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	<title>Computer Games</title>
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	<link>http://www.winterwolves.net/blog</link>
	<description>Development diary of Celso Riva</description>
	<lastBuildDate>Fri, 03 Feb 2012 15:22:48 +0000</lastBuildDate>
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		<title>Vendors, quests and random encounters</title>
		<link>http://www.winterwolves.net/blog/2012/02/vendors-quests-and-random-encounters/</link>
		<comments>http://www.winterwolves.net/blog/2012/02/vendors-quests-and-random-encounters/#comments</comments>
		<pubDate>Fri, 03 Feb 2012 15:22:48 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[development screenshot]]></category>
		<category><![CDATA[loren the amazon princess]]></category>

		<guid isPermaLink="false">http://www.winterwolves.net/blog/?p=988</guid>
		<description><![CDATA[Even my cat Gilda is waiting impatiently Loren RPG release! It has been a long week. I spent it testing, adding lots of small details, and so on. This process is was is commonly known as &#8220;polishing&#8221;. I am trying really to make the game the best I can, but of course I also want [...]]]></description>
			<content:encoded><![CDATA[<div class='posterous_autopost'>
<div class='p_embed p_image_embed'> <a href="http://getfile5.posterous.com/getfile/files.posterous.com/temp-2012-02-02/blGxBdvwDetxiaEAmwIjCzdaCmtfeylghmkdbksetddJABstIumcakuzDFih/foto_029.jpg.scaled1000.jpg"><img alt="Foto_029" height="752" src="http://getfile6.posterous.com/getfile/files.posterous.com/temp-2012-02-02/blGxBdvwDetxiaEAmwIjCzdaCmtfeylghmkdbksetddJABstIumcakuzDFih/foto_029.jpg.scaled500.jpg" width="500" /></a> </div>
<p> Even my cat Gilda is waiting impatiently Loren RPG release! <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<p>It has been a long week. I spent it testing, adding lots of small details, and so on. This process is was is commonly known as &#8220;polishing&#8221;. I am trying really to make the game the best I can, but of course I also want to release it soon!</p>
<p>As the post title says, the three main things missing were vendors, quests and random encounters. So far I have implemented only the quests (more below) but the vendor is at good point too, while for the random encounters very likely will need to implement the map first.</p>
<p>
<div class='p_embed p_image_embed'> <a href="http://getfile4.posterous.com/getfile/files.posterous.com/temp-2012-02-02/toqxjtFIIaJfyddhjsHJlkIFFabGwsyCqGakDenbHsBzqICsFFBGrCGwpbpv/tooltip.jpg.scaled1000.jpg"><img alt="Tooltip" height="281" src="http://getfile1.posterous.com/getfile/files.posterous.com/temp-2012-02-02/toqxjtFIIaJfyddhjsHJlkIFFabGwsyCqGakDenbHsBzqICsFFBGrCGwpbpv/tooltip.jpg.scaled500.jpg" width="500" /></a> </div>
<p> In the image above, I added a tooltip with a detailed explanation of all the 3 base attributes, to help the player decide better how to spend the attribute points. The basics are quite clear though: Warrior need Strength, Thieves need Skills and Mages need Will <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>
<div class='p_embed p_image_embed'> <a href="http://getfile5.posterous.com/getfile/files.posterous.com/temp-2012-02-02/hrskkkuixartEnAitFncDHBrbvnpIJigvhsEsnrEbifrDxEDljGIukyatzdj/newquest.jpg.scaled1000.jpg"><img alt="Newquest" height="281" src="http://getfile4.posterous.com/getfile/files.posterous.com/temp-2012-02-02/hrskkkuixartEnAitFncDHBrbvnpIJigvhsEsnrEbifrDxEDljGIukyatzdj/newquest.jpg.scaled500.jpg" width="500" /></a> </div>
</p>
<p>Another thing I recently added are the quest. The code was already done, but I added a simple but efficient screen to inform the players when they got a new quest, like in the image above.</p>
<p>Quests are useful especially in the beginning to &#8220;boost&#8221; the experience of players, since the battles without many skills lose a lot of their charm. So I wanted the player to level up quickly at least in the beginning, so they can learn new skills. The level-up speed is something I need to tweak and will take some time as well.</p>
<p>
<div class='p_embed p_image_embed'> <a href="http://getfile3.posterous.com/getfile/files.posterous.com/temp-2012-02-02/uzBFioeFwurgmByBpeArbJyJjpEaFHEfdEnqqgcEwpEBCfHGFgrnxvgCsBgm/doraquest.jpg.scaled1000.jpg"><img alt="Doraquest" height="281" src="http://getfile0.posterous.com/getfile/files.posterous.com/temp-2012-02-02/uzBFioeFwurgmByBpeArbJyJjpEaFHEfdEnqqgcEwpEBCfHGFgrnxvgCsBgm/doraquest.jpg.scaled500.jpg" width="500" /></a> </div>
<p> I did also many minor changes to the party information screen. I enlarged the number of party portraits displayed at once, so you have to use less the up/down arrow to scroll between the various party members. I am also planning a short tutorial for each screen, including this one. The battle tutorial is already implemented instead, but will need some feedback (I think might be too long).</p>
<p><strong>What about the other games?</strong></p>
