Category Archives: general

posts about general topics, even not related to computer games

Christmas Sale and best of 2013

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Early wishes of Merry Christmas from my cat Gilda

First of all: I’m doing a Christmas sale with all my games 50% off, including Nicole!

The predefined bundle discounts are disabled, so differently from previous times this works also when buying the various bundles like Flower Shop, Spirited Heart, Heileen series, etc.

Christmas has come early this year πŸ˜‰ The offer is valid until the end of the year.

Best Of 2013

Like in the past, I want to review a bit the games I released during the course of the year. If I had to make a ranking for the titles I made this year:

Writing

1. Nicole
2. Heileen 3 Sea Maidens
3. Bionic Heart 2

I absolutely loved Nicole writing! Heileen 3 was pretty good too. I liked also Bionic Heart 2 to be honest, and for me would be about same level of Heileen 3, but judging by the sales seems that most people preferred Heileen 3 πŸ™‚

Artwork

1. Heileen 3 Sea Maidens
2. Nicole
3. Bionic Heart 2

This is probably heavily influenced by my tastes. I know many people didn’t like much Nicole’s sprites, saying they lack variety and so on. Well, personally I don’t think is so apparent. I put Bionic Heart 2 on last place but that really doesn’t mean I didn’t like the artwork (character artist is same as Loren, my favorite!). Heileen 3 is first because of the setting, landscapes and also because I really love Rebecca’s work (she was the artist of all my Heileen games).

Best Gameplay

1. Nicole
2. Bionic Heart 2
3. Heileen 3 Sea Maidens

Nicole’s gameplay is quite similar to Always Remember Me, but has more variety of items to buy, a more intuitive interface and better GUI. Heileen 3 gameplay was good too, albeit I admit more repetitive than Nicole’s, but I have to consider that the game originally was meant to be a simple visual novel, so the result was still good.Personally, I loved the Bionic Heart 2 “social battles” and I would like to have them again in other games, like the RPGs, though I’m not sure if players liked them or not! πŸ™‚

That’s everything for now, have a good time during the holidays! πŸ™‚

Where your money goes?

Today’s blog post will be a bit particular. I don’t have many news about my games, so for a change I thought to let you know where YOUR money goes. When you buy one of my games, what I do with the money?

Of course, I spend it all to buy fast cars and expensive luxury vacations! πŸ˜€

No, not really. Check the images below to get an idea:

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Gilda when we found her on the left, and today on the right. Quite a change!

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Grillo was literally starving. On the left his first meal, on the right how he is today

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Nina is my favorite cats. On the left, she was very sick when was a kitten. On the right, she recovered well!

Yes, I saved many stray cats (and a few dogs from dog shelters) from a sure death, even if in recent years I had to slow down… I have 11 already and is starting to become a bit hard to manage them all and at same time get some work done!! πŸ™‚

Before you think “he’s one of those crazy animal-rights activist who only help animals”, check my Kiva (a popular charity website) lender profile:

http://www.kiva.org/lender/winterwolves

As you can see, I do something also for two-legged animals! I donate to other various charities but I don’t want to make this post too long about myself in particular.

Why I felt the need to talk about this topic? I don’t consider myself a special person, and of course I don’t spend all the money I earn on charity (I need to live and pay people that work for me too!). I did it simply because I think is customers’ right to know how the companies spend the money they earn. Be it big or small, composed by 10000 employees or just one, I think is important to show the people what you use their money for.

I know that for most people the only important thing is the final product. Company A makes a product I want, and I buy it because I like it. It’s fine, I have nothing against this. But what if Company A treats employees badly? or uses money to buy patents to force other smaller companies out of business? or does other bad practices?

I believe the users should ask themselves those questions. I also think customers have a big power, they can influence the companies. They can tell them “what you’re doing is wrong” and that won’t buy their products anymore unless they change. Being transparent about how you use their money, trying to make ethical decisions whenever possible for your employees, the environment, animals and people is not a secondary thing in a world that sadly seems only ruled by “let’s make more profit!”.

OK before I turn into one of those self-motivational gurus, I’ll stop here. Don’t worry, from next week I’ll be back talking about the games πŸ™‚

Happy Halloween

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My cat Gilda is wondering how high she must jump to catch them…

Happy Halloween to everyone! This was an incredible week for me.

