Category Archives: development screenshot

Vendors, quests and random encounters

Foto_029

Even my cat Gilda is waiting impatiently Loren RPG release! 😉

It has been a long week. I spent it testing, adding lots of small details, and so on. This process is was is commonly known as “polishing”. I am trying really to make the game the best I can, but of course I also want to release it soon!

As the post title says, the three main things missing were vendors, quests and random encounters. So far I have implemented only the quests (more below) but the vendor is at good point too, while for the random encounters very likely will need to implement the map first.

Tooltip

In the image above, I added a tooltip with a detailed explanation of all the 3 base attributes, to help the player decide better how to spend the attribute points. The basics are quite clear though: Warrior need Strength, Thieves need Skills and Mages need Will 🙂

Newquest

Another thing I recently added are the quest. The code was already done, but I added a simple but efficient screen to inform the players when they got a new quest, like in the image above.

Quests are useful especially in the beginning to “boost” the experience of players, since the battles without many skills lose a lot of their charm. So I wanted the player to level up quickly at least in the beginning, so they can learn new skills. The level-up speed is something I need to tweak and will take some time as well.

Doraquest

I did also many minor changes to the party information screen. I enlarged the number of party portraits displayed at once, so you have to use less the up/down arrow to scroll between the various party members. I am also planning a short tutorial for each screen, including this one. The battle tutorial is already implemented instead, but will need some feedback (I think might be too long).

What about the other games?

Fear not! Heileen 3 is going forward very well, the total plot is already 81,000 words and there are still Marie and Lora’s romance arc missing, so will definitely be a long game.

I also should get new art and texts for the various other projects (including some that I’m keeping secret), but as you know until Loren’s Beta is finished, I’ll be working almost exclusively on that!

One thing I can announce though, and is that I had the chance to hire again Loren’s artist by pure luck for a limited amount of time, and I had him work on Amber’s Magic Shop art. So finally I’ll be able to get the art for that game! 🙂

Grinding or not grinding, that’s the question!

Dsc00973

In the photo above, Gilda and Leon sleeping “head to head” 🙂

I was hoping to announce the start of the beta pre-order for my fantasy RPG “Loren The Amazon Princess” but alas, I am going to delay it by a few weeks. I’m hoping by mid of February to have the full chapter 1 finished.

Below some screens of the vendor (WIP) and the battle with a 99% final layout:

Battle01 Battle02 Vendor

What’s left ?

You might ask what exactly is missing? The biggest part of the game is done, but there are a lots of small things missing. To be clear I could release the beta at the end of this month, but it would miss a several interesting features like:

  • working vendor – the vendor code is still half-done, and even if the coder probably could finish it in 3 days, it would be greatly untested. Also I would need to define the vendors inventory, check what kind of items they might have available, and so on!
  • side quests – I’m thinking what to have as side quests. In the game, there are already side-quests but they appear later in the game, in particular in the expansion when you can choose if to recruit Sauzer, Mesphit and Chambara. I want to add a few more, nothing complex since the game is already VERY long, but still…
  • map system – it will be a simple map system like Planet Stronghold (nothing complex) but still I am missing the art and good part of implementation (like random encounters, and so on)
  • battle effects – there are SOME battle effects done (nothing fancy!) but when you have 80+ skills to do, it starts to be a LOONG task. I don’t want to spend much time on this, because it doesn’t make sense to make lots of efforts for a 1-2 second animation, but still I don’t want it to look like a total crap 😀

So as you can see, nothing really ESSENTIAL to the game, but I don’t want to rush out the beta, and have people test an already outdated version, since I will add most of the things above.

What about the grinding?

The term grinding, as defined by Wikipedia:

Grinding is a term used in video gaming to describe the process of engaging in repetitive and/or boring tasks not pertaining to the story line of the game. The most common usage is in the context of MMORPGs in which it is often necessary for a character to repeatedly kill AI-controlled monsters, using basically the same strategy over again to advance their character level to be able to access newer content.

As you might know, I make heavy story-based games. However, Loren is the first game that has a very solid RPG gameplay. It’s much deeper, detailed and also complex than Planet Stronghold. And you can reach up to level 30 (I decided to lower the level cap from level 60 !).

