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	<title>Computer Games &#187; general</title>
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	<link>http://www.winterwolves.net/blog</link>
	<description>Development diary of Celso Riva</description>
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		<title>Professional developer&#8217;s look at Ren&#8217;Py</title>
		<link>http://www.winterwolves.net/blog/2012/01/professional-developers-look-at-renpy/</link>
		<comments>http://www.winterwolves.net/blog/2012/01/professional-developers-look-at-renpy/#comments</comments>
		<pubDate>Sat, 14 Jan 2012 08:54:45 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[development tricks]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[general]]></category>
		<category><![CDATA[indie life]]></category>

		<guid isPermaLink="false">http://www.winterwolves.net/blog/?p=976</guid>
		<description><![CDATA[In the image above, some Ren&#8217;Py code (people familiar with python might recognize some keywords/syntax) from my current project Loren Amazon Princess in my preferred editor, SciTe. Ren&#8217;Py was created by Tom Rothamel, as a tool to help everyone to create visual novel games, with very little or no coding knowledge required. I first learned [...]]]></description>
			<content:encoded><![CDATA[<div class='posterous_autopost'>
<div class='p_embed p_image_embed'> <a href="http://getfile9.posterous.com/getfile/files.posterous.com/temp-2012-01-10/GBmGdbfcJFpkGifkiymzcJhxGAcihGcEdplicoAmgJfEDuBAzsfkEdjtuCwr/editor.jpg.scaled1000.jpg"><img alt="Editor" height="375" src="http://getfile2.posterous.com/getfile/files.posterous.com/temp-2012-01-10/GBmGdbfcJFpkGifkiymzcJhxGAcihGcEdplicoAmgJfEDuBAzsfkEdjtuCwr/editor.jpg.scaled500.jpg" width="500" /></a> </div>
<p> In the image above, some <a href="http://www.renpy.org/">Ren&#8217;Py</a> code (people familiar with python might recognize some keywords/syntax) from my current project Loren Amazon Princess in my preferred editor, SciTe.</p>
<p>Ren&#8217;Py was created by Tom Rothamel, as a tool to help everyone to create visual novel games, with very little or no coding knowledge required. I first learned and started using it around Summer 2008, and since that year it has evolved quite a lot. So it&#8217;s been 3 years and half since I started using it, and right now I can prototype many games rather quickly, even if works better for certain kind of games: heavily story based, with no real-time animations and of course 2d, since Ren&#8217;Py is a 2d game tool.</p>
<p>Currently Ren&#8217;Py is available for PC, Mac, Linux and is still experimental on Android, though it should be available sometimes in the future. There&#8217;s no iOS version planned at the moment of writing, even if the author seems to be thinking about it.</p>
<p><strong>The language</strong></p>
<p><a href="http://www.renpy.org/">Ren&#8217;Py</a>, as the name suggest is based on <a href="http://www.pygame.org">Pygame </a>and Python, which I  consider the most advanced language available today. Simple, concise,  but at same time powerful and easy to use.</p>
<p>It was love at first sight for me: I was used to type the Divine Comedy in C/C++ to load a .csv or do string operations, and when I realized how quick was to develop with python I immediately started to learn it, and it was very simple process (<a href="http://docs.python.org/">thanks also to the online documentation</a>).</p>
<p>Ren&#8217;Py is NOT a visual tool. You don&#8217;t use the mouse to place UI. You use an IDE, currently available are SciTe or Jedit. This might discourage many people who first approach it, especially if they&#8217;re not coders but are used to play with Flash, Gamemaker, Stencyl or other visual creating tools. However, you soon realize that for certain kind of games there&#8217;s nothing better than Ren&#8217;Py and you don&#8217;t actually need a visual editor at all.</p>
<p>As I said the language was designed with visual novels in mind: though you can use it also for any story-based game like dating sim, RPG games, or adventures with some extra coding.</p>
<p>Recently a new Screen Language and ATL (Advanced Transform Language) were introduced, making the creation of interactive screens and special effects (zoom, rotation, movement, etc) even easier.</p>
<p><span style="font-size: small;"><strong>The Good</strong></span></p>
<p><strong>Very simple cross-platform capability.</strong> Since python is an interpreted language, this means that you can build the game for the three platforms (PC, Mac, Linux) with ONE CLICK. This is simply amazing! And you don&#8217;t have to worry for different behaviors: if the game works in one platform, <span style="text-decoration: underline;">it will behave the same in another</span>. This was a big plus for me since I was used to have mysterious bugs on Mac when coding in C and Xcode, that weren&#8217;t present on PC.</p>
<p>With Ren&#8217;Py, I went as far as copying new .rpyc (Ren&#8217;Py compiled source scripts) directly into the zip (Mac version) or the tar.gz (Linux versions) from my Windows computer, without rebuilding the games and it worked, I didn&#8217;t encounter any problem. <span style="text-decoration: underline;">So for example you can develop for Pc, Mac and Linux without the need to buy a Mac or have a machine with Linux installed.</span></p>
<p><strong>Powerful language and syntax.</strong> The language is really simple and intuitive. Remember that it&#8217;s a tool specialized for Visual Novels, but you can effectively write most 2d games with it. Probably the only ones that I wouldn&#8217;t reccommend coding are those who rely on real-time movement, like a RTS, shooter, or similar. Note that is still possible to make that kind of games, but I would pick another tool honestly.</p>
<p>Still for any other 2d game it&#8217;s really a great solution. Very strong GUI system, combined with the ease of use of python makes this a great tool.</p>
<p><strong>Easy to debug</strong>. In most other languages, debugging is a pain. Not just finding the bug, but finding out which line of code cause it. With Ren&#8217;Py thanks to Python you get <span style="text-decoration: underline;">very detailed crash reports, telling you exactly where the problem is.</span></p>
<p><strong>Magic reloading and rollback system</strong>. Those are without any doubts the BEST features I&#8217;ve seen in ANY 2d development engine. Not even Unity has something so powerful. What is that, you might ask? First, the reload: since python is a scripted language, you can ANYTIME (and I mean literally anytime) hit shift+R and <span style="text-decoration: underline;">see immediately the changes you&#8217;ve made to the current screen.</span></p>
<p>The rollback system instead is something inherited by the visual novel mechanics, but that works surprisingly well even to debug. In practice, the program stores the path you have choosen, and memorizes XX amount of &#8220;steps&#8221;. This was doen so that the player could &#8220;rollback&#8221; with the mousewheel or keys, to a previous situation in the game story. But it works even for coding!</p>
