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Adventure To Fate : Quest To The Future JRPG

07-13-2015, 12:59 PM
Joined: Oct 2011
Location: Phoenix
Posts: 1,001
Adventure To Fate : Quest To The Future JRPG

Trailer Video



BETA IS LIVE! post here if you are interested and I will get you joining details asap!

Here are some gifs from the 3rd zone the crypt.

The below gif shows you finding a new pet in a tombstone as well as what the pet stable/book interface currently looks like.

The below gif shows the pet attacking and landing a confuse skill to land on an enemy. The enemy is confused and fizzles once and then attacks itself which is a very powerful skill to have.


All 6 classes (Mercenary, Cultist, Assassin, Priestess, Mutant, Ranger) balanced to level 15
6 Professions (Tailor, Leatherworker, Armorsmith, Weaponsmith, Jeweler, Alchemist) completed up to level 18
3 first zones balanced and completed

500+ Rooms/Squares
500+ Items
125+ NPCs/Monsters
200+ Skills
10 Pets

App Store Preview Video:

So I have been working on the 3rd installment of Adventure To Fate for a few months now (actually the latest update to battle arena kind of got everything synced up for this next adventure).

Anyways the game engine itself is pretty much already built and the story outline is pretty much completed as well. its really about coding the new ideas and creating all the new content. I will keep this tread open as a development journal so anytime i make any big changes or updates to the game I will try to post and keep everyone in the loop. I will try to update the story and update you all on game content as it comes up as well.

Story (part 1): For this adventure to fate we are going to shift to future times when the world is in ruin and the only chance the world has is to fix a time machine and go back in time and right all the wrongs that created the destruction of the earth. There is a rumor of a time machine that is close to completion and your mission is to collect the missing parts from around this ruined world to complete it. While life is scarce there are still groups of people that exist and you will need to collect these parts from them.

Cement Wastelands
The first area of the world you will be exploring is a cement wasteland a large city that has been mostly abandoned by humans but others still exist. You might run into stray dogs, thieves, roaming wildlife, mutant rats, shadow figures, etc...

All guns are controlled by the government even if you were to find one are only triggered by dna. Dont worry you still have other primitive tools to your disposal. Blades, bows, tools and even certain radioactive items are scattered around the world.

One of the classes you will be able to play is a Ranger. The ranger is a expert with the bow and arrow (the only projectile based item left in the world). The ranger also has certain bonuses with pets and has a great connection with the wild.

Pets! this Adventure To Fate will introduce pets that will fight along side with you. You will be able to collect these pets and choose which one you want to accompany you in battle. This will add a ton of strategy to battles and really every part of the game.

Again I will be using this thread as a development log but feel free to ask any questions and let me know if you are interested in testing although it may be a few months out still.

Last edited by Touchmint; 02-06-2016 at 09:07 PM.
07-13-2015, 01:15 PM
Joined: Oct 2011
Location: Phoenix
Posts: 1,001
Added pets images to main battle screen (they now move when attacking)

Pets turn take place after players turn

Pets attacking, buffing, healing, debuffing all working at the moment

When pets turn the stats section shows their stats Stam and energy bars

Added Grey Bear
Passive - Savage Roar (+str for party members)
Maul - strong attack with stun chance
Swipe - attack all

Up next
Add pet selector to create character page
Add 2-3 other starting pets
Remove race selector
Remove stat roller (classes will have set stats)
Add pet tab to main game menu it will look like the spell book where you will choose a pet to equip before leaving town? Maybe Rangers will be able to take a few with them? Or maybe I'll just let you select your pet at any time?

Last edited by Touchmint; 07-13-2015 at 01:19 PM.

07-13-2015, 01:31 PM
Joined: Jan 2012
Location: Philippines
Posts: 22,124
Really enjoyed the first 2 ATF titles... Looking forward to how the sci fi angle turns out!

Exact-Psience My 2014 Top 10 Games of the Year: Monster Hunter Freedom Unite, Hearthstone, VVVVVV, Battleheart Legacy, Wayward Souls, Bug Heroes 2, Powerpuff Girls Defenders of Townsville, Deep Loot, Monument Valley, Bioshock Honorable Mentions: Traps N Gemstones, Bardbarian, Goblin Sword
07-13-2015, 02:43 PM
Joined: Oct 2011
Location: Phoenix
Posts: 1,001
Originally Posted by Exact-Psience View Post
Really enjoyed the first 2 ATF titles... Looking forward to how the sci fi angle turns out!
Yea I'm really excited about this one. I'm still undecided about how much classic fantasy or a Sci-fi I'm going to do content wise. I'd like to do as much classic as possible because that's what I like but I also love the idea of post apocalyptic where things might be in the future but because the destruction everything becomes really basic again. I don't like guns in fantasy so I'm avoiding that as much as possible.

