Category Archives: development screenshot

Spirited Heart chargen finished!

Today I finished the character generator for Spirited Heart, my upcoming hybrid adventure/RPG. To be more specific, I should say is a mix with make your own adventure gamebook and a RPG/Life simulation. There are stats, and there is a daily schedule. There will be various jobs, and you’ll be able to attend some specific school courses to improve some of your stats.

Then, from time to time, there will be random events. Lots of them, which changes based on your race/job, quite a big combination! Differently from the character generation, you’ll still have some options to choose, but some of them will be disabled if you don’t match some specific skill checks.

On the right you can see the actual status screen of the game. From there you’ll be able to select what to do, and you’ll also see the various statistics/skills.

As for game length, I was thinking something like 10 years, from 18 to 28, or maybe even less: since you play every week, each year there are 52 turns, so ten years would be 520 turns, maybe too long!

For those interested I uploaded a very rough alpha version here:

http://www.didone.com/demos/SpiritedHeartDemo.zip (Pc)
http://www.didone.com/demos/SpiritedHeartDemo-mac.zip (Mac)
http://www.didone.com/demos/SpiritedHeartDemo-linux-x86.tar.bz2 (Linux)

New Spirited Heart screenshot and more

Character sheetThe character creation of Spirited Heart, my new RPG casual game, is going quite well. You can see a screenshot on the side showing the character sheet (note: some skills might not be final yet).

Of course, no absolete dice rolling! But rather a sort of interactive creation. You choose your starting race from human, elf, demon. Then you choose the starting situation which also reflect the social class: peasant (poor), artist (middle), general (military) and nobleman (rich).

Each starting situation will affect certain skills and starting money as well. Then, there will be some “key moments” of your childhood (the real game starts when you’re 18). Those key moments are particular situation where you’ll have to make a decision picking from 2 or more choices. Each choice will result in a change of some of your skills.

Recently I’ve also been thinking to do sequels of my other two games, Summer Session and Heileen. I have already lots of ideas for possible sequels, including new/old character and some new features, in particular for Heileen, to add a bit more strategy to the game. But first I need to finish Spirited Heart and a couple more projects I’m working on! ๐Ÿ™‚

Something more RPG

After successfully finishing Heileen even before the end of October, I resumed working on a project that I actually started before Heileen, but paused it while developing Supernova 2 and the latest visual novel.

To simplify I could say that is a sort of Princess Maker or Cute Knight inspired game: but that wouldn’t be enough. To start, there will be 3 different races (Human, Elf, Demon) that will have different starting skills and a different final goal. There will be the various jobs advancement, even if every job will be based on attributes, and then on specific skills. I plan also to implement the Arena, where you’ll fight against other characters of the game in a turn based combat.

So yes, seems a quite advanced game ๐Ÿ™‚ I didn’t forget that one of my favourite genres are RPGs! However, you must not expect a very detailed RPG, but more a fantasy life simulation game, with lots of attributes and skills to master, and with the possibility to have fights like a RPG.

Everything connected with a main different plot for each character. So, that’s my starting point, we’ll see how the game will look like once is finished…! For now, enjoy a few screenshots below:

I’ll put this game on Winter Wolves website since it’s a RPG, and I want to put all RPGs games I make on that site.

Heileen: coming end of October

The game is basically done. Waiting for the last 2 backgrounds to put in the game and some testing, but I already played the whole game several times, so should be bug free! ๐Ÿ™‚ I uploaded a video to dailymotion, since youtube quality was too poor (the game itself is 1024×768 !).

In the video below, if you want to try reading some texts, click on the “HQ” button and then fullscreen, and you should be able to!

Supernova 2: more technologies

It’s a while since I last posted about Supernova 2’s development, but all is progressing quite well. I’m not sure however about the Christmas deadline ๐Ÿ™‚ anyway, I’m progressing fast, below is a work-in-progress screenshot of the technology screen, so you can see how it looks like:

Supernova 2: technology screen

(click on the thumb to enlarge)

it’s cool the way it turned out, because you can quickly access all game’s technologies with a few clicks. I divided them based onร‚ the category, attack devices, armors, defensive devices, ships blueprints, and so on. It’s also good because as you can see from the screenshot, you can immediately see the previous technologiesร‚ required, and what future technology you can discover. I didn’t implement a full tech-tree, maybe I’ll do it in future, or even just put it in the manual.

For now I just put all the “neutral” technologies in the game – so I can try to program the wargame part with them. Then I’ll add the unique techs for the two factions, but once the main mechanism is working, is only a matter of tweaking the two faction, balancing the game, and so on. Not an easy or short task, of course ๐Ÿ˜‰