Category Archives: love bites

Love Bites and Cursed Lands update

First of all, I made an updated version of Roommates with completely optional “nude romances CG” currently in beta testing. More info/details in my forums here: http://www.winterwolves.net/viewtopic.php?f=34&t=4078

Now let’s talk about today’s post: 7 months ago, in April, I made a post with the same title. You can find it here if you’re curious: https://www.winterwolves.net/blog/2017/04/love-bites-cursed-lands-update/

So, after all those months, how are things now? I already posted an update in previous blog, but today I’m going to go deeper.

Love Bites scheduler and romances

As I wrote back then, this game has a scheduler but no stat raising. The relationship bar is increased simply by spending time with each character, it’s not influenced by the choices. The things I said in that blog post are still valid, but using the image above I want to explain how the different endings work.

Originally I wanted to keep those values secret, but after thinking more about it, was pointless – since a game must not be hard by making people guess which choice will increase what variable 🙂

So in summary each character has two possible… let’s call them “variants”. Viktor for example has Social and Nerd. Sabrina has Artist and Huntress. Nadia has … wait, I don’t want to spoil the fun!

Anyway, with your choices in the dialogues, you’ll influence the character (for example by making Viktor more sociable, or on the opposite by pushing him to take advantage of his nerd side). Those values will determine, at end of the game, which ending you get (beside the romance ending and CG which are fixed). Probably better call it epilogues, more than endings.

Here’s the mystery of those hidden variables explained!

Cursed Lands romances and bonus scenes

I already posted a few on twitter, but here I’ll post a male and a female one to be fair!

Leena in a very… suggestive scene beside the campfire 😉

Vaeril trying to get through a forest and, ops, his precious dress is scratched open! Well, considering he’s a druid he’s in good shape, don’t you think?

What are those bonus CG? Simply said, after the big success of Amber pin-ups, I decided to add some more for this game. As you probably should know, the original artist is the same who did Loren art and sadly he doesn’t work for me anymore. So I had to use someone else, but that has a style similar enough I think. In any case, the result is good in my opinion.

Those CG are used in two ways: to illustrate a scene already in the main romance story, or to illustrate two bonus scenes when the player is a couple with the love interest.

Indeed, a big difference vs all my previous games, it’s that in this one if you want you can sleep with more than one character in the same playthrough – yes, unlock the “final romance CG” with more than just one  character. Of course, this is not without consequences ! In this case the usual “jealousy scene” will trigger and you’ll need to pick one love interest.

After you choose the love interest, all other romance routes are blocked, but as “reward”, you get two more bonus scenes with him/her, as couple (another thing that was missing in my previous games).

Plus of course there’ll be the ending epilogues which will change based on this (and also on other choices in the game but that I can’t reveal because are big spoilers!).

The game script as predicted it’s already 200,000 words now, with many boss fights missing and all the endings/epilogues yet to write. I wouldn’t be surprised if the final script will be around 230-250,000 words. Yes, another SMALL GAME ™!

In conclusion, I really hope that you’ll enjoy both games when are out, because as usual they’re big, with lot of content, very replayable, and we’re putting a lot of efforts in making them !

Status update, codesign and other amenities

Yes I know that I said I would talk about games, and I am going to. But first, I need to make a short deviation 🙂

I certify I have enough

Recently there has been a BIG drop of direct sales. Probably because of Steam direct, but also I suspect other factors. In summary, in last two months I reached the bottom. Luckily, sales on other platforms (mobile, Steam) while are going down (it’s the Indieapocalypse baby) didn’t totally collapse as the direct sales.

Chatting with other indies, I found out that actually my direct sales so far were much better than the average! lol, so the situation is global, even for very successful indies, there has been a great drop.

Why? Well, most people are used to buy/play on Steam, but the OS have their faults too: indeed both Windows and MacOS, now require apps to be “codesigned”, otherwise they show various warnings and it’s hard just to download the game (not even run, just download it’s difficult!). Yes you could codesign, which means you had to pay a yearly fee to get this “certification”, which IN THEORY should protect users from malicious software. A pity that in reality this doesn’t matter – because the codesign only certifies who made it, but not if there’s any virus/trojan/whatever in it (see what happened recently with a famous registry cleaner tool…).

