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Planet Stronghold 2 Cast: Joshua/Lisa Nelson

Before you think I’m crazy, let me explain: I am going to do a series of blog posts about Planet Stronghold 2 cast, re-introducing the old characters as well. Why? Well first of all, I never did it before (at the times of making the first game, I wasn’t doing this sort of thing). Second, because over 7 years have passed since the release of the first title (PS1 was out in Spring 2011…!) I can’t say I remember clearly every detail of the characters’ background, personality, story, etc. So it will be helpful also to me. Plus, it will be an excuse to show some of the new outfits I’ve commissioned for the characters! For example the new “gym outfits” below:

During the next months I’ll introduce the old cast and also the new ones. I’ll take some breaks to do the usual end of year/new year blog post, or in case I have a new game announcement to do… 😉

Let’s start of course from the protagonist, Lisa or Joshua Nelson. I’ll write this intro as if they were both present in the story but of course, you can choose to play as either Lisa or Joshua on every playthrough.

Lisa and Joshua Nelson

Lisa/Joshua doesn’t remember much about their parents who were assassinated on the colony of Mars when they were only five. Raised in an orphanage, once they reached the age of adulthood, they joined the military.

They graduated as the top recruit of the wole military academy, and shortly thereafter were assigned to the colony on Planet Stronghold. Once there, they discovered that their father worked at the colony as a scientist, and their grandfather did as well. Albeit the official records were destroyed during a ferocious war, the legend of John Nelson is very popular on Planet Stronghold, and everyone, Lisa/Joshua included, started to think that they were the true descendant of John Nelson.

Lisa/Joshua played a key role in the events following their arrival, until they defeated the fearsome Descorian, a race of sentient robots.

Because of their exceptional performance, Lisa/Joshua were promoted to colony Captain of the colony Zero-One, while Tom Shatz, the current captain, was reassigned to Zero-Two, the second biggest colony on Planet Stronghold.

With great power comes greater responsibilities they say, and this case is no exception. The story begins several years after the victory against the Descorian, and we find an exhaused Lisa/Joshua trying to keep everything together while the colony seems to be collapsing at every turn: food and water scarcity, revolts, and mysterious earthquakes shattering Planet Stronghold’s surface.

Cursed Lands postmortem

One of the many endings / epilogues of the game. This one is not a big spoiler since we know already about Loren and Breza from Loren first game!

As promised, here is the postmortem of my latest RPG Cursed Lands. The game was released in May this year after about 3 years of development. Personally I was involved in coding and writing it from past year, starting around April/May until May this year, so I spent about one year of work on it (not always full time though, since February to May was mostly bugfixing).

The gameplay

For the gameplay, I reused my RPG engine with the changes done for Queen Of Thieves, of which the biggest were:

– no front/back row and no position swap during fights
– possibility to damage target’s defense to increase damage done and hit/miss chances reducing normal damage done
– portraits showing on the map when you can talk to a character
– non lethal battles

but at the same time I also introduced several new gameplay elements:

– “first person view” with the possibility to have bigger enemy sprites and monsters of varying sizes
– the social talent system with a series of new things like enemies attacking each other, fleeing battle, giving items to player
– the deteriorating defense system, so that over time the defense would go down as target takes hits, to avoid the battles dragging out too long
– skill checks outside the battle
– items with associated skills (like a magic book casting a spell, usable even by non magic users)

now I admit that some changes were mostly cosmetic, like the “first person view” of the combat, but I think it looks really better than before. In a way it’s like my first RPG Planet Stronghold in which you could see the enemies fully, and not just portraits. I know that some people disliked it (not this change in particular but the removal of front/back rows).

I agree that from the tactical point of view removing the front/back row is a step down, and I will probably re-introduce it in Loren 2. I’ll also try at same time to have a nice visual, so perhaps still “first person view” like in Cursed Lands, but with the enemies placed in a front/back row, and the party as well. The screen will be a bit crowded though 😉 Anyway, there’s time to think about this.

The numbers

Cursed Lands numbers are very impressive:

– a plot of over 300,000 words with a lot of branching paths
– character creation system with over 1 million possible combos
– over 100 unique item designs (not 500 as I erroneously posted on twitter a while ago)
– if we consider color variations, over 250 different items (this means I reused same icon design but tweaked the colors to create a new item)
– a soundtrack of 21 tracks + theme song
– 5 love interests for each gender (though 4 bisex characters, the nagas, Nuala and Vaeril)

it is hands down the biggest game I’ve ever made: biggest story, soundtrack, items. SOTW has more combat and enemy variants, while Loren had more love interests, but overall this one was the biggest.

