History of IFSCL
The great story of Fictional Simulated Interfaces of Code Lyoko
The origins of a project started in 2010
Always fascinated by graphical interfaces, it was in 2003, while still in middle school, that Immudelki discovered the French animated series Code Lyoko. It was that of the Supercomputer that particularly interested him both because of its graphical aspect and it complex and thoughtful function.
He discovered the CodeLyoko.fr forum thanks to the Ambron project, a Code Lyoko mode on Star Wars: Jedi Academy. During the series' golden age, the forum was extremely active and numerous fan projects emerged, including one that particularly inspired it at the beginning: the Lyoko Interface by Keuppa. It was a community interface that could only be used online, a kind of social network prototype using the Supercomputer interface design seen in the series.
This is how Immudelki had the idea of reproducing this same interface in the form of a game where you could embody Jeremy at the controls of the Supercomputer, in order to control each program and each window seen in the series.
He then embarked on the creating his own interface in 2008, simply called "Supercomputer" at the time.
Starting with no knowledge of programming or game design, the development of what would later become the IFSCL took place in the greatest secrecy for 2 years. Period allowing him to acquire the basis for the Flash technology (very popular at the time) and to conceptualize his first production plan.
Faced with the colossal work that awaited him, Immudelki quickly realized that the development would take some time. Although his motivation was largely drawn from her love of the series, getting the game tested and sharing its progress with members of the community became a necessity. With this in mind, on April 13, 2010, he created his own topic on the Codelyoko.fr forum, in order to promote the IFSCL, at the same time releasing the Alpha version on his then website, 'paradoxe-upsilon' (no longer existing to date).
Flash Era (2010-2015)
As soon as the interface was developed, Immudelki was faced with a size problem, forcing him to make certain concessions on reproducing it. Indeed, Lyoko being an entirely 3D world, some programs in theSupercomputer interface also used 3D elements, something for which Flash technology was not the most suitable.
Vector drawing, achievable with Adobe Flash (now Animate) was an excellent alternative, offering afake 3D, less expensive in terms of performance and easier to make. In addition, most of the tools were all integrated (animation, vector drawing, timeline, code editor, etc.), making it the ideal solution for early releases.
Thus, the Flash era corresponds to all versions released with the Flash game engine, from the game's Alpha up to version 2.6.2. At that time, the acronym IFSCL meant 'Flash Interface of the Lyoko Code Supercomputer'.
Adobe Flash Versions (Alpha - 1.4.0)
Initially using Flash technology, the IFSCL was then a file with a .swf extension, executable directly from any web browser equipped with a Adobe Flash Player plugin or from the desktop application of the same name. Alpha version was used as a test by Immudelki, allowing it to set up various basic functions of the interface. The release day of this Alpha version, 13 April 2010, will then be kept as the IFSCL birthday.
Starting with version 1.0.0, released on 18 April, the first functional programs were created. The game then has 5 fictional windows, as well as a fully functional procedure, the transfer procedure, all for 6 usable commands in the game. This very first version also marked the arrival of update lists, which would eventually become the 'ProgressionLog', then the current 'Changelog'. Finally, version 1.0.0 is actually only a symbolic version, because it was never distributed to the general public, but to a single beta tester (aurel2108), it was subsequently announced as version 1.2.0.
The versions then followed one another quickly, bringing in basic interface programs for each, such as the Superscan, the Back to the Past, or the 'Virtual Map'. Other more minor additions, which are still used by players, were also added to these first versions, such as the overlay management of the various windows.
Thus, the latest Flash version of the IFSCL (1.4.0) was released on July 2, 2010. The interface then had a fifteen windows and commands, as well as a territory: the mountain .
Adobe Air Versions (1.5.0 - 2.6.2)
The IFSCL development changed radically starting with 1.5.0. Immudelki then invested 300% in his project, despite the higher studies in traditional arts that he had just begun. Giving itself the time and the means to develop its project, IFSCL percepted through the multitude of other Code Lyoko fan projects of the time.
