Category Archives: general

posts about general topics, even not related to computer games

A typical day of my indie life

First of all PSA: Amber’s beta demo should be finished very soon. Not sure if today or in the weekend, but look at my twitter/forums for an announcement πŸ™‚ As always, it turned out to be a much much bigger/complex game than I thought!

And now, I’ll talk about a typical day in my indie life!

Some people, even fellow devs, wondered what a day of my indie life looks like. Knowing how many projects I do at same time, people are probably curious about how I do it.

Spoiler: to be honest, I don’t know how I do it either!!! πŸ˜› Many days I do things in different order of course, and some days I take a half-day break or even a full day off if I’m particularly tired (like after a big game release or something). Anyways, here’s what a typical day looks like:

7.30-8.00 – it’s when I usually wake up. The first thing I do in the morning is turn on the computer and check the emails. Unless there’s an urgent email, I just read them but don’t reply and instead go downstairs to have breakfast.

8.30 – 12.00 – During the morning it’s where I do most of my work. I am really much more productive in the morning! I usually reply to all the emails first, and then depends on what is the current situation. If I’m working on a game, like doing some coding job or beta testing, then coding/fixing bugs takes the precedence over anything else.
If I’m not currently coding a game instead, I could be writing a storyboard for a new game or doing some game design (ie. new RPG ruleset, gameplay ideas, etc).
In summary I keep all theΒ  coding or creative tasks for the morning, because it’s the moment of the day where I’m more productive and also more “fresh” (not sleepy or tired).

12.30 – 14.30 – After lunch, I usually take a break. Some days I could do trips outside (when weather is good). Even when the weather is not particularly good, as long as it’s not raining, I take 20-30minutes of walk outside in my garden (luckily big enough so that I don’t seem a fool going around in a small circle! :D).

14.30 – 18.00 – This is my “afternoon working time”. Here I usually try to do tasks that I still need to do, but that doesn’t require particular attention/concentration. Of course, as I said in the beginning, I also did coding in that period many times. During SOTW beta I was coding almost every day even during these hours. But it’s not something I’d like to do again! πŸ™‚
So usually I do stuff like: answering emails of artists, musicians or writers asking for feedback or suggesting examples/stuff to work on next. For musics I browse youtube videos as references. For art, I google images around (many artists aren’t native English speaker, so a photo/image reference works better than trying to describe the situation!). For writers, I sometimes send them random ideas/feedback on what they showed me.
This is also when I usually read stuff. There are some periods where I get even 20-25,000 words to read in a day (having so many projects at same time…). And as you can imagine takes some time for me to read them all! After reading them I send my feedback (usually positive) to the writers or in some cases I ask for some changes. Same thing for art and music, though at least those take much less time! For art, it’s obvious if a sketch is not good, and for music I listen to the track in a loop several times before giving the feedback to the artist.
Other tasks involve: updating my website, preparing banners for Steam, fixing some small art mistakes (like a wrongly colored outfit or something that’s easier to fix myself than ask the artist), and of course scripting the games, which takes some time even if luckily it’s not a complex task.
During those hours, when I’m particularly tired, I also play games and watch movies/tv series. I know it sounds like an excuse but that’s still “work”!
I took many ideas for my games from those activities. For RPGs, I took inspiration by playing other titles. SOTW isomap was made after playing some Spiderweb RPGs. Loren and Planet Stronghold were clearly inspired by Bioware’s Dragon Age and Mass Effect series. Amber’s crafting is based both on Atelier series and Guild Wars 2. And so on πŸ™‚
Even tv series give me a lot of ideas for the stories of my games. Like some years ago “ah interesting so this character was her boyfriend, but now he lost his memory?” bam, Always Remember Me plot started forming in my mind!

19.00 – 22.00 – After dinner, I might still do some activities if it’s a particularly intense period. Still, no coding (unless it’s really an emergency, like a new Steam release with a crashing bug!). I was doing coding in the past, but at these late hours, I found I was having a very hard time to sleep afterwards. So I would end waking up the next day very tired and less productive in the morning. Because of this I stopped doing very “brain-intensive” tasks at those hours. I could say that 21 PM it’s when I stop completely working, but it’s a lie since sometimes because of timezones, I get emails at 22-23 PM from my collaborators and usually I can’t resist replying to them if they have any questions πŸ™‚

As you can see, in practice I could say I work 12hours every day. Oh yes I forgot: this is Monday to … Sunday πŸ™‚ I work every day like this. There are no weekends or holidays for me. Even if as I said, sometimes I take a day or two off to recharge batteries, because overworking yourself it’s never a good idea! But my friends doing regular jobs think I’m crazy for not taking even a single week of holidays. Who knows maybe in a distant future I will, but for now… that’s it.

