Category Archives: development tricks

One RPG a year keeps the doctor away

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In the photo above my cat Grillo sleeping deeply with a stuffed toy near him 🙂

Now you might wonder why I picked that title for my post? As you know I’ve always worked on many games at once, as a way to keep up with the occasional disappearances of artists. However, while this method is working well for my visual novel, dating sim and life simulation games, for RPGs is a different story. I’ve noticed that is very hard to keep focused on doing more than one RPG at once (lol, not a surprise!) so I’ve decided that, to avoid releasing poor/mediocre games, I won’t be working on more than one RPG a year!

This doesn’t include expansions or even sequels like Planet Stronghold: Warzone. When/if I can re-use most of the gameplay and rules of a previous RPG, then I believe that is possible to make even two a year, but if I have to create a new RPG from scratch… that’s not possible!

I am not talking only about the coding. The coding is a tough part of RPGs, that’s for sure, but what makes really hard to release a good one is the amount of content needed. I dare to say (and I’m sure most game developers will agree with me) that a RPG is the kind of game that requires more work of all the game genres. You need a story. You need several quests, which are basically subplots, and they need to fit in the main story and not be just stupid “kill 10 rats” quests (having some of them are OK, but not all quests should be like that). There’s need of art, lots of art. Since I do mainly 2d games, every enemy is a sprite. How many enemies a RPG have? Planet Stronghold has 40, though some re-use the basic shape changing color/weapons. Loren RPG, my upcoming fantasy RPG will have 40-50 enemies as well, but they will be all different ones! So that’s already a lot of work just for the art.

And last but not least, testing. Unless the RPG you’re making is very linear and has “casual gameplay” (very simple rules), the testing will be a major pain ! 🙂 You have to take into account every possible variable and combination, and often if you don’t ,you end up with very mysterious bugs and unhappy customers (though I have to say that my RPG buyers were much more supportive than those of other games genres!).

So, what does this means in practice? that while I’ll keep artists working on Undead Lily’s artwork, I will release Loren RPG first, and Undead Lily next year. This way, I’ll be able to release two quality products. Loren RPG is at good point – even if I keep adding “just one more enemy” since a month, the plot writing is going steadly and the battle system coding is almost finished. As I announced in my forums, once the RPG framework reaches a decent state I plan to release a small alpha to get user feedback and do some testing.

As for Planet Stronghold: Warzone, the artist said that after this last convention, she will work fulltime on it. There’s need of quite some art, new enemies, a new playable character to replace the old Bellamy, and more CGs scenes for the romances. I don’t have any planned release date, my idea is to keep this game going on parallel with the others and see when is finished. As I said, since I can reuse a good part of the previous Planet Stronghold code/rules/system, this game will be easier/quicker to produce than Loren RPG or Undead Lily.

So the plan is to try finishing Loren RPG by end of this year (no guarantees) and Undead Lily for summer next year, while Planet Stronghold: Warzone might really be finished anytime between the two. Obviously, I’ll keep releasing visual novel and dating/life sim in the meanwhile, like I did this year.

Why making RPGs is so hard?


Good RPGs are few. Probably are the kind of genre where there are less games available. Note that I’m not talking about hack’n’slash RPGs, or “simple” RPGs. But story-based RPGs with lots of gameplay rules and many dialog choices and ethical / moral decisions.
It’s hard to write interesting dialogues that aren’t banal (and for a non-english speaker like me, is even more difficult!). In the screenshot above, Rumi Kai poses a good question to the player: she struggles between her interest in medicine and healing, and her innate destructive powers. She asks herself what is more honorable: to harm, or to heal?

That is an example from the various romance subplot I’m currently writing right now for my sci-fi RPG game “Planet Stronghold” which should be out at end of this month (with another beta 0.9 release around mid-January).

Dialogues and story apart, another aspect why RPGs are so hard to come by is gameplay balancing. I tested this game more than any other game I’ve ever made. Partly because it’s fun (so that’s a good sign!) and partly because every update, I regularly unbalanced the game 🙁

How this can happen? Easily, I’ll make you an example. The Psionic Power “Harm” at high level can do a lot of damage. Like even 100hp of damage. This would mean that some monsters could be killed with one attempt! That was bad for gameplay balancing of course, so I raised the Psionic Points cost (think of it like if is Mana in fantasy RPGs). Problem is that a few weeks later, I realized that even with higher mana cost, if you had two Psionics you could still do 200hp of damage even to boss enemies! A boss that can be defeated so easily with just two hits would make the game a bit ridiculous 😀

So, my idea was to introduce enemy evasion bonus. Some enemy have a very high evasion value, that doesn’t apply only to avoiding weapon shots but also Psionic Powers. So before the Harm would always hit the target. Instead now you could miss the enemy, and since every attempt costs high amount of PP, that would balance the game well. The problem was that I forgot to lower the PP cost, making the game insanely difficult to play!

