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	<title>Computer Games &#187; indie life</title>
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	<description>Development diary of Celso Riva</description>
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		<title>Grinding or not grinding, that&#8217;s the question!</title>
		<link>http://www.winterwolves.net/blog/2012/01/grinding-or-not-grinding-thats-the-question/</link>
		<comments>http://www.winterwolves.net/blog/2012/01/grinding-or-not-grinding-thats-the-question/#comments</comments>
		<pubDate>Fri, 27 Jan 2012 16:29:24 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[development screenshot]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[loren the amazon princess]]></category>

		<guid isPermaLink="false">http://www.winterwolves.net/blog/?p=985</guid>
		<description><![CDATA[In the photo above, Gilda and Leon sleeping &#8220;head to head&#8221; I was hoping to announce the start of the beta pre-order for my fantasy RPG &#8220;Loren The Amazon Princess&#8221; but alas, I am going to delay it by a few weeks. I&#8217;m hoping by mid of February to have the full chapter 1 finished. [...]]]></description>
			<content:encoded><![CDATA[<div class='posterous_autopost'>
<div class='p_embed p_image_embed'> <a href="http://getfile8.posterous.com/getfile/files.posterous.com/temp-2012-01-27/vFgxCfbmzockdFxsdlHpuinqbfbffqAwpFojoFIbxnveyfvFDkdxJkIqHcqx/DSC00973.JPG.scaled1000.jpg"><img alt="Dsc00973" height="375" src="http://getfile4.posterous.com/getfile/files.posterous.com/temp-2012-01-27/vFgxCfbmzockdFxsdlHpuinqbfbffqAwpFojoFIbxnveyfvFDkdxJkIqHcqx/DSC00973.JPG.scaled500.jpg" width="500" /></a> </div>
</p>
<p>In the photo above, Gilda and Leon sleeping &#8220;head to head&#8221; <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>I was hoping to announce the start of the beta pre-order for my fantasy RPG &#8220;Loren The Amazon Princess&#8221; but alas, I am going to delay it by a few weeks. I&#8217;m hoping by mid of February to have the full chapter 1 finished.</p>
<p>Below some screens of the vendor (WIP) and the battle with a 99% final layout:</p>
<p>
<div class='p_embed p_image_embed'> <a href="http://getfile2.posterous.com/getfile/files.posterous.com/temp-2012-01-27/FvguFgurvsawnrqfmAqBatoxrkydFiwforIrhcGhjFayIkJznjjFhrphvFEa/battle01.jpg.scaled1000.jpg"><img alt="Battle01" height="281" src="http://getfile8.posterous.com/getfile/files.posterous.com/temp-2012-01-27/FvguFgurvsawnrqfmAqBatoxrkydFiwforIrhcGhjFayIkJznjjFhrphvFEa/battle01.jpg.scaled500.jpg" width="500" /></a> <a href="http://getfile4.posterous.com/getfile/files.posterous.com/temp-2012-01-27/wwdksDfIfomJwgEmmesszuJtngjqwrBJmpCIvEeseGEdcpGIkBvbJfmxqzul/battle02.jpg.scaled1000.jpg"><img alt="Battle02" height="281" src="http://getfile0.posterous.com/getfile/files.posterous.com/temp-2012-01-27/wwdksDfIfomJwgEmmesszuJtngjqwrBJmpCIvEeseGEdcpGIkBvbJfmxqzul/battle02.jpg.scaled500.jpg" width="500" /></a> <a href="http://getfile5.posterous.com/getfile/files.posterous.com/temp-2012-01-27/AzkHtHkskgEriuAbwladAcyedxikCrpwhremAvGIBnbEBHkuErGEClzemFAk/vendor.jpg.scaled1000.jpg"><img alt="Vendor" height="281" src="http://getfile9.posterous.com/getfile/files.posterous.com/temp-2012-01-27/AzkHtHkskgEriuAbwladAcyedxikCrpwhremAvGIBnbEBHkuErGEClzemFAk/vendor.jpg.scaled500.jpg" width="500" /></a>
<div class='p_see_full_gallery'><a href="http://blog.winterwolves.net/grinding-or-not-grinding-thats-the-question">See the full gallery on Posterous</a></div>
</p></div>
<p> <strong>What&#8217;s left ?</strong></p>
<p>You might ask what exactly is missing? The biggest part of the game is done, but there are a lots of small things missing. To be clear I could release the beta at the end of this month, but it would miss a several interesting features like:</p>
<ul>
<li><strong>working vendor</strong> &#8211; the vendor code is still half-done, and even if the coder probably could finish it in 3 days, it would be greatly untested. Also I would need to define the vendors inventory, check what kind of items they might have available, and so on!</li>
<li><strong>side quests</strong> &#8211; I&#8217;m thinking what to have as side quests. In the game, there are already side-quests but they appear later in the game, in particular in the expansion when you can choose if to recruit Sauzer, Mesphit and Chambara. I want to add a few more, nothing complex since the game is already VERY long, but still&#8230;</li>
<li><strong>map system</strong> &#8211; it will be a simple map system like Planet Stronghold (nothing complex) but still I am missing the art and good part of implementation (like random encounters, and so on)</li>
<li><strong>battle effects</strong> &#8211; there are SOME battle effects done (nothing fancy!) but when you have 80+ skills to do, it starts to be a LOONG task. I don&#8217;t want to spend much time on this, because it doesn&#8217;t make sense to make lots of efforts for a 1-2 second animation, but still I don&#8217;t want it to look like a total crap <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> </li>
</ul>
<p>So as you can see, nothing really ESSENTIAL to the game, but I don&#8217;t want to rush out the beta, and have people test an already outdated version, since I will add most of the things above.</p>
<p><strong>What about the grinding?</strong></p>
<p>The term grinding, as defined by Wikipedia:</p>
<p>&#8220;<em>Grinding is a term used in video gaming to describe the process of engaging in repetitive and/or boring tasks not pertaining to the story line of the game. The most common usage is in the context of MMORPGs in which it is often necessary for a character to repeatedly kill AI-controlled monsters, using basically the same strategy over again to advance their character level to be able to access newer content.</em>&#8220;</p>
<p>As you might know, I make heavy story-based games. However, Loren is the first game that has a very solid RPG gameplay. It&#8217;s much deeper, detailed and also complex than Planet Stronghold. And you can reach up to level 30 (I decided to lower the level cap from level 60 !).</p>
<p>I know that some people hate grinding, while other consider it an essential part of RPGs. Of course, not an <strong>excessive </strong>grinding, but if the battle is well done, it&#8217;s cool to kill monsters to gain more experience and unlock new skills.</p>
<p>In my case though, it also helps the game. As much as I can test it, and even if I offer different difficulty levels, I cannot know every single player skills. So even if I give out more experience points at Easy difficulty level, I cannot know if it will be enough for everyone to win the battle with Jul in chapter 4 of the game (it will be a hard battle!).</p>
<p>A solution is to leave some zones of the map with &#8220;wandering monsters&#8221;, so that if the player is stuck in a battle and cannot seem to win it, he can visit those places and fight some grinding battles to gain more experience and level up. As consequence, he can retry the previous battle but with a strongest party, increasing the chances of winning.</p>
<p>I think done this way, grinding is not a bad thing anymore, but is a sort of &#8220;approved cheat mode&#8221;. You can win most battles at your selected difficulty level? Good. You can&#8217;t? Try playing in a easier mode. You still cannot win that specific battle? Try grinding a bit, and then come back with a strongest party and kick the enemy&#8217;s ass!</p>
<p><strong>The other games</strong></p>
<p>I know recently I&#8217;m completely absorbed into Loren and haven&#8217;t updated much the other games progresses. This is because Loren is a very long and complex game to make, and I want to finish it soon. However don&#8217;t worry, since after it&#8217;s finished I&#8217;ll release some new dating/life sim, including Heileen 3 (probably this summer).</p>
