Category Archives: indie life

Looking at the bright future

HORIZON
My cat Gilda is looking at the future with optimism

This year was a bit of a rough year for me (though obviously, it could be MUCH worse in general!). The main problem was all the events that happened in real life, and that influenced this year releases (or lack of).

The year is not yet over: but if I compare it with previous years, in 2012 by now I was about to release Loren’s expansion after releasing the main game. In 2011 I had already finished Planet Stronghold, and other cool games like Always Remember Me.

Sadly, it seems that this year I’m going to miss the “release of a new RPG” milestone πŸ™

Anyway, the future looks brighter! Read below.

Nicole status – almost done!

Nicole seems very close to completion: I have all boys route finished and the mystery path done by 60-70%. There are still several scenes missing, and also some art, but I think worse case in October the game should be out with all the promised content and gameplay changes (if you’re curious check my forum thread here: http://www.winterwolves.net/viewtopic.php?f=39&p=19101#p19101).

Roommates update

Yesterday I also got all the backgrounds for Roommates! Even if I’m considering adding a couple more. The new “steamy beach sex scenes” (which aren’t porn, but very hot!) are at good point too, about halfway done. If things go as planned it could be out around Christmas or early next year πŸ™‚

Undead Lily and the return of CCG

There has been a recent interest/return of CCG, which stands for Collectible Card Games. I also have some cool memories of one of the first games I made, several years ago, called Magic Stones, which was indeed a sort of mix between a RPG and a CCG.

Together with Roommates writer (who will write Undead Lily too) we started brainstorming the creatures list for Undead Lily.

UL - Sylphv2
A sketch of the Sylph creature

There are going to be 12 base creatures for the 6 elements, plus other cards (spells and some extra combo creatures). Writer counted 114 different creatures cards, so there should be a good variety!

Some of the creatures include: Griffon, Harpy, Mermaid, Shark, Ifrit, Salamander, Giant Mole, Purple Worm, Tree-ent, Giant Ant, Ghouls, Vampires, and more. I’ll post more previews as I get them.

Obviously I’m talking about a game that will be out not sooner than next year Summer or later πŸ˜‰

Seasons Of The Wolf update

This week for various reasons was unable to work at all on SOTW, but I plan to get back on it next week. I was planning to have a sort of battles preview at end of month but that probably won’t be possible, since I want to redesign a bit the skills, adding a few more variety. In practice now there are 5 skills each, with 3 degree of power. So you could say 15 skills each character, but in practice is 5 unique skills each one with 3 power variants.

I was thinking instead to eliminate the various power levels, or use them only for non-scaling skills. For example, if we take two healing skills:

A) Healing Balm – heals 30% of character’s total HP
B) Minor Heal – heals target character by 25HP

For B we could have Major Heal that heals 50HP, while for A, as the character HP increases (presumably by leveling up) the spell power will automatically increase.

The writing and art production is going well, and I think that for sure in October I should be able to show something (sort of alpha version, to get feedback on the battle system changes).

Greenlight

Speaking about RPGs, in case you don’t know, recently Valve Greenlit a lot of games, and for the first time my RPG Loren Amazon Princess is around rank 85-86 in the top100. Still a long way to go, but now would be a good moment to vote for it using the link below:

http://steamcommunity.com/sharedfiles/filedetails/?id=92923628

No need to say that getting a game on Steam would mean I could afford to invest a lot more in my games, making them even better πŸ˜‰

Let’s talk about attributes

rpgrules
From left to right, my cat Leon and Miele, having a discussion about RPG balancing

Balancing a RPG is… one of the hardest things in game design ever. Even in MMORPG made by teams of 100+ people with multi-million budgets you see patches for months after the game is out to “tweak / balance the game”.

So I am sure that even my new RPG Seasons Of The Wolf very likely won’t be “perfectly balanced”, but to me the first goal is to make it fun. But I know that there are some very hardcore people who will dissect the game in details and find all possible weaknesses.

Let’s have a NIGHTMARE

Let’s start with saying that this time I’ve listened to the pleas about the difficulty:

difficulty

Note the new difficulty level with that friendly name “NIGHTMARE”. Already the hard level will be… hard, but I expect the nightmare to be a real pain in the ass, requiring people to grind, fine-tune their equipment, and maybe even reload old savegames to try a different tactic/leveling up path.

You know, all those things that for normal human beings are annoying, but for those guys are the most fun thing ever! πŸ˜‰

I’m joking in case it wasn’t clear. No offense to anyone! Those hardcore RPG players are indeed the most useful testers since they usually find more bugs than anyone else, so an applause to them!

Attributes, attributes…

Loren’s attribute system was pretty simple: 3 attributes, Strength, Skill, Will. One of them particularly good for each of the 3 classes: Warrior, Thief and Mage. But even the other two would provide benefits.