<p>Fear not! Heileen 3 is going forward very well, the total plot is already 81,000 words and there are still Marie and Lora&#8217;s romance arc missing, so will definitely be a long game.</p>
<p>I also should get new art and texts for the various other projects (including some that I&#8217;m keeping secret), but as you know until Loren&#8217;s Beta is finished, I&#8217;ll be working almost exclusively on that!</p>
<p>One thing I can announce though, and is that I had the chance to hire again Loren&#8217;s artist by pure luck for a limited amount of time, and I had him work on Amber&#8217;s Magic Shop art. So finally I&#8217;ll be able to get the art for that game! <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>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>
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		<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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		<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>
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<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>2012 Time to relax!</title>
		<link>http://www.winterwolves.net/blog/2012/01/2012-time-to-relax/</link>
		<comments>http://www.winterwolves.net/blog/2012/01/2012-time-to-relax/#comments</comments>
		<pubDate>Fri, 06 Jan 2012 14:47:19 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[development screenshot]]></category>
		<category><![CDATA[loren the amazon princess]]></category>
		<category><![CDATA[queen of thieves]]></category>
		<category><![CDATA[roleplay games]]></category>

		<guid isPermaLink="false">http://www.winterwolves.net/blog/?p=974</guid>
		<description><![CDATA[In the picture above my cat Gilda sitting over a &#8220;hot water bottle&#8221; (hope to have found the right word!). Yes because at the start of the year, for the first time in the last four years, I got the flu and high fever! So I had to momentarily pause my work. At the moment [...]]]></description>
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<div class='p_embed p_image_embed'> <a href="http://getfile5.posterous.com/getfile/files.posterous.com/temp-2012-01-05/mDEuhJqFjsdbwJbFuvrGIHnpfviibnyfuIwpilfuJylIbkwsclCloDFlArkf/IMG_1494.JPG.scaled1000.jpg"><img alt="Img_1494" height="333" src="http://getfile1.posterous.com/getfile/files.posterous.com/temp-2012-01-05/mDEuhJqFjsdbwJbFuvrGIHnpfviibnyfuIwpilfuJylIbkwsclCloDFlArkf/IMG_1494.JPG.scaled500.jpg" width="500" /></a> </div>
<p> In the picture above my cat Gilda sitting over a &#8220;hot water bottle&#8221; (hope to have found the right word!).</p>
<p>Yes because at the start of the year, for the first time in the last four years, I got the flu and high fever! So I had to momentarily pause my work. At the moment of writing this post I still don&#8217;t feel really well, but at least it&#8217;s an excuse for typos/grammar mistakes <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<p>I think this was a sort of warning. In 2011 I worked like NEVER before, but since I&#8217;m human, in 2012 I plan to take things more relaxed. Don&#8217;t worry this doesn&#8217;t mean I won&#8217;t release any games or slow down incredibly! But thank to the effort of the previous years, I&#8217;ll be able to release new games reusing good part (or almost all) of the code I&#8217;ve already written, speeding up the process.</p>
<p>This is a commonly used tecnique, even in the top AAA games. Making a new game from scratch is one thing, but doing one with already a solid code base, even if of course needs to be changed, expanded, redesigned, is much faster, believe me!</p>
<p><strong>Loren The Amazon Princess </strong>uses a new RPG Framework, but luckily the big part of it was written in past year by Michael (also known as &#8220;Anima&#8221; in some forums). There&#8217;s really not much work left, and what I have tested so far seems to work very well apart some inevitable minor bugs. I spent most of this week redoing several times the battle screen layout.</p>
<p>
<div class='p_embed p_image_embed'> <a href="http://getfile0.posterous.com/getfile/files.posterous.com/temp-2012-01-05/uIDJAAiuHFpJdpjpDxwCkrqtEyygizlmJkzuzzGFbdIsuJGmfemDJeayoxup/finalGUI.jpg.scaled1000.jpg"><img alt="Finalgui" height="281" src="http://getfile1.posterous.com/getfile/files.posterous.com/temp-2012-01-05/uIDJAAiuHFpJdpjpDxwCkrqtEyygizlmJkzuzzGFbdIsuJGmfemDJeayoxup/finalGUI.jpg.scaled500.jpg" width="500" /></a> </div>
<p> In the image above, an almost final GUI layout. But as the user &#8220;Foxfeeder&#8221; rightly pointed in my forums, it&#8217;s a pity to use those small portraits, when I have such well done waist-up images of all party members and enemies! So I&#8217;m going to tweak/change it again next week as soon as I can resume working.</p>
<p><strong>Planet Stronghold: Warzone </strong>will obviously reuse the first game code, but with some improvements that will have a big impact on gameplay, like area of effect Psionic Powers. Even in this case luckily, I did most of the update last year, so there&#8217;s &#8220;only&#8221; the story to write and the item/enemies. Still quite a lot of work, but should be done before the year ends (don&#8217;t want to say this Summer even if I hope to)!</p>
