Category Archives: general

posts about general topics, even not related to computer games

The pixel art nostalgia

I grew up playing pixel art games. Some of the best games, first on C64, then Amiga, and lastly PC (but the first 3d or pseudo-3d games like Doom were already showing).

I really like that style, and it’s a pity that nowadays you can see pixel art only on the small devices like iPhone, Nintendo DS or cellular phones. So, I am thinking to use pixel art for one of my upcoming games! 😀 I know that this might sounds crazy in an era of 3d accelerated cards, shaders, and so on, but I think a good pixel art graphic has something really artistic that you can’t get even with the best 3d real-time art you see in most games nowadays!

Besides, I also think pixel art is very good for cute/girly games, and since one of my upcoming games is definitely made for girls (but also men will be able to play it, fear not) I really want to try. Of course, I won’t feature full 800×600 screens made in pixel art, but for example a tilemap (similar to those you see in all the games made with RPGMaker XP) or perhaps a central part of the screen where the action take place, and all around my usual window/boxes with statistics and hints/tooltips.

I don’t want to announce anything yet, not unless I have implemented some screens with the new art style, but if everything goes well maybe in a month will make a new post with a surprise, a sort of a sequel (even if it will play differently) of one of my most successful games…

The Year Of The Tiger

I just discovered a fun thing. One of my best collaborator, Ayu Sakata (Flower Shop’s writer, voice actress / proofreader in Bionic Heart, Heileen 2 and more) and I are both of The Tiger in the Chinese Horoscope. This means that this is our year! 😀
It surely started well with The Flower Shop who is getting a positive response and nice reviews everywhere.

Now she is working on editing what should be my next game (unless I manage to finish Vera Blanc first but I doubt it). It’s a manga visual novel / strip poker game called Card Sweethearts. I started this project last year, asking Ren’Py main programmer Tom to create a poker engine out of his card game system for Ren’Py.
The poker is the classic Texas Hold’em, and will become a classic strip poker (featuring only tasteful images though) when you challenge one of the four girl depicted in the title screen image below:

I absolutely like how Ayu is reworking the original game texts (written by another collaborator of mine who had to quit). Just read at Tobias description of Miko, one of the four girl you can pursue in the game and my personal favourite:
“You mean Rocco? That old guy ain’t much, but his woman Miko. Now she’s a fine piece of work. Hottest thing out of the orient since they invented gunpowder.”

Now that’s what I call really top writing! 😀

Below a in-game screen featuring the poker part. That is really fun, and is cool how it integrates with the story itself. The game will also feature a scheduler like my other dating sims where you’ll be able to decide what to do with your week.

So basically I have in production (or planned) the following games for this year:

  • Cardsweethearts – a visual novel / poker game mix
  • Vera Blanc 1 – an american comic-styled mystery game with several minigames in it (more on this soon)
  • Planet Stronghold – probably my biggest project to date, a sci-fi RPG featuring a battlesystem, many varied enemies, an inventory for each character, a training system, a map system, different weapons/armors types, with a romance/VN background and several possible outcomes!
  • a still unnamed horror/mystery game set in victorian times that most likely will be illustrated by Zyephen (the same artist of Planet Stronghold characters / enemies)
  • a sequel of Flower Shop with a brand new game (not farming sim) seen from “the girls side”
  • an hex-grid turnbased fantasy wargame similar to the good old SSI titles

It’s going to be a very busy year as you can see!

Follow the leader: about characters in a party RPG

As some of you might know, recently I fell in love with Bioware’s latest title, Dragon Age.

Of course there are MANY reasons to love that game: but as game designer, the most interesting new feature (never seen before in a RPG game as far as I know) is the party management / relationship between the main characters and his/her companions.

Beside the possible romance outcomes, which are very nice, I also liked in particular the skill bonus that each NPC can get if you have a good relationship with him/her. I definitely want to do the same in my game Planet Stronghold. Beside raising the skills the “normal” way (through Training or winning battles / earning XPs) I also want to have a relationship value with each of them, and that value will give bonuses to combat. Of course also a negative value will give a negative bonus to combat.

