Fabrication Review – Focused but Flawed

Review for:
Fabrication (https://store.steampowered.com/app/916210/Fabrication)
Developer: Harry Gill
Publisher: Harry Gill
Type: 2D Turn-based RPG
Release Date: 11th December 2020

Despite a lengthy development and statements from the developer, Fabrication proved to be a more dividing game than White Pearl.

Opting for a more linear and focused approach to the game’s story, Fabrication only features 3 (huge) towns and has a much smaller world than it’s predecessor. Not only that, but the game employs level caps and content gating by chapter, a design choice which alienated many RPGMaker players, citing it to be a too linear experience for their tastes.

While White Pearl had it’s linear moments, it made up for this with it’s huge world, significant cast and great ambition that didn’t always hit the mark.

However, Fabrication feels like it wasn’t made with the same gusto as White Pearl – it feels stagnated and constrained, as if the 15 hour storyline wasn’t short enough for an RPG; it feels purposefully lengthened, like the plot was stretched thin.

Despite it’s fundamental flaws, Fabrication thrives on polish and consistency over it’s predecessor, opting for a more down to earth story.
Screenshot: ©Harry Gill / ©Enterbrain

Different Style has Merits

With all this said, you might think the game to be a major disappointment in comparison to White Pearl.
But Fabrication is not disappointing – it is just very different. It’s as if it is entirely disconnected from White Pearl and tries to be a different style of game, but with being developed on 9-year old hardware, with no on-demand team, it is clear that Harry soon reached his limits in development of this game and did what he can to finish it – as the game could be so much more, but it instead ends up between this limbo of turn-based RPG that feels like it gave up on ambition and the game is just a device to tell the story.

Despite new mechanics such as “Battle Advantage”, “Combos” and “Team Attacks”, combat remains largely identical to White Pearl.
Screenshot: ©Harry Gill / ©Enterbrain

The developer himself admitted it – initially the game was going to use a real-time battle system, but soon thought it was too difficult to implement and would take too much time, so he settled for minor innovations on the combat system like the combo system and Team Attacks, which are fine additions, but the battles end up feeling too much like White Pearl’s in the grand scheme of things.

One remarkable area where Fabrication improves over White Pearl however is with the cutscenes, story, dialogue and exposition. Dialogue is candid, short and full of emotion. Through clever use of facial expressions, timing and text boxes, I found myself being drawn into the story when the gameplay failed to hold my attention. Characters feel as real as they can be with distinct differences and habits they are known for.
For example, Crimson is a woman who is hell-bent on revenge and that is something consistent from beginning to end, but she has her own fair share of character development with heartfelt moments with her would-be nemesis Sarah, all the character developments happen as the complex of the experiment project and The Government (yes, that is capitalised) unfolds.
When first looking at the plot, I thought it would be a rip-off of Final Fantasy 7, but quite refreshingly, the plot does not segway into ‘save the world’ nonsense, rather the themes of the story are all about closure and coming to terms with reality.
Sarah, meanwhile, is perhaps the most memorable character in Fabrication’s sadly tiny cast. It is clear where Fabrication excels is in the dialogue, story and cutscenes.
Would that the rest of the game be as enjoyable as watching sprites on a screen, but if the game was not to suffer from a lack of ambition in the first place, then it would suffer from a lack of budget.
Perhaps a testament to Fabrication’s strong writing is an area that was literally cut as a wall of text, as Harry himself admitted. It was almost like a text adventure – yet my favourite part of the game.
Through the use of sound effects, meandering text and thought-provoking writing, I found myself completely immersed as if I was watching it play out on screen.

For better and for worse, Fabrication feels like a text adventure.
Screenshot: ©Harry Gill / ©Enterbrain

Perhaps Fabrication could’ve fared better as a book rather than a game, but not all is so bad – areas are crammed with detail, NPCs, sidequests, and are complemented by a suitable soundtrack and background sound to immerse you in the world. But all too often I found myself treading through the same areas again and again, secretly longing for a world map and expansive world like White Pearl. Fabrication feels like half of the RPG it should be, but what it’s trying to be does not fit on a game engine like RPGMaker, one could say.

Back to the combat, although the random encounters are short and satisfying, I couldn’t help but feel limited by only 3 characters in battle, out of a cast of 4 – compared to White Pearl’s 4 battle characters out of a cast of 12. If Fabrication had ‘guest’ characters like White Pearl did, perhaps battles would be more enjoyable. And perhaps it would give the plot the extra padding it needs with the introduction of more characters over an abundance of sometimes interesting but mostly rote sidequests.

There is plenty to see and do in Fabrication, though not everything will hold your attention. Including micro-management.
Screenshot: ©Harry Gill / ©Enterbrain

Weirdly enough, for it’s otherwise strong story, the game flounders in non-sensical rambling by the end which I doubt many could make sense of. It felt so purposefully forced that I couldn’t help but wonder if it would continue on in DLC or as an update to White Pearl, but with developer support ending in March 2021, that will not be so.

All Good Things Come at the End

Perhaps most to be praised when looking at the difference with White Pearl is the wealth of content available to the player at the end of the game. With the Arena, new items and weapons, new areas, and working towards the strongest items in the game, I felt like I was having the most fun by the final five hours. It is clear a lot of effort went into this content and is a good breath of fresh air from the otherwise suffocating linearity and forced line-up of the other 80% of the game. Not only that, there is over 50 Steam achievements to collect with a good amount of side content and activities to do. Series fans will be happy with this aspect that is vastly improved over White Pearl – White Pearl offered little to no side content.

Another thing to be commended on is the baffling lack of bugs. White Pearl had the contender for most buggy RPGMaker game ever, infested with bugs even years after release, yet just after one patch, Fabrication is stable.
This quality assurance through the limited means of the COVID-19 pandemic needs to be praised, especially with QA team consisting entirely of part-time volunteers. At the end, this came down to Harry’s detail and time with QA.

Despite it’s shortcomings, Fabrication is crafted with a higher attention to detail.

Conclusion

It is clear, like White Pearl, Fabrication has ambition.
But unlike White Pearl, Fabrication feels unfinished in the best sense of the word, like a part of what the game could be has been cut short in favour of ending the already significant development time of two and a half years.

For every merit Fabrication has, it comes at the cost of gameplay of ‘fun factor’, the most important part in a video game. Every design decision is questionable. Perhaps where Fabrication can be compared to the most is Final Fantasy 13, a game that was met with similar divide in the fanbase. Yet Fabrication does not have enough quality and pros it needs to keep itself from sinking into the sea of obscurity, which is shame, since the story told here is powerful.

With the amount of updates and (finally), the addition of a quest log, you’re better off playing White Pearl – it’s free, complete and works well within the RPGMaker genre.
Only buy Fabrication if you are absolutely desperate to see more of White Pearl’s lore and world, disconnected as it is.

There is no denying the development of Fabrication was turbulent and fraught with doubt, nearly being cancelled, but the developer pulled through and, for better or worse, released a memorable story to the world.

The Verdict

Fabrication is a departure from the developer’s work on White Pearl, yet adheres too closely to it’s outdated design philosophy, stinting the possibility for engaging gameplay in Fabrication. At the very least, I enjoyed the story and world, small though as it was. It is a game that appeals to a niche of a niche.


Score: 7/10.

+ Unique plot
+ Strong writing
+ Good difficulty
+ Lots of fun activities to do before the end of the game
+ Overall a commendable last effort for a developer, a game which has soul and funny moments
– Overall lack of ambition or innovation
– Gameplay fails to excite or hold attention
– The world and story feels too small
– Linearity & level caps feel artificial

The Start and The Next Steps

Disclaimer: These questions have been compiled from people who usually ask me these questions.

You’re building up quite the series. Can you give me some background onto how you became a game creator?

As a kid, I always played video games and watched my parents play video games. I started getting invested in racing games, but then my mother picked up this game called Lost Odyssey and The Elder Scrolls IV: Oblivion and I really enjoyed watching her play these games as well as playing them myself. I would constantly ask her if she’s playing Oblivion because I would always get the map out and guide her on her quest (laughs).

