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	<title>Computer Games &#187; postmortem</title>
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	<description>Development diary of Celso Riva</description>
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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>
</blockquote>
<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>
</div>
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		<title>Planet Stronghold v 1.0 released!</title>
		<link>http://www.winterwolves.net/blog/2011/02/planet-stronghold-v-1-0-released/</link>
		<comments>http://www.winterwolves.net/blog/2011/02/planet-stronghold-v-1-0-released/#comments</comments>
		<pubDate>Mon, 28 Feb 2011 18:21:40 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[planet stronghold]]></category>
		<category><![CDATA[postmortem]]></category>
		<category><![CDATA[roleplay games]]></category>
		<category><![CDATA[winter wolves games]]></category>

		<guid isPermaLink="false">http://www.winterwolves.net/blog/2011/02/planet-stronghold-v-1-0-released/</guid>
		<description><![CDATA[In the picture above, Gilda sleeping in a &#8220;wooden drawer&#8221; we had in our previous house. She seems to enjoy it After about 2 months of playtesting, I can officially announce the release of version 1.0 of my sci-fi RPG game Planet Stronghold! It has been a very long journey, from the &#8220;classic&#8221; early prototypes [...]]]></description>
			<content:encoded><![CDATA[<div class='posterous_autopost'>
<p><a href='http://posterous.com/getfile/files.posterous.com/temp-2011-02-24/lcktGgEnhgeJgsmCejowcFxerzjmvbdAafdzoJmcIxFwqqAoEAEfBjtkmCxs/IMGP0051.JPG.scaled1000.jpg'><img src="http://posterous.com/getfile/files.posterous.com/temp-2011-02-24/lcktGgEnhgeJgsmCejowcFxerzjmvbdAafdzoJmcIxFwqqAoEAEfBjtkmCxs/IMGP0051.JPG.scaled500.jpg" width="500" height="375"/></a> </p>
<p>In the picture above, Gilda sleeping in a &#8220;wooden drawer&#8221; we had in our previous house. She seems to enjoy it <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>After about 2 months of playtesting, I can officially announce the release of version 1.0 of my sci-fi RPG game Planet Stronghold! It has been a very long journey, from the &#8220;classic&#8221; early prototypes with programmer art to the final result which features beautiful manga artwork and a very detailed combat system. I started the game at the end of 2009, worked on it until beginning of 2010 then paused it to release the two Vera Blanc games. And then I resumed working on it in September 2010, and I&#8217;ve listened to all the suggestion people made in the course of those last 6 months, implementing lots of features that people requested.</p>
<p>Hopefully this process made Planet Stronghold a better game (I have no doubts about it) and for that I want to send a special <strong>thank you </strong>to everyone who sent their suggestions, who supported me buying the early alpha versions back in september 2010, when the game was only a few chapter long and still quite rough, and who is supporting me in any way (offering free proofread, telling friends about my site, and so on).</p>
<p>I don&#8217;t know if the game will be a success or not, but I&#8217;ve enjoyed making it. And most importantly it helped me build a sort of &#8220;RPG framework&#8221;, so that I&#8217;ll be able to release new RPGs in future at much faster pace! <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>So, for those who don&#8217;t know yet what I&#8217;m talking about, check the official game trailer:</p>
<p>  <object height="390" width="480"><param name="movie" value="http://www.youtube.com/v/gDtnXLSqglo?fs=1&amp;hl=en_GB&amp;rel=0" /><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><embed src="http://www.youtube.com/v/gDtnXLSqglo?fs=1&amp;hl=en_GB&amp;rel=0" type="application/x-shockwave-flash" height="390" width="480"></embed></object>  </p>
<p>You can download a demo at the official website: <a href="http://www.planetstronghold.com">http://www.planetstronghold.com</a> and see more screenshots and buy it on Winter Wolves main website: <a href="http://www.winterwolves.com/planetstronghold.htm">http://www.winterwolves.com/planetstronghold.htm</a></p>
<p>If you like RPGs, stay tuned since I have plans to create several more RPGs in the next months, alongside my other projects (mostly visual novels and dating sims). And now for those who enjoy reading postmortems:</p>
<p><strong>The making of Planet Stronghold</strong></p>
<p>It was the end of 2009 when I thought would have been nice to do a visual novel with some &#8220;light&#8221; roleplay elements, so I started working on Planet Stronghold.</p>
<p>Initially I had picked another artist, but she was lazy and uncollaborative, so I &#8220;fired&#8221; her and found a much better one (more reliable and much more skilled). A typical mistake that I always make is to be forgiving with people, but the reality is that if you&#8217;re running a business, if you&#8217;re not an amateur anymore, and you need to do things the serious way. You can still be friendly of course, but as soon as you notice people are trying to take advantage of you, don&#8217;t hesitate to put them back on track, or you&#8217;ll end up wasting lot of precious time yourself and in the end have to change collaborators anyway!</p>
