Category Archives: development screenshot

Undead Lily new gameplay

map

In the image above, you see the beautiful new map for Undead Lily! As you probably know if you read my forums or follow me on twitter, we decided to change Undead Lily’s gameplay.

It was supposed to be a card game too, like PSCD. However, we made several considerations that convinced us to make it a RPG:

  • first of all, PSCD didn’t sell well. I believe the main reason was the art. But still, card games clearly have less appeal at least for my fans. Or could just be that I need to do more, or focus only on the gameplay part. Whatever the reasons, doing another one right now was a bit risky – it might have worked, but I felt like a RPG was a “safer bet”.
  • I sent the game intro to several beta readers. Most of them liked it a lot, however they all agreed on one point: introducing so many characters at once was a bit confusing. We were introducing them all exactly like in PSCD, and I agree that the end result was a bit messy. In all my other games, like Loren or SOTW, we introduce the characters slowly through the plot, so players have an easier time to remember who is who.
  • Since it was a card game, and card games need to have many cards to be fun, the characters/heroes were battling each other. There was a good variety of cards already (72 creatures + some planned spells). However, to battle each other we needed to unlock a good amount of cards immediately, probably add several more, and that meant even more work, delays and money spent. So this was another factor that made us reconsider the gameplay.

You might wonder: what’s the plan now? It’s rather simple in reality:

  • characters are introduced gradually. There will be a main “hub”, the castle in the center. You can then talk with the other characters (the classic “camp talk”), and then do missions to free the various regions associated to each element. Won’t say more to avoid spoiling the plot 😉
  • each hero starts with a few creatures (or maybe even just 1!). As you battle the enemies in the various regions, you can “win” a creature (a bit like the Pokemon cards). So you can choose in which order build up your “creatures roster”
  • even if each hero has creatures related to his/her elemental affinity, you can bring 3 heroes with Lily or Ace in the missions. We’re also thinking to just allow any combination of the 3 heroes, to not force people to always use the Death element creatures (the one of the main protagonists). Or we’ll use another system, but for sure we don’t want to put any particular restrictions.
  • each creature will have stats and gain experience as they fight, and maybe a few skills. Since there are many creatures, as you can imagine I won’t be able to do many skills each! I think maximum 2 for each creature.
  • there will be a system to balance the problem “unused creatures will remain behind in XP/level”. I have yet to figure out how, either with autoleveling or through some training/power up system, but I’ll make sure that if you don’t use all the creatures there won’t be any penalty.

So far the reactions to the idea have been super positive in forums and social media, and I think the game because of the unique setting + the RPG system has a lot of potential.

This of course doesn’t mean that I have given up making more card games! Not at all. But probably I will do more gameplay-focused games using that system, since I also don’t think the mix with story+card game works very well. For sure, not long story or cutscenes.

Love Bites – Introducing Nadia

intro_nadia
This will make many male players happy! Nadia is a COUGAR romance option!

If you played my older games like Heileen or the famous Loren Amazon Princess, you already know about Lora and Karen, two cougar romance options: but only for female players. So this is officially the first time that there’s a cougar romance for males! Hurrah!

Her name is Nadia. Now, let’s introduce her properly:

Nadia Murphy
Age:  38

A vivacious woman, Nadia is a professor of Mythology and Occult Studies at the local university.  Nadia is a favorite among her students.  Her classes are as likely to do hands-on fieldwork such as investigating supposed haunted houses as they are to regurgitate facts from a textbook.

This isn’t to say Nadia doesn’t have her detractors.  Some of this comes from academics who suggest it tarnishes the university’s reputation when some of their faculty participate in pseudo-science at best, and utter lies at worst.  

These complaints usually go nowhere, though.  For one thing, Nadia’s scholarship is impeccable in her formal papers.  For another, the more ‘fannish’ books she writes bring a level of fame and revenue that the university definitely desires.

This state of affairs amuses Nadia, though, for as she personally knows, magic is real and a source of real power for those with the will and knowledge to wield it.  This isn’t to say Nadia has no use for science, far from it.  After all, if you must defend yourself, a gun is much easier, and less taxing to use than setting someone on fire…and much easier to explain if you come down to it.

However, with great power comes the chance of temptation and corruption and magic is no exception.  Nadia’s spirit guide indicated she had to come to town, and safeguard it as beast she can.  Sometimes this means taking a book out of circulation which could summon an actual demon, to finding a cure for some fool whose curse backfired.