Another very interesting feature is that the NPC actually interacts during the exploration dialogues. Evil / selfish characters will be annoyed if you try to help too much everyone you meet, while generous / brave characters will be pissed if you do evil action or if you refuse to help the weaks. This will require a bit more planning during the dialogues to check for all the possible companions present in that point, but will definitely add much more atmosphere and realism to the game.

I always liked the idea of your party NPC being not simple soldiers that will follow the leader blindly, but real characters with their own morals / thoughts that will change their opinion on you based on your actions.

Planet Stronghold: How Psionic Powers work

Today I’ve experimented with the Psionic Powers balancing. I raised one of my chars to level 25 (the highest currently attainable in the game) and checked how powerful the stats would be. This way once I know the maximum power of that power, I can simply scale down the effects level by level until level 1 (of course the power need still to be somehow effective even at lower level otherwise would be useless).

Psionic Powers in my game are the equivalent of the Spells in a classic fantasy RPG game. Since I wanted to keep the interface simple, I don’t have 50 “different” spells like in most games. Instead each Power has a value that represent the character knowledge of that specific power, going from 0 to 99 (even if at start of game each Power has a random value from 5-10).

Each Power also requires Psionic Points (which from now I’ll abbreviate into PP) to be used – sort of the Mana points in fantasy game. The difference though, is that rather than having “Heal Light Wounds” and then “Heal Medium Wounds”, “Heal Severe Wounds”, “Heal Critical Wounds”, in my game there is a different (more casual) approach: each Power has a basic “casting” value, but you can spend more Psionic Points to increase its effectiveness. The base effectiveness is influenced by the character level and the knowledge of that specific power.

A few examples with some non-definitive value:

Level 1 Psionic character wants to use the Harm Power. He can use it spending the base PP value of 5 and deal 5 damage.
Level 10 Psionic character wants to use the Harm Power. He can use it spending the base PP value of 5 and deal 25 damage (the bigger damage is because the character is higher level and has more knowledge of that specific Power).
Level 1 Psionic character wants to use the Harm Power. He can use it spending a PP value of 15 (base + 10 PP) and deal 5×3=15 damage.

So as you can see, a level 1 character can deal almost the same amount as the level 10 if he spends x 3 of PP. Of course, at level 1, if you use 15 PP you’re left with almost no PP, while at level 10 you still have a good reserve of them 🙂

I think this system will still allow a good flexivity, but without filling the character “grimoire” with 50 powers that basically does the same thing, just in different proportions!

Forums gone and Autoleveling enemies

First a quick news: after thinking about it for several weeks, I finally decided to shut down my forums. As you can see, the blog now takes the place of the forums. So the correct URL for the blog is: http://www.winterwolves.net.
I’ve decided to replace the forums with my blog because:

  • the forums were almost empty anyway
  • the amount of spamming, despite I had tried every possible measure was insane (people spamming manually the forums – nothing you can do about that)
  • I’ve decided that I have better things to do with my time, like making new games 😀
  • people can comment and have direct contact with me with the blog anyway


update: I reinstalled my forums. Too many sites where linking to specific threads, like the walkthrough ones. So I decided to keep them, but will make them invite only. For direct discussion, better use the blog 🙂

Ok, now about the interesting stuff: I’ve been thinking to use autoleveling enemies in my upcoming RPG game Planet Stronghold. But what are exactly autoleveling enemies?
You know in RPGs, you usually start at level 1. You encounter the first enemies, and they’re usually challenging. But once you raise your level, once you’re level 10, if you get back to those level 1 enemies, they should be a piece of cake.

In my game, I’m planning to do like this: the enemies will mantain their original challenge rating even if your character/party levels up. An enemy that was tough at level 1, would still be a good challenge at level 10 (not as tough, but not totally harmless either).
Why I am thinking to adopt this system? Easy, because this way I can provide a constant challenge to the player. There’s nothing worse than having a random encounter and say “oh no, again those stupid easy enemies that will be killed with 1 hit.”
I am still thinking if to allow the player to choose between auto-leveling on/off in options for example, and I plan to use a global difficulty level for the game, so those who don’t like challenging fights don’t need to worry.