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Remember Me pre-orders available!

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Those who follow my blog/twitter might know that I’ve been working since beginning of March on a new otome dating / life simulation game called “Remember Me”. I am probably going to change the game name when is officially released with “Always Remember Me” just to avoid confusion with a movie that was out last year (not for copyright reasons since are completely different things).

So, today can announce that the game is officially available as pre-order! Some of you might wonder what does it means? It means that the game is complete, but there might be some small bug, or some unbalanced gameplay or other minor text errors. But since I’ve been getting numerous request to play this game as soon as possible, I decided to open a beta pre-order stage: you pay and can start playing the game immediately, and if you want you can help to improve it by posting feedback/suggestions in the game’s own forums which you can find here. Obviously, once you buy you’re entitled to lifetime free upgrades, so you’ll be able to redownload the final version without bugs.

Also the first 50 pre-orders will benefit of a generous 20% discount simply entering the following coupon code on the order page: BOIO000X9

Check the official game page – where you can find more information and download the beta demo to play the game!

I plan to have the game on pre-order until the end of the month, when I really should be able to make the official release: considering that the game, while very detailed, is surely not as complex as Planet Stronghold who required almost 1 month and half of playtesting!.

The making of Remember Me

The main game idea was born last summer, while my girlfriend was watching an episode of the TV series “Ghost Whisperer”. I don’t follow it so I’m not sure if those were main characters or anything, but basically there was a man who lost his memory and forgot who was his girlfriend, and his girlfriend for some reason couldn’t force him to remember. I found this situation particularly interesting from the storytelling point of view, so immediately started to brainstorm about a possible otome dating sim plot.

This time I decided to outsource all the games texts (most of it anyway) to external native English speaker so there would be less grammar/texts mistakes, and I think it was a wise decision, since it also allowed me to concentrate more on the gameplay, which is much more advanced than other dating sim I made in the past. In practice, there is a full life simulation game, with several places and several activities to do, which can change based on your current energy/morale levels, on your skills, on specific plot conditions, on week of the day, and more! 😀

So one of the key aspect of the game is that the players will have to explore the game world and discover all the secrets, to find the best tactics to win the hearts of the four dateable characters. Of course the “best ending” would be the one that reunites Amy and Aaron, but being a dating sim I have also to allow the player to pursue other boys 🙂 I also think all the boys have distinct personalities, and you’ll have lot of fun discovering them in the various scenes where you’ll have to pick a choice to influence their relationship.

I must admit I had lot of fun coding this game, thinking about all the possible various activities on each place, and then putting together all the scenes at the right moment/place. If the game will be successful, I have already in mind another story which can use the same gameplay system 🙂

the year of the rabbit

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Today was supposed to announce the release of Remember Me, but I had a last-minute problem with my dwarf rabbit Cleo that you see pictured above (nothing serious, only a minor surgery at the teeth). She’s 9 years old and is quite a record for a dwarf rabbit!

So I won’t be able to release the beta version of game today, but since the game is basically finished, I will spend 1 or 2 days to do some extra testing and make sure everything works as it should. Even if is just a beta pre-order I am a perfectionist and don’t want to put something online in a rush 😉

As the title says, this year is the year of the rabbit in the Chinese Zodiac. Curiously, last year was the year of the Tiger, which is my sign in the chinese zodiac, but overall was one of the worst years since I was indie! This year luckily is much better, thanks also to my decision to switch from simple visual novels to some more complex life simulations and RPG games.

Well, that’s it for now – check my twitter and watch this blog and my forums for the announcement of Remember Me pre-orders during this weekend!

Is going to be a hot spring

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In the picture above, Lilli sleeping over some straw 🙂

Spring is my favourite season. The blossoming flowers, the nature that wakes up, warm but not too hot climate (at least, for now) and so on. They say that the season you like most, is the season you’re born in. Indeed, next monday will be my birthday…so maybe is true! I have lots of things going on, so this post is going to be made in form of “news”. First news is…

Loren to be a manga game too

Yes, after thinking about it a lot, and after seeing that the actual comic author wasn’t doing a great job (sigh…) I’ve decided to use manga art even for this game. I am not sure yet who will do the art but is likely will be the same artist of Undead Lily, so I’ll need to finish that game first (since artist still need to do a lot of art for that game).

I realized I was about to make the same mistake I made with Vera Blanc, but at least this time I changed direction in time 😉

I’m also going to change the gameplay, from card-rpg battle to some more real-time stuff and perhaps even isometric battlefield! But right now is too early to talk about it, since the game is officially on hiatus for now.

Remember Me out very soon + new title!

