Category Archives: pets

the year of the rabbit

Dsc00672

Today was supposed to announce the release of Remember Me, but I had a last-minute problem with my dwarf rabbit Cleo that you see pictured above (nothing serious, only a minor surgery at the teeth). She’s 9 years old and is quite a record for a dwarf rabbit!

So I won’t be able to release the beta version of game today, but since the game is basically finished, I will spend 1 or 2 days to do some extra testing and make sure everything works as it should. Even if is just a beta pre-order I am a perfectionist and don’t want to put something online in a rush πŸ˜‰

As the title says, this year is the year of the rabbit in the Chinese Zodiac. Curiously, last year was the year of the Tiger, which is my sign in the chinese zodiac, but overall was one of the worst years since I was indie! This year luckily is much better, thanks also to my decision to switch from simple visual novels to some more complex life simulations and RPG games.

Well, that’s it for now – check my twitter and watch this blog and my forums for the announcement of Remember Me pre-orders during this weekend!

Announcing a superheroes game!

Img_0732

In the picture above, Gilda in a very cute and funny pose/expression. She’s adorable πŸ™‚

Goodheroes

In this other picture instead you see the “good” superheroes, led by that mysterious undead girl, who is indeed calledΒ  “Undead Lily” (cool name for a superhero, eh??). If you’re put off by the nudity of some characters don’t worry, in the game they’ll be covered “by default” and you’ll have to enable the sexy version in the options!

The game is obviously in a very early stage, meaning that actually there’s only a few pictures and a storyboard, and nothing else. With this game I’m going to mix some genres again, this time a real-time RPG battle system (think about Final Fantasy) with a more strategic / simulation part where you have to manage your heroes headquarter, building new weapons, researching new stuff, and so on.

The main gameplay of this title would be something like this (I am still brainstorming, if you have any suggestion feel free to post in my forums!):

  1. you would have to control a team of good and a team of bad superheroes. I think this aspect would be quite fun. In practice the starting plot condition would force the two teams to work together, even if obviously they are opponents.
  2. each team is made by 5 superheroes, associated to one of the following elements: Death, Life, Fire, Air, Water, Earth (the elements will be also key component for a rock-paper-scissor mechanic in the battles)
  3. At a certain point, the teams will split again. Each team will be lead by the Death character, which for the good side is Undead Lily, and for the evil side is “Big Blind”.
  4. Except those two fixed characters, you will be able to recruit a team based on your relationship values with each of the remaining heroes. The relationship will start neutral and change during the first phase, using the usual relationship system present my other games. Most of the choices will be mutually exclusive, since you’ll be forced to have one of the two heroes for the four remaining elements.
  5. This should guarantee a good replayability since everytime your choices might be different and you might end up with a different team of heroes.
  6. From this point, there will be another good part of the game/story that will see you face the other team and other creatures, and this is also where the strategy part will take place: each team will have a headquarter where they’ll be able to research new blueprints, build new weapons/items and train some unique superheroes skills. To do that, you’ll need resources that you will gather with the fights – so in practice it will be somehow an equivalent of the crafting you see in the fantasy RPGs.

That is the basic idea I have for the game. Of course, from now until the game gets finished (I believe might be next year!) things could change a lot!

One thing is sure: I’m finding myself a lot “burned” after making Planet Stronghold, so the RPG, and simulation part of this game will be very simple/casual, like Spirited Heart for example. I think (and so far my sales data confirm this) that I make my best games when I don’t excessively overcomplicate them. Considering that adding more details/stats/complexity also takes more time in coding and testing, you can see that I’m not really motivated to try making something as complex as Planet Stronghold anytime soon! πŸ™‚

Every moment of your life is a simulation

Imgp0460

In the image above, Lilli the cat sleeping inside a vase. She found it comfortable πŸ™‚

Dreaming Newinterface Townmap

Yes, every moment of your life can be simulated. Every action you do has consequences, that depends on your stats and skills. If you decide to play an action game, and you don’t have enough hand-eye coordination, you’ll have less chances of succeeding than someone else who does. If you don’t know Enligsh, you’ll have a very hard time to play my games. If you don’t have internet, you cannot read this πŸ™‚

Those are just some (silly) examples, but if you look at the Remember Me galery above, you can see that I am trying to simulate almost every aspect of a young lady in the modern times, even when you end the playing day and you go to sleep, it’s a simulated event: you can have a good night, you can dreams, you can have nightmares, and so on. I’m particularly satisfied by how the game is coming along and I really hope that the cute artwork won’t turn more “hardcore” players away because behind it there’s a very complex life simulation, that can be enjoyed by any kind of player, I think.