<p>Here&#8217;s a picture of Marie with the &#8220;new look&#8221;. I find her very cute:</p>
<p>
<div class='p_embed p_image_embed'> <a href="http://getfile3.posterous.com/getfile/files.posterous.com/temp-2012-01-27/CBjgdgygfrrIFsniHxbvtBBrsHaFokcqixehtvpehwBjwlxzsJeAAxwssnje/newmarie.jpg.scaled1000.jpg"><img alt="Newmarie" height="797" src="http://getfile7.posterous.com/getfile/files.posterous.com/temp-2012-01-27/CBjgdgygfrrIFsniHxbvtBBrsHaFokcqixehtvpehwBjwlxzsJeAAxwssnje/newmarie.jpg.scaled500.jpg" width="500" /></a> </div>
<p> And she is a romance option <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
</div>
]]></content:encoded>
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		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Old school vs modern RPGs</title>
		<link>http://www.winterwolves.net/blog/2012/01/old-school-vs-modern-rpgs/</link>
		<comments>http://www.winterwolves.net/blog/2012/01/old-school-vs-modern-rpgs/#comments</comments>
		<pubDate>Fri, 20 Jan 2012 14:45:46 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[development screenshot]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[loren the amazon princess]]></category>

		<guid isPermaLink="false">http://www.winterwolves.net/blog/?p=983</guid>
		<description><![CDATA[In the image above, my cat Orfeo (italian for Orpheus) on the bed. Today I want to talk about some differences between &#8220;old school&#8221; and &#8220;modern&#8221; RPGs, since I&#8217;m working right now on Loren Amazon Princess that is what I would define a &#8220;old school&#8221; RPG for some aspect, while &#8220;modern&#8221; for others. Below a [...]]]></description>
			<content:encoded><![CDATA[<div class='posterous_autopost'>
<div class='p_embed p_image_embed'> <a href="http://getfile2.posterous.com/getfile/files.posterous.com/temp-2012-01-18/kGAbjkgnlezGDbxumeDJxzEgCkrcsjDauyzByAaryglrpgEIIckgEiyhGCJp/DSC01420.JPG.scaled1000.jpg"><img alt="Dsc01420" height="375" src="http://getfile6.posterous.com/getfile/files.posterous.com/temp-2012-01-18/kGAbjkgnlezGDbxumeDJxzEgCkrcsjDauyzByAaryglrpgEIIckgEiyhGCJp/DSC01420.JPG.scaled500.jpg" width="500" /></a> </div>
<p> In the image above, my cat Orfeo (italian for Orpheus) on the bed.</p>
<p>Today I want to talk about some differences between &#8220;old school&#8221; and &#8220;modern&#8221; RPGs, since I&#8217;m working right now on Loren Amazon Princess that is what I would define a &#8220;old school&#8221; RPG for some aspect, while &#8220;modern&#8221; for others.</p>
<p>Below a gallery with some preview images, showing several aspects of the game:</p>
<p>
<div class='p_embed p_image_embed'> <a href="http://getfile9.posterous.com/getfile/files.posterous.com/temp-2012-01-18/biqfkrArlrhdutvIgkHgctIivsFudrJbvahqaqhvDofedykEBjJewjaotyuc/damageprediction.jpg.scaled1000.jpg"><img alt="Damageprediction" height="281" src="http://getfile6.posterous.com/getfile/files.posterous.com/temp-2012-01-18/biqfkrArlrhdutvIgkHgctIivsFudrJbvahqaqhvDofedykEBjJewjaotyuc/damageprediction.jpg.scaled500.jpg" width="500" /></a> <a href="http://getfile7.posterous.com/getfile/files.posterous.com/temp-2012-01-18/BCittDgpnegCcAqxwaskqfwEFHIsefFcBCcEirhsfltmhhfCDxqjmjJAufJz/levelupscreen.jpg.scaled1000.jpg"><img alt="Levelupscreen" height="281" src="http://getfile2.posterous.com/getfile/files.posterous.com/temp-2012-01-18/BCittDgpnegCcAqxwaskqfwEFHIsefFcBCcEirhsfltmhhfCDxqjmjJAufJz/levelupscreen.jpg.scaled500.jpg" width="500" /></a> <a href="http://getfile8.posterous.com/getfile/files.posterous.com/temp-2012-01-18/suIcIevczhmEglmBswIvmnAaGIrhjzCEIGeriHdBhzgvzxGmBcCmJyruHurA/newactions.jpg.scaled1000.jpg"><img alt="Newactions" height="281" src="http://getfile4.posterous.com/getfile/files.posterous.com/temp-2012-01-18/suIcIevczhmEglmBswIvmnAaGIrhjzCEIGeriHdBhzgvzxGmBcCmJyruHurA/newactions.jpg.scaled500.jpg" width="500" /></a> <a href="http://getfile0.posterous.com/getfile/files.posterous.com/temp-2012-01-18/HzpslnFhegDtnIvslgcobbvjihixHyyCdfJrHEnHyJaFlABbFDdutFoprysj/postbattle.jpg.scaled1000.jpg"><img alt="Postbattle" height="281" src="http://getfile3.posterous.com/getfile/files.posterous.com/temp-2012-01-18/HzpslnFhegDtnIvslgcobbvjihixHyyCdfJrHEnHyJaFlABbFDdutFoprysj/postbattle.jpg.scaled500.jpg" width="500" /></a>
<div class='p_see_full_gallery'><a href="http://blog.winterwolves.net/old-school-vs-modern-rpgs">See the full gallery on Posterous</a></div>
</p></div>
</p>
<p>One of the main differences between oldschool and modern RPGs is the <strong>turn-based / real-time mechanics</strong>. Most modern RPG use real-time. Unfortunately, I was kind of forced to use turn-based because making a real-time game needs lots more animation/art, and in general is harder to make.</p>
<p>I still have a battle movement order though, which is dynamic. If you see the column on the right, shows the movement order, and as you hover the mouse on the possible actions, it gives you a &#8220;preview&#8221; of how your decision will change the order. So beside the power/effects of a skill, you&#8217;ll also have to ponder the delay that the same skill gives. Sometimes for example, is better to use a skill that does less damage but lets you kill two goblin thieves already injured, than &#8220;waste&#8221; a skill that does more damage but pushes you back on the movement order list.</p>
<p>Another difference is <strong>auto-mapping</strong>. In my game I don&#8217;t have dungeons with map, so there will be just a main map of the world, with easily accessible places. But I remember some oldschool RPGs that didn&#8217;t have an automap, and you had to write down on paper the map of the dungeon. Seems crazy thinking about this now !</p>
<p>The <strong>user interface </strong>is also something that was greatly improved over old RPGs. Last year I bought Temple Of Elemental Evil, and was shocked by the clumsy interface: no mouse over, so simple button to change view/move object between players, and so on. Most modern RPGs use a &#8220;shared inventory&#8221;, that means all player have immediate access to all item owned by the party. If someone has an item equipped you usually need to unequip it to put in the pool, but before every item (even unequipped ones) was carried by a specific player, so the user had to do a much bigger amount of clicking.</p>
<p>The <strong>vendor / items comparison </strong>wasn&#8217;t automatic like now. In most new games, you have a way to immediately see if an item you just looted is more or less powerful than the one you&#8217;re carrying. Before instead you had to look at all the statistics and decide for yourself! It was crazy, right? <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Also, with a RPG featuring only one character is quite easy, but if you have a party things starts to get complex: what if there are two warriors in the party? you need to tell the player if the new longsword you just found is better or worse than the weapons equipped by both warriors. This is the problem we&#8217;re facing right now with the loot and the vendor in Loren Amazon Princess game!</p>
<p>The <strong>difficulty level </strong>is also something that changed radically over time. Most old RPGs were very hard, while modern ones offers at least several different difficulty levels, so people that just want to have easy combat and progress in the story, will be able too. In Loren there are three different difficulty levels, and they have a big impact on gameplay rules. At easy level, enemies are easy and the elemental resistances have a marginal impact on battle. At hard level, enemies are tougher and the elemental resistances have a key role: hitting an enemy vulnerable to fire with a fire-based skill will have a much bigger impact.</p>
