Category Archives: life simulation

Summer Sneak Peek

Recently my blog posts were all focused on my upcoming otome game Flower Shop: Winter In Fairbrook. However, people that follows me knows I’m working also on several other projects (I’d dare to say “too many” lol). Most of them are new RPGs, though there are also more dating sim and otome games in the works, but they might be done after the summer.

Loren Amazon Princess

After a moment of hiatus, because had to decide what kind of art style to use, I finally found a new artist and I’m going to use manga art for it too. Though will be more “adult” manga art as you can see from the images below:

This is Loren, the main character of the game (which won’t be directly controllable by the player though)

Loren_color

Next two ones are Saren and Elenor, the two playable characters that you can pick at the beginning of the game. Like I already did with Planet Stronghold, the gender you pick at the start of the game will influence which romance options will be available to you during the game.

Saren_copy
Elenor

lastly, this is Dora, a female dwarf scout that will be one of the various characters that will join you during the game story. In total there are 12 playable characters.

Dwarfdora

There is also a male dwarf in the game though is really not cute as her 😀 He’s the classical muscular, axe wielding angry warrior with long beard.

As I posted before, for indies is really hard to find reliable artists, so you cannot really know when the art for your next game will all be finished. Though I must say that if things keep going at this pace, I could have all art needed for Loren finished before end of June, which means I can start working on it at full pace. No estimate release yet, since also depends which system I’ll use for the battles, and the story is only 30% or so done , so there’s still much left to do.

Spirited Heart “yuri” expansion

This is one of the other projects I’m working on, with the help of Aleema from Lemmasoft who is writing the yuri scenes. For those unfamiliar with the japanese term, “yuri” means girl love. I’m going to add 6 new dateable female characters to the base game, each one with her own romance subplot and personality/secrets to discover, and is going to cost $9.99. I believe is a small price to pay for the upgrade since there are lots of new characters and some are *really* interesting.

This expansion is very likely to be out in July/August since things are going well with it.

Planet Stronghold “Warzone” expansion

This mainly depends on the artist speed. So far only a few new characters from the original game have been “redrawn” to reflect the fact that in the story the time has advanced of some years. This will be an add-on, featuring new monsters, items, weapons, but also I hope to introduce a few minor gameplay enhancement, like the possibility to have a strategic map and control resources, so that you can build new stuff with it. Adding some strategy element should make the game even more replayable than the original was. Also, there will be two extra romance option, Prince Cliff – Lisa (got sooo many requests for this!) and Shiler – Joshua (this is interesting).

I really cannot know about this, however I believe in June artist should be free of conventions and in theory, I could finish this one by September or so (I hope!).

Undead Lily and The Elemental Avengers

This is also going well – though is a very ambitious game and has lots of animations/character poses (there are already 12 basic character pose with eye/mouth animations and 10 battle poses done). So while I cannot complain about artist speed, it is still going to take a while because is a big game. I really hope to have this done by next Christmas, though I’m not sure, really!

Undeadlily Magmateaser

I have a few more games I’m working on in parallel, but I want to keep those “secret” for now 😉

new otome game release and plans for the future

Extrabonus

Good news: Always Remember Me is out of pre-order phase and now the difficulty problem has been solved. The game now on start-up will offer your two playing mode: the Hard mode is the previous one, with some minor adjustments, and is the right choice for dating sims experts. The Normal mode instead is aimed at casual players who I’m sure will appreciate the much reduced failure rate when trying the actions inside the life simulation part!

Of course you will still need to find the right actions to do, and the correct “path” for each character. Some scenes are very well hidden requiring you to be at a specific day/time on a specific place. I will probably write a sort of walkthrough on my forums later next week (since the game is just out I don’t want to spoil the fun!!).

In case you haven’t tried the game demo yet, check it now: http://www.winterwolves.com/rememberme.htm

(and yes, I changed only slightly the name adding “Always”, to differentiate the game title from the movie).

Imgp0325

In this week cats picture, Gilda and Grillo are sleeping peacefully together.

As indie developer instead, I can never sleep so peacefully! Numerous dangers lurk in the night… portals lowering price so much that soon they’ll start paying people to play games, your server that goes down after hackers attack at midnight, some mysterious new bug appear in your latest released game and so on! But… the most feared of all is surely this: artists that disappear in the middle of development process! 😀

Almost every indie I know had this problem, exception for those that use professional teams (but I’ve heard some problems even in those cases). Also most games don’t really need much art like visual novels/dating sims, or even better just need 3d models: in this case you can commission them even from different people, since in 3d is much harder to notice a difference in style (while in 2d is immediately evident).