Anyways I will keep posting more info as it gets built thanks for the support!
07-14-2015, 02:18 PM
Joined: Oct 2011
Location: Phoenix
Posts: 1,001
Started adding pets to the character selector. I believe I will just add 3 to start with and you will find more on your journey. You'll find 1 when completing a stage and there might be 1-2 hidden ones per stage and then there will be accomplishment pets. If you beat the game you will have an extra to choose from and so on.

Next working on the pet selector in game. Again it will work much like the spell book. Choose what you want to equip and go.
07-17-2015, 05:17 PM
Joined: Nov 2014
Location: Eos
Posts: 1,883
I love the adventure to fate games and this one sounds really cool. Constant updates and great gameplay make these games impossible to want to delete. Can't wait!&
07-18-2015, 04:56 PM
Joined: Oct 2011
Location: Phoenix
Posts: 1,001
Thanks for the shout out on the front page!!! I have a 14 hour train ride from Italy to France tomorrow so I should be able to get quite a bit done. Hoping to totally knockout pet selector on creation page as well as a few more accessibility improvements. There is a good chance I can get a good jump on the code side of the petbook/stables as well since it will mostly share code with the spellbook.
07-18-2015, 09:26 PM
Joined: Apr 2014
Posts: 8
Thanks for making your development public. I look forward to following your hard work!
07-19-2015, 03:43 PM
Joined: Oct 2011
Location: Phoenix
Posts: 1,001
Originally Posted by davembjr View Post
Thanks for making your development public. I look forward to following your hard work!

Yea no problem! Honestly a ton of the great parts of this game have come from player input so sharing this development and bouncing it off the players really helps me. Also I love being able to look back at my old posts and being able to see how the game has evolved.

Update log for 7-19-15

Got some great work done on the character creator today during my 12 hour train ride haha. pretty much finished up the pet side of the character creator and spent some time optimizing the old code so everything should run a bit faster. I will come back to it later down the road but am happy with how it looks and functions now.

The race selection part and stat roller are gone so you will just have set stats depending on what class you choose and maybe a little bit dependent on what starting pet you choose.

I still need to finalize the classes themselves but as of now its looking like I will have 6-7 classes.
Bandit (rogue like character) with bonuses to gold collection and sneaking (great for traps and finding treasures others cant).
Cultist (the only full magic class both healing and damage) uses its powers from the dark side to deal its damage
Mutant (druid like character) can morph/mutate as well as do some regeneration it also has poisoning like radioactive traits
Ranger (tracker type that uses bows and the elements a naturalist) will have great pet bonuses which it will rely on as well
Cyborg / Android type (this will be the most fighter like class able to wear heavy armors the strongest and will have armor bonus from its metal parts)
Mercenary (hired army killer type) unsure of weapon and armor types
Priest - must like original priest but takes advantage of evil

This is what I have so far as well as a few other ideas for classes that might make it in there. I have about 1/2 of their skills done each class will go up to 30 and have 1-2 more skills than last time.

As for the pet section/stables on the main game I got a pretty good jump on them and have an idea of how the design will work. I got a great idea from audiogames.net (Dark) to add pet connection/trust per pet which will affect how well your pet performs. otherwise pets will have basic stats that all npcs have. pet trust will be based on your class (rangers bonus), how long you use them and how well you use them. I will try to post a little sneak peak but keep in mind a lot of stuff isnt done and it will most likely look a lot different than what it looks like now =)
07-20-2015, 03:31 PM
Joined: Nov 2014
Location: Eos
Posts: 1,883
Wow this one is gonna be some awesome. Class ideas: pirate, snake charmer, prophet or philosopher, fortune teller/gypsy, miner, just some I had floating around not for this game necessarily just for future ideas etc or updates to battle arena. That's what draws me to these games the classes, the battles, the sounds it's all there, thanks for the great work! Pets will be really cool too.