<p>Lastly, <strong>the level progression </strong>was completely different. Even if I have to say that JRPG were always different from western RPGs, but in general leveling up after the first early levels was a big achievement. In AD&amp;D games, already getting from level 5 to level 6 could take a LOONG time! Recently, beside the already mentioned JRPG, even in modern MMORPG like Everquest or WoW, you&#8217;re going to see the levelup screen much more often.</p>
<p>In Loren, I have decided to use this system: each character has a main class (Warrior, Thief or Mage) and a specialization (unique) class. Each class has 5 different skills, and each one has 3 levels of power. So as you see, each character has 30 different skills that can learn. So I have decided (though this might change during testing of course!) to have a <strong>level cap of 60</strong>, and give a skill point every 2 levels. This way, at level 20 you could have learned all the skills for every character, but at the basic level of power: so will add some more strategy since the player will need to think which skill to raise up to the maximum power level?</p>
<p>Every level up instead you get 3 attribute points, to spend on Strength, Skill or Will attributes. Will write about those three attributes next friday since the explanation is long and beside&#8230; by that time I might be about to announce the open beta preorders! (crossing fingers)</p>
</div>
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		<slash:comments>2</slash:comments>
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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>
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		<title>2011 The Year Of Farewells</title>
		<link>http://www.winterwolves.net/blog/2011/12/2011-the-year-of-farewells/</link>
		<comments>http://www.winterwolves.net/blog/2011/12/2011-the-year-of-farewells/#comments</comments>
		<pubDate>Fri, 30 Dec 2011 13:09:20 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[indie life]]></category>
		<category><![CDATA[pets]]></category>

		<guid isPermaLink="false">http://www.winterwolves.net/blog/?p=971</guid>
		<description><![CDATA[This year was&#8230; weird. It was bittersweet, crazy, successful, painful, happy, sad and&#8230; the year of farewells. This year indeed I&#8217;ve said farewell to my beloved uncle, the person who helped me to become a game developer more than anyone else since I was a kid. I&#8217;ve said farewell to several pets: the last one, [...]]]></description>
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<p>This year was&#8230; weird. It was bittersweet, crazy, successful, painful, happy, sad and&#8230; the year of farewells.</p>
<p>This year indeed I&#8217;ve said farewell to my beloved uncle, the person who helped me to become a game developer more than anyone else since I was a kid.</p>
<p>
<div class='p_embed p_image_embed'> <a href="http://getfile7.posterous.com/getfile/files.posterous.com/temp-2011-12-30/CEHnsJlIGCGmjDIDIhAFjyGjzJudpbhnaoiAfDeupldJzfBBjDHaelngAHCz/IMGP4027.JPG.scaled1000.jpg"><img alt="Imgp4027" height="667" src="http://getfile6.posterous.com/getfile/files.posterous.com/temp-2011-12-30/CEHnsJlIGCGmjDIDIhAFjyGjzJudpbhnaoiAfDeupldJzfBBjDHaelngAHCz/IMGP4027.JPG.scaled500.jpg" width="500" /></a> </div>
<p> I&#8217;ve said farewell to several pets: the last one, my dog Art&ugrave;, just a week ago. In the picture above I&#8217;m with him during a trip to Germany.</p>
<p>But it was also the year I said farewell to my old car. I know it might seem stupid: but I was somehow attached to it. It was the car I had on my first date. The car I used to go at the office for my first job. Was the car I used when I gave the first passage to my girlfriend, and when I went on my first holiday trip. So many memories, mostly good ones!</p>
<p>I&#8217;ve also said farewell to portals: or at least, to submitting to them. I&#8217;ve come to the conclusion that they get so many submissions that unless you make a perfectly &#8220;targeted&#8221; game, you won&#8217;t have any chances. Or you need to be featured on the most popular websites, which is something that seems forbidden to me for reason behind my control. So, from now on, I&#8217;ll just save my time and take care only of my followers!</p>
<p><strong>How was </strong><strong>business in </strong><strong>the 2011</strong></p>
<p>On the &#8220;business&#8221; side, this has been my most successful year ever since I was indie. This month was the best one, despite the various indie bundles, sales, and the crisis. I really hope business will continue like this month, would help me to relax a bit!</p>
<p>Of course, I&#8217;m not getting too much excited. Since I know that in a fast paced technology-related business things might change completely in just a few years (or even months). Still it feels good for once not being worried to pay the bills!! <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>It&#8217;s interesting, if I think back about 2010 which was a rather disappointing year (mainly because of the two Vera Blanc games and Card Sweethearts, the worst-selling games I&#8217;ve ever made!). I was sad and angry because of the various failures, but I still had all my pets and my family members alive. I think this year taught me what really matters in life, not money or success &#8211; but love and being loved.</p>
<p><strong>Next Year Goals</strong></p>
<p>I really have big hopes for next year, since I&#8217;ll release many interesting new games of all kinds (RPGs, dating sim, otome, etc). The only thing I fear honestly, is that I might have to slow down a bit. I am not a machine, and this year for various reasons I was forced to be at home, and since at home I have my computer and internet connection&#8230; I worked! I didn&#8217;t have a SINGLE DAY of holidays. Of course I didn&#8217;t code or write all the year, but even managing people/sending emails takes lot of time.</p>
<p>And as a consequence I released 5 games in a year, which is something never happened before. I&#8217;ll try my best, but don&#8217;t expect 5 games next year! Even if who knows, maybe will still happen.</p>
<p>Happy New Year to everyone!!</p>
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		<title>Numbers, numbers and formulas&#8230;</title>
		<link>http://www.winterwolves.net/blog/2011/09/numbers-numbers-and-formulas/</link>
		<comments>http://www.winterwolves.net/blog/2011/09/numbers-numbers-and-formulas/#comments</comments>
		<pubDate>Fri, 30 Sep 2011 16:01:28 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[game design]]></category>
		<category><![CDATA[loren the amazon princess]]></category>
		<category><![CDATA[roleplay games]]></category>

		<guid isPermaLink="false">http://www.winterwolves.net/blog/2011/09/numbers-numbers-and-formulas/</guid>
		<description><![CDATA[In the picture above, Batman looks broken. In reality, he was sleeping since hours&#8230; What&#8217;s about the numbers? Well, not many people know what&#8217;s behind a game. It&#8217;s much more complex than what you think. That is, if you do the things like a good game designer should! Numbers of a dating sim What&#8217;s behind [...]]]></description>
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<div class='p_embed p_image_embed'> <a href="http://posterous.com/getfile/files.posterous.com/temp-2011-09-29/fuebaukwdubxFlqBuxHcJmJozssyFtaowGlBufrfGhGHbcegzEaExIfwpeFe/IMG_0390.JPG.scaled1000.jpg"><img alt="Img_0390" height="375" src="http://posterous.com/getfile/files.posterous.com/temp-2011-09-29/fuebaukwdubxFlqBuxHcJmJozssyFtaowGlBufrfGhGHbcegzEaExIfwpeFe/IMG_0390.JPG.scaled500.jpg" width="500" /></a> </div>
<p> In the picture above, Batman looks broken. In reality, he was sleeping since hours&#8230;</p>
<p>What&#8217;s about the numbers? Well, not many people know what&#8217;s behind a game. It&#8217;s much more complex than what you think. That is, if you do the things like a good game designer should! <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<p><strong>Numbers of a dating sim</strong></p>