When I was a young teen, I always had a thing about maps and writing lore in my notebook. I eventually used some of those ideas, in 2014, as the basic concept for White Pearl.

Growing up, it was difficult. So games were a great form of escapism for me. Over time, I grew out of racing games like Forza Motorsport and I got really invested into RPGs, specifically the Final Fantasy series. Of course I enjoyed Lost Odyssey, but I was around mid-teens then, so I really enjoyed playing Final Fantasy 13 more as that was my first action game. My first FF games were Final Fantasy IV: The Complete Collection on PSP and the XIII trilogy. I also sunk hundreds of hours on Dissidia on the PSP too.

Final Fantasy IV – The Complete Collection – I sunk hours into this game haha.

Early on I decided I want to become a games designer, I was around 15 years old or so, and I would look for game creation tools. RPG Maker caught my eye, I looked up tutorials on the net to drive me forward and ever since then I’ve been making games via self-taught skills on how to use the engine to make a game.

Did you always aim for being a games designer to be your career?

Initially, yes. I studied related subjects like Computer Science at school and Games Design throughout the rest of my teen years. I do have some experience working in the industry, and I have touched a lot of different games, but this year I decided to seek a different career path that will allow me to learn new things. To put it simply, I want to expand my horizons. Because games are very big nowadays, the skill required to make them is massive. I do not have what it takes to become an actual working game developer who writes in C++ or C#, and my proficiency with Unreal and Unity is very lacking. How I make games is entirely different to how the industry makes them. And so I clashed with that a lot. I’ve decided to branch out my skills a bit more and I’m currently working as a software debugger for a tech company in London. This means I’m starting my career path from scratch, but with two games going forward and a decent amount of experience… Maybe someday I will return.

White Pearl was obviously influenced a lot from Lost Odyssey, from the quotes, to the skill names and the battle system.

I see, so the life of study wasn’t for you then?

Absolutely not. I look forward to more tangible, achievable things. You could say it is a matter of preference, but I think it’s my personality. Ever since I released White Pearl, I’ve noticed that I’m not patient. I have to get things done and I need to do it now! (laughs) I don’t like taking orders. But that’s something I’ve had to learn recently. I’ve yet to start this new job, but even though it’s not games design related, I feel happy about it. I’m looking forward to it. I just really enjoy… working. The grind of developing these games and seeing it come to fruition, all the problems and the solutions I’d come to… its satisfying. Not necessarily enjoyable all the time, but satisfying. I just like working, I have a pretty hard work ethic, and I do need to tone it down because even on weekends I’ve been testing and developing stuff. Once I get more of a balance I’ll be fine. (laughs)

I still can’t believe you’re able to develop huge games like this. It must take a lot of determination.

I know how you feel. Yeah, when I look at games, I’ve always thought the amount of work developers put into it. I’m the type of gamer to zoom in on every texture and be okay with pop-ins and stuff. I just respect developers a lot. So I end up enjoying games a lot more and having little to complain about them.

But, yeah, I’m not kidding when I say I’ve dedicated thousands of hours to developing these games, White Pearl and Fabrication. I think I have this fierce determination inside me… I just keep on going. Usually people would say “I hope it makes a lot of money” or “you’ll be rich!” but all I care about is, well yes meeting sales targets of course, but also the reviews: whether the player has noticed a specific thing that I designed the game for: that I designed this game for them, and they end up really enjoying it and explaining to me why. That’s my dream.

Crunch is a big problem in the games industry.

Do you have any wants or needs as a game developer?

Well, with developing Fabrication, I started to realise that I’m using pretty much everything I can do within my capability and circumstance. One of my dreams is to make a 3D action RPG. With cutscenes in Fabrication, I have acted on the feedback to provide more interesting cutscenes, but I want people to know there is only so much I can do since my budget is limited and I have no staff. I’ve wanted to try a more cinematic approach for important cut-scenes like the ending, but I couldn’t find any means to do so. And I think that’s a shame. I think that Fabrication could’ve benefited with dedicated staff but, even then, I don’t think I would be experienced or worthy enough to manage a team like that… if others were to come on, how am I going to keep the project in sync? RPG Maker is outdated software in the regard that it is mostly for personal and hobby use – perfect for the person making the game; it’s designed for one person to make the game.
If I ever decide to come back to the game industry, I’d like to make a medium-budget 3D Action RPG title, but that’s really silly of me to say, since I’m sure there are plenty of other people out there who actually have the skills needed and are more worthy of taking up such a title themselves. I’m not saying it’s bad to have dreams, but I have to be realistic. (laughs) Building a game of my dreams is something that I think won’t happen. I think I’ve done well with what I have.

When developing event scenes, I would usually look to TV drama or my favourite anime for inspiration. What I can display on screen is very limited, but when I write events in the game, namely emotional cutscenes, I put a lot of thought in every detail, like how other characters interact with each other and what they will look like and how they will react to things. It’s my favourite part, the story and events. FF13 was an inspiration in that regard, it was dramatic and every scene was directed like a movie.

Apart from that, so yeah the main issue I had was cutscenes in Fabrication – I wish I wasn’t so limited. Time really moved forward on this project, so I was like “I have to keep it the same… I have to get everything done and move on.” Still, there’s plenty of things to look forward to in Fabrication. It’s just that I know my games don’t appeal to the majority of gamers; they are very niche. If you like reading and world-building, then… well, you should buy it!

Any further cool facts?

The battle advantage system you see in Fabrication is, uh… pretty much the mog clock as seen in Final Fantasy 13-2 (laughs). Nowhere near as cool looking, though.

Apart from that, I’ve disclosed a lot of interesting facts in White Pearl’s Chronicle Edition, and Fabrication’s development comments, so check them out if you’re curious. But there are some things I might’ve not mentioned yet…

Any possibility on future projects?

I feel like I’ve reached my limits as a creator. Like, I’ve tried everything I can do. And I’m happy about it. So, to answer your question, I will consider a future project if it meets these requirements:

  1. Fabrication exceeds the sales expectations OR
  2. Fabrication receives a critical reception above the initial expectation AND
  3. If I have time to do a future project AND
  4. If I want to do a future project

Thank you. Any closing words?

Check Fabrication out on Steam. It’ll be cheap, so consider buying it at launch! I’ll be… slumped at my desk! (laughs)

Interview – Developing and Releasing Fabrication

Now that the Steam page is released with a concrete release date, it’s time to share the official development comments of Fabrication!

What was it like developing Fabrication?

At first it was very difficult because I struggled to continue the motivation going on producing updates to White Pearl, while planning and developing Fabrication. The first plans for this project began at October 2016, while White Pearl was being developed, and I was making the game on RPGMaker MV by February-May 2018, after White Pearl was released. But then I restarted development on the VX Ace engine at July 2018 to speed things up and improve on my previous experience with that engine. It’s very rare you see a indie game developer take up another project so early after a gargantuan game like White Pearl was just released, and I was quite creatively and mentally fatigued through most of the development, so… I actually forced myself to develop this game since it was announced very early. I’m okay now, but 2018 and 2019 were really rough years for this game; I was ready to cancel it because I barely had time to work on it (laughs). Of course I was studying full-time as I was doing these projects too, until 2020, so it was quite an effort.

Both White Pearl and Fabrication are games made using RPG Maker VX Ace – a game engine tool largely regarded to be suitable for beginners at game development since it needs little to no programming capability from the user. Though a stigma surrounds ‘low-effort’ games made using RPG Maker, with an accumulated 5+ years of experience and deep-knowledge of the engine and several thousands of hours developing White Pearl and Fabrication, I have been working hard to make RPGs made using the engine worthy of note through my love of RPG games. I go through this in detail throughout the interview!

Here we are… 3 years after White Pearl’s initial release on GameJolt which marked the end of development back then… with a new game! I’m impressed I could pull this off in such a short space of time.

What is one thing you think worked really well for Fabrication?