<p>
<div class='p_embed p_image_embed'> <a href="http://getfile6.posterous.com/getfile/files.posterous.com/temp-2012-01-05/zHjvclDxJjuFHvrGrGecCrtlswHfIBhzkjFchpufbGCochjqmphGFIgrjmrz/joshuaromance.jpg.scaled1000.jpg"><img alt="Joshuaromance" height="375" src="http://getfile5.posterous.com/getfile/files.posterous.com/temp-2012-01-05/zHjvclDxJjuFHvrGrGecCrtlswHfIBhzkjFchpufbGCochjqmphGFIgrjmrz/joshuaromance.jpg.scaled500.jpg" width="500" /></a> </div>
<p> As promised, above you see a &#8220;sneak peek&#8221; of Joshua possible romances. What do you think? I believe the sequel will satisfy everyone and every tastes <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<p><strong>Nicole,</strong> (the Mystery/Otome game), <strong>Amber&#8217;s Magic Shop</strong> and <strong>Roommates</strong> (set in college with all romance options available) will use Always Remember Me interface with some changes, so that each game will feel somehow unique. In Nicole I plan to put some clue system, in Amber there will be a potion brewing simulation, and in Roommates you&#8217;ll be able to take different jobs based on some of your statistics.</p>
<p><strong>Heileen 3: New Horizons </strong>will use a scheduler similar to Flower Shop games. There won&#8217;t be any farming simulation, but other mechanics. Some coding will be required, but at it&#8217;s core is a Visual Novel, since the first two games were &#8220;pure&#8221; Visual Novels I didn&#8217;t want to transform it into something too complex. There will still be stats, relationship system and other things though <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>
<div class='p_embed p_image_embed'> <a href="http://getfile1.posterous.com/getfile/files.posterous.com/temp-2012-01-06/CsjEcEiwebAyllEFazzulhwaCDcCBffwsvhzunubblaoqscvdfrulpcBHiCG/sebastian.jpg.scaled1000.jpg"><img alt="Sebastian" height="708" src="http://getfile0.posterous.com/getfile/files.posterous.com/temp-2012-01-06/CsjEcEiwebAyllEFazzulhwaCDcCBffwsvhzunubblaoqscvdfrulpcBHiCG/sebastian.jpg.scaled500.jpg" width="500" /></a> </div>
<p> In the image above you see Sebastian, the &#8220;new entry&#8221; and 4th male dateable character of the game. The artist Rebecca will be working during January-April of this year on the art for the game, I saw the preview of the romance CG for John &#8211; Heileen and is very interesting <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<p><strong>The &#8220;New&#8221; Games</strong></p>
<p>If you follow me and knows all the various games I&#8217;m working on, you might have noticed that from the list above is missing both Undead Lily and Queen Of Thieves. That is because they are the games which will require more brainstorming, coding, and testing, since will use very different gameplay mechanics:</p>
<p><strong>The Queen Of Thieves </strong>will use in part a map/life sim, but also several new gameplay methods. I have already in mind some interesting ideas for it, but I think will either find a coder for it, or if I need to code it myself will take some time&#8230; <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p><strong>Undead Lily </strong>is almost finished art-wise. It&#8217;s missing only a few backgrounds but all the character art is done. However, I have an idea on how to make it, but I am almost certain that it cannot be done with Ren&#8217;Py (maybe using some black magic with the Sprites class&#8230; but I don&#8217;t know how!). So I might even do this game with Flash or some other language. I had started making it already but I paused it, since I want to make the game the best I can.</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>Merry Christmas and Best of 2011</title>
		<link>http://www.winterwolves.net/blog/2011/12/merry-christmas-and-best-of-2011/</link>
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		<pubDate>Fri, 23 Dec 2011 16:36:43 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.winterwolves.net/blog/?p=969</guid>
		<description><![CDATA[In the photo above, my cat Othello sleeping peacefully in a basket with a cushion Merry Christmas to everyone! To celebrate, from today until the 25th December EST timezone, you can get a single game from the whole Winter Wolves catalog for 50% off, using the coupon &#8220;XMAS&#8220;. And what about the title &#8220;Best of [...]]]></description>
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<div class='p_embed p_image_embed'> <a href="http://getfile6.posterous.com/getfile/files.posterous.com/temp-2011-12-21/oCfJJyxDFvypwcecusHHibsnIrikzjoqjCeByEhwbbukoabEjHJwkqoeIAji/IMG_1334.JPG.scaled1000.jpg"><img alt="Img_1334" height="333" src="http://getfile8.posterous.com/getfile/files.posterous.com/temp-2011-12-21/oCfJJyxDFvypwcecusHHibsnIrikzjoqjCeByEhwbbukoabEjHJwkqoeIAji/IMG_1334.JPG.scaled500.jpg" width="500" /></a> </div>
