Category Archives: development screenshot

Happy Valentines Day!

embarassingisabella
Wait, what!? What Isabella just said? this is craaaaaaazy!

Happy Valentines Day to everyone!

As you can see from the funny screenshot above, Isabella likes to joke. There are many other embarrassing/crazy/hilarious situations like that one thorough the game. Want to find out more? You can now preorder the game here:

http://www.winterwolves.com/roommates.htm

And if you don’t mind a few bugs and are eager to play the game, you can participate to the beta testing currently going on in my forums: http://www.winterwolves.net/viewforum.php?f=34

Promo sale with 30% discount

To celebrate Valentine’s day, until Sunday (included) you can use the coupon VALENTINE in the shopping cart to get a 30% discount on all the games!

(This discount doesn’t include Roommates since it is just in beta!)

The discount doesn’t override the automatic bundles discounts either. For example, if you want to buy the Flower Shop bundle, you need to purchase The Flower Shop: Summer in Fairbrook and The Flower Shop: Winter in Fairbrook individually for the 30% Valentine’s Day discount to work.

Sorry about that, but I didn’t have time to make a fully automated discount!

Coming soon

Once Roommates beta ends, I’ll focus on the RPG Seasons Of The Wolf which hopefully will be available on beta around April. Meanwhile, next week we will begin talking about a new game in the works that features awesome people like these:

c14

Get ready! … or not

relaxtime
Max is showing an iron-logic here!

This weekend I had planned to start the Roommates beta testing… but as always, that bastard of Murphy had to remind me of his laws! I had a light flu since 5 days, but was slowly getting better up to last Tuesday when I was feeling almost normal. Then, Wednesday was a total fail 🙁

Suddenly it got worse and now I’m coughing and I turned into a sort of giant gelatinous cube. A gelatinous cube can’t work, right?

oozegirl
However, I could have fun with the Ooze girl! One of the many avatars of Undead Lily (work in progress)

Anyway, I’ve decided that as soon as I get the missing activity images, I’ll do a last minute check and then start the beta. Roommates is such a big game that I need to do a good / long public beta testing anyway, so don’t want to wait anymore.

While I can’t announce it now, stay tuned because I might start it in the next days! 😉

Meanwhile work on other games goes well. Soon will be able to announce a certain otome game about an archeologist, with some introductory posts by a guest blogger 🙂 and also, I got more help for coding SOTW, this way the game will be done faster!

One last news, I added the bonus content (wallpapers+OST) on Steam as well, so if you want you can get it here:

http://store.steampowered.com/app/275240

Game development is a puzzle game

rebecca
Rebecca will help you train to keep in shape…! (from Planet Stronghold 2)

Game development feels like a puzzle game to me. How? Simple, let’s consider one of my games. How many roles/elements are needed to make one?

Let’s try to make a list:

  1. gameplay/rules = work of the game designer
  2. programming/coding = work of the coder
  3. artwork = work of the artist (in many cases, 2 or more for backgrounds and GUI)
  4. story/text = work of the writer
  5. music/sfx = work of the musician
  6. marketing/promotion = work of the PR guy
  7. hosting/demo/support = support / web dev guy

So as you can see, for each of my games there should be the need of 8 people. In reality, I almost always do point 1,2,6,7 myself, and sometimes I also do some GUI and write storyboards for the texts!

In the past I used to to really EVERYTHING on my own (using Poser 3d and royalty free music tracks) but luckily I realized that was much better to hire other people to help 🙂

The main problem when working with external people, is that since to finish a game you need all those roles/elements, often happens that I have some areas covered/completed, while others not. Some people work fast in an aspect of a game, others slow downs in different aspects.

In the end that’s why I say it’s like a puzzle game. You need all the pieces to finish and release the product. Unfortunately very often that takes a lot of effort 😀 but like all things in life, nothing comes easy, you have to sweat and work hard.

Another thing I often have to decide is the scope of the game. For example now I am playing with the great freeware tilemap editor Tiled, trying to make isometric tilemaps. For which game? well for Planet Stronghold 2, but also thinking if to make them for Seasons Of The Wolf.