By August-September 2018, I already had a vision for the full game and I stuck with that. It’s not like White Pearl where I was making stuff up as I went along; I had a plan for this game and I stuck with it. When I had made a few battles and finally made the game actually playable (instead of just story scenes) by May 2020, it all came together really well. I was really happy. I’ll never forget that feeling. Once you have a solid vision and proof of concept for the game, I think development is easy from that point onwards. And so, from that point on in May 2020, I have been making the game 24/7 and it’s just about done now.

This is one of the first development screenshots ever taken for the game – at 7th August 2018. It shows me checking dialogue in an ‘event’, which could mean a lot of things in the game, but it’s usually a cut-scene.

Also, I initially wanted to make the game not as large as White Pearl, but it’s going to end up being close to that. So, if you played White Pearl, I want you to take your time and enjoy this next game! The game is also noticeably improved in quality in exchange for quantity. This was also another vision that I successfully achieved.

So, I would say there’s two things that worked well: my planning and foresight, and my mantra of quality over quantity.

What surprised you in the development of Fabrication?

My programming involvement and how much I managed to solve problems. In July 2020, I managed to get a Quest Journal working and this was something which eluded me ever since I added the Luna Engine (custom UI engine) in August 2016, to assist in the development of White Pearl. Since it made changes to the core UI, most scripts that I found online weren’t compatible. The Luna Engine has an in-built quest log in it’s script library, but since it required a lot of setting up, I was more focused on finishing White Pearl. I was tempted to add it in a post-release update, but I had a lot of other things to fix at the time and it never got done. This was actually a huge step forward. You’ll see below, that the quest journal looks really nice. I think I just missed a line of code or something, I can’t quite remember how I got it working, but I know it was something that wasn’t worth 4 years of frustration for.

The green quests are main story objectives — that’s right, you’ll be able to track everything using this journal, including side quests and side activities you undertake.

It’s true I have programmed quite a lot more in this game than I ever did in White Pearl, but it’s mostly the smaller stuff. Like the bomb system, I wrote the system in charge of checking co-ordinates and things like that, so it’s mostly the puzzles – but also, the Team Attack system, the way numbers appear in battle, the design and position of menus… it’s a little bit of everything, but of course, without the core code, I wouldn’t be able to do anything. Without the fantastic community of RPG Maker providing all these scripts and assets, I wouldn’t be a game developer!

Fishing is also another system that I developed by myself relatively last-minute, and it took around 5 hours for me to make it.

The events of this game go really deep too, when you look at it behind the scenes.*
There’s a lot of checking, conditional branches and “is this person in the party?”, “do you have this item?”, “is this quest complete?” calls.
What it boils down to, is that the game is better than what I achieved before with White Pearl. Without a world map, and some backtracking in the game, I’ve found that some events, like in the main city, reach over 100 instances. I’m not sure if that’s reaching the limit for RPG Maker, but I do know, when you get further through the game, the Party Menu takes longer to load, so it’s a good sign that the game is large enough (laughs).

I also didn’t expect the game to be the same size as of White Pearl; the size of a standalone Final Fantasy game like Final Fantasy IV.

*Events in RPG Maker are pretty much like Blueprints in the Unreal Engine.

What are some things that didn’t work out in development of this game?

Pretty much all the “fluff” systems I initially planned, like the Feather Feet, Reputation Level and Relationship Level… These features were present since August 2018, so when it came to designing the actual game in 2020, I had to cut a lot and rework a lot of things so that I could actually finish what I was doing in the first place. Yes, the initial concept for the game was to be non-linear, a game that you’ll play in short bursts, but naturally the game’s focus just became the characters and story and ‘doing the opposite of what White Pearl did’. For example, I’m pretty sure there’s a point in White Pearl where it’s just 10 minutes of plain exposition and characters standing around (that was actually a thing in Fabrication once, before I cut it to 5 lines of dialogue). It’s kind of irrevelent, but once I watched a Let’s Play of my game, I couldn’t stop cringing and biting my nails to some things, and I became a lot more aware about what the player could be feeling and it changed my philosophy entirely. (It was still a really fun Let’s Play though and it was awesome.)
Let’s Play link: https://youtu.be/VsE-6OKjt4s

Can you give an example of a hard challenge you faced in the development of Fabrication?

Game development itself is a complicated process, so when I was first asked this a few days ago (October 2020 at the time of writing), I struggled to give a concrete answer.
In order to properly answer this question, I must go over my experience.

Having spent years developing White Pearl, I learned how to develop a game using the RPGM engine. With my experience in college and university, I have acquired skills and knowledge like project management. Fabrication is a culmination of everything I have learned coming together.
So, the main challenges I faced were ones that I made myself as the game was continuing development as I made a conscious effort to improve and learn more, and therefore make a better game than White Pearl.

One of the main difficulties was making a sneaking system, that you see in Chapter 3.
This system uses a combination of in-built RPGMaker event programming, with some neat tricks I’m using on the side, and hard-coded programming. It still was really hard to get it work how I wanted, so I streamlined it in the end.
Another complicated problem I faced was the quest journal that I talked about earlier on in this interview, but it was more of a continuing problem than a complicated one… The end result is the same, though.

The main complicated problem, which will be rather boring to read, was making sure that events were starting and ending at the appropriate times in the story. An example of this is a quest that may not be available until Chapter 5, and until you’ve got “4 or more reputation level” accumulated beforehand, so that’s where all the checks come in. Because quests and objectives use a lot of shared maps with the story, I had to have a deep knowledge of what was happening in the game and when to make sure that a massive progression or immersion-breaking bug didn’t happen. It’s so hard to explain… But I had to play close attention to detail when debugging quests and their objectives.

At the risk of sounding like it went too well, most of the development, which is designing content, went smoothly and to expectations, but this was only because I had developed White Pearl beforehand and I knew what to do and how to improve.

When compared to White Pearl, how did you develop Fabrication differently?

With White Pearl, I made a game that I wanted to make, and I didn’t think much of the players when I was making.
But with Fabrication, I am making a game for the players. From the start, I wanted to appeal to the audience that wouldn’t have played White Pearl, because it is, in truth, a generic RPG.
This is why the story, setting and characters is different but, most importantly, the gameplay.

Also, I made an effort to improve the debugging tools and recruit quality and usability testers to help provide an early opinion on the game which impacted the development and gives me an idea of how the game is going to be received.

Can you give an overview of the development and decision process.

When I first started this project, I aimed to get it done very quickly. I was thinking of a short 9 to 10 hour RPG that offered choice, a simple story and was more player friendly compared to White Pearl. None of that worked out, and it’s good. I ended up focusing on the story, characters and world very heavily. Because I love to use games to escape too, and to create these worlds has been my lifelong dream. Though I lost nearly half a year in production time due to a hiatus I took in the middle of development, it was well worth it. Picking it back up in May 2020 and working every day of the week and night until now, has allowed me to design a high quality game in such a short space of time. But none of this would’ve worked without my planning and preparation beforehand, as well as my initial foundations of the gameplay experience. It was really hard to start but easy to continue. I feel very happy and relieved to get this game off my shoulders and into the hands of the people that matter most – the players. I have put my heart and soul into this, thinking it might be the last RPG Maker and/or indie I create. So please enjoy. Thank you.

Fabrication – FAQ (Updated)

The FAQ/Summary of Fabrication has been updated following further development of the game.

Fabrication has been confirmed to release on Steam in 2021.

Questions & Answers

Q: Where do you plan to release Fabrication and when?
A: *Update: We are targeting an end of 2020 / early 2021 release date

Q: How to do you plan to support Fabrication?
A: To the same extent as White Pearl. I am happy with fixing bugs and helping players even years after release. Regarding major patch updates, I don’t want to make something like that for Fabrication since I want the base game to be as quality as possible. But if I think of something good to implement after release and it won’t take too long, I’d definitely do it. I want old players to have the same experience as new ones. There’s no point in releasing a unpolished game first and then polishing after hoping to change people’s opinions on the game. When it comes to the player, you only have one chance to make a formidable impression on them, so that’s what I’m focusing on.

Q: Will Fabrication be free to play?
A: Fabrication will be pay to play. The price I have yet to determine but there are multiple factors to consider such as the scale of the game. For me the greatest factor which affects the price is the fact that it’s an RPGMaker game. I will have to price it accordingly.

