Category Archives: indie life

The perfect balancing in a RPG

Let’s get back to talk about one of my favorite topics, rules/game design for RPGs 😉
One of the biggest problems of all RPG designers is balancing the game difficulty and making the battles/random encounters interesting.

In my first two RPGs, Loren and Planet Stronghold, I used two similar approaches. The enemies would auto-level, but on a different scale from the player’s party, to make sure that as the player leveled up the battles would become easier.

I had defined a base enemy stats/skills values set at level 1. Then I decided how much increase they would get for each stat on every level up, and did some testing, making sure that the enemy progression wasn’t as quick/fast as the players.

For example, after 10 levels, the enemy could have gained +10 HP while the player (on average) +20HP. And then I was scaling those values based on the chosen difficulty.

However, it was very painful to code it, because I had to define every single enemy this way. Copy/paste helped, but when an enemy definition looks like this:

enemy

it’s not really the best to avoid mistakes 😀 Also, balancing the game required tweaking the numbers over and over, test again, and overall took a lot of time.

So what I have decided to do, to shorten development time and make at same time the battles fun and challenging?

The Ultimate RPG System!

I’m going to use a different system that combines auto-leveling with keywords-based allocation of enemies’ stats.

By default, the enemy will scale completely to the average values of the player party. So attack/defense/speed/magic, so that we have a 1:1 copy of the character average party members values. Then I’ll use keywords and/or relative values to define specific trait of each enemy to differentiate them.

For example I could write using relative values:

  • Attack: -5% (the Attack would be inferior of the 5% to the party average)
  • Defense: 50% (the Defense would be 50% better than the party average)

Or also write using keywords:

  • “Defender”, and define it as an enemy having +10% Defense value and +15% HP value
  • “Magician”, enemy having +25% Magic value and +10% SP value
  • “Fury”, enemy having +25% Speed, +25% Attack but -40% Defense value

and so on, you get the idea! Also, the keywords will be parsed in sequence, so I could apply two or more and the final result would be a mix of the various modifier.

I think this system could lead to a MUCH faster development time, and also to a more fun/challenging battles, even to a better randomization of the enemies (for example in a region of Fire creatures, I could define the Flaming attribute that gives +25% Fire resistance).

Of course, this doesn’t mean that all the enemies are of SAME LEVEL. Only that the default/base level now matches the average party level. So while before I was struggling trying to have enemies match the party level, now I use that as starting point to create the opponents! But I can have in battles weaker or stronger enemies.

I’m going to use a system very popular in MMORPG, using color codes:

relativelevels
The color coding system, so you immediately know how dangerous each enemy is

Green – weaker than your current party average
White – same level
Yellow – one level above your party averageOrange – two levels above
Red – more than two levels (it could be even 5 levels, like in the screenshot above)

This way is even more immediate to spot the most dangerous enemies just looking at the color in which their names are displayed 🙂

Those who like to grind will still be able to do it, because I can always define groups of low-level enemies, and they’ll still be easy to defeat. The items you’ll find can be sold to buy better gears, especially useful for those mad enough to play at the “Nightmare” difficulty level 😀

As you can see, I’m going to experiment quite a lot with this RPG! So far has been fun and the result are very pleasing (though as always I’ll need to wait for the feedback from testers).

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! 😀

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

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

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

nina
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!! 🙂

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 🙂

Happy Halloween

happyhalloween
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 🙂

But the real news was the approval (finally!) of my RPG Loren The Amazon Princess on Steam! 😀 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 😉

In short, Loren will be on Steam but very likely after Christmas, since I think that is the best for my game 🙂 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! 😉

The importance of custom soundtracks

IMG_2264
My dog Skipper in his usual begging face

In the past, I used to have royalty free music in my games. Partly because I couldn’t afford to hire musicians, partly because I didn’t think that having original music was so important.

But one day, I saw this quote by Friedrich Nietzsche on a website:

Without music, life would be a mistake.

And I immediately jumped on my seat and realized how wrong I was!!! 😀

Jokes apart, it wasn’t such an enlightening moment but pretty close. I used to have theme songs in some past games (Always Remember Me for example) but wasn’t until Heileen 3 that I decided to have a full custom soundtrack. And when I saw how much people appreciated that, and the possibility to download the music tracks (along with other bonus stuff) in the “bonus content” version of the games, I realized that indeed before I made a big mistake.

So what does this mean? it means that, always keeping an eye on budget, I’m going to have full soundtracks and in certain cases even theme songs for all my future games!

For example, you can hear a snipped of Undead Lily theme song below (is weird and scary but because of the game theme):

and Roommates will have a custom theme song + full soundtrack as well (can’t post a preview of that one though, sorry).

Seasons Of The Wolf

slavery
One of the early scenes of the game. Althea, Shea and Vaelis meet Riley for the first time

Is this game going to have a custom soundtrack? Yes, and also a theme song! Speaking of the game, I’ve finally started coding the game story itself as you can see from the screenshot above. Is still the early battles and I’m tweaking a lot of things, but I’m making progresses fast.

Short news

I know many people are eagerly waiting for Nicole & Roommates. Nicole writing is finished, though I still have to get the last scenes from writer. Some art is also missing which should be done in a week or so. I really hope to have the game finished for Halloween!

As for Roommates, there are only a few backgrounds and some CG scenes left, but most of the work is done. Will take a while only because the game is very long so needs time to be coded, but it’s at good point too.

One last news, I’m also thinking to redo Loren soundtrack, because is one of my biggest games and sucks a bit to have royalty free music in it (even if the tracks I picked were particularly good). So on the next game update you might hear a very different music 😉

Terrain modifiers

IMGP7266
A very nice dog that joined us for a trip on the mountains years ago

A concept that is well known to strategy/wargame players is the so called “terrain modifier”. What is it? is the influence that each terrain type has on the gameplay, for example movement, attack / defense bonuses, and so on.

I’ve decided to experiment with it too in the upcoming RPG Seasons Of The Wolf:

battlesetup
In the new pre-battle party setup there’s indication of the battlefield type

You might recognize it if you played Loren Amazon Princess, even if here it’s completely revamped: is the pre-battle party setup screen, where you place your party members in the front / back row.

This time though, beside letting you know some limitations/restrictions of the battle (like which party members must be present, the minimum/maximum party size, and so on) it also displays the battlefield type, in this case “Hot”, which gives a bonus to Fire attack/spells.

Of course there are still “normal” battlefields with no particular bonus. But I plan to use this new gameplay addition to make some interesting battles and to add more variety (since if you play at high difficulty level, you’ll need to take that aspect in consideration).

Amber Magic Shop update

I have also some good news for Amber Magic Shop. I won’t go much into details because will make a series of post about that game when we are closer to its release (which won’t be sooner than next year unfortunately).

Writer has planned the two extra characters yuri routes, and is already writing them. So differently from Nicole, this time even if the game will be out later all the yuri content will be available either at launch day. Or with a very small delay 😉

I’ve also got a bit more art, in particular some nicer clothes for Amber:

ambernew
Two new outfits for Amber, who on left is the young version, on right the adult one

So that’s another game which is progressing slowly but at least constantly and hopefully will be able to code a good alchemy/crafting system for it 🙂

Aravorn’s Map and Timeline (WIP)

I am also doing a bit more world-building of Aravorn, the imaginary world where all my fantasy games takes place. You can check this forum thread if you’re curious about it:

http://www.winterwolves.net/viewtopic.php?f=20&t=3007

That’s all for now! Lots of stuff happening, but can’t talk about it yet 🙂