies would be somewhat like Pokemon in that we would have certain types, and as the game progressed their levels would go up and they would get some new skills, but it would still be the same type of enemy.

As we added the overworld and added biomes to it, it became apparent that not all enemy types will belong in the same biomes. (Not to mention that would be kinda boring.) So we expanded our initial list going from 9 different common types to 23. That’s a whole lot more!

But with more enemies means the need for more skills.

Each enemy before had a maximum of 5 different skills that it could use. With only four skill slots, there would be quite a bit of repetition in enemy encounters. We’ve been working on expanding that so that each enemy has 10 different skills, with different levels associated to those skills. For example, if you run into a level 2 snake they probably shouldn’t have skills that could cause an instant kill. As your enemies level up, so do the skills it has available going from more basic skills, to intermediate, to expert.

God-level skills are saved for bosses :)

So we doubled the enemies and doubled their skills, does that mean 4x more skills? Nope. This is the “fun” part of breaking down who has what skill and looking for overlaps. For example, both snakes and wolves can bite. Does that mean two different Bite skills? Maybe in terms of stats since a snake would have a poisonous bite, but the animations can probably be the same. But then is the only difference in stats the poison aspect, or do we need to consider the skill level as well?

Lots of excel sheets have been made and continue to be made.

Over the next few months this will be something being done in the background and we’ll probably bring this up every once in a while to introduce some of the cooler skills.

Interior Time





Now that the overworld is complete we’re beginning to focus on interiors. In particular this past month we worked on the interiors for the Palace. I wonder what happens there? :3c

We’ll be continuing on various areas over the next few months, including adding backer houses. Look forward to more in the future!

What’s Next?



Next month we’ll be focusing on these areas:

  • TTBattle Skills and Balancing
  • Adding Cutscenes
  • Adding Overworld Interiors
  • Improving Map/Level Load Times

March 2023 Progress Update

What a short month! But this update is jam packed with good news so get ready! Here’s what we were up to over the past month~

Overworld Completion





Oh me oh my it’s true it’s done! Here is the complete overworld and the country of Gataela! This past month we spent a lot of time finishing up the last little bit blending the biomes between the rocky region of Olvia and the marshland of Vescha!

This area was quite difficult to work on as there were no shared ground tiles between the two regions. In the end we used the marsh-ness of Vescha to break the area up into blocks of land, which allowed for a more natural transition between the two.

There are more improvements that we would like to make – such as fixing the water or updating the older regions in the northern part of the overworld – but those things will come in due time. Due time being… probably after release.

But! We are done for now! Enjoy!

Turn-Based Enemy Completion





Another thing we completed this month was a bunch of new enemies and all of their animations! Owen’s been hard at work to help diversify the group and they are now complete! Above are just a few of the many now completed. We might show off more information about them in the future!

MSQ Skit Completion



And finally we crossed off finishing the non-debate MSQ skits! The debate MSQ skits will come after the debates are rewritten (since, y'know, they need to directly mention debate content). But this is a huge step forward for getting content into the game!

What’s Next



Wow, what a banger month, huh? Going forward we will continue to focus on the two battle systems, and working our way through the towns, cities and their interiors. Or in summary:

  • Begin completing the Turn-Based Battle Skill VFX
  • Rebalancing the Turn-Based Battle System
  • Finish rewriting all of the debates and related side quests
  • Completing city/town interiors


Have a great March! See you in April~

February 2023 Progress Update

Happy Deep Freeze! We hope you are all keeping warm. Here’s what we were up to during the last month!

Completing the Forest





This month our main focus was on completing the layout for one of the last dungeons of the game! It was a lot of hard work to get everything done but with this we have a nice base to put in events, enemies and cool effects. We can’t show you all too much, but here are a few screenshots of various locations.





Skits



Another key focus for this month was skits! As we mentioned last month one of our main goals this quarter was adding all of the MSQ skits. Good news! We’re almost there. Excluding MSQ skits directly related to debates, we have 3 left. How exciting!

What’s Next





Our focus for the next month will be:

  • Completing the rest of the overworld maps
  • Finishing adding the rest of the MSQ skits
  • Complete the new turn-based enemies