Q: Is there gamepad support for Fabrication?
A: Yes, fully.

Q: How long have you been making this game?
A: Since July 2018 I have been actively developing it. Again I am the sole developer.

Q: What is the game, in basic terms?
A: Fabrication is a story-focused 2D turn-based RPG. You will experience the main story in 7 Chapters, while exploring the world and interacting with the environment. You will also have sidequests to complete. Also you can craft things. Yeah, I’m good at this! laughs
There’s a lot of content in the game if you are an RPG fan. You will like it if you like old-school Final Fantasy basically, but I really tried to make a more interesting story this time around.

Q: How long will the game take to complete?
A: Around 15 to 20 hours. It really depends on your pacing…

Q: How is the game “story-focused” when you can do sidequests and stuff?
A: The game is linear and story-focused in the fact that it is has no world map and has a strict chapter-by-chapter design. The reason why it is linear is to focus on creating a more enjoyable experience for the player.

Q: I’ve already played White Pearl. Will the turn-based combat stay the same?
A: The combat has been expanded significantly. There are multitude of new and revised mechanics. Read this post for more information.

Q: Will White Pearl be updated any more after you finish Fabrication?
A: It’s possible White Pearl will attract lots of attention because of this game. So yes.

Q: I’ve already played White Pearl. This game is a prequel. Is there any point in me playing it?
A: Even though this game is a prequel, you should regard the game as a sequel to White Pearl which continues this universe because the story is designed like that. There are many surprises in store. It will continue from White Pearl’s main ending while similarly telling the tale of the Fourth Dark Era.

Additional Information

  • Each character has a unique play-style with certain strengths/weaknesses
  • The elemental system from White Pearl returns but with a few caveats:
    – The colour of the numbers that reflect damage dealt and taken in battle correspond to what element the damage is (example: 999 in black means 999 dark damage).
    – It’s more important to build a resistance against elements for your party, particularly on bosses
    – Every enemy will automatically reveal their strengths and weaknesses in the target info sheet
  • Direct skills also return from White Pearl
  • At the end of every chapter you will have the opportunity to view a story synopsis
  • Crafting can be done at any point in the game and the amount of stuff you can craft is far greater and the system is much easier to use. You can also “break down” items, to restore it to it’s original materials
  • Skippable cutscenes will be a feature upon launch
  • You will explore many large areas with stuff to discover and find, similarly, you will also make use of new field mechanics:
    – Feather Feet: jump across large distances, limited use
    – Bombs: Blow up certain walls with cracks, you have to find potions on a shelf to create a bomb
    – You will experience several unique puzzles throughout the game to shake up the gameplay

Fabrication: Everything you Need To Know About This New RPG

Hello everyone, it’s Harry again back with yet another blog post. Since Fabrication is a very good spot in terms of development right now, everything is pretty much functionally complete, so I can talk about the game in a far more clear and definitive manner: about what you will get and what the game is.

I also wanted to use this opportunity to talk more about the origins of not just Fabrication, but White Pearl and the overall project that is now known as the “Chronicles of Ottrea” series/franchise, which surrounds these two games.

If you haven’t played White Pearl, just playing a bit will give you an idea on what I’m able to do as a developer. You can play White Pearl for free on Steam. This article will assume you have a solid knowledge of the game. Fabrication is a prequel to the game, but it is designed in such a way that it gives something new for fans and something to play for first-timers.

If you don’t know what Fabrication is about, then watching this video and reading the description contains everything you need to know.

Footage is taken while the game is still in development.

Now that is out of the way, let’s move on to…

The 2016 Concept – How I Merged Ideas into White Pearl

The origins of Fabrication goes far back, to September 2016. I can’t remember how it happened exactly but my sister was heavily involved in the initial concept for this game and she came up with the main character designs, the plot of the Government controlling the world and the experiments. Eventually we made up to the intro but we lost interest soon after. It was partly due to me focusing on development of White Pearl instead; I thought it would be better to finish that game first. But there were so many interesting ideas that I had derived from Fabrication, such as the idea of Aura and Crimson having Dark Aura… so I decided to fit this game’s story in White Pearl somehow. I actually rewrote most of White Pearl because of it and I could only start to show traces of Fabrication past Chapter 8 (when you first control Iris) as that’s how far development of White Pearl was at the time. With this lore on Aura, it became a focus of White Pearl and Elrise’s character but also I managed to give the Kresniks meaning by having them spiritually follow on the legacy of Crimson and co. I also included some locations that I made in Fabrication in White Pearl, such as The Underground (which is actually just a cave-like area, nothing like in the current Fabrication) and the city of Ry’ner (which is pretty much the same).

This 2016 project was planned to use a day/night quest system and real-time battle system, but they were just plans.

I also wrapped it up by making Fabrication’s story happen in the Fourth Dark Era – in-case you’re unfamiliar, the world of Ottrea (which is the setting of White Pearl and Fabrication) undergoes a period of calamity called “Dark Eras”, which basically destroy the world in some way and then the world is reborn/recreated by the Light Gods. So I view it like a completely different time period, or even world. This is what the concept of the Chronicles of Ottrea series is. By making these small connections, I was able to make it believable as a concept.

The 2018 Concept – The Actual Game

After White Pearl released, people were really impressed by my work and family and friends were constantly asking “so it’s cool and all… but when is the next one releasing?” Honestly, I never even thought about making a second game. Ever. -laughs- I just didn’t think that far ahead.

As I’ve mentioned before, making White Pearl was rather draining and exhaustive and I wasn’t really feeling like making another because… yeah, it would just take a lot of effort. But then I thought back on Fabrication and decided that it would be a good candidate for my next project. To be honest, I’ve always wanted to make it, it’s just that I was never really sure if I could do it. Well, now I am. I started working on the game back at January 2018 (this is when some of the main character sprites were made), but I decided to use RPGMaker MV as the engine because of the greater processing power, resolution, platform availability and just generally it-being-better than VX Ace (the engine used for White Pearl). I managed to get something working for May 2018 on MV, but it was just the intro and nothing else. Disappointed with my results and eager to get a move on, I decided to pick up where I was on the VX Ace project back in 2016 and start from scratch, generally, but with a bit of a boost.

I don’t think anything has been preserved from the 2016 project now because I’ve created, twisted and changed so much. But at least the general premise is there. Just heavily expanded upon.

I wanted to focus on a modern setting and grounded characters which is my main passion for this project, I am really impressed with how well it is coming together.

I made my design plan for Fabrication with the idea of:

  • Improving on the main criticisms of White Pearl (gameplay, pacing and exposition)
  • Creating a smaller-scale, more quality-over-quantity game than White Pearl
  • Giving the player more choice and making it more fun to play than White Pearl
  • Focusing on a smaller cast and better-paced story

The game was announced in July 2018 (a year after White Pearl was announced) with a video telling my basic concepts for the game. In May 2019, I had a proper development plan for the game (why did it say that I have plans with a publisher?! I do not!!!) and now in May 2020, finally the game is in a much better state to talk about.

Next, I’m going to talk about these bullet points and how they apply to aspects that you will play in the game.

Gameplay of Fabrication

One of the main things I wanted to improve on my next game is the gameplay. In fact, for Fabrication, it is the main focus of development and I’m still thinking of new ideas as I type because I have just started designing the game experience based around these 5 chapters of story I have created.

The first priority was to grant the player choice, which was prevalent even back at the beginning of development in August 2018. In White Pearl, there was only 2 puzzles and 1 type of puzzle. The side quests were serviceable, but there was clear room for improvement. In particular, I wanted to vastly improve on the field gameplay in Fabrication – traversal.

Feather Feet

I’m thinking to use them in an area where it’s hard to find your way and every choice to where you go matters.

In certain instances in the story and events in the game (be it through side quests or inn visits), you will also be presented with choices which will change your relationship and reputation level (either one or the other).

Right now, I can’t talk too much about the gameplay but I hope this gives a general idea of my vision. It’s better if I merge this section with the design of the gameplay too, so it’s going to lead straight into combat.

