Author Archives: admin

Friday catblogging – Merry Christmas!

In the picture above, Mirtillo and Othello sleeping together peacefully. I wonder what they’re dreaming ?

I want to wish everyone reading this blog/following me Merry Christmas! πŸ™‚

Then, a quick status update about Planet Stronghold 0.8 (since is the game I’m currently working on). In the recent weeks had some eyesight problems, so the programming has been slowed considerably. I really hoped to have it ready by Christmas since would have made a great present… but sometimes, real-life problems get in the way and so I had to post-pone the deadline to end of the year!

I’m writing the latest two quest, regarding the Apex Rahn and Arnox races, including two boss fights. I think once you play the game you’ll realize why is taking me so long to make… because the game IS long! The part I’m writing now involves all the races, and if you side with the Empire you have to eliminate them, instead if you side with the King/Shiler you will unify them and form one single alliance.

So this part is the “core” of the game, the biggest one. If you played the demo, this part is basically 5-6 times longer than it…and you can play from two different sides, so some parts are different! That is also why the final release price will be $24.95 (so you have still one week to get it at the deal price of $9.95!). And now, for some postmortem-retrospective about the year that is about to end:

2010, The Year Of The Tiger

I admit I was excited about it (since I am a Wood Tiger in chinese horoscope). Well, my goal for 2010 was to release 5 games, and I was particularly excited about (quoting from my last year post):

And I am producing the art now for a new kind of game style that I hope will be a great success, since I like a lot writing the stories and the storyboards for it. For now I can only say that involves detectives, mystery, and a beautiful blonde girl with a French accent…

I was obviously talking about Vera Blanc, which as you might know, turned out to be a real disappointment in term of sales πŸ˜€

So, in 2010 I released The Flower Shop, Card Sweethearts, Vera Blanc: Full Moon, Vera Blanc: Ghost In The Castle. Not only I didn’t release 5 games as I had planned (even if I’m almost done with Planet Stronghold), but most of them didn’t sell well at all! So in all honesty, considering also the other real-life problems I had, 2010 was probably my worst year since I was indie. For the first time in 7 years or so, I didn’t grow my business. During the summer and autumn, I thought it was something beyond my control, the global crisis, the return of middlemen and so on (since also many other indies had very low sales during that period) but if I think about it carefully, it was my mistake for producing games without doing proper “market research”.

Vera Blanc got the most positive reviews I had for a game, on famous sites like Gamezebo & Gamertell. And it has some fans that are eagerly waiting a 3rd episode. Still, it would be foolish for me to release another one using the same gameplay system… so even as indie, you can’t simply do any game you want to do (unless it’s an hobby) but you must also identify the market you want to sell to, and make sure you have the right product. Making a good/original game just isn’t enough, if that game has a very small fan-base.

Next friday, more cats pictures and my plan for the 2011 which hopefully will be a better year πŸ™‚

Friday catblogging – Excessive branching is not good

In the picture above, Othello sitting in a flower vase with a blossoming cherry tree in the background. Took it in my previous home, during spring.

Sometimes when I have a little time I play other games. Recently I bought Alpha Protocol, and was completely fascinated by it (no wonder, Obsidian is one of the best AAA developers around). It interested me a lot because of the RPG/FPS mix, but mostly because of the dialogue system and the multiple paths/branching typical of VNs.

Here is the problem. The game promises lots of different paths, every decision influences the story, and so on. And it’s TRUE. The point is – is useful? Who is going to replay the game from beginning to see what he has missed (and no guarantees that he will really see everything) ? Very FEW people, believe me. Also, in a FPS/RPG you can’t just skip the dialogues forward like in my Renpy games, so you can’t just do a “quick replay” to see what you have missed.

So I thought if wouldn’t have been a wiser choice to have still some branching, but not so many. Or that would lead to a different subplot completely, like I did with Bionic Heart. Such games should either be quickly replayable to let the player see what he missed, or tell the player “Hey, save now because there’s a big branch of the plot now, so you can reload this savegame later and pick a different direction to see what you have missed”.

I watched on youtube many videos of Alpha Protocol just to see what I had missed, because I really couldn’t afford to replay the whole thing from the beginning. It felt like a “waste of time and resources” to me. The devs could have done a longer game (is already long, but could be even longer) instead of making it so “free-play”. After all, in a story-based game, is more important to KNOW that you can have 50 different endings but that you probably will never replay it to see them all (especially if you can’t play fast-forward), or that the story is much longer?

I’m sure most players would pick the second option. That’s why in my upcoming RPG Planet Stronghold I haven’t opted to have lots of different paths: it will have a common main plot, but with missions/quest that let you have some freedom (do them in any order you want) and several romance subplots that are optional, but can be done anytime after chapter4, without the need to restart from beginning (except if you want to see the romance from another gender). In practice, save the game at beginning of chapter 4 and you can then reload it and see all possible endings/branches for your gender.

Speaking of Planet Stronghold, the next version 0.8 will be out hopefully next week, I don’t know the exact day yet because I had some eyesight problem recently, and with the Christmas busy schedule you can never know. Anyway, as I wrote several times, with version 0.8 the pre-order price will increase permanently to $19.99 so if you are interested in the game, be sure to buy it now πŸ™‚

Friday catblogging – moral decisions in RPGs


In the picture above, the young cat Maja. I found her while on a trip in Croatia and decided to bring her home. She lived with me for 7 beautiful months (sadly, she’s not here anymore).

I’m writing right now the Planet Stronghold quest with the Matricks. They’re giant rocky humanoid, very resistant to physical damage but weaker against Psionics. During this quest, if you side with the Empire you’ll face a big moral dilemma: you have the option to kill their “breeders”, as sort of distraction so you can fight the King Rock (the evil tyrant of the race) with less defenses. Of course, even if we’re talking about aliens, killing breeders is always a bad thing! And indeed, some party members will be seriously disappointed if you do that.