<p>So, at the end of 2009 &#8211; beginning of 2010 I had a very simple system in place. Then I took a break to make the two Vera Blanc games, but I was still working a bit on Planet Stronghold in the &#8220;spare time&#8221;. And then, I started adding features. I had the battles, and I thought &#8220;why characters must always use one single weapon? it&#8217;s unrealistic! and voil&agrave;, I added an inventory. Then I thought &#8220;if all heroes have same skills, what&#8217;s make them different?&#8221; and again, I added the Skills system. But what is a sci-fi RPG without some fancy replacement for the fantasy RPG magic? And so I added the Psionics skills! <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> </p>
<p>As you can see, with such kind of games, if you like to add new features, you can basically go on as much as you want. But unless you&#8217;re mad you have to stop at one point! And indeed when I was about to implement some sort of movement system, like a tilemap I thought &#8220;wait&#8230; I need to release this game before 2012&#8243;, and so I opted for a simpler movement system.</p>
<p>Then I began writing the main plot which, as you probably have noticed if you just played the demo, is VERY LONG. Once again, maybe as first attempt into a new territory (for me) I made a mistake in making such a big game. Perhaps I should have made the game smaller, to test the waters first? Who knows, I know for certain that nobody can complain about this game longevity since I can say without doubt that is the longest (and also most replayable) game I&#8217;ve ever made!</p>
<p>From September through today, I&#8217;ve started working on the game full-time, and I decided to try the &#8220;open-alpha&#8221; and then later &#8220;open-beta&#8221; approach. If you&#8217;re making a complex game, not necessarily a RPG, I strongly recommend doing it. Some people do a closed alpha pre-orders, and that&#8217;s fine too, but I found out that by making the alpha public I got lot more feedback. Considering I&#8217;m a small indie developer, I was surprised by the amount of feedback I got, both in my forums and privately by emails!</p>
<p>Overall I&#8217;m very satisfied by the game &#8211; since it has already sold well during the alpha/beta stage, so means there&#8217;s some potential for VN/RPG hybrids. I could have probably done it faster using some different coding tecniques, but now at least for future games I know how to get started quickly. Also, I have to be honest, while coding it the library I choose (Ren&#8217;Py) got the biggest update of its whole history, switching from software rendering to accelerated OpenGL, and adding a new screen language format. This was a great thing, but happened right when I was stil coding the game! So I was unsure what to do, and in the end I decided to upgrade, so had to redesign some parts of the game to use the new language.</p>
<p>This delayed the game, even if now plays much faster even on very low-end netbooks. Future RPGs will be done directly in the new system so I won&#8217;t have those problems anymore.</p>
<p>Lastly, about two weeks ago I decided to try the &#8220;Steam Lottery&#8221;. Some developer friends and I have called it that way, because you never know if you&#8217;re going to be accepted by them or not, also especially because they have <strong>no guidelines</strong>, and give no explanation when your game is rejected. Since another manga game with RPG element (Recettear) was recently quite popular on Steam, I thought to try.</p>
<p>Obviously, they rejected it, but this time it wasn&#8217;t an immediate email, they actually asked for demo and played it! It must mean that is my best game so far, in a way or the other <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
</div>
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		<title>Love &amp; Order preorders available!</title>
		<link>http://www.winterwolves.net/blog/2011/02/love-order-preorders-available/</link>
		<comments>http://www.winterwolves.net/blog/2011/02/love-order-preorders-available/#comments</comments>
		<pubDate>Fri, 11 Feb 2011 16:01:00 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[love & order]]></category>
		<category><![CDATA[otome games]]></category>
		<category><![CDATA[postmortem]]></category>
		<category><![CDATA[preorder]]></category>
		<category><![CDATA[simulation games]]></category>
		<category><![CDATA[winter wolves games]]></category>

		<guid isPermaLink="false">http://www.winterwolves.net/blog/?p=887</guid>
		<description><![CDATA[Yes, finally the game Love &#38; Order, written by C. Love, is available for pre-orders purchase! You can see more screenshots and information about the game and the characters at the official page. Beside producing the game, I&#8217;ve also tested it a lot, and I can say it&#8217;s really fun and it will keep you [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.winterwolves.com/loveandorder.htm"><img src="http://www.winterwolves.com/loveandorder/thumbs/loveandorder.jpg" border="0" alt="Love &amp; Order pc/mac/linux" width="250" height="141" /></a></p>
