Category Archives: Cursed lands

Status update, codesign and other amenities

Yes I know that I said I would talk about games, and I am going to. But first, I need to make a short deviation πŸ™‚

I certify I have enough

Recently there has been a BIG drop of direct sales. Probably because of Steam direct, but also I suspect other factors. In summary, in last two months I reached the bottom. Luckily, sales on other platforms (mobile, Steam) while are going down (it’s the Indieapocalypse baby) didn’t totally collapse as the direct sales.

Chatting with other indies, I found out that actually my direct sales so far were much better than the average! lol, so the situation is global, even for very successful indies, there has been a great drop.

Why? Well, most people are used to buy/play on Steam, but the OS have their faults too: indeed both Windows and MacOS, now require apps to be “codesigned”, otherwise they show various warnings and it’s hard just to download the game (not even run, just download it’s difficult!). Yes you could codesign, which means you had to pay a yearly fee to get this “certification”, which IN THEORY should protect users from malicious software. A pity that in reality this doesn’t matter – because the codesign only certifies who made it, but not if there’s any virus/trojan/whatever in it (see what happened recently with a famous registry cleaner tool…).

I was codesigning my games (both on Win/Mac) but recently I am really too overwhelmed by all the stuff to do, so I am considering switching all my downloads to the itch.io platform, which seems well known to visual novel authors. The main reason it’s that it uses really great tools, on par with Steam. I will just mention two things that makes a big difference:

  1. incremental upload/download, like Steam. If I change one line in a file and it’s 5kb, both me and players only need to upload/download 5kb, and not the whole game installer (which maybe is 170mb). And for the customers who don’t want to use the itchio client, you can always download a .zip file normally. Doing beta testing with that system will be a breeze. How many times in the past I found a bug when it was almost midnight, so I simply posted in forums “sorry, I’ll update the game tomorrow”. Now I can just run a command-line tool andΒ  do it in 5 seconds making the update instantly available! πŸ™‚
  2. using the client, the codesign/OS warning don’t show. Since your game exe is launched by Itchio app (similarly to what happens on Steam) the various Windows/MacOS don’t show up those annoying “WAIT ARE YOU SURE!? YOU COULD START WORLD WAR 3!!” messages πŸ˜€

Of course, I won’t instantly switch, but I think it’s safe to say that for future games I’ll use itch.io exclusively to sell my games directly.

Speaking of games…

I’ll be the first to admit that I’m not really happy about the current status, by now I hoped to have at least another game in beta testing or even finished. But honestly, this year was a bit crazy, also considering the terrible Summer temperatures I got here where I live, which put me KO for 2 months!

Anyways, let’s see how is the progress of the various games:

Cursed Lands – this game simply became much bigger than I originally thought (lol, a new thing!). I am still coding the various sidequests, and writer said would write the main plot missions in the next weeks/months. When those are done, the game will be very close to completion. It’s going to be another of those 200k+ word RPG games, and I have pushed to add more camp talk and CG (each love interest has two bonus CGs besides the romance CG!). Also, both Vaeril and Nuala are bisex now, and you can romance them both with male or female protagonist. So at least looks like should be worth the wait πŸ˜‰

Love Bites – it’s half done: half of the game routes are fully scripted. In this case, once the writer finishes them, the gameplay is very simple (there is some stat raising but not like my other games) and it could be “put together” much faster. Depending on how things go, I think this one could be done faster than Cursed Lands. But of course depends when the writing is finished and the last thing I want to do is rush the writing of a game as you can imagine πŸ™‚

Volleyball Heaven – luckily the writing is 99% done, but there is still a lot of artwork to draw. So in this case we’re waiting for the artist, who is working hard, but there’s a lot to do. Drawing all those hot CGs takes time, you know πŸ˜‰

And what about estimate release dates? that’s the big question! Well, for all the 3 games above, I think early 2018 would work. Which means I could be in a fun situation where all of the 3 games above will be almost ready at about the same time. Then I’ll decide in which order to release them, but ideally I’d keep the RPG as last since that will require more testing.