<p>Trying to explain better: if you start the game, then visit in order: screen 99, do action 32, screen 32, click button 2, screen 12, type your name, screen 42, click button 5. Can you remember that? the game can, and provides you with a way to go back, a sort of &#8220;Undo&#8221; but you can use it when directly playing the game in debug mode!</p>
<p>I know that even in Unity you can modify the game world with the 3d world editor and see the changes, but here I mean something different: <span style="text-decoration: underline;">you can see the changes without having to EXIT the game, and restart.</span></p>
<p>A few simple examples:</p>
<p>case A: you&#8217;ve been testing for 6h a complex RPG. You see a visual bug. You look in the code, find that a button was aligned badly, change the code and reload. You see the change immediately, and go on testing. &#8220;Flawless Victory&#8221;.</p>
<p>case B: you&#8217;ve been testing for 6h a complex RPG. You click &#8220;done&#8221; and the next screen crashes. Thanks to Python built-in descriptive crash you see where the problem was, in previous screen you assigned a impossible value. You do a rollback, in practice executing an Undo of all executed code, then fix the bug in the source with the game still running, reload, and go on with the testing. &#8220;Epic Win&#8221;.</p>
<p>And the documentation? it&#8217;s good, at least for the basic features.</p>
<p><span style="font-size: small;"><strong>The Bad</strong></span></p>
<p>As I said, there&#8217;s no editor apart an IDE. There is<strong> no intellisense/code  completion, and you cannot browse classes or labels</strong> (some people  managed to use Eclipse or other tools for python to code with it, but  it&#8217;s definitely a hack). This is definitely something that could be improved, since in particular in the first weeks of use you can&#8217;t remember all the commands by memory and you&#8217;ll be looking at the documentation extensively.</p>
<p><strong>Bad documentation for the most advanced features</strong>. How does Sprites work? What is im.ConditionSwitch? and so on. The documentation explains everything, but sometimes seems written like if the author assumes the reader is a good coder/clever as him, but often that&#8217;s not the case <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  I consider myself an average coder but surely not a beginner, and sometimes I have hard time to understand how some of this stuff works. But it&#8217;s not bad as it was in the early days when documentation was really scarce!</p>
<p><strong>It&#8217;s an hobbyst project.</strong> Don&#8217;t get me wrong: the author is doing an awesome job trying to reply to all the support requests, mainly done through the specific <a href="http://lemmasoft.renai.us/forums/viewforum.php?f=42">Lemmasoft forum dedicated to Ren&#8217;Py</a>. However it still is, at least for now, an hobbyst project. The author doesn&#8217;t make any money from it, and so obviously there&#8217;s no guarantee that you&#8217;ll get an answer to your question. I repeat, he is doing the best he can, and sometimes other people help answering the most common questions, but still you must not expect to get immediate responses to your problems.</p>
<p>Personally, I&#8217;d love to see Ren&#8217;Py become a professional tool, with full support of deployment for Android/iOS, and maybe future porting to HTML5 and more. I am sure many other gamedevelopers even outside of the &#8220;visual novel / dating sim circle&#8221; would pick it up because of its features.</p>
<p><strong>In conclusion</strong></p>
<p>Ren&#8217;Py is a tool with double face. If you want simply to use it for what was made for, it will do the job without problems and is simply the best visual novel/dating sim system around, at least for desktop computers.</p>
<p>If you&#8217;re a more advanced coder and want to build simulation games, strategy games, rpg games, or any 2d game that doesn&#8217;t need a lot of things moving on the screen (but even in that case, you could make it) you&#8217;ll be surprised by the ease of use and powerful features that Ren&#8217;Py has to offer, combining the power of Python with one of the best GUI / scripting systems I&#8217;ve seen in modern 2d libraries.</p>
<p>Yes, to use it in advanced mode it has a steep learning curve, but once you get the grasp of it, is really hard to get back to&#8230; anything else. I had to do some C coding last week, and wondered why the &#8220;rollback&#8221; wasn&#8217;t working, or why I couldn&#8217;t just hit Shift+R to see instantly the changes I&#8217;ve made!</p>
<p>At least this was my experience. If I was able to release 12 games in three years and half (almost one every 4 months) it&#8217;s only because I discovered this powerful tool. Thanks again to Tom Rothamel for the incredible piece of software he managed to create!</p>
</div>
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		<title>Friday catblogging &#8211; Happy New Year</title>
		<link>http://www.winterwolves.net/blog/2010/12/friday-catblogging-happy-new-year/</link>
		<comments>http://www.winterwolves.net/blog/2010/12/friday-catblogging-happy-new-year/#comments</comments>
		<pubDate>Fri, 31 Dec 2010 12:10:56 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[adventure games]]></category>
		<category><![CDATA[general]]></category>
		<category><![CDATA[heileen]]></category>
		<category><![CDATA[indie life]]></category>
		<category><![CDATA[mystery / detective games]]></category>
		<category><![CDATA[online games]]></category>
		<category><![CDATA[otome games]]></category>
		<category><![CDATA[pets]]></category>
		<category><![CDATA[planet stronghold]]></category>
		<category><![CDATA[remember me]]></category>
		<category><![CDATA[roleplay games]]></category>
		<category><![CDATA[simulation games]]></category>
		<category><![CDATA[spirited heart]]></category>
		<category><![CDATA[strategy games]]></category>
		<category><![CDATA[tycoongames]]></category>
		<category><![CDATA[Vera Blanc]]></category>
		<category><![CDATA[winter wolves games]]></category>

		<guid isPermaLink="false">http://www.winterwolves.net/blog/?p=843</guid>
		<description><![CDATA[Gilda in a basket in the bathroom of my old home. Because we have so many cats, we never had a decorated Christmas Tree, otherwise would be instantly destroyed&#8230; First of all, Happy New Year to everyone! I have released Planet Stronghold alpha 0.8, which features lot of new content! If you&#8217;re interested in trying [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.winterwolves.net/blog/wp-content/uploads/2010/12/IMGP9780.jpg"><img class="alignnone size-full wp-image-844" title="IMGP9780" src="http://www.winterwolves.net/blog/wp-content/uploads/2010/12/IMGP9780.jpg" alt="" width="320" height="480" /></a><br />