<p>Yes, finally the game Love &amp; Order, written by C. Love, is available for pre-orders purchase! You can see more screenshots and information about the game and the characters at the <a href="http://www.winterwolves.com/loveandorder.htm">official page</a>. Beside producing the game, I&#8217;ve also tested it a lot, and I can say it&#8217;s really fun and it will keep you busy for quite some time while you try to discover more about the mysterious abandoned case and at same time, pursue all of the four dateable characters <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/viewforum.php?f=28">Love &amp; Order has also an official forum now</a> &#8211; so if you have any feedback, comment, suggestion, bug report (let&#8217;s hope not!) or anything else,  stop by my forums and write something!</p>
<p>A little of postmortem info about this game. I contacted Christine back in summer 2010 shortly after her game Digital: A Love Story was out. After playing it, I immediately recognized the potential that she had as game developer <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' />  And since I&#8217;ve learned long time ago that my world-domination plan cannot be fulfilled alone, I asked her if was interested in writing a game for me. We exchanged a few emails and she asked what kind of game I had in mind, so I told her about several possibilities. One of them was:</p>
<blockquote><p>&#8220;I was thinking instead of school, would be nice to have as setting work  (like an office job) and have some mystery (not necessarily a murder or  anything, but some mysterious event).&#8221;</p></blockquote>
<p>And that&#8217;s how it all started. A fun excerpt from one of her emails was:</p>
<blockquote><p>I would think maybe four dateable characters (is that a good number? three men and one woman? I really wouldn&#8217;t want to write a <em>completely</em> straight heroine), plus a couple of other people who work there.</p></blockquote>
<p>(obviously had no problems with that!). There was a lot of initial brainstorming and then from about July or so it was all in her hands. She coded /wrote it while the various artists worked on the backgrounds and the character art (the character artist is the same of Remember Me, which should also be ready next month&#8230; or so).</p>
<p>Obviously Love &amp; Order is quite different from Digital:A Love Story and I hope people won&#8217;t even try to compare the two games, since is like comparing apples and oranges. Our goal with Love &amp; Order was to have a fun otome / dating sim game, with a bit of humour, mystery and lot of romance, and I think the result turned out quite good.</p>
<p>That&#8217;s all for now, ah no wait &#8211; I couldn&#8217;t make a friday blog without a cat picture! Here it is:</p>
<p><a href="http://www.winterwolves.net/blog/wp-content/uploads/2011/02/IMGP8261.jpg"><img class="alignnone size-medium wp-image-889" title="IMGP8261" src="http://www.winterwolves.net/blog/wp-content/uploads/2011/02/IMGP8261-225x300.jpg" alt="" width="225" height="300" /></a></p>
<p>my cat Grillo seems to think &#8220;Love &amp; Order is an awesome game, everyone should buy it!&#8221; <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
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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>Is worth having a Flash version of your downloadable?</title>
		<link>http://www.winterwolves.net/blog/2010/07/is-worth-having-a-flash-version-of-your-downloadable/</link>
		<comments>http://www.winterwolves.net/blog/2010/07/is-worth-having-a-flash-version-of-your-downloadable/#comments</comments>
		<pubDate>Tue, 06 Jul 2010 15:29:53 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[antipiracy]]></category>
		<category><![CDATA[development tricks]]></category>
		<category><![CDATA[general]]></category>
		<category><![CDATA[indie life]]></category>
		<category><![CDATA[marketing tips]]></category>
		<category><![CDATA[online games]]></category>
		<category><![CDATA[postmortem]]></category>
		<category><![CDATA[simulation games]]></category>
		<category><![CDATA[winter wolves games]]></category>

		<guid isPermaLink="false">http://www.winterwolves.net/blog/?p=710</guid>
		<description><![CDATA[That&#8217;s one of the most frequent questions I see asked around in game development forums. I released in May a flash version of my downloadable game Spirited Heart, so thought to share some info about it. The stats are quite clear (timeframe, 2 months): gameplays: 60-70k estimate (mochi-ads is 55k, plus a few more thousands [...]]]></description>
			<content:encoded><![CDATA[<p>That&#8217;s one of the most frequent questions I see asked around in game development forums. I released in May a flash version of my downloadable game Spirited Heart, so thought to share some info about it.</p>
<p>The stats are quite clear (timeframe, 2 months):</p>
<p>gameplays: <strong>60-70k</strong> estimate (mochi-ads is <strong>55k</strong>, plus a few more thousands in Kongregate, Newgrounds and other portals I submitted my game to)<br />
unique visitors to my site:  <strong>12,886</strong><br />
tracked sales: <strong>7</strong> !!</p>