My new life / dating sim will be almost surely out for pre-orders next weekend (of the next week I mean)! I have finished testing the romance arc of Lawrence, so there are only 3 more characters to check. Obiously the pre-order version might contain a few bugs and some unbalanced gameplay, and the texts won’t be completely proofread, even if the main story was written by a native English speaker, so there are only minor things that aren’t proofread.

Yesterday spent the whole day testing it and I believe is going to be a good game, the “normal” endings are easy enough to get, once you find the right dialog choices (like in my other games) but the special ones are going to be tricky. You’ll need to understand which actions raises which stats, and is going to be fun to discover them all (some happens only at specifc day/hour).

Flower Shop: Winter In Fairbrook out… this summer!

Technically might be out even this Spring, since Summer starts the 21st June and if I understood well, Ayu of Sakevisual wants to have the game ready by the first days of June 🙂 You can see a nice gallery of pictures of the game below… this otome game is going to be quite interesting!

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So far the word count amounts at around 25,000 words, which is not bad already. There is going to be the usual farming sim, this time with flowers instead, but have yet to discuss about this with Ayu so don’t know exactly how it will be done. More detailed information about this game will come in the next weeks!

So… what’s the plan again?

The new release schedule is:

Mid-April – Remember Me pre-orders
End-April –  Remember Me Official Release

End-May or Early June – Flower Shop: Winter In Fairbrook

I’m going to list only the games almost ready from now on, since for the others in production many things can happen that can change completely the schedule. I’m also probably going to find the time to release an add-on for Planet Stronghold sometime before next Summer! Featuring the so-much-requested romance options: Lisa – Prince Cliff and Joshua – Queen Shiler!

Loren Amazon Princess game features revealed!

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In the picture above, a big close-up picture of my cat Nina. I wanted her to be present in the game Remember Me, but she’s quite hard to draw. The resulting sprite inside the game only vaguely resembles her… 🙂

Today will talk mainly of the decisions I’m making for my next RPG called “Loren – the amazon princess”. But first a quick update about my next otome / life sim game:

Remember Me

Things are going smoothly – all the texts are done, and are being proofread again (even if they were already written by a native English speaker!). I have still to link all the events together, make sure everything works as it’s supposed (some scenes happens only after others) and other minor things, but seems very likely that will be able to do pre-orders at mid-April! 🙂

Loren – the amazon princess

In the picture below, the two playable characters: Saren, the human male slave and Elenor, the elf female slave.

Choice

I am still writing the plot/storyboard that then will be transformed into script by writers. But I want to talk about the rules first. I’m still brainstorming the ideas but that’s what I have so far:

  1. shared inventory. After finishing Planet Stronghold, I had the chance to play some recent RPGs and… well, having a separate inventory for each character is really bad 🙁 In this game, I’ll have a shared inventory!
  2. character customization. Each character will have access only to a specific weapon, like Dragon Age 2. I know this might sound limiting, but in my case I’m doing this for budget reasons: having different sprites drawn with each possible weapon is out of discussion. I think though that it makes more interesting the gameplay and gives each character a specific set of skills related to his weapon choice. For example, Loren will be a massive damage dealer: she uses two swords (dual wield power!) and does tremendous critical strikes. The downside of course is that she’ll have low HP, but thankfully your player character will be a healer!
  3. character creation. Again, not much freedom for race and name – for plot reasons you’ll have ot be either Saren (human male slave), or Elenor (elf female slave). Also, you’ll be a healer. You might wonder then “wtf I cannot even choose my class!”. Yes, but you’ll be able to choose the specialization skills. Even if you’re primarily a healer, at low level, as you go on you’ll be able to become several different things: a sort of Templar (warrior/healer) that fight and also heal a bit, a sort of Druid (wizard/healer) who can cast offensive/buff spells and heal a bit, or you can choose to keep your path and become a powerful healer. So as you see, you still have a choice at later levels
  4. skill system. I absolutely fell in love with the multiple tree/branches skills! I want to use that method in this game. I have already started designing them and I’m quite happy so far about the variety and results. Each character will have a common skill based on the class (warrior, magic user, scout) and a unique personal skill set, so each character will be somehow unique 🙂 I think this feature should make the game much more replayable since you might want to experiment with all the various characters skills.
  5. romance. There will be of course romances subplots! The main one will be between Loren and your Playable Character, but I plan also to allow some other romance between other minor characters. They’ll be optional like in Planet Stronghold, but I’m not sure yet they’ll have specific quest too.
  6. endings. I’d like also to have several different endings, I mean quite different between each other. But is perhaps still a bit too early to talk about this (also, I won’t really talk about this since don’t want to make spoilers!)
  7. battle system. This game is more for the “hardcore fans” than casual RPG player, so I’m thinking to move from the first person view of Planet Stronghold and try some card-RPG battle view. You can see a very ugly looking (hey it’s programmer’s art) test layout below:
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    I’m going to do this for several reasons: more epic battles, you can fight against 12 goblins if you want 😀 Also, more tactical choices and the position will influence the battle. The first rows will be the one in direct contact, but all the heroes in the second rows won’t be directly attackable by enemies unless they have ranged attacks. Also, I can have area of effect spells/skills, and you can swap positions of the heroes, like move in the back lines if your fighter is injured to heal him, and so on. Will be much more fun I think, even if inevitably is going to make battle more complex (but as I said, I think the target market for this kind of game will appreciate it).

