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Showing posts with label Gataela. Show all posts
Showing posts with label Gataela. Show all posts

Interview with Atemly Game's Paige Marincak, lead developer for Gataela, a Victorian Steampunk RPG


Chalgyr's Game Room's manager Pierre-Yves' interview of lead developer Paige Marincak for the Victorian Steampunk RPG Gataela.

Estimated reading time: 7 minutes


Hello everyone!

I recently had the chance to sit back down to another Sunday Bites edition with Gataela, a Victorian Steampunk RPG. For those that haven't been following our coverage, Gataela, a Victorian Steampunk RPG is an Indie RPG being developed out of Canada's National Capital Ottawa.

Want to know more about it? So did I and what better way to find out more about it than from the source? I couldn't think of one so here's what the lead developer of Atemly Games, Paige Marincak, had to say about their title!

Hi Paige, thank you for taking the time to chat with us. Getting the ball rolling, want to tell us a bit about your current project?

Gataela is a Victorian Steampunk RPG where saving the Kingdom requires more than just brains and brawn: you also need to talk to people! It features a debate battle system, where you talk, debate, convince and negotiate with NPCs in order to save the country.



So what got you into video game development and onto the path to creating Gataela?

Ever since I was old enough to pick up a controller I’ve always wanted to create games. I bounced around a lot about “what I wanted to do when I grew up” and I always somehow came back to it. While I was in university taking Com Sci, I was working on a Pokemon fan game. (It was very early days, I only had character movement!) My father suggested that maybe I make my own game instead, and - since tablets were popular/emerging at the time - to put it on the Playbook.

You've been working on Gataela for years now, was it always going to be a Victorian Steampunked inspired RPG? Or was there another direction that you originally thought of?

Oddly enough Gataela is still largely the same as when I first envisioned it almost 8 years ago now. It was always going to be Victorian Steampunk, and always going to have the debate battle system in it. I think the biggest changes have been narrative-based and general “feel” of the game, if that makes any sense. I was originally going to have a separate protagonist that was more like a joke character who becomes a protagonist by chance. Like a secret one. But tossed that out pretty early on. Another thing I changed was making the game feel much more “at your own pace” than any sense of immediate forbidding doom.



If I remember correctly from a post on Twitter from a few years back, Gataela is being developed through custom source code? Is there a reason you wanted to go in this direction instead of having part of the load in either a Game or RPG Maker? For the record, it looks great.

Thanks ☺ It’s quite often I hear that Gataela is using a custom engine of sorts. It’s probably because I was originally coding it in C++. I am currently using GameMaker Studio 2 for the engine. In the past – the time period you’re probably referencing – I was using Cocos2dx. It is quite common though to take an engine and build a layer on top for your own purposes and systems. So even with GameMaker I have that going on.

One of the things that I've probably enjoyed the most is that the dialog has feeling with words being visually exagerated on screen in almost an anime like fashion. Other that it obviously looking great, how did you get to that point instead of just the standard flow of words on a screen that most people will default to.

Gataela is a very text heavy game, and I don’t have the luxury of having voice actors, so there becomes the question of how do you express tone through dialogue and other verbal clues. You can put actions like sighing into asterisks (ex. *sigh*) but it just feels… very THERE. You don’t really feel like the character is sighing. I can tell you a character talks really fast, but you can also just see them doing that too. Likewise for talking slow. It’s a blessing of the medium that I have the ability to do that, unlike for printed media. As for the effects themselves, I took a lot of inspiration from Paper Mario TTYD.



Is there anything you've learnt over time that you wish you had known when you started?

Probably the importance of developer workflow & timing yourself. It’s something that I learn more and more about every day that your workflow as a creator is one of the most important things to being productive.

For example, very early on in Gataela I was working on the maps: I would design the maps in Photoshop, then cut them up and remake them in Tiled, which would be imported into the game. I would then have to manually add the objects in code. This whole process took about 8 hours, which doesn’t sound TOO bad when your maps are as large as mine. But then I multiplied that time by the number of large maps in the game: 960 hours. Not including time to rework maps, or more detailed ones or add NPCs and events. It wasn’t scalable. I was only able to figure this out by timing myself. Once I figured this out, I made a few simple changes and then it was taking 2 hours to add a map.

So learning how long it takes you to do something, figuring out if you can remove the tedious bits, and making it so you get faster to gameplay design and content adding than coming up with basic building blocks is very important! I’m glad it’s something I figured out earlier on in development.



Because working all day can get really long, what have you been doing on your downtime to relax?

Well, given I have a day job and come home to work on Gataela each night… working on Gataela is really what I do. But I also have a variety of projects - lots of game prototypes I work on for fun, a novel I’m writing, I play FF14 with my friends when I can, and in the summer I garden. Sometimes I read books, or manga, or watch anime but game development is my hobby right now.