<p> In the photo above, my cat Othello sleeping peacefully in a basket with a cushion <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Merry Christmas to everyone! To celebrate, from today until the 25th December EST timezone, you can get a single game from the whole Winter Wolves catalog for <strong>50% off</strong>, using the coupon &#8220;<strong>XMAS</strong>&#8220;.</p>
<p>And what about the title &#8220;Best of 2011&#8243;? Well in the last week I&#8217;ve seen around internet lots of &#8220;Best of&#8230;&#8221; by almost all sites. The fun thing, is that they talk always about the same games! I don&#8217;t want to argue about Minecraft or Skyrim being the best games. However, I want to remind that there are small niches, who don&#8217;t care at all about those two games, and there&#8217;s nothing wrong with it!</p>
<p>Personally I TRIED playing Minecraft but I quit after 5 minutes. I know many other people who did the same. Does it means that it sucks? Of course not, but while that game entertained lots of people, there is a minority (a niche) that maybe preferred to play other kind of games, maybe one of my games.</p>
<p>So of the games I have released this year, I want to make three &#8220;Best Of&#8221;. I talk about my games because sadly this year I was so busy with work and real-life stuff that I really didn&#8217;t had time to play accurately ANY other game (including AAA titles) so I cannot judge anything.</p>
<p><strong>Best Art</strong></p>
<p>1. Planet Stronghold<br />2. Winter In Fairbrook<br />3. Always Remember Me<br />4. Love &amp; Order<br />5. Spirited Heart Girl&#8217;s Love</p>
<p>The first two places are very close. However, while in Winter In Fairbrook the character art by Deji is lovely as always, the backgrounds are definitely worse than Planet Stronghold ones (they also had a different budget, so it&#8217;s normal!). Always Remember Me has slightly better backgrounds than Love &amp; Order (and same character artist) while Spirited Heart Girl&#8217;s Love had the beautiful characters drawn by Meago, but it was an add-on, so it mostly reused the old game art.</p>
<p><strong>Best Writing</strong></p>
<p>1. Spirited Heart Girl&#8217;s Love<br />2. Winter In Fairbrook<br /> 3. Always Remember Me<br /> 4. Love &amp; Order<br /> 5. Planet Stronghold</p>
<p>Ok I know that everyone loves Ayu&#8217;s writing. I do too <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' />  But I think that Aleema writing on SHGL was a bit overlooked because of the game theme (yuri) which is much less popular than WiF one (otome). I might be also biased because obviously I like more yuri than otome <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' />  Anyway, was a close call and depends on tastes. Always Remember Me writing was nice I think, while Love &amp; Order was good but definitely short and not well developed in the romance scenes. Planet Stronghold&#8230;&lt;coughs&gt; I know, that&#8217;s the weakest point of the game, but the sequel won&#8217;t be written by me, I swear! <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p><strong>Best Gameplay</strong></p>
<p>1. Always Remember Me<br />2. Planet Stronghold<br /> 3. Love &amp; Order<br /> 4. Spirited Heart Girl&#8217;s Love<br /> 5. Winter In Fairbrook</p>
<p>Well, there are no doubts that Planet Stronghold has the most complex gameplay, however I think that even Always Remember Me life simulation system, with the map and time of the day was not bad. A close call really, but Planet Stonghold probably was too much niche for most people. But again depends on tastes!<br />Love &amp; Order wasn&#8217;t bad even if maybe a bit too much repetitive. The last two places could be considered a tie, since they were using the gameplay of the original title without much innovation.</p>
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		<title>Loren Amazon Princess release plan</title>
		<link>http://www.winterwolves.net/blog/2011/12/loren-amazon-princess-release-plan/</link>
		<comments>http://www.winterwolves.net/blog/2011/12/loren-amazon-princess-release-plan/#comments</comments>
		<pubDate>Fri, 16 Dec 2011 19:20:10 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[development screenshot]]></category>
		<category><![CDATA[loren the amazon princess]]></category>
		<category><![CDATA[preorder]]></category>
		<category><![CDATA[roleplay games]]></category>

		<guid isPermaLink="false">http://www.winterwolves.net/blog/?p=966</guid>
		<description><![CDATA[In the photo above, my cat Gilda sleeping in a plastic bowl In the image below instead you see the almost final main menu of my upcoming fantasy roleplay game &#8220;Loren The Amazon Princess&#8221;. Please note how I wisely placed the Buy Now text Current Game Status Jokes apart, the game story is nearing completion, [...]]]></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-2011-12-15/FflkxFFksnlohqkhnugJBsusdpcewslxhtJrkqChvvscsgBgrgqGJwiJjkBb/IMG_1398.JPG.scaled1000.jpg"><img alt="Img_1398" height="333" src="http://getfile9.posterous.com/getfile/files.posterous.com/temp-2011-12-15/FflkxFFksnlohqkhnugJBsusdpcewslxhtJrkqChvvscsgBgrgqGJwiJjkBb/IMG_1398.JPG.scaled500.jpg" width="500" /></a> </div>