<p>What&#8217;s behind a simple dating sim like Heileen 3 that I&#8217;m writing right now? nothing, you might say, it&#8217;s just text and images, and a few choices. No, not really: the choices needs to be balanced, otherwise the gameplay would be a disaster! So, even for an apparently simple game like a dating sim, there&#8217;s a lot of work behind the scenes. Check the image below:</p>
<p>
<div class='p_embed p_image_embed'> <a href="http://posterous.com/getfile/files.posterous.com/temp-2011-09-29/rgIxhiCtfApmiHEzsuhaEFvvapogvbpnmnEavdnrecJqhuDrHscqarAvzzyF/heileen3.png.scaled1000.png"><img alt="Heileen3" height="221" src="http://posterous.com/getfile/files.posterous.com/temp-2011-09-29/rgIxhiCtfApmiHEzsuhaEFvvapogvbpnmnEavdnrecJqhuDrHscqarAvzzyF/heileen3.png.scaled500.png" width="500" /></a> </div>
<p> this is the OpenOffice spreadsheet of the first 37 scenes of the game. In each row, I put a short description of the scene, and then I added a &#8220;1&#8243; when the choices possible involve one of the seven Sins or Virtues. Below, at the bottom (but is not visible in the screenshot), there&#8217;s a formula called &#8220;Summatory&#8221; that sums all the values. Why? Because a well designed and balanced game should offer the player the same amount of choices for each of the seven Sins/Virtues!</p>
<p>So, while writing, I keep constantly open the spreadsheet, and I try to balance the game so that the player will always have the chance to&nbsp; get one of the 14 possible job endings (tied to the Sins/Virtues).</p>
<p>I&#8217;m not going too much in the details since discovering the skill+sin/virtue combo will be part of the fun of the game, but for example, the &#8220;Nun&#8221; ending will involve having max Chastity and max Faith skill.</p>
<p>On the right part instead, there are the choices that will affect the 6 possible romances of the game. The labels means: Morgan, John, Jonathan, Sebastian (the 4 male characters, Sebastian is a new one) and Marie, Lora (the 2 female characters).</p>
<p><strong>Numbers of a RPG!</strong></p>
<p>If a dating sim is so &#8220;complex&#8221;, imagine a RPG! Making a RPG without spending at least one month first designing the rules, is a suicide. Don&#8217;t do that. I can guarantee that you&#8217;ll be unsatisfied by the result.</p>
<p>Now check the OpenOffice screenshots below:</p>
<p>
<div class='p_embed p_image_embed'> <a href="http://posterous.com/getfile/files.posterous.com/temp-2011-09-29/vzIoAdHtdocjanpJwqkCulCHzyhzqrlrwIqguhwaGuBsxxewstgBbsyaynbk/lorencondition.png.scaled1000.png"><img alt="Lorencondition" height="234" src="http://posterous.com/getfile/files.posterous.com/temp-2011-09-29/vzIoAdHtdocjanpJwqkCulCHzyhzqrlrwIqguhwaGuBsxxewstgBbsyaynbk/lorencondition.png.scaled500.png" width="500" /></a> <a href="http://posterous.com/getfile/files.posterous.com/temp-2011-09-29/FeqIctJpdrjawbHsfsjgepdwDigmxeFshGvaqCpfqfeAshChpxeAapzIGDqB/lorenweapons.png.scaled1000.png"><img alt="Lorenweapons" height="200" src="http://posterous.com/getfile/files.posterous.com/temp-2011-09-29/FeqIctJpdrjawbHsfsjgepdwDigmxeFshGvaqCpfqfeAshChpxeAapzIGDqB/lorenweapons.png.scaled500.png" width="500" /></a>
<div class='p_see_full_gallery'><a href="http://blog.winterwolves.net/numbers-numbers-and-formulas">See the full gallery on Posterous</a></div>
</p></div>
<p> one is the condition/skill relationship for Loren the Amazon Princess RPG. How you read that? is a bit complex, but in practice:</p>
<ul>
<li>the first table is the warrior skills. the cells with orange background require the target to be &#8220;Staggered&#8221;. Once it is, you can use for example the Gladiator &#8220;Battle Cry&#8221; (which has chances to Scare enemies), or the Blademaster &#8220;No Mercy&#8221; (which has chance to Weaken the enemies).</li>
<li>the second table is the thief skills. Thieves have weak attacks, but if the target is in the right condition, they can deliver powerful critical attack using their skills. They can set a target in a specific condition themselves. For example, using the Flaming Torch on a Slowed target, they can set a target in the Burning condition too. Then, a Demonblood (Mesphit) can use the Immolation skill to deal an incredible amount of damage.</li>
<li>the third table is the mages. Differently from Warrior and Thief class, a Mage doesn&#8217;t need any condition pre-requisite. They can just attack using their spells, which will inflict specific conditions as you can guess (Blizzard will inflict Frozen condition, Plague inflict Poisoned condition, and so on).</li>
</ul>
<p>The second image instead is a work-in-progress of the weapons dabatase. Some values might not yet bet final. But as you can see there&#8217;s already a good variety of items! We&#8217;ve decided to use the following weapon division based on damage type: Edged (dagger, sword, axe), Impact (mace, club), Flail (Flail, Morning Star), Polearm (Staff, Halberd), Bow, Missile (Crossbow).</p>
<p>Explaining all the values will take too long, but if you&#8217;re familiar with RPGs you might understand already what is their use.</p>
<p>This was just to show the tremendous amount of work behind a RPG, and just for the skills and weapons (there&#8217;s more, balancing the classes, the enemy encounters, and so on). Now you understand why I&#8217;ve decided not to make more than 1 RPG a year? <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> </p>
<p><strong>Homosexual relationship in games</strong></p>
<p>I want to spend a few words about the homosexual relationship that I plan to put in all my future games. First of all, I am honestly a bit shocked by how Spirited Heart Girl&#8217;s Love announcement was mostly ignored by the press and reviewers. It&#8217;s not something new for me (I&#8217;m used to that) but this time was <em>even worse than usual</em>.</p>
<p>I really hope that is NOT because of main theme (women homosexuality) of the game, and hope is due only to random circumstances (I know from past years that September is not really one of the best months to do a new game release).</p>
<p>In any case, everyone who played the game said that the romances are much better than the original game, and in general the players&#8217; feedback was overwhelmingly positive, and that&#8217;s what matters to me. So I plan to keep adding homosexual romance in all my future games, alongside the straight options, since all I care about is what my customers think!</p>
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		<title>Sometimes Life Gets the Best of You</title>
		<link>http://www.winterwolves.net/blog/2011/08/sometimes-life-gets-the-best-of-you/</link>
		<comments>http://www.winterwolves.net/blog/2011/08/sometimes-life-gets-the-best-of-you/#comments</comments>
		<pubDate>Fri, 26 Aug 2011 15:02:10 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[indie life]]></category>
		<category><![CDATA[the flower shop]]></category>

		<guid isPermaLink="false">http://www.winterwolves.net/blog/2011/08/sometimes-life-gets-the-best-of-you/</guid>
		<description><![CDATA[In the photo above, my dog Nick who passed to better life last sunday. As the title says, sometimes real life gets in the way of indies. I won&#8217;t be lying, this month has been the worst of my life so far. Earlier I lost my uncle Don Giulio, a catholic priest (but religion doesn&#8217;t [...]]]></description>
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<div class='p_embed p_image_embed'> <a href="http://posterous.com/getfile/files.posterous.com/temp-2011-08-24/esbqjfHcgwfEvsdhztcqJoJJnEEoAgjaJjtoHwxGhgdJtlislqgtslhJuvJe/IMGP9018.JPG.scaled1000.jpg"><img alt="Imgp9018" height="375" src="http://posterous.com/getfile/files.posterous.com/temp-2011-08-24/esbqjfHcgwfEvsdhztcqJoJJnEEoAgjaJjtoHwxGhgdJtlislqgtslhJuvJe/IMGP9018.JPG.scaled500.jpg" width="500" /></a> </div>
