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PSCD free DLC is now out!

toughchoices
As you can see from the screenshot above, there will be some very “tough choices” in the free DLC! 😉

Jokes apart, I’m pleased to announce that I’ve updated the PSCD live version on my site, which you can download from this page: http://winterwolves.com/pscd.htm with the promised free DLC update contents.

Note: If you have already bought and activated the base game with email/serial, you’ll need to do it again in the game main menu to access the new content!

For those who still don’t know, the free update (which was supposed to be a paid DLC) adds the possibility to romance Kaden, Galina, Lola and Christophe. All four characters are bisex, so in practice this adds EIGHT new romance routes. For free. Yeah, don’t get used to get free stuff like this, since it won’t ever happen again! 🙂

It also adds the “Quick Play” mode, which lets you do quick matches against ten predefined enemy decks. You can also tweak the AI resources, so you can tailor the game’s difficulty to your skills.

Other platforms

The update will come shortly to the Steam version (maybe even next week), since if you bought it only there and not also on my site, you won’t be able to get the extra content yet. I still want to promote it as a DLC (but of course a free one) on Steam, hoping to get some extra visibility for the game, something that it didn’t get on launch.

As for mobile, I wanted to wait for all the content to be ready so I could do the port in a single step (since updating on mobile is a bit of a pain). I am also waiting for an update on Ren’Py libraries (that’s why C14 Dating is not out on mobile too).

Anyway all things considered I think it should be available on Android/iOS/Kindle maybe next month, for sure during this Summer.

Why a free update?

It was a mistake on my part – I was so sure that the game would have been a hit, that I planned a DLC already. Something that you should never do until the game is out 😉

Now I know the game will never be a hit, but not a bad seller either. It’s just that has been much harder to make money as indie in general, vs a few years ago.

Anyway since I had already the romance CGs and all the romance routes written, I didn’t want to throw it away. But of course, I didn’t bother to code all the DLC story (yes, a sort of mini-story of 11 missions was also planned to go along this DLC) even if I still managed to add the Quick Play mode.

As I already posted in my forums, even if I enjoyed a lot working on this card game, unfortunately I couldn’t justify spending more time on this than I already have. My revenues from the game so far (divided by the months I spent working on it) are way below the minimum wage here in my country 😀

But I’m still happy, since now I have a card framework which I can reuse in future games, and I’ve learned a things or two about what people want in term of artwork (hint: cute manga art, avoid uncanny valley effect, etc). I’m an optimist by nature, so even for the projects that didn’t come out well, I think they still provided me valuable info and I’ve always learned something.

As some wise man said (Confucius): “He who learns but does not think, is lost! He who thinks but does not learn is in great danger.”

Heirs & Graces officially out!

I’m pleased to announce that Heirs & Graces is now officially out! You can see the game trailer above. For more info, screenshots and a free demo visit this page: http://www.winterwolves.com/heirsandgraces.htm

This game is my 3rd released game this year so far. I am not being lazy this year, am I? 😉

Jokes apart, it’s not like the three games in question (PSCD, C14 Dating and Heirs & Graces) were all created this year! I started working on them long time ago. In more detail:

  • Planet Stronghold: Colonial Defense started in Fall 2014. Originally a tower defense game without romance, it turned into a card game/dating sim hybrid!
  • C14 Dating was a project started back in 2013 (the original plot and writing)! then for various reasons was delayed until this year
  • Heirs & Graces was another “side project” started back in 2014, and it’s out now

So as you can see all the three games took a lot of time to make. But there’s no shortcut: if you want something to be good AND long (all three games have a script over 120.000 words, PSCD passes even the 200.000 mark!) you need to wait!

And now, a short postmortem for this game.

Heirs & Graces short postmortem

It’s obviously too early to say how it will do, also considering I have planned to release it on Steam later (to avoid the Summer Sale that as you know happens every year).