That’s all for now, as you can see there’s already quite some features to talk about 😉

 

Downloadables are dead, long live downloadables

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In the picture above, Otello happily posing in middle of the flowers. I love spring 🙂

As you could guess from the title, this is a rant-post. I’ve heard so many discussions recently about the dying downloadables, how online games is the future, and so on. It’s a very complex discussion, so I’m not going into every detail (also because I want to talk about my games) however I feel the need to say a few things:

  • “dead markets” doesn’t mean that you cannot make any profit in them. It only means that the main hype moved elsewhere. Also, since there’s less hype, means that there’s also less competition. I believe that as indie, having less competition is much more important than having a bigger potential target market.
  • speaking for my games, in general story-based games works best as single player. I’ve never played a multiplayer game that also was immersive or told me a good story, simply because storytelling requires only one viewer/spectator. If you give other people the possibility to influence a plot or ruin the mood, don’t worry, they’ll absolutely do it (anyone who played a MMORPG surely has met people that would destroy the fantasy setting atmosphere in a second with some typical US-slang words :D)
  • remember that very big portals are still using the downloadables model. Big Fish Games in the casual world, Steam, D2D, Gamersgate, Impulse and others for the more “hardcore/niche” games. They’re not going to disappear overnight, and I believe not even in 5-10 years
  • also as indie, we’re different from big publishers and most of the discussions don’t apply. Look at Spiderweb games. Old-school RPG are dead, right? since about 1990. He is not doing well indeed. He is doing extremely well! As indie (especially if you work alone or in a small team) you don’t necessarily need to sell a $1 game to 100,000 people in a week, but you can have better luck trying to sell a $20 game to “only” 10000 in several years. That makes quite a difference!

That said, of course online games/web games can be profitable! I never said the opposite. Only that they require a completely different subset of skills vs the traditional downloadables, and also on marketing. I am currently doing research to make some online games as well, but it’s a big step for me. Most of the successful online games are run by a team, with a few exceptions, and don’t want to committ myself to something “too big” yet. I could do some experiments though.

For example, an idea I recently had was to add an online mode to Planet Stronghold. You would play online battles (not PvP though, at least initially) and as you win you would get experience, money to spend on better equipment or buying skills, and so on. It would be completely separated from the main game, so that I was even thinking to sell it as stand alone game or maybe use the free-to-play model. However I’m not sure if there’s enough interest to justify the time I’d have to spend to do this (especially coding the server part), even if it wouldn’t be a completely new game since I would be able to reuse good part of the normal offline game system.

In general I think that while visual novel, dating sims, and other similar games gain zero benefits from being online, other kind of games like RPG, simulation, strategy games can become more interesting with new online features.

Speaking of dating / life sim, I’ve made more progresses on Remember Me this week, and some events are really cool like the one below:

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Who is this mysterious secret admirer? you’ll have to play the game to find out, even if honestly is not that difficult!

I’ve also got some important news about the other games in development. Flower Shop: Winter In Fairbrook is getting close to the release! I don’t have yet an exact date, but should be before next June, so not much left to wait. I’m currently writing (with help of external writers) and getting the art done for the simulation/RPG game Queen Of Thieves and the comic-RPG game Loren: Amazon Princess. My sports simulation game Universal Boxing Manager 2 is also going on well, even if right now there’s not enough to make a video, since the coder is mostly doing stuff that appears behind the scenes (statistics, AI, gameplay, and so on).

My planned release schedule (which surely will be messed up completely) would be:

  1. Mid/End-April – Remember Me
  2. End of May/June – Flower Shop: Winter In Fairbrook
  3. July/August – Loren The Amazon Princess
  4. September/October – Queen of Thieves
  5. November/December – either the superheroes game or maybe UBM2