Author Archives: admin

Breaking the rules

I had what I think a great game idea last week. It does break the common rules of narrative / games, so that’s why I think it’s cool 🙂

Basically, it’s a story told from three different perspectives. Three women, three friends, living the same story but each one from her own point of view and with different path / succession of events. The game will play quite differently from the other ones. I’m still deciding if to make it as normal visual novel or a dating sim. In practice, you would play the first character, until you arrive at what I would call “switch point”. It means you made your choices for this first one, and now you move on to the next one. You’ll be taken back to the beginning of the story (the beginning is common to all the three characters) and play it through a new perspective. You’ll share some common events, and you’ll see your previous character “executing” the choices you made before, but you’ll be able to change the plot again making new choices with the new character.  Also you’ll see new, different events that will keep the plot going. Then, with the final character, you’ll see what is the mystery, why those events are happening, who is the mastermind behind all. Yes, because the game will be a mystery one, not detective, but still a mystery style of game.

In practice, this is what you could define as a triple-otome-multiple-POV-mystery-dating-sim game! It’s just an idea for now but I’m prototyping it in Ren’Py to see if there are potential pitfall to its implementation. I really hope to make this because the story has a final plot twist which I consider quite cool, and the few people (non-gamers) I talked with all agree, saying that would be a good plot for a mystery book.

I have also in mind to experiment again with the visuals for this game, trying to raise the bar once again. I have in mind a sort of mix with manga (like my previous games) and comics (like Vera Blanc game which is coming out soon).

A new Spirited Heart

I got many requests for a sequel since I released my game Spirited Heart last year. I did a Deluxe version this december, but now is time to start something new. I am still in the early stages of planning/development, and as you can see from the WIP screenshot on this page, there is still lot decisions to be made.

However, I can anticipate a few things:

1) the version 1.0 will focus on the character development, the various jobs/skills, and various job endings. So there won’t be any romance in the first version! Also, the version 1.0 won’t have the demon character 😉

2) But fear not, because I have in mind to release several downloadable content for it, using my new system of autoupdater/patcher right from the game. This means you’ll be notified when a new update is available right when you start the game (and also by email to be sure you won’t miss it). Each update will be a very small fee, between $5-10, and will add new features to the game. The first planned is indeed the romance one and then the demon one.

3) Thanks to this “open ended” structure, it means that I can release an update with 6 characters, but nothing forbids me to do another update with 6 more characters to have romance! Or add a new type of job, a new pet (yes, there will be pets in the game), or even a new race. This means that I can develop a much more detailed game, since each update will be carefully planned. For example when I add the demon race, there will be a backstory behind it (a reason why it’s there), there will be new towns and maybe even new jobs related to it.

As you can see is an approach somewhat similar to those online games, with the difference that you’ll clearly know what you’re paying/getting, and that the game won’t require you to stay online, only to check the version and update it. It will also means that now you will be sure to play the latest version immediately, with all the bugfixes and new features.

I don’t have any estimate release yet, my HOPE is for next Christmas, however I really am not sure since have several other projects going on at the same time 🙂

Realism or not

This is a question that has been spinning in my head since I started writing Vera Blanc’s game.

You might say that the answer is obvious since is a detective game: it MUST be realistic. However, you also know that is a mystery / detective game, with a solid mythology background which picks the most common myths from occultism, paganism, and so on. In other words, werewolves, zombies and vampires won’t be unusual guests! 🙂

So, you could say that the answer is “unrealistic” then. Well, I don’t claim the game will be impeccable but I’m trying to, with the help of many researches, friends and Amy who’s proofreading the game. The goal is to have the game be as realistic as possible, and not use the paranormal as an excuse to change completely the clues from a chapter to the next one. I don’t want the player to think that the assassin might be XYZ, and then find out that was ABC because XYZ was a ghost so all the clues about him were wrong!

You might ask: So how would you describe the game?

The game will provide you solid clues, but also many red-herrings. The clues, even if will regard the supernatural world, will be consistent. For example, if you took a blood sample, and you suspect it’s werewolf blood, you could use a certain metal who is well-known to be the werewolf-bane and see if there’s any unusual reaction (I’m talking about silver, for those who don’t know!). This is just an example how I tried to merge the normal investigation practices with the paranormal.

This is my first attempt in writing a mystery game and trust me, is ten times as difficult as writing just a regular story. I *think* I made a decent job but ultimately will be the pubilc to judge for it!

About the game, I am now writing the final chapters, and it will be finished at end of the month: however will need to be proofreaded completely, and since there are 25.000 words in the game (despite not being a VN) will take some time. I hope to have it finished by mid-April!

Heileen 2 voiced


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 😉

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:

  • 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
  • even if I found one, the game wouldn’t have been finished before next summer (or even later)
  • leaving the game unvoiced was like leaving a “unfinished” game on sale, and I didn’t like that!
  • there are many mainstream games (Dragon Age, Mass Effects and probably some less known japanese VNs) who leave voluntarily the main character unvoiced

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’ll agree with me that the actors involved did a great voice acting job, so I want to thank them all, in sparse order:

  • Ayu Sakata – Ebele, Marie
  • Steven Mane – Elias, Marco, Adam
  • Lucien Dodge – Black, Morgan, Otto
  • Morgan Barnhart – Lora, Juliet and Heileen kid (which unfortunately had to cut, since the main character won’t be voiced)
  • Erica Mendez – Magdalene, Marcus kid
  • Dan Conlin – Robert, Jack and some minor male characters
  • Mauri “Darkblade” Majanoja –  John, Jonathan

As you can see, quite a large cast 😉 Doing the voices was a great task though, and I don’t think I’ll repeat the experiment anytime soon! For sure not for games with lots of texts, because it’s really time consuming !

The importance of minigames

As you might know reading my tweets, in my upcoming game Vera Blanc: Fullmoon I am going to have LOTs of “minigames”. They became very popular recently, especially on casual games portals, so I decided to give it a try too. I must admit they work very well to increase the replayability and the immersion of the game.

Now you could rightly ask me: how does a “memory game” or a “find the differences” does help the game’s atmosphere/immersivity ?! Well, I’m going to show you two examples.
Check the image on the left: it’s one of the “find the differences” minigames. In this case we’re in a wood nearby the main town of Wolfach (it will be an imaginary town even if I know probably such a name exist for real).

We’re looking for clues. So, such a minigame can help because the player will feel like if he’s searching the surrounding, trying to spot any detail can help in the investigation.

That’s what the real detectives do: look around to see anything that can catch their attention, even really small details like in this minigame.

Now for the other example, I’ll show you a youtube video:

This is an “action scene”. The player must run away from an ominous big man who’s chasing Vera for some reason. For this scene I thought would have been much better to use something like that – I even thought about a real-time sequence but probably would have been too difficult. However there is a real-time minigame already, but don’t want to talk about it because would be a spoiler for the story 🙂

I believe the minigame above with the music and the images represent well one of those scenes typical of the action-movies, helps player immersion and I think is also fun to play 🙂

I have now reached the point where the demo would end, and I’m starting the rest of the game. The art is almost completely done, so my aim is to finish the game, at least the beta version, by end of this month, even if I know it won’t be easy!