<p>As you can see, the visitors to sales ratio (called also CR, conversion rate) is 0,05%! Well below the standard CR of downloadable demos that is around 1% (actually, for my game it&#8217;s 2,6% well above average). If we calculated the people per sale ratio from everyone that played the game, we would get 1 sale every 10.000 players <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> </p>
<p>And I even put lots of &#8220;nag stuff&#8221; in the game, in several parts there was a hint that certain game functions would be available only in the &#8220;Deluxe Version&#8221; and not in the free flash demo.</p>
<p>That said, I probably made some mistakes in it: putting too many &#8220;hints&#8221; that the game was only a &#8220;flash demo&#8221;, pissed some people off and especially on Kongregate I got very low rating only because of that. Also, the flash market is known to like more male-oriented games (zombies, blood, violence!) so my game was badly targeted also for that.</p>
<p>Still, even if my game was played by 7 milion people (that would be a TOP record!) according to those visits/buy ratio I would have got &#8220;only&#8221; 700 sales, or translated in money, about $15000. But just so you know, Desktop Tower Defense, one of the most popular flash games of all times, made 15million plays. So getting 7 million would be almost an impossible task unless you have something really UNIQUE.</p>
<p>Based on this, the conclusion would be quite easy: is NOT worth it. However, I know some other devs doing online only games or browser MMO got much better results than me. So is correct to say that making a flash version of your DOWNLOADABLE game is a bad move. But for a online/browser game that could be very different.</p>
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		<title>Making of Card Sweethearts</title>
		<link>http://www.winterwolves.net/blog/2010/06/making-of-card-sweethearts/</link>
		<comments>http://www.winterwolves.net/blog/2010/06/making-of-card-sweethearts/#comments</comments>
		<pubDate>Wed, 09 Jun 2010 12:08:20 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[antipiracy]]></category>
		<category><![CDATA[card games]]></category>
		<category><![CDATA[card sweethearts]]></category>
		<category><![CDATA[development tricks]]></category>
		<category><![CDATA[indie life]]></category>
		<category><![CDATA[postmortem]]></category>
		<category><![CDATA[tycoongames]]></category>
		<category><![CDATA[DRM]]></category>
		<category><![CDATA[online activation]]></category>
		<category><![CDATA[piracy]]></category>

		<guid isPermaLink="false">http://www.winterwolves.net/blog/?p=694</guid>
		<description><![CDATA[My latest game, Card Sweethearts, is out. So I thought to make a post about the making of it, including some interesting informations for developers about a hard DRM decision I had to take. As you might imagine taking a look at the screenshot on the right, the game is about poker. In some parts, [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.winterwolves.net/blog/wp-content/uploads/2010/06/carlastrip.jpg"><img class="alignnone size-medium wp-image-695" style="border: 1px solid black; margin-left: 5px; margin-right: 5px;" title="carlastrip" src="http://www.winterwolves.net/blog/wp-content/uploads/2010/06/carlastrip-300x225.jpg" alt="" width="300" height="225" align="right" /></a>My latest game, <a href="http://www.cardsweethearts.com/">Card Sweethearts</a>, is out. So I thought to make a post about the making of it, including some interesting informations for developers about a hard DRM decision I had to take.</p>
<p>As you might imagine taking a look at the screenshot on the right, the game is about poker. In some parts, you can even play strip poker with one of the four women you&#8217;ll encounter during the game. The game features beautiful manga art from Rebecca Gunter (don&#8217;t bother contacting her, she is full of work until next year!) and uses a custom version of the Ren&#8217;Py card-game engine that the programmer Tom made specifically for this game.</p>
<p><strong>The Game</strong></p>
<p>The project started a long time ago, so long that I had to look in my emails archive to find out when first I asked Tom if he would like to collaborate with me for this game. It was september 2008! The poker engine took quite some time to make (it&#8217;s more complex than you might think, especially the Poker AI of the CPU players) so around the summer of 2009 I had a finished alpha version of the poker engine, all the art for the game and a general plot idea in my mind.</p>
<p>At those times I had released already some other visual novels/dating sims like Bionic Heart. The problem for me in making those games was (actually it still is) the language: since I wanted this game to be humorous, I had lots of difficulties in writing it in english because isn&#8217;t my native language. So I hired a person I found on Deviantart to write the game texts.</p>
<p><strong>Unexpected Problems<br />
</strong></p>
<p>Sadly, that person quit in middle of the story in autumn 2009: so I was in a very bad situation, with almost everything ready except the story. Once again, I asked my precious collaborator Ayu Sakata (which at those times was proofreading Heileen 2, and started writing The Flower Shop) if she could finish the story. I really can&#8217;t blame her for not being too enthusiast about this (even if she never said that, I&#8217;m sure she was!), being a poker game with a male protagonist trying to date the girls, and end up playing strip poker with them <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>But anyway, she did a great job as always and in April/May we had the final beta version. Now comes the interesting part for developers: the DRM!</p>
