Category Archives: roleplay games

Heileen 3: Sea Maidens in beta

Reminder

Despite being buried in snow and recovering from a flu, this week still managed to finish the beta version of Heileen 3: Sea Maidens, the yuri version of Heileen 3.

Direct download link (BETA)
http://www.macgames.biz/games/Heileen3-1.1d.exe (Windows)
http://www.macgames.biz/games/Heileen3-1.1d.zip (Mac)
http://www.macgames.biz/games/Heileen3-1.1d.tar.bz2 (Linux)

Buy/Preorder links
http://www.winterwolves.com/buy.php?prod=17030053 (normal yuri version)
http://www.winterwolves.com/buy.php?prod=17030054 (yuri version with Bonus Content. Note that the Bonus Content is IDENTICAL to the “otome” version, so if you already bought that, you already have all the extra content!)

 

Discounts
Anyone who bought already the normal version has the right to a 50% discount (that is what I’ll offer as bundle once the yuri version is officially released, a discount of 25% on the whole order so it’s the equivalent of 50% of one item). So if you bought the normal version already simply email me and will send you the discount code 🙂

If you find any bugs feel free to report them in my forums here:

http://www.winterwolves.net/viewtopic.php?f=21&t=2823

Note that the new downloads contains both the otome and yuri versions, similarly to what happens for Spirited Heart. Also there are new scenes for the otome version too.

Other games

Now that Heileen 3 is getting towards the final release, I am going to get back to the other games. The next one to be released should be Bionic Heart 2. Then there are several games in the works, and one of the most important is Planet Stronghold 2. Speaking of it, check this interesting sneak peek of Lisa romances:

Lisaromances

I will post the Joshua sneak peek as soon as artist finishes the last CG scene, Joshua/Cliff 😉 but rest assured that they’re very good too. Meanwhile the coding and design for the new RPG framework continues, and next week I might officially announce a new RPG game… stay tuned.

A crazy week

I’m writing this blog still half-broken because of a flu I got early this week. Fun because I had one around the same time last year too, even if was much lighter!

Heileen 3: Sea Maidens slightly delayed

Now first of all, as you can imagine, I wasn’t able to work on Heileen 3 yuri version. I feel better but not good enough to code, which requires concentration to avoid making lots of mistakes. However, the writers have basically finished reviewing the texts, so I think the beta could start the coming week.

Spirited Heart 2 – Religious Wars

That is the provisory title. What?? 😀 I’m joking of course! A rather crazy thing happened though, that is the current character artist for that game refused to draw the girls for the yuri version. For “religious reasons” because he’s a Christian.

I don’t want to get into a debate, however my uncle was a Catholic priest and always said about homosexual people that “the important thing is that they love each other”. My uncle was a better man than many others.

In defense of that artist (which I won’t name), when we originally started the project, it was to be just a standard GxB game. Indeed work on it started in 2009, shortly after the first game, and since then lots of things changed (positively I think) in the content you can find in my games.

So while I don’t agree on what he says, I respected his decision. What happened next?

Here comes el salvador!

Haha I’m not sure if the title above is correct but I can always blame my illness 😉 So after this drawback was unsure what to do. I had already invested a consistent amount of time and money (few thousands) on that art, but I didn’t want to disappoint my fans, which is the thing I consider more when doing my job.

M.Beatriz Garcia, who worked with me already in the Flower Shops series, was supposed to draw the chibis for the game already, starting this month. So I thought to ask her if she could work on the rest of the art needed for the game, and the answer was positive! 🙂 She has no problems to draw any kind of romance, so the game will have all combos, hetero and homosexual. Of course we’re talking about a very soft game, not sexy like Loren (I thought it was obvious, but…).

Below is a preliminary sketch of the 3 main female characters:

Main_girls

Note that they’re in undergarments only because the game will allow a lot of customization in clothes, accessories, hats, and so on, like a “paperdoll”. I really like how the personality of each race is already transparent from that sketch!