Gilda in a basket in the bathroom of my old home. Because we have so many cats, we never had a decorated Christmas Tree, otherwise would be instantly destroyed&#8230; <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>First of all, Happy New Year to everyone! I have released Planet Stronghold alpha 0.8, which features lot of new content! If you&#8217;re interested in trying the demo or buying the game <a href="http://www.planetstronghold.com">please visit the game website</a>.</p>
<p>Then, a quick update on what you can expect in the next months:</p>
<p><strong>Role Playing Games</strong></p>
<p>Beside Planet Stronghold, which <strong>will be finished at end of January 2011</strong>, I plan to start 2-3 more RPGs. I love RPGs and I always wanted to make them, but in the past I was lacking proper funds and/or technical knowledge to make decent ones. Now, using Planet Stronghold RPG framework I can expand it and create new RPGs. Most of them will be in fantasy setting though, since it&#8217;s the most common/popular one (unless Planet Stronghold is so successful that convinces me to make add-on/sequels). I have already a good collaborator of mine who is starting creating the main game plot, character sketches, and so on. Another one should start hopefully in next months, and I want to do another myself as well. So the 2011 will be surely full of RPGs!</p>
<p><strong>Adventure Games</strong></p>
<p>I am still in love with my character of Vera Blanc, despite the first two episodes not being really topsellers. As I posted several times if I make a third episode, it will be an adventure (first person) and not a visual novel, since the adventure style integrates better with that kind of game. I have already a plot for the story, but since it requires lot of money, it&#8217;s still a risky decision, so if I make it, won&#8217;t be before next summer, or even later during Fall/Winter of 2011.</p>
<p><strong>Visual Novels / Dating Sims</strong></p>
<p>Of course I&#8217;ll keep making them! Flower Shop 2 release is really close, is just a matter of few months. But since is tied to external factors (artists finishing some pieces) I won&#8217;t dare to name a date for it. Instead I can already say that very likely the otome game &#8220;Remember Me&#8221; will be ready around February/March 2011, since the plot is completely written and need only to code the &#8220;simulation part&#8221; of it and do testing/balancing. Depending how my other projects go, I could make more VN/Dating Sims, but they&#8217;ll be mixed with simulation games.</p>
<p><strong>Strategy / Simulation Games</strong></p>
<p>In 2011 perhaps I will finally release the sequel of Spirited Heart. I have yet to start coding it though, so is probably more accurate to say that in 2011 I&#8217;ll <strong>begin coding</strong> it, which is a bit different. It won&#8217;t be ready probably before 2012, also because I have in mind some online-features (probably optional) that could improve the gameplay a lot, so I am not sure yet I&#8217;ll use Ren&#8217;Py to code this one.<br />
There will be for sure more strategy/simulation games coming in 2011 though. A remake of my game Universal Boxing Manager, <strong>this time with the fights completlely in 3d realtime</strong>, is under production! Is made in partnership with a good 3d coder who is going to use Unity3d to power the 3d simulation. It&#8217;s probably my biggest/most ambitious game to date and the 2011 will be mainly focused on it. I hope will do well since I&#8217;d like to port more of my old games into 3d or start new ones.<br />
As I said I might also find the time to do a sort of light-strategy/time management game based on Heileen settings. In particular, Heileen 2 settings (pirates, the caribbean). The game could be played as normal strategy game or with visual novel cut-scenes (they&#8217;ll be optional). This will be a sort of experiment since I am not sure if/when I&#8217;ll finish it. Let&#8217;s say I&#8217;ll work on it on my spare time and when it&#8217;s done, is done <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p><strong>Online Games</strong></p>
<p>Almost every year I say &#8220;next year I&#8217;ll make one&#8221;. So, this time <strong>I won&#8217;t say it!</strong> But, I would like to try making one, even if I am not sure I&#8217;ll find the time&#8230;or better, if I&#8217;ll find the right person, since I&#8217;m probably going to outsource the coding (will be most likely done in Flash or HTML5). Or if the new interesting BRL:monkey project from Mark Sibly (creator of Blitzmax) gets released, I might use that and do everything myself.</p>
<p>So in conclusion, looks like the 2011 will be a year full of new releases! Happy New Year again!!</p>
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		<slash:comments>11</slash:comments>
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		<title>Friday catblogging &#8211; Merry Christmas!</title>
		<link>http://www.winterwolves.net/blog/2010/12/friday-catblogging-merry-christmas/</link>
		<comments>http://www.winterwolves.net/blog/2010/12/friday-catblogging-merry-christmas/#comments</comments>
		<pubDate>Fri, 24 Dec 2010 14:44:04 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[card games]]></category>
		<category><![CDATA[card sweethearts]]></category>
		<category><![CDATA[general]]></category>
		<category><![CDATA[indie life]]></category>
		<category><![CDATA[marketing tips]]></category>
		<category><![CDATA[mystery / detective games]]></category>
		<category><![CDATA[planet stronghold]]></category>
		<category><![CDATA[postmortem]]></category>
		<category><![CDATA[preorder]]></category>
		<category><![CDATA[roleplay games]]></category>
		<category><![CDATA[Vera Blanc]]></category>
		<category><![CDATA[winter wolves games]]></category>

		<guid isPermaLink="false">http://www.winterwolves.net/blog/?p=847</guid>
		<description><![CDATA[In the picture above, Mirtillo and Othello sleeping together peacefully. I wonder what they&#8217;re dreaming ? I want to wish everyone reading this blog/following me Merry Christmas! Then, a quick status update about Planet Stronghold 0.8 (since is the game I&#8217;m currently working on). In the recent weeks had some eyesight problems, so the programming [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.winterwolves.net/blog/wp-content/uploads/2010/12/foto-166.jpg"><img class="alignnone size-medium wp-image-848" title="foto 166" src="http://www.winterwolves.net/blog/wp-content/uploads/2010/12/foto-166-300x199.jpg" alt="" width="300" height="199" /></a></p>
<p>In the picture above, Mirtillo and Othello sleeping together peacefully. I wonder what they&#8217;re dreaming ?</p>
<p>I want to wish everyone reading this blog/following me <strong>Merry Christmas</strong>! <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Then, a quick status update about Planet Stronghold 0.8 (since is the game I&#8217;m currently working on). In the recent weeks had some eyesight problems, so the programming has been slowed considerably. I really hoped to have it ready by Christmas since would have made a great present&#8230; but sometimes, real-life problems get in the way and so I had to post-pone the deadline to end of the year!</p>
