Fae Tactics Update: We have a composer!


Development on our SRPG, Fae Tactics is still coming on strong! So strong, that I forget to update you here on the Endlessfluff blog. If you follow us on twitter you might already know this but…

 Fae Tactics now has music and it’s the beautiful sounds of SAM ENGLISH!

It has been a treat to work with Sam so far. His style and melodies are a perfect match for the style we’ve been developing for this project. (we really enjoyed Vagante’s OST. Check that out )   I knew we’d be thrilled if we could hire him as composer but I didn’t anticipate how pumped I’d get after hearing each new track he creates. Things are brewing here in our little office… good things, highly inspired work. I wish I was 100 times faster so we could share the whole game the way we envision it with you, but quality takes time and effort.  For now, why don’t you listen to Sam’s tracks: Wasteland Battle while observing some new screens.



The battle begins!


Rough look at talisman selection


Aquatoise has quite the helpful passive ability!

So what are we shooting for at the moment? We are currently working toward finishing the first 1/4th of the game. At this stage we are having fun by adding in things we didn’t plan for but we are also carefully keeping the entire game and its needs in mind. We can’t afford for the entire game to take too long in production so we would like to finish this first chunk of the game in the coming months. That sounds like a long time for this first chunk of the game but it includes a lot of preliminary programming framework and design passes. These things take a lot of tweaking. We anticipate development will go faster as we move forward.



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Fae Tactics Isometric Tile Concept Art!

Hey, it’s the start of the week and for a lot of people it’s going to be a long day. So even though I recently made a post, I thought I’d share with you some concept art I poured my heart into. The first two images you probably already saw in my last post where I showed the transition from concept art to in game graphics.

So, here are more concepts of areas.  At this point in development, we only have a few that have been translated to game sprites but you can get an idea of what’s to come.
Indoor_humble_pencil Indoor_humble

Like I stated in my last post, these are illustrations that inspire isometric tile sets. A tile set for the purposes needed in ‘Fae Tactics’ consist of grounds, ground decoration, elevated grounds, slanted ground, objects you can step on, obstructions, and beauty/thematic doodads and possibly other different types because with each illustration there is always a new item that Kyron is interested in trying to implement in the game. The drawing above introduced hanging doodads (chandelier).


A lot of the stuff I draw in these concepts, I’m not actually sure if we will be able to implement into the game but if I were to limit myself when designing a location, I’d end up with something really stale and I’d probably hate it and toss it in the garbage.  So, I draw whatever crazy sh*t that comes to mind and I’m really lucky Kyron’s such a badass. He always seems up to the challenge to try to make it happen, whether through some visual tricks or clever coding.

Our game development chemistry has been pretty strong lately. It has been really fun to push ourselves into new territory. Wastelands_color
I’d like to share my internal thinking because this might help another artist out there who’s stumped or has artist’s block.  My best ideas come when I pretend I’m actually standing there, on the wood, or grass or rock. When I mentally place myself in that location I can better imagine what would be around me. In general, I like to observe my surroundings, so when I’m drawing these, I don’t want to be bored. I try my best to think up the kind of stuff I’d love to see. Or I try to imagine where I would sit my cup or rest my head.


I got a little carried away in the ‘WetLands’ drawing above. I added a raccoon stealing a baguette. I’m not sure if we can add that to the game, but it adds character and could inspire situations.
Farmlands Here’s a funny one. I really wanted a witch to raise radishes from the dea…. from the garden.  That one is perhaps a bit too complicated.

For artists that are interested in knowing what tools I used: The illustrations were drawn with a .3 Mechanical pencil (Graphgear1000) on letter size printer paper.  Then the drawings were scanned into Photoshop where I colored them with basic brushes.

CryptsHope you enjoyed that!


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Fae Tactics Dev Round Up

So you want to know what’s up with this game and you’ve come to check the blog…

Welcome back! Development is coming along smoothly. We did take a brief 2 week break in April. My family coordinated a trip to Peru in honor of my dad.  We visited the place where he grew up.  We had to drive a long 8 hours through the Andes Mountains to get there. I’ve always heard of this legendary trip as a kid and I was so happy to finally make the trek. The Andes Mountains and Mantaro Valley were Miyazaki levels of beautiful.


Scheming local native.

Anyway, we are back and development on Fae Tactics is coming along smoothly. Here’s a glimpse into what we’ve been working on.

Dialogue Design and Implementation:

We’ve implemented character dialogue systems!


The portrait you see above is a work in progress. We’re aiming to have multiple expressions per main character. That could potentially add up to a lot of work so it’s not a priority at the moment … but damn it, who needs sleep anyway.


Isometric Tiles: Concept to Creation. 

Kyron is the pixel man and tile master. I don’t have much experience with it and he’s very quick. He can make a tileset from the top of his head but since he’s programming, it’s a lot of work already. So I’ve been making the concepts for isometric tiles.

This is one of my tile concept designs. It isn’t a concept for a particular room in the game. It’s an illustration that brainstorms doodads for an interior themed tile set.


Here is the colored version that helped Kyron choose pixel colors. It should be quick and fulfill it’s purpose. I love to paint everything in detail but it’s not an illustration. It’s rough concept art. I always liked seeing rough concept art from movies and games. There is a certain beauty to it.


And here it is in the editor after Kyron translated everything to in-game assets! I recreated the room from my concept just to show all the objects and doodads this generated.


Many different types of locations can be made from these parts.


More Stairs.



That’s all for now.  You might have noticed some of these images have popped up on twitter and facebook. They have, but not all of them. You can follow us over there but I will always update here too. Cheers.


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