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DeltaFateTale
7 hours ago

ALERT, GUYS!

THIS DAY HAS COME !!!!


REPORT Jan-Feb 2026 г

  THIS DAY HAS COME 

My birthday. Well, and in general, the day when in Renpy I can make a complete RPG, like in Toby’s original games, and not just a pure text-reader like typical VN. 

For January–February 2026 I practically made the base for the first chapter and stitched together all the code from the prologue and the new one, and I also updated the menu. All the main typical objects on the adventure map are ready and all of this loads and saves correctly. I added an artifact system, a shop and a couple of additional goodies. 

Adventure map. 

At the moment on my adventure map I have: 

1. Kris himself. With the team chasing him, which for now by default is Azri, Chara and Frisk

2. Physical objects with collisions (walls you can bump into)

3. Objects that, when interacting with the Z key, can call not only dialogues like in the prologue, but also screens with interactive buttons, and here you can add anything. That is, you can create an interlocutor who will say the same phrase or chat with him on different topics to choose from. Along with this I decided to make the determination star in the form of a checkpoint like in the original games. Because it will be more canon.

4. A typical merchant. Let’s call him simply Mr. Merchant. With him you will be able to talk on different topics, trade (logically, isn’t it) and identify artifacts (about that later). 

5. A washing machine (where you can wash items, logically) 

6. Transitions from one room to another 

7. Zones with an enemy. (That is, they are placed on the adventure map in advance according to the script. For now there is no random generation as you move, like in Undertale, but if it is necessary, it can be implemented in the future).

 8. Bullets that take HP from the whole team (as at the beginning of Deltarune). The damage calculation takes the character’s defense into account, so if the damage that pops up on the screen is 20, then in practice the heroes will take damage by the formula:

Final damage = 20 - the final stats of their armor.

Below is a video where the yellow square-bullets deal damage on contact with the green square-soul of Kris

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9. We also can call Inventory Here we can move on to artifacts and inventory.


 ==ARTIFACTS. THEIR UPGRADING. MERCHANTS == 

Inventiory

This is what the inventory looks like for now. At first glance it’s like an airplane control panel, but everything is simpler than it seems. 

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Inventory On the left is the whole list of things that we have: artifacts (П), consumerables/heals (К) and one-time guns (weapons, I haven’t added them yet, but in the future they will be).

When you hover the mouse over artifacts, a window with a description will pop up and the character’s stats will be compared when he puts them on. For now there is nothing in the description except whether the item is washed or identified, but about that below.

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If we want the descriptions not to show on hover, then we just press the little yellow sheet on top

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You might have questions what the white squares to the left of artifact names are. These are future pixel sprites of artifacts that we will be able to equip on a character. By clicking an artifact, we equip it. As you can see, below we equip Titan armor on Frisk. And the icon becomes purple. The colored squares are placeholders for the mini-portraits that we see at the top. That is, if the artifact is equipped, then we will see the mini-portraits of the owners. That is, right now Kris has the Blade of Fury and the Ring of Life (blue square), and Azri has the Sword if shadows (green square)

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The inventory with items is shared, but to put an artifact on a character you need to select him in the mini-portraits at the top. Right now instead of Frisk’s head there is Kris’s head, on the right (as placeholder). To look at stats and equip an artifact on another character, we must click another mini-portrait. The number of slots for artifacts = team lvl. Thus, you can equip max 12 slots (10 from the level, + 2 extra slots from passive skills). Right now the whole team has lvl 4 (it is shared) and Frisk has no activated abilities for extra slots. In the end, the number of artifacts that we can equip for her is 4.

Artifacts are removed with one click as well. We click on their image in the slots (right now it is the text of their names). And they are put on the same way. That is, if you want to remove an item from one character and put it on another, then you just select the one you want to equip something on and the artifact when clicked from the common inventory will move to him.

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At the very bottom is the button “remove all artifacts” from the character. When you hover the mouse over the artifact slot and the “remove all artifacts” button, the character’s power with artifacts and without is also compared.

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Remove art from slot

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Remove all arts from characters

Hovered the slot on the right In the screenshot we see stats of socialization, diplomacy, charm, etc., we need them for the pacifist route, about that below. The switch between social and fight stats is at the bottom. In the form of two little buttons.

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Consumables, besides simple restoring of hp and mana, can add debuffs/buffs and increase/decrease bonus stats. Right now it looks not great, but later I will in general work on all descriptions. In order to use them, you need to click twice. This is done so that you don’t misclick and accidentally use a consumable when you didn’t plan to. On the first click the consumable’s name will become yellow. The last tab “weap” is one-time weapons. Some kind of grenades (balls with water). It is not ready yet.

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In the code everything seems working as it should. There is a difference in Kris’s strength in the following states: 1) nothing, basic state 2) with buffs, 3) with artifacts and buffs (see attack and defense).

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  1. Base

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2. Base + buffs from consumerables

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3. Base + artifacts + buffs from consumerables (check atk and def)


Upgrading and Merchants

When we more or less figured out the inventory, we can move on to artifact upgrades.

The player has the ability to identify and wash an artifact.

Identification is done by merchants with varying success and payment. That is, with some chance they will look and say “and this artifact has also SUCH properties”. And you get additional bonuses from using the artifact.

Prices at the merchant depend on his individual relation to us. For now you can trade two types of goods (artifacts and consumables). At the top we have toggles to change the type of goods. In the middle - goods for sale and purchase, at the bottom: the amount of money, the red button “exit trade”, the brown “clear all goods for purchase and sale”, the green “confirm deal” and the merchant’s relation to us. To move an artifact to sale/purchase and back it is enough to press 1 time.

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Trading

To identify you need to press 1 time on the artifact and press the “identify” button. If the cost allows, then after a few seconds you will either waste money or get additional properties from identification. Merchant start screen.

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Check screen

The same applies to washing. You press 1 time on the artifact and on the button at the top (for now there are two of them, but this will be fixed). Just watch out so the items don’t break. In the future everything will be washed 30 minutes in the background mode. The maximum number of items for washing is 4. Washing with 4 slots Washing with 4 slots.

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Washing machine


=== PEACEFUL RESOLUTION ===

Now we need to level up social skills in order to go the pacifist route. Here it very strongly reeks of DnD mechanics. That is, we may not perform some action because the character can’t talk or didn’t go to drama club. We have a universal set of actions: 12 pieces. 11 of them depend on stats.

Action | Char bonus

---------------------------

Check | Perception
Ask | Perception
Persuade | Rhetoric
To tell | Rhetoric
Support | Comfort
Play | Comfort
Perform | Artistry
To bepitiful | Artistry
Tease | Artistry
Intimidate | Authority
Insult | Authority
Spare | no dice roll check required

Separately, a socialization bonus applies to most options.

2026-02-12_22-23-33.gif

The dice roll process in actions for sparing Mercy progress depends on diplomacy and charm. Diplomacy is the number of points that are added to spare progress after a successfully performed action. Each hero has their own diplomacy stat. Charm is the chance of double mercy progress. In the end, if Kris has diplomacy=1, and Asri has =2, then with a successful action and triggered charm the final progress for Kris will be 1*2=2, and for Azri 2*2=4

=== What’s next? ===

Next I will work on interactions with enemies: the influence of their mood on the difficulty of a particular action roll, their character and so on. Using the inventory and other combat mechanics.



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