</p>
<p>In the photo above, my dog Nick who passed to better life last sunday.</p>
<p>As the title says, sometimes real life gets in the way of indies. I won&#8217;t be lying, this month has been the worst of my life so far. Earlier I lost my uncle Don Giulio, a catholic priest (but religion doesn&#8217;t matter, he was a good person and helped a lot of people during his life). It has been a very important figure in my life, and in some way also helped me to become an indie.</p>
<p>As if losing people and pets I loved wasn&#8217;t enough, the heat here (but also in US from what I&#8217;ve heard) has been insane since about two weeks. I bought an A/C, but even if I turn it on, the noise is too much to concentrate (I am not the kind of person who listen to music/radio while working, I need complete silence)!</p>
<p>Luckily, nowadays I use a lots of external people to work on my games. So even if this month I was mostly unproductive, I was still able to communicate with the writers, coders, artists and keep my active projects moving. But is scary to think how the life (and career) of a lone indie can be at risk when &#8220;the life gets the best of you&#8221;.</p>
<p>This friday I wanted to have the pre-oders of Spirited Heart Girl&#8217;s Love ready, for example. Everything is done: the art is ready, the story has been finished since July, the ending voiceovers redone. There are only a few sprites left to put in the game, test it a bit and do the various installers and upload them. Probably a day of work, but in the last 3 days was able to work on average 2h a day (and also had other projects to keep going that required my attention).</p>
<p>I think if today I worked at maximum speed I could have made it &#8211; but I don&#8217;t like to realease things in a rush. I like to polish my games, adding small details and making sure everything works. But all those little things take time! I&#8217;m sure many of you that follow me are wondering what happened to the other game Flower Shop: Winter In Fairbrook. That is another example of what happens when the life gets the best of us, in this case of my friend and partner in this game, Ayu of Sakevisual. She had many problems too recently, and even if a &#8220;pre-order&#8221; version was ready at beginning of this month, there were still several smaller things out of place, so we decided was better to wait until everything was perfect.</p>
<p>
<div class='p_embed p_image_embed'> <a href="http://posterous.com/getfile/files.posterous.com/temp-2011-08-26/rdqfbIlpkzayCvBDtzJyGghAJfgdhcaywttxCxBscEAxGmanhBClBzFgizvc/piggymerchant.jpg.scaled1000.jpg"><img alt="Piggymerchant" height="375" src="http://posterous.com/getfile/files.posterous.com/temp-2011-08-26/rdqfbIlpkzayCvBDtzJyGghAJfgdhcaywttxCxBscEAxGmanhBClBzFgizvc/piggymerchant.jpg.scaled500.jpg" width="500" /></a> </div>
</p>
<p>However, talking about Spirited Heart Girl&#8217;s Love, I can definitely promise it will be out this weekend &#8211; even if I can work only during the morning, in two days of work the game should be 100% finished and ready for pre-orders. So stay tuned and follow me on twitter for the announcement! <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>Visual Novels vs Life Simulation vs Roleplay Games</title>
		<link>http://www.winterwolves.net/blog/2011/05/visual-novels-vs-life-simulation-vs-roleplay-games/</link>
		<comments>http://www.winterwolves.net/blog/2011/05/visual-novels-vs-life-simulation-vs-roleplay-games/#comments</comments>
		<pubDate>Fri, 06 May 2011 13:17:18 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[indie life]]></category>
		<category><![CDATA[pets]]></category>
		<category><![CDATA[roleplay games]]></category>

		<guid isPermaLink="false">http://www.winterwolves.net/blog/2011/05/visual-novels-vs-life-simulation-vs-roleplay-games/</guid>
		<description><![CDATA[In the picture above, my cat Othello who found a bizarre spot to relax in my home. He seems caged but in reality he is relaxing in that pose! As the title says, since I have no relevant news of my various games work-in-progress, today want to make some ramblings about those three game categories: [...]]]></description>
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<div class='p_embed p_image_embed'> <a href="http://posterous.com/getfile/files.posterous.com/temp-2011-04-27/zcFphoFjaymqrkyuslgFhFfaHjdGidkgFvDFEaaotIIJkkmjoIjgrugqFhcp/IMG_1305.JPG.scaled1000.jpg"><img alt="Img_1305" height="333" src="http://posterous.com/getfile/files.posterous.com/temp-2011-04-27/zcFphoFjaymqrkyuslgFhFfaHjdGidkgFvDFEaaotIIJkkmjoIjgrugqFhcp/IMG_1305.JPG.scaled500.jpg" width="500" /></a> </div>
<p> In the picture above, my cat Othello who found a bizarre spot to relax in my home. He seems caged but in reality he is relaxing in that pose!</p>
<p>As the title says, since I have no relevant news of my various games work-in-progress, today want to make some ramblings about those three game categories: visual novels, life / dating sim and roleplay games, since are the genre of games I made the most in the last 3-4 years (since I discovered Ren&#8217;Py in practice). In the end I will assign a percentage to each skill required to make them (is just for fun, remember!).</p>
<ul>
<li><strong>Visual Novels</strong> are rather easy, coding-wise. The main focus is the story, without any doubt. By story I mean: the basic setting/idea (which personally I believe is the most important thing), the characters and the style of writing. I put the style of writing as last thing, because even if I think a good writing is important, I think it&#8217;s not as important as the game idea and characters. You can have a good writing, but if your visual novel uses a very common setting (high-school&#8230;) won&#8217;t be as much interesting as a more uncommon/original setting. An aspect most VN developers ignore though is the visuals/soundtrack. I believe nice visuals will make the gaming experience much more interesting, even if is true that the main focus should be the story. A nice soundtrack, or even better, atmospheric sound effects would help even more to get into the story.<br /><span style="color: #ff0000;">So in summary: visual novel = 60% story/writing, 25% art, 10% sound/music and 5% coding</span></li>
<li><strong>Life or Dating Simulation</strong> are already much more complex. No matter how much branching your visual novel can have, a dating sim will be more painful to code. Take my latest game Always Remember Me: there are lots of gameplay factors to consider. Difficulty balancing can be solved by adding a difficulty setting at start of the game, but making sure that each scene plays in the right order it&#8217;s not easy as it seems, and making sure there are no easy cheat/way to win by raising a statistic requires lot of time and testing. I grouped life with dating sims because usually are very similar. Almost all dating sim I&#8217;ve seen have much in common with life sim: a calendar, several statistics, several action/location to visit to improve them, character relationships and more. While not as complex as RPG, life sim can still be quite hard to develop, even with a powerful tool like Ren&#8217;Py. Writing is important, but in general life sim have much less texts (in some cases even A LOT less) than visual novels. Art and music are always important, but since there is also the gameplay element, they are LESS important than in a visual novel where the user will be staring at the screen reading for most of the time. In life sim the UI/interface is much more important than beautiful animated backgrounds.<br /><span style="color: #ff0000;">My conclusion is: dating / life sim = 20% story/writing, 20% art, 10% sound/music, 50% coding</span></li>