<p> In the photo above, my cat Gilda sleeping in a plastic bowl <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>In the image below instead you see the almost final main menu of my upcoming fantasy roleplay game &#8220;Loren The Amazon Princess&#8221;. Please note how I wisely placed the Buy Now text <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> </p>
<p>
<div class='p_embed p_image_embed'> <a href="http://getfile4.posterous.com/getfile/files.posterous.com/temp-2011-12-15/vrgvFlvtoapApxFmcltCfqxdtFexlJCaIpFjxmFJofJcBkhAEJfyjxzbapyD/buyboobs.jpg.scaled1000.jpg"><img alt="Buyboobs" height="281" src="http://getfile1.posterous.com/getfile/files.posterous.com/temp-2011-12-15/vrgvFlvtoapApxFmcltCfqxdtFexlJCaIpFjxmFJofJcBkhAEJfyjxzbapyD/buyboobs.jpg.scaled500.jpg" width="500" /></a> </div>
</p>
<p><strong>Current Game Status</strong></p>
<p>Jokes apart, the game story is nearing completion, even if there are still many things left to do, mainly finding typos and checking the flow. It&#8217;s going to be a very LOONG and detailed game. Without doubts, my biggest game under every aspect: story, characters, art, sound effects/music, gameplay, longevity (you can play as male and female, and there&#8217;s a big variety of party members to select).</p>
<p>For the first time I also used an artist to do the GUI  (windows,buttons, icons), and I must admit that it was worth it. Special  thanks also to Aleema who helped with tweaking the GUI as well!</p>
<p><strong>The Game (Many) Features!</strong></p>
<p>Every character has a main skilltree (the Class, which can be  Warrior, Thief or Mage) and a specialization skiltree which is unique to  each character. In the image below you see the Berserk Skill description  of Ramas, the dwarf berserker warrior that you&#8217;ll recruit early in the  game.</p>
<p>
<div class='p_embed p_image_embed'> <a href="http://getfile0.posterous.com/getfile/files.posterous.com/temp-2011-12-15/veDpfzpcwmDBHGrjgtpFBjejnibgdBFpztDrIxmcFwyDcpwsbvyJEErljywy/berserk.jpg.scaled1000.jpg"><img alt="Berserk" height="281" src="http://getfile4.posterous.com/getfile/files.posterous.com/temp-2011-12-15/veDpfzpcwmDBHGrjgtpFBjejnibgdBFpztDrIxmcFwyDcpwsbvyJEErljywy/berserk.jpg.scaled500.jpg" width="500" /></a> </div>
</p>
<p>The quest system is also more complex than Planet Stronghold, since you can have quest and sub-quests (or steps). In the image below you see the main game quest &#8220;Find Queen Karen&#8221; (Loren&#8217;s mother) and also the first step, that is going to the town of Grimoire to gather more informations.</p>
<p>
<div class='p_embed p_image_embed'> <a href="http://getfile9.posterous.com/getfile/files.posterous.com/temp-2011-12-15/qvDwjeodFdBdhncFvwxxpkooidDAAspDptcyeabxmnJztdiGIiHzAAfuteDc/quest.jpg.scaled1000.jpg"><img alt="Quest" height="281" src="http://getfile3.posterous.com/getfile/files.posterous.com/temp-2011-12-15/qvDwjeodFdBdhncFvwxxpkooidDAAspDptcyeabxmnJztdiGIiHzAAfuteDc/quest.jpg.scaled500.jpg" width="500" /></a> </div>
<p> The game will have a map system and also lots of items, divided into weapons, armors, potions/scrolls/useable items. Each item will be divided into sub-categories like happens in most RPGs, for example you have cloth armors (usable by Mages only), light/medium (usable by Thieves) and heavy armors (usable only by Warriors). Same thing for weapons. You can also have items that can be used only by a specific character.</p>
<p>I have added already over 200 items in the game database, and will add more in the final version!</p>
<p>Of course, there&#8217;s no need to say that the game has a lot of romance options, including all the possible combinations (straight and homosexual of all genders)! You can advance the romance talking to characters while in the camp, and also during the main plot. The writer Aleema did an awesome job in the character interactions/romance paths!</p>
<p>
<div class='p_embed p_image_embed'> <a href="http://getfile8.posterous.com/getfile/files.posterous.com/temp-2011-12-15/IiHcsagItoojofJDHgCuogbaGdhGtCcjznEqHeBeBtvzonltBDJclhHhzjFn/postbattle_copy.jpg.scaled1000.jpg"><img alt="Postbattle_copy" height="281" src="http://getfile3.posterous.com/getfile/files.posterous.com/temp-2011-12-15/IiHcsagItoojofJDHgCuogbaGdhGtCcjznEqHeBeBtvzonltBDJclhHhzjFn/postbattle_copy.jpg.scaled500.jpg" width="500" /></a> </div>
</p>
<p><strong>The Battle System</strong></p>
<p>So I&#8217;d say the only thing that still needs lots of tweaking is the battle system. Not the rules or the skills implementation which is at good stage, but the layout. Right now there are 8 vs 8 battles, but as the coder remarked, they could be too long. My idea was to have the player fight epic battles against &#8220;hordes of undead&#8221;, so having 8 enemies would be cool. In particular for the mages and their Area Of Effect spells! However, perhaps I should limit the number of party members, since controlling 8 members every battle could be too much: I am thinking to limit it to 6 or perhaps even 5, and keep the 8 enemies instead.</p>