As usual there could be some “surprises”, like games I’m not talking about much that suddenly get a boost and could even be released before the 3 above. You never know what’s going to happen! It’s the magic of working on so many games at once with different people all around the world.

Choose Your Own Portrait

First of all, public service announcement: Amber’s Magic Shop is out on Steam! If you bought it directly, you can as always redeem the free Steam keys from this site: http://www.bestanimegames.com/steam/

About this blog: I know I said I would announce a new yuri only dating sim today, but I decided to wait a bit more. The game is going well but I realized that even if I had all the assets (writing, art, music) ready TODAY (and that’s not the case), it would still take me at least 2 months to have the first beta version. For this reason, I decided to wait a bit more, even if the writing it’s at very good point. Also because while I’m not a superstitious person, announcing the games early didn’t really work well in the past, didn’t it? πŸ˜€

Cursed Lands character creation

This is what I’m working right now. I’ve finished the intro part of the game, where you’re recruited by the Human Empire, just before the big “open world” part which will be hard to code but also fun. For sure was fun to code the character creation so far!

The eternal 2D dilemma

Originally, this game was supposed to not have the protagonist displayed, seen in first person view. This because in a 2D game, you can’t have both character customization and romance CG scenes! Just imagine how many variants of each CG the artist should draw if the protagonist was displayed. So far I didn’t do this in all my games, but this was limiting the choice a lot. In Loren, SOTW, Queen Of Thieves you started with predefined characters. You could change their stats/skills but not their appearances. In Queen Of Thieves you could at least change their outfits (and it was a very popular option!).

A randomized head using the new character creation system. I think I was lucky!

In Cursed Lands, I decided to at least have the portrait of your protagonist shown, as you can see in the screenshot above πŸ™‚ It will be displayed in the battles and inventory/character screen of course, not in the game scenes which will still be seen in first person (including the romance CGs).

Combo master!

However just creating your character, even if will be displayed only in those parts of the game, it’s already a lot of fun! I originally calculated 1080 different combinations but then I let myself go a bit when creating the color variations for hair/eyes, so now the unique combinations is over 10.000 πŸ˜€ Of course, several hair/eye colors are quite similar, but I’m already proud of what I’ve managed to do, since it also includes the possibility to create characters with darker skin πŸ™‚

Once I have everything working I’ll make a public alpha so people can play with it and reach the end of the intro of the game. Still a long way to go (need to code a LOT of things !) but I’d say that I’m on the right track for this game so far: the character portrait system is very nice, and the in-game character creation (including a sort of personality test after the intro scenes) it’s interesting as well! πŸ™‚

After the initial character creation, a familiar face will ask us a few questions to determine better our personality…

I also spoke with the writer and we’re considering making both Nuala and Vaeril romanceable by both genders to make more options available to the players (as said the romance CG would stay the same but would only change the texts).

Love Bites & Cursed Lands update

In the image above, the usual “character selection screen” from Love Bites! Yes I’m starting to work on this game now, coding the various gameplay parts. First of all, yes there will be a scheduler but there won’t be any stat raising!

See, I listen to what you tell me πŸ˜‰ I’m not against stat raising games of course, but they need to be very integrated with the story or the gameplay mechanics. Skill checks to pass, and that change the events of the story for example. I agree that if all the stats have to do is just make the gameplay a grind to reach the required value, it’s better to not have stats at all! And that’s why I decided to not have them in Love Bites to unlock the endings.