Despite her seeming popularity, Nadia can be rather lonely.  After all, it’s one thing to show an interest in New Age nonsense, but if you actually prove it…well, people have a low tolerance for anything out of their understanding.  Of course, the sort of person who’d go dancing skyclad doesn’t often make for the best company.

Lately, Nadia’s been feeling greatly disturbed as she’s found evidence of someone working illicit magic, but she can’t figure out who.  Whoever this person is, though, has to be a person of power to keep themselves hidden from her investigations.

Nadia is keeping a special eye out since all her predictions seem to focus on one of her former students, a red-haired individual she found rather charming if otherwise unremarkable.  However, just because someone doesn’t seem out of the ordinary, this won’t stop fate from slapping them around.

Progress update

For those who don’t read regularly my forums, I’m making very good progress scripting the romances of Queen Of Thieves. Some funny screenshots below:

slapped

awareness

relationship

I should be finished with the yuri romances by the end of month. That doesn’t mean the game is ready, but a very big part of it yes. It’s just missing some extra CGs/scenes, and the coding of the final battles.

Heirs & Graces is being coded too right now and looks like it could be out in the next 2-3 months 🙂

Announcing “Love Bites”

I’m very proud to announce that I brought together two awesome people: Rebecca (the artist behind my early titles like Heileen and Bionic Heart) and Miakoda (PSCD writer) to make a new game! 🙂

I am quite excited about it. I don’t want to reveal too much about the story, since involves supernatural. Also, the full game title (or the subtitle if you prefer) is longer… but if I posted it now, I would give away some of the surprise. So for now I’ll just call it “Love Bites” 😉

Some more information: it’s going to have a classic dating sim gameplay, with a calendar, several places/activities to do, and of course love interests. It’s going to have both male and female protagonists, and have both straight and homosexual romances. There will be 2 male and 2 female love interests and you’ll be able to romance all of them with the male or female main character.

Are you already excited? I am! In the next weeks I’ll introduce the cast of the game. For now, here is a preview of the two main protagonists:

Yes two red-heads 😉 The cute dog Kaitlyn is carrying is Nick (even Brandon can carry him of course). It’s based on one of the pet I used to have (unfortunately he died back in 2011):

Nick

I already put several of my cats in games (Black of Heileen, Othello in Bionic Heart, Nina in Always Remember Me, Remi in PSCD) but this is the first dog!

Other news

This week also got a good news for yaoi-lovers: the writing of my first yaoi-only dating sim Heirs & Graces is finished! It still needs to be all scripted, coded, it’s missing some music, etc so it won’t be out shortly, but very likely will be the next game to be out after C14 Dating.

I also finished the last part of the Queen Of Thieves “robbery missions” and asked artist to do some tweaks to the sprites. I need to review all the scenes now, integrate them in the game (so if you visit the blacksmith with the right characters, you’ll meet Mary-Ann, etc) and make note of some missing backgrounds. Still a lot of work to do but having finished the coding is a big milestone.

I also got to play a first beta candidate of C14 Dating and it’s looking AWESOME. I am really eager to start the preorders which might happen very soon, even this weekend, so follow me on social media or read the forums to know more 🙂

Currently I’m looking at this release schedule (which of course could totally change based on cosmic-events, as you well know):
– end of this month/next month: C14 Dating beta
– April/May: Heirs & Graces beta
– June/July: Queen Of Thieves beta

will be fun in a few months to go back to this post, and see what REALLY happened 😉

A different writing style

mockupBW
Rei looks older in black & white, doesn’t he? 😀

Jokes apart, the image above is a test/mockup I made a few weeks ago to illustrate the kind of “old book style” I wanted to try in a future game.

The images could probably be done in color too, even if personally I don’t mind the black & white style, is quite charming (I was a big fan of comics when I was a teenager).

The biggest doubt I had was about the writing, since in my games is mostly dialogue based, with a few description, “screenplay” style. In this case is more like reading a book, as you can see.

I’m well aware of the “Choice Of Games” company, and that they’re using exactly this style (minus the images, it’s only text). Looking at their games, it seems that like in my case there are more or less successful ones, and it’s mainly about the idea/story/characters, and of course, writing quality. But not writing style.

You might wonder why on Earth I am thinking to do such a game ? well, first of all, to experiment. Loren was an experiment and is one of my best titles after all! 😉

Also to try something new. There’s no need to say that even if I make a game like this, and is super-successful, I won’t stop doing my usual VN/dating sim style! Of course not. But I might ALSO do a few games like that.