<p>Also, I won&#8217;t be able to use the same display view of Planet Stronghold, because of the bigger scope of the battles, so the battle might use the view of a sort of card rpg game. Getting feedback on the battle is one of the main reason why I&#8217;ve decided to release the game as beta pre-order (see below).</p>
<p><strong>The Soundtrack</strong></p>
<p>The game will feature another custom song by Cristina Vee &amp; Matt Myers. I have it already but for marketing reasons (we&#8217;ll launch the song also on youtube and itunes) I will add it to the game only on the official release day (so pre-orders won&#8217;t have it). Trust me when I say that is one of the best pop-rock song I&#8217;ve heard this year!</p>
<p><strong>The Release Plan</strong></p>
<p>Those of you that follows me on twitter already know that I&#8217;ve decided to release this game in beta pre-order like I did for Planet Stronghold last year. However, differently from Planet Stronghold, I won&#8217;t be able to sell it initially at a cheap price, because I put too many hours and invested too much money on this, sorry <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_sad.gif' alt=':(' class='wp-smiley' /> </p>
<p>So the game when will enter the pre-orders beta will be regularly priced at $24.99, while the expansion will be likely priced at $9.99.If things go as planned I&#8217;ll start the pre-orders stage in January &#8211; however is more likely the END of January.</p>
<p>The expansion instead will be released about 1-2 months after the main game. All the people that buy the game during the preorder phase though will be able to play it in exclusive before the others, and will also receive some extra items inside the game as reward, and possibly other &#8220;goodies&#8221; (suggestions are welcome!)</p>
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		<title>Winter In Fairbrook is finally released! And fan art contest!</title>
		<link>http://www.winterwolves.net/blog/2011/12/winter-in-fairbrook-is-finally-released-and-fan-art-contest/</link>
		<comments>http://www.winterwolves.net/blog/2011/12/winter-in-fairbrook-is-finally-released-and-fan-art-contest/#comments</comments>
		<pubDate>Fri, 09 Dec 2011 16:59:15 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[loren the amazon princess]]></category>
		<category><![CDATA[queen of thieves]]></category>

		<guid isPermaLink="false">http://www.winterwolves.net/blog/2011/12/winter-in-fairbrook-is-finally-released-and-fan-art-contest/</guid>
		<description><![CDATA[In the picture above,my cat Gilda in the snow. It&#8217;s a picture of last year, since there&#8217;s still no snow here! As you probably know if you follow me on Twitter / Facebook, or are subscribed to my newsletter, the final version of Winter In Fairbrook is out, just in time for Christmas! If you [...]]]></description>
			<content:encoded><![CDATA[<div class='posterous_autopost'>
<div class='p_embed p_image_embed'> <a href="http://getfile1.posterous.com/getfile/files.posterous.com/temp-2011-12-09/rcIodholnzJGjyfBFBFctIaiDFeCiDAbAHHBhHBbhHEeguuskorzqzwJpHnG/IMG_0177.JPG.scaled1000.jpg"><img alt="Img_0177" height="375" src="http://getfile7.posterous.com/getfile/files.posterous.com/temp-2011-12-09/rcIodholnzJGjyfBFBFctIaiDFeCiDAbAHHBhHBbhHEeguuskorzqzwJpHnG/IMG_0177.JPG.scaled500.jpg" width="500" /></a> </div>
<p> In the picture above,my cat Gilda in the snow. It&#8217;s a picture of last year, since there&#8217;s still no snow here!</p>
<p>As you probably know if you follow me on Twitter / Facebook, or are subscribed to my newsletter, the final version of <a href="http://www.winterwolves.com/winterinfairbrook.htm">Winter In Fairbrook</a> is out, just in time for Christmas!</p>
<p>If you haven&#8217;t played the first title yet, you can now get both for 15% off. For more info check <a href="http://www.winterwolves.com/theflowershop.htm">the Flower Shop series page</a>.</p>
<p>I also need to update the first title to online activation and new Ren&#8217;Py, and probably make it easier too since is much harder compared to Winter In Fairbrook.</p>
<p>Meanwhile, the other games in production are making good progress:</p>
<p><strong>Loren Amazon Princess RPG</strong></p>
<p>The plot is still being written, but I&#8217;m happy to say that counting the expansion, it will be the longest game I&#8217;ve ever made, even longer than Planet Stronghold. Also there are a lot of romance options, for all tastes. The only thing that concerns me right now is the battle system. I have asked the coder to make a 8 vs 8 battle. However, I&#8217;m thinking that might be too hard/confusing or simply the battles could last too long, so following the coder&#8217;s suggestion I might drop the number to 6 vs 6 maximum, which should already offer a good variety in the battles.</p>