<p><strong>Why we decided to drop the DRM<br />
</strong></p>
<p>As you can imagine, such a game would be very popular among the warez sites (manga, strip poker, etc) much more than my other regular games. Tom even came up with a neat online activation system, that was using a private/public key (similar to what OpenPGP does for emails) so that the product, once activated on a computer, was tied to its hardware. The user would have been able to &#8220;deactivate&#8221; the game from a computer to reinstall it to another, but still, was unable to play for example at same time on his home pc and on his notebook.</p>
<p>After some weeks of testing and feedback from friends, developers friends and normal testers, we decided to take the risk and drop it. Why? Well, for several reasons:</p>
<ul>
<li>I&#8217;ve always promoted the idea that people would buy the game license as &#8220;personal&#8221;. So restricting the use to only 1 computer per person was against what I always did</li>
<li>There&#8217;s always the risk of server going down, preventing people from registering (even if was just one-time activation). A fun coincidence was that exactly in those weeks I was unable to play even for just a few hours Dragon Age expansion (requiring online log-in) and I remember I was extremely disappointed as player</li>
<li>The game would have been cracked anyway: so all that DRM would have accomplished is prevent a &#8220;0-day crack&#8221; but possibly piss off some people</li>
<li>The Ubisoft DRM epic fail was not too distant: I had fear of bringing my company under a bad name&#8230; once you lose the buyers confidence, is hard to get it back!</li>
<li>Ultimately, we wanted to provide a good experience to paying users, and focus only on them, not the pirates</li>
</ul>
<p>So, we released the game <strong>using absolutlely No-DRM system</strong>. Just a download link to get the fullversion, like we always did.</p>
<p>I don&#8217;t know if the game has been already cracked or not (it&#8217;s out since just yesterday) but I have the feeling (and the hope!) I made the right choice. The choice of rewarding people who buy games, not punish them with absurd DRM requirements.</p>
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		<title>Heileen 2 voiced</title>
		<link>http://www.winterwolves.net/blog/2010/03/heileen-2-voiced/</link>
		<comments>http://www.winterwolves.net/blog/2010/03/heileen-2-voiced/#comments</comments>
		<pubDate>Thu, 18 Mar 2010 17:20:10 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[adventure games]]></category>
		<category><![CDATA[heileen]]></category>
		<category><![CDATA[postmortem]]></category>
		<category><![CDATA[tycoongames]]></category>

		<guid isPermaLink="false">http://www.winterwolves.net/blog/?p=632</guid>
		<description><![CDATA[Yep, finally the voiced version of the game is out, after almost 3 months of delay you can find more info and download the voiced demo at the official page Everyone that bought the game before can simply log-in to my server (not BMT one) and redownload it. The link is on the purchase email [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.tycoongames.eu/adventures/heileen2.php"><img title="Heileen 2: The Hands Of Fate" src="http://www.tycoongames.eu/adventures/thumbs/lookingthehorizon.jpg" alt="" width="200" height="150" /></a><br />
Yep, finally the voiced version of the game is out, after almost 3 months of delay <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  you can find more info and download the voiced demo at the <a href="http://www.tycoongames.eu/adventures/heileen2.php">official page</a></p>
<p>Everyone that bought the game before can simply log-in to my server (not BMT one) and redownload it. The link is on the purchase email <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<p>Now going to explain a bit my choices when doing the voiced version. As you might know (at least those who reads my twitter or blog) there were LOTs of troubles when voicing the main character, Heileen herself. In the end, I decided to leave her unvoiced. Several factors influenced my choice:</p>
<ul>
<li>after trying 2 voice actress that both gave up on the project (mostly because of the length) I started to think if I would ever find one that would finish the job</li>
<li>even if I found one, the game wouldn&#8217;t have been finished before next summer (or even later)</li>
<li>leaving the game unvoiced was like leaving a &#8220;unfinished&#8221; game on sale, and I didn&#8217;t like that!</li>
<li>there are many mainstream games (Dragon Age, Mass Effects and probably some less known japanese VNs) who leave voluntarily the main character unvoiced</li>
</ul>
<p>So even if my initial idea was to have the game fully voiced as Bionic Heart, I decided to go this way. I think you&#8217;ll agree with me that the actors involved did a great voice acting job, so I want to thank them all, in sparse order:</p>
