Category Archives: development screenshot

The perfect balancing in a RPG

Let’s get back to talk about one of my favorite topics, rules/game design for RPGs πŸ˜‰
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 πŸ˜€ 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 πŸ™‚

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 πŸ˜€

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).

Crunchtime!

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When I told my wife I was in crunchtime mode, she made those cookies. I should do crunchtime more often!

Soo this week was supposed to be in crunchtime mode. And I was! Until the cosmic conspiracy decided that I couldn’t finish Nicole this week. Oh noes! What happened?

Well, after last Friday’s blog post things were going smoothly and I was making big progresses. The “online shopping screen” was done by Monday:

onlineshopping
the online shopping in the game will let you buy items to give to characters

then, the trainwreck happened πŸ˜€

Tuesday my TV LED broke, and discovered was because the cat pissed on the back of it πŸ™ had to call the technician to retire it to get it fixed and then waited for the phone call. The warranty obviously doesn’t cover that, so here goes another unexpected expense…

Wednesday had power cut for 6h, and besides, <ahem> it was the 12th anniversary since my wife and I met. So I really had to take that day off! some friends on twitter said that the power cut in this specific day wasn’t random and that my wife was the main suspect… πŸ˜‰

The next day, Thursday, a small vet emergency forced me to drive to town: 150km of driving with the cat, away from home for another 6h and too tired to work when I got back.

So… there went the “productive week”! Anyway, I made really good progress in the previous days so I might still be able to finish the beta this weekend or early next week. Now excuse me, going back to eat some cookies. Crunchtime!

The importance of custom soundtracks

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My dog Skipper in his usual begging face

In the past, I used to have royalty free music in my games. Partly because I couldn’t afford to hire musicians, partly because I didn’t think that having original music was so important.

But one day, I saw this quote by Friedrich Nietzsche on a website:

Without music, life would be a mistake.

And I immediately jumped on my seat and realized how wrong I was!!! πŸ˜€

Jokes apart, it wasn’t such an enlightening moment but pretty close. I used to have theme songs in some past games (Always Remember Me for example) but wasn’t until Heileen 3 that I decided to have a full custom soundtrack. And when I saw how much people appreciated that, and the possibility to download the music tracks (along with other bonus stuff) in the “bonus content” version of the games, I realized that indeed before I made a big mistake.

So what does this mean? it means that, always keeping an eye on budget, I’m going to have full soundtracks and in certain cases even theme songs for all my future games!

For example, you can hear a snipped of Undead Lily theme song below (is weird and scary but because of the game theme):

and Roommates will have a custom theme song + full soundtrack as well (can’t post a preview of that one though, sorry).

Seasons Of The Wolf

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One of the early scenes of the game. Althea, Shea and Vaelis meet Riley for the first time

Is this game going to have a custom soundtrack? Yes, and also a theme song! Speaking of the game, I’ve finally started coding the game story itself as you can see from the screenshot above. Is still the early battles and I’m tweaking a lot of things, but I’m making progresses fast.

Short news

I know many people are eagerly waiting for Nicole & Roommates. Nicole writing is finished, though I still have to get the last scenes from writer. Some art is also missing which should be done in a week or so. I really hope to have the game finished for Halloween!

As for Roommates, there are only a few backgrounds and some CG scenes left, but most of the work is done. Will take a while only because the game is very long so needs time to be coded, but it’s at good point too.

One last news, I’m also thinking to redo Loren soundtrack, because is one of my biggest games and sucks a bit to have royalty free music in it (even if the tracks I picked were particularly good). So on the next game update you might hear a very different music πŸ˜‰

Terrain modifiers

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A very nice dog that joined us for a trip on the mountains years ago

A concept that is well known to strategy/wargame players is the so called “terrain modifier”. What is it? is the influence that each terrain type has on the gameplay, for example movement, attack / defense bonuses, and so on.

I’ve decided to experiment with it too in the upcoming RPG Seasons Of The Wolf:

battlesetup
In the new pre-battle party setup there’s indication of the battlefield type

You might recognize it if you played Loren Amazon Princess, even if here it’s completely revamped: is the pre-battle party setup screen, where you place your party members in the front / back row.

This time though, beside letting you know some limitations/restrictions of the battle (like which party members must be present, the minimum/maximum party size, and so on) it also displays the battlefield type, in this case “Hot”, which gives a bonus to Fire attack/spells.

Of course there are still “normal” battlefields with no particular bonus. But I plan to use this new gameplay addition to make some interesting battles and to add more variety (since if you play at high difficulty level, you’ll need to take that aspect in consideration).

Amber Magic Shop update

I have also some good news for Amber Magic Shop. I won’t go much into details because will make a series of post about that game when we are closer to its release (which won’t be sooner than next year unfortunately).

Writer has planned the two extra characters yuri routes, and is already writing them. So differently from Nicole, this time even if the game will be out later all the yuri content will be available either at launch day. Or with a very small delay πŸ˜‰

I’ve also got a bit more art, in particular some nicer clothes for Amber:

ambernew
Two new outfits for Amber, who on left is the young version, on right the adult one

So that’s another game which is progressing slowly but at least constantly and hopefully will be able to code a good alchemy/crafting system for it πŸ™‚

Aravorn’s Map and Timeline (WIP)

I am also doing a bit more world-building of Aravorn, the imaginary world where all my fantasy games takes place. You can check this forum thread if you’re curious about it:

http://www.winterwolves.net/viewtopic.php?f=20&t=3007

That’s all for now! Lots of stuff happening, but can’t talk about it yet πŸ™‚

Hey guys let’s do some GUI!

One of the best blog post titles ever πŸ˜€ (no not really)

For those who don’t know what GUI is, it stands for Graphical User Interface, and in practice you see it every day when you use any operating system. It’s the windows, buttons, arrows, scrollbars, etc artwork.

In games, in particular in strategy, simulations and RPGs, GUI is very important. It must be nice to look at, but also it must be user-friendly, since players are going to use it A LOT.

So this week I worked on Seasons Of The Wolf GUI. I have yet to finish redesigning the skilltrees, but having a graphical representation of the character screen will help me, get me the inspiration.

The character screen is composed of two static parts: one on the top, showing all the party members with the “classic” HP/SP colored bars on the sides, and two buttons to close the screen. And one on the left, where the currently selected character is shown in big, along with his basic info: HP/SP, Name, Class, Level, Experience Points.

On the right instead the content changes based on the active “subscreen”, which can be one of the following: attributes, skills, inventory & quests.

attributes
The familiar attributes seen previously, with a quick help on the bottom of the screen

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The inventory screen, which I need to redesign unfortunately…

The attributes subscreen is done, the inventory is at good point but I need to re-arrange the layout. In the screenshot above it seems to work fine, but the problem comes when you examine an armor: there isn’t enough space on the bottom of the screen to display all the armor stats, which are more than the weapons πŸ˜€

Luckily I can just rearrange the various windows/buttons, so while is still quite some work, is not like I need to redo it completelyΒ  from scratch.

I plan to finish it this week and begin working on the skills next Monday… I think it will keep me busy for at least two weeks though. At least after that is done, I’ll be able to start putting all the content in, so I’m not too far behind schedule! πŸ™‚

Β Other news

I got last scenes for Jeff’s path of Nicole otome dating sim, so we need to work on the mystery scenes and add some last minute art. It might be finished by end of this month as I hoped πŸ™‚

As you know if you read the forums, decided to get another writer to help Aleema with Planet Stronghold 2 so she can begin working on Loren next game already. Since is a big game, this way might be ready in a not-too-distant future!