Threads of Fate, known in Japan as
Dewprism, was created by Koji Sugimoto. Sugimoto had worked as a programmer at
Final Fantasy developer
Square on multiple notable titles, including
Chrono Trigger and
Xenogears. Sugimoto acted as director, and lead co-programmer with Masaki Kobayashi. The producer was
Hiromichi Tanaka. Makoto Shimamoto created the world design and setting alongside drafting character scenarios. The script was written by
Daisuke Watanabe, who was a newcomer to Square with a background of writing game
novelizations. Yaeko Sato handled cutscene direction. The battle system was co-designed by Haruyuki Nishida and Takeo Fujii. Following his work on
Xenogears, which focused on mature themes and characters, Sugimoto wanted to create something accessible for younger players with humor and a simple story set in a world of bright designs and aesthetics. He also wanted to create an
action game that could be played by those of low skill level. Additionally, he wanted to use his experience with the
PlayStation hardware to create a fully 3D game. Sugimoto produced a prototype and presented it to Square, which was encouraging smaller projects at the time. Once approved, Sugimoto gathered a small team of twenty former
Xenogears developers. Development began in March 1998 and lasted one and a half years. Despite the
PlayStation 2 being close to release, Square had opted to continue developing for the PlayStation due to its large audience. Rue's transformation mechanic, suggested and implemented by the battle designers, increased the team's workload as they needed to program all the monster forms he could use. To counterbalance Rue's transformation skills, Sugimoto made Mint a magic user with a unique fighting style. To avoid repetition, the team created "gimmicks" and alternate routes while preserving their goal of creating compelling gameplay in a 3D space. The development was described by Sugimoto as having "many twists and turns", with the team avoiding many problems thanks to their extensive experience in 3D graphics. Many team members worked overtime to complete the game, with incidents including staff sleeping in the office and motion designer Yuichi Kikuchi having nightmares about the characters. Watanabe was brought on half a year into development, writing the script based on Shimamoto's world design and taking over full creative duties "little by little" during development. Originally Mint was going to be the sole protagonist as Sugimoto wanted to target a female audience, but then decided to broaden its potential demographic with two characters that would share graphical assets in their campaigns. The cast was kept small to place greater focus on the characters. Originally having only one scenario, Watanabe expanded the scenario into two parallel narratives with different endings, doubling his initial workload. Rue's rivalry with Doll Master was in place before Watanabe joined, but Mint had very little planned aside from hunting treasure. Under Watanabe, Mint took on her current world-conquering ambitions, and Maya was added as a middle ground between the two protagonists. He also wrote alternate interactions depending on the current protagonist, reflecting how people might behave differently when talking to others. Sugimoto created several of the jokes, and later commented that Sato's camera work added to the atmosphere. Rue, Mint and Maya were designed by Tsutomu Terada, who also worked on promotional artwork. Tadahiro Usuda designed the supporting cast, while Hiroyuki Nagamine was monster designer. Sugimoto had liked Terada and Usuda's artwork for
Xenogears. The art design of the game's world was described by map texture designer Koji Ichimura as "neither realistic nor anime". Terada was involved at an early stage, with his designs persisting as the characters' personalities and roles changed. Usuda felt that the in-game models for his designs looked better than his sketch versions. In keeping with the overall tone, Nagamine's monster designs were mostly designed not to be scary, and characters were given were flamboyant and energetic animations. Sugimoto created calculations where a character's eye sprites could focus on different preset lines of sight to add realism to cutscenes. Additional movements were hand-animated, such as the flowing cloth in a character's outfit.
Music The music was composed, arranged and produced by
Junya Nakano, whose previous work at Square included
Another Mind. He began working on the soundtrack in September 1998, composing between forty and fifty songs and getting them into the game starting in March 1999. He created the score using a Roland SC-88Pro, as he had done with
Another Mind, and drew inspiration from multiple other game projects and music albums when creating the score. The music was composed to match both the lighter tone of the game's story, and the 3D design. The first track Nakano composed was "The Mystery of East Heaven Kingdom", intended as a conversational piece. His final track, created as a late request by the staff, was the second boss theme. The game's main theme, which plays during the opening demo movie, was composed quickly as Sugimoto felt the intended track did not fit with its presentation. That track was repurposed into Mint's end credits theme. Due to space limitations, some completed tracks were removed from the game. The soundtrack remained one of Nakano's personal favorites out of his work. The sound design was overseen by Hidenori Iwasaki. To match the aesthetic and narrative tone, Iwasaki made most of the sounds non-threatening and cartoonish, making an exception for the Doll Master. Much of the instrumental elements were taken from sound sample collections. A two-disc soundtrack album was published on November 20, 1999, by
DigiCube. The album was reissued by
Square Enix on July 17, 2006. Nakano attributed the reissue to fan demand over the seven years since the original album's release. The theme "Battle" was included in the compilation album
Square Enix Battle Tracks Vol.3 Square 1999〜2000. ==Release==