Category Archives: development screenshot

PSCD – meet Samuel

samuel

Time for another character introduction: Samuel. He is one of the homosexual romances playing as Alex.

Name:  Samuel Bellamy
Nickname: Doc
Nation of Origin:  England
Service Branch:  Imperial Xenobiological Service
Specialty:  Eco-Engineering

Description:
Ever since he was a child, Samuel had a deep love for animals, and his parents encouraged this behavior in their son.  As Samuel matured, this interest widened into a fascination with alien life, and it came as little surprise when he graduated with top honors in Xenobiology.

Numerous organizations vied for Samuel’s attention, but he settled on the military, figuring this would give him the most exposure to alien life.  This proved prescient since while he was out in the field, a disease struck the expedition he was on.  The group’s doctor was among those afflicted, but Samuel was able to synthesize a vaccine, and  earning the nickname ‘Doc’. This incident also brought a measure of unwanted fame to Samuel.  For two years running, he was voted ‘Hottest Biologist.’

Samuel was assigned to Planet Stronghold because his knowledge has allowed humanity to adapt to various alien environments.  This serves his own purpose for it allows him to research forms of life entirely unknown to humanity at large.

If he could be said to have a flaw, Samuel really prefers wide open spaces to civilization.  Given a chance, he can often be found out in the wild, recording alien lifeforms in their natural habitats.  He feels truly at peace when he can be one with nature.

Playing games is important

Yes you heard me well: is important to play games! Especially if you are a game developer like me 🙂

I have less and less free time now (especially this year with everything happening all at once, Steam, iOS ports, etc) and as you can imagine, when I have some I prefer to spend it with my wife, pets and doing outdoor activities.

However I still try to find the time to play for a few hours a week the new games. Because that’s the equivalent of “research & development” of other industries.

Some practical examples and games that inspired me while I designed and coded my upcoming RPG ToA: Seasons Of the Wolf:

Guild Wars 2: from this game I grabbed the ideas of “solve all quest in an area” and “discover all locations” and so on, to get bonus EXP. From this game I also wanted to implement the idea of stat-derived enemies (no matter your level, all enemies would be a challenge) but after only a week of testing I realized that it wasn’t a good idea 😀
Diablo 3: it’s nothing new, the random items I mean, but still while playing this game I thought that would have been cool to use random items with tiers even in my games, alongside manually created ones. I implemented it and people loved it 🙂
– XCOM and such the idea that the battlefield and environment should have a bigger impact. I implemented it in a limited way because didn’t want to risk breaking the balance too much, but I’ve added elemental conditions and some special ones (tunnel sewers where 2handed weapon do half damage, underwater where fire magic doesn’t work and ranged weapon do much less damage). I also implemented the damage penalty when hitting Thief class with Warriors. However the ideal would be to have a full tiled battlefield for this to work better. Maybe in future! 😉
Everquest 2 and another MMORPG I can’t remember now, the idea of offering items as reward for quests. Again it was nothing new, but just playing those games reminded me of this feature which was missing in my previous RPGs.

So if you’re a game designer, try to find the time to play a few games. Your own games will benefit from it!

SOTW update

rowindaunicorn
Rowinda’s flashback quest is totally… crazy ! (what you did expect?)

Work on SOTW is proceeding not really smoothly – I decided to adopt the latest Ren’Py to take advantage of a rewrite of the screen language which makes the super-complex game like mine run faster, but since is a beta… has issues. I’ve had old save games compatibilities broken already 3-4 times, even if somehow every time was able to keep the ones I use to develop the game. With the latest update though, they broke as well… so I have to go back to a previous version, because otherwise I can’t even work on the game myself lol. Needless to say, this is very frustrating, though obviously is not Ren’Py fault. I guess I was spoiled by the fact that in the past it always worked without problems! But is normal for a beta program to have such issues.

I should have the new tileset I need for Act 3 at end of month, so I estimate that all problems considered, the next act could be ready for beta-testing around mid or end of October.

The final game release *might* happen in time for end of year, since for the last act I already have all the  art I need and I’ve already coded almost all of it. I’ve also commissioned some extra ending CGs from another artist (using the same one wasn’t an option, he wouldn’t have made it in time) and they’re turning out very nice!

PSCD – Meet Graciela Reyes

graciela

Time for another PSCD character, one of the few humans with psionic abilities (in this prequel game they’re not common as in Planet Stronghold).

Name:  Graciela  Reyes
Nickname:  Serenity
Nation of Origin:  Spain
Service Branch:  Imperial Psionics Institute
Specialty:  Psionics

Description:
Graciela is among the rarest of humans; a person born with great psionic potential.  As such, this made her highly sought after by many organizations to make use of her talents.  Ultimately, she chose the military as it seemed to give the best training.

At heart, Graciela is a peaceful woman; after all, when you can feel another’s emotions, it makes little sense to cause them harm. She figured by joining the military, she would have an opportunity to use words where most would resort to guns.

This calm sense of self earned Graciela the nickname, Serenity, which was instrumental when humans made peace with the Xynthillians.  A highly empathic the species, the Xynthillians never had to psionically shield themselves before, and thus were wide-open for what was essentially emotional assault when they first encountered humans.  Graciela, underwent this pain when younger, was able to broker a peace by having the humans promise to stay away from Xynthillian space.