Anyway I’m not here to complain, but I find myself in a fun situation, where I have lots of story texts and game design ready for 3-4 games, but they’re all on hold because of artists. Not everyone disappeared, some of them just took a break, others are busy doing commissions for other people (this is last time I give away my artists contacts!) , other moved full-time into comics and so on. That’s why I start so many projects at once, unless you’re making a game where you just need a few portraits (thinking about the RPGMaker XP games haha) is really hard to be sure that the person you hired for 2-3 months of will finish everything as planned.

I just finished 3 games this year so now I’m taking a break to see what I can do next. I think I could probably start working on the sequel of Spirited Heart. It has all the art done, but I wanted to wait until I was skilled enough to do a online game using Monkey (a new language that allows people to code games for HTML5/Flash without knowing JS/AS3). Problem is… I’m too used to Ren’Py now, and any other language looks too slow to develop with! 🙂

I really cannot imagine myself coding in something where I cannot immediately test the changes I just made with a keystroke to reload all the script, like I do with Ren’Py. That’s just too much time-saving! The only other thing I know that can do that is VisualC, the system I was using before, but that would mean to leave out Linux from the target platforms and I don’t like that, since I’d like to support my “penguin friends” 🙂

Speaking about that, a friend of mine, Neil (who runs a successful zombie-MMO) told me an interesting thing:

the question is, if you were to use Flash for example, would the result be anywhere near as good as with python? How much longer would it take? If it’s going to take 2x longer then I’d say stick with what you know since I doubt the difference in conversions between web player and download will be more than 50%.

sometimes you really need an external point of view to fuly realize the situation, the pro and cons. That’s why I always ask for advice and feedback for my games and my choices in general, because it really helps. My friend is basically right, it’s not use to me to try making a game using another language if takes me x2-3 time more than just using Ren’Py and python (even if that means I need to have that damn auto-updater done!).

For now I’m still thinking how to design the game – probably there will be a normal offline part, and then a big online integration, though since I’m new to all of this I have to see how it works, and if I can actually make it without going mad 🙂

Meanwhile, the other projects like Loren RPG are on hold (even if the story is about 30% finished), while Planet Stronghold’s add-on should  (not completely sure yet) see the light around July/August, since the artist said she would take time to finish the new images, even if she is quite busy with convention and school. Undead Lily game is also slowly progressing, but there’s still a lot of art to be done, so probably won’t be done quickly.

The only thing that’s 100% sure to come out is Flower Shop: Winter In Fairbrook, since all the art is done, and will be released before the summer. More info about the game coming soon in the next weeks!

Friday catblogging – Happy New Year


Gilda in a basket in the bathroom of my old home. Because we have so many cats, we never had a decorated Christmas Tree, otherwise would be instantly destroyed… 🙂

First of all, Happy New Year to everyone! I have released Planet Stronghold alpha 0.8, which features lot of new content! If you’re interested in trying the demo or buying the game please visit the game website.

Then, a quick update on what you can expect in the next months:

Role Playing Games

Beside Planet Stronghold, which will be finished at end of January 2011, I plan to start 2-3 more RPGs. I love RPGs and I always wanted to make them, but in the past I was lacking proper funds and/or technical knowledge to make decent ones. Now, using Planet Stronghold RPG framework I can expand it and create new RPGs. Most of them will be in fantasy setting though, since it’s the most common/popular one (unless Planet Stronghold is so successful that convinces me to make add-on/sequels). I have already a good collaborator of mine who is starting creating the main game plot, character sketches, and so on. Another one should start hopefully in next months, and I want to do another myself as well. So the 2011 will be surely full of RPGs!

Adventure Games

I am still in love with my character of Vera Blanc, despite the first two episodes not being really topsellers. As I posted several times if I make a third episode, it will be an adventure (first person) and not a visual novel, since the adventure style integrates better with that kind of game. I have already a plot for the story, but since it requires lot of money, it’s still a risky decision, so if I make it, won’t be before next summer, or even later during Fall/Winter of 2011.

Visual Novels / Dating Sims

Of course I’ll keep making them! Flower Shop 2 release is really close, is just a matter of few months. But since is tied to external factors (artists finishing some pieces) I won’t dare to name a date for it. Instead I can already say that very likely the otome game “Remember Me” will be ready around February/March 2011, since the plot is completely written and need only to code the “simulation part” of it and do testing/balancing. Depending how my other projects go, I could make more VN/Dating Sims, but they’ll be mixed with simulation games.