<ul>
<li>Ayu Sakata &#8211; Ebele, Marie</li>
<li>Steven Mane &#8211; Elias, Marco, Adam</li>
<li>Lucien Dodge &#8211; Black, Morgan, Otto</li>
<li>Morgan Barnhart &#8211; Lora, Juliet and Heileen kid (which unfortunately had to cut, since the main character won&#8217;t be voiced)</li>
<li>Erica Mendez &#8211; Magdalene, Marcus kid</li>
<li>Dan Conlin &#8211; Robert, Jack and some minor male characters</li>
<li>Mauri &#8220;Darkblade&#8221; Majanoja -  John, Jonathan</li>
</ul>
<p>As you can see, quite a large cast <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' />  Doing the voices was a great task though, and I don&#8217;t think I&#8217;ll repeat the experiment anytime soon! For sure not for games with lots of texts, because it&#8217;s really time consuming !</p>
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		<title>Flower Shop released + making of</title>
		<link>http://www.winterwolves.net/blog/2010/01/flower-shop-released-making-of/</link>
		<comments>http://www.winterwolves.net/blog/2010/01/flower-shop-released-making-of/#comments</comments>
		<pubDate>Sat, 30 Jan 2010 12:03:16 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[adventure games]]></category>
		<category><![CDATA[postmortem]]></category>
		<category><![CDATA[the flower shop]]></category>
		<category><![CDATA[winter wolves games]]></category>

		<guid isPermaLink="false">http://www.winterwolves.net/blog/?p=592</guid>
		<description><![CDATA[First of all, in case you don&#8217;t know, the game is now out! You can get more info at the official page here: http://www.winterwolves.com/theflowershop.htm Then I want to give a brief background history on this game in case someone is interested. It all started shortly after I found out about Ren&#8217;Py engine and the visual [...]]]></description>
			<content:encoded><![CDATA[<p>First of all, in case you don&#8217;t know, the game is now out! You can get more info at the official page here: <a href="http://www.winterwolves.com/theflowershop.htm" target="_blank">http://www.winterwolves.com/theflowershop.htm</a></p>
<p>Then I want to give a brief background history on this game in case someone is interested. It all started shortly after I found out about <a href="http://www.renpy.org/">Ren&#8217;Py</a> engine and the visual novel / dating sim world. I got to know the <a href="http://lemmasoft.renai.us/forums/">LemmaSoft community</a> (which has been very helpful for me in making those games since then) and several great people like Tom Rothamel, Ayu Sakata and M.Beatriz Garcia. Those two last people were later fully involved in the game.</p>
<p><a href="http://www.tycoongames.eu/adventures/summersession.php">Summer Session</a>, a dating sim made together with Hanako games, was released in July 2008 and was very successful, with mentions on Gamasutra, Macworld, and so on. So I wanted to make another, but at same time go on with my other projects (<a href="http://www.heileen.com">Heileen</a>, <a href="http://www.winterwolves.com/spiritedheart/">Spirited Heart</a> would get released in the next months). While browsing Lemmasoft forums I found out Deji (Garcia nickname) and of course I was impressed by her skills, but also by the fact that at those times (if I remember correctly) no games (even freewares!) were ever released with her beautiful art.</p>
<p>I thought to ask her if she was interested, and I still remember after I sent her my initial game idea she wasn&#8217;t much motivated because of the &#8220;guy goes after girl&#8221; theme: but when I expanded it mentioning one of the main girls would be a Flower Shop owner, she immediately changed her mind! Also, in the beginning, the game was really like another Summer Session. But then (luckily I think) I decided to ask Ayu Sakata to write it completely on her own, just following my original plot idea, but leaving all the dialogues to her.</p>
<p>Was July 2009, she had just done some proofreading /editing for <a href="http://www.bionicheartgame.com/">Bionic Heart</a> and I really liked her work, so asked her if she wanted to take care of the project, and she did. She changed the player perspective from the classic male point of view (the one of Summer Session for example) to a more delicate, romantic view (I&#8217;d say definitely more female!).</p>
<p>Meanwhile Deji was going on with the pictures, but was a bit slow because had to do an internship. In late 2009 the plot was fully written but there was still several pictures left: I still remember Marian was the last girl to be added, and some of her poses were paused for over 3 months <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' />  But then, the internship ended and I must say I was surprised to see Deji motivation and speed (quality was NEVER in discussion) ! She finished all the remaining art in December, and the main menu in early January.</p>
<p>The background art was done by other external contractors and the interface&#8230; is my fault in case you&#8217;re wondering <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' />  In December 2009/January 2010 I had lot of fun programming the farming sim part: I wanted something casual, not very complex but not too easy either, and I think I made it. Once again I was pleased to work with Python which is without any doubt the best language ever to do &#8230; just anything, from games to any other kind of programming task!</p>