<p>I&#8217;m writing the latest two quest, regarding the Apex Rahn and Arnox races, including two boss fights. I think once you play the game you&#8217;ll realize why is taking me so long to make&#8230; because the game IS long! The part I&#8217;m writing now involves all the races, and if you side with the Empire you have to eliminate them, instead if you side with the King/Shiler you will unify them and form one single alliance.</p>
<p>So this part is the &#8220;core&#8221; of the game, the biggest one. If you played the demo, this part is basically 5-6 times longer than it&#8230;and you can play from two different sides, so some parts are different! That is also why the final release price will be $24.95 (so you have still one week to get it at the deal price of $9.95!). And now, for some postmortem-retrospective about the year that is about to end:</p>
<p><a href="http://www.winterwolves.net/blog/2009/12/how-was-2009-how-i-hope-will-be-2010/"><strong>2010, The Year Of The Tiger</strong></a></p>
<p>I admit I was excited about it (since I am a Wood Tiger in chinese horoscope). Well, my goal for 2010 was to release 5 games, and I was particularly excited about (quoting from my last year post):</p>
<blockquote><p>And I am producing the art now for a new kind of game style that I hope  will be a great success, since I like a lot writing the stories and the  storyboards for it. For now I can only say that involves detectives,  mystery, and a beautiful blonde girl with a French accent…</p></blockquote>
<p>I was obviously talking about <a href="http://www.verablanc.com">Vera Blanc</a>, which as you might know, turned out to be a real disappointment in term of sales <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> </p>
<p>So, in 2010 I released <a href="http://www.winterwolves.com/theflowershop.htm">The Flower Shop</a>, <a href="http://www.cardsweethearts.com/">Card Sweethearts</a>, Vera Blanc: Full Moon, Vera Blanc: Ghost In The Castle. Not only I didn&#8217;t release 5 games as I had planned (even if I&#8217;m almost done with Planet Stronghold), but most of them didn&#8217;t sell well at all! So in all honesty, considering also the other real-life problems I had, <strong>2010 was probably my worst year since I was indie</strong>. For the first time in 7 years or so, I didn&#8217;t grow my business. During the summer and autumn, I thought it was something beyond my control, the global crisis, the return of middlemen and so on (since also many other indies had very low sales during that period) but if I think about it carefully, it was my mistake for producing games without doing proper &#8220;market research&#8221;.</p>
<p>Vera Blanc got the most positive reviews I had for a game, on famous sites like Gamezebo &amp; Gamertell. And it has some fans that are eagerly waiting a 3rd episode. Still, it would be foolish for me to release another one using the same gameplay system&#8230; so even as indie, you can&#8217;t simply do any game you want to do (unless it&#8217;s an hobby) but you must also identify the market you want to sell to, and make sure you have the right product. <strong>Making a good/original game just isn&#8217;t enough</strong>, if that game has a very small fan-base.</p>
<p>Next friday, more cats pictures and my plan for the 2011 which hopefully will be a better year <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>Friday catblogging &#8211; Excessive branching is not good</title>
		<link>http://www.winterwolves.net/blog/2010/12/friday-catblogging-excessive-branching-is-not-good/</link>
		<comments>http://www.winterwolves.net/blog/2010/12/friday-catblogging-excessive-branching-is-not-good/#comments</comments>
		<pubDate>Fri, 17 Dec 2010 08:04:34 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[adventure games]]></category>
		<category><![CDATA[bionic heart]]></category>
		<category><![CDATA[development tricks]]></category>
		<category><![CDATA[general]]></category>
		<category><![CDATA[indie life]]></category>
		<category><![CDATA[other games]]></category>
		<category><![CDATA[pets]]></category>
		<category><![CDATA[planet stronghold]]></category>
		<category><![CDATA[roleplay games]]></category>
		<category><![CDATA[winter wolves games]]></category>

		<guid isPermaLink="false">http://www.winterwolves.net/blog/?p=838</guid>
		<description><![CDATA[In the picture above, Othello sitting in a flower vase with a blossoming cherry tree in the background. Took it in my previous home, during spring. Sometimes when I have a little time I play other games. Recently I bought Alpha Protocol, and was completely fascinated by it (no wonder, Obsidian is one of the [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.winterwolves.net/blog/wp-content/uploads/2010/12/IMGP9976.jpg"><img class="alignnone size-medium wp-image-839" title="IMGP9976" src="http://www.winterwolves.net/blog/wp-content/uploads/2010/12/IMGP9976-300x225.jpg" alt="" width="300" height="225" /></a></p>
<p>In the picture above, Othello sitting in a flower vase with a blossoming cherry tree in the background. Took it in my previous home, during spring.</p>
<p>Sometimes when I have a little time I play other games. Recently I bought Alpha Protocol, and was completely fascinated by it (no wonder, Obsidian is one of the best AAA developers around). It interested me a lot because of the RPG/FPS mix, but mostly because of the dialogue system and the multiple paths/branching typical of VNs.</p>
<p>Here is the problem. The game promises lots of different paths, every decision influences the story, and so on. And it&#8217;s TRUE. The point is &#8211; is useful? Who is going to replay the game from beginning to see what he has missed (and no guarantees that he will really see everything) ? Very FEW people, believe me. Also, in a FPS/RPG you can&#8217;t just skip the dialogues forward like in my Renpy games, so you can&#8217;t just do a &#8220;quick replay&#8221; to see what you have missed.</p>
<p>So I thought if wouldn&#8217;t have been a wiser choice to have still some branching, but not so many. Or that would lead to a different subplot completely, like I did with Bionic Heart. Such games should either be quickly replayable to let the player see what he missed, or tell the player &#8220;Hey, save now because there&#8217;s a big branch of the plot now, so you can reload this savegame later and pick a different direction to see what you have missed&#8221;.</p>
<p>I watched on youtube many videos of Alpha Protocol just to see what I had missed, because I really couldn&#8217;t afford to replay the whole thing from the beginning. It felt like a &#8220;waste of time and resources&#8221; to me. The devs could have done a longer game (is already long, but could be even longer) instead of making it so &#8220;free-play&#8221;. After all, in a story-based game, is more important to KNOW that you can have 50 different endings but that you probably will never replay it to see them all (especially if you can&#8217;t play fast-forward), or that the story is much longer?</p>