I was codesigning my games (both on Win/Mac) but recently I am really too overwhelmed by all the stuff to do, so I am considering switching all my downloads to the itch.io platform, which seems well known to visual novel authors. The main reason it’s that it uses really great tools, on par with Steam. I will just mention two things that makes a big difference:

  1. incremental upload/download, like Steam. If I change one line in a file and it’s 5kb, both me and players only need to upload/download 5kb, and not the whole game installer (which maybe is 170mb). And for the customers who don’t want to use the itchio client, you can always download a .zip file normally. Doing beta testing with that system will be a breeze. How many times in the past I found a bug when it was almost midnight, so I simply posted in forums “sorry, I’ll update the game tomorrow”. Now I can just run a command-line tool and  do it in 5 seconds making the update instantly available! 🙂
  2. using the client, the codesign/OS warning don’t show. Since your game exe is launched by Itchio app (similarly to what happens on Steam) the various Windows/MacOS don’t show up those annoying “WAIT ARE YOU SURE!? YOU COULD START WORLD WAR 3!!” messages 😀

Of course, I won’t instantly switch, but I think it’s safe to say that for future games I’ll use itch.io exclusively to sell my games directly.

Speaking of games…

I’ll be the first to admit that I’m not really happy about the current status, by now I hoped to have at least another game in beta testing or even finished. But honestly, this year was a bit crazy, also considering the terrible Summer temperatures I got here where I live, which put me KO for 2 months!

Anyways, let’s see how is the progress of the various games:

Cursed Lands – this game simply became much bigger than I originally thought (lol, a new thing!). I am still coding the various sidequests, and writer said would write the main plot missions in the next weeks/months. When those are done, the game will be very close to completion. It’s going to be another of those 200k+ word RPG games, and I have pushed to add more camp talk and CG (each love interest has two bonus CGs besides the romance CG!). Also, both Vaeril and Nuala are bisex now, and you can romance them both with male or female protagonist. So at least looks like should be worth the wait 😉

Love Bites – it’s half done: half of the game routes are fully scripted. In this case, once the writer finishes them, the gameplay is very simple (there is some stat raising but not like my other games) and it could be “put together” much faster. Depending on how things go, I think this one could be done faster than Cursed Lands. But of course depends when the writing is finished and the last thing I want to do is rush the writing of a game as you can imagine 🙂

Volleyball Heaven – luckily the writing is 99% done, but there is still a lot of artwork to draw. So in this case we’re waiting for the artist, who is working hard, but there’s a lot to do. Drawing all those hot CGs takes time, you know 😉

And what about estimate release dates? that’s the big question! Well, for all the 3 games above, I think early 2018 would work. Which means I could be in a fun situation where all of the 3 games above will be almost ready at about the same time. Then I’ll decide in which order to release them, but ideally I’d keep the RPG as last since that will require more testing.

As usual there could be some “surprises”, like games I’m not talking about much that suddenly get a boost and could even be released before the 3 above. You never know what’s going to happen! It’s the magic of working on so many games at once with different people all around the world.

Love Bites & Cursed Lands update

In the image above, the usual “character selection screen” from Love Bites! Yes I’m starting to work on this game now, coding the various gameplay parts. First of all, yes there will be a scheduler but there won’t be any stat raising!

See, I listen to what you tell me 😉 I’m not against stat raising games of course, but they need to be very integrated with the story or the gameplay mechanics. Skill checks to pass, and that change the events of the story for example. I agree that if all the stats have to do is just make the gameplay a grind to reach the required value, it’s better to not have stats at all! And that’s why I decided to not have them in Love Bites to unlock the endings.

However, there will still be a scheduler and a few variabls, which together with the in-story choices, will unlock some endings or variants. The current plan is:

  • each love interest has a job to offer to the protagonist. Depending which jobs you take, you’ll unlock more scenes and advance the romance with the love interest.
  • each weekend (Saturday/Sunday) there will be the chance to have a date with one of the love interests
  • in the visual novel scenes, there won’t be anymore a “right or wrong” choice, leading to an increase of relationship. Instead, each choice will alter some hidden variables which will lead to endings variations. I’m not sure if I’ll keep those variables hidden or even show the effects on the choice text itself, have yet to decide it.
  • the only variable in the scheduler will be Energy, Money and another one which I’m not revealing for now (could be called “Stress”). They can influence the game ending and even lead to a sudden game over (don’t worry, it’s not easy to “lose” in this game) and relative achievement, which will be fun 🙂

Love Bites beta should begin this Summer or early September, though not sure yet when exactly.

