Category Archives: general

posts about general topics, even not related to computer games

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!

2015 The Year Of … No games!

IMG_4424
In the photo above, my cat Grillo under a small Christmas tree 🙂

Haha the post title sounds a little scary, doesn’t it? 😀

But it’s actually the pure truth. This year, as you might know, I didn’t release any new game, since I don’t consider SOTW DLC a “full game” (even if was moderately long), and while PSCD is almost done, it’s still not officially out. Dead But Alive wasn’t made by me so doesn’t count.

Luckily, I still managed to stay afloat because of all the games I made in the past, but my income basically dropped more than half vs 2014! Though I had no hopes to match that year again, getting 14 games both on Steam AND iOS at once… was some rather unique combination!

SOTW DLC

Talking about the only released game, SOTW DLC, while doing it I realized the big mistake I did with SOTW main game. Yes I know that many people love it. I love it too! But from now on, for obvious budget/time reasons, but also because I don’t want to get burned out, my future games will be much more story focused. Gameplay, sure, but not too complex or breaking the narrative too much.

Back to the post title, what are the reasons behind the lack of releases? Keep reading.

Reasons behind this

Anyway, this is what happened this year: I’ve invested a lot on producing new games, and this also include getting back to work on some old games like Queen Of Thieves or Undead Lily. In practice, I decided was time to finish what I started YEARS ago! Since I don’t like to leave unfinished projects.

It was a very good year because finally I found out several people who I can count on. Artists, writers, musicians, coders. People who are reliable. Wait, I know what you’re thinking: if those people are reliable, how comes that you’ve not released any new games this year? Well, it’s because some of them were busy on long-term projects (like Loren 2) others were hired only recently (you can’t expect to write a 200,000 words game or draw 16 CGs in 4-5 months!) and in general, the quality and amount of content in my games has increased a lot, as you’ve probably noticed.

A bright future!

So while is true that there was no new game out this year, 2016 is looking to be a really “fun” year 😉 Here is what I have estimated. Of course, nothing is set in stone, in this world is really hard to meet the deadlines and there’s always some unexpected problem, so take this list with a grain of salt, but here it goes anyway:

  • January (end of it) – PSCD base game
  • February/March – C14 Dating
  • March/April – PSCD DLC (which will be 1/3 of base game so not so small!)
  • May/June – Never Forget Me and/or Heirs & Graces
  • July/August – Queen Of Thieves (this depends mainly on testing so it’s hard to give an estimate, but I really hope will be out by next Summer!)
  • Fall – the CURSED GAME and/or Undead Lily
  • Winter – Summer In Trigue

Then, at the end of year, I’ll collapse exhausted and die 😀 haha joking, of course I’ll need also to reserve some time to take breaks between each game release, to avoid being burned/stressed out. So obviously I won’t release ALL those games above!

But even if I’ll manage to release only half of the games listed, it would still be an amazingly productive year compared to 2015. So, here’s hoping.

And the list above doesn’t even include some secret projects I’ve been working on since a while… so depending how things go, there might be a few surprise announcements!

Happy New Year!

Playing games is important & time optimization

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 (in particular in recent times 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 latest 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 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.
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.

chooseitem

And by playing Hearthstone I had the idea to change PSCD from a tower defense game to a collectible card game. So if you’re a game designer, try to find the time to play a few games. Your own games will benefit from it!

Time optimization

Speaking of SOTW, this week I made more progress on the DLC. I was a bit stuck with all the other titles for various reasons, so I thought that instead of waiting for the SOTW missing art, I could code all the remaining things using placeholder art, so I don’t waste time.

specialeventIn the image above, a special event in the “Rebuild Ninim” minigame

Another thing that many indies should learn is to optimize your time. You don’t necessarily need to do things in order. So like in my example above, you can finish coding something even if the art is not ready using placeholders. Or if you’re tired/burned you can do some trivial tasks. I often do that when I’m too tired to code. Trivial tasks could be:

webpage design: sooner or later you’ll have to do it, right? so why not create the page already? you can always tweak/adjust the texts or images a few days before the release, but at least most of the work is already done!
product setup: doesn’t matter if you sell only through Steam, or direct, or mobile. There are a lot of steps to do to setup a new game. Screenshots, box-shots, icons, description texts, etc etc (every platform is different but you need to do them for all). This is another thing I do in advance.
testing: I now do open-betas to test, since 10-50 people testing are better than 1 or a small team of friends. However, I always do some preliminary testing to make sure that at least the most obvious bugs are fixed. Sometimes when I am too tired to code I just start the game and play a bit to see if there’s something that I missed.
create banner-ads: assuming you do some form of advertising, another thing you can do is designing the banners for the game ads (unless you outsource it to an artist).
write blog posts like this one or other marketing stuff: writing is easier than coding, so I always do the blog posts one week in advance. I think that never miss a blog helped overall, on each blog post I get several views and many comments. Other things you can do is forum polls to see what people think of your next crazy idea, or anything else really, an interview, a tumblr post, or other social marketing stuff.