<p>I&#8217;m sure most players would pick the second option. That&#8217;s why in my upcoming RPG Planet Stronghold I haven&#8217;t opted to have <strong>lots</strong> of different paths: it will have a common main plot, but with missions/quest that let you have some freedom (do them in any order you want) and several romance subplots that are optional, but can be done anytime after chapter4, without the need to restart from beginning (except if you want to see the romance from another gender). In practice, save the game at beginning of chapter 4 and you can then reload it and see all possible endings/branches for your gender.</p>
<p>Speaking of Planet Stronghold, the next version 0.8 will be out hopefully next week, I don&#8217;t know the exact day yet because I had some eyesight problem recently, and with the Christmas busy schedule you can never know. Anyway, as I wrote several times, with version 0.8 the pre-order price will increase permanently to $19.99 so if you are interested in the game, <a href="http://www.planetstronghold.com/order_scifi_rpg.htm">be sure to buy it now</a> <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>Friday (Saturday) catblogging &#8211; Planet Stronghold and Heileen spin-off</title>
		<link>http://www.winterwolves.net/blog/2010/12/friday-saturday-catblogging-planet-stronghold-and-heileen-spin-off/</link>
		<comments>http://www.winterwolves.net/blog/2010/12/friday-saturday-catblogging-planet-stronghold-and-heileen-spin-off/#comments</comments>
		<pubDate>Sat, 04 Dec 2010 08:46:19 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[adventure games]]></category>
		<category><![CDATA[general]]></category>
		<category><![CDATA[heileen]]></category>
		<category><![CDATA[indie life]]></category>
		<category><![CDATA[pets]]></category>
		<category><![CDATA[planet stronghold]]></category>
		<category><![CDATA[roleplay games]]></category>
		<category><![CDATA[winter wolves games]]></category>

		<guid isPermaLink="false">http://www.winterwolves.net/blog/?p=830</guid>
		<description><![CDATA[OOps, I forgot my friday cat-post yesterday! So I&#8217;m going to post it now. In the picture on the left, you see Batman on the stairs of my old house, taking advantage of a rare sunny winter day I&#8217;ve been working non-stop on Planet Stronghold race quests. I don&#8217;t want to say too much because [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.winterwolves.net/blog/wp-content/uploads/2010/12/IMGP7990.jpg"><img class="alignnone size-medium wp-image-831" title="IMGP7990" src="http://www.winterwolves.net/blog/wp-content/uploads/2010/12/IMGP7990-225x300.jpg" alt="" width="225" height="300" align="left" /></a>OOps, I forgot my friday cat-post yesterday! So I&#8217;m going to post it now. In the picture on the left, you see Batman on the stairs of my old house, taking advantage of a rare sunny winter day <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>I&#8217;ve been working non-stop on Planet Stronghold race quests. I don&#8217;t want to say too much because is a spoiler, but later in the game (after chapter4) you&#8217;ll have to pick a side, and either submit or unify all the other alien races. Each race will occupy a sector of the map, so each race quest will take several special locations to complete. Considering the races are 6, this part is quite long, probably the longest chapter of the game.</p>
<p>After this, there&#8217;s the &#8220;final battle&#8221;, and the romance subplots. Is fun because even if in this game the dialogues are very reduced compared to a normal visual novel, it&#8217;s still VERY LONG, because the story itself is long. I think players should appreciate it, and I hope nobody will say &#8220;the game was too short&#8221;! <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> </p>
<p>Today I also got some sketches from Rebecca for Heileen spin-off. They&#8217;re the pirate clothing for some important characters: Lora, Ebele and Robert. They&#8217;re great as always &#8211; you can&#8217;t go wrong working with her, a pity now she&#8217;s making a career in comics fulltime <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_sad.gif' alt=':(' class='wp-smiley' /> </p>
<p>Maybe will post the sketches on twitter. As I wrote, this game won&#8217;t be a visual novel but something ver different. I have yet to decide myself how the gameplay will be but I have an idea in mind. Will be a mix of several genres. There will still be the a main plot and dialogues, but not in form of a VN only.</p>
<p>Probably this will disappoint a bit the VN fans but I want to try something different, and broaden my audience. It&#8217;s tough times for indie devs! <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  As for the other games in progress, no news about them this week. So Love &amp; Order, Remember Me, and Flower Shop: Winter In Fairbrook are still going on- expect them coming out somewhere in the next months, just follow my blog or twitter (or subscribe to the newsletter) to be the first to know when they&#8217;re out!</p>
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		<title>New CRPG vs old CRPG</title>
		<link>http://www.winterwolves.net/blog/2010/11/new-crpg-vs-old-crpg/</link>
		<comments>http://www.winterwolves.net/blog/2010/11/new-crpg-vs-old-crpg/#comments</comments>
		<pubDate>Tue, 30 Nov 2010 12:38:10 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[development tricks]]></category>
		<category><![CDATA[general]]></category>
		<category><![CDATA[indie life]]></category>
		<category><![CDATA[other games]]></category>
		<category><![CDATA[planet stronghold]]></category>
		<category><![CDATA[roleplay games]]></category>
		<category><![CDATA[winter wolves games]]></category>

		<guid isPermaLink="false">http://www.winterwolves.net/blog/?p=826</guid>
		<description><![CDATA[I can&#8217;t believe what I&#8217;m about to write but&#8230; I recently bought Temple Of Elemental Evil from GoG, and&#8230; I didn&#8217;t like it anymore! Yes, the game that back in 2003 was considered by my brother and I (at those times we used to play CRPG together, sharing thoughts and impressions) as &#8220;the ultimate RPG&#8221;, [...]]]></description>
			<content:encoded><![CDATA[<p>I can&#8217;t believe what I&#8217;m about to write but&#8230; I recently bought Temple Of Elemental Evil from GoG, and&#8230; I didn&#8217;t like it anymore! Yes, the game that back in 2003 was considered by my brother and I (at those times we used to play CRPG together, sharing thoughts and impressions) as &#8220;the ultimate RPG&#8221;, right now, 7 years later&#8230; sucks.</p>
<p>Why? I think is because I aged up, am working full-time, and in general I&#8217;m used to a more &#8220;casual&#8221; gameplay (even if the right term would be &#8220;less hardcore&#8221;, not really casual). Just as example, I liked Torchlight MUCH more&#8230; and that&#8217;s an action RPG.</p>
<p>What does this means? I asked myself. Probably several things:</p>
<ul>