This is just an example of how two small changes would affect the whole game! So, if you make a RPG, everytime you introduce a game/ruleset change, think about all possible secondary effects otherwise you’ll start hear (rightful) complains from people in your forums 😉

Friday catblogging – Excessive branching is not good

In the picture above, Othello sitting in a flower vase with a blossoming cherry tree in the background. Took it in my previous home, during spring.

Sometimes when I have a little time I play other games. Recently I bought Alpha Protocol, and was completely fascinated by it (no wonder, Obsidian is one of the best AAA developers around). It interested me a lot because of the RPG/FPS mix, but mostly because of the dialogue system and the multiple paths/branching typical of VNs.

Here is the problem. The game promises lots of different paths, every decision influences the story, and so on. And it’s TRUE. The point is – is useful? Who is going to replay the game from beginning to see what he has missed (and no guarantees that he will really see everything) ? Very FEW people, believe me. Also, in a FPS/RPG you can’t just skip the dialogues forward like in my Renpy games, so you can’t just do a “quick replay” to see what you have missed.

So I thought if wouldn’t have been a wiser choice to have still some branching, but not so many. Or that would lead to a different subplot completely, like I did with Bionic Heart. Such games should either be quickly replayable to let the player see what he missed, or tell the player “Hey, save now because there’s a big branch of the plot now, so you can reload this savegame later and pick a different direction to see what you have missed”.

I watched on youtube many videos of Alpha Protocol just to see what I had missed, because I really couldn’t afford to replay the whole thing from the beginning. It felt like a “waste of time and resources” to me. The devs could have done a longer game (is already long, but could be even longer) instead of making it so “free-play”. After all, in a story-based game, is more important to KNOW that you can have 50 different endings but that you probably will never replay it to see them all (especially if you can’t play fast-forward), or that the story is much longer?

I’m sure most players would pick the second option. That’s why in my upcoming RPG Planet Stronghold I haven’t opted to have lots of different paths: it will have a common main plot, but with missions/quest that let you have some freedom (do them in any order you want) and several romance subplots that are optional, but can be done anytime after chapter4, without the need to restart from beginning (except if you want to see the romance from another gender). In practice, save the game at beginning of chapter 4 and you can then reload it and see all possible endings/branches for your gender.

Speaking of Planet Stronghold, the next version 0.8 will be out hopefully next week, I don’t know the exact day yet because I had some eyesight problem recently, and with the Christmas busy schedule you can never know. Anyway, as I wrote several times, with version 0.8 the pre-order price will increase permanently to $19.99 so if you are interested in the game, be sure to buy it now 🙂

New CRPG vs old CRPG

I can’t believe what I’m about to write but… I recently bought Temple Of Elemental Evil from GoG, and… I didn’t like it anymore! Yes, the game that back in 2003 was considered by my brother and I (at those times we used to play CRPG together, sharing thoughts and impressions) as “the ultimate RPG”, right now, 7 years later… sucks.

Why? I think is because I aged up, am working full-time, and in general I’m used to a more “casual” gameplay (even if the right term would be “less hardcore”, not really casual). Just as example, I liked Torchlight MUCH more… and that’s an action RPG.

What does this means? I asked myself. Probably several things:

  • as I said, I’m no longer a teenager or young adult (I’m only 36 but well, I can clearly see that my interests,tastes are different from when I was 28-29 years old). Before, I had lot of free time, so reading a 100 pages manual for me was FUN, not a pain 😀 And a game like ToEE was fine, even if had lots of texts to read, even if had a complex inventory and spell management, and so on. Right now, that scares me off!
  • the gameplay of CRPGs evolved a lot. Now, you’re used to see several improvement/behaviour that if are missing really annoys you. Like moving the mouse over an item, and instantly see the difference with the one currently equipped in the appropriate slot (this was a feature requested from a user to my upcoming RPG Planet Stronghold and indeed, is very useful but also EXPECTED from nowadays players). So, there’s a long list of things, more or less important, that now players assume will be present by default in a game. And if they don’t find it, they feel frustrated/annoyed!
  • Party based vs single character and real-time vs turn based. Most old CRPG were party and turn based. Most of new CRPG are real-time and single player based (you can still have a party, but the NPC AI usually is good enough to fight in your place). When I was playing Mass Effect 2 in particular, I almost never cared of what my other companion were doing. I was just fighting on my own, assuming they would do their part 😀

Of course, not everyone will share the same thoughts as me. But I was a bit surprised to discover how much my gaming tastes have changed in just 7 years! And I can somehow understand why all the new titles are more action oriented, or have excellent GUI system that let you do most of the actions with very few clicks.