I know that some people hate grinding, while other consider it an essential part of RPGs. Of course, not an excessive grinding, but if the battle is well done, it’s cool to kill monsters to gain more experience and unlock new skills.

In my case though, it also helps the game. As much as I can test it, and even if I offer different difficulty levels, I cannot know every single player skills. So even if I give out more experience points at Easy difficulty level, I cannot know if it will be enough for everyone to win the battle with Jul in chapter 4 of the game (it will be a hard battle!).

A solution is to leave some zones of the map with “wandering monsters”, so that if the player is stuck in a battle and cannot seem to win it, he can visit those places and fight some grinding battles to gain more experience and level up. As consequence, he can retry the previous battle but with a strongest party, increasing the chances of winning.

I think done this way, grinding is not a bad thing anymore, but is a sort of “approved cheat mode”. You can win most battles at your selected difficulty level? Good. You can’t? Try playing in a easier mode. You still cannot win that specific battle? Try grinding a bit, and then come back with a strongest party and kick the enemy’s ass!

The other games

I know recently I’m completely absorbed into Loren and haven’t updated much the other games progresses. This is because Loren is a very long and complex game to make, and I want to finish it soon. However don’t worry, since after it’s finished I’ll release some new dating/life sim, including Heileen 3 (probably this summer).

Here’s a picture of Marie with the “new look”. I find her very cute:

Newmarie

And she is a romance option 😉

Old school vs modern RPGs

Dsc01420

In the image above, my cat Orfeo (italian for Orpheus) on the bed.

Today I want to talk about some differences between “old school” and “modern” RPGs, since I’m working right now on Loren Amazon Princess that is what I would define a “old school” RPG for some aspect, while “modern” for others.

Below a gallery with some preview images, showing several aspects of the game:

Damageprediction Levelupscreen Newactions Postbattle

One of the main differences between oldschool and modern RPGs is the turn-based / real-time mechanics. Most modern RPG use real-time. Unfortunately, I was kind of forced to use turn-based because making a real-time game needs lots more animation/art, and in general is harder to make.

I still have a battle movement order though, which is dynamic. If you see the column on the right, shows the movement order, and as you hover the mouse on the possible actions, it gives you a “preview” of how your decision will change the order. So beside the power/effects of a skill, you’ll also have to ponder the delay that the same skill gives. Sometimes for example, is better to use a skill that does less damage but lets you kill two goblin thieves already injured, than “waste” a skill that does more damage but pushes you back on the movement order list.

Another difference is auto-mapping. In my game I don’t have dungeons with map, so there will be just a main map of the world, with easily accessible places. But I remember some oldschool RPGs that didn’t have an automap, and you had to write down on paper the map of the dungeon. Seems crazy thinking about this now !

The user interface is also something that was greatly improved over old RPGs. Last year I bought Temple Of Elemental Evil, and was shocked by the clumsy interface: no mouse over, so simple button to change view/move object between players, and so on. Most modern RPGs use a “shared inventory”, that means all player have immediate access to all item owned by the party. If someone has an item equipped you usually need to unequip it to put in the pool, but before every item (even unequipped ones) was carried by a specific player, so the user had to do a much bigger amount of clicking.

The vendor / items comparison wasn’t automatic like now. In most new games, you have a way to immediately see if an item you just looted is more or less powerful than the one you’re carrying. Before instead you had to look at all the statistics and decide for yourself! It was crazy, right? 🙂

Also, with a RPG featuring only one character is quite easy, but if you have a party things starts to get complex: what if there are two warriors in the party? you need to tell the player if the new longsword you just found is better or worse than the weapons equipped by both warriors. This is the problem we’re facing right now with the loot and the vendor in Loren Amazon Princess game!

The difficulty level is also something that changed radically over time. Most old RPGs were very hard, while modern ones offers at least several different difficulty levels, so people that just want to have easy combat and progress in the story, will be able too. In Loren there are three different difficulty levels, and they have a big impact on gameplay rules. At easy level, enemies are easy and the elemental resistances have a marginal impact on battle. At hard level, enemies are tougher and the elemental resistances have a key role: hitting an enemy vulnerable to fire with a fire-based skill will have a much bigger impact.