My name is Roger Steel

This crazy week ended when yesterday I got the first draft of the storyboard for a “mysterious RPG game” that I will officially announce in the next weeks. Those reading my forums or following me on twitter already know what it is the setting though 😉 For now I’ll leave you wondering who is that Roger Steele? (but don’t worry the game will be playable as male or female main character).

2013 the year of challenges

Happy New 2013 to everyone!

Before making this post I’ve read what I wrote last year, calling 2012 the “year of relax”: https://www.winterwolves.net/blog/2012/01/2012-time-to-relax/

Well, definitely it wasn’t a relaxing year, even if I released only 3 games (I consider The Castle Of N’Mar, Loren’s expansion, as a separate game because of its size!).

It wasn’t a relaxing year because was worried that with Loren I tried to bite off more than I can chew, and I also had to make a real marathon to finish Heileen 3 in time for Christmas.

Looking back to that post, it’s a bit funny to observe how many titles that were already in progress at those times, from Planet Stronghold 2, to Nicole, to Roommates, are still in progress right now! But well, making games takes time! And in particular if there are problems. And as you can imagine, there are ALWAYS going to be problems! 😉

Good news

Anyway, I have some early good news for this year: Heileen 3 yuri version is at very good point, and I might start the beta testing even next week, since I’m aiming to release it around the mid-January.

More good news are that even Bionic Heart 2 is at good point, I’m only waiting for the proofreader to finish checking the script, and I have 90% of the art & music finished already.

The RPG challenge

As for the future games later this year, I’m really eager to start working on Planet Stronghold 2 even if will be a real challenge, because has much more features compared to the first title, and also compared to Loren. Some features include:

  • a small but detailed colony building simulation (think of it like a sort of Sim City on a very small scale) that will impact the gameplay (but I am thinking to make it optional so that you can skip it if you want)
  • lots of weapons that can be used with dual wield (like two pistols)
  • weapons with different ammo types (in the first game the ammo was unlimited). So the combo of possible weapons and ammo is very big!
  • more use of the non-combat skills in the various missions of the game
  • lots of more art, including some extra “talk poses”
  • full soundtrack of 10 songs

and so on, so as you can see is a very big project.

Being able to work on the RPG and at same time still follow the other projects will be a challenge as well, since differently from what happened with Loren, I don’t want to “abandon” completely all the other games while working on the RPG. It won’t be easy at all, but I will try!

The appstore challenge

The biggest challenge though will be to see what happens with the Windows/MacOS situation. It’s fun how some fellow indie devs who before ignored completely the question, are now starting to panic because they get emails from customers saying “the game doesn’t run on Mountain Lion, says the download is corrupted!” or they get big warning screens from Windows 8 when trying to open/install a game.

What’s going on? Well in practice, unless you were a bit prevident like me and codesigned all your game apps/installers, the end users are going to see scary messages from their favorite OSes (except Linux of course!) telling them that they’re trying to install the worst evil on Earth: an independently produced game!!! :O

And that’s not a good thing because this way small indies like me can continue to survive and rescue stray cats and dogs! Fools, you should help the already rich corporations to become even richer! They’re going to spend the money in a much better way, like buying a new Ferrari 😉

Ok, jokes apart (I was joking in case it wasn’t clear!!) the situation is definitely NOT good for indies like me who can’t get on Steam. The long term alternatives to retain our freedom exist, like using HTML5 engines, but that means that instead of seeing 3-4 games a year from me, you’d see 1 a year at most (they take much longer to make). I really hope the new appstores won’t become the only way to distribute apps on Windows/Mac computers, since that would mean no freedom to choose which language to use (python), which content to put in my games (no sexy stuff is allowed on appstores), and maybe have them rejected lots of times for silly reasons like happened to A LOT of friends on the various iOS/Win8 appstores.

