Category Archives: general

posts about general topics, even not related to computer games

Avoid “Burnout” as indie

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My cat Mirtillo doesn’t look very burnedout…

Wikipedia defines “burnout” as: Burnout is a type of psychological stress. Occupational burnout or job burnout is characterized by exhaustion, lack of enthusiasm and motivation, feelings of ineffectiveness, and also may have the dimension of frustration or cynicism, and as a result reduced efficacy within the workplace.

Now, I absolutely love my job. I wouldn’t be doing this if I didn’t love it. However, even indies can suffer from burnout problems.

When you work for yourself, without a boss, it’s easy to forget that you still need to take breaks and relax. And that not necessarily working more will bring better results.

I noticed this myself in the recent years. Personally, I think I’m very resistant to burnout, but it still happened. I think the main issue is that you are so absorbed in your work, in what you love, that you “forget” to take breaks. When you work in a office doing a job you hate, or even just don’t like it particularly, you’re eager to take breaks and holidays!

It’s not only the work itself though: also the “release stress”. Whenever you release a new game, there’s a lot of stress involved. How it will do? Is there any bug left? etc. Talking with other indies, it’s well known that the release day/week is one of the most stressing periods in the life of an indie. Then, there’s also the normal stress when things aren’t going well, sales are low, or you’re struggling with the development for whatever reason.

All this stress can lead to burnout as well.

Possible solutions

So, now that we know even indies can suffer from burnout, what are the solutions? First of all: take things easier. Luckily for us, we’re not doing “critical mission” software. A nuclear plant won’t blow up if there’s a bug in our code! We won’t go bankrupt (hopefully) if a few people don’t like our game. As long as enough people like it, will be fine. It’s OK for some (or many!) people to say that our game is bad. It’s not OK to insult you, but they’re going to do it anyway, so why worry or get angry? πŸ™‚

Another very important thing, not just for indies, but for any creative job, it’s to take “full breaks”. I mean, stop completely working, for a week or two (usually for me is never more than a week though).

Do other things: read, walk, bike, go out, watch movies, play other games, etc. Whatever you like to do, that is not related to your job.

It really helped me many times when I felt I had “no strength left”. It also helped me to regain “inspiration”. I suspect will be the same for artists/writers/designers/etc.

You might think that you “lose time”, when you take breaks. In some cases yes, but personally I found that in many cases it wasn’t lost time. Not at all! A lot of positive things happened: while playing other games, I got ideas on how to do some gameplay changes in my games. While watching movies/tv series, I got ideas for new games stories. And even when I didn’t get any “inspiration”, I was well rested and relaxed so when I resumed working I was going twice as fast as I would have if I didn’t take the break.

In conclusion

That’s why even if I’m at good point both with Heirs & Graces and PSCD DLC betas, once they’re done, I’ll take a short break before jumping back immediately to work on Queen Of Thieves RPG coding: I’m doing the new main plot scenes now, but that’s just basic scripting so really something easy compared to the RPG part.

Even if the “pressure” is high, even if a lot of people are eager to play it. I really need the break to do a better job later πŸ™‚

The wind of change

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Need to give credit to my wife for the nice photo above!

And now after writing this title, I have the good old Scorpions’ song stuck in my mind!

“Listening to the wind of change” or better listening to the critiques, to suggestions by other more experienced indie, and listening to my heart πŸ˜‰

Between this and last year I have learned a lot, and I’ve decided that (after the current “batch” of games is done) it’s time to change:

  • no more “insanely huge epic games”. I know, I know. Everyone would like very big, long games (even if honestly I haven’t finished yet some AAA titles because… they were too long!). Anyway, I’ve realized it’s not possible anymore, with the exception of a few titles like could be Loren 2 and Roger Steel (big RPGs) to make games too big. I’m talking from the story point of view. I want to have a good story, but also add more gameplay. When I talk with more successful indies doing the same kind of games, I’m often surprised to see that their wordcount is always not even half of my most recent titles!
  • story based on the gameplay, and not vice versa. When I will make more “hybrid games”, apart of course the usual VN/Dating sims/RPGs, I will first decide the gameplay and then craft the story around it, or at least design them at same time. This is even more important for “experimental games” like PSCD was. In that case it was a mess (because of first coder quitting) but in general for my own games it’s not wise to have a story written and then have to code the gameplay around it. The result can’t be good. So, first design the gameplay, and then have a story to complement it.
  • much clear separation of genres. One of the strong points of my games (based on what OTHER people say, so it’s not my opinion) has always been the mix with visual novel and other gameplay genres. Well, there will still be this. But if the two genres don’t work well together (like visual novel and card games) doesn’t make sense to mix them, better have two separate games. Or if I still want to have story and gameplay, the story cannot be 200k word long, 10+ romances, etc. It’s just not possible to do that in the current climate, to have a huge story AND good gameplay. I should price the games over $30, and that’s honestly not going to work anymore right now, so it’s not really my choice! So instead of that, a card game for $9.99 and a story-based game for $19.99 for example (just a simple example of what I mean).
  • less grinding, more fun. For the dating/raising sim, one of the major complaints of my past games was the grinding. I’m definitely going to address that. For the record, I don’t consider grinding using a scheduler like Roommates. More like the various activities in Nicole to reach the required stats. Love Bites should be a good example of a dating sim with stat raising but not grinding. For the RPGs instead, I’m going to leave it. Since many RPG players like to grind! πŸ˜‰
  • gameplay-only games. I had already announced this, and it’s also related to future card games. I’ll make more (not just card games, even other genres) games like this to be sold at cheaper price, since I think is good to have a bit of variety over the dating sims/RPGs/VNs.
  • shorter but full of branching story-games. As you know I want to make a CYOA/old gamebook style game in future, illustrated with pictures. Well, that one won’t be 100k words, but even if it’s only 50k words will have a lot of branching. After all Bionic Heart has one of the highest review rating on Steam of all my games, and it’s just a little more than 50k words! Of course, I won’t write the games myself, only the storyboards.

OK I think I’ve explained enough! For many games that will be out (even next year) the things above won’t apply since I started them time ago, so they will still have maybe some grinding or be really “too big” (but of course since the text has been already written, it’s not like I’ll cut it down!).

But in future, doing the things above, I should be able to release games more regularly, and some of them cheaper than usual (which in the current climate seems very important) and even if the word count might be lower, the overall fun (and critic/players reception) will probably be higher. At least that’s what I hope, we’ll see!

For those wondering about the progress on games, I made a sort of estimate release schedule in my forums, which I copy paste here:

END OF MARCH
– launch C14 Dating on my site “soft release”. Probably on Steam towards end of April or early May
– finish all the QoT romance coding (not much left)

APRIL
– Forsaken and artist should finish the last scenes/CG for QoT
– I will take a look on Heirs & Graces and probably code the gameplay and start the beta maybe (though could be delayed to May)
– decide what to do with Undead Lily gameplay, possibly a RPG. Make a detailed storyboard this time :)
– probably do the PSCD extra romances free add-on (though could slip into May)

MAY
– Heirs & Graces beta
– Queen Of Thieves beta

JUNE
– hopefully release of both Heirs & Graces and Queen Of Thieves, but this last one could be delayed to July

JULY-AUGUST
– it’s likely that will be too hot to work as usual, plus I might want to take a break considering the insane amount of releases this year! I might do a few prototypes for new games though

SEPTEMBER
– Love Bites beta (though it’s just too early to say it now)

That’s all for now! Happy Easter by the way πŸ™‚

Trying “something different”

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Love Bites character introduction will continue in next weeks, don’t worry πŸ™‚ Today instead I wanted to talk about the current status and my future plans.

But first a short announcement! C14 Dating is now officially in beta! Which means you can preorder the game and play immediately using the beta link on my forums. Check the official page now: http://winterwolves.com/c14dating.htm
If all goes well the game should be out of beta at end of the month or early April πŸ™‚

All is well!