<li><strong>Roleplaying games </strong>are probably one of the most difficult kind of games to code! they have everything life/dating sim have (statistics, relationship, skills, location to visit, actions to perform) but in addition they also have a complex inventory (life sim can have inventory, but easier stuff) and obviously, the combat! I remember when I was younger, I almost ignored the story in RPGs and played them only if they had a well developed combat system. Now I pay more attention to the story but still I believe that MOST of the players care only about combat and exploration, and skip most of the writing. Art is important, but probably is the kind of games where it matters less. If you look at the various RPGmaker games or Spiderweb ones, you can clearly see that having a top quality art is NOT needed to be successful in this field. Is more about the ruleset, the battle/level up system, the skills, the quests, maps and so on. Clearly having ALSO a better art, will help, but is not an essential requirement. Same for story/writing, is enough to see how many successful action RPGs are there!<br /><span style="color: #ff0000;">I&#8217;d say that a good RPG = 5% story/writing, 15% art, 10% sound/music, 70% coding.</span></li>
</ul>
<p>Please note that I am talking only about 2d games, so 2d RPG too, since 3d RPG are of a completely different league!</p>
<p>This justifies in part why took me so long to make a RPG game like Planet Stronghold vs the other kind of games. And also why I&#8217;m probably going to focus on life/dating sims in future, with some RPG hybrids from time to time. Ideally I&#8217;d like to make a life/dating sim every 2-3 months and a good RPG every 6 months (or perhaps more). That&#8217;s why I put the Loren princess game on hiatus for now, since I wouldn&#8217;t have been able to do a decent job while doing so many other projects at same time (lazy artists aside! lol).</p>
<p><strong>Cinders visual novel</strong></p>
<p><em></em>
<div class='p_embed p_image_embed'> <a href="http://posterous.com/getfile/files.posterous.com/temp-2011-04-27/CIfFwbEfmqfdJmnouilAljCBaGinvBcijAAivErJpAIGAopApycdFsrbmxjn/screen_cind4.jpg.scaled1000.jpg"><img alt="Screen_cind4" height="313" src="http://posterous.com/getfile/files.posterous.com/temp-2011-04-27/CIfFwbEfmqfdJmnouilAljCBaGinvBcijAAivErJpAIGAopApycdFsrbmxjn/screen_cind4.jpg.scaled500.jpg" width="500" /></a> </div>
</p>
<p>The picture you see is from a upcoming visual novel game from <a href="http://moacube.com/games/cinders/">MoaCube</a>, the debut title of a new development team friend of mine. They&#8217;re new in the visual novel world but they&#8217;re well known in the casual market, and the art style is quite unique. I&#8217;ve seen it in action and the attention to details is amazing, lots of particle effects going in the background. I cannot comment much on the story because the version I tried was early alpha but as the title says, is going to be based on the Cinders fairy tale.</p>
<p>For more information, check the game official site: <a href="http://moacube.com/games/cinders/">http://moacube.com/games/cinders/</a></p>
</div>
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		<title>new otome game release and plans for the future</title>
		<link>http://www.winterwolves.net/blog/2011/04/new-otome-game-release-and-plans-for-the-future/</link>
		<comments>http://www.winterwolves.net/blog/2011/04/new-otome-game-release-and-plans-for-the-future/#comments</comments>
		<pubDate>Fri, 22 Apr 2011 16:03:17 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[indie life]]></category>
		<category><![CDATA[otome games]]></category>
		<category><![CDATA[pets]]></category>
		<category><![CDATA[remember me]]></category>
		<category><![CDATA[spirited heart]]></category>

		<guid isPermaLink="false">http://www.winterwolves.net/blog/2011/04/new-otome-game-release-and-plans-for-the-future/</guid>
		<description><![CDATA[Good news: Always Remember Me is out of pre-order phase and now the difficulty problem has been solved. The game now on start-up will offer your two playing mode: the Hard mode is the previous one, with some minor adjustments, and is the right choice for dating sims experts. The Normal mode instead is aimed [...]]]></description>
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<div class='p_embed p_image_embed'> <a href="http://posterous.com/getfile/files.posterous.com/temp-2011-04-19/sGGkgogEoHmvCrqjmgccjvJumgIdlnuBntixukFCHHwpdFAgGizJuteDEiEl/extrabonus.jpg.scaled1000.jpg"><img alt="Extrabonus" height="281" src="http://posterous.com/getfile/files.posterous.com/temp-2011-04-19/sGGkgogEoHmvCrqjmgccjvJumgIdlnuBntixukFCHHwpdFAgGizJuteDEiEl/extrabonus.jpg.scaled500.jpg" width="500" /></a> </div>
<p> Good news: <strong><a href="http://www.winterwolves.com/rememberme.htm">Always Remember Me</a></strong> is out of pre-order phase and now the difficulty problem has been solved. The game now on start-up will offer your two playing mode: the Hard mode is the previous one, with some minor adjustments, and is the right choice for dating sims experts. The Normal mode instead is aimed at casual players who I&#8217;m sure will appreciate the much reduced failure rate when trying the actions inside the life simulation part!</p>
<p>Of course you will still need to find the right actions to do, and the correct &#8220;path&#8221; for each character. Some scenes are very well hidden requiring you to be at a specific day/time on a specific place. I will probably write a sort of walkthrough on my forums later next week (since the game is just out I don&#8217;t want to spoil the fun!!).</p>
<p>In case you haven&#8217;t tried the game demo yet, check it now: <a href="http://www.winterwolves.com/rememberme.htm"><span class="postbody">http://www.winterwolves.com/rememberme.htm</span></a></p>
<p>(and yes, I changed only slightly the name adding &#8220;Always&#8221;, to differentiate the game title from the movie).</p>
<p>
<div class='p_embed p_image_embed'> <a href="http://posterous.com/getfile/files.posterous.com/temp-2011-04-19/njHsahwsDvlpJgwmgkdcncsyJHHgdnCJqnynEuvizxwBlehlpgDlpqGDHkIq/IMGP0325.JPG.scaled1000.jpg"><img alt="Imgp0325" height="375" src="http://posterous.com/getfile/files.posterous.com/temp-2011-04-19/njHsahwsDvlpJgwmgkdcncsyJHHgdnCJqnynEuvizxwBlehlpgDlpqGDHkIq/IMGP0325.JPG.scaled500.jpg" width="500" /></a> </div>
</p>
<p>In this week cats picture, Gilda and Grillo are sleeping peacefully together.</p>
<p>As indie developer instead, I can never sleep so peacefully! Numerous dangers lurk in the night&#8230; portals lowering price so much that soon they&#8217;ll start paying people to play games, your server that goes down after hackers attack at midnight, some mysterious new bug appear in your latest released game and so on! But&#8230; the most feared of all is surely this: <strong>artists that disappear in the middle of development process</strong>! <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> </p>
<p>Almost every indie I know had this problem, exception for those that use professional teams (but I&#8217;ve heard some problems even in those cases). Also most games don&#8217;t really need much art like visual novels/dating sims, or even better just need 3d models: in this case you can commission them even from different people, since in 3d is much harder to notice a difference in style (while in 2d is immediately evident).</p>
<p>Anyway I&#8217;m not here to complain, but I find myself in a fun situation, where I have lots of story texts and game design ready for 3-4 games, but they&#8217;re all on hold because of artists. Not everyone disappeared, some of them just took a break, others are busy doing commissions for other people (this is last time I give away my artists contacts!) , other moved full-time into comics and so on. That&#8217;s why I start so many projects at once, unless you&#8217;re making a game where you just need a few portraits (thinking about the RPGMaker XP games haha) is really hard to be sure that the person you hired for 2-3 months of will finish everything as planned.</p>