Regarding some more technical/commercial point of view, using that layout/style would offer some advantages:

  • the writing is like a book, which means the writer I hire wouldn’t need to know about Ren’Py at all. Only about the branching system (and depending on gameplay, variables and such) but no knowledge required. It might seem not much, but I think matters.
  • the art, if is done in black & white, will be less expensive. Which means I could add more images, or make games with a lower price tag. Even if in black and white I would still want to keep the art quality at high levels, as it’s usual for my games 🙂
  • much less scripting needed. When you play my games, there’s a lot going on behind the scenes. Every background or image shown on screen is a command in the code. And even if Ren’Py is quite powerful, it’s still a lot of work. For example, scripting PSCD took over a month of time, and the scripter was particularly fast! With that style instead it would just be an image shown on the side.

So you can see why I was considering it, several advantages. Also, possibility to have a more “dynamic” narrative. I don’t know how to explain, with visual novels you often have to imagine things. I cannot draw every single action/pose/situation. In that case I could show a much bigger variety.

Anyway, for now I’m only thinking about it, since I have already enough projects to finish this year. But in future, who knows? Wait until I’ll have the crazy idea to make a 3D visual novel… 🙂

No, not really. 3D is insanely expensive to get it right, so there’s risk of spending more than 2d to get a worse result!

Changing your mind

Before I explain, let’s start with some famous quotes:

“The measure of intelligence is the ability to change.” – Albert Einstein
Those who cannot change their minds cannot change anything.” – George Bernard Shaw

I agree with them completely, and this applies to game development as well. What I am referring to, exactly?

The “indie freedom”

You probably hear  around the net the story that indies means independent, so are free to do what they want. Well, yes as indie you’re free to do any game you want. However if you want to survive doing commercial games, you CAN’T do what you want 😉

I don’t mean that you need to do what some “developers” do, that is looking at the top selling games and cloning them (also because very often this system doesn’t work at all). But I mean listening to your customers’ feedback, and analyzing sales to understand what people want, and not just what maybe a “vocal minority” says.

For example after the past year I clearly understood that what made people love Loren wasn’t the RPG part, but the story/romances. I understood that while SOTW was my best RPG, it wasn’t my best game (or at least the most popular). And so on.

Changing your mind means changing direction, and create the future games adapting to the market and what (the majority of) people want. Obviously, you can also just follow your personal interest and do niche products, as long as they provide enough income to support you (sadly with SOTW wouldn’t have been the case).

Prototyping and testing

This is not really new, but worth repeating for the few people who don’t know about it: an essential process of developing a game is brainstorming, testing the ideas and keep the good ones (at least the one you think are good of course).

For example, I’ve recently resumed coding Queen Of Thieves, in particular the “robbery missions”.

timelimitAs you can see in the screenshot above, I thought to use a very common stealth mechanic: each action would generate noise (even if in the game Joanne will use her magic to reduce it) and so it could increase by triggering traps, or fighting (guards, watchdogs, etc).

The only way to reduce it was to hide and wait, using time. Finally, you would have a certain amount of time to complete the robbery, before morning arrives.

The idea seemed fine: but when I asked for feedback in forums, I had the first doubts. People complained saying that it could lead to a luck-based gameplay, and as a consequence not really funny. I thought that since the mission are randomly generated, it wasn’t a big deal, but decided to make a few tests myself, and I discovered that indeed was a bad idea!

First because of what people said (good/bad luck would have too much weight) and also because the size / amount of rooms of those building won’t be really big. So the “hide and wait” mechanic was also a bit pointless if you could explore the buildings in 10-12 moves 😀

The result is that I’ve immediately discarded the idea, without even needing to do any public testing. Yes, I’ve changed my mind!

Making “tough business choices”

Somewhat related to the first point, I also realized in the course of the last two years, about certain choices that had to be done, despite I wasn’t really happy about it. The first one was to reduce the amount of complexity in games, a bit because they weren’t helping sales, but also because I was getting burned out while working on them.

It’s better to release a few more simpler games, than none at all for a year (like past year!). Also, even if you like a particular genre, but it’s hard to make and there’s the risk of getting you burned out, you need to take that into account. That’s why I’ve decided to keep making RPGs, but not so often as in the past.

Another “tough choice” I had to make was to treat people professionally and expect the same in exchange. If someone suddenly stopped responding, or delayed too much a project, in the past was chasing them, trying to understand what was going on, trying to motivate them, etc.

Thinking about it, I was a bit of a fool, and wasted of my own time. If someone that’s being paid to do something behaves that way, it’s his/her problem and not mine. This also led me to do some “selection process”, so the people I’m working with now are much more professional than what was happening in the past, and as a consequence more reliable 🙂