Crafting System

A feature I am most proud of. The crafting system is so much better compared to White Pearl; you don’t have to navigate through menus of choices and it’s been a lot easier to develop. Because it’s so much easier, I don’t think I’ll have to cut out much from the crafting system this time around (in White Pearl, craftable weapons and craftable accessories apart from grips were cut).

Everything you find in the game is marked appropriately, so if it’s used for crafting, the game will let you know.

I have been able to display information in a much clearer way thanks to Coelocanth’s fantastic crafting system script.

Reducing Tedium – HP and MP restores after battle

Another feature I dislike in RPGs – having to restore HP and MP every battle. I want Fabrication to feel as painless and easy to play to the user as possible (for a modern audience), so I decided to choose to implement this feature in. It actually took a lot of effort to make it work properly, although you wouldn’t think so, because it’s such a simple feature right? I should mention that, on each level up, your HP and MP is restored to full too. This is a personal gripe of White Pearl I had, you have so many restore points in the game and people really liked that, so I decided to make this choice for Fabrication.

You may notice your current HP and MP isn’t shown on the menu, this is because it doesn’t need to be!

Also, MP is known as “AP (Aura Points)” in Fabrication to better fit with the current setting.

New Parameter – TP

Tied directly to the new combat mechanic, TP is a new skill resource that you’ll use to execute certain actions. When the player is hit by the enemy, you’ll gain TP. You also have skills which manage TP more effectively. I had to change some of the core code in the engine to get this feature to work how I wanted it to…

How you manage your TP will be important in battle.

Encouraging Difficulty and Strategy

While playing through Chapters in the game, your maximum level is capped at a certain point. You cannot grind mindlessly in the game to steamroll the rest, you will be forced to be strategic and clever with your decisions and skills you use in battle.

Characters will gain skills on a linear scale like they have done with White Pearl too.

Combat of Fabrication

At first, I wanted to make a real time battle system, because I believe that turn based games are archaic and do not appeal to a modern audience to make the game captivating enough. I’m sure that’s quite an extremist view coming from a developer who has created a game based around classic Final Fantasy games, which involved turn-based combat -laughs-.
Even with White Pearl, I initially wanted to do something like FF12’s combat, but it wasn’t possible. After I researched a real-time battle system more for Fabrication, seeing if it’s possible to do with RPGMaker VX Ace, I eventually came to the conclusion that it would require a lot of thought, effort and determination to make it good, or even work. White Pearl was already having noticeable performance issues by the end of the game because of the sheer amount of content to load and check, so I decided that, if the engine can’t handle that, then there’s no way I want to try developing a real-time battle system.

Why I didn’t create a real-time battle system:

  • It was beyond my field of expertise/knowledge and would require more development time to research. Because I wanted to get Fabrication done as quickly as possible, I decided against this.
  • It will probably require a moderate to advanced understanding of programming in RPGMaker VX Ace, which I do not have.
  • It will be further taxing on the system and may even conflict with my current design ideas
  • I cannot see how to feasibly develop a real-time battle system with how RPGMaker VX Ace (or RPGMaker engines) in general work (in terms of the distinct splitting between field/battle scenes).

To compromise, I decided on incorporating real-time elements in a turn-based battle combat system. Because people really liked White Pearl’s combat, I decided to use it again, but with some additions. These additions being: Combos and team Attacks!

Combos

Combos are pretty much how you’ll imagine them working as in a turn based game: you press keys, you get a finish skill. But some combos in the game don’t have a finish skill and instead encourage the player to use the most effective combo action multiple times against the enemy (think elemental weaknesses). Some combos also have multiple finish skills attached to them and the order in which you press the keys in, leads to a different finish skill. Every character has unique combos tied to their weapon.

Team Attacks

Team Attacks are special actions executed in combat which involve other party members. They could deal massive damage to the enemy, debilitate it or even support the party. Team Attacks are directly tied to the relationship level of the game – the higher your relationship level with a certain character, the more Team Attacks you can execute together.

A team attack in action: Crimson started by weakening the enemy’s fire resistance, than Jack follows up with a power burst of fire magic.

Fabrication Build Update Notes

As development of Fabrication is now in full force and as I gather testers to continually test the state of the game, I will be making changes very frequently over the summer. So far I have changed a lot when compared to the 27th May 2020 release, so I will be compiling my changes and uploading them here every-time I would like testers to test out a new version of the game. Thank you for your co-operation.

To get involved, look at this post: https://hgdb2.home.blog/2020/05/16/testers-needed-fabrication-2020/

In order to focus more time on developing the game now that, as of 29th July 2020, I have revealed the release date as 5th January 2021 – I will not be updated the build notes as much, if at all. However, when you test the game, you will always get the latest build possible. I try not to make you go through the game hundreds of times because you will get sick of it. Just play what I made and have fun!

June 2020 Build Changes and Additions

June Build Release Date: 6th June 2020

  • More interactable items have been added to areas (only very important items are marked).
  • Further expansion to gameplay in Chapter 1 with a new boss battle before the end of the chapter
  • Further expansion to gameplay in Chapter 3 with a new puzzle and loot to collect
  • Chapter 5 has been expanded with a new boss battle, gameplay sequence and boss battle but it is not fully finished and you need to continue to the Underground house in order to properly advance the story.
  • The database is much larger compared to last time with more things to craft, more crafting materials to collect and obtain, weapons, armor and accessories added
  • A new sidequest has been added in Ry’ner, more items can be collected in the city with more NPCs in the houses.
  • Ry’ner now house explorable houses
  • The battle advantage flash, sound effect and cursor icon has changed to be more player-friendly.
  • The crafting menu has been improved by showing your current gold on the choice list and it now stays open constantly until you put it back in your bag or choose an option.
  • Sarah’s different elemental weapons now have their own seperate animation and sound
  • The shop menu has been designed.
  • Shop item inventories have been adjusted accordingly, following the further development to the database of the game
  • The “Team Attack” skill type option has been removed from all characters except Crimson, since only she can execute them.
  • Direct skills have been added to all character except Crimson in it’s place. These are special unique skills available to each character outside of skill menus. If you played White Pearl, you’ll be happy to see these return.
  • The effects of the accessory, Blessed Armlet, has been buffed
  • Crimson’s skill: “Scythe Strike” now restores HP back to user from using “Scythe Strike II” in the combo that is now known as “Absorb Strike”.
  • Tutorial on skills that absorb HP have been added
  • Reputation and Relationship tutorial adjusted to be more clear and better represent how it actually works in the final game
  • Shadow Scythe+ ATK scaled down a bit
  • Jansen has been added as a fully playable character with skills
  • Tons of new animations added, because of new skills, bosses etc
  • Iron Scythe+ ATK buffed a bit
  • Max HP now visible in battle
  • Max HP removed from party menu display
  • New music added and sound design adjusted in certain scenes
  • House of Caelus now has NPCs
  • Rainbow Shot TP requirement reduced from 15 to 12
  • Houses added to Ry’ner
  • Spelling and bug fixes
  • Just lots of bug fixes lol

