Category Archives: general

posts about general topics, even not related to computer games

Thank you

IMG_3281
A nice picture I managed to catch with my camera while taking a walk outdoor!

I’m writing this post on Thanksgiving day. Here in Europe is not a big festivity like in USA, though I really like the idea of it. Being thankful for something, thanking someone, is a good thing to do.

So here I am, thanking you! 🙂

Yes because if I’m still indie after all those years, is mainly thanks to you. My entire life (and those of my wife/pets!) would be very different without your great support, doesn’t matter how big or small.

But I’m going to thank you not just by words! 😉

I’m doing a special promo sale, with all my games 50% off until the 2nd December!
(except Seasons Of The Wolf obviously, since was just released).

You don’t need to enter any code, the discount is automatic for the whole duration of the sale. As always, by buying direct you help me (I get a bigger cut than with portals) and also you get the games DRM-Free + Steam key anyway.

Short status update

I’m making good progress with the various games in the works, but as always I have no idea when they’ll be out.

I often get people asking me: “when game XYZ will be out?” 🙂 It’s cool since shows that people are waiting for my games, but always remember: as soon as I am confident that I can start * at least the beta testing * in a specific date, I’ll be the first to officially announce it in the blog or the various social networks. So if I don’t say anything, means that I don’t know myself!

When several people are involved in developing a game (like all my games do now), is normal to have delays and to be unable to know when everyone will finish his/her tasks.

Anyways, if I had to make a guess, I’d say that 2015 might be “the year of yuri”, since beside Nicole yuri, I also have another yuri-only dating sim in the works (the infamous “Summer In Trigue” which I’ll officially announce later) and all the other games that could be out include female love interests playing as female main character.

This is another way to thank all the yuri fans who followed me through the past years 😉

Summer Sale, and keeping track of my time

merrow
This is Merrow, a character NPC you’ll meet in the 3rd Act of Seasons Of The Wolf

First of all, in case you didn’t know yet, the Summer Sale has started! All my games on my own site are discounted by 50%. No need to enter any coupon code, the discount is automatic. On the site the full price are still displayed but when you add the products to the cart you’ll see the discount 🙂

Visit www.winterwolves.com now!

Tracking time

I don’t use any time-tracking softwares, but yesterday was working on Steam’s Nicole build, and started to think how much time I spent so far this year on this and other tasks. Everything is approximate but should give you an idea:

  • writing blog posts like this one: usually I write them in advance since I don’t like to rush things (even blog posts!) and I’ve never missed a Friday post since a long time 🙂 Sometimes posts are done fast, like this one (about 1,5 hour spent on it) while other times I need to think more. I’d say on average 2h each blog, so let’s say 25 weeks x 2h = 50h or 2 days
  • adding a game to Steam: this varies greatly too, some games like the RPGs with many achievements and cards took me 1-2 weeks, including testing, fixing bugs, preparing assets and so on. Also the first times I was more inexperienced and spent more time to figure out everything. Let’s say on average 1 week each x 10 games (last 2 will be live next month) = 10 weeks
  • managing people: this year was rather bad, since had to replace several writers, deal with delays, etc. Probably the worst since I’ve been indie 😀 Anyway, those things eat up time like crazy, because you need to explain everything again to the new people, and maybe previous ones wrote some stuff that you had to read, etc. I also need to check other aspects of the games like art & music, because even if rarely there are problems (small stuff, but finding out late that you are missing a certain asset is bad, so you need to be careful). Then there’s giving feedback to people, email exchange, etc etc.
    Considering that I’m always working on at least 5-6 projects at same time, I’d say that I spend minimum 14h a week on this. 25 weeks x 14h = 350h or 14 days / 2 weeks
  • support: unfortunately I need to do support 🙂 I get several emails every day, most of them are quick, others take more time. I’d say in total I spend 1h a week on this, so 25 weeks x 1h = 25h or 1 day
  • forums: I read forums and answer people when I can. This could fall under support, but in some cases I discuss my design choices or talk with people to get new ideas and learn what they want. Probably I spend too much time there, even if recently I am reducing the amount and length of my posts 😉 Because even when I don’t write, I check new posts and read them (they’re talking about my games!). Same thing for Steam and other sites / communities. I’d say I spend 1h a day on this on average, so 25 weeks x 7h = 175h or 7 days / 1 week
  • various marketing activities: sending newsletter (I need to make a web page every time), facebook, twitter, buying some banner ads, etc. Even in this case I spend for sure 1h/day, I still think is worth it because while the results aren’t quick, helps build up my “brand” or at least make people aware of my games. Again, is 25 weeks x 7h = 175h or 7 days / 1 week

So what is the total? Let’s see: 14 weeks and 3 days!  and since we’re about halfway in the 2014, 26 weeks passed (a year is made of 52 weeks). It means that I was able to actually work on the games only for about 11-12 weeks this year! :O

And yet I still managed to release 1 game (Roommates) and finish a beta of a RPG (SOTW) ? I think I’m working too much, really! 😉

Of course, some things like Steam were totally unexpected: thankfully (or not?) I’ve ran out of games to be approved, so is not like every year I’ll have to make so many Steam builds! But for example, I didn’t take into account also the time to make the mobile builds, since that thing is really hard to quantify, but still are precious hours that I can’t use to making new games.