This time in SOTW I wanted to have more attributes: six in total.

attributes

Let’s see each one in detail:

  • Constitution – increases character’s durability in battles. Each point spent in this attribute will increase the HP amount by 10.
  • Will – increases character’s ability to use special attacks or spells in battle. Each points spent in this attribute will increase the SP amount by 10.
  • Strength – increases character’s physical damage in battle. Each point spent in this attribute will increase the Attack value.
  • Skill – increases character’s ability to avoid or block physical attacks in battle. Each point spent in this attribute will increase the Defense value.
  • Agility – increases character’s Speed value. Fast characters will move sooner and perform the same actions quicker than slower ones.
  • Arcane – increases character’s Magical ability. A high value helps caster to cast more powerful spells, and also grants protection to magic attacks.

One of the rules for game design, is that each attributes should be at least useful to each Class. If there’s an attribute that gives absolutely NO advantage to any of the game Classes, you have “a problem”.

Currently, my only attribute with this problem is Strength. It works fine for Warrior and Thief since influences the Attack, but as you can imagine, Mages won’t have much use for it. Unless maybe I allow them to use Missile weapons too, or have strength influence some of the resistances.

Yes, because while the resistances will be the same as Loren, they’ll use a much better/more practical percentage based scale, so it’s not enough to have two armor items giving each Fire resistance to become immune. More like, each piece will give some percentage points.

So I have still to think better about it, I have some ideas already… (the attributes will surely change in the final version, but not by much).

Of course, there are plenty of RPG with unbalanced attributes that are still fun to play. Baldur’s Gate and Fallout comes to mind, just to name two very popular and fun RPGs πŸ˜‰

More news coming next week, about this game and the other one currently in progress!

Back to work

IMG_0415Don’t be fooled by Tofu who is still playing games, now is time to work!

The past month, or better the past 45 days have been a serious blow to my productivity, because of the heat (like every year) plus some renovating works I had to do to my home. In practice, with the heat, the noise, the continuous interruptions, I just gave up… I was able to work only a few hours in the morning and answer emails, but that’s it.

As result, many many games are behind schedule, even if in practice the only one who is waiting my “direct contribution” is the RPG Seasons Of The Wolf. Luckily most of my working partners are people living in fresh countries like Canada, Belgium, Germany and so on (though I heard that the heat wave this year was all over Europe).

Anyway, it seems that the weather will cool down in the next week, and most importantly I’m finally done with the renovating works! πŸ˜€

So while I am still quite broken and stressed, I’ll gradually try to get back into “the working mood”, with the goal to release Nicole otome version by September and at least SOTW beta before end of year.

And maybe another game shortly after, since even Roommates is at good point πŸ™‚

How do you plan for your games?

whatgame
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.

A hot Summer

Technically today 21st June Summer starts, but here in Europe things are getting hotter since one week at least. Every year during this period I struggle to work, and this year is no exception. I thought that going living at 800m on sea level would have been enough but apparently I was wrong…

Nicole update

Anyway, at least I still manage to work hard in the morning. Check the video below:

Nicole’s first encounter with Ted. I chose the wrong choice on purpose since is more funny

I’m working on Ted’s route right now, and then there’s only Jeff to finish the otome version! Of course, some things are still missing, but maybe I’m not behind as I thought πŸ˜‰

Planet Stronghold 2

Spoke with the writer and the coder, things are progressing well. As for the new RPG framework, things are a bit on hiatus now but coder said that everything should be ready this September. Which means that meanwhile writer can go on with the story, so in September I could be able to start adding/design the items/encounters/enemies and have a beta shortly after. IN THEORY, of course! πŸ™‚

The Mystery RPG

I am voluntarily not saying much about that game yet even if development has already started since several weeks. I want to have at least all the characters artwork done before starting to talk about it. Writing is going well, and I think it could be finished by this Fall. Then of courseI’ll have to code all the encounters and do the testing…

Crossing fingers, it means that this Fall I should be able to work on at least one of the two RPGs above! If that happens, I’m confident that I’ll manage to release at least a new one before the end of year, and maybe the other a few months after,so RPG fans will finally be able to play new stuff after a long wait (in the last two years I always managed to release at least a game a year).

Android platform

While I haven’t abandoned completely the idea of getting my games on iOS, for sure that won’t happen soon (andΒ  for sure I won’t waste anymore of my personal time trying to submit, I had enough!).

On the Android front, I’ve started porting Loren as you can see from the video below:

Loren RPG running on an Android tablet

Unfortunately there’s still some work to do (though that video is old, the character selection already works now for example). I’ve also “donated a Fire Kindle HD to the cause”, so that the Ren’Py coder can investigate the problems publishing on the Amazon store (and fix other generic Android bugs as well).

Stay tuned for more info coming in the next weeks!