Category Archives: pets

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! πŸ˜€

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

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

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

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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!! πŸ™‚

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 πŸ™‚

Crunchtime!

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When I told my wife I was in crunchtime mode, she made those cookies. I should do crunchtime more often!

Soo this week was supposed to be in crunchtime mode. And I was! Until the cosmic conspiracy decided that I couldn’t finish Nicole this week. Oh noes! What happened?

Well, after last Friday’s blog post things were going smoothly and I was making big progresses. The “online shopping screen” was done by Monday:

onlineshopping
the online shopping in the game will let you buy items to give to characters

then, the trainwreck happened πŸ˜€

Tuesday my TV LED broke, and discovered was because the cat pissed on the back of it πŸ™ had to call the technician to retire it to get it fixed and then waited for the phone call. The warranty obviously doesn’t cover that, so here goes another unexpected expense…

Wednesday had power cut for 6h, and besides, <ahem> it was the 12th anniversary since my wife and I met. So I really had to take that day off! some friends on twitter said that the power cut in this specific day wasn’t random and that my wife was the main suspect… πŸ˜‰

The next day, Thursday, a small vet emergency forced me to drive to town: 150km of driving with the cat, away from home for another 6h and too tired to work when I got back.

So… there went the “productive week”! Anyway, I made really good progress in the previous days so I might still be able to finish the beta this weekend or early next week. Now excuse me, going back to eat some cookies. Crunchtime!

Progress update

First of all, I redid my website layout, I think is much better and functional than the previous one (the shopping cart layout needs to be updated but don’t worry, it works fine and is safe!). Second, the big update for Planet Stronghold is now out of beta, so you can grab it from the official page: http://www.winterwolves.com/planetstronghold.htm

Third, it’s been a while since I last posted a cat picture and did a progress report of all my games, so here we go:
tofu snowIn the image above, my cat Tofu looking at the snow from her little wooden house

As you know I have always several projects going on at once. Let’s make the point of the situation. I’ll try to order the games in the orders they’re likely to be finished, but of course it’s not a definitive list:

Bionic Heart 2

As you know everything is ready, but there are some serious plot bugs. Hopefully out at the end of this month, at least the beta testing stage!

Nicole

The otome version is at a very good point. It has all the characters/background art, and it’s only missing the soundtrack (but that can be done in 2 months) and the writing. After that is done, I’ll need to put together the gameplay, but shouldn’t take long since will mostly reuse the one already coded for Always Remember Me.

Roommates

Even this game is at good point, but since is very big, it will be probably out after Nicole. Story-wise there’s the last part left to write, but then we’ll need to playtest/edit everything so that’s still a lot of work. All the backgrounds are still missing, though I have already contacted a person to do them, and we decided to add several more CG images for the Spring Break event where most love-stories will really begin to flourish πŸ˜‰

Then there’s still the soundtrack to do, which very likely will also consist of a theme song, since one of the characters of the game (Max) is a singer in a band.

Planet Stronghold 2

This is a very ambitious game, so while a good amount of work is already done, like all the romance scenes, we will add more enemies and probably camp talk images like those that will be present in Loren sequel. The RPG framework is also being rewritten completely and will take some time because the coder want to make it more flexible than previous one (so it can be adapted and reused for future games better).

The other games

Even if I don’t have time to post regular updates, progress is being made for Amber Magic Shop, Queen Of Thieves, Roger Steel and all the others πŸ™‚

2011 The Year Of Farewells

This year was… weird. It was bittersweet, crazy, successful, painful, happy, sad and… the year of farewells.

This year indeed I’ve said farewell to my beloved uncle, the person who helped me to become a game developer more than anyone else since I was a kid.

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I’ve said farewell to several pets: the last one, my dog ArtΓΉ, just a week ago. In the picture above I’m with him during a trip to Germany.

But it was also the year I said farewell to my old car. I know it might seem stupid: but I was somehow attached to it. It was the car I had on my first date. The car I used to go at the office for my first job. Was the car I used when I gave the first passage to my girlfriend, and when I went on my first holiday trip. So many memories, mostly good ones!