Now you understand why is taking so long for me to finish SOTW? beside the fact that what was initially supposed to be a small game turned out to be a big game! 😉

I don’t want to lie, I will probably take a short break once SOTW is done, since jokes apart I’ve really been working too much lately, so need to enjoy life a bit too. But stay assured that every game I announced (like Undead Lily, or Queen Of Thieves) will be finished, sooner or later 🙂

Attempting something different

First of all, the first Heileen game is now out on Steam for only $5.99. Go get it now:
http://store.steampowered.com/app/302950/

Existing customers can redeem a Steam key as always on this site:
http://www.bestanimegames.com/steam/

Something different

One of the best advices I could give to new indies that are just starting would be: try to do something different. I generally don’t innovate too much myself, but only because I have already an established following and in general I prefer to improve my games step by step. Innovating can lead to successes but also flops, and having already spent months/years in the past trying to experiment new ideas without success I’m always very prudent 🙂

Anyway, I’ve been thinking a lot recently, and while of course story-based games will always remain my main focus, I was thinking also about doing other non-story based games, or games where the story has a secondary importance.

This has nothing to do with the difficulties I’ve been having recently managing writers, but more about myself and my personal/professional growth. I want to try something different 🙂

No real plans yet, but know that sometimes in future (not sooner than next year) you might see different kind of games too. Of course not FPS or platformers, but maybe something like strategy / wargame or simulations / management. For now is just an idea though. I might do also some smaller games first to test the waters.

Seasons Of The Wolf update

Meanwhile, coding on SOTW is still going steadily. I am currently at chapter 10, and the second Act lasts until chapter 13 included, so about halfway coding it.

beastmasters
The second act has many cool arena battles like the “Beastmasters Challenge”

I think the second Act is rather fun to play, introduces all the remaining characters (though some will join the party only at the end of it) and has some interesting personal quests: Riley, Krimm and Chalassa’s ones. The personal quest were particularly fun to design for me because they are a sort of flashback, so I strip the character of their current possessions (to be regained later) and “downgrade” him/her to a lower level, but I let the player pick the skills before the quest and give a predefined pseudo-random equipment. Is a sort of puzzle RPG, and I’m sure Nightmare players will curse me several times playing it 😉

I had some small delays on artwork, so at this point I won’t be able to meet my self-imposed deadline of mid-June. But even without those delays, I think I underestimated the amount of work I had to do on the battles, so I think I won’t be finished with Act2 before the end of the month!

One of the biggest enemies of indie devs: the “feature creep”!

initial
This shows starting conditions effect in a battle, useful to reproduce time-critical situations

If you look at the definition of “feature creep” on Wikipedia, you’ll read:

Feature creep, creeping featurism or featuritis is the ongoing expansion or addition of new features in a product, such as in computer software. Extra features go beyond the basic function of the product and so can result in over-complication rather than simple design.

Wise words! 😀 And indeed the screenshot above is very likely the last new feature I’ll add to SOTW. Don’t get me wrong, adding new features is good, and normally can make games better. But also, delay the game. Every new feature needs to be tested, both in functionality, and in balancing. In complex games like RPGs, often what started as a simple/innocent new feature can have repercussions later in the gameplay, screwing up the balance of the game, even HOURS later. So as you can see you need to be very careful 🙂

In the two past RPG I made so far, Planet Stronghold and Loren, had two very different approaches. In the first, I needed to get it done ASAP for money/time reasons, while for the second I could plan things more carefully. I’ve already compared the two games step by step in the past, but what I want to say here is that NOT NECESSARILY the game with more features is the most fun one. Sometimes, simplicity will lead to more accessible and fun games, reaching maybe a different target market, but not necessarily worse/smaller.

During SOTW development so far, I added many new features: item levels, randomized item creation/random loot, autobalancing enemies, isometric map, item rewards for quests, battlefield conditions and starting effects, and more (lost the count lol).

But I also TRIED to add some features, and then canceled/removed them because I realized that would take too much time to implement them correctly (like the skills with various levels of effectiveness) or that the mechanic wouldn’t be very clear to users (like the turn limit during battles).

In summary, even on this aspect of making a RPG (or any other complex game) you need to have a clear vision of what you want to do. A complex, detailed game? or a simple, very accessible game with a few rules? both ways can lead to a good game. What is worse is keep adding new features, without properly testing them, and as result building a worse game in the end.

Happy Easter

First of all want to wish you Happy Easter! 🙂

Second, Always Remember Me is finally released on Steam, after a week of delay! Sorry about that.
Check it out here and spread the word: http://store.steampowered.com/app/291030

Seasons Of the Wolf update

As you know if you follow me in the social networks, my efforts now are all focused on finishing the first season of the RPG Seasons Of The Wolf. I’ve said it already but worth repeating: the first seasons doesn’t mean 1/4 of the game! The first is shorter than the others, even if now I’m adding several sidequests to make it longer. Also will feature only 3 characters, Althea, Shea and Vaelis, so no romance dialogues. But worry not, they’ll come later in the story.

powerratmenDon’t be fooled by their cute appearance, ratmen encounters are tough!

So far coded two sidequests. Some were written with the help of an additional writer, others, shorter ones I’ll write them myself. Of course, will proofread them too 😉

At same time I’ve done some last tweaks to the game framework/rules. I can still do a few tweaks until I go on in season two. So that’s why I plan to make an open beta and let people play the first season: if there are some MINOR changes that can be done (not rewrite all the skills for example!) that beta will be good to find them out.

attributecaps
One of the tweaks is the cost of allocating each attribute point

For example, I discovered that the attribute points allocation needed some tweaks. Before was 1 attribute point to increase each attribute. But I shortly realized that this way, if you put ALL of them in Constitution (which raises HP) at the end of the game you would get 750HP which is a “bit too much” 😀

Same issues happened with other attributes as well, so I used an “old trick”, increasing the cost of each attribute increase based on the level (as explained in the screenshot’s text above).

Going back to work now, because I’m still trying to finish the 1st Season by end of month, even if won’t be easy 😉