You could say that in the afternoon besides doing some “monkey tasks”, I also gather ideas, inspiration for new games. And in the morning I put to practice all those ideas/rules/designs, working hard to keep releasing at least 2 games every year, which is quite an achievement for today’s standards πŸ™‚

I hope someone will find this post interesting. Of course it’s just how I do it, but there isn’t “a single way to do it properly”. However I think having a sort of fixed schedule really helps to stay productive in the long run and taking regular breaks helps to not get burned out too fast.

Future games plans!

Haha, it’s going to be a long post! My apologies in advance πŸ™‚

I ran out of “characters introduction posts” (at least for the upcoming games), and I wanted to explain what will happen in future regarding both the games and also how I’ll interact publicly. For those who want the short version:

  1. I’ll still make RPGs, but maybe one every 2 or 3 years. Not one every year!
  2. I’m going to offer optional sexy stuff in most of the future games
  3. From now on, I’ll talk about a new game in public only when it’s almost ready

And now for the long version, keep reading!

A RPG a Year… it’s too much

That’s the conclusion I came to recently. After last year, which was very productive, I was really drained out. I’ve rarely felt like that before (only when SOTW was finished! lol). Anyway the thing is, I cannot make a RPG every year. It’s too much, also considering I release other games meanwhile. If I was like Spiderweb, doing RPGs only, then maybe I could do one every 12/18 months. But right now, in my situation, that wouldn’t be possible. It would be hard for me to survive as indie with just one game a year.

Besides, money apart, even if you love something (and I really like to make RPGs) if you push it too hard, it becomes boring. And I want to avoid that, I want to work also on something different. That’s why I did Amber crafting system, the shop builder minigame, etc. As a developer / creative person, I cannot force myself to do only a specific kind of game, as much as I like it.

In summary, since I think to make a decent RPG (not even good, just decent) you need at least 4-5 months for the game design only, as you can imagine it’s hard to make one a year. It’s hard already one every two years to be honest πŸ˜›

Right now, I have planned the following RPGs: Loren 2 (which is even split in two parts!), Planet Stronghold 2, Roger Steel, Undead Lily & Cursed Lands. Even if by miracle I did one a year, it would take me 5 years to release them all (and that’s in a super-very-optimist case lol).

So I am thinking maybe to change some of those (maybe UL or RS) to be different, simplified. I haven’t made my mind yet though. The thing is that people can’t expect RPGs which are: long, with male/female protagonists, many romances, multiple branching, a good combat system, inventory, skills system AND expect that I make one a year/every 18 months. I would probably need to clone myself to accomplish this πŸ˜€

That said, I will of course stillΒ  make RPGs until I can, because I like doing them. It’s only that I realized I cannot afford to do them so often for my own physical/mental health!

Hot stuff!

We can all agree that one of the most common compliment people pay me, is that I listen to people, customers, fans. Of course, not just a small minority. But in general, if a good amount of people ask me a specific thing, and it’s something I can do (not like “hey you should make a full 3D MMORPG”) I try to do it.

I don’t know if it’s because of the hentai games invasion on Steam or something else, but I’ve been getting a lot of request to have more sexy stuff in my games. I want to reassure people who don’t like that kind of content: unless explicitly mentioned both in the game page and description, all the future games will still work like Loren: with completely optional “suggestive content”. And of course, I’ll still make some games like C14 Dating and similar, more on the cute/fluffy side of things. So don’t worry πŸ™‚

The only thing that will change is that the “suggestive content” option which is already present in some games, will be… more suggestive! lol. Imagine for example games like SOTW, Planet Stronghold or PSCD which already had a suggestive option on/off, with an even hotter “suggestive CGs”. That’s it!

Since it’s a simple change for me to do, and it’s optional, I thought was worth doing to make (or at least try to make) everyone happy, as usual.

No pressure!

I recently noticed that announcing a game “too early” it’s not a good thing anymore. Of course on my Patreon I’ll still keep posting preview stuff on the thing I’m working on at the moment, but in public I am not going to announce a new game anymore until it’s basically done. Like if all the story is written and only needs to be scripted (usually 2-3 months of work max) or similar.

Of course for the already announced games this doesn’t matter.

Why? First of all, for the pressure. Really, I know that most people ask “when game XZY will be out?” because they are eager to play it, but it still has some sort of “psychological pressure”, if not on me in particular, on the writers maybe. Also, I think it’s going to damage my reputation, if happens like… <the cursed game> or even other games like PS2, Undead Lily, etc.

If I never talked about those in public too early (like 99% of other indies do, by the way) nobody could know they’re “late” by several years.