<p>So that&#8217;s it&#8230; basically the game from its original concept in October 2008, was finished more than 1 year later, in January 2010! Of course, there were lots of pauses and dead moments so isn&#8217;t like the game took 1 year of actual work to make!</p>
<p>And now, what&#8217;s next? I am already discussing with Deji and Ayu about a possible &#8220;girl side&#8221; version of the game. I agree, I think many girls would like to deal with nice guys like Jacob and Trent&#8230;!</p>
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		<title>Go Adventures!</title>
		<link>http://www.winterwolves.net/blog/2008/10/go-adventures/</link>
		<comments>http://www.winterwolves.net/blog/2008/10/go-adventures/#comments</comments>
		<pubDate>Fri, 03 Oct 2008 18:21:09 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[postmortem]]></category>
		<category><![CDATA[tycoongames]]></category>
		<category><![CDATA[adventure games]]></category>

		<guid isPermaLink="false">http://www.winterwolves.net/blog/?p=295</guid>
		<description><![CDATA[Beside RPG games, adventures are one of my favourite genre ever. I didn&#8217;t make any before, for two reasons: I would have to hire someone to do the art and this was too expensive for me to do in the beginning, and also I wasn&#8217;t sure there was a market for them at all. But [...]]]></description>
			<content:encoded><![CDATA[<p>Beside RPG games, adventures are one of my favourite genre ever. I didn&#8217;t make any before, for two reasons: I would have to hire someone to do the art and this was too expensive for me to do in the beginning, and also I wasn&#8217;t sure there was a market for them at all.</p>
<p>But in 2005 I decided I wanted to try anyway, so I started to commission lot of characters art for the game Summer Love, that was the original title of <a href="http://www.tycoongames.eu/adventures/summersession.php">Summer Session</a>. The artist was still at art school so took a lot to finish them all, almost 1 year. Then, when I had the characters I realized I needed also the backgrounds! so asked her to draw about 20 different ones, and she was faster this time.</p>
<p>In beginnng of 2007 I had almost everything for the game: the idea/main mechanic, all the characters with their backgrounds and personalities, but when I started to write the game itself I realized it wasn&#8217;t easy as I thought: I built up my own adventure engine, but the main reason was the writing itself.</p>
<p>While I can read and write a decent english, creating a compelling story and using the right words is really another world. So in the beginning I thought to just write it in italian and then have it translated, but I wasn&#8217;t really sure all the translation money would have been well spent.</p>
<p>So in the end, in spring of 2008 I decided to contact Georgina of Hanako, knowing that she made already lot of adventure games, figuring that she would have been the &#8220;right man&#8221; (or better woman) to finish my project! and indeed, she did it, and also pointed me to Renpy, a really nice Python-based tool to write visual novel/dating sims.</p>
<p>Recently adventures seems to have gained popularity, and Summer Session sales surely prove that there is a market for adventures (of any kind). So, here I am, ready to finish Heileen, a 17th century visual novel in which you play the role of a girl, trying to discover herself with the help of a voyage to the New World. Sounds cool eh? <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> </p>
<p>I really hope the game will be like I have in my mind. So far, after playing it several times, I am very satisfied. Stay tuned for a beta version coming out soon. Well, as soon as I get my new background pictures delivered! <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
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		<title>Magic Stones Postmortem</title>
		<link>http://www.winterwolves.net/blog/2007/08/magic-stones-postmortem/</link>
		<comments>http://www.winterwolves.net/blog/2007/08/magic-stones-postmortem/#comments</comments>
		<pubDate>Fri, 31 Aug 2007 08:02:49 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[indie life]]></category>
		<category><![CDATA[magic stones]]></category>
		<category><![CDATA[postmortem]]></category>
		<category><![CDATA[roleplay games]]></category>
		<category><![CDATA[winter wolves games]]></category>

		<guid isPermaLink="false">http://www.winterwolves.net/blog/2007/08/31/magic-stones-postmortem/</guid>
		<description><![CDATA[Last year was contacted by a person from idevgames to write a postmortem about my game Magic Stones. Since over 1 year has passed already and he didn&#8217;t post anything in his site, I thought to post the postmortem in my blog, so at least I didn&#8217;t waste my time writing it and maybe someone [...]]]></description>
			<content:encoded><![CDATA[<p>Last year was contacted by a person from idevgames to write a postmortem about my game Magic Stones. Since over 1 year has passed already and he didn&#8217;t post anything in <a href="http://www.idevgames.com/index.php/postmortems/">his site</a>, I thought to post the postmortem in my blog, so at least I didn&#8217;t waste my time writing it and maybe someone could find it interesting, who knows.</p>