Before getting to our last question, I've got to ask if only because now adays, about half the team is Canadian and live in or around Ottawa. How do you love the Bermuda Triangle of weather that can bring us from -40 Celcius to +2 within days before dumping 15-20cm of snow on our heads!

Any chance of this crazyness making its way into Gataela?

Haha it is quite an experience. I’ve lived in Ottawa for almost all my life and it’s really just something I’m used to now. Although, it would be nice if that fight or flight response while sliding on snow while driving didn’t occur as often as it does. I don’t think any of it will be making its way into Gataela, but who knows ;)



Finally, is there anything else you would want to share with us before we say goodbye? Like... maybe a possible release date? *smily face*

Maybe sometime in the near future! In the meantime, Gataela is available for wishlist on Steam, and we have a 3-5 hour demo available on Steam, Itch.io and Gamejolt!

We want to give a big thank you to Paige for taking the time to chat with us and we'll be back down the road with another look at Atemly Game's Victorian Steampunk RPG Gataela.

Have a great weekend everyone!

Where you can find the game:

Demo on Gamejolt

Demo on Itch.ic

Wishlist and Demo on Steam

Main Website




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Sunday Bites - Gataela: Victorian Steampunk RPG, a second look


Having first taken a look back in April of 2017, Atemly Games have recently released an updated Alpha to showcase just how much work has gone into this Victorian inspired Steampunk adventure. Taking on the role of Zack, it won't take long for you to pack up for a journey that will in the beginning ask more questions than it answers.

Story

Starting off at a fruit vendors stall in a small to medium sized city, you chase after a bread thief to get back what was stolen from another merchant. Finding out after fending off his "big brothers" that he did it so that they could eat, you give him your lunch and head back to the stall that you help run.

With one event leading to another, you leave town to negotiate a continuation of good on increasingly dangerous roads only to find out that someone who used to be close to you is now in a group of bandits. Packing up for a longer adventure you head out to find him and meet some interesting people along the way.

It's a light enough start even if it deals with heavier concepts such as starvation and life on the streets as there doesn't seem to be any other way available. I'm looking forward to seeing how well these themes will carry on down the line but so far? It's well written and I like how real the characters feel within the world.


Gameplay

Gataela plays a lot like a classic RPG. You move around town or the outskirts, forests and encampments in a left, right, up and down fashion. While in town you'll be able to talk to people as you walk by while out in the fields you'll see enemies and you'll only need to fight then if you run into one another. Enemies are also never really faster than you so you really do get to pick whether or not you're in the mood for a fight or just want to keep moving on.

Music

The music is nice to listen to. Generally upbeat themes carry you through both exploration and battle and it never gets tiring to listen to. The field music is also nice to nap to which I can attest when I put my laptop to the side one Sunday night as I needed a few minutes after a long weekend.


Other

The character models on the map are adorable and I love how they are animated to move around. Only adding ad a bonus, the dialog are highly detailed 2D stills of the characters speaking that would look at home in any larger budget RPG. Speaking of larger RPGs though, Gataela does take a page out of the Tales Of Series for side skits that can be viewed if you want to and add to the story that is primarily told.

Combat

Now here is where Gataela shines. On one hand you have your standard RPG battle system in which you choose what each member of your party does and then it plays out against the enemy in a speed based process. On the other, you have to choose dialog options in a battle of "wit" in order to gain the knowledge that you need to move ahead in the adventure.

This second style of combat is neat because the options are never at the same point so if you're going for a second or third attempt you can't just spam through but look before answering.


Final Thoughts

Like my first time around, I'm still very much excited to see how Gataela evolves as Paige and her team continue to improve upon wonderfully looking indie.

As a bonus? Gataela is literally being developed in my backyard "across the river" over in Ottawa, Ontario from where I am in Gatineau, Quebec. It's a weird setup that basically makes two giant cities almost one but not. But hey! It's a local indie it should be supported!

-----
If you want to see more head over to Gataela's Website or either their Facebook or their Twitter pages.

Game Information

Platform:
PC
Developer(s):
Atemly Games
Publisher(s):
Atemly Games?
Genre(s):
RPG
Mode(s):
Single Player
Other Platform(s):
NA

Source:
Website Demo


Article by Pierre-Yves
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Demo Released for Gataela - A Steampunk RPG



Previously featured in our Sunday Bites, Gataela is back with new features and content for players as Atemly Games continues on its development.

Check back soon for another bite sized look that I hope to have to you shortly!


-----

DESCRIPTION

A Victorian Steampunk RPG where saving the Kingdom requires more than just brains and brawn: you also need to talk to people! Featuring a debate battle system, talk, debate, convince and negotiate with NPCs in order to save the country!

STORY

A decade ago, a devastating civil war rocked the country of Gataela. Though the country has recovered, the victims have not, and Zack - one of these - heads to the local Lord to request aid. However, along his way, his journey leads him as far as the capital, stirring up the old flames of war.