Lastly, the level progression was completely different. Even if I have to say that JRPG were always different from western RPGs, but in general leveling up after the first early levels was a big achievement. In AD&D games, already getting from level 5 to level 6 could take a LOONG time! Recently, beside the already mentioned JRPG, even in modern MMORPG like Everquest or WoW, you’re going to see the levelup screen much more often.

In Loren, I have decided to use this system: each character has a main class (Warrior, Thief or Mage) and a specialization (unique) class. Each class has 5 different skills, and each one has 3 levels of power. So as you see, each character has 30 different skills that can learn. So I have decided (though this might change during testing of course!) to have a level cap of 60, and give a skill point every 2 levels. This way, at level 20 you could have learned all the skills for every character, but at the basic level of power: so will add some more strategy since the player will need to think which skill to raise up to the maximum power level?

Every level up instead you get 3 attribute points, to spend on Strength, Skill or Will attributes. Will write about those three attributes next friday since the explanation is long and beside… by that time I might be about to announce the open beta preorders! (crossing fingers)

2012 Time to relax!

Img_1494

In the picture above my cat Gilda sitting over a “hot water bottle” (hope to have found the right word!).

Yes because at the start of the year, for the first time in the last four years, I got the flu and high fever! So I had to momentarily pause my work. At the moment of writing this post I still don’t feel really well, but at least it’s an excuse for typos/grammar mistakes 😉

I think this was a sort of warning. In 2011 I worked like NEVER before, but since I’m human, in 2012 I plan to take things more relaxed. Don’t worry this doesn’t mean I won’t release any games or slow down incredibly! But thank to the effort of the previous years, I’ll be able to release new games reusing good part (or almost all) of the code I’ve already written, speeding up the process.

This is a commonly used tecnique, even in the top AAA games. Making a new game from scratch is one thing, but doing one with already a solid code base, even if of course needs to be changed, expanded, redesigned, is much faster, believe me!

Loren The Amazon Princess uses a new RPG Framework, but luckily the big part of it was written in past year by Michael (also known as “Anima” in some forums). There’s really not much work left, and what I have tested so far seems to work very well apart some inevitable minor bugs. I spent most of this week redoing several times the battle screen layout.

Finalgui

In the image above, an almost final GUI layout. But as the user “Foxfeeder” rightly pointed in my forums, it’s a pity to use those small portraits, when I have such well done waist-up images of all party members and enemies! So I’m going to tweak/change it again next week as soon as I can resume working.

Planet Stronghold: Warzone will obviously reuse the first game code, but with some improvements that will have a big impact on gameplay, like area of effect Psionic Powers. Even in this case luckily, I did most of the update last year, so there’s “only” the story to write and the item/enemies. Still quite a lot of work, but should be done before the year ends (don’t want to say this Summer even if I hope to)!

Joshuaromance

As promised, above you see a “sneak peek” of Joshua possible romances. What do you think? I believe the sequel will satisfy everyone and every tastes 😉

Nicole, (the Mystery/Otome game), Amber’s Magic Shop and Roommates (set in college with all romance options available) will use Always Remember Me interface with some changes, so that each game will feel somehow unique. In Nicole I plan to put some clue system, in Amber there will be a potion brewing simulation, and in Roommates you’ll be able to take different jobs based on some of your statistics.

Heileen 3: New Horizons will use a scheduler similar to Flower Shop games. There won’t be any farming simulation, but other mechanics. Some coding will be required, but at it’s core is a Visual Novel, since the first two games were “pure” Visual Novels I didn’t want to transform it into something too complex. There will still be stats, relationship system and other things though 🙂

Sebastian

In the image above you see Sebastian, the “new entry” and 4th male dateable character of the game. The artist Rebecca will be working during January-April of this year on the art for the game, I saw the preview of the romance CG for John – Heileen and is very interesting 😉

The “New” Games

If you follow me and knows all the various games I’m working on, you might have noticed that from the list above is missing both Undead Lily and Queen Of Thieves. That is because they are the games which will require more brainstorming, coding, and testing, since will use very different gameplay mechanics:

The Queen Of Thieves will use in part a map/life sim, but also several new gameplay methods. I have already in mind some interesting ideas for it, but I think will either find a coder for it, or if I need to code it myself will take some time… 🙂

Undead Lily is almost finished art-wise. It’s missing only a few backgrounds but all the character art is done. However, I have an idea on how to make it, but I am almost certain that it cannot be done with Ren’Py (maybe using some black magic with the Sprites class… but I don’t know how!). So I might even do this game with Flash or some other language. I had started making it already but I paused it, since I want to make the game the best I can.