July 2020 Build Update Notes

July Build Release Date: 28th July 2020

  • Idle character talk has been improved in the opening and is now implemented in several instance of the story in the game. This feature makes a return from White Pearl. In the opening, there were previously basic messages that were assigned to this function like “go to this building” or “open this”, but it has been improved by changing it to character dialogue that immerses you instead. This will be added over time as development progresses but is the lowest in priority for development tasks.
  • The gate guards at the start of the game now drop 1 Leather and 1 Cloth.
  • Fog has been added to the area of the entrance to the Library in the first mission at the start of the game.
  • The Government Library at the start of the game is now called “Top Secret Library”
  • Certain movement points have been changed in the Spirit Forest
  • The dialogue in the scene where you meet Jansen for the first time has been changed to be more realistic and reflective of the current situation
  • Jansen can no longer straight up kill you in the mock battle. If you reduce his HP low enough, or he nearly K.O’s you, the battle will end.
    If you reduce Jansen’s HP far enough, the battle will end with rewards.
  • Rose has been added as a fully playable character with abilities
  • New boss battle music added (replaced)
  • New victory music added (replaced)
  • Options renamed at the starting mission when you go into the towers
  • ‘Marked for Death’ skill animation changed and potency increased
  • Metal Golem has a few more skills in his arsenal and more of a “script” (in terms of boss design)
  • Battle pop-up text size adjusted to be more consistent; specifically the elements
  • Cursor sound volumes adjusted
  • Background sound volumes adjusted
  • Background sound added in certain areas
  • More NPCs added in certain areas
  • Added 2 new sidequests in Ry’ner (one available from the new weapon shop, the other available in Ry’ner)
  • Added/replaced some item tooltip text to be entertaining. Not very good just having it be empty space/boring.
  • Redesigned the Ry’ner Item Shop
  • Added the Ry’ner weapon shop
  • Added a run-down house in Ry’ner (tied to sidequests)
  • Several new enemies and sprites added (tied to sidequests)
  • New areas added in Ry’ner (tied to sidequests)
  • Several new enemy skills added (tied to sidequests)
  • A quest journal has been added, allowing you to track the progress of the main quest and side quests of the game
  • Using “Guard” in battle now restores 5 TP in addition to restoring HP and AP by 2%.
  • Using a bomb no longer fades out the screen and shows a pointless message that says ‘it’s been removed from your inventory’. -spark shower- Woosh, seamless transition!
  • Level cap raised in Chapter 2 following development of further battle content
  • New dialogue options added to Sarah in Ry’ner Lab rest room
  • Thunder Choker added as a craftable item
  • Guarding has been fully implemented and fixed
  • More tutorials/tips have been added at the start of the game
  • Boss battle with Employee #66 at the start of the game adjusted a bit with some new skills
  • AOE finisher added to Rainbow Shot and Rainbow Shot+; damages all enemies, corresponding to what element you focus on in the combo.
    Example: Player uses Rainbow Shot -> Chooses Icicle Shot combo 2 times = AOE ice finisher
    Example 2: Player uses Rainbow Shot -> Chooses Icicle Shot combo 1 time and Firey Shot combo 1 time = AOE physical damage finisher
  • Tooltip of Rainbow Shot adjusted
  • Snipe skill animation changed
  • Impervious Ward skill cost changed from 5TP to 5AP.
  • Protection skill costs changed from 30TP to 12TP and 5AP.
  • Sneaking gameplay sequence in Chapter 3 adjusted with placeholder events, in-dev for now, it’s being rebuilt
  • You can now skip some tutorials that you may have already seen.
  • Some minor bugs/inconsistencies fixed
  • One of Crimson’s end of battle quotes have been re-written
  • The chest sprites at Ry’ner (the town proper) have been changed to be a larger variant
  • The amount of Gold you receive from the first mission has been decreased from 800G to 450G.
  • The amount of Gold you receive from the Spirit Forest mission has been decreased from 800G to 500G.
  • The Underground area has been remade with entirely new graphics and a new layout
  • The Underground communications area has slightly different graphics
  • New NPCs are added at certain points in the story in Ry’ner Inn and Ry’ner
  • New NPC sprites added and implemented
  • Jansen’s dialogue now changes when you need to do the Spirit Forest mission.
  • There is now dialogue options for all other NPCs when you’re looking for a solution to get into the Spirit Forest
  • Certain enemy drop rates adjusted
  • Game over screen and music added (it was there before just stock materials)
  • This is rather backend stuff – but the graphics were properly organised and some were deleted that are not used in this update, so there may be graphic or collision bugs if I miscalculated some things in that process.
  • The size of the Ry’ner lab safe area has been increased so lore book graphics no longer clip
  • Debug NPC added in the Ry’ner lab safe area that adds the new skills to Sarah in-case you’re using an old save file.
  • Breaking down a Leather Choker now gives you one Leather. (More items will be added to the breakdown system later)
  • “Making the Most of Combos” tutorial in the Metal Golem boss has been deleted following the rework of Rainbow Shot
  • The floor graphic in the Ry’ner military division has changed so that it is easier to see the movement points
  • More detail and graphics added to the Kolan Inn area
  • The player is now notified when talking to the Petal Mother, it will end Chapter 3.
  • Salve Vial HP restore increased from 125 to 150
  • New lore book graphics added – the last of them
  • Lore book tooltips adjusted, new lore books added and are now obtainable – all of them (lore book on Kolan and Terra district)
  • Chilling Breeze no longer reduces fire resistance and instead reduces ice resistance
  • Marking Flame no longer reduces ice resistance and instead reduces fire resistance
    * Errors regarding the effects of these two skills have been fixed
  • A new cutscene added at the start of Chapter 5, showcasing more lore on Kolan Temple as well as Rose’s personal motives and how she ties into the story.
  • The design of the Ry’ner main lab has altered slightly with more paths and a more expansive space, with several new graphics added in accordance to this
    – More safe zones added to the area, easing the difficulty on the sneaking section
    – The programming used to sneak may be altered in the future because players have expressed problems, but if works well and makes sense, it will stay the same
  • Several new NPC sprites added
  • NPCs and lots of optional dialogue added in Kolan Town
  • Graphics and objects of certain areas like the House to the Underground and Ry’ner Inn have been adjusted
  • Crafting tutorial graphic changed
  • A new sidequest added in the Underground
  • The Underground area expanded
  • The game now starts at a 80% default BGM volume
  • Gold window added to the shop menu
  • A few new armours added
  • Chest drops adjusted
  • Certain items are now not visible and usable in battle (eg: crafting materials)
  • Various collision errors fixed
  • Bug fixes has been issued relating to the repeating of certain cutscenes under particular circumstances
  • A few spelling errors corrected
  • Sound design adjusted and sound bugs fixed
  • Various bugs fixed
  • There’s so much more that I forgot to add!

*In order to focus more on development of the game now that the release date has been set, I will be compiling changes behind the scenes. See first paragraph for more info.

Testers Needed – Fabrication 2020

How to become a games tester for Fabrication?

If you want to get into testing the game, please let me know on https://twitter.com/ottreadev or contact me at hargill321@gmail.com. I will probably ask you a few questions so please be honest!

You will need:

  • A PC Windows device
  • A Steam account with the Steam app installed on your PC
  • A good knowledge of RPGs, ideally JRPGs, but not required
  • An understanding of what you will play is not final and is going to be better in the final product

Important update: The June build has now released. For an overview of changes please proceed to: https://hgdb2.home.blog/2020/06/03/fabrication-build-update-june-2020/

“What is Fabrication?” you ask yourself. Please watch the video and read the description.

Introduction (just me rambling)

Hello everyone, I finally have some news to share that makes me jump for joy! The second, next build of Fabrication will release at 26th May 2020. What makes this build so important is that, in addition to the heavily expanded and plentiful more story, there is also playable battles.

It’s been a long road up until this point and I’m deciding to explain it all in this blog post instead of using the time up until the release date to actually finish what I promised -laughs-, but I mean it this time! It will release, I swear. Just a development build, not the actual game.

A lot of time has passed and a lot of full-scale development time has been used (I estimate 1.1 years worth of full dev time since July 2018).

You know that feature I promised in May 2019? Woosh. In the game. Take that, Square Enix!

I can finally say with certainty what the game will be and this build proves that. It’s like the Final Fantasy 13 development team not knowing what the game really is during the announcement trailer and then, after making the demo, they finally knew what they were going for. Okay, the development of Fabrication is not as troubled as that game, but this still is a huge step nonetheless.

At first, I never wanted to make a second game because it was so arduous to make White Pearl. But I decided to bite the bullet and test out the waters for a commercial RPGMaker game on Steam. I don’t expect this to sell huge, I really don’t, my forecasts are very low, but I started this project because I wanted to push myself to make something new and use all this experience to my advantage. I am at a stage of my life now where I can move on from education and I have a lot of things that I have learnt from my games design courses that I am also implementing in this project, such as project management.

The first build of this game released at 29th January 2019, which is just a few months after development officially began. So you could only play a few hours and it was just reading and viewing tutorials. Fun, right? Not.