However, I think you can still have a good gameplay, rule system, and variety even using the good old turn-based or an hybrid approach like real-time with possibility of pause. A good example is Dragon Age, The Witcher and Drakensang. The last two in particular IMHO represent a very good example of “old-school approach” into a “new fashion” of CRPG. They have still many statistics, items, but the interface is not as clumsy as ToEE. They have lots of tactical challenges but still, you aren’t forced by a turn-based system.

Don’t get me wrong, ToEE is still a great title and I wish Troika Games would still be here today, I’m sure they would make a RPG that would kick Bioware’s ass 🙂 For my upcoming titles though, I think will try a more real-time approach, both for RPGs and also strategy/management games like the Heileen spin-off that I should start prototyping very soon.

Friday catblogging: RPG game balancing

The red cat above is Miele (in italian Honey), our oldest cat (almost 9 years old!) relaxing on the bed.

Things are going pretty well with Planet Stronghold. Yesterday I made some big changes both in the Psionic Skills and in the level-up increase of HP/PP. This latest change was made because I used a cheat mode to raise my characters up to level 20 (which probably won’t even be possible to reach in the game, since I hope it does well enough so that I can do an add-on). Then I checked how they could be the characters at level 20, how many HP/PP they had, and I allocated all the Skill Points. The difference between the various classes wasn’t much noticeable! At level 20, playing at easy level, you get 20 x 5 skill points, so 100 skill points that increase each skill by 2. So in theory I could maximize any skill – a soldier could get to level 200 of Psionics for example!

While I like not to have too much restriction, I don’t want the class pick being totally useless. So I’m thinking to change the game so that some skills have a maximum cap based on your class. For example a Soldier could never get Psionics above a value of 50, and a Scout could never get Heavy Weapon skill above 50, and so on. I think it makes more sense to put some hard limits, so you can still create somehow “hybrid classes” but not change them completely!

The second big change I made is the Psionic Skills themselves. Right now, most were focused on two simple thing: Heal and Harm. Surely, doing damage, and healing HP are the basics for ANY RPG. However the gameplay would soon be repetitive, so I introduced new changes:

  • PROTECT – “Increases friendly target’s armor value vs all kind of damage”. This way even if you don’t have the right armor, your psionics can protect you
  • DISRUPT – “Decreases enemy target’s armor value vs all kind of damage”. This way even if you don’t have the right weapon, your psionics can disrupt enemy armors
  • CURE – “Removes any negative condition (confused, shocked, etc) from friendly target.” Very useful when you encounter enemies that Shock, Fatigue or Confuse your heroes
  • SHOCK – “Shocks enemy target stunning him for XX turns. Stunned enemies won’t attack.” This is also very important, preventing enemies from attacking completely. Of course, it’s not easy to be successful, especially at lower levels.
  • FATIGUE – “Attempts to fatigue a single enemy target for XX turns, with a success rate of YY%%. Tired enemies won’t regenerate skill points.”. This is essential for some enemies that have very powerful Special Attacks. Note that you cannot prevent them from using it completely, but once they have used you can slow down their skill points regeneration.
  • RESTORE – “Brings an hero back from his knockout state, restoring XX%% of total hp.” – You can use this even at lower level, and can make really the difference from winning/losing a fight

The changes above greatly improve the gameplay especially at HARD level. At easy level, doesn’t change much (I expect only those interested in the story to play at easy level!). But already at normal, and in particular hard level you can immediately see the difference. When before you could win a fight just by “raw force”, dealing damage and healing, now you can also win with cleverly used skills.

For example at hard level winning the training test if you are a psionic is really hard when you face Roboant-06 because of his Phasor Blast. Now with Fatigue you can slow down the amount of attack, or with Shock you can prevent him from attacking completely. The restore is also interesting because it works even at lower level (even if with high failure rate).

I also changed the concentration multiplier. Before the basic heal was 10 PP, the medium 20PP and the maximum 30PP. The problem is that already at low level you could heal for big amounts using 30PP. Now the concentration multiplier is: low 10PP, medium 30PP, high 50PP. This simple change makes possible to still use the first two at lower levels (below level 7-8) but to use the big healing you need to be able to spend 50PP (and this also prevents non Psionics classes from using strong Heal/Harm psionics).

Overall I’m quite satisfied. When before you would just use Psionics to Heal/Harm, now you can decide if to save their PP to use the new Psionic Skills that can really make hard battles easier if used correctly! 🙂

I’ve also implemented several minor changes suggested by “Iselwin” in my forums, like:

  • the window color is now BLUE for your party attack/actions, and RED for enemy
  • the message windows now is independent from the main action, reducing completely some delays during battles (I also added a nice fade in/out effect)
  • you can easily compare two weapons/armors in the inventory, because I display in brackets the values of the currently equipped one

Overall was a pretty productive week! Next week will go on with the plot and try to have a version 0.8 live by end of the month with a lot of new stuff!