Cursed Lands news

Good news: the script of Cursed Lands (in the screenshot above, the game main menu) it’s at very good point, and should be completed this year. Of course this doesn’t mean that the GAME will be out this year! 😉

Currently the story is already over 150,000 words, so it’s likely that the final story will be close to the 200,000 word range. Yes, I managed to make another “small game” ™!

Jokes apart, I think for a RPG with a good story, recruitment missions, loyalty/relationship/friendship/romance paths, male / female main character, side missions etc… 200,000 words are needed.

This game, without any spoilers, consists in 3 phases: the intro, where the player is “hired” for an important mission regarding N’Mar. A central phase where player must explore the world and recruit new party members to help with the main goal. A third phase where the “final battles” is played and everything it’s resolved.

In the image above you see a prototype of the central phase, where players will spend most of the time. Yes it’s similar to Amber’s, but the similarities ends with the left GUI 🙂

What about the gameplay? For now I can tell you a few things about the RPG/combat:

  • you can use special skills (Talents) against normal enemies and, with reduced effects, against bosses. Your playing character possess those talents which can lead to interesting results. For example let’s pick the following talent: Bluff – May cause enemy to flee and drop an item. Obviously, with normal/regular enemies this will work (of course during testing I’ll limit certain talents to once in a battle, and also will depend on the target level, etc) but with bosses not (otherwise there won’t be combat lol).
  • if you remember the very old announcement post, I posted a screenshot of the love interest, 6 in total. However, you can recruit MORE people to help with your quest! There are two dwarves, Dasyra and Galan, which are each one the opposite personality/class (Dasyra is a healer, Galan a berserker) and we also decided to allow some secondary side mission which will enable the player to recover also characters that maybe were abandoned in the first mission (where a choice is forced). A total of 10 characters can be recruited in total, and with all of them you can increase your relationship and unlock a “friendship bonus”.
  • because of previous point, to avoid micro-management madness, I’ve decided that each character will have 4 or maximum 5 inventory slots: main/off hand, ranged, armor, jewelry/accessories. I think I might reuse SOTW system with randomized items but for sure have unique items that will be more powerful than anything else.
  • same for the skills: I prefer to have less skills but designed better, so 5 skills for each character, for a total of 50 different skills (enemies might have others though). I haven’t made my mind about the attributes yet, could use same system as SOTW since it’s already well tested.

As you can see, this is definitely NOT a small game by any means even for the complexity of gameplay. The script should be finished towards end of this year, so I might even be able to release this game next year. I know this is a game I started only recently, but as I’ve said many times, I cannot control how slow/fast writers work, so it can happen that games started not long ago are finished sooner than games in the works since years.

Well, at least means a new RPG will be out relatively “soon”, right? 🙂

Titles coming out in the next months

IMG_0096
First, a picture of Nuvola half-asleep. That’s how I feel now too!

I have several games in the works, so I thought to make a summary/point of the situation of the titles that hopefully will be out in the next months (from May to end of year in practice).

Remember that I’ll need to take a break between each release, and I also still need to do the mobile versions of PSCD and C14 Dating. And of course, there could be some unexpected issues/real-life problems that will delay me.

Because of this, I really cannot say exactly when a game is out, unless I expliticly say it in the list below. The only thing I am 100% sure, it’s the order in which they’ll come out. Let’s see:

Heirs and Graces

dingirra

I have finished scripting the main plot events, Kamal events, and I’m at good point with the other 3 characters too (though not done yet).

If I can keep this pace, I think a beta demo by mid-May should definitely happen!

reimyrth2

One thing I love of this game are the various references to the Aravorn fantasy universe (as you can see in the screenshots above). Anyone who played Loren or SOTW will notice them, and I hope it will make people happy as I am 🙂

PSCD DLC/free update

After Heirs & Graces I’ll need to decide what to do with PSCD. As you know, doing another “story DLC” was too much work, so I gave up the idea. I wanted to just add the extra romances to the base game, since they’re all done. However it means I’d waste the 24-something new cards that are already designed… so I’m reconsidering the possibility to maybe add a “free play” mode or something like that, so they’re not wasted (but at same time, I don’t need to go crazy to balance the cards for the missions). For now I haven’t decided anything yet.

Anyway, I’ll probably make some experiments and then decide what to do.

Queen Of Thieves

It’s probably my most awaited title this year! I am missing only the last 4 CG images from the artist, and I need to code about 5-6 custom missions, plus the final fight. I think everything considered it’s about 1 month of work for me (artist said should have all done by end of May).