Anyway, at least for now codesigning the executables will let you play all my games even on the new versions of the OSes. But I’m pretty sure that a big challenge for us indies lies ahead…! Better be ready for it 🙂

2012 the year of Loren

As usual I’m doing the end of the year blog post, in which I talk how it was the year that is about to end for me. Looking back at the post I wrote in 2011, lots of things went better.

First of all, and most importantly, I didn’t had so many losses like last year. In April I lost my cat Orpheus, but luckily it was the only loss.

The year of RPGs and Loren

Personal life apart, the main event of this year for me as you can guess was the release of the RPG Loren The Amazon Princess. I already did a postmortem about it, but now that more than 6 months passed after its release, the response of people that are playing/discovering it is still amazing, and I can absolutely say that will do more RPGs in future 🙂

Does it means that I will do only RPGs? No, of course! I need some simpler games from time to time to take a break and recharge batteries. Heileen 3 was good on this regard, because while is true that making it was still working, it felt almost relaxing to have “just to design and code some simple life simulation rules” instead of balancing 60 skills and testing endless battles like I did for Loren 😀

I’ll still put some RPG mechanics in the other games though, like the leveling skills of Heileen 3 (which I think was something relatively new, at least in the OELVN?) or the “crafting gameplay” that will be present in Amber’s Magic Shop.

This year was my best since I went indie, and this means that I must thank first everyone who is supporting my games (I’m not on any big portal, so every little sale count!) and also a special thanks to all my valid collaborators/partners who are helping me so much to make better games! In no order and using a mix of names/nicknames: Aleema, Anima, Sarah, Megan, Michael, Franklin, George, Deji, Ayu, Matthew, Eddy, Slamet and everyone else who probably missed but that helped me making games.

Future improvements

I think that the artwork of my games is already at good levels, even if will try to have more quantity/variety of images or scenes. However, there are two crucial aspects that I plan to improve in the next year games:

Custom soundtracks

It’s something so obvious that is quite embarrassing for me to say it. In the past games I always used royalty free audio tracks. A bit because I couldn’t afford to hire a musician, and also because I have hard time to explain exactly what music I need, because of language barrier.

However as I’ve seen by the response to Heileen 3 custom track bonus, people really like that. So for all future games I’ll have full soundtracks made and have them available as mp3 bonus content.

Professionally made logos

A friend of mine pointed out that while the art of my games is in general quite good, the logos sucks. Indeed, I made most of the logos myself! 🙂 That’s why I asked M.Beatriz Garcia also known as Deji to create logos for all the next games, so for sure they will look much better!

It might seem a minor detail, but I must say that people often judge games by first impressions. And surely a professionally done logo has much better impact than my current ones.

In conclusion

Even for this year the show is over! I want to wish everyone a Happy New Year, and I’m looking forward to work on the next year games. Stay tuned!

Loren Amazon Princess vs Planet Stronghold

As you can guess from the title of this blog post, I’m going to compare the two RPGs I made (so far). I’m not comparing them to decide which one is the best, because it wouldn’t be fair 😉 I mean, Planet Stronghold had a budget of 1/4 of Loren, and was made completely by myself, so it wouldn’t be fair to be compared to Loren.

I’m going instead to examine the various gameplay element based on customers feedback and random forum/blog post I’ve encountered searching for my games around the net. For each point I’ll give my personal opinion, but I’m quite sure that it mainly depends on your tastes!

From now on I’ll refer to Planet Stronghold as “PS” and Loren Amazon Princess as “Loren” to save time!

The Inventory

PS uses a “classic” system: each character has his own separate inventory, they can trade items but for example if you didn’t select a character in the party, his items are unavailable during the mission.
The equipment slots are only 3, weapon, armor and usable item.

Loren uses a more “modern” system: shared inventory between all the characters. It’s less realistic, but more practical to use (minimizes the amount of clicking you need to do).
There are 13 equipment slots and a much more intuitive inventory system.