Strategy / Simulation Games

In 2011 perhaps I will finally release the sequel of Spirited Heart. I have yet to start coding it though, so is probably more accurate to say that in 2011 I’ll begin coding it, which is a bit different. It won’t be ready probably before 2012, also because I have in mind some online-features (probably optional) that could improve the gameplay a lot, so I am not sure yet I’ll use Ren’Py to code this one.
There will be for sure more strategy/simulation games coming in 2011 though. A remake of my game Universal Boxing Manager, this time with the fights completlely in 3d realtime, is under production! Is made in partnership with a good 3d coder who is going to use Unity3d to power the 3d simulation. It’s probably my biggest/most ambitious game to date and the 2011 will be mainly focused on it. I hope will do well since I’d like to port more of my old games into 3d or start new ones.
As I said I might also find the time to do a sort of light-strategy/time management game based on Heileen settings. In particular, Heileen 2 settings (pirates, the caribbean). The game could be played as normal strategy game or with visual novel cut-scenes (they’ll be optional). This will be a sort of experiment since I am not sure if/when I’ll finish it. Let’s say I’ll work on it on my spare time and when it’s done, is done 🙂

Online Games

Almost every year I say “next year I’ll make one”. So, this time I won’t say it! But, I would like to try making one, even if I am not sure I’ll find the time…or better, if I’ll find the right person, since I’m probably going to outsource the coding (will be most likely done in Flash or HTML5). Or if the new interesting BRL:monkey project from Mark Sibly (creator of Blitzmax) gets released, I might use that and do everything myself.

So in conclusion, looks like the 2011 will be a year full of new releases! Happy New Year again!!

Friday catblogging – moral decisions in RPGs


In the picture above, the young cat Maja. I found her while on a trip in Croatia and decided to bring her home. She lived with me for 7 beautiful months (sadly, she’s not here anymore).

I’m writing right now the Planet Stronghold quest with the Matricks. They’re giant rocky humanoid, very resistant to physical damage but weaker against Psionics. During this quest, if you side with the Empire you’ll face a big moral dilemma: you have the option to kill their “breeders”, as sort of distraction so you can fight the King Rock (the evil tyrant of the race) with less defenses. Of course, even if we’re talking about aliens, killing breeders is always a bad thing! And indeed, some party members will be seriously disappointed if you do that.

I like how the “Empire side” is turning out. Because even if the ultimate goal is to submit all the alien races, it’s a somewhat grey territory – the decisions you make might seem inevitable since there’s a big war going on, but you’ll often wonder if what you’re doing is ethically correct, and you can still choose to act differently.

About the mid-december deadline, I’ll try my best to met it, however after the Matrick race I still need to write the Arnox and Apex Rahn quest, and then the final battle. My goal was to finish the game plot, apart for the romance subplots that can be done anytime since they’re not connected with the main plot (except when you decide to do the final fight). So I’m not sure I’ll be able to make it, it might be more like 20-21st december.

I want the next version 0.8 to have the full plot so anyone who preordered can play/test it and let me know any problem. Note that after 0.8 is released, I’ll raise the price to $19.95 and then once the final version is out, to $24.95.

Finally, I also got the new boys images for Spirited Heart new game. You can see a mockup below. Frebo is always the best! 😀

Living in a fantasy world

Who wouldn’t like to? Stop playing the Sims and enjoy a fantasy life with Spirited Heart!

Ahem, sorry about the ad. I wanted to talk about the spin-off of my fantasy life simulation game which I released last year. First of all, I’m still in the early stages so is hard to tell when it will be finished. Previously I said maybe for Christmas but at this point I doubt it, since I want also finish Planet Stronghold first.

I can reveal a bit more info about the game itself. While Spirited Heart was set in the imaginary town of Triberg, and the whole game took place there, in this spin-off there will be already a major difference: you’ll be able to relocate in any town of a whole region. Have yet to decide how many towns there will be, but is very likely the amount will be around 20 or so.

This choice won’t be purely to provide more content, but will greatly influence the whole game, for example:

  • some towns will have exclusive crafting materials. For exeample they will be built nearby mines of various precious metals, essential for certain jobs
  • some will have Masters of certain skills, for example Master in Tailoring. During the game you’ll be able to train and learn skill like before, but to unlock special skill levels you’ll need specific trainers found only in certain towns
  • each town will have different quests: yes, there will be combat in the game! \o/ I always wanted to introduce combat, so people won’t describe this new game as “it’s a visual novel with RPG element” but as true RPG! 🙂
  • based on your character race, season, origins there will be a specific “global quest” that will involve performing certain tasks spread through the whole region
  • being the game online-based, new towns with new features can be added anytime to the game

About the last point, I already explained how this game will take advantage of the online feature. The game on each run will auto-update itself, to provide the user with the latest version available. At same time will notify of new features like new towns, quests or items. That is my goal for this game, to start moving finally to the new era of online games. So, except for last minute technical difficulties, the game will be online only (a big step for me, but I feel is necessary for this kind of game).

As you can see from the thumbnail on the side, I’m also investing lot of money on assets to produce a game with great art. I really believe this will turn out to be one of my most beautiful games 🙂

The title and everything in that picture is just a mockup, so definitely a Work-In-Progress! But I think it already shows off the kind of art you can expect in the full game.

That’s it for now, I’m really eager to begin working on this game, but since is probably my most ambitious game ever, I’ll take it easy and cure it in every small details!