However, there will still be a scheduler and a few variabls, which together with the in-story choices, will unlock some endings or variants. The current plan is:

  • each love interest has a job to offer to the protagonist. Depending which jobs you take, you’ll unlock more scenes and advance the romance with the love interest.
  • each weekend (Saturday/Sunday) there will be the chance to have a date with one of the love interests
  • in the visual novel scenes, there won’t be anymore a “right or wrong” choice, leading to an increase of relationship. Instead, each choice will alter some hidden variables which will lead to endings variations. I’m not sure if I’ll keep those variables hidden or even show the effects on the choice text itself, have yet to decide it.
  • the only variable in the scheduler will be Energy, Money and another one which I’m not revealing for now (could be called “Stress”). They can influence the game ending and even lead to a sudden game over (don’t worry, it’s not easy to “lose” in this game) and relative achievement, which will be fun πŸ™‚

Love Bites beta should begin this Summer or early September, though not sure yet when exactly.

Cursed Lands news

Good news: the script of Cursed Lands (in the screenshot above, the game main menu) it’s at very good point, and should be completed this year. Of course this doesn’t mean that the GAME will be out this year! πŸ˜‰

Currently the story is already over 150,000 words, so it’s likely that the final story will be close to the 200,000 word range. Yes, I managed to make another “small game” ™!

Jokes apart, I think for a RPG with a good story, recruitment missions, loyalty/relationship/friendship/romance paths, male / female main character, side missions etc… 200,000 words are needed.

This game, without any spoilers, consists in 3 phases: the intro, where the player is “hired” for an important mission regarding N’Mar. A central phase where player must explore the world and recruit new party members to help with the main goal. A third phase where the “final battles” is played and everything it’s resolved.

In the image above you see a prototype of the central phase, where players will spend most of the time. Yes it’s similar to Amber’s, but the similarities ends with the left GUI πŸ™‚

What about the gameplay? For now I can tell you a few things about the RPG/combat:

  • you can use special skills (Talents) against normal enemies and, with reduced effects, against bosses. Your playing character possess those talents which can lead to interesting results. For example let’s pick the following talent: Bluff – May cause enemy to flee and drop an item. Obviously, with normal/regular enemies this will work (of course during testing I’ll limit certain talents to once in a battle, and also will depend on the target level, etc) but with bosses not (otherwise there won’t be combat lol).
  • if you remember the very old announcement post, I posted a screenshot of the love interest, 6 in total. However, you can recruit MORE people to help with your quest! There are two dwarves, Dasyra and Galan, which are each one the opposite personality/class (Dasyra is a healer, Galan a berserker) and we also decided to allow some secondary side mission which will enable the player to recover also characters that maybe were abandoned in the first mission (where a choice is forced). A total of 10 characters can be recruited in total, and with all of them you can increase your relationship and unlock a “friendship bonus”.
  • because of previous point, to avoid micro-management madness, I’ve decided that each character will have 4 or maximum 5 inventory slots: main/off hand, ranged, armor, jewelry/accessories. I think I might reuse SOTW system with randomized items but for sure have unique items that will be more powerful than anything else.
  • same for the skills: I prefer to have less skills but designed better, so 5 skills for each character, for a total of 50 different skills (enemies might have others though). I haven’t made my mind about the attributes yet, could use same system as SOTW since it’s already well tested.

As you can see, this is definitely NOT a small game by any means even for the complexity of gameplay. The script should be finished towards end of this year, so I might even be able to release this game next year. I know this is a game I started only recently, but as I’ve said many times, I cannot control how slow/fast writers work, so it can happen that games started not long ago are finished sooner than games in the works since years.

Well, at least means a new RPG will be out relatively “soon”, right? πŸ™‚

End Of July update

lesbian01
In the image above, Sybil talking about her homosexuality to Grace

July was a very bad month for me because of the heat. I think I’ve never worked so few since I went indie! However, for my collaborators it was a very good month. It was the month where I paid them most of any other months ever. I am broke now πŸ˜‰

Jokes apart, it was good because means a lot of content was made. I have several projects at a very good point, lots of text written and some great artwork being drawn right now.