First of all, Nicole is officially out (but you probably already know this). In any case, I just want to remember that you can grab the free demo here: http://www.winterwolves.com/nicole.htm

The game was very well received and if continues this way it could become my most popular otome game so far πŸ™‚

But the real news was the approval (finally!) of my RPG Loren The Amazon Princess on Steam! πŸ˜€ it was a bit shocking to be honest: not because I wasn’t expecting it, at the pace they’re greenlighting new games I knew it would eventually get in, but I thought it would need more time.

Anyway what does this means? my life is changed? I’m going to retire? Nope.

Steam gives a very big exposure but I’m an old indie (ahem) and I know well that you must not get too big expectations, and that if your game doesn’t match Steam audience you might not even earn that much. In other words if the game is good, will probably do well, but there are a thousands other factors that can influence the outcome.

Here comes my decision to take it easier and wait to release it. From now until Christmas will be an insane rush to release new games, top AAA titles, and so on. The biggest amount of money you make on Steam (as well on any other platform, including your own site) is at launch. So if I launch the game together with 3-4 new titles, and maybe one of them is a big AAA title, and then a week later there’s the Thanksgiving/Christmas sale, it could pretty much screw up everything.

Also, I want to polish the game a bit: I’m redoing the soundtrack to have only custom music, will put the latest version there, I want to include achievements and possibly use the DLC system for the N’Mar expansion.

So as you can imagine is a lot of work to do, since I need to learn everything from scratch and the last thing I want is to rush things!

Ah before I forget: I’ll also add a “censored version” for all the romances. So the game available on Steam will be playable by everyone and not require any age ratings. I was forced to take this decision because getting an official rating (ESRB, PEGI) is out of discussion for a small indie like me (too expensive, too much paperwork). The best way will be to buy the game from my site so you know you can play the “naughty version” if you want, and still get a free steam CD-key πŸ˜‰

In short, Loren will be on Steam but very likely after Christmas, since I think that is the best for my game πŸ™‚ Meanwhile, maybe some other titles will get in… both Planet Stronghold and Spirited Heart are close to the top100, so you might go and vote for those games as well:

http://steamcommunity.com/sharedfiles/filedetails/?id=92939065

http://steamcommunity.com/sharedfiles/filedetails/?id=93093446

Next week, will talk about the Roommates and SOTW status/progresses… stay tuned! πŸ˜‰

How do you plan for your games?

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Not even Chambara’s divination skills can predict which one of my games will be out next!

As you probably know if you follow me, I’m working on several games at the same time. Often people (both other indie devs or simple players) approach me asking “why/how do you make it”?

Well, first of all, it’s not really my choice. In the past, I was making a game at time, like most of my other indie developers colleagues. But at those times I was doing everything on my own, coding, (terrible) art using Poser and other 3d tools, royalty free music tracks and so on.

Compare that to my modern games, where in almost all of them there is:

  • one or more artists. Usually two, one for the backgrounds and another for the sprites. In some cases though, even 4 or 5 like in Loren (item/GUI/interface artists + colorists).
  • an extra coder for the most tricky parts, like Anima for Loren RPG Framework, or even only to speed up production like Aleema helping out withΒ  some parts of Planet Stronghold 2 (codex, colony sim, etc)
  • a dedicated musician to do a custom soundtrack, so that my games don’t look cheap (hey I’ve heard that main menu theme song already! I think it was in a free flash porn game! ROFL)
  • a writer who writes the story in a proper way
  • an editor/proofreader that checks the (usually very LONG) texts of the story
  • someone that does a bit of marketing (I usually do that myself) posting images/videos in the social network, doing blog posts with progress updates, etc

…and probably I’m forgetting something. As you can see, a lot of people involved, even for low-budget indie games like mine. And do you think that everything always goes smoothly?

ABSOLUTELY NOT!

In 99% of cases, something will happen. This might vary from a small problem that will delay the production for a few days, to a complete disaster that delays the game by months or in some (luckily rare) cases, the total disappearance of one of the key figures (writer, main artist, and so on).