Bigger is not always better

That’s what they say, right? Well, in this case of course some people liked it a lot, others were neutral, and another group disliked it. But they are just people’s opinions, what interests me mostly are the hard facts, the statistics/figures, so let’s see some numbers:

– during the first week on Steam, Cursed Lands sold twice the amount of SOTW
– during the first 3 months, Cursed Lands sold more than Queen Of Thieves in 2 years
– during its first month of direct sales, Cursed Lands sold slightly more than Loren

I don’t think comparing it to Loren is fair though, since those were really different times. Indeed Loren sold about the same amount each month for longer, while nowadays after the launch month, it’s really rare for a full price game to keep selling the same amount for many consecutive months.

So it was a success? Yes, I think it was, especially considering the big “indieapocalypse situation” and for my modest standards of course. I know other indies that made twice the money with simple porn yuri dating sims of not even 1/5 of the size of my game and, of course, zero gameplay and complex coding. I love doing RPGs so I’m a special case, but if you’re after the money I definitely wouldn’t recommend doing one!

Anyway, I am personally satisfied of the job I’ve done with the help of the various collaborators and I’d like to think that maybe one day I’ll be remembered by the RPGs gameplay and not just by nice art/sexy contents.

Love Bites postmortem

Only a few months have passed since Love Bites’ release but I can already draw some conclusions about it. I’m planning to do a postmortem also for Cursed Lands later this year.

A smooth experience

As I posted already when I announced the game official release, the whole development experience went really smooth. I already knew about the work ethics of both Miakoda (the writer) and Rebecca (the main artist), but considering they both had some serious real-life issues along the road, it’s even more amazing. But everyone involved did a good job, from Matthew (the musician) to Aleema who did the GUI and trailer, the person who scripted it, etc.

When such things happens, a game gets released in a reasonable time-frame. Yes, I know that since the announcement (February 2016) to official release (May 2018) there are two years, but honestly it’s not such a long time to produce a quality game of a good size like this one, in which you can play as male or female (Nicole took more or less same amount and you can play only as female for example).

No stat raising

This was also a new choice for me, and thinking back, I should have done this sooner. In practice I already saw many complaints for some of my past games (Nicole, Roommates) in which several players didn’t really enjoy the stat-raising part, despite being a classic of dating sims. However, reading all the feedback, it seemed clear that for the vast majority of players, not only it wasn’t a required feature, but was preventing them from enjoying the story!

Keeping my theory of the “vocal minority” in mind, I still wanted to try to not have a complex scheduler and NO stat raising at all and see what happened. It went well!

I’m not saying that I’ll never do games anymore with stat raising, since in certain situation it can work, but for normal dating sims probably not. More complex games in general like raising-sims can benefit from stat raising, in particular to unlock specific scenes or gameplay features (new job, new class, new area, etc) but for games where the main goal is to advance in the story and unlock romances, probably it’s not such a good idea.

No erotic stuff

This wasn’t really a possibility since this artist doesn’t draw adult stuff, so even if in future we’ll do more games with her art, they’ll feature  sexy content at best. Personally I still love the art style and in some cases even if there’s no frontal nudity the CG can be beautiful (if you played the game and saw for example Nadia/Brandon romance you know what I mean).

Still, I was a bit worried that this could have an impact on sales/public reception, and instead it went well. I mean, I can’t know if it also had an optional full nudity patch what could have happened 😛 But I’m still happy about the results as they were.

Conclusions

I am very happy how everything went and the game was a success in my point of view. Of course considering the rising competition and the fact that non-porn VNs on Steam have really a hard time, but especially all those things considered, it could have been a disappointment. Instead the game did better than some titles I relased back in 2016 and I was positively surprised 🙂

Planet Stronghold 2 alpha demo

In the screenshot above: like the old times, fighting malfunctioning Roboant in the tutorial battle!

Time for an update on the RPG I’m currently working on (personally, I have other writers working on other games right now, like Volleyball Heaven and other “secret stuff”).

Last month I ran a short alpha-testing in my forums (though it was open, everyone could try the prototype) to get some early feedback on the combat. It was very useful since I already added some tweaks/features. In case you missed it, you can still try the prototype here: https://www.winterwolves.net/viewtopic.php?f=37&t=4153

It’s slightly outdated since I’ve changed a few things on my side already, but of course if you find more bugs or have suggestions feel free to let me know.