Loren Amazon Princess release plan

Img_1398

In the photo above, my cat Gilda sleeping in a plastic bowl 🙂

In the image below instead you see the almost final main menu of my upcoming fantasy roleplay game “Loren The Amazon Princess”. Please note how I wisely placed the Buy Now text 😀

Buyboobs

Current Game Status

Jokes apart, the game story is nearing completion, even if there are still many things left to do, mainly finding typos and checking the flow. It’s going to be a very LOONG and detailed game. Without doubts, my biggest game under every aspect: story, characters, art, sound effects/music, gameplay, longevity (you can play as male and female, and there’s a big variety of party members to select).

For the first time I also used an artist to do the GUI (windows,buttons, icons), and I must admit that it was worth it. Special thanks also to Aleema who helped with tweaking the GUI as well!

The Game (Many) Features!

Every character has a main skilltree (the Class, which can be Warrior, Thief or Mage) and a specialization skiltree which is unique to each character. In the image below you see the Berserk Skill description of Ramas, the dwarf berserker warrior that you’ll recruit early in the game.

Berserk

The quest system is also more complex than Planet Stronghold, since you can have quest and sub-quests (or steps). In the image below you see the main game quest “Find Queen Karen” (Loren’s mother) and also the first step, that is going to the town of Grimoire to gather more informations.

Quest

The game will have a map system and also lots of items, divided into weapons, armors, potions/scrolls/useable items. Each item will be divided into sub-categories like happens in most RPGs, for example you have cloth armors (usable by Mages only), light/medium (usable by Thieves) and heavy armors (usable only by Warriors). Same thing for weapons. You can also have items that can be used only by a specific character.

I have added already over 200 items in the game database, and will add more in the final version!

Of course, there’s no need to say that the game has a lot of romance options, including all the possible combinations (straight and homosexual of all genders)! You can advance the romance talking to characters while in the camp, and also during the main plot. The writer Aleema did an awesome job in the character interactions/romance paths!

Postbattle_copy

The Battle System

So I’d say the only thing that still needs lots of tweaking is the battle system. Not the rules or the skills implementation which is at good stage, but the layout. Right now there are 8 vs 8 battles, but as the coder remarked, they could be too long. My idea was to have the player fight epic battles against “hordes of undead”, so having 8 enemies would be cool. In particular for the mages and their Area Of Effect spells! However, perhaps I should limit the number of party members, since controlling 8 members every battle could be too much: I am thinking to limit it to 6 or perhaps even 5, and keep the 8 enemies instead.

Also, I won’t be able to use the same display view of Planet Stronghold, because of the bigger scope of the battles, so the battle might use the view of a sort of card rpg game. Getting feedback on the battle is one of the main reason why I’ve decided to release the game as beta pre-order (see below).

The Soundtrack

The game will feature another custom song by Cristina Vee & Matt Myers. I have it already but for marketing reasons (we’ll launch the song also on youtube and itunes) I will add it to the game only on the official release day (so pre-orders won’t have it). Trust me when I say that is one of the best pop-rock song I’ve heard this year!

The Release Plan

Those of you that follows me on twitter already know that I’ve decided to release this game in beta pre-order like I did for Planet Stronghold last year. However, differently from Planet Stronghold, I won’t be able to sell it initially at a cheap price, because I put too many hours and invested too much money on this, sorry 🙁

So the game when will enter the pre-orders beta will be regularly priced at $24.99, while the expansion will be likely priced at $9.99.If things go as planned I’ll start the pre-orders stage in January – however is more likely the END of January.

The expansion instead will be released about 1-2 months after the main game. All the people that buy the game during the preorder phase though will be able to play it in exclusive before the others, and will also receive some extra items inside the game as reward, and possibly other “goodies” (suggestions are welcome!)