HISTORY

Gataela is an RPG inspired by our love of the Tales series, the aesthetics of Victorian Steampunk, and the desire to give NPCs a greater role than background flavour text. We wanted to create a game that was focused on the everyday, where the average person can make a change, and where the goal is not to save the world, but to make a difference in the place you call home. Gatalea is a game about communication, and the power of the individual.

FEATURES

  • Two Battle Systems: Timed turn-based, and Debate battles where you can negotiate, convince, and debate with NPCs
  • Speaking to NPCs is important: NPCs can give you the facts you need to back up your arguments in debates
  • Skits: Get to know more about the characters and the world
  • Skills level up with you: The more you use a skill, the better you'll get at it
  • Build your party to suit your play style: Decide your party's classes, and distribute stat points when you level up
  • Science is on your side: Use gunpowder and science to craft items which can help you get out of a pinch
  • Costumes: Changing your outfit will also change your overworld's appearance, and their appearance in skits

Demo Links

The demo is available to play and review as of November 1st, 2019. To download the game, click on the link for itch.io here or on gamejolt here.



ABOUT ATEMLY GAMES

Atemly Games is an independent game company located in Ottawa, Ontario, Canada. On social media Atemly Games can be found on Twitter, Facebook, and the official website.


Article by Susan N.
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Sunday Bites - Gataela: An Early-Victorian/Steampunk RPG


Gataela: An Early-Victorian/Steampunk RPG is a title that I unfortunately missed while it was being Kickstarted. Having been both funded through Kickstarter and Greenlit on Steam, this Ottawa based developer has a Demo available on their site for anyone that would want to try it. This will be something to look forward to when it's finished.

Story

The idea behind Gataela feels like it could deliver a long and solid experience. Starting off working at a market stall it isn't long before you start to notice that things are not quite right. People are buying less and less because the prices keep going up. The merchants on the other hand don't have a choice as in order to buy the goods that they wish to sell they have to charge more as they themselves have to pay more.

Something isn't quite right with the situation and no one really wants to talk about it until you, Zack, set out to the nearby town after the merchant you work for letter's have gone unanswered and her shipment of apples have come to an end. While out on the road you get attacked by bandits though Zack recognizes the one in charge. Has someone's past come back to find him? Not wanting to sit around Zack packs up and heads out in order to find the leader of these bandits and a friend that followed them instead of you years ago.

Graphics

Visually, Gataela is a pretty 16-bit ish style that took me a few minutes to settle into because it's much prettier than the style normally is. It's not a bad thing and it allows for more detail to be put into the environments and the characters. I also love the designs dialog boxes and how they change depending on if someone is talking or being yelled at and the emotion bubbles that follow what is being said.


Combat

Combat is a turned based RPG style with a bit of a time limit imposed on getting the job done. Instead of the reverse that we are used to with Active Time Battles, you instead have so many seconds to act before the enemy does. If you take too much time, they hit you making you miss out on what was essentially your turn.

A little odd is that in order to attack the player must click on attack and then on the enemy they wish to attack instead of simply clicking on the enemy. The style works very well for items and such but attacking would be nice to see without that extra step especially when the clock is ticking.

Leveling up allows for the player to manually increase attack and defense with points that are granted. Both of these stats obviously increase how much damage and be done or shrugged off but it was neat to see in battle how much damage was being taken by the enemies. With a damage score of seven for example, seven damage would be taken unless they dodged or managed to deflect some of the damage. Each of these actions were clearly indicated and neat to see even if you wish they didn't happen. You have a combat to win after all!


General Gameplay

The menus are simple and clean to use. Raising a character's stats for example simply requires going into their status and raising either the attack or the defense options. Compared to the overall 16-bit like look that Gataela has for gameplay, the supporting hand-drawn elements hold great detail and are awesome to look at. I personally love having artwork for character portraits over in game graphics.

One thing that surprised me were the dialog interactions. In these cases you are presented with a time limit in order to select from a variety of choices that not only shape the type of person that you are but also the direction of the conversation. Rewards are given for speedy resolutions and obviously getting what you really wanted. Letting the timer run out is not recommended unless you want to see what happens.

Audio

Both the music and the sound effects complement the overall experience. The sound effects felt appropriate and fit the situations such as the sounds of punches were used when being punched in battle. There's a lot of that before you are granted your first weapon. The music on the other hand went the quieter route simply playing in the background. Even if you can be attacked by bandits the world itself with the graphical style feels calm and relaxing and the music helps to sell that point.


--

From what can be seen from the Demo, Gataela is already shaping out to be a great experience. Gameplay, character interactions, battle and exploration are all smooth and the dialog is well written. Now we just need to sit and wait for development to reach the end in order to experience more!

If you want to see more head over to Gataela's Website or either their Facebook or their Twitter pages.

Game Information

Platform:
PC
Developer(s):
Atemly Games
Publisher(s):
Atemly Games?
Genre(s):
RPG
Mode(s):
Single Player
Other Platform(s):
NA

Source:
Website Demo


Article by Pierre-Yves
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