I think in general the RPG part of the game it’s at good point, of course I’ll do a lot of tweaks and updates like I did for my past RPGs during beta, however the base/core system is there. Now my goal is to get the isometric map working so that I can playtest myself all the missions (and side-missions) of the whole first chapter.

Currently the plan is to have the game divided into 4 chapters (not all of same length!) and have the game demo end at the end of 1st chapter with one of my usual cliffhanger scenes 😉

The main difficulty is that I’ll have to deal with a lot of things plot-wise:

  • the fact that you can begin the game either as loyal or rebel
  • the possibility to continue an existing romance, or start a new one (either with old/new characters)
  • using the non-combat skills to solve the missions in various/different ways
  • and last but not least, some more branching scenes depending on the choices

while the RPG part of this game is complex, I’d say that the plot part is not easy either! So I am first planning everything before I jump into writing scenes that maybe I have to discard later on, because I didn’t consider this path or this variable or this plot hole and so on. Maybe it doesn’t seem, and you probably won’t even notice while playing the final game, but it can be really complex and drive you nuts, believe me!

Once I have the first draft of the plot finished I’ll then start scripting the game and at the same time also code the various battles and quests, and probably add a few more along the way since I always get an inspiration to write new sidequests as I code the main game. My goal is also to have personal quests for each character, since it’s also a classic of RPG (and almost all my RPGs had this personal quest feature).

I still don’t think I’ll have the game beta finished before end of year, also because I hope to be “distracted” from working on this because I need to publish Corona Borealis and Volleyball Heaven since I know many people are waiting for those games as well 🙂

Using different artists in a game

A complaint I heard (not too often to be honest) about Cursed Lands, was that some CG look different. Indeed, another artist did them, so that’s the reason.

When writing the game, the original content was much less (in truth it’s hilarious to say this, considering it was still around 200,000 words!!!). In case you don’t know, I added about 30-33% more content myself, in particular “extra romance scenes”. I felt the original script while was good telling the main story and characters backgrounds, didn’t go deep enough in the romances, and especially the “after”. In many games (including mine) the romance subpath ends when you make love/kiss/unlock the final scene with the love interest.

In Cursed Lands (and I plan to do the same also in future games) I wanted to break this system, since I also think romance scenes in which you’re already engaged or in a deep relationship with the love interest could be a nice bonus.

However, I faced a problem: the art was made by the same artist as Loren, who unfortunately doesn’t work for me anymore (luckily I managed to ask him all the art for Loren sequel and several more NPC/character art before he left). So the only option was to find a replacement artist for these new CGs. I think she did a good job, even if she clearly draws females better than males. Sylrissa and Nuala extra CGs in particular looks very good, while I think for example Jasper’s could have been better.

I think overall I made the right call, since from the feedback I got, the vast majority of players didn’t mind to have a different art in exchange of more content for the game. I could have just written the scenes without art, but would have been worse in my opinion.

More outfits, please!

A different situation instead is when you only add more outfit/poses to existing characters, and that’s what I’m doing with Planet Stronghold 2. I’ve already posted in the social media some images of character with new outfits (like Damien finally in a proper uniform suit).

Haha the image above shows one of the most fun bugs (though for some it might be a feature…lol) that is using a wrong variable to set the outfit of a character! Anyway, the nice underwear Lisa is wearing is one of the many new outfits added by another artist to the existing characters. Also a bit harder to notice, but even Rebecca’s pose is new: the old characters only had one pose, holding his gun in one hand. This one with both her hands on her hips is a new one.

They’re small details and maybe not immediately noticeable (well apart in specific situations like above haha) but they all add variety and if you can find an artist who has a very similar  coloring style (like in this case) the result is always going to be worth it!

Conclusions

In an ideal world, you would first write all the story, and then commission the art. However, during my career so far, I found out that this is a risky approach if you want to be able to release at least a game a year. Artists can disappear, or take long time. So maybe you wait 1 year for the big 150,000+ words script to be finished. Then, once it’s done, you commission an artist, who can take another 6 months or more (depending on how much art is needed of course). As you can see while it can work, it will delay the release, instead of using the approach to produce the art in parallel or almost with the writing (even if this has other problems too).

And it’s not uncommon to find yourself adding more content to the game as you write/code it. It happened to me for example in my old game Spirited Heart, in which to be honest the different art styles shows clearly too much (it was one of my first games though…).

Personally I’m not sure what is the best method. Whenever I found a good artist I commissioned him/her a lot of art, and then adapted the story to the existing art (I had already a basic plot planned though). After all, that’s what we did with Loren and it has worked well it seems 🙂