<p>In practice I&#8217;m wondering if the battle isn&#8217;t too much &#8220;for the hardcore RPG fans&#8221; than the occasional RPG players. I have to say though that even Planet Stronghold was supposed to be a light-RPG, a visual novel with RPG elements but then quickly evolved into a full JRPG and people seemed to like it.</p>
<p>I guess the moment of truth will be when I&#8217;ll publicly release the Alpha Version, with some battle examples, so I&#8217;ll be able to get feedback on it and see people&#8217;s reactions.</p>
<p><strong>The Queen Of Thieves</strong></p>
<p>I got more art finished, below you see Arianna, also know as The Queen Of Thieves! Yes she is the mother of the three sisters Joanne, Kira and Thalia, the main characters of the game.</p>
<p>
<div class='p_embed p_image_embed'> <a href="http://getfile6.posterous.com/getfile/files.posterous.com/temp-2011-12-09/CIpvwoFjzniivkexkwErqEEhzAflwJfdBwBjpJnnylHisajcdrgjkIigbjgu/arianna.jpg.scaled1000.jpg"><img alt="Arianna" height="648" src="http://getfile3.posterous.com/getfile/files.posterous.com/temp-2011-12-09/CIpvwoFjzniivkexkwErqEEhzAflwJfdBwBjpJnnylHisajcdrgjkIigbjgu/arianna.jpg.scaled500.jpg" width="500" /></a> </div>
</p>
<p>Artist is working on the various kiss scenes for the romance subplots, and then will do the introduction which will be in the form of short comic. I have yet to code all the gameplay but I think I have some good ideas for it, and I&#8217;m eager to start prototyping something to see if they&#8217;re good or not! <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p><strong>Draw fan art and win a free game! Facebook contest</strong></p>
<p>I&#8217;ve setup a new contest in my <a href="http://www.facebook.com/pages/Winter-Wolves-Games/305229676335?sk=app_210444462349311">Facebook page</a>. I&#8217;m giving away three coupons to get a free game to the top 3 entries. What you need to do? Draw fan art of any characters from my games (including Winter Wolves and Tycoon Games) and submit it to the <a href="http://www.facebook.com/pages/Winter-Wolves-Games/305229676335?sk=app_210444462349311">contest application on Facebook</a>.</p>
<p>There&#8217;s a voting system, so the three most popular fan art images will win a free game coupon! The contest will end the 25th December 2011, unless the amount of entries is too low (for example below 10) in that case I&#8217;ll extend the deadline by some more weeks.</p>
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		<title>2012 will be the year of Fantasy</title>
		<link>http://www.winterwolves.net/blog/2011/12/2012-will-be-the-year-of-fantasy/</link>
		<comments>http://www.winterwolves.net/blog/2011/12/2012-will-be-the-year-of-fantasy/#comments</comments>
		<pubDate>Fri, 02 Dec 2011 15:26:20 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[development screenshot]]></category>
		<category><![CDATA[loren the amazon princess]]></category>
		<category><![CDATA[queen of thieves]]></category>
		<category><![CDATA[strategy games]]></category>

		<guid isPermaLink="false">http://www.winterwolves.net/blog/2011/12/2012-will-be-the-year-of-fantasy/</guid>
		<description><![CDATA[In the photo above, a portrait of my cat Batman. While the beta testing of Winter In Fairbrook continues (we&#8217;re only missing some typos to correct and then everything will be ready for the official release), I am now working mostly on Loren RPG and Queen Of Thieves. Why 2012 is the year of Fantasy? [...]]]></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-2011-12-02/EwhpeskbsrlpyuBrukgqyBiEldgdAenIrwzcEzjwzeDJGkamDCbjjvvGDJsc/DSC01159.JPG.scaled1000.jpg"><img alt="Dsc01159" height="375" src="http://getfile3.posterous.com/getfile/files.posterous.com/temp-2011-12-02/EwhpeskbsrlpyuBrukgqyBiEldgdAenIrwzcEzjwzeDJGkamDCbjjvvGDJsc/DSC01159.JPG.scaled500.jpg" width="500" /></a> </div>
<p> In the photo above, a portrait of my cat Batman.</p>
<p>While the beta testing of Winter In Fairbrook continues (we&#8217;re only missing some typos to correct and then everything will be ready for the official release), I am now working mostly on Loren RPG and Queen Of Thieves.</p>
<p><strong>Why 2012 is the year of Fantasy?</strong></p>
<p>It will be  because very likely I&#8217;ll release Loren RPG, Queen Of Thieves, and  hopefully also Amber&#8217;s Magic Shop, though this is the less advanced game for now. Let&#8217;s see the progress status of each game.</p>
<p><strong>Loren The Amazon Princess</strong></p>
<p>Loren RPG is starting to get into the final stage. Which means at least 2-3 more months, depending how long takes to finish the texts and images. It&#8217;s definitely going to be my biggest game ever, on every aspect: amount of writing and plot complexity, amount of art (both on interface, character and backgrounds) and amonut of gameplay/rules/game system.</p>
<p>I really hope will be worth it! But anyway, this is a game I always wanted to make, and I&#8217;m very pleased by how is coming out, so I think in the end it will be worth it in any case.</p>
