Category Archives: Vera Blanc

Four new games in progress!

Imgp1975

In the image above, my cat “Micia” back in 2002. She was living with my parents now, and she died last week, at 15 years old. It’s kind of sad since she was the first cat I rescued and officially adopted. I want to remember Micia with that funny picture of her in the bath tub πŸ™‚

Now, speaking about my games, some interesting news:

First of all, I updated both Vera Blanc games, added a new “visual novel mode” (that eliminates the need to solve the minigames) and put on sale until Sunday for 4.99 each. So if you haven’t already, check the demos here:

http://www.winterwolves.com/verablanc.htm

Four new projects!

I’ve started 4 new games. Yes, four! I’m crazy, I know. But as you know I’m now using external writers, so I’m “only” writing the scenes and doing the games storyboard. Obviously I won’t release all those games this year, also because I expect some of those writers to quit/disappear halfway, like usually happens…
Of those 4, only one has already some art ready and is the Queen Of Thieves game, which will be a fantasy RPG/lifesim (though I have yet to think about the gameplay in detail).
The other 3 are: “The Hospital” a horror game, “Amber’s Magic Shop” another fantasy lifesim/potion making game with both good/bad endings, and “Roommates” a more light themed game with college settings.

All the game titles are temporary names which might change.

The Queen Of Thieves game

Is being rewritten by another person, which hopefully won’t disappear from one day to another. I am sorry for previous writer since she was doing a good job, but I can’t keep chasing everyone, especially if they don’t email for 2 months ^_^;

I want to push this game hard since as I said is the one where I have most of the art done (still need to be finished though) and it could be one of my next games to be released, alongside with Loren and Planet Stronghold: Warzone.

Amber’s Magic Shop game

As you have noticed, recently I released mostly light-themed games and all of them had happy endings. While I like them of course, I also like games that offers sad/bad endings. Sometimes, a bittersweet ending or even a sad ending can be more rewarding (story-wise) than the more “classic” happy endings.

So in the fantasy life/potion sim game I’m writing right now, I’ll have bad endings, since the overall game setting is dark fantasy. I wanted to try with one game to see how the public would react, since honestly I’m a bit tired of writing only happy ending games! Besides, there will be happy ending even in this game, alongside with the sad ones.

The Hospital game

This is a kind of an experiment, I admit it. I have absolutely no clue how a horror VN game can sell. It will be probably shorter (and so cheaper) than my other games, and still have some romance options as well, but obviously quite different from my other light-themed games. The game starts and you wake up in a hospital bed, with no memories of who your are…

(I know, not the most original start, but the rest of the story I think it will be!)

The Roommates game

I got lots of feedback from people who wanted a game with college/light setting. I am designing one right now, which will include both male and female main character. So you’ll be able to play it as GxB, GxG or BxG, BxB. In practice, all relationship tastes included!

 

Loren RPG framework status

We made lots of progresses this month so far. Right now, we’re waiting for some new icons/UI for the equipment screen and then we’ll be able to post a public alpha preview, which will be very useful to find some possible nasty hidden bugs. I tested the battle a lot, but I only recently added many new items, and I also want to start creating some new enemies, so is likely that some bugs could pop-up.

Equipment

In the image above you can see the equipment screen mockup, which obviously is not final but just a work-in-progress.

Obviously my other games like Heileen 3 and Planet Stronghold: Warzone are progressing as well, with the former getting lots of the 100-scenes done, and the latter almost all the romance CGs finished.

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… πŸ™‚

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 πŸ™‚

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 – Merry Christmas!

In the picture above, Mirtillo and Othello sleeping together peacefully. I wonder what they’re dreaming ?

I want to wish everyone reading this blog/following me Merry Christmas! πŸ™‚

Then, a quick status update about Planet Stronghold 0.8 (since is the game I’m currently working on). In the recent weeks had some eyesight problems, so the programming has been slowed considerably. I really hoped to have it ready by Christmas since would have made a great present… but sometimes, real-life problems get in the way and so I had to post-pone the deadline to end of the year!

I’m writing the latest two quest, regarding the Apex Rahn and Arnox races, including two boss fights. I think once you play the game you’ll realize why is taking me so long to make… because the game IS long! The part I’m writing now involves all the races, and if you side with the Empire you have to eliminate them, instead if you side with the King/Shiler you will unify them and form one single alliance.