In the gallery of pictures you can also see the new dialogue layout, which finally replaced my poorly done orange box (typical coder art) that you saw in the first game screenshots!

I’m still working on the game, and I have no estimate release date. However there are several features that are already in place:

– 8 different romance ending + 1 ending alone
– every game day is divided into several parts: dawn, morning, noon, afternoon, late afternoon, sunset, evening, night
– town map from which you can visit several different locations
– each location has several actions available that change based on: time of the day, required actions, plot status, your skills, and more (some of them will be fun to discover)
– the usual relationship system between you and the other characters in the game
– you can raise your stats doing specific actions in certain locations
– a mall where you can buy stuff. Some useless, other really useful for the game (some even required to unlock certain path with some characters)

I’ve instead given up the idea of doing an ice-cream minigame, because it really doesn’t fit much in this kind of strategy/simulation game, and beside it has already been done lot of times, I want to make something more original, so I’d rather add more options/paths than spend my time in doing a sort of time management game.

I’m quite pleased since this game started as a simple dating sim, but it turned into something like my fantasy game Spirited Heart, but set in modern times πŸ™‚

Remember Me update

In the picture above, Gilda sleeping inside a bread bag! Looks like she found it very comfortable πŸ™‚

“Remember Me” update

Everyone interested in otome / dating sim games will be pleased to know that beside the game I published this week, Love & Order by Christine Love, I’m also making one completely on my own πŸ™‚

It’s called Remember Me, and it will feature the same character artist as L&O, and a very extended simulation part. There’s also a custom song made for the game, which has been written / composed by the skilled Matt Myers and features the young talent singer Cristina Vee!

The story of the game starts with a dramatic event. The main character, called Amarantha (my homage to a friend developer who always supported me with precious suggestions and encouragement in past years, Amanda of Amaranth Games) is dating Aaron since about a year, when one evening during a date on the beach…

The two were walking together, hand in hand, watching as the sun descended beneath the horizon. The evening was wearing on and the warm colors of twilight were starting to fade from the sky.

Amy wasn’t sure why Osher, Aaron’s father, wasn’t approving their relationship. Maybe because of her social condition? because she had to take a part-time jobΒ  in a ice-parlor during summer, to pay for her studies?

All her thoughts would soon disappear because something worse, much worse would happen. While going back home on Aaron’s motorcycle, they had a car accident. As Amy wakes up in the hospital, she discovers thanks to the help of Eddy, a young doctor, that Aaron has lost short-term memory, completely forgetting about her and their relationship!

The game will let you pursue four young boys, each one with completely different interests, personality, and approach. The hardest task, and also the “best” ending will be to try to get back Aaron’s memories and become her girlfriend again, since you’ll have to find out a way to restore his memories. But depending on your actions, Amy could find out that after all, maybe Aaron wasn’t the right man for her, and fall in love with someone else instead (or she could also end alone – a sad ending).

The other dateable characters are: Eddy the young hospital doctor, Lawrence who works with Amy in the ice cream parlor, and Hugh, who owns a fashion shop in the town center mall. There are also other secondary characters, like the annoying Abigail, Aaron’s ex-girlfriend, who shows up in the most unappropriate moment…!

More info about each of them the next weeks.

The game will also feature a map that will let you move freely from location to location, and a time system, dividing the day in several parts: ‘dawn’,’morning’,’noon’,’afternoon’,’sunset’,’evening’,’night’.

On each place you’ll be able to do several actions that will consume one or more day time units, unlock scenes, or change your four main statistics (see the status bar on the left). So for example you might go to the library and read a book from afternoon to sunset, or even evening, to raise Culture. Note that the stats aren’t definitive yet, since I might change Culture/Creativity which are rather similar with Athletic or something like that.

There will be a morale system, so if you attempt to perform actions while your morale is low you’ll fail. There will be also money, that you’ll need to use to do several actions in the game like going to the pub, buy stuff in the mall, and so on.

And there will be much many other hidden things in the game πŸ˜‰ And don’t worry about the writing, since this was completely outsourced – written by a native English speaker, and I’ll have another review the whole game texts again just to be sure there aren’t any typos!

I have no estimate release date yet, but if all goes well I think end of March might be LIKELY, but not 100% sure.

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!!