However, so far the reaction from people and the feedback/sales I got from my own site gives me hope. I was really unsure since it is my first yaoi-only dating sim, so I had no clue how it could do. I can say that I feel more relaxed now 🙂

That said, as I explained also in my forums, I really don’t think I’m going to do anymore games with a single romance combo in future. No yaoi only, yuri only, otome only, etc. Simply because making a game it’s already a lot of effort, and people need to wait years, I want at least to try offering something for everyone 🙂

This doesn’t change anything for the games already in production of course. So Never Forget Me will be a straight otome, Summer In Trigue a yuri only, etc.

Back to Heirs & Graces, I think the fantasy setting combined with dating sim was a good move. I just realized now that beside Spirited Heart, all my other dating sims aren’t using a fantasy theme. So I believe I should do more dating sims like this.

And I’ve already talked about the “no more grinding” in dating sim, and the scheduler system I used in this game was perfect I think: requiring some strategy to pass the main plot checks, but never grindy even replaying the game several times. I must reuse this system even in future games whenever possible!

Another thing that went well with the game was the “bittersweet theme”. It might be personal tastes of course, but I personally I prefer when there are funny/light scenes mixed with more serious/sad/melancholic ones (those who already played the game know what I am referring to!).

So except for games that are meant to be pure comedy (see Roommates!) I believe adding some more serious/mature/sad scenes to the story could help overall. As long as there is some way to get a happy ending 😉

A roleplaying Summer!

qot
In the screenshot above, Arianna in her “Queen Of Thieves” outfit, and a young Lysander

I am now scripting the Queen Of Thieves last main plot scenes, which include some flashbacks: the man you see above is Lysander when he was young. He stilll does have his beard though 🙂

I’m also using the new map of Aravorn that I had recently redone by a new artist. I must say that even zoomed in, it still looks good:gamemap

So now when there are flashback/main plot scenes I can show the time/date but also the place using the map. The scenes aren’t many, but there are 4 CGs, all featuring Arianna… and some are VERY spicy. OK, I think I have said already enough!! 😉

As I said in previous post I will take my time and not rush things to avoid burnout, also considering that I still have to officially release Heirs & Graces and PSCD free update. They’re in a very advanced state though, so that shouldn’t take much longer.

Back to the title of this post, even taking things easier, it’s quite likely that the Queen Of Thieves testing will take place this Summer, with just a disclaimer: if it will be hot like past year (one month and half, whole July and up to mid-August, with temperatures constantly over 38°C!) I will probably be able to work just a few hours in the morning! Anyway, even if I surely won’t be working/updating the game as I did with SOTW (that game was quite a marathon!!) I should still be able to do a few updates based on testing feedback.

All things considered, the beta COULD begin at end of June. In the worst case, it should be July.

But that’s not enough: for me will be a real “Summer RPG” because I’ll also start doing the design for Undead Lily. No coding, just planning on paper/flowchart, thinking about the combat, skills, etc. That’s what will keep me busy this Summer. What can I say, some people go on holiday in tropical islands and have fun, while others code and design RPGs! 😀

Undead Lily Ace romances sneak peek

Speaking of Undead Lily game, a few weeks ago I posted the Lily’s romance sneak peek. Now it’s Ace’s turn! As you can see even Ace has some interesting “romantic moments” in the game as well!

aceromances

Avoid “Burnout” as indie

IMG_1039

My cat Mirtillo doesn’t look very burnedout…

Wikipedia defines “burnout” as: Burnout is a type of psychological stress. Occupational burnout or job burnout is characterized by exhaustion, lack of enthusiasm and motivation, feelings of ineffectiveness, and also may have the dimension of frustration or cynicism, and as a result reduced efficacy within the workplace.

Now, I absolutely love my job. I wouldn’t be doing this if I didn’t love it. However, even indies can suffer from burnout problems.

When you work for yourself, without a boss, it’s easy to forget that you still need to take breaks and relax. And that not necessarily working more will bring better results.

I noticed this myself in the recent years. Personally, I think I’m very resistant to burnout, but it still happened. I think the main issue is that you are so absorbed in your work, in what you love, that you “forget” to take breaks. When you work in a office doing a job you hate, or even just don’t like it particularly, you’re eager to take breaks and holidays!

It’s not only the work itself though: also the “release stress”. Whenever you release a new game, there’s a lot of stress involved. How it will do? Is there any bug left? etc. Talking with other indies, it’s well known that the release day/week is one of the most stressing periods in the life of an indie. Then, there’s also the normal stress when things aren’t going well, sales are low, or you’re struggling with the development for whatever reason.