I like how the “Empire side” is turning out. Because even if the ultimate goal is to submit all the alien races, it’s a somewhat grey territory – the decisions you make might seem inevitable since there’s a big war going on, but you’ll often wonder if what you’re doing is ethically correct, and you can still choose to act differently.

About the mid-december deadline, I’ll try my best to met it, however after the Matrick race I still need to write the Arnox and Apex Rahn quest, and then the final battle. My goal was to finish the game plot, apart for the romance subplots that can be done anytime since they’re not connected with the main plot (except when you decide to do the final fight). So I’m not sure I’ll be able to make it, it might be more like 20-21st december.

I want the next version 0.8 to have the full plot so anyone who preordered can play/test it and let me know any problem. Note that after 0.8 is released, I’ll raise the price to $19.95 and then once the final version is out, to $24.95.

Finally, I also got the new boys images for Spirited Heart new game. You can see a mockup below. Frebo is always the best! πŸ˜€

Friday (Saturday) catblogging – Planet Stronghold and Heileen spin-off

OOps, I forgot my friday cat-post yesterday! So I’m going to post it now. In the picture on the left, you see Batman on the stairs of my old house, taking advantage of a rare sunny winter day πŸ™‚

I’ve been working non-stop on Planet Stronghold race quests. I don’t want to say too much because is a spoiler, but later in the game (after chapter4) you’ll have to pick a side, and either submit or unify all the other alien races. Each race will occupy a sector of the map, so each race quest will take several special locations to complete. Considering the races are 6, this part is quite long, probably the longest chapter of the game.

After this, there’s the “final battle”, and the romance subplots. Is fun because even if in this game the dialogues are very reduced compared to a normal visual novel, it’s still VERY LONG, because the story itself is long. I think players should appreciate it, and I hope nobody will say “the game was too short”! πŸ˜€

Today I also got some sketches from Rebecca for Heileen spin-off. They’re the pirate clothing for some important characters: Lora, Ebele and Robert. They’re great as always – you can’t go wrong working with her, a pity now she’s making a career in comics fulltime πŸ™

Maybe will post the sketches on twitter. As I wrote, this game won’t be a visual novel but something ver different. I have yet to decide myself how the gameplay will be but I have an idea in mind. Will be a mix of several genres. There will still be the a main plot and dialogues, but not in form of a VN only.

Probably this will disappoint a bit the VN fans but I want to try something different, and broaden my audience. It’s tough times for indie devs! πŸ™‚ As for the other games in progress, no news about them this week. So Love & Order, Remember Me, and Flower Shop: Winter In Fairbrook are still going on- expect them coming out somewhere in the next months, just follow my blog or twitter (or subscribe to the newsletter) to be the first to know when they’re out!

New CRPG vs old CRPG

I can’t believe what I’m about to write but… I recently bought Temple Of Elemental Evil from GoG, and… I didn’t like it anymore! Yes, the game that back in 2003 was considered by my brother and I (at those times we used to play CRPG together, sharing thoughts and impressions) as “the ultimate RPG”, right now, 7 years later… sucks.

Why? I think is because I aged up, am working full-time, and in general I’m used to a more “casual” gameplay (even if the right term would be “less hardcore”, not really casual). Just as example, I liked Torchlight MUCH more… and that’s an action RPG.

What does this means? I asked myself. Probably several things:

  • as I said, I’m no longer a teenager or young adult (I’m only 36 but well, I can clearly see that my interests,tastes are different from when I was 28-29 years old). Before, I had lot of free time, so reading a 100 pages manual for me was FUN, not a pain πŸ˜€ And a game like ToEE was fine, even if had lots of texts to read, even if had a complex inventory and spell management, and so on. Right now, that scares me off!
  • the gameplay of CRPGs evolved a lot. Now, you’re used to see several improvement/behaviour that if are missing really annoys you. Like moving the mouse over an item, and instantly see the difference with the one currently equipped in the appropriate slot (this was a feature requested from a user to my upcoming RPG Planet Stronghold and indeed, is very useful but also EXPECTED from nowadays players). So, there’s a long list of things, more or less important, that now players assume will be present by default in a game. And if they don’t find it, they feel frustrated/annoyed!
  • Party based vs single character and real-time vs turn based. Most old CRPG were party and turn based. Most of new CRPG are real-time and single player based (you can still have a party, but the NPC AI usually is good enough to fight in your place). When I was playing Mass Effect 2 in particular, I almost never cared of what my other companion were doing. I was just fighting on my own, assuming they would do their part πŸ˜€

Of course, not everyone will share the same thoughts as me. But I was a bit surprised to discover how much my gaming tastes have changed in just 7 years! And I can somehow understand why all the new titles are more action oriented, or have excellent GUI system that let you do most of the actions with very few clicks.

However, I think you can still have a good gameplay, rule system, and variety even using the good old turn-based or an hybrid approach like real-time with possibility of pause. A good example is Dragon Age, The Witcher and Drakensang. The last two in particular IMHO represent a very good example of “old-school approach” into a “new fashion” of CRPG. They have still many statistics, items, but the interface is not as clumsy as ToEE. They have lots of tactical challenges but still, you aren’t forced by a turn-based system.

Don’t get me wrong, ToEE is still a great title and I wish Troika Games would still be here today, I’m sure they would make a RPG that would kick Bioware’s ass πŸ™‚ For my upcoming titles though, I think will try a more real-time approach, both for RPGs and also strategy/management games like the Heileen spin-off that I should start prototyping very soon.