This business is really unpredictable. As I said many times in the past, now I have a good group of external collaborators, but sadly anything can happen. Even someone that’s good at his/her job, could have an accident, get hired by some big company, etc in short for any reason that person could need months of break, couldn’t work as fast as before, or not at all.

So of course this doesn’t mean I’ll make less games, I’ll still work like now. Only that instead of announcing a game as soon as it starts (like I did for many games in the past) I’ll talk about it when I’m basically 99% sure that it will be out in the next months. Isn’t it better even for you, the players? πŸ˜‰

I really think so.

Amber’s Magic Shop: Introducing Lynn

intro_lynnTime to resume with Amber’s characters introductions. Now it’s the turn of Lynn: a serious contender for “most cute character in a game”! πŸ™‚

One of the many Elves that makes up a sizeable proportion of the population of Icesilia, Lynn spent most of her life away from Grandtree and her extended family.

Her mother took her north east during the Third Demon War and settled alongside many refugees from that conflict. She grew up in the premier herbalist establishment in Icesilia and that has afforded her a fairly comfortable life. Her mother is an ambitious woman who believes that every generation should be more successful than the last.

To aid her daughter in accomplishing this, she has raised her to be what would be regarded as the perfect bride for the noble Elves in the city. Lynn, on the other hand, just wants to follow in her mother’s footsteps and be an herbalist like them.

As an adult, Lynn is torn between running the shop now that her mother has retired and the arranged marriage she has with an older noble in the city. She is not necessarily against the marriage but she wants to be sure the person she marries loves her as much as she loves them.

Lynn is a kind person who tries her best not to judge others. She quickly becomes Amber’s best friend and frequently confides in her. Despite having no memories of Grandtree, she is very interested in her roots and dives into Elvish tradition when she has the chance between all of her other responsibilities.

Despite this interest, she does not hold to the traditional discrimination against Dark Elves and frequently defends Amber’s right to live in the city against those who seek to drive her away.

This is the last character intro, regarding the love interests. But I still have a couple more introductions for secondary characters! They will appear on the next blog posts!

Queen Of Thieves on Steam

At last, even Queen Of Thieves is available on Steam. You can get it at this page:
http://store.steampowered.com/app/524200

as usual those who purchased directly can redeem a free Steam key here:
http://www.bestanimegames.com/steam/

If you liked the game, remember to leave a review on the store page since they might help others to enjoy the game as well πŸ™‚

The 2017 plan!

The character selection screen at beginning of Undead Lily game (work in progress)

As already said in other places (forums/social networks) this year I am not aiming at releasing 5 games again! πŸ™‚ However, if that happens, of course I wouldn’t mind.

The thing is, that of the upcoming games, many are RPGs. And as you know, those kind of games need a lot of time to be properly designed, coded, balanced, etc. There are also a couple of “simpler games” in the works (luckily!), one of them is Love Bites and the other is <CURSED GAME> (to not be confused with “Cursed Lands” which is another RPG!).

There are a couple more games in the works but I’ve decided to never announce or show anything about a game publicly again, until it’s almost done (just a few months left).

So depending how things go, this year you could see some sudden releases of unannounced games. I am not sure it will happen since many are still behind, but who knows!

Talking only of the currently known games in progress, I would estimate this (I’m only talking about beta versions, not final releases):

  • First Quarter: Amber’s Magic Shop. Writing is done, art is done, all is left is scripting and coding. The crafting works, I’ve added over 250 recipes, but still all the remaining simulation part needs some tweaks. I also am doing the shop-builder minigame, which wasn’t planned but seems such a good idea that I think it will be worth the wait.
  • Second Quarter: Love Bites. The art is mostly done (we might commission a few extra artwork), the writing is at good point, the gameplay will be classic dating sim plus VN mode as usual.

Obviously it could happen that Love Bites is finished sooner than Amber. I’ll give the priority to the game mostly advanced. Anyway, both those two games should be out in the first part of the year. But what about the second part of the year?

Things get a bit more complex. Beside obviously finally releasing the <CURSED GAME>, I would like to work on both Planet Stronghold 2 and Undead Lily but of course not release both! (it would be slightly madness haha)

Also, PS2 will be written by Love Bites’ writer, and I imagine that she’ll want a break after finishing Love Bites πŸ™‚ So I think Undead Lily it’s more likely to be out first. Also remember that for RPGs, I need to spend weeks if not months for the gameplay design and testing, it’s much harder to give an estimate. With a dating sim, once writing, music and art is done, you’ve basically everything and it’s easy to say when it will be out. For RPGs… no.