The idea was to have a big map like Loren, that once clicked would let you zoom-in and explore the areas in more details, rendered as isometric map. I think the idea is great and I’m sure that I can make it, the only problem is: how long will take me? will I need extra tiles, so contact artist to make more?

When making those decisions I need to consider that there are two types of fans: those who wants the games fast and pressure you to finish them, and others that say “take as much time as you need”. But besides what fans say, I need to keep releasing games at regular intervals to survive in the competitive world of indie games, so right now, I am unsure if to use this system.

I set myself a deadline – if I can have the isometric map thing working in 2 weeks I’ll use it, otherwise not. Also because in theory very shortly Roommates public beta should start, and then will have even less time to make tests… 🙂

Some of my games available for iOS!

iOS
The popular Tom Shatz showing his face on my iPad mini! 😉

One of the first surprises of this year (and we’re just starting!) is the availability of many of my games for iOS, ported by a very good coder/friend (that’s why you see them under his name on the itunes store). Currently there are the following games:

Heileen
Heileen 2
Always Remember Me
Flower Shop: Winter In Fairbrook
Spirited Heart (both versions, you can choose which one to buy)

they all use in-app purchase so you can play them for a while to make sure they work fine on your device 🙂

More games will follow in the next weeks, including the RPGs, however in the case of Planet Stronghold I had to redesign the GUI a lot because was almost unplayable on the mini iPad. I am not bothering with iPhone since I honestly don’t think anyone can play games with complex GUI on those devices with such TINY screens! 😀 Besides, I should redesign the games completely for those devices and I really don’t have the time: however the game themselves will work, you can try if you want.

New games progress

Regarding the new releases, Roommates is getting a new scheduler screen, much better than the one I poorly designed myself (strange eh, that an artist is more skilled than me with GUI!):

GUI1-Roommates[prev]

I’m still coding it so is not 100% working but should be soon. I’m making progresses also with Seasons Of The Wolf, currently coded scene 07 out of… 26-27 😮

I know, is taking long time but remember that I started this game only last Summer, and I had still to work on Nicole and other games in the meanwhile! Anyway, I’ve got another writer working on the side-quests to speed things up 🙂

children

The good thing is that the artist who took 2 months break, is working on the romance scenes now, so I can definitely tell you that SOTW will be out this year, very likely the next RPG to be done!

Roommates update

As wrote in previous post, the next game that will be out is Roommates. My trusted writer Michael is reviewing the whole script scene by scene to make sure everything is OK, but because the game is LONG, that will take some time 🙂

Meanwhile, I’m setting up everything else, like the contents of the bonus version:

rommatespreview
A preview of the wallpaper you’ll get when ordering the bonus content version of the game

Wallpapers, original soundtrack (including the theme song “My Name In Lights”) and more.

Even if is a dating sim, this game is quite different from Nicole.

First of all, the scheduler is more similar to the one I used in my games of the Flower Shop series. You can’t visit each location and choose an activity like in Nicole, more like you plan your week and then press play to see what happens.

The contents are also different: Nicole was more family-friendly, while this game is more like my early titles (Summer Session for example) where there’s a good amount of comedy and sexy references, as you can see from the screenshot below:

pansexual
Isabella trying to explain her views on Anne (work in progress texts)

Some of the CG scenes are quite hot to be honest, not like the Loren uncensored ones, but rather hot. I think that during the beta will ask users feedback to see if is better to make a censored version of those as well 😉

Finally, a good news (for those who don’t know it already): you can play as male or female immediately, no need to wait for an extra version. I am still thinking to allow people to purchase the two versions separately, since I am not sure how many people like to play with both genders.

In any case each version will be cheaper, like $15, with the possibility to get both for $25 instead of $30. So pricing similar to my other games, or cheaper if you want to play only as Anne or Max. Of course, you’ll be able to “upgrade” anytime in case you change your mind 🙂