All this stress can lead to burnout as well.

Possible solutions

So, now that we know even indies can suffer from burnout, what are the solutions? First of all: take things easier. Luckily for us, we’re not doing “critical mission” software. A nuclear plant won’t blow up if there’s a bug in our code! We won’t go bankrupt (hopefully) if a few people don’t like our game. As long as enough people like it, will be fine. It’s OK for some (or many!) people to say that our game is bad. It’s not OK to insult you, but they’re going to do it anyway, so why worry or get angry? 🙂

Another very important thing, not just for indies, but for any creative job, it’s to take “full breaks”. I mean, stop completely working, for a week or two (usually for me is never more than a week though).

Do other things: read, walk, bike, go out, watch movies, play other games, etc. Whatever you like to do, that is not related to your job.

It really helped me many times when I felt I had “no strength left”. It also helped me to regain “inspiration”. I suspect will be the same for artists/writers/designers/etc.

You might think that you “lose time”, when you take breaks. In some cases yes, but personally I found that in many cases it wasn’t lost time. Not at all! A lot of positive things happened: while playing other games, I got ideas on how to do some gameplay changes in my games. While watching movies/tv series, I got ideas for new games stories. And even when I didn’t get any “inspiration”, I was well rested and relaxed so when I resumed working I was going twice as fast as I would have if I didn’t take the break.

In conclusion

That’s why even if I’m at good point both with Heirs & Graces and PSCD DLC betas, once they’re done, I’ll take a short break before jumping back immediately to work on Queen Of Thieves RPG coding: I’m doing the new main plot scenes now, but that’s just basic scripting so really something easy compared to the RPG part.

Even if the “pressure” is high, even if a lot of people are eager to play it. I really need the break to do a better job later 🙂

PSCD DLC beta!

quickbattle

In the image above you see a screenshot from the PSCD Free DLC currently in beta!

You need to download the beta version here to try it (on the site there’s still the older version): http://www.winterwolves.net/viewtopic.php?f=42&t=3856

You might need to re-register the game again to see the extra contents.

Beside the four extra romances: Galina, Kaden, Christophe, Lola, I have decided to do a “quick match” mode. In that mode you can play all the cards you have unlocked in the game (tier-based) and do a match with predefined enemy decks.

Using this “tiered unlock” it’s good, since will let me include the mode also in the demo, because players can try it (for example for practice), but without the high tier cards (which you can only get later in the game) will be hard (if not impossible) to win. So it’s a sort of “trial” that might make more people curious / interested about the full game.

If you beat the game once, you’ll also unlock the 5th tier, which is normally unaccessible from the base game, and it includes the most rare cards (legendary ones). Since I had already added them in the code, was a pity to “waste them”, so at least they can be used in the non-campaign mode.

This means that if you won the game already it’s enough to load a save before the end, to get access to all the cards in the quick match mode.

Heirs & Graces update

The beta testing continues, and luckily everything seems to be going smoothly, even if it was to be expected for a dating sim. I suspect Queen Of Thieves testing will be more troublesome 😉

Anyway I’m pleased so far by the game reception and how people liked the idea/writing/art/music.

I must say though that in future (except for the game already in the works) it’s a bit unlikely I’ll do again a game with only one playable gender or romance type. Making a game takes already so much effort that I think it’s best to at least try to cater to two audiences.

So for example in this game I could have added a female character to have yaoi+otome, or add 4 female romances to have yaoi+straight, and so on (probably I’d have reduced the amount of romanceable characters, or made some bisex).

Anyway, this game is done as it is: but for future games I’ll always try to have at least two genders or “romance combos” 🙂

Undead Lily romance previews

As you know from time to time I make some “romance sneak peeks” for my upcoming games, even months before they’re out, because I like to tease people! 😀 Here’s the Undead Lily’s Lily romances (so playing as Lily and romancing both male/female characters):

lilyromances

Some characters have two different ending CG, based on the concept of “dominant/submissive”. I can assure you that they’re very interesting!