Thanks to the visibility offered by the Codelyoko.fr forum, which was still very active in 2010 (and revived by Code Lyoko Evolution in 2013), the IFSCL community was able to grow exponentially, encouraging the creator even more to advance on his work. The addition of an English translation as early as version 1.5.0 also allowed the entire Code Lyoko community to be known to the entire Code Lyoko community around the world. This enthusiasm for the game allowed Immudelki to obtain a partnership with the site Codelyoko.fr, putting it definitively in the Lyokofan community.
Technical developments
On November 13, 2010, 1.5.0 was released, the first version using the Adobe Air runtime engine. This change resulted in a complete reorganization of the interface code. The objective was then to provide various graphical improvements, more detailed animations, but also more code possibilities, including the use of classes to clarify the game code. The technical releases then followed up with regular updates of Adobe Air moving to version 2.6 in IFSCL version 1.8.1, then 3.2 from version 2.0.0.
These various evolutions of the game engine also allowed the IFSCL's first export to MAC platforms, attracting more and more new fans around the game. Version 2.0.5 was the first to bring a launcher, allowing users to choose their language, as well as to know if their game was up to date. Starting with 2.1.5, it also informed players of the latest news about the game.
The last major notable technical evolution during the Flash era was the partial transition of the game under the Unity engine in version 2.6.2, then hybridizing Flash Technology and Unity, thanks to the Scaleforme module.
International openness
Being one of the best exported French youth series, the Code Lyoko community extends well beyond French borders. Thus, following the craze of the game, 1.5.0 was the first to include an English translation of the 'Readme', a document containing all the game's controls and explanations on how to handle the interface. A Spanish version of the help document was also added in version 1.5.2. We had to wait until 1.6.1 to see a complete translation in English and Spanish. Then, 1.8.1 where Italian was also added.
Nevertheless, faced with the production time added by these translations, Immudelki was forced to stop developing the Spanish and Italian versions of the game from 1.2.6 and 2.6.2, to focus on the game's progress. However, it maintains a strong link with the international community, continuing to release the English versions and ensure the communication of news, trailers and the changelog in English as well.
Campaign
Mode The IFSCL Campaign Mode consisted of different missions that were completely independent of each other, featuring key episodes in the series. The 10 missions composing this mode were added little by little between versions 2.0.0 and 2.6.2 in order to exploit the new features integrated into the interface. From a simple deactivation of a tower to the discovery of the 5blue territory to the rescue of a Lyoko Warrior on the border, the Campaign Mode in the Flash versions covered a large part of seasons 1 and 2 of the cartoon.
Its main objective was to offer a tutorial to new players thanks to Jérémie's journal, but also a new way to play for interface veterans. The beginnings of Story Mode of the Unity Era, Campaign Mode ended definitively with the release of the latest version of the Flash era, 2.6.2.
Immu's Room
A Immu's Room is a hidden program whose objective is to reveal exclusive textures directly from the next version of the game to players. This allows players to imagine future windows that will appear on the interface. Added for the first time in version 2.0.5, this program whose name refers directly to the creator of the game (Immudelki) is protected by a secret code that changes from one version to another just like the content of the Room. This code, revealed some time after the official release of the version to which it is linked, has always been a quote from the Doctor Who series, a series whose creator has been an avid fan for many years.
Over time, Immu's Room code revelations became real events eagerly awaited by the community. Thus, Immu's Rooms have developed to turning into real IFSCL internal minigames in the latest versions of the Flash era.
In-game addition
The number of ever increasing novelties forced Immudelki to gradually space out the releases of the various versions of the IFSCL. Indeed, the very vast majority of the elements seen in the series were added between versions 1.5.0 and 2.6.2. Thus, players were able to deactivate the first rounds of XANA in version 1.5.0. The first monsters then appeared with the addition of the combat system in version 1.8.0. Subsequently, the first DNA problems were integrated via version 2.1.5. The various programs and procedures related to Franz Hopper such as the deciphering of his journal were added in version 2.4.2.