I didn’t have any other cool screenshots to show, so I just put this in here, which you won’t be able to play in the build… Please be excited.

In this May 2020 build, you will have the opportunity to experience a fuller more fleshed out game compared to that previous build. Don’t expect any Skyrim just yet. There’s still no side quests, missions and only a few NPCs. But the important fact is that I’ve waded through countless pages of bugs, refinements and completed the story up until Chapter 6. The story is also still regarded as a “beat-to-beat” experience, as I am just making that based off my joke of a “story plan” (in fairness I have fleshed it out recently too). There’s also battles too and you’ll finally be able to experience combos and team attacks, that were advertised as part of the game starting September 2019. I programmed these features in March 2020 so that should give you an idea of how recent everything is so far. COVID19 and finishing up my course has just made me work on this game full-time which is really good because I’ve been enjoying it immensely.

In short, there is still a lot of design work to do so I would also expect another build to release this year fairly shortly too. The game is currently around 90% programming complete and 60% main content complete. Side content – 0%. Polish – 2.5%. Database – 15%. The actual game won’t be releasing until a while!

Differences from January 2019 – May 2020 game

Playable chapters 1-2 -> Playable chapters 1-6

  • Chapter 6 is not fully done and has no clear end. When you reach the Town of Terra, you’d witnessed everything you can in the game. Your test is concluded.

New crafting system: “Synthesis and Desynthesis”

  • …That you might not experience fully since I’m still making the database as we speak. We’ll see! You can still give me feedback on the actual system, just that there won’t be a lot to craft.

Redesigned Menus

  • The design of these menus are very close to what the final game will look. As it stands, they may undergo changes but can release in the final game just fine. However your feedback will change all my expectations.

Revamped sections of story

  • Certain instances of the story have changed since I have developed more of a plot and got an idea on the characters and world.

Lore Books

  • Immerse yourself in the world of the Fourth Dark Era!

Full Steam Compatibility

  • You will aquire achievements and your playtime will be recorded. You launch the game using Steam using a Steam key that I give you (Steam keys will take a few days to be created).

*Please note the music used in the May 2020 game build currently acts as a prototype for the composers of the game and is not commercially-viable.

Testing Duties

All testers must test the following:

  • Collision on objects in field
  • Search for grammar/spelling mistakes
  • Search for graphical bugs with sprites (e.g. sprites appearing when they should not)
  • Search for audio bugs (e.g. BGM fading out at places where it shouldn’t)
  • Search for plot inconsistency
  • NEW: Give your opinion on the current game balance
  • Criticise the plot of the game
  • Criticise the current designs of the game while still understanding it is unfinished and will go through development

You do not need to do all of these or any of these. These pointers are just a helper for if you don’t know what to do. It’s simple: just play and tell me what you think.

Presentation of Feedback

Please note down all your feedback as you play. Try not to keep sending me short messages of what you think because it will break my concentration and I won’t remember it all. I highly appreciate you leaving all your feedback in a .pdf document that you send to hargill321@gmail.com, although presenting your feedback through instant messaging services is also acceptable, please make sure it looks coherent and I can understand it correctly. Thank you very much. I value your feedback highly.

As a tester, you will be included in the credits of the game and also given a free copy of the game. Feel free to include it on your CV too and advertise it. I am sorry but I cannot pay you. You also do not have to keep testing the game if you don’t want to – I regard your involvement as volunteer work and you should think the same.

The more, the merrier!

Interview: The Sound of White Pearl

White Pearl creator Harry Gill is interviewed by a fan on how he designed the sound of White Pearl. Edited by me, Harry! I hope this interview brings insight into the complexity of designing a game.

The Music

The music used in White Pearl is belonging to other games, but White Pearl has been released in such a way that these properties have been respected.

If you like the music of White Pearl, please buy Monomusik’s products here! https://mnmk-overseas.ocnk.net

White Pearl’s music features live orchestra, real instruments and vocals. Why did you choose this?

Like a traditional RPG, I could’ve opted for a chiptune style of music or simple melodies, but I personally don’t like that kind of music. I wanted something complex and that added depth to the game that the graphics could not do – so this was through sound. The vocal battle theme “Beyond this World of Woe” is my personal favourite since it explains the fate and feelings of the villains and also the characters simultaneously.

Because I made White Pearl with the idea of creating a standalone Final Fantasy game, I needed to create something memorable and complex. The live music adds that depth, drama and extra layer of emotion that would’ve just been lacking had I chose to settle with a simple score.

White Pearl is a long game with many scenes and battles. Was it difficult to implement the music?

Yes, it was. The scale of this game is very large so a lot of music is needed. I also wanted the music to fit similar situations too, to enhance the memorability. The design of the sound is something that I remember most from this project. It took a lot of trial and error, and around a year and a half to complete since I was also producing the game while designing it.

About battles, because White Pearl features random encounters, you would think every RPG needs a ‘main battle theme’, right? Well, I kind of hate that in RPGs. Even though Hamauzu made a really amazing main battle theme, really up there with FF13’s Blinded by Light, I had to make the most of the music. So I cut it into two separate versions and a piece by Yoko Shimomura was written that is the battle theme for dungeons. I also made the area music cut into the battle scenes too, mostly on the field areas like Valen Plains and Ancarna Desert since I wanted to reduce on repetition as much as possible.

But there still ended up being a lot of battles themes for White Pearl which fit all kinds of situations. In the end, I think I put in maybe a bit too much music -laughs-
But that’s alright.

What’s your favourite piece of music from the soundtrack?

I like a lot of tracks because they suit the game very well, but if I was to choose, I would choose “A Place of Respite” – this was the inn theme created by Nobuo Uematsu. Because players will be spending a good deal of time in inns, I wanted to make sure it stayed in the background and didn’t have a “front and clear” melody. It’s a very intimate piece that is also relaxing. I think Uematsu does that really well, though.

The Inn theme as featured in White Pearl

Was it hard to manage the music?

There are many composers involved so I had to be careful in making sure it felt unified and suitable. Going off the top of my head, Uematsu’s music was featured in three tracks – the inn theme aforementioned, the Kingdom of Lucae city theme, and the ending area music. The ending area music was then converted into a piano piece for the credits movie available to view on the title screen. Masashi Hamauzu and Hitoshi Sakimoto contributed the most tracks, followed by Basiscape and Yoko Shimomura.

The Sound

I really enjoy the sound effects in White Pearl, especially with the battle animations. It all sounds so crunchy and suitable! How did you go about adding sound effects to this game?

Thank you very much. Implementing sound effects in this game was largely an iterative process – as I kept on making skills for the game, I aimed for each skill to have it’s own animation – so there ended up being around 400 animations that I created for the game, each with their own unique sound effects.

About putting the sound effects in, I started off with the source library included with RPGMaker, but I eventually added plenty more – and a lot of sound effects were originally created by Square Enix. I edited them in Audacity and in the engine, I could change the volume and pitch for each sound effect that’s in an animation, so I was involved in everything. Doing this was really enjoyable since I have an eye for detail in game development. For example, if something sounded too loud or not at the right pitch – I changed it in the animation database. Because I kept on adding and making changes to the sounds and animation in White Pearl’s long development, the final result is very polished – a result of trial and error, and constantly iterating my design. You could say that about the whole game, really.

Is there any sound decision that you made with White Pearl? For example, how did you want the game to sound?

Like I mentioned about the music, I wanted the sound to add depth and diversity to the game. However, I ended up using a lot of sound effects that were originally from SNES/PS1 games, editing them to fit in my own ends. So, with the live music, you would think the sound effects could clash a bit – but I think it fits perfectly well. This is probably due to the art style of the game.
I put some realistic touches on the sound effects though, for example, the sound effect when you hit an enemy, an enemy hitting you, characters K.Oing in battle, enemies being defeated – all those sound effects sound a bit more modern than the other sound effects heard in the game. I did this to make sure that it didn’t grate on the player’s ears.

