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In
Fuchsia Warranty, you play as
Arlena and
Zull who as employees of Death himself are tasked with retrieving souls whose warranties have expired.
An active time RPG with microgame combat mechanics in a narrative-driven experience exploring love, death, communities, and power structures.
Fuchsia Warranty is currently in-development at a prealpha stage. A private prototype has been developed, but no public prototype is available, at this time.
Project Log (2026)
September 22 - Game Over assets and properly resetting the game state at the main menu. Some collision walls were added. This completes build 002, which is playable.
September 20-21 - Opening cutscene.
September 15-19 - Oh god the game needs music.
September 14 - Character creation menu, again very incomplete.
August 29-September 10 Burned out on the toughest lift, art assets for the combat section. I couldn't properly do all of them. I'll try again later.
August 28 - In-game Help manual. This was not in the plan, I just decided I wanted one after playtesting a different game lol.
August 27 - THE VOICE.
August 21-25 - Title screen art. Compromised on incomplete version.
August 20 - Bartender
August 14-19 Dancer animations. This took a ton of headscratching because it involved layering sprites in 3D space depending on camera rotation.
August 9-12 - Modelling, texturing, lighting.
August 5-6 - Bugfixes of pause menu, animation bugs fixed, concept art.
August 4 - End of combat can lead to end of dialog.
July 31 - Figuring out minimal list of things needed for the first playtest build, toggle that attempts to mitigate flashing lights/patterns.
July 30 - Downed state, game over trigger.
July 28-29 - Bugfixes. Assets for level one.
July 23-27 - Pause menu work, dialog system, portraits.
July 12-15 - Making doorway for first level. Bugfixes.
July 3-4 - Lighting for elevator room, bugfixes on elevator cutscene. I stopped updating this log so there will be some gaps.
May 21-25 - Follower pathfinding, Zull's overworld sprites, handling camera rotations and debugging. Also, just got sick, so updates may be slower.
May 4-20 - Concept art for second area, level blockout, models and textures, effects, and animations.
May 1-3 - Creating art assets, deploying first draft version of area, created elevator, debugged player movement.
April 30 - Learning new software for creating levels.
April 29 - Overworld Follower AI implemented. Development progress will slow down while art is being worked on.
April 28 - Occlusion shader for character.
April 27 - 3D Blockout of scene created.
April 26 - Design begins for first playable area. Slapdash
concept art is drawn. Note that this is a spoiler.
April 25 - Big decision about art direction is made. Overworld work begins. 3D autotiling system implemented. Worked on walking animation.
April 24 - Assistive color-coding and fading profile images for party members while selecting combat actions/targets. Combat UI has hit a checkpoint.
April 23 - Support for mouseover and clicking on participant tiles. Adding pause menu.
April 21 - Healthbars on enemies while selecting actions.
April 19-20 - Testing particle effects for statuses.
April 18 - Various minor quality-of-life improvements; microgames end on enemy defeat, indicator for attacking characters, translucent background for focusing UI elements, and party members swap to the front if they're attacking.
April 17 - Radial mouse action selection UI.
April 16 - Combat code refactor. Pivoting to improving mouse support.
April 4 - Game now loads song chart data.
April 2 - Resuming after moving. Learning rhythm game systems.
Feburary 28 - Current status is that I'm moving into a house. Updates will be sparse. Currently learning about rhythm game chart systems.
January 23 - Sketching concept art.
January 9 - Sketching some promo art for fun, still in the works.
January 6 - Implementation of defense mode, burst mode mechanics, and burst mode visuals. The first internal prealpha prototype has been created.
January 5 - Implementation of melee attack UI.
Project Log (2025)
December 31 - Implementation of Blood, Midas, Ghost, and Void effects. Happy new year.
December 30 - Some vacation, some insomnia recovery. Bugfixes for status window.
December 18 - Status window displays numbers for each enemy as you increase their status multiplier. Still needs the effects actually implemented.
December 10 - Preempt bugs squashed.
December 9 - Preempt has UI elements and animations. Before moving on to bullet types, some preempt bugs need to be squashed.
December 8 - Took break. Implemented UI bookmark; after a combat microgame, the UI will return to your last saved spot.
November 26 - Started with refactoring, which unearthed bugs with turn-taking and target-selecting that were fixed.
November 25 - Party attack workflow - Microgames result in damage being dealt, enemies can die and party members take damage. Great progress, but there is still a LOT left to implement before prototyping can
progress into the testing phase. This is a combat system that
technically works, but still needs fundamental hooks to be put in, refactoring to be done, user interfaces to add, and an entire mode to implement.
November 20 - Party attack workflow - Preempt is internally tracked and leads to attack microgame.
November 19 - Party attack workflow - enemies can be targeted using a crosshair.
November 18 - Continued work on party attack workflow.
November 11 - Working on party attack workflow.
November 10 - Defense microgame prototype deployed.
November 5 - Participant tile location markers implemented. Next is UI flow and defense microgame.
October 21 - Battle participant tiles implemented
October 15 - Combat user interface layout established, clock states and triggers implemented.
October 13 - Computer exploded. Hard drive lost.
October 6 - Technical specification begins. Task list for first major sprint created.
October 2 - Arlena and Zull character references completed.
September 9 - Continuing work on Zull character reference.
September 8 - Website updated, Arlena and Zull character references published.
June 28 - Project planning begins.