<p>Here it goes &#8211; enjoy it!</p>
<p style="margin-bottom: 0cm; font-style: normal"> <font face="Verdana, sans-serif">Overview</font></p>
<p style="margin-bottom: 0cm"><font face="Verdana, sans-serif"><font size="2">I always liked the idea of making a fantasy-card game, so I started to outline the basic idea on a piece of paper. Yes planning was essential in this kind of game, I knew it from the start (and luckily I did it). </font></font></p>
<p style="margin-bottom: 0cm"><font face="Verdana, sans-serif"><font size="2">I decided to base everything on celtic mythology, so I first started to do some research both in local library and also on the net. Found the celtic runes and thought to assign to each one of them a spell or a summoned avatar in the game. I divided the runes into 4 elements (the classic air, water, fire and earth) even if their original meaning is a bit different (but hey is just a game!).</font></font></p>
<p style="margin-bottom: 0cm"><font face="Verdana, sans-serif"><font size="2">So after sketching out the general features, statistics, skills, creatures, background story, etc of the game, I put all those numbers together in a spreadsheet page.</font></font></p>
<p style="margin-bottom: 0cm"><font face="Verdana, sans-serif"><font size="2">Then had to solve a big problem, to make the graphic of such a game, and found in Poser a very good solution. Bought several ready-made 3d models, and after several weeks spent on various renderings, I had the basic 48 avatars ready (20 avatars for the 4 elements plus many neutral/evil ones).</font></font></p>
<p style="margin-bottom: 0cm"><font face="Verdana, sans-serif"><font size="2">I added a roleplaying element to the game, so that in addition to your â€œdeck of cardâ€ you had also an in-game alter-ego, with an inventory of items that could affect your power and a set of basic skills that would influence the game in general.</font></font></p>
<p style="margin-bottom: 0cm"><font face="Verdana, sans-serif">Tools used</font></p>
<p style="margin-bottom: 0cm"><font size="2"><font face="Verdana, sans-serif">I used xCode and a very simple but really powerful 2d programming API called PTK (website </font></font><a href="http://www.phelios.com/ptk"><u><font size="3"><font face="Verdana-Bold">http://www.phelios.com/ptk</font></font></u></a><font size="2"><font face="Verdana, sans-serif">) that I had already used in all my previous games with great success.</font></font></p>
<p style="margin-bottom: 0cm"><font face="Verdana, sans-serif"><font size="2">As I already said, for graphics I used mostly Poser 5/6 for the monsters, characters, etc and photoshop to design the interface of the game.</font></font></p>
<p style="margin-bottom: 0cm"><font face="Verdana, sans-serif"><font size="2">For the music I just bought royalty-free music from one of the many online stores.</font></font></p>
<p style="margin-bottom: 0cm"><font face="Verdana, sans-serif">What went right</font></p>
<p style="margin-bottom: 0cm"><font face="Verdana, sans-serif"><font size="2">The game had since its launch a good group of loyal followers. This maybe also because I decided, shortly after I released version 1.0, to add â€œbonus packâ€ or â€œexpansion packsâ€ with new game features and new avatars/quests, completely free for registered users. This was both a hard move (once I had announced it, I couldn&#8217;t change my mind) but also a winning one because it helped greatly to improve customers loyalty and is keeping my game always â€œon the newsâ€ thanks to those frequent updates (about every 2-3 months usually).</font></font></p>
<p style="margin-bottom: 0cm"><font face="Verdana, sans-serif">What went wrong</font></p>
<p style="margin-bottom: 0cm"><a title="DDE_LINK2" name="DDE_LINK2"></a><font face="Verdana, sans-serif"><font size="2">Despite I had planned everything, as always happens in this sort of games, you&#8217;ll need to TEST TEST and TEST. When you make a simple match3 game, is hard to have bugs after hours of playing (because game mechanic is always the same). With this kind of game instead, I had many bugs in the initial version 1.0 because I didn&#8217;t took the time to test it properly since was too eager to release it (a mistake I will never repeat in any future games!).</font></font></p>
<p style="margin-bottom: 0cm"><font face="Verdana, sans-serif">Conclusion</font></p>
<p style="margin-bottom: 0cm"><font face="Verdana, sans-serif"><font size="2">I can say that it was both a very rewarding experience (got so many enthusiast email feedbacks!) but also very stressing. The day after release was working 10hours a day to fix all the bug and I had also a tight deadline to deliver the first expansion â€œThe Bone Lordâ€ in time for Christmas 2005. Keeping the game updated also is not so simple, since need to add more content like new art/sounds, and new gameplay elements. But overall I like this kind of games so in this case the passion plays an important role.</font></font></p>
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