Finally, after importing the Mountain territory in version 1.4.0, the other three surface sectors, which are: the Desert , the Forest and the Ice were added in versions 1.8.0, 1.8.8, and 2.0.0, respectively. The 5th sector as well as all these related programs (except the heart of Lyoko) were integrated into the last major addition of the Flash era with version 2.6.2.
Partnership with CodeLyoko.fr
Site of the community officially recognized by MoonsCoop, CodeLyoko.fr is the reference for Code Lyoko and all the projects developed around the series. It was already after more than 21/2 years of uninterrupted work, in 2013, that a partnership was established between Immudelki and the staff members in order to offer more visibility to the IFSCL.
On this occasion, the creator of the game closed his personal site 'paradoxe-upsilon', in favor of a new site entirely reserved for his personal creations while the IFSCL became completely connected to the community CodeLyoko.fr. Thus, since 2.1.5, all the releases of new versions, important news or even trailers have been and continue to be relayed by Codelyoko.fr. This partnership also marked the creation of a section entirely dedicated to the game bringing together links to download old versions.
Unity Era (2015 - until today)
After more than 4 years of development, the IFSCL community continued to grow, pushing the creator's ambitions even further. Thus, on 13 April 2015, for the 5th anniversary of the game, the trailer announcing the reboot of IFSCL on Unity was released on the Immudelki YouTube channel.
Thus, the transition of IFSCL to the Unity game engine, or more simply called 'The Reboot' by the community, took place on August 9, 2015 with the release of version 3.0.0. On this occasion, the acronym IFSCL changed its meaning for the first time to become: 'Fictional Interface of the Lyoko Code Supercomputer'.
On his part, approaching the world of work more and more, Immudelki greatly professionalized his methods of communication and work. Thus, more modern production tools were adapted for the development of the game. This first involved the creation of a changelog, a document containing all the information on the current development status of the game. Then came the creation of a Discord in 2016 as well as a Facebook, bringing together the IFSCL community and facilitating global communication about the game.
Much later, Kolossus Launcher appeared in 2018, starting with cycle 3.6.X, allowing the release more regular release of new patch versions, thus offering much better monitoring of updates for players. The last major step, currently in production, is the addition of the Story Mode started with the 4.0.X cycle.
Thus, to mark this last major addition in the history of theIFSCL, the game's acronym changed again to finally become the one currently used, the 'Code Lyoko Simulated Fictional Interfaces'. This latest modification shows Immudelki's desire to no longer limit himself only to the Supercomputer interface but to all those seen in the series.
Technical developments
The transition of the game to Unity entailed a complete redesign of the code, as well as the graphical part of a large majority of windows in order to integrate 3D elements such as the Lyoko territories. On the other hand, new software such as Cinema 4D or Substance Painter are now used to create the IFSCL.
The addition of numerous new features thanks to the potential offered by Unity inevitably resulted in a significant increase in the number of bugs. So with the help of DragonGroar, the IFSCL's chief beta tester, Immudelki set up a launcher called 'Kolossus Launcher' starting with the 3.6.X cycle. This launcher now allows you download the latest version of the IFSCL directly from it without going through CodeLyoko.fr. Moreover, it is since the launcher was setup that we will no longer talk about 'Version' for IFSCL but about 'Cycle', the difference being that a cycle is itself composed of several versions.
Finally, the last major technical evolution of the Unity era is the system change for rendering the game with cycle 3.6.X. Indeed, to be able to control even more the visual rendering of the IFSCL, Immudelki decided to change the entire pipeline system, thus forcing him to redo each texture in order to readjust them to the new rendering system.
Immu's Room
During the Unity era, Immu's Rooms quickly became central elements of communication led by the creator about the game. Their content was then further elaborated, in order to announce the future main areas of development of the IFSCL. So, after announcing the addition of Aelita's visual on Lyoko via Immu's Room 3.1.3 and 3.2.3, Immudelki used the Room 3.3.0, also called Orange Return to the past, in order to reveal the biggest announcement ever made about IFSCL: the addition of a Story Mode completely never-never featuring 3D exploration phases in the real world of the series. Thus, for the first time in the game's history, the term 'Room' with the name 'Immu's Room' came into its own as players could explore the Factory's laboratory by playing Franz Hopper when he fled with Aelita on Lyoko.