Unfortunately, even with her success, Graciela still faces  discrimination.  People fear the unknown, whether it be aliens or  psionics, but Graciela hopes, given time, she can help people overcome this  prejudice.

I’m still producing the art assets for PSCD, including the romance scenes. Once I have all of them will do some sneak previews as usual. There are some very interesting and unique settings for the romance CGs 😉

Seasons Of The Wolf update

Like in past week, spent this week working on ACT4 since I finished the ACT3 main coding but I’m still waiting for the tilesets. Please be patient, but at least know that I’m not wasting a single day of time 🙂

gnolls
a sidequest of Act4 featuring some ferocious Gnolls!

Roger Steel world: meet Svetlana

svetlana

Time for a new member of Roger Steel world, Svetlana! There are also males obviously but we’re going with the images the artist has finished first 🙂

Svetlana – From Russia with Mystery

Roger Steel and the Human Element plays against a background of seismic shifts in technological achievement and the fetid swamp of geopolitics. Taking advantage of the former whilst trying to avoid the perils of the latter is a hazardous undertaking in itself. In the game, as in real life, the Russian and British empires have long had a turbulent relationship. Although many on both sides admired the culture and achievements of their rivals, there is no doubt that those in power will stop at nothing to advance their interests, especially in the wake of the great cataclysm of 1837 that sent the future careening in a new direction.

When Ann or Arthur embark on their great adventure, rescuing their sibling from the clutches of a formidable foe, they can rely only on their steadfast friends, Christina and Neville for help. However, they soon find an unexpected ally in Roger Steel who believes that the kidnappers might be connected with a case he has been pursuing for several years. But it isn’t long before more enigmatic strangers appear on the scene. Are they drawn to Steel himself? Or the mystery he is investigating?

One of them is the flame-haired Russian agent, Svetlana Ruskaya. Self-confident, mocking, and unfathomable, Svetlana is not one to fade into the background. When Ann or Arthur first meet her, it is apparent that she and Roger Steel know each other, but the exact nature of their relationship is unknown even to Steel himself.

Implacable enemy; invaluable friend, or much more – it is up to you to define the relationship that Ann or Arthur builds with Svetlana. Whether she reveals her past; how she came to join them on their adventure; and what it is exactly that she wants… it all depends on you.

Nicole on Steam!

Last but not least, the otome version of Nicole is now out on Steam! Like always if you purchased the game directly from me just head to this site:

http://bestanimegames.com/steam/

to redeem your key 🙂

SOTW act 2 beta and Heileen 3 on Steam

chalassaromance
A dialogue in the infamous “bathhouse scene” between Althea and Chalassa, the yuri romance

Two big news this week, though as always if you follow me on the social networks you likely already know about them 🙂

Seasons Of The Wolf beta

First of all ToA: Seasons Of The Wolf ACT 2 is now ready to play/test. I can’t provide a direct link to the download since changes continuously (because of the updates!) but you can always find the latest news/link in my forums here:
http://winterwolves.net/viewforum.php?f=40

It was released the 12th July, so even early than my own set deadline of mid-July! During this week I’ve fixed and improved the game greatly, even if now I’m taking a break and I don’t plan to add any new features, because this game, gameplay wise, is already a HUGE LEAP FORWARD compared to Loren’s system 😉

I plan to resume working on ACT3 towards the end of month though, to have it ready for end of August or September. The final game very likely will be done around October/November (just a guess estimate though!).

Heileen 3 on Steam

The second news is that Heileen 3 is now available on Steam too. Like for Spirited Heart is the “complete version” so both male/female romances.

Previous customers that bought both versions can get a Steam key here as usual:
http://bestanimegames.com/steam/

That’s all for now, stay tuned for more news next week! 🙂

SOTW act 2 should come soon!

Riley
Riley showing of an unexpected six-pack (for a Mage at least!)

Yes I know that I announced several times an estimate release date for SOTW Act 2… but this time, I am fairly confident that could happen at mid-July 🙂

I finished coding the main plot until end of act 2 while I was waiting for Dingirra’s tileset art to be finished. Now is only missing the banners of the four families that run the town, but even if artist doesn’t make in time I’ll just use temporary placeholders.

There will probably be also some temporary skills icons, but the important is the gameplay, right?

So what is left to do? In practice I coded the plot like if was a straight linear story, but of course like in Act 1 you’ll be able to visit several places (even if for plot reasons this time will be more linear). I now need to “connect” all the scenes in a way that works with the tileset map and the passing of days, like with the first act, define maximum number of quests/location to give the bonuses, and so on.

Luckily this part is already big enough that I won’t need to add any extra sidequests myself. I might add some short ones, like “defeat this champion one on one” but nothing more, since is already big. Is probably the biggest part of the game, that’s why took me so long to code (even if 2 months is honestly not that much, considering I also had to release 4 new games on Steam!!).

goodshea
Shea is starting to learn how it works.. even if Krimm doesn’t seem particularly touched!

During Act 2 there’ll also be the first “camp talks” with the romanceable characters, and the infamous bathhouse scene (will be also in Act3, just a different location).

So in summary, SOTW Act 2 could be out the week from 14 to 20 July, if nothing else happens (both in my private life or indie business side). I’ll update next Friday on the progresses made 🙂