2 Years With White Pearl

I’m very involved with games now, so I thought this would be a good time to reflect on how much White Pearl has grown in these past two years. I’m so attached to the project, that I think of it like a kid. I can’t help but get emotional sometimes! I feel like I’m the only one who feels this way, when indie devs talk about their projects – they are rather prideful, but I always play it down (I know, I keep getting told off for that) and get a bit teary-eyed when I start thinking about the number of downloads (it’s just hit over 22,000 on Steam alone…?)

Well, enough of that. Looking back now, after releasing and experience the aftermath of my first game release, I realise that White Pearl could’ve benefited from about 8 months more of development time for that extra polish and, most importantly, user feedback.
I didn’t know back then, of course, so that’s why I released it only 3 months after development finished. I didn’t underestimate the size and scale of this project, but I did underestimate how much time it needs. Back then, I was too anxious to ask for help, so I did all the testing myself. You can imagine how well that went: because I knew how to play the game, it ran perfectly compared to my standards, but I didn’t think about what the experience would be like for others. I think that’s why reviews were a little too negative. Still, 75-80% satisfaction is pretty good – but I was aiming for 80-85%. On itch.io, the game received a score of 4.8/5.0 even before all the patches.

Thankfully, White Pearl is a free game, so people won’t get angry if I added more content in subsequent patches to make it deeper. In-fact, I think my developer support is the best part about this project: everybody seemed to like it. As long as they did, I was happy. I was planning to post this a lot earlier, in time for the 2nd anniversary, but…

Time to summarise how much this game has changed these past two years, goodness…

Release

Of course, December 23rd was the big day for the release of the game. But let’s look into the past for now…

I begun plans to bring White Pearl over to Steam in November 2017, after launching the game on itch.io. Disappointed with the results (yet very high ratings) of the game on GameJolt (now a discontinued release) and, to a lesser extent, itch.io – there was one last chance for this game left: Steam. I remember walking into the living room and begging my dad to pay for release of the game on Steam (it was £75, and I had no form of income at the time). Of course, he said yes, but said for me to wait until after Christmas. I don’t know why, but I was so intent on getting the whole project out in 2017, that I wanted it on there as soon as possible. So, late November or December. He was confused why I couldn’t just wait (I really should have), but after so many years in development, a long and arduous journey to get the game completed through my mental state, and wanting to prove myself as soon as possible: I was insistent on reaching the targets set by the announcement trailer in July 2017 – to have the game release Late 2017/Early 2018.

This is development of the alternate ending, released 25th February 2018 – Patch 1.0.7

Of course, like I said on the introduction of this post, I really should’ve locked the game into half a year more in development for all the usability and player feedback, but I was so fed up already. I wanted my life to change, and change it did…
I began working on the Steam build of White Pearl on 25th November 2017, and before that, setting up Steamworks and my developer account. It was a really lengthy process which should’ve took weeks to set up, but I managed to get it all set up in two single nights. I stayed up very late and had to call my bank for tax information (even for a free game, it doesn’t matter, you still have to set up your developer account and how you’ll get funded – should you release a commercial game on Steam).
As for the Steam build, gosh… That was a roadblock. I had no idea where to start, so I just took to reading the Steamworks documentation like I usually do. Then I managed to find a converter script for RPGMaker VX Ace (the engine used for White Pearl), to be able to enter certain script commands which will activate achievements in the game – but, to do that, I had to install a custom api and assign the (unhidden at the time) “appid” (game number on Steam) to the game in a text document. You can see these files in the game’s install folder.

Steam compatibility was one of the very few things I was 100% involved in this project, besides production, direction, story and the UI. So, it was handled completely by me. Even though I worked non-stop during 2017 to finish this game, while I was working on the Steam presence, I had an adrenaline rush.
“This is it,” I remember thinking. It was a big moment. One that never truly hit me until now. Because I was so wrapped up in development and patches during 2018-2019, I never got the chance to fully reflect.
By the way, the official Steam tutorials on how to build a game using Steamworks was kind of wrong… It showed you the wrong thing to enter in the command prompt. Yes, you use the command prompt. Yes, there is a GUI alternative, but it’s weird… and, in the end, it was simpler to use the command prompt method. Building the game took a lot of trial and error. I wouldn’t have the energy for it now. Hell, even when I have to update the developer build of Fabrication on Steam, if I get the path wrong – I just sigh heavily and close the window. Sometimes these finicky things can really test out your patience. So, I really help that Steamworks modernises their way of building games someday – even though I can fully grasp it in the end, it took a lot of frustration.

You also have to go through a review process for the store page. I managed to get everything mostly right on the first try. When it was all done, on 3rd December 2017 – White Pearl was made visible to Steam, with a release date of December 23rd 2017. I couldn’t release the game until after a month has passed on my first “app credit” (basically it costs £75 to ship a game each on Steam), so 23rd was the earliest I could get. I was frustrated and so worn out that I barely did any checking to the game’s depot status and actual status.

So, when the game released, for 6 hours – there was nothing to install… This didn’t invite as much attention as you’d think, but when I fixed it, I managed to do it just in time before the huge surge of downloads commenced (most downloaders were from the USA). I did get a few forum posts about it, though.

I remember going to bed, very happy. But also extremly anxious. RPGMaker games on Steam certainly do not have the best reputation, and I was very scared… But when I woke up, I woke up to 80% positive reviews. I remember being filled with joy. I did cry when I read the positive reviews for the first time, absouletley. Yet, from the cirticism brought on by the negative reviews that would surface soon after – there was much to do and fix…

I didn’t really need to do much else in the first place besides fix bugs. But I wanted to go the extra mile, just because I enjoy it. I loved writing patch notes. It was fun having other people play the game, offer their feedback, and me going back and making changes. Basically, the game was in development again, and this continued right up until December 2019 – where I think I can finally put it to rest! I wasn’t planning for it to support it with updates for this long anyway, and they did trickle out in 2019 – but I just kept on thinking of more and more things to add and change. I greatly benefited from user feedback, and I wish I realised it sooner, to reduce the amount of negative reviews. Because I do strike for the game to be as perfect as possible, I had that ability and time to do it back then… That it is the beauty of indie game development. It is your project, and you could do whatever you want with it.
Now, the game is vastly different from launch. ‘Vastly’ in terms of it’s performance – it’s very stable, and runs about 8% faster now. Lots of bugs (around 230) have been fixed. New cutscenes, a new alternate, an extended final boss and ending sequence, new items, new crafting options, new skills and new quests have also been added. Yet, still, for those who didn’t like it at first – they probably won’t like it now. But, overall, the game has been updated for those who felt a little dissapointed by it’s lack of depth. So, it’s better for players who liked it in the first place.

Anyway, ramble over. Just had to get this out of my chest. See you another time!

A Year in Development: State of the Game

I have decided to cancel the public alpha testing phase for Fabrication that was due to begin on the 23rd January. The reasons for this are simple. One, I have a team of internal testers. Two, even though there is a good deal of content in the game, its current state is still highly unfinished and will change a lot, not being reprenstitive of the final product should I release the build for the public to access. It also creates unneeded pressure for me. The last thing I want to do with this project is create myself deadlines. I did that in 2019, and it went okay and it worked, but I don’t think I can do it again. It was a miracle that I even managed to get so much of the game done in between everything. In that year, I forced myself through the initial despairing stage of development. I had everything: a plan, roadmap, and I knew what to do to make it happen. I just needed to make more of the game. And I did! Now the hard part is over. Now I just need to keep creating more of the story, areas, locations – while slowly introducing the gameplay systems, and trying my best to implement that on the side. Although it was really difficult and daunting at first, I’m glad I decided to force myself to work in 2019. In that year, I also formulated the plan to develop the game, and I think it’s going to pay off. If I continue feeling as good as I am about the state of the game now, I doubt that will die out. But do try to enjoy indie development as much as you can. I cannot help but set myself difficult tasks such as these from time to time because I want to improve. However, it is important to know your limits. I am just learning them. I also want to manage my time better. I rush too much. I have a lot of time. I want to release a new trailer for the game this year, but we’ll see how far along development goes. Let’s hope its just as productive as 2019.