Category Archives: game design

So, what’s next?

2016sofar

This year, so far I finished three games, with the fourth (Queen Of Thieves) already in a good state for a beta. So, what’s next? πŸ™‚

First half of 2016

First of all, we’re halfway through 2016. I’m not going to lie, things have changed A LOT for the indie business. For the first time I heard other indies quitting or taking contract work to pay the bills. It’s scary. I am fine, since I live very frugally (my biggest expense is cat food! haha) but still, I cannot deny that I’m a bit worried too!

Early this year I released PSCD, which underperformed despite great writing and good gameplay design (not my biased opinion, it has 100% positive ratings on Steam!). I didn’t know why at first, but soon I understood the main reason: the art. The next games, C14 Dating and Heirs & Graces, did as expected, or even better than I thought.Β  Queen Of Thieves is in beta and in preorder since a week so it’s a bit early, but so far the impression is very positive.

In summary, all is good! I only hope the artist finishes the main plot CGs soon… I might need to use my motivational whip to speed things up! πŸ˜‰

So, what’s next?

Going back to the original question: a few weeks ago I talked about burnout, and the risk of ignoring it. So I’m well aware of it, and indeed I’m taking frequent breaks from work. In practice instead of long holidays, I work every day (even weekends!), but less hours than I used to. Thanks to that, I am not really burned out or tired right now, and I’m planning what to do in the next months.

As already posted in the past, I am thinking to do some “other games“: games in which the gameplay is more important, without a plot or with a smaller plot. This because honestly, writing a good story of 120k+ words (like all my recent games, in some cases even double that amount!) is going to take time. And I don’t want to rush writers, because if the story of a story-based game is bad… yeah, you get it! So, an alternative is to work on something else on the side, while I wait for them to finish.

They could be pure-gameplay, or mixed with a story, but one thing is to write a story of 120k words, another thing is to write a story 30-40k words long (which is more than enough if a game is not strictly story-based!).

I made a small poll in my forums asking what kind of gameplay people would like to see mixed with visual novel/story: http://www.winterwolves.net/viewtopic.php?f=19&t=3885

At the moment of writing this, “simulation” seems to be the most popular. Which is good, since it’s one of my favorite game genres and one I think I’m skilled enough (my early games were all simulations). This means that maybe I’ll try to add a more complex/detailed simulation part in my upcoming game Amber’s Magic Shop!

This is what I’m planning to do in the remaining months this year: some gameplay experiment/prototypes. I might post them in public and ask for feedback and then decide if they’re ideas worth pursuing or not.

Of course, the “regular games” will have the precedence. I’ll do those experiments while I wait for my collaborators to send me updates and make progresses πŸ™‚

A roleplaying Summer!

qot
In the screenshot above, Arianna in her “Queen Of Thieves” outfit, and a young Lysander

I am now scripting the Queen Of Thieves last main plot scenes, which include some flashbacks: the man you see above is Lysander when he was young. He stilll does have his beard though πŸ™‚

I’m also using the new map of Aravorn that I had recently redone by a new artist. I must say that even zoomed in, it still looks good:gamemap

So now when there are flashback/main plot scenes I can show the time/date but also the place using the map. The scenes aren’t many, but there are 4 CGs, all featuring Arianna… and some are VERY spicy. OK, I think I have said already enough!! πŸ˜‰

As I said in previous post I will take my time and not rush things to avoid burnout, also considering that I still have to officially release Heirs & Graces and PSCD free update. They’re in a very advanced state though, so that shouldn’t take much longer.

Back to the title of this post, even taking things easier, it’s quite likely that the Queen Of Thieves testing will take place this Summer, with just a disclaimer: if it will be hot like past year (one month and half, whole July and up to mid-August, with temperatures constantly over 38Β°C!) I will probably be able to work just a few hours in the morning! Anyway, even if I surely won’t be working/updating the game as I did with SOTW (that game was quite a marathon!!) I should still be able to do a few updates based on testing feedback.

All things considered, the beta COULD begin at end of June. In the worst case, it should be July.

But that’s not enough: for me will be a real “Summer RPG” because I’ll also start doing the design for Undead Lily. No coding, just planning on paper/flowchart, thinking about the combat, skills, etc. That’s what will keep me busy this Summer. What can I say, some people go on holiday in tropical islands and have fun, while others code and design RPGs! πŸ˜€

Undead Lily Ace romances sneak peek

Speaking of Undead Lily game, a few weeks ago I posted the Lily’s romance sneak peek. Now it’s Ace’s turn! As you can see even Ace has some interesting “romantic moments” in the game as well!

aceromances

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).

Queen Of Thieves gameplay update

As you SHOULD know, I just released my game PSCD. My new year resolution was to release one game this year! Yay I made it! πŸ˜€

Haha jokes apart it was because in 2015 I didn’t manage to release anything. But of course, I knew that PSCD was out soon, since it was basically already finished in December (I had to wait to get some voices and an update of Ren’Py to make it run correctly under Windows 10 fullscreen).

So now what I’ve finished it, what I am doing? While I have several projects in progress, I mainly resumed working on Queen Of Thieves, since it’s the game in which I’m more involved right now (because I’m coding it myself).

Queen Of Thieves gameplay update

First of all, a short summary: I had already finished the “catacombs exploration” (optional) part, the first draft of all the romances is done, and a good amount of the romance CG is done already. Clearly we’re at good points.

I decided to work on the robbery part, the infiltration into the houses/mansions to steal money. I made an interface on the right so you always have all the info you need about your current target:

newrobbery

The encounters level influences the enemy stats (it’s a bit randomized of course), while defenses also influence the enemy party composition (higher defense = more enemies) and how often you’ll randomly encounter guards, watch dogs, etc.

The rooms explored is a good way to know if you missed any place in the house (some are quite big, with 10 rooms). Finally the gold gives you an estimate of the maximum amount (the sisters cannot know the exact amount, only make a guess) of gold available, and how much they’ve robbed already.

I’m testing the system and seems to work well πŸ™‚ I also made a new addition, this time to the battle itself. Behold: hit or miss ratio!

hitormiss

People who follow me carefully might remember some posts in forums, in which I was furious against hit percentage, and how in a certain AAA game I had 72% hit chance and I missed six times in a row, forcing me to ragequit it πŸ˜€

I still think that’s a bad system. My idea, is obviously better πŸ˜‰ Read on.

The main issue with hit or miss, is that if you hit you do X damage, if you miss, you do zero. That’s a difference too big. So in my game, if you miss you’ll do HALF of the normal damage. Since the numbers in this game are much more smaller than Loren or SOTW, in the screenshot above means that instead of 8dmg, if I miss will do 4dmg. Clearly less, but not so less that makes you want to quit playing!

This way I also found an use of the characters critical hit stat. Before damage was determined by attack multiplied by critical hit divided by target defense. Now, it’s still calculated like that, but the hit percentage is influenced by the critical hit stat.

Last minute update: I am thinking to change slightly the formula, as illustrated in this forum post: http://winterwolves.net/viewtopic.php?f=32&t=3672&p=36507#p36504

Might sound a bit confusing right now but when you’ll play the game, will make sense. I tested it already and even with enemies with high avoidance (like the vampire bat of the screenshot above) they don’t ruin the game at all, they add more strategy. For example, magic attacks (like Joanne magic bolt) never miss the target. So even if she does less damage than the other two sisters, she will always do that amount of damage.

That’s enough technical stuff for now! About the story and romance CG, I’m proud to announce that all the yuri romance CG have been finished. Below you see a sneak peek!

yuriromances