That means the beta should finally start this Summer! 🙂

Never Forget Me

In the next 2-3 months I should get the last CG images for this game, after that, I have all the text, music and images. However, I still need to figure out a small detail… the gameplay part!

The game is structured differently from all my other dating sims, since you don’t start as single, but you choose who you ended up with in the first game, and from there the story unfolds. But it’s not like you can pursue more than one character… at least, not one of the four main ones 😉

So I need to find a way to make a stat-raiser, or better some other gameplay. I could also just release it as a pure visual novel, but if I can find an idea, I’ll try that first.

Love Bites

The storyboarding stage is basically done, and while it’s in practice the latest game that started production, I wouldn’t be surprised if it comes out before end of year. The writer is very fast (and good) and she estimated that the story could be done before end of Summer.

Obviously, once the story is done there’s still to put everything together, and depends how much burned out I will be at that point. Considering all the other games that I should finish this year, I think you can’t blame me if I’ll take it a bit easier! 😉

Love Bites – Introducing Sabrina

intro_sabrina
If you follow me and my games, you probably know by now that I have a weak spot for strong female characters (Loren, Tanya, etc). So naturally Sabrina is one of my favorite of this game!

Sabrina Trejo
Age:  18

The first impression most people get when they meet Sabrina is a stubborn, contentious young woman, and they wouldn’t be wrong.  It isn’t that she aims to piss anyone off, but that seems to be how things work out.

Some think this behavior developed because Sabrina’s father remarried when she was quite young, but this is far from the truth.  Sabrina loves her step-mother as much as she does her birth mother, and adores her step-siblings, Kaitlyn and Brandon.

Others think her rebelliousness stems from a deep seated dislike of authority, as evidenced by her falling grades, and disruptiveness in the classroom.  Further examination reveals Sabrina was an average student until the age of 16.

What precipitated her change came one fateful night when she was supposed to spend time with her birth mother.  Sabrina arrived at her mother’s apartment, but found it was empty.  Letting herself in, she patiently waited…and that was the night her whole world changed.

Sabrina’s mother staggered into the apartment, bleeding from several wounds on her torso, and neck, clutching a broken sword.  Sabrina ran to give her mother assistance, only to stop when she heard a guttural growl from the doorway.  Looking up, she saw a pale figure with glowing red-eyes at the doorstep.

With a rush, the figure was upon her, its fangs seeking out her throat.  Desperately, Sabrina’s hand clutched the broken blade, and drew it across the creature’s throat, nearly beheading it in the process.  The figure staggered backward, and dropped to the ground, coalescing into dust as it died.

Thanks to her actions, Sabrina’s mother was saved…and inducted Sabrina into the Nightblades, an order of monster hunters with the sworn duty to safeguard the rest of humanity.

So it isn’t that Sabrina wished to miss graduation with people she grew up with, but it is hard to justify going to school and doing homework when monsters are looking to make you their next meal.  Needless to say, Sabrina’s outside interests have suffered, especially a budding painting career, or jamming with her friends.

Things wouldn’t be so bad if Sabrina didn’t feel so alone, but the Nightblades enforce a vow of secrecy among their members.  It is hard to keep a relationship going if a loved one thinks you’re having an affair when in reality you might be hunting zombies…a strain she saw first-hand when her parents separated.

Still, Sabrina perseveres since the efforts of people like her which help keep her family, and other innocents safe.

Update on the games in progress

heirsandgracesmainmenuI am currently working on Heirs & Graces, my first yaoi-only dating sim, and I’m at good point: the writing is all done, there are only a few pieces of art missing (chibis and some sprites). I am putting together the scheduler screen right now, and I think the game beta could begin next month or maybe if I’m particularly productive even end of this one!

At same time I’m also doing the last scripting/coding/testing for Queen Of Thieves. The robbery missions texts have been rewritten by Forsaken, who is also writing a series of new scenes for the main story, while the artist is doing a few more CG to illustrate it. They’ll involve Arianna, Raul, etc and I am eager to see the end result!

roof
The robbery scenes are varied and with random variations. In one house a vault could contain treasure, in another a monster, etc. Hopefully will provide enough fun for the players! In the scene above, the sisters will try to gain access to their next target passing through the roof. I don’t think this is going to end well… 😉

Even for this game the release date depends on several factors but I think a beta version should be out by end of May or mid-June. We’ll see, since I also need to take a small break between each game release, just to avoid getting crazy! 😀