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Christmas Sale and best of 2013

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Early wishes of Merry Christmas from my cat Gilda

First of all: I’m doing a Christmas sale with all my games 50% off, including Nicole!

The predefined bundle discounts are disabled, so differently from previous times this works also when buying the various bundles like Flower Shop, Spirited Heart, Heileen series, etc.

Christmas has come early this year 😉 The offer is valid until the end of the year.

Best Of 2013

Like in the past, I want to review a bit the games I released during the course of the year. If I had to make a ranking for the titles I made this year:

Writing

1. Nicole
2. Heileen 3 Sea Maidens
3. Bionic Heart 2

I absolutely loved Nicole writing! Heileen 3 was pretty good too. I liked also Bionic Heart 2 to be honest, and for me would be about same level of Heileen 3, but judging by the sales seems that most people preferred Heileen 3 🙂

Artwork

1. Heileen 3 Sea Maidens
2. Nicole
3. Bionic Heart 2

This is probably heavily influenced by my tastes. I know many people didn’t like much Nicole’s sprites, saying they lack variety and so on. Well, personally I don’t think is so apparent. I put Bionic Heart 2 on last place but that really doesn’t mean I didn’t like the artwork (character artist is same as Loren, my favorite!). Heileen 3 is first because of the setting, landscapes and also because I really love Rebecca’s work (she was the artist of all my Heileen games).

Best Gameplay

1. Nicole
2. Bionic Heart 2
3. Heileen 3 Sea Maidens

Nicole’s gameplay is quite similar to Always Remember Me, but has more variety of items to buy, a more intuitive interface and better GUI. Heileen 3 gameplay was good too, albeit I admit more repetitive than Nicole’s, but I have to consider that the game originally was meant to be a simple visual novel, so the result was still good.Personally, I loved the Bionic Heart 2 “social battles” and I would like to have them again in other games, like the RPGs, though I’m not sure if players liked them or not! 🙂

That’s everything for now, have a good time during the holidays! 🙂

Roommates update

As wrote in previous post, the next game that will be out is Roommates. My trusted writer Michael is reviewing the whole script scene by scene to make sure everything is OK, but because the game is LONG, that will take some time 🙂

Meanwhile, I’m setting up everything else, like the contents of the bonus version:

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A preview of the wallpaper you’ll get when ordering the bonus content version of the game

Wallpapers, original soundtrack (including the theme song “My Name In Lights”) and more.

Even if is a dating sim, this game is quite different from Nicole.

First of all, the scheduler is more similar to the one I used in my games of the Flower Shop series. You can’t visit each location and choose an activity like in Nicole, more like you plan your week and then press play to see what happens.

The contents are also different: Nicole was more family-friendly, while this game is more like my early titles (Summer Session for example) where there’s a good amount of comedy and sexy references, as you can see from the screenshot below:

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Isabella trying to explain her views on Anne (work in progress texts)

Some of the CG scenes are quite hot to be honest, not like the Loren uncensored ones, but rather hot. I think that during the beta will ask users feedback to see if is better to make a censored version of those as well 😉

Finally, a good news (for those who don’t know it already): you can play as male or female immediately, no need to wait for an extra version. I am still thinking to allow people to purchase the two versions separately, since I am not sure how many people like to play with both genders.

In any case each version will be cheaper, like $15, with the possibility to get both for $25 instead of $30. So pricing similar to my other games, or cheaper if you want to play only as Anne or Max. Of course, you’ll be able to “upgrade” anytime in case you change your mind 🙂

The Show Must Go On

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As you probably know already if you follow me on the social networks, last Monday had to take one of the toughest decisions so far of my life, put to sleep my cat Leon who was sick since 2 weeks without hopes of recovering.

It was a very sad moment, but I forced myself to think that without my help, that cat would have lived a much shorter life. He was 8 years old, and is one of the many I rescued time ago.

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an image of Leon a few weeks after I found him, as you can see from the mucus coming out of his nose he was quite sick

If I was able to take care of him for all those years, paying for his food and the medical cures, was also thanks to people who buy my games. Thank you! 🙂

The Show Must Go On

I want to think about positive things now. The show must go on, and there’s nothing better than some scenes from my upcoming comedy title Roommates to cheer me up!

roommates01Isabella giving life lessons to (poor) Anne
roommates02Dominic seems slightly annoyed at Isabella…
roommates03Rakesh should really follow Anne’s advice…!