Another important factor, as you might know since I often talk about it, is the “burn-out”. I definitely don’t want to risk being burned out. Last year I released a card game (PSCD), 3 dating sims and a RPG (Queen Of Thieves). Most of PSCD work and a good amount of QoT RPG design/coding was already done in 2015, otherwise would have been impossible to make so many games in a single year.

This is also why I’ve decided to switch from “full RPG” (like Loren/SOTW) to… something easier to do.

The “select companion” screen has some sort of fighting game vibe and I like it πŸ™‚

And it’s not because it’s less work, but because redoing another RPG design (classes, skills, etc) shortly after finishing QoT was really bad for my morale/motivation haha! Doing something new/fresh will be interesting for me, and hopefully will be also fun to play.

That’s all I can say for now. As time goes on, I’ll make more updates about what’s going to happen when I’m more sure πŸ™‚ Happy New Year!

Never Forget Me beta + Future romance games

luis

First of all Public Service Announcement: my upcoming otome game “Never Forget Me” is now in beta. The only thing missing is the official game main menu and the theme song. Everything else is there and should be working!

For more info, check the forums: http://www.winterwolves.net/viewtopic.php?f=29&t=3937

Expected final release should be end of month or November at the latest, depending how testing goes (however being a visual novel/dating sim, most of the mistakes could be typos or other minor stuff!).

And now I wanted to talk about a topic I find interesting to me:

Romance in future games

After Heirs & Graces release on Steam, there was an interesting discussion in the community forums. To be honest, I expected a much worse reaction, considering the game topic (yaoi/gay only dating sim). I just deleted a couple of obvious stupid threads but not much.

Anyway, here’s what I’m going to do in future games, regarding the romances.

Finding an audience

The most important thing for an indie dev, is finding the audience, the niche. Either you try to make a game in a popular genre (platformer?) but in that case you have to compete against many top indies (and the chances of succeeding are small) or you can try to cater to a smaller but loyal audience. That’s what I’ve always tried to do.

The question is: there’s a gay/yaoi audience on Steam? probably, but it’s very small. It’s not just Steam though: I sell the games directly, but also on mobile. The result though, is thatΒ  Heirs & Graces did much worse than, for example, C14 Dating, on all platforms.

So if I had to make games for an audience, I would stop making BxB games completely. BUT! There’s a big but πŸ™‚ What is my goal? I think everyone should ask themselves what is their goal in life. I did it when I went indie. Originally, I wanted to make simulations and RPGs. Recently, I still want to make RPGs but also make experiments and story-based games. And regarding the stories, my goal is:

“I want as much people as possible to read my stories”

Yes, as simple as it is, that is my goal. Not because I’m arrogant and I think my stories (and those of my writers) are good or better than anyone else (they’re good though!). But simply because I want everyone to read them.

Now in the case of Heirs & Graces, I think it has one of the most beautiful stories of all my games. The father/son relationship, the fun and sad moments, etc. Not just my opinion, but basically of everyone who played the game. And here’s the problem: many people didn’t play the game because is yaoi only. And they missed a great story. This is bad, but honestly I knew it, it was inevitable, as much as some people wouldn’t play a yuri only game, etc.

What is the solution then? Well, the most obvious solution is to make games in which you can play as male/female, and have all kind of romances! On the other hand, doing such games takes a lot more time, as you can imagine. Also, usually you can’t offer 8+ romances (since you need to write them from the male/female point of view! it’s a LOT of work) and then you have complaints like with SOTW, in which people say that the game could have been better than Loren, but because of the few romances, it isn’t πŸ™

Are they to blame either? No. I can understand that as male straight player, perhaps Krimm is not my kind of romance. Or as female player, I could find Jariel just too “nice” (the DLC changes things quite a lot though!). There’s no one to blame, really.

Finding a compromise

So as author I need to ask myself what is the best thing to do. As you can imagine it’s not like I can do all games with male/female main character AND 4+ romances each gender. Then we have situations like Loren 2, Roger Steel or Undead Lily where the game isn’t ready yet after 3+ years! Doh, insanely huge games takes a lot more time to make! Who would have guessed! haha

However, I think perhaps the best way is to try, whenever possible, to have a male/female main character and at least 2 romances for each gender. Sure, there won’t be as many romances as if the game was otome or yaoi or yuri only, but at least this way there are moreΒ  chances that everyone can read my stories. My main goal.

If someone thinks that having maybe only 2 romanceable characters/combos is too few for a full price game, well they can always wait and buy the game discounted later. But at least they will read the story, as long as there’s at least one romance they’re interested in πŸ™‚

Of course, I have a lot of games I started years ago (some even in 2011… ahem) so for those, they could still be yuri only, no straight male romance, etc. Nothing can be done about this, except finish them as they were originally planned.

But for future games, especially bigger ones, that’s what I’ll try to do πŸ™‚