<li>as I said, I&#8217;m no longer a teenager or young adult (I&#8217;m only 36 but well, I can clearly see that my interests,tastes are different from when I was 28-29 years old). Before, I had lot of free time, so reading a 100 pages manual for me was FUN, not a pain <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' />  And a game like ToEE was fine, even if had lots of texts to read, even if had a complex inventory and spell management, and so on. Right now, that scares me off!</li>
<li>the gameplay of CRPGs evolved a lot. Now, you&#8217;re used to see several improvement/behaviour that if are missing really annoys you. Like moving the mouse over an item, and instantly see the difference with the one currently equipped in the appropriate slot (this was a feature requested from a user to my upcoming RPG Planet Stronghold and indeed, is very useful but also EXPECTED from nowadays players). So, there&#8217;s a long list of things, more or less important, that now players assume will be present by default in a game. And if they don&#8217;t find it, they feel frustrated/annoyed!</li>
<li>Party based vs single character and real-time vs turn based. Most old CRPG were party and turn based. Most of new CRPG are real-time and single player based (you can still have a party, but the NPC AI usually is good enough to fight in your place). When I was playing Mass Effect 2 in particular, I almost never cared of what my other companion were doing. I was just fighting on my own, assuming they would do their part <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> </li>
</ul>
<p>Of course, not everyone will share the same thoughts as me. But I was a bit surprised to discover how much my gaming tastes have changed in just 7 years! And I can somehow understand why all the new titles are more action oriented, or have excellent GUI system that let you do most of the actions with very few clicks.</p>
<p>However, I think you can still have a good gameplay, rule system, and variety even using the good old turn-based or an hybrid approach like real-time with possibility of pause. A good example is Dragon Age, The Witcher and Drakensang. The last two in particular IMHO represent a very good example of &#8220;old-school approach&#8221; into a &#8220;new fashion&#8221; of CRPG. They have still many statistics, items, but the interface is not as clumsy as ToEE. They have lots of tactical challenges but still, you aren&#8217;t forced by a turn-based system.</p>
<p>Don&#8217;t get me wrong, ToEE is still a great title and I wish Troika Games would still be here today, I&#8217;m sure they would make a RPG that would kick Bioware&#8217;s ass <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  For my upcoming titles though, I think will try a more real-time approach, both for RPGs and also strategy/management games like the Heileen spin-off that I should start prototyping very soon.</p>
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		<title>Friday catblogging too</title>
		<link>http://www.winterwolves.net/blog/2010/11/friday-catblogging-too/</link>
		<comments>http://www.winterwolves.net/blog/2010/11/friday-catblogging-too/#comments</comments>
		<pubDate>Fri, 12 Nov 2010 13:09:50 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[general]]></category>
		<category><![CDATA[indie life]]></category>
		<category><![CDATA[winter wolves games]]></category>
		<category><![CDATA[cats]]></category>

		<guid isPermaLink="false">http://www.winterwolves.net/blog/?p=808</guid>
		<description><![CDATA[One of the first shareware games author, Thomas Warfield, had the habit to post pics of his cats every friday on his blog. I think is cool, so I&#8217;ll declare Friday the cats day for me as well! I&#8217;ll also post a status of all my active projects at same time so even non-cats lover [...]]]></description>
			<content:encoded><![CDATA[<p>One of the first shareware games author, <a href="http://www.asharewarelife.com/">Thomas Warfield</a>, had the habit to post pics of his cats every friday on his blog. I think is cool, so I&#8217;ll declare Friday the cats day for me as well! I&#8217;ll also post a status of all my active projects at same time so even non-cats lover can find something useful <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p><a href="http://www.winterwolves.net/blog/wp-content/uploads/2010/11/IMGP8044.jpg"><img class="alignnone size-medium wp-image-809" title="IMGP8044" src="http://www.winterwolves.net/blog/wp-content/uploads/2010/11/IMGP8044-300x225.jpg" alt="" width="300" height="225" /></a></p>
<p>In the picture above, taken in my old home, you see from left to right: Fiore (which sadly left us before we could move), Grillo and Batman (yes, the black cat name is Batman for real!).</p>
<p><strong>Status Update</strong></p>
<p><strong>Planet Stronghold</strong> &#8211; currently writing the various romance subplots, and I also finished coding all the locations of the various races. Depending on which side you pick inside the game, you&#8217;ll have either to submit all the races, or reunite all of them under one alliance.</p>
<p><strong>Remember Me</strong> &#8211; not much done code-wise, but arranged a deal to have a real song inside the game, which should feature the great actress/singer <a href="http://www.cristinavee.com/">Cristina Vee</a>. Also, lots of new chibi are being produced for the game, which will substitute text buttons for the choices you&#8217;ll be able to do in the game. You can easily describe this game with just one word: CUTE <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> </p>
<p><strong>Love &amp; Order</strong> &#8211; Christine Love is working on this one, and rumours says it should be ready before Christmas! I haven&#8217;t seen much of it myself, but what I saw is really good. The gameplay style will bring fresh air into the classic Dating Sims system.</p>
<p><strong>Flower Shop: Winter In Fairbrook -</strong> is coming along nicely, even if we had some troubles with the BG artist (but we already found a new one). It could be ready around Christmas too but I don&#8217;t want to hurry things, so is more likely to be finished like the first episode around end of January <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<p><strong>Topsecret game about Heileen</strong> &#8211; I haven&#8217;t decided yet if to go on with this one. As I said, it wouldn&#8217;t be a VN though. Hint: Let&#8217;s just said that recently I replayed a lot some old Sid Meier&#8217;s games&#8230;</p>
<p><strong>Topsecret 3d game</strong> &#8211; This could be a remake of an old game I did. It would be a full 3d game made in Unity3d (not by me of course, I can&#8217;t code 3d stuff!). If this becomes reality, probably will be my first game to end on Steam.</p>
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		<title>Which kind of games sell more?</title>
		<link>http://www.winterwolves.net/blog/2010/10/which-kind-of-games-sell-more/</link>
		<comments>http://www.winterwolves.net/blog/2010/10/which-kind-of-games-sell-more/#comments</comments>
		<pubDate>Wed, 27 Oct 2010 18:34:44 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[development tricks]]></category>
