Category Archives: general

posts about general topics, even not related to computer games

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.

How was 2009, how I hope will be 2010

2009 is almost finished. How it was for me? Quite good I’d say. Considering the global crisis, is already enough that I managed to “survive” as indie another year. And in europe even, where you have also to face with insane taxation and the always poor usd value versus euro!
This year I released four games: College Romance (which I didn’t write but only produce), Spirited Heart, Bionic Heart and Heileen 2: The Hands Of Fate. Four games of that quality in a year is a very good achievement for any indie working mainly alone (with the help of external people that produce assets).
Other important things that happened, both good and bad:

GOOD
– I’ve made my first fully voiced game (Bionic Heart). Was very cool, even if a bit painful to put all the voices inside the game and manage all the voice actors. Heileen 2 should have been fully voiced too…
– I’ve learned to manage lots of people and projects at once. Even right now, I have 5 projects started!
– I’ve worked with wonderful people like Ayu Sakata, Deji, Rebecca Gunter, PyTom, Steven Mane, Daniel Conlin, Lucien Dodge and more (sorry if I don’t list you all!). This is very good since I’m building a list of RELIABLE people that I will surely use again on future projects.

BAD
– I’ve learned that writing the game in italian first and having it translated in english is a really bad idea
– I’ve also learned that putting sexy girls in a game doesn’t mean it will automatically sell 😀 you need also to make a good game!
– I’ve finally accepted the fact that none of my games will ever appear on a big portal
– I’ve been disappointed by some people that disappeared or delayed some of my projects for too long

Overall though, was a good year. In 2010 I hope to finish some of the 5 projects I’ve started! The first one probably (crosses fingers) will be the Flower Shop, since in practice once Ayu finishes to put the new character in the game and sends the code back to me, I will finish the farming sim and then… we will only need the voices!

Here’s hoping that this time there won’t be any problems with the voice actors 🙂

Then, I want to finish Planet Stronghold and Card Sweethearts, a interesting VN-Poker game that is waiting for too long. And I am producing the art now for a new kind of game style that I hope will be a great success, since I like a lot writing the stories and the storyboards for it. For now I can only say that involves detectives, mystery, and a beautiful blonde girl with a French accent…

Merry Christmas with Spirited Heart Deluxe

Today I’m officially releasing Spirited Heart Deluxe. It is not and add-on or expansion, it simply replaces the older version. It is a FREE upgrade to all existing customers and is my personal way to say “thank you” to everyone that supported me buying the game. I put lots of efforts in my games this year, and since I’m fulltime indie, my direct game sales are all my revenues.

Existing customers can just redownload the game from the link they got in their purchase email to get the new version.

So, what’s so special in this update? A lot! First of all, take a look at the new screenshots:

Image Image Image Image

And now for a complete list of the new features:

– New interactive job system: you can now choose to play each day of work in a fun dice-based game. The old instant result system is still available.
– Titles added: if you reach certain values in two skills you’re awarded by an important Title
– Mission from Goddess: after a while you play, you’ll receive a visit from your race Goddess that will give you a task to complete before you reach age of 30. If you succeed, you’ll unlock an extra unique special ending for each race!
– you can now toggle the romance encounter on/off in the relationship screen
– you can now play until you reach the age of 30
– game texts completely edited/proofreaded

I have also uploaded a new demo, use the links below to try it:

http://www.winterwolves.com/download.php?game=SpiritedHeartTrial.exe (Pc)
http://www.winterwolves.com/download.php?game=SpiritedHeartTrial.zip (Mac)
http://www.winterwolves.com/download.php?game=SpiritedHeartTrial.tar.bz2 (Linux)

and once again, I wish you a Merry Christmas 🙂