The Immu's Rooms of the following versions, 3.4.0, 3.5.0, as well as those of the 3.6.X and 3.8.X cycles were also 3D zones to explore while playing Jérémie this time. Each of these Immu's Rooms also contributed exclusive elements to Story Mode to develop theories on it. It is also starting with Immu's Room 3.4.0, that the creator put in place for each Room codea puzzle to help players find the code before it is officially revealed, and thus access the content of the Room in advance. Finally, note that the Immu's Room 3.5.0, 3.6.X, and 3.8.X together form a mini-story composed of 3 steps (one per version), introducing an Immu's Room character: Kawabata, a kankrelat gifted with speech.
Thus, the final Room in the history of IFSCL, that of the cycle 4.0.X, was not named Immu's Room, but Kawa's Room. Indeed, this last exploration marks the end of the mini-story initiated with Kankrelat during the 3 previous versions, thus announcing the disappearance of a character highly appreciated by the community, Kawabata.
In-game addition
Starting from scratch after the reboot of the game on Unity, the first releases were mainly devoted to reimplementing the programs and features that were available during the Flash era. Thus, all versions prior to 3.4.0 were entirely dedicated to the return of the various windows, monsters, sectors and other systems that were present in Flash.
Starting with version 3.4.2, all the new features added to the game were completely exclusive to the Unity era. Thus, this first version incorporated the concept of time with the addition of an internal clock to the game allowing for example to limit the number of uses of certain programs. Players were then able to take on William for the first time, as well as witness the destruction and construction of Lyoko with the version 3.5.0. The next 2 cycles, 3.6.X and 3.8.X, were largely devoted to Skidbladnir, with the addition of the construction of the virtual submarine, respectively. Then, the integration of the steering system with the introduction of the Digital Sea, as well as the first virtual worlds created by XANA: the Replikas.
Following this, the IFSCL entered a new era, with the symbolic transition to cycle 4.0.X marking with it the addition of the first chapter of the new Story Mode: Jeremy's Awakening. The next cycle, cycle 4.1.X included fighting in the Digital Sea. The 4.2.X cycle, 4.3.X, and 4.4.X, each addednew chapters to Story Mode. In addition, it was starting with cycle 4.4.X, that music was added to the game's Free Mode for the first time. Finally, the 4.5.X cycle offered players, for the first time in the history of the game, the possibility of directly attacking XANA by adding energize, and therefore, the possibility of destroying the Replikas scattered in the Digital Sea.
Story Mode
The IFSCL Story Mode is presented as a season 5 written and directed entirely by Immudelki through the IFSCL. This fan season aims to reveal the origins of the Supercomputer, as well as to lift the veil on many elements of the Back-Story that remain pending in the series. Presented as an original story set after season 4, the question of the fate of the characters after the extinction of the Supercomputer will also be addressed.
The Story Mode was announced in the Immu's Room 3.3.0 trailer, the Return to the Past Orange . This is followed by a long teasing phase produced using the Immu's Room, but also various videos such as the anniversary trailers(8 and 9 years) of the game or the Fireworks's cinematics of July 14 (2018 and 2019).
A Ulule fundraising campaign was also carried out to allow the addition of voices (French and English only) to the various cutscenes of the game. Funded at more than 400% with more than €4,000 raised, this campaign was a real success, allowing the recording of the official voices from the Jeremy and Aelita series (in French and English), as well as a voice for Franz Hopper (official in English and unofficial in French). A original soundtrack was also composed by Cinémorphique for the game.
Made up of a twenty chapters whose release will take place over several years, we are currently only at the beginning of Story Mode, which promises to be very ambitious both by its original scenario and by it professional realization.