		<category><![CDATA[general]]></category>
		<category><![CDATA[indie life]]></category>
		<category><![CDATA[marketing tips]]></category>
		<category><![CDATA[other games]]></category>

		<guid isPermaLink="false">http://www.winterwolves.net/blog/?p=801</guid>
		<description><![CDATA[That&#8217;s a question that many game developer ask or just wonder about. I just realized that through the course of years I made games of very different genres, so I checked some stats and came up with the following &#8220;ranking&#8221; which I hope will be useful to someone: RPG (roleplaying) games (included my games Magic [...]]]></description>
			<content:encoded><![CDATA[<p>That&#8217;s a question that many game developer ask or just wonder about. I just realized that through the course of years I made games of very different genres, so I checked some stats and came up with the following &#8220;ranking&#8221; which I hope will be useful to someone:</p>
<ol>
<li>RPG (roleplaying) games (included my games <a href="http://www.winterwolves.com/magicstones.htm">Magic Stones</a>, <a href="http://www.winterwolves.com/spiritedheart.htm">Spirited Heart</a> and hopefully will include also my upcoming <a href="http://www.planetstronghold.com">Planet Stronghold</a>)</li>
<li>Dating Sims &#8211; (included my games <a href="http://www.tycoongames.eu/adventures/summersession.php">Summer Session</a> and <a href="http://www.winterwolves.com/theflowershop.htm">Flower Shop</a>)</li>
<li>Sports Simulations &#8211; (included my games <a href="http://www.winterwolves.com/thegoalkeeper.htm">The Goalkeeper</a>, <a href="http://www.usm2.com">Universal Soccer Manager 2</a> and <a href="http://www.winterwolves.com/universalboxingmanager.htm">Universal Boxing Manager</a>)</li>
<li>Visual Novels &#8211; (included my games <a href="http://www.heileen.com/">Heileen 1 &amp; 2 </a>, <a href="http://www.tycoongames.eu/adventures/collegeromance.php">College Romance</a> and <a href="http://www.tycoongames.eu/adventures/bionicheart.php">Bionic Heart</a>)</li>
<li>Strategy/Simulations &#8211; (included my games <a href="http://www.winterwolves.com/tvstationmanager.htm">TV Station Manager</a> and <a href="http://www.tycoongames.eu/strategy/supernova2spacewar.php">Supernova 2: Spacewar</a>)</li>
</ol>
<p>those represents total sales though, and are somewhat misleading because there are other factors to consider. First, in the visual novel category there are 4 games but the sales difference vs the strategy/simulation isn&#8217;t so big, so each individual game on average sold less than the strategy/simulation ones. Second, I should also consider ROI for each game. How much time I spent vs the revenue obtained for each game? I never calculated it exactly but I can fairly accurately say that the first titles (sports simulation) were the best ROI for me (took me 3-4 months each). But it could be so only because they&#8217;re also the oldest titles <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Anyway, that&#8217;s more a fun statistic than anything to be taken too much seriously, but even talking with other programmers, it seems clearly that RPGs are the best selling genre for indie games. Probably because there aren&#8217;t many around (if you exclude RPGMaker ones, otherwise there are a LOT! <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> )</p>
<p>Dating sims share also many elements with RPG (statistics, dialogues, relationships, etc), while sports simulations are very hard to make, but can provide good revenues if they&#8217;re original enough. Visual novels can be profitable if made quickly and without spending too much on assets, and strategy/simulation last place is really to be taken with a grain of salt: after speaking with many devs who shared revenues with me privately, if you do a good 3d strategy game this genre can easily beat all others, on par with RPGs.</p>
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		<title>There might be an Heileen 3</title>
		<link>http://www.winterwolves.net/blog/2010/10/there-might-be-an-heileen-3/</link>
		<comments>http://www.winterwolves.net/blog/2010/10/there-might-be-an-heileen-3/#comments</comments>
		<pubDate>Thu, 07 Oct 2010 21:56:59 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[adventure games]]></category>
		<category><![CDATA[general]]></category>
		<category><![CDATA[heileen]]></category>
		<category><![CDATA[indie life]]></category>
		<category><![CDATA[roleplay games]]></category>
		<category><![CDATA[simulation games]]></category>
		<category><![CDATA[strategy games]]></category>
		<category><![CDATA[tycoongames]]></category>

		<guid isPermaLink="false">http://www.winterwolves.net/blog/?p=788</guid>
		<description><![CDATA[Yep&#8230;discussed with the artist Rebecca who is totally busy doing webcomics until this December, but there might be a 3rd chapter of the Heileen series. But really different from the previous games! I don&#8217;t want to anticipate too much but while it will have a strong visual novel element, it will also mix with other [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.tycoongames.eu/adventures/thumbs/mysteriouspirate.jpg" alt="pirates!" align="left" />Yep&#8230;discussed with the artist Rebecca who is totally busy doing webcomics until this December, but there might be a 3rd chapter of the Heileen series. But really different from the previous games! I don&#8217;t want to anticipate too much but while it will have a strong visual novel element, it will also mix with other kinds of different gameplay.</p>
<p>I&#8217;ll try to be vague but I have to spoil something so if you haven&#8217;t yet played the game, maybe don&#8217;t read below <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> </p>
<p>The premise would be that at the end of the 2nd episode, you would end up in the pirate ship with M. Then you would wander around a mysterious caribbean archipelago to find out the missing companions from the first episode. So it would be a sort of &#8220;find all the remaining characters&#8221;. But it&#8217;s not just that: the game would have a bit of RPG (I might even include a VERY SIMPLIFIED version of Planet Stronghold combat) and some adventure parts (use object X on target Y).</p>
<p>For now is all just pure fantasy since I have nothing written down yet, but if this happens it might be:</p>
<ul>
<li><strong>fully voiced</strong> &#8211; this mainly because the game would have MUCH LESS text, so in this case it might be possible to voice it all. But don&#8217;t worry the story would still be intriguing and full of plot twists like the previous ones!</li>
<li><strong>multiple endings</strong> &#8211; well, this is almost a classic. However, the multiple ending part would mostly be in the final part after you have regrouped with everyone</li>
<li><strong>simulation</strong> &#8211; you would need to travel with a ship, you could play the evil pirate or good trader as you want</li>
<li><strong>RPG</strong> &#8211; as I said I might include even some very short combat. After all since I coded all that combat system I need to reuse it in more than one game! <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </li>