So as you can see there are many things you can do, even when you’re tired from coding 😉

Happy Valentine’s Day

I know it’s tomorrow, but I want to wish you a happy Valentine’s Day with your beloved one 🙂

To celebrate I’ve done a bundle with (almost) all my games on Indiegala: https://www.indiegala.com/heart

Also, my game Roommates together with many other famous games is on the latest Humble: https://www.humblebundle.com/weekly

What a better way to celebrate Valentine’s Day? 😉

Meanwhile, we’re busy working on new games…

A busy week

This was a busy week, mostly planning future games. I’ve found two new writers, one of them is writing the Always Remember Me sequel (married/couple life!) and even if she finished only two scenes so far, I’m very happy of the results. There will be 10 scenes for each of the four love interests (Aaron, Hugh, Eddy and Lawrence) so 40 in total. Writer is trying to make one every 2-3 days, so it means that writing will take around 3 months (more or less). The good thing is that after that, I have already some art ready (I plan to add some more outfits to existing characters and some new secondary ones, but not much) so at least the art should be done quicker.

The other writer is working on a CYOA (Choose Your Own Adventure) style game, set in Aravorn. You’ll play as a single character (typical of those games) and it will be a “roleplay” game, in the strict term. You’ll face several situations that you’ll need to solve using your skills (there’ll be a character creation part) and there will be multiple ways to solve them. Also, skills/personality will influence the available options, and your choices will shape the character too. At least that’s the plan, but we’re still in the very early stages. No estimate release, however there’s a nice surprise… the game will feature romance, and one of the romance option (for all gender/sexual orientations) will be… Nagas!! 😮

nagas
Once again I listened to customers/users feedback in forums, where they clearly expressed interest in a game with Nagas as romance option. So, here you go 😉

Now don’t get too excited since this game will probably take long time (beside the writing, it’s a kind of game I’ve never done before) so I don’t think will be out this year… though, you never know!

2014 the year… of change

happynewyear

Reading back the previous end of year post, I can’t stop thinking how things have changed so rapidly for me. This is probably the biggest “problem” of being indie: things change at lightning speed, for good but also for bad!

Last year I was happy because Loren Amazon Princess was accepted on Steam. Nowadays, I have 13 games there, with the 14th (Seasons Of The Wolf) to be released next month!

Last year I had zero games for iOS. This year I ported almost all of them on Apple’s platform, and I plan to do more next year, especially since Ren’Py will get its own porting system!

Last year beside my loyal long-time fans, I was mostly unknown to the general public. Now, while I’m still not *that known*, people talk about me. Some adore my games, others hate them, others are neutral, but at least people talk about me. The worst thing is being ignored/unknown 🙂

This year I made “only” two games, but two big ones: Roommates and Seasons Of The Wolf.

Roommates

Roommates is a title that totally exceeded my expectations. I’ve made “a few” dating sims before, but this one basically is of another league! I think probably is due to the fact that, like my RPGs, it is not focused on only a romance genre/combo, but all of them. Playing as male or female, straight or homosexual romances. It’s a game for everybody.

But also, great comedy writing. There’s nothing wrong with more serious/mature themes, but sometimes people just want to escape the mundane problems with funny stories 🙂 So, thumbs up to Michael (Roommates’ writer) for his great job on the game!

The game soundtrack by Leetstreet Boys was also a very good move. I really can’t find an issue in that game, something that “if I could go back, I would have done differently” and it’s a good thing!

ToA: Seasons Of The Wolf

SOTW is officially out since just little more than a month. It was a challenge, a bet. I wanted to see if I could make “a real RPG” myself. With romance, with a story, with my usual artwork style, but… much more detailed, with a Nightmare difficult level that would actually make people go crazy with it, with a map system, secrets, randomized items, etc.

I won that bet. The game is doing VERY WELL, beating Loren’s first month sales. Of course, is not an entirely fair comparison since 2 years have passed from Loren’s release and now I have a much bigger following. But to be honest, I was fearing that it would be a flop 😀 So seeing that is doing well reassures me and was already worth it.

Still, I’m not going to do another insanely big game like this one anytime soon! It really “burned me”, because I worked on it 10 months straight, every day, fixing/tweaking stuff. I know it’s my job, but now I need a break from such big games. I’m going to make some smaller games (this time, FOR REAL!! LOL) like Queen Of Thieves. They’ll still be RPGs, but have limited party members/skills/items/and so on. They will also be easier to balance 😉

However, there could be something new related to SOTW, maybe next year. I just received this letter via a pigeon from a certain Jariel the bard from the green lands of Grandtree:

letter

End of year’s thoughts

Even if this year was good for me, the future is still very uncertain.

I personally know several indies who this year took a huge hit on their finances, some have abandoned the business to move elsewhere, others went back to contract work or looking for funding. And only a few years before, they were earning six figures! So, you never know what the future holds! Doesn’t matter how much you plan things ahead… because this business moves so fast, is easy to be caught by surprise.

I think the most important thing is to stay humble, never think to have “made it”, and keep working on what you love. At least, this is what I’m planning to do in 2015 🙂

Happy New Year!