<p>Below you see some screenshots of the current GUI design. The equipment screen, where you can equip your character, and the &#8220;post battle&#8221; screen mockup, which will show some statistics about the battle and how many experience points each character made.</p>
<p>
<div class='p_embed p_image_embed'> <a href="http://getfile8.posterous.com/getfile/files.posterous.com/temp-2011-12-02/ExxBxzAyEnCFBoHIJbvIHEtwdDyFuusfnnIpzGIBeFpHaHkBpcwffAdjxGvc/equipment.jpg.scaled1000.jpg"><img alt="Equipment" height="281" src="http://getfile3.posterous.com/getfile/files.posterous.com/temp-2011-12-02/ExxBxzAyEnCFBoHIJbvIHEtwdDyFuusfnnIpzGIBeFpHaHkBpcwffAdjxGvc/equipment.jpg.scaled500.jpg" width="500" /></a> <a href="http://getfile6.posterous.com/getfile/files.posterous.com/temp-2011-12-02/lgjEGAeBhouIJdbjyakHazGgvpswsgAxptGEEEoIAjJzHohsCopxqEbodJvh/postbattle.jpg.scaled1000.jpg"><img alt="Postbattle" height="281" src="http://getfile7.posterous.com/getfile/files.posterous.com/temp-2011-12-02/lgjEGAeBhouIJdbjyakHazGgvpswsgAxptGEEEoIAjJzHohsCopxqEbodJvh/postbattle.jpg.scaled500.jpg" width="500" /></a>
<div class='p_see_full_gallery'><a href="http://blog.winterwolves.net/2012-will-be-the-year-of-fantasy">See the full gallery on Posterous</a></div>
</p></div>
</p>
<p>My current goal is to have a playable Alpha out before the end of the month, and it&#8217;s not going to be easy, even if the battle engine is completely coded, still need testing/tweaking. In particular, so far I didn&#8217;t test with much equipment at all, and I didn&#8217;t define any enemy. Enemies can have skillsets like the playable characters, but aren&#8217;t restricted by the class, so there can be lots of interesting combinations to make, but also to test, to make sure there aren&#8217;t invincible enemies!</p>
<p>Another big part of the game that is still missing is the map system, which I wanted to make slightly different from Planet Stronghold one. You can travel from place to place, but I want to make random encounters. However, in the easy/normal mode, you&#8217;ll be able to skip/run from the random encounters. I don&#8217;t want to force the player to fight the random battles at easy levels, but on the other hand they might be useful to raise your characters power in case you&#8217;re stuck with some main plot related battle.</p>
<p><strong>The Queen Of Thieves</strong></p>
<p>I really can&#8217;t believe that I started this game in December 2010 and still haven&#8217;t all the art finished, though is really not missing much to be art-complete. Below you see two tests I made for the game interface.</p>
<p>
<div class='p_embed p_image_embed'> <a href="http://getfile0.posterous.com/getfile/files.posterous.com/temp-2011-12-02/qJgdqoAEFyGadvFFzBmtBisBmpknHpbntvAesmIbigfqgJbmtqyHmFcrJewk/queenWIP.jpg.scaled1000.jpg"><img alt="Queenwip" height="281" src="http://getfile6.posterous.com/getfile/files.posterous.com/temp-2011-12-02/qJgdqoAEFyGadvFFzBmtBisBmpknHpbntvAesmIbigfqgJbmtqyHmFcrJewk/queenWIP.jpg.scaled500.jpg" width="500" /></a> <a href="http://getfile2.posterous.com/getfile/files.posterous.com/temp-2011-12-02/FBgsHhocvDDffalojxJIEvhEcekgreEJeojiHszqhreyquxBgfItnfezuuhn/queenWIP2.jpg.scaled1000.jpg"><img alt="Queenwip2" height="281" src="http://getfile4.posterous.com/getfile/files.posterous.com/temp-2011-12-02/FBgsHhocvDDffalojxJIEvhEcekgreEJeojiHszqhreyquxBgfItnfezuuhn/queenWIP2.jpg.scaled500.jpg" width="500" /></a>
<div class='p_see_full_gallery'><a href="http://blog.winterwolves.net/2012-will-be-the-year-of-fantasy">See the full gallery on Posterous</a></div>
</p></div>
<p> I thought it would be interesting to display the speaking characters on the side of the dialog, and alternate them on the left/right side. I am also thinking to add basic eye blink and mouth animation.</p>
<p>Gameplay wise I&#8217;m still thinking about how to make it, but I think will have some sort of 2d map, so will be a sort of mix between a strategy and a RPG game. About the story, each one of the girls can have a romance relationship with 2 of the 3 boys. Which means there are 6 romance subplots in total. So far, two have been finished, so we&#8217;re at about 1/3 of the writing.</p>
<p><strong>Amber&#8217;s Magic Shop</strong></p>
<p>As I said this is the less advanced game, also because the artist I had picked for it quit without saying a word. Luckily, there are many other more reliable artists around that are eager to work for me <img src='http://www.winterwolves.net/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>The writing is still at the beginning, but I had time to think / plan the gameplay and story better, and I really like how is coming out. The game will feature two ages: teenager and adult age. In the teenager stage, your decision will change not only the starting relationship at the adult age, but also some important gameplay elements. I haven&#8217;t implemented anything yet so that&#8217;s just an idea for now, but I really like it and I think will work well, adding much more replayability to the game.</p>
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