Cursed Lands

I’ve read the Amazons intro for Cursed Lands, and it was really cool to read the protagonist traveling to the Citadel to meet Karen and the young Loren’s trainer, Leena:

“The path to the Amazon domain is treacherous and narrow.Β  The Amazons know how to make a territory naturally hostile to invaders, I’ll certainly give them that.
The craggy rock path makes it easy to follow the narrow path without slipping, but I find myself constantly forced to adjust my balance along its uneven surface.
In the distance, I can see the fortress.Β  With its high walls and imposing towers, it appears intimidating, or at least as intimidating as a distant structure can.Β  At least I know I’ve found the right place.Β  There’s no way that this structure can be anything other than the Amazon citadel.”

Queen Of Thieves

The Tiberius otome route was finished, and I am very pleased by the writing so far. Each love interest (male or female) feels really unique and different from each other.

giantsnakes

Coding-wise, I’m “still in the catacombs” πŸ™‚ which means I’m still coding/designing the catacombs levels (level 5 out of 9). I hope to be finished with that by end of August, and then there will be the robbery missions.

As I said already on Twitter/forums, much depends on how things will go, if artist can finish the CGs scenes in time, etc. If everything goes smoothly, which would be VERY UNCOMMON, the beta of this game would be out before end of year for sure. If some things go badly (late artist, writer, somehow I can’t code well, etc) would still be early next year. So even in worse case the wait should be over. (I hope these won’ be the last famous words! lol)

Loren 2

I don’t talk much about this game, mostly because is still very behind. However, at least the story is making good progress now. The main plot is at chapter 2 (out of 4), but of course is only the first draft, and there are still all the side-quests missing.

We’re focusing on getting the main plot done first, and then adding later the various side quests and camp talk.

The art is done, but we could add some more CG scenes as the story gets written. We have already planned some, involving Loren and Myrth, and other characters πŸ™‚ They’re not romance CG of course, but story/key moment CGs. Some are still sexy/cool/cute though!

Planet Stronghold: Colonial Defense

Writer is finishing to put everything in Ren’Py format, it’s taking a while since the game turned out to be very big (over 200k words!). Meanwhile the artist is doing the cards art, which are turning out very good:

flamertankforce_wall

The biggest problem in this case is the coding, hopefully the coder can resume working on the card-framework next month, since that would speed-up the development a lot! Also I was planning to reuse the same framework for Undead Lily…

And what about Undead Lily?

If you follow me on Twitter you spotted the various art updates I’ve been posting. For those who missed them, no worries. Check the “group” pictures below of the good heroes (later changed to the “order heroes”):


the “good heroes”, old style
newheroesthe new style, order heroes

Beside the fact that old heroes were only waist-up, while the new version is fullbody, you can notice the BIG difference πŸ™‚ The old ones were more fanservicey, but fear not since you can choose for each character what version to display. And the ending CGs will have an optional very hot version! You know when an artist can draw human anatomy so well, would be a pity to not take advantage of such skills… right? πŸ˜€

I had several more updates for Never Forget Me, Roger Steel, and more. I just talked about those games since they could be, in theory, the closest to be released next. Oh, also that yuri game that MUST NOT BE NOMINATED BECAUSE IT’S CURSED… you know what game it is! well, it’s at very good point too!

Introducing “Cursed Lands”

What is “Cursed Lands”?

This week I got a big chunk of writing for my new game, Cursed Lands, from the writer, so I thought to make an introductory post about this game.

What makes it a bit different from my other RPGs, is that in this case there’s a bigger roleplay element, like the “character creation” phase at beginning of the game. There will be fights, but with some new gameplay elements. It’s much more story-based, since during the fights themselves you’ll be able to interact with the enemy, allies and environment, to change the battle/situation outcome.

In many cases you’ll have to make a “tough choice”. No compromises, just pick one of the two option, with different consequences.