First of all, despite what I’m going to say I want to reassure everyone that all is well for me, despite the lack of releases last year, and the delays I had. I have now found a good group of people to work with, and unless some of them quit, I think I should be able to keep producing my current kind of games for years to come (as long as people keep buying them! :D).

However, I feel the need to try doing “something different”. As I posted in forums a few days ago, I will still keep doing my usual visual novel/dating sim/RPGs. That will neverΒ  change. But a bit for my “indie growth” and also to have games that I can develop more independently, I will TRY (since I am quite rusty and not sure what I’ll actually manage to do) to make different games.

So it will be like: I’ll release my usual 2-3 games a year (this year might be more, but it’s really a rare occasion and not sure when this will happen again!) and maybe 1 “different game” every 2 years or so.

I will always keep as priority my current game types, but in the past often I had some “dead periods”, where every writer/artist/musician had a task to finish, and my job was simply to manage everything, since I couldn’t go on with the game(s) until I had the new assets (art, writing, etc).

Before, I used to start new games since I don’t like staying idle (I love doing games but in general as a person I really hate doing nothing, I must always keep myself busy!). The problem is that in the past year I found this has several downsides:

  • first of all, it adds yet another game to manage, with the usual problems
  • it also adds more expenses! art, music, writing
  • can slow me down MORE, if all people start sending me art/writing/music to check at same time! (it’s also very stressful)

As you can imagine, it’s not like adding a new game in progress brings me more revenues, until it’s done. In the immediate, brings only more work and management. So uh, yeah, you cannot start new games continuously as a solution to fix the “wait problem”! Because then if you do that a lot, it can happen like now, when I am overwhelmed by people sending me stuff all at once and (rightfully) asking to be paid for their work πŸ˜€

What is the solution then?

That’s the question that I’ve been asking myself in the past weeks. And I think, at least I want to try, that the solution might be to have a game in which writing is not needed, or the scope must not be “Epic RPG with 150 different battles, over 112 unique enemies, 90+ skills, random item generator, improvedAI, isometric map” (yes, I’m talking about you, SOTW!).

Now you might be wondering: “weren’t you burned by the coding? didn’t you said you wanted to make simpler games?”. Indeed, I am. I believe (I could be wrong of course, but I think not) that the main problem of games like SOTW was that there was just too much work, too many skills, battles, custom conditions, etc. and all of this, on top of the story part!

I believe that it should be possible to pick different game types and plan cleverly the design, to actually have to do less work. I have already some vague ideas, which of course will need to be developed and tested more.

It might be a different game style, or an art style. Rogue lite/like (however you want to call it!), strategy/wargames, pokemon-battles style, life sim, match3/RPG combo etc but even pixel art games (I’m not trying 3D, too hard for me). I’m leaning towards games without a story, but even a pixel-art adventure: it would still have much less text than a visual novel for sure! πŸ™‚

The main advantage is that I need to commission only the game art/music, and then I could code those games in full autonomy without need to wait for text, or if it’s still a story based game, the reduced length wouldn’t make me wait for months to get the writing done (and it’s not a problem of slow writers, to write a good story simply takes time).

The big disadvantage of course is that my current public is probably not interested much in games without romance/story, so promoting it would probably happen mainly on Steam.

Anyway I want to make a few attempts and see how it goes. After all, I wouldn’t have made Planet Stronghold and then Loren if I never tried to make something new, besides my usual VN/Dating sims!

In summary: nothing changes vs now, I’ll still do the current game types, but will stop starting new games continuously whenever I have a moment of “free time”, and work on those “other games” instead, hoping that they’ll bring some extra revenue on the side (instead of adding another project to manage and to pay writer, artists, etc).

A different writing style

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Rei looks older in black & white, doesn’t he? πŸ˜€

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! πŸ˜‰

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 πŸ™‚
  • 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… πŸ™‚

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!

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In the photo above, my cat Grillo under a small Christmas tree πŸ™‚

Haha the post title sounds a little scary, doesn’t it? πŸ˜€

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 πŸ˜‰ 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 πŸ˜€ 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!