I’ve also said farewell to portals: or at least, to submitting to them. I’ve come to the conclusion that they get so many submissions that unless you make a perfectly “targeted” game, you won’t have any chances. Or you need to be featured on the most popular websites, which is something that seems forbidden to me for reason behind my control. So, from now on, I’ll just save my time and take care only of my followers!

How was business in the 2011

On the “business” side, this has been my most successful year ever since I was indie. This month was the best one, despite the various indie bundles, sales, and the crisis. I really hope business will continue like this month, would help me to relax a bit!

Of course, I’m not getting too much excited. Since I know that in a fast paced technology-related business things might change completely in just a few years (or even months). Still it feels good for once not being worried to pay the bills!! πŸ™‚

It’s interesting, if I think back about 2010 which was a rather disappointing year (mainly because of the two Vera Blanc games and Card Sweethearts, the worst-selling games I’ve ever made!). I was sad and angry because of the various failures, but I still had all my pets and my family members alive. I think this year taught me what really matters in life, not money or success – but love and being loved.

Next Year Goals

I really have big hopes for next year, since I’ll release many interesting new games of all kinds (RPGs, dating sim, otome, etc). The only thing I fear honestly, is that I might have to slow down a bit. I am not a machine, and this year for various reasons I was forced to be at home, and since at home I have my computer and internet connection… I worked! I didn’t have a SINGLE DAY of holidays. Of course I didn’t code or write all the year, but even managing people/sending emails takes lot of time.

And as a consequence I released 5 games in a year, which is something never happened before. I’ll try my best, but don’t expect 5 games next year! Even if who knows, maybe will still happen.

Happy New Year to everyone!!

The Price is Right

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In the picture above, an image of my dwarf rabbit Cleo who decided to travel to the rabbits paradise last week, after 9 years with us.

Why low pricing is wrong for niche games

I’m going to talk briefly about my own experience with low prices. I know that as customer, you’d want the games to be cheaper! who wouldn’t want that? however, as I gather data from my little price experimentation, it’s quite clear that if I was to sell my games for 4.99 I would be bankrupt in less than one year.

Check the pie-graph below:

Sales

On top there’s the graph for the number of copies sold. Wow, during the promotional week sale, Heileen1 was almost 1/3 of my total games sold!

However, the enthusiasm quickly fades checking the other graph below, showing the net revenues for the same period: Heileen1 is at the 5th place, below other games.

This is even more “dramatic” if we consider that I sent the newsletter, posted in my twitter/facebook page and so on about the promotion. So in practice, the “regular sales” of my other games (the best selling titles though) were generating more revenues that a super-mega sale…!

I like to do sales, since I know that not everyone can afford to buy my games at full price. Obviously, I’m going to wait several months before I do sales of my recent games, but for games that were released 2-3 years ago (Heileen 1 was released in 2008 for example) it’s fine.

But the fact is that unless you have a great exposure, a customer base of millions, like the portals have, undercutting your price is never going to work. You’ll only lose money, and if you’re not careful, forced to find another job! πŸ˜€

Heileen 2: Hands Of Fate promotional sale

Speaking of promotions, this week I managed to update Heileen 2, which is on sale until next Sunday (included). Below you find a teasing image of Ebele with the new relationship bar added to that game as well. (Sadly Ebele is not dateable in the game, even if there are some spicy situations with her…)

Newheileen2

Since I’m using online activation, I decided to offer two kind of downloads: the “standard” game, without voices, which is 45mb, or the fully voiced game that is 100mb. I’m particularly interested to check the statistics after some time, to see how many people prefer the voiced vs unvoiced version, since I’m considering if to make some more voiced games in future or not.

And the various games in progress? they’re all still going fine! This week got some sketches for the Roommates game from a new artist, new finished CG scenes for Planet Stronghold: Warzone, new images/texts for Queen Of Thieves and new texts for Heileen3.

I really am not sure which game will be done first, since mostly depends on artists/writers speed, and what kind of gameplay will choose to implement in some of them (I have a few interesting ideas for Queen Of Thieves but must see if is something that I am able to code or not!).