<li><strong>adventure -</strong> in some location you would have to use items and solve some simple puzzles</li>
<li><strong>strategy -</strong> I was thinking it could be cool some sort of meta-game like Risk. Nothing that would affect the game/story TOO much, but a bit yes (you could either try to win it or ignore completely)</li>
</ul>
<p>so yes a rather unique combination as you can see. I like a lot the idea/setting and the kind of resulting gameplay could be quit interesting. If this goes on the game might be done probably by next summer, depending how other projects evolve in the mean time!</p>
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		<title>How to be an indie and retain your sanity</title>
		<link>http://www.winterwolves.net/blog/2010/09/how-to-be-an-indie-and-retain-your-sanity/</link>
		<comments>http://www.winterwolves.net/blog/2010/09/how-to-be-an-indie-and-retain-your-sanity/#comments</comments>
		<pubDate>Thu, 30 Sep 2010 11:21:35 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[development tricks]]></category>
		<category><![CDATA[general]]></category>
		<category><![CDATA[indie life]]></category>
		<category><![CDATA[marketing tips]]></category>
		<category><![CDATA[other games]]></category>

		<guid isPermaLink="false">http://www.winterwolves.net/blog/?p=785</guid>
		<description><![CDATA[This is somewhat of a funny post, but there&#8217;s truth in it, I assure you What I&#8217;m talking about? I&#8217;m talking about how not to lose motivation or get &#8220;burned&#8221;. Getting burned is really more common than what you might think. If you consider that most indie spend months (if not years!) on the same [...]]]></description>
			<content:encoded><![CDATA[<p>This is somewhat of a funny post, but there&#8217;s truth in it, I assure you <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /><br />
What I&#8217;m talking about? I&#8217;m talking about how not to lose motivation or get &#8220;burned&#8221;. Getting burned is really more common than what you might think. If you consider that most indie spend months (if not years!) on the same game, is easy to understand that you can be burned.<br />
By burned I mean that you can&#8217;t really stand anymore in front of your monitor coding your awesome game XYZ. Usually the indie game development is divided into 3 phases:</p>
<ol>
<li>game concept / design &#8211; this is the most funny part for sure. You start writing down all the possible amazing/awesome features that your game is going to have. Is easy to get things out of hand during this stage. Already at next stage you can be sure that you&#8217;ll read some of those features and think &#8220;I was nuts? How I could really think to have a full 3d walkable world??&#8221;</li>
<li>implementation &#8211; this starts great, but as the time goes on, in 99% of cases become like any other &#8220;real job&#8221;. Bugs shows up, testers complains, you realize that what you thought would be a  great gameplay system actually sucks. Then, what you do? You necessarily have to rethink some parts completely, so you rewrite them and then start testing again, and so on. In this stage you also realize how &#8220;this quick 2 months project&#8221; will turn into a &#8220;long 9 months project&#8221; easily.</li>
<li>polishing/release &#8211; polishing is really an IMPORTANT stage but so many people (including myself) don&#8217;t take it into much consideration. How some small little insignificant features are going to change the game sales so much? is not possible! No, you&#8217;re wrong, it is very possible <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  Then there&#8217;s release day and unless your game sells within a few hours you&#8217;ll start having some serious crisis.</li>
</ol>
<p>Some people get so pissed during stage 2 or 3, that they put project on hiatus, or even abandon it completely. It might seem strange but this happened to me too in the past, with two games. One was a fantasy RPG which I was coding (I realized that was insane to do all the coding myself!) and another was a mission based shoot&#8217;em up (I realized that it was such a poor selling genre that I would have wasted my time).</p>
<p>There are some solutions though that can help indies to finish their project and avoid burning. Some are rather obvious, others less:</p>
<ol>
<li><strong>take breaks from PC.</strong> Seriously, go out, take a walk, take a break of a few days, go on holiday, anything &#8211; if you&#8217;re burned, and if you&#8217;re late but insist on working you&#8217;re most likely to be burned even more and lose days doing nothing but getting stressed. Even only a small break can let you regain motivation and reduce stress.</li>
<li><strong>have a small side-project.</strong> This has really worked well for me. For example now I&#8217;m doing Planet Stronghold but at same time several other &#8220;minor&#8221; games. This helps me because if one day I&#8217;m too tired to code complex RPG mechanics, I can always &#8220;relax&#8221; by going on with some much simpler gameplay elements.</li>
<li><strong>do other tasks. </strong>When making a game there are LOT of other task beside programming it. Things that are usually easy and don&#8217;t take much time/resources. You have done the website of the game? did you setup the product in your vendor control panel? did you wrote the PR (press release)? have you blogged about it? did you contact some journalists to ask for interview/previews of the game? the list is long&#8230;</li>
<li><strong>outsource/find a partner</strong>. This is really useful if you&#8217;re like me, and even if you can code yourself you&#8217;re too tired to do it now. Beside, if you outsource to the right person, you&#8217;ll get a better overall result. In the beginning I was doing *everything* myself: coding, art (using poser), gamedesign&#8230; But now I have started outsourcing art already since 2 years, and next year I&#8217;m probably going to outsource coding as well, because what I do better is gamedesign. If you&#8217;re a coder, is stupid to save a few thousands and try to do yourself the art. And viceversa if you&#8217;re an artist, is stupid to waste lot of time trying to understand how to code (even with some easy tools) when you can outsource or partner with someone else.</li>
<li><strong>better have a smaller game finished than a big game never finished</strong>. Some indies attempt making something too big. Cut features out , as long as the main gameplay stays intact. If the smaller game works out, you can always make a sequel with all the features you cut out and the game will sell more. Some examples of this are Positech Kudos 1-2 and Democracy 1-2. Each sequel adds much more to the original game and I&#8217;m sure they sold more. So, build a smaller game to &#8220;test the waters&#8221; and if works, work on something bigger.</li>
</ol>
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