Anyway, I thought to make a nice image as summary of this game romances:

romances
All Cursed Lands romances, divided by gender/sexual orientation

Forgive me for the low quality but I made the mockup quickly using JPGs instead of the original images, so there might be some white borders. The in-game art will look great as usual! My favorite character is Nuala, even if both Nagas are awesome of course. What’s yours? πŸ˜‰

The game premise

I don’t want to reveal much of the story for now, however I can share the initial premise, from an early draft the writer sent me:

The game takes place over the course of four β€œmonths” or cycles of the moon. The game begins with mist covering the area from the Castle of N’mar. The mist particles reflect light by day, causing blindness in those who spend too much of the daylight hour in the mist, and by night, it is too dark to see. Thus, the human empire responds by sending an army to investigate, coincident with the full moon; they can see by the light of the full moon without being blinded.

The game takes place in the year 653 since foundation of Grimoire (the official dating system of my fantasy world of Aravorn), so 13 years before the events happening in Loren Amazon Princess. Queen Karen will play a major role in the story (no, you can’t romance her!). If you’re curious, here’s the current Aravorn timeline: http://aravorn.com/index.php?title=Timeline

The game characters

The cast is quite interesting and varied. The romances are only those pictured above (so don’t ask if someone else can be romanced!! lol), but there are also other characters that you can recruit for your main quest, max 1 for each race or guild/ethnic group. I’ll make a short introduction here, with a portrait and a phrase from what I’ve read so far that I found interesting/representative of that character:

GalanGalan (dwarf berserker)
“I know that I’m no hero.Β  Sometimes I like to pretend that I am.Β  But when I jump into the fray, telling myself that I’m doing justice by defending the weak, I’m really lying to myself.Β  Because the truth is, when I get into a fight, it’s for one reason and one reason only: I like to fight.”

DasyraDasyra (dwarf healer)
“I never fancied myself a fighter, but in that moment of combat, standing by your side, it was like I was operating in a higher state of consciousness.Β  It was like I became suddenly aware of my own mortality, but also aware of the mortality of the men who were attacking me.Β  Everything else, the entire world of worries and stress I’d been carrying until that moment, they all ceased to be relevant.”

KushoKusho (elf assassin)
“So you’d have me working as part of a group?Β  Well, solo work really is my preference.Β  But infiltration sounds right up my alley.Β  I imagine the castle of N’Mar is ripe with hiding locations.Β  That architecture is ripe with nooks and crannies.Β  And shadows.Β  I do like shadows.”

VaerilVaeril (elf druid)
“You’ve just met me.Β  It seems a bit premature to judge my character when we’ve had not more than an hour to share words. Some will have drinks with a man one day, and slay him the next.Β  You can’t judge the body of a man’s character from a single act.Β  You know nothing of the sins or virtues of my past.”

GeraldineLady Geraldine (merchant)
“Do you want to know what I think?
The needs of the living outweigh the needs of the dead.Β  Give the dead their respect.Β  But don’t let them occupy space that could be put to better use.Β  The memorial can always be rebuilt elsewhere.”

CedricCedric (merchant)
“The truth is, a symbol like the Tomb of the Unknown Soldier means more than a profit-minded woman like Geraldine could ever hope to understand.Β  An officer realizes there are things more important than money.Β  Loyalty.Β  Duty.Β  Honor.Β  Those are the values that we prize above all else.”

SylrissaSylrissa (naga blademaster)
“If I ever met a vampire, I’d very much enjoy having the chance to dance with them, and then have a pleasant chat with them, and then slice them up a bit with my blade. No better way to get to know someone than from the inside out, eh?”

EnokEnok(naga battlemage)
“Nagas have very few rules when it comes to killing. Anyone who steps into naga territory unwelcome is likely to made into a meal. Naga kill all the time, without provocation.”

The pirates, amazons and nomads are missing since the recruitment scenes for them haven’t been written yet.

I’m quite excited by this game, also for personal reasons: back in the years 1996-1997, I already wanted to make games, but was still too young and inexperienced. However I liked to dream, and so I started to design on paper a game, which was called indeed “Cursed Lands”. Now, almost 20 years later… πŸ˜‰