<p>I just finished 3 games this year so now I&#8217;m taking a break to see what I can do next. I think I could probably start working on the sequel of Spirited Heart. It has all the art done, but I wanted to wait until I was skilled enough to do a online game using Monkey (a new language that allows people to code games for HTML5/Flash without knowing JS/AS3). Problem is&#8230; I&#8217;m too used to Ren&#8217;Py now, and any other language looks too slow to develop with! <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>I really cannot imagine myself coding in something where I cannot immediately test the changes I just made with a keystroke to reload all the script, like I do with Ren&#8217;Py. That&#8217;s just too much time-saving! The only other thing I know that can do that is VisualC, the system I was using before, but that would mean to leave out Linux from the target platforms and I don&#8217;t like that, since I&#8217;d like to support my &#8220;penguin friends&#8221; <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Speaking about that, a friend of mine, Neil (who runs a successful zombie-MMO) told me an interesting thing:</p>
<blockquote><p><span class="postbody">the question is, if you were to use Flash  for example, would the result be anywhere near as good as with python?  How much longer would it take? If it&#8217;s going to take 2x longer then I&#8217;d  say stick with what you know since I doubt the difference in conversions  between web player and download will be more than 50%. </span></p>
</blockquote>
<p><span class="postbody">sometimes you really need an external point of view to fuly realize the situation, the pro and cons. That&#8217;s why I always ask for advice and feedback for my games and my choices in general, because it really helps. My friend is basically right, it&#8217;s not use to me to try making a game using another language if takes me x2-3 time more than just using Ren&#8217;Py and python (even if that means I need to have that damn auto-updater done!).<br /></span></p>
<p><span class="postbody">For now I&#8217;m still thinking how to design the game &#8211; probably there will be a normal offline part, and then a big online integration, though since I&#8217;m new to all of this I have to see how it works, and if I can actually make it without going mad <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  </span></p>
<p><span class="postbody">Meanwhile, the other projects like Loren RPG are on hold (even if the story is about 30% finished), while Planet Stronghold&#8217;s add-on <em>should&nbsp; </em>(not completely sure yet) see the light around July/August, since the artist said she would take time to finish the new images, even if she is quite busy with convention and school. Undead Lily game is also slowly progressing, but there&#8217;s still a lot of art to be done, so probably won&#8217;t be done quickly.</span></p>
<p><span class="postbody">The only thing that&#8217;s 100% sure to come out is <strong>Flower Shop: Winter In Fairbrook</strong>, since all the art is done, and will be released before the summer. More info about the game coming soon in the next weeks!<br /></span></p>
</div>
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		<title>Downloadables are dead, long live downloadables</title>
		<link>http://www.winterwolves.net/blog/2011/03/downloadables-are-dead-long-live-downloadables/</link>
		<comments>http://www.winterwolves.net/blog/2011/03/downloadables-are-dead-long-live-downloadables/#comments</comments>
		<pubDate>Fri, 25 Mar 2011 20:42:20 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[indie life]]></category>
		<category><![CDATA[online games]]></category>
		<category><![CDATA[queen of thieves]]></category>
		<category><![CDATA[remember me]]></category>
		<category><![CDATA[the flower shop]]></category>

		<guid isPermaLink="false">http://www.winterwolves.net/blog/2011/03/downloadables-are-dead-long-live-downloadables/</guid>
		<description><![CDATA[In the picture above, Otello happily posing in middle of the flowers. I love spring As you could guess from the title, this is a rant-post. I&#8217;ve heard so many discussions recently about the dying downloadables, how online games is the future, and so on. It&#8217;s a very complex discussion, so I&#8217;m not going into [...]]]></description>
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<div class='p_embed p_image_embed'> <a href="http://posterous.com/getfile/files.posterous.com/temp-2011-03-23/IHJFuJCHHjemqsjpDDgdxAaCttpxqnpAEyiFhdhzyJyigpnulscGkkIivdkh/IMG_0976.JPG.scaled1000.jpg"><img alt="Img_0976" height="375" src="http://posterous.com/getfile/files.posterous.com/temp-2011-03-23/IHJFuJCHHjemqsjpDDgdxAaCttpxqnpAEyiFhdhzyJyigpnulscGkkIivdkh/IMG_0976.JPG.scaled500.jpg" width="500" /></a> </div>
</p>
<p>In the picture above, Otello happily posing in middle of the flowers. I love spring <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>As you could guess from the title, this is a rant-post. I&#8217;ve heard so many discussions recently about the dying downloadables, how online games is the future, and so on. It&#8217;s a very complex discussion, so I&#8217;m not going into every detail (also because I want to talk about my games) however I feel the need to say a few things:</p>
<ul>
<li>&#8220;dead markets&#8221; doesn&#8217;t mean that you cannot make any profit in them. It only means that the main hype moved elsewhere. Also, since there&#8217;s less hype, means that there&#8217;s also less competition. I believe that as indie, having less competition is much more important than having a bigger <strong>potential</strong> target market.</li>
<li>speaking for my games, in general story-based games works best as single player. I&#8217;ve never played a multiplayer game that also was immersive or told me a good story, simply because storytelling requires only one viewer/spectator. If you give other people the possibility to influence a plot or ruin the mood, don&#8217;t worry, they&#8217;ll absolutely do it (anyone who played a MMORPG surely has met people that would destroy the fantasy setting atmosphere in a second with some typical US-slang words <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> )</li>
<li>remember that very big portals are still using the downloadables model. Big Fish Games in the casual world, Steam, D2D, Gamersgate, Impulse and others for the more &#8220;hardcore/niche&#8221; games. They&#8217;re not going to disappear overnight, and I believe not even in 5-10 years</li>
<li>also as indie, we&#8217;re different from big publishers and most of the discussions don&#8217;t apply. Look at Spiderweb games. Old-school RPG are dead, right? since about 1990. He is not doing well indeed. He is doing extremely well! As indie (especially if you work alone or in a small team) you don&#8217;t necessarily need to sell a $1 game to 100,000 people in a week, but you can have better luck trying to sell a $20 game to &#8220;only&#8221; 10000 in several years. That makes quite a difference!</li>
</ul>
<p>That said, of course online games/web games  can be profitable! I never said the opposite. Only that they require a  completely different subset of skills vs the traditional downloadables, and also on marketing. I  am currently doing research to make some online games as well, but it&#8217;s  a big step for me. Most of the successful online games are run by  a team, with a few exceptions, and don&#8217;t want to committ myself to something &#8220;too big&#8221; yet. I could do some experiments though.</p>