So this part is the “core” of the game, the biggest one. If you played the demo, this part is basically 5-6 times longer than it…and you can play from two different sides, so some parts are different! That is also why the final release price will be $24.95 (so you have still one week to get it at the deal price of $9.95!). And now, for some postmortem-retrospective about the year that is about to end:

2010, The Year Of The Tiger

I admit I was excited about it (since I am a Wood Tiger in chinese horoscope). Well, my goal for 2010 was to release 5 games, and I was particularly excited about (quoting from my last year post):

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…

I was obviously talking about Vera Blanc, which as you might know, turned out to be a real disappointment in term of sales πŸ˜€

So, in 2010 I released The Flower Shop, Card Sweethearts, Vera Blanc: Full Moon, Vera Blanc: Ghost In The Castle. Not only I didn’t release 5 games as I had planned (even if I’m almost done with Planet Stronghold), but most of them didn’t sell well at all! So in all honesty, considering also the other real-life problems I had, 2010 was probably my worst year since I was indie. For the first time in 7 years or so, I didn’t grow my business. During the summer and autumn, I thought it was something beyond my control, the global crisis, the return of middlemen and so on (since also many other indies had very low sales during that period) but if I think about it carefully, it was my mistake for producing games without doing proper “market research”.

Vera Blanc got the most positive reviews I had for a game, on famous sites like Gamezebo & Gamertell. And it has some fans that are eagerly waiting a 3rd episode. Still, it would be foolish for me to release another one using the same gameplay system… so even as indie, you can’t simply do any game you want to do (unless it’s an hobby) but you must also identify the market you want to sell to, and make sure you have the right product. Making a good/original game just isn’t enough, if that game has a very small fan-base.

Next friday, more cats pictures and my plan for the 2011 which hopefully will be a better year πŸ™‚

Vera Blanc: Full Moon on iPhone / iPad and web

Vera Blanc in Full Moon
Just a short blog post to inform everyone that the game Vera Blanc: Full Moon is now available for the iPhone, iPad, and as a webgame.
Check the links below:

The web version in particular is quite interesting since it plays until the demo ends, and you can then purchase the game and enter the purchase email and resume playing the game immediately. Let me know what you think about this solution since I might adopt it even for future episodes of Vera series (which won’t be out before next year, as I said).

Why you shouldn’t compare adventures with other kind of games

Was talking by email with Dave Gilbert of WadjetEyeGames yesterday about some complaints from players for the length of story-based games like adventures or visual novels. Some would say that for $20 they expected at leat 8-10h of “gameplay”, since most other games you find (especially in portals) offers you that.

As I wrote already a few weeks ago in my “how long is it” post, you can’t really compare such kind of games with other games. Take a look at the Hidden Object Games you see in portals: they offer usually 4-5h of gameplay, but they do that using several tricks:

  • first of all, there’s much less text/narration. This isn’t necessarily bad: many people don’t like to read much texts, and that’s why I want also to make some more classic adventure games alongside my actual Visual Novel and Dating Sims. But is much easier to write a story with less dialogues, than come up with a long story rich of plot twists and interesting situations, as you can imagine
  • then they’re filled by minigames. Many minigames are mini-puzzles, so it depends also how skilled you are. But should that count towards the gameplay length? If so, the problem then is not the actual story/plot length but the kind of minigames that are in it. Also the risk is of breaking the narration by putting too many minigames, so there will always be someone unhappy
  • reusing content. Many games reuse locations, for example the same background, but you have to find different set of objects. That’s ok of course, as a game designer I know perfectly that you often have to find a compromise. But is the player really happy about that? I mean, why stretch the story/gameplay recycling stuff, just to “reach 5h of gameplay”?

I understand the complaint of some people, but you need also to understand the amount of work that’s behind those games. Is much easier to come up with a new “reskin” of time management games or even strategy games (unless you put something different). Many RPG made with RPGMaker XP uses all the same tilesets/sprites! So you need to understand how hard is to make adventures, since you can’t recycle/reuse stuff, but everything needs to be drawn from scratch, a interesting story needs to be written, and so on. There is a reason if mainstream AAA companies left adventure games a few years ago. Now they’re coming back a bit because with 3d content is indeed possible to re-use many assets (a new character can be easily created starting from a old 3d model as base).

I really think that the only solution in this case would be recurring to microtransactions but also some online game. If I was selling my Vera Blanc games for $9.99 I probably would sell more copies but would almost for sure make less money overall (believe me I tried so many times to lower prices but I simply couldn’t survive with the revenues).

So I was thinking that a webgame made like an adventure, at a very accessible price (price based on game length) should make everyone happy and at same time being online could get more viral and known, so get more exposure (needed because if I set such low pricetag I need to shift much more copies).

Though I’m sure there still would be someone who complains about price πŸ˜€