The only solution I’ve found, was to start several project, to balance the inevitable problems that will arise. This way if project A was on hold, there was project B that could still go on. I am probably at project Z by now πŸ˜€ jokes apart, as I said is not a great thing, because managing everything is a total pain in the ass, but I found no other practical solution if I want to be able to release several games in a year, which is something that I must do because differently from many other indies I know, my games aren’t on Steam.

Now luckily, after some years, I have made a good selection of people I trust and that I can count on. I usually always give to everyone second chances, but when people repeatedly fail me (and in some cases with lame excuses) I’m forced to put a cross under their names… after all I run a business, and businessmen are notoriously ruthless ! πŸ˜‰ (well I am not, not really).

Anyway, all this explanation will hopefully enlighten some people about the process, and how in practice I cannot really know myself exactly when a game will be out, apart for some “indicative release dates”.

Next week will resume talking about Seasons Of The Wolf with new character previews! But meanwhile, I got this letter dispatched by a pigeon from Roger Steel writer:

What lies beneath the surface …

Although you haven’t heard from me for months – and even Jack only slightly more frequently – it’s not because Roger Steel has ground to a halt. There has hardly been a day in which I haven’t been thinking of some aspect of the game, if not doing some actual writing. Like a great intangible Rubik’s cube being manipulated in the limited confines of my mind, I have been thinking not only of Roger Steel’s narrative, but also the title’s mechanics and gameplay, and how those relate to the story being told.

Designing and writing a game is always a matter of choices and compromises. From the engine in which it is written to the genre in which it is set, each choice entails its own set of consequences, some of which might manifest themselves only far later in the development cycle. But in order to develop games economically – that is with a view to making a profit at the end of the day – it is the game development team’s job to foresee as far as possible the consequences of the choices being made even in a project’s earliest stages. Changing direction due to unforeseen circumstances late in development is often fatal to a game’s profitability and the studio’s survival.

Making an RPG is particularly tough in this regard. Players expect a modicum of choice in traversing the plot and flexibility in building their characters. Meeting just these two expectations – which, while necessary for a successful game, is not itself going to win plaudits from critics – entails a whole lot of effort. With this in mind, it is instructive as a game designer not only to look at successful games but also the unsuccessful.

Let’s take as an example, Arcania – Gothic 4 – a game universally panned by the critics and gamers as little more than an adventure game masquerading as an RPG and a grievous insult to its illustrious namesakes. For me as a game designer, it’s instructive to play through Arcania and see what went wrong. The graphics are good, the world detailed, and the player character development decent.

However, when it comes to plot or open world exploration, the game utterly fails. The player is forced to progress through a linear sequence of plot points which match perfectly to a linear sequence of locations. Dialogue is banal, NPCs boring cardboard cut-outs with paint-by-numbers characterization, and interactive elements placed in the world (beds, workbenches, drums) which hark back to the original games but are stripped of all functionality. Arcania provides no incentive for the player to return, or even to complete the journey.

Contrast this to Two Worlds, a game with rough graphics, dubious voice acting, and unfinished, rudimentary character development. It also met with a very mixed reception, yet because it had a functioning open world (ignoring the plot, the player can explore freely to his or her heart’s content while dodging the rather lethal wildlife and bandits) it is objectively a far more interesting game.

Clearly Arcania’s developers ran out of funding before much more than the game engine had been completed, while those who developed Two Worlds apportioned a limited budget to deliver the best game they could which would at least meet the minimal expectations of open-world RPG aficionados.

In Indie development, the compromises are tough and the economics unyielding. The engine we are using inflicts its own limitations on the story we can tell and the methods we can use to tell it. Roger Steel won’t bear any resemblance to Baldur’s Gate, The Witcher, nor even Arcania or Two Worlds. Neither will it resemble The Broken Sword series, The Last Express, or the Blade Runner adventure from the late nineties. It will, however, carry within its DNA fragments of each of those inspirations, albeit often twisted beyond all recognition. And hopefully, it will meet the expectations of players like yourselves in that it delivers an interesting, dynamic, rewarding, and polished experience which is worth returning to in order to explore different plot paths, relationship options, and character development strategies.