<p>For example, an idea I recently had was to add an online mode to Planet Stronghold. You would play online battles (not PvP though, at least initially) and as you win you would get experience, money to spend on better equipment or buying skills, and so on. It would be completely separated from the main game, so that I was even thinking to sell it as stand alone game or maybe use the free-to-play model. However I&#8217;m not sure if there&#8217;s enough interest to justify the time I&#8217;d have to spend to do this (especially coding the server part), even if it wouldn&#8217;t be a completely new game since I would be able to reuse good part of the normal offline game system.</p>
<p>In general I think that while visual novel, dating sims, and other similar games gain zero benefits from being online, other kind of games like RPG, simulation, strategy games can become more interesting with new online features.</p>
<p>Speaking of dating / life sim, I&#8217;ve made more progresses on Remember Me this week, and some events are really cool like the one below:</p>
<p><span style="font-family: mceinline;">
<div class='p_embed p_image_embed'> <a href="http://posterous.com/getfile/files.posterous.com/temp-2011-03-23/kzJCFBslxfIuHwfwgiedfAteCCceFaulczIiHElpxEHCuphxFaerlelGyEgn/secretadmirer.jpg.scaled1000.jpg"><img alt="Secretadmirer" height="281" src="http://posterous.com/getfile/files.posterous.com/temp-2011-03-23/kzJCFBslxfIuHwfwgiedfAteCCceFaulczIiHElpxEHCuphxFaerlelGyEgn/secretadmirer.jpg.scaled500.jpg" width="500" /></a> </div>
<p> </span></p>
<p>Who is this mysterious secret admirer? you&#8217;ll have to play the game to find out, even if honestly is not that difficult!</p>
<p>I&#8217;ve also got some important news about the other games in development. Flower Shop: Winter In Fairbrook is getting close to the release! I don&#8217;t have yet an exact date, but should be before next June, so not much left to wait. I&#8217;m currently writing (with help of external writers) and getting the art done for the simulation/RPG game Queen Of Thieves and the comic-RPG game Loren: Amazon Princess. My sports simulation game Universal Boxing Manager 2 is also going on well, even if right now there&#8217;s not enough to make a video, since the coder is mostly doing stuff that appears behind the scenes (statistics, AI, gameplay, and so on).</p>
<p>My planned release schedule (which surely will be messed up completely) would be:</p>
<ol>
<li>Mid/End-April &#8211; Remember Me</li>
<li>End of May/June &#8211; Flower Shop: Winter In Fairbrook</li>
<li>July/August &#8211; Loren The Amazon Princess</li>
<li>September/October &#8211; Queen of Thieves</li>
<li>November/December &#8211; either the superheroes game or maybe UBM2</li>
</ol>
</div>
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		<title>The Tao of indies!</title>
		<link>http://www.winterwolves.net/blog/2011/03/the-tao-of-indies/</link>
		<comments>http://www.winterwolves.net/blog/2011/03/the-tao-of-indies/#comments</comments>
		<pubDate>Sat, 05 Mar 2011 02:07:28 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[indie life]]></category>
		<category><![CDATA[postmortem]]></category>

		<guid isPermaLink="false">http://www.winterwolves.net/blog/2011/03/the-tao-of-indies/</guid>
		<description><![CDATA[In the picture above, Gilda and Grillo sleeping on the same basket. They seem to be forming a sort of Cat-Tao (or Dao)! According to Wikipedia, the meaning of Tao is: While the word itself literally translates as &#8216;way&#8217;, &#8216;path&#8217;, or &#8216;route&#8217;, or sometimes more loosely as &#8216;doctrine&#8217; or &#8216;principle&#8217;, it is generally used to [...]]]></description>
			<content:encoded><![CDATA[<div class='posterous_autopost'>
<div class='p_embed p_image_embed'> <a href="http://posterous.com/getfile/files.posterous.com/temp-2011-03-02/mezIkgvFzzeaucHqkayihpjDAkywotkjGvHdovuAEGvEHslvBEuDdsBIImBc/DSC01099.JPG.scaled1000.jpg"><img alt="Dsc01099" height="375" src="http://posterous.com/getfile/files.posterous.com/temp-2011-03-02/mezIkgvFzzeaucHqkayihpjDAkywotkjGvHdovuAEGvEHslvBEuDdsBIImBc/DSC01099.JPG.scaled500.jpg" width="500" /></a> </div>
</p>
<p>In the picture above, Gilda and Grillo sleeping on the same basket. They seem to be forming a sort of Cat-Tao (or Dao)!</p>
<p>According to Wikipedia, the meaning of Tao is:</p>
<blockquote class="posterous_medium_quote"><p>While the word itself literally translates as &#8216;way&#8217;, &#8216;path&#8217;, or &#8216;route&#8217;,  or sometimes more loosely as &#8216;doctrine&#8217; or &#8216;principle&#8217;, it is generally  used to signify the primordial essence or fundamental aspect of the  universe.</p>
</blockquote>
<p>Today I want to talk about the <strong>Tao of indies</strong>! I hope my English will be up to it XD</p>
<p>Inspired by the friend/colleague Andy Schatz and his talk at this year GDC (I wasn&#8217;t there but I&#8217;ve read lots of blogs posts about his talk) I want to remark how important it is, even for an indie, to follow your true inspiration, <strong>to do the game you want to do</strong>. Too much often I see indies working on &#8220;clone of game XZY&#8221; or &#8220;I had to change this because the publisher/distributor wanted it this way&#8221; and so on. Indies by definition should be free, <strong>free to do whatever they want</strong>.</p>
<p>Of course, you still have to keep some common sense and not start making the most crazy ideas that comes to mind! But the truth is that I&#8217;ve seen often projects that started as &#8220;quick diversive&#8221; (because you couldn&#8217;t find the strength to finish the &#8220;big safe commercial project X&#8221;) turn into great games. To summarize it better, I want to quote Andy himself:</p>
<blockquote class="posterous_medium_quote"><p>&ldquo;If you work on a game that&rsquo;s really cool, you&rsquo;ll either get recognition  or you&rsquo;ll make money,&rdquo; says Schatz. But if you make a game to just make  money, you&rsquo;ll either fail, or you&rsquo;ll make money. &ldquo;So the way I see it  is that if you make a game just to make money, that&rsquo;s actually riskier.&rdquo;</p>
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<p>That&#8217;s completely spot on. I know basically&#8230; nobody who made a game he hated AND made lot of money. Every single developer I see who made lot of money (and I know plenty) made it by working on a project he really loved.</p>
<p>For me, last autumn was a critical moment too. After the two Vera games that didn&#8217;t sold very well, I was tired of writing VNs, and in general of making games! But at same time I felt almost like I completely forgot how to code, how to make a good game.</p>
<p>So, I decided to aim higher this time, and in 6 months I built a RPG framework on top of the Ren&#8217;Py engine and wrote <a href="http://www.planetstronghold.com/">Planet Stronghold</a>. At first glance you might think that&#8217;s simple, but in reality it&#8217;s not at all. Writing the code for a RPG that features: a turn-based battle system, special attacks/effects on enemies and your party, inventory system, skills system, level up screen, training screen, exploration map, and probably something else I forgot, was a big effort.</p>
<p>But already from the first months, when I started the pre-alpha phase, and first sales started coming in, and at same time my almost desert forums started to see some activity of people suggesting new features / changes / improvements, I made peace with coding and once again I found the FUN in making the games, that I thought to have lost forever!</p>
<p><strong>Because making games is fun. It should always be fun. If you&#8217;re making a game, and you&#8217;re not having fun, something is seriously wrong.</strong></p>
<p>Next week will talk about progresses with the otome/lifesim Remeber Me, which hopefully will be out in April!</p>
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