I don’t know yet the exact release date of the game but shouldn’t take much longer, first quarter of 2014 for sure! Stay tuned for more news on the next games in the coming weeks.

Happy Thanksgiving!

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You better do as my character Breza (from Loren Amazon Princess) says and visit my website now! 😉

I’m doing a Thanksgiving sale, that’s why I’m doing the Friday blog post today, one day earlier. All my games are 50% off until Sunday 1st December (included). The only exception is Nicole, because it was released just a month ago, so that title is 30% off instead.

Differently from previous sales, you don’t need to enter any coupon codes – the discount is automatic.

Please note that the discount is displayed after you add the product(s) to the shopping cart!

If you buy the bundles like Flower Shop or Heileen, remember that there’s a default discount that can’t be bypassed. So the only solution in that case is to buy the games separately, sorry about that!

What are you waiting for? Check out my website: http://www.winterwolves.com and browse the game catalog, I’m sure you’ll find something that suits your tastes 🙂

That’s the only update this week – as some of your know, my situation at home is a bit messy right now for a pet emergency so I didn’t have time to write a proper blog update. But at least I’ve managed to do the sale 😉

The perfect balancing in a RPG

Let’s get back to talk about one of my favorite topics, rules/game design for RPGs 😉
One of the biggest problems of all RPG designers is balancing the game difficulty and making the battles/random encounters interesting.

In my first two RPGs, Loren and Planet Stronghold, I used two similar approaches. The enemies would auto-level, but on a different scale from the player’s party, to make sure that as the player leveled up the battles would become easier.

I had defined a base enemy stats/skills values set at level 1. Then I decided how much increase they would get for each stat on every level up, and did some testing, making sure that the enemy progression wasn’t as quick/fast as the players.

For example, after 10 levels, the enemy could have gained +10 HP while the player (on average) +20HP. And then I was scaling those values based on the chosen difficulty.

However, it was very painful to code it, because I had to define every single enemy this way. Copy/paste helped, but when an enemy definition looks like this:

enemy

it’s not really the best to avoid mistakes 😀 Also, balancing the game required tweaking the numbers over and over, test again, and overall took a lot of time.

So what I have decided to do, to shorten development time and make at same time the battles fun and challenging?

The Ultimate RPG System!

I’m going to use a different system that combines auto-leveling with keywords-based allocation of enemies’ stats.

By default, the enemy will scale completely to the average values of the player party. So attack/defense/speed/magic, so that we have a 1:1 copy of the character average party members values. Then I’ll use keywords and/or relative values to define specific trait of each enemy to differentiate them.

For example I could write using relative values:

  • Attack: -5% (the Attack would be inferior of the 5% to the party average)
  • Defense: 50% (the Defense would be 50% better than the party average)

Or also write using keywords:

  • “Defender”, and define it as an enemy having +10% Defense value and +15% HP value
  • “Magician”, enemy having +25% Magic value and +10% SP value
  • “Fury”, enemy having +25% Speed, +25% Attack but -40% Defense value

and so on, you get the idea! Also, the keywords will be parsed in sequence, so I could apply two or more and the final result would be a mix of the various modifier.

I think this system could lead to a MUCH faster development time, and also to a more fun/challenging battles, even to a better randomization of the enemies (for example in a region of Fire creatures, I could define the Flaming attribute that gives +25% Fire resistance).

Of course, this doesn’t mean that all the enemies are of SAME LEVEL. Only that the default/base level now matches the average party level. So while before I was struggling trying to have enemies match the party level, now I use that as starting point to create the opponents! But I can have in battles weaker or stronger enemies.

I’m going to use a system very popular in MMORPG, using color codes:

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The color coding system, so you immediately know how dangerous each enemy is

Green – weaker than your current party average
White – same level
Yellow – one level above your party averageOrange – two levels above
Red – more than two levels (it could be even 5 levels, like in the screenshot above)

This way is even more immediate to spot the most dangerous enemies just looking at the color in which their names are displayed 🙂

Those who like to grind will still be able to do it, because I can always define groups of low-level enemies, and they’ll still be easy to defeat. The items you’ll find can be sold to buy better gears, especially useful for those mad enough to play at the “Nightmare” difficulty level 😀

As you can see, I’m going to experiment quite a lot with this RPG! So far has been fun and the result are very pleasing (though as always I’ll need to wait for the feedback from testers).