My opinion: there’s no doubt that Loren’s inventory is much more practical. It might be less realistic, but it has so many improvements over PS that is the clear winner here.

Vendors, items and impact on gameplay

Because of the setting, PS doesn’t have currency, so you get new items automatically as you progress in the story, and through special quests. Since PS uses a finely crafted combat system, where each battle was tested well, I think the weapons and armors have more impact on the gameplay than in Loren, albeit there are only 40 different weapons/armors. This also because I used a “low-HP” system, where even 5hp of damage difference matters a lot especially in the early battles.

Loren has currency, and through grinding you can afford to buy better equipment even if the best stuff is found in the quests (in particular the new character personal quests of the expansion).

Loren has a very big database of items, reaching almost 1000 different weapons, armors, usable, gems, etc. So much more variety.

A mistake I made in the design of Loren was to have weapon damage as a proportional result of the character skills, and use many hit points for each enemy/character. So in practice the impact of the weapons statistics while still noticeable, is not that big. In a game where enemies can have from 80 to 500hp, the difference between powerful weapons and medium weapons can be of less than 15-20hp on each hit. Luckily, elemental damage still applies, so there’s still some strategy involved.

My opinion: I think PS is slightly better than Loren, even if depends on your gaming tastes. In PS you need to find better weapons to win the hardest battles, on Loren is more about the skill combinations you use in battle.

Battle System

PS has 4 vs 4 battles. There’s less strategy related to positioning on the battlefield, since there isn’t a front and back row. The mechanics though, as noted above, seems to work well, in particular the aggro system.

Loren has a much more complex battle system featuring a 6 vs 6 fight, with a front and back row.  It has everything a fantasy RPG is supposed to have, including buffing, healing, area of effect attacks, guard other players, many types of attacks, and so on.

My opinion: They’re two different experiences. In Loren you can have more variety of tactics, battles tend to last longer especially at hard difficulty. Battles in PS in general are quicker, because there are less units on screen and except some special cases, enemies can’t resurrect allies. Loren has more variety of strategies and combos, but I don’t mind PS different approach.

Classes, Skills and Quests

In PS there are 4 classes: Soldier, Scout, Guardian and Psionic. The skills are 23, including the psionic skills. They use a big scale system, so values 0 to 200. On each level up you can assign skill points. The main problem is that the impact is not extremely noticeable. If you add 3 skill points on Sniper Weapons you’ll get +1 damage on each attack. Which is not really much. So takes several level ups before you see the effects of your choices.

The max recruitable characters are only 8, but in any case the characters have the same skills (even if different classes). So there aren’t character unique skills like in Loren.

One thing that was really appreciated by players is the impact of the non-combat skills on the gameplay. During several points of the game, you can decide to use a skill to perform a specific task, changing the result of the mission. A door might need Lockpicking to be opened, you can throw a grenade if you have enough knowledge of Explosives, and so on.

The quests have more variety, since depending if you play as the Empire or the Rebels you’ll see the same enemies but have very different goals to accomplish.

In Loren, the system used is the skill tree. There is a base Class (Warrior, Thief and Mage) and a specialization Class with a unique skilltree containing 5 skills. The total recruitable characters including the expansion is 14, so you have a very good variety of skills and attacks!

The story is more linear than PS (except for the expansion), so it’s more like reading a good book and fight battles at certain intervals. The fact that there aren’t non-combat skills limits the roleplay part to only the battles.

My opinion: In this case I think they both have pro and cons. The PS skills system is good because has a series of skills that can be used also outside the combat. It’s optional of course, but is interesting in some quests being able to use Explosives, Survival, Charisma skills to avoid a battle or see a different outcome. Something that Loren missed. On the other hand, the big-scale skills of PS didn’t work really well, while Loren’s skilltree was better. I think the ideal solution is a mix between the two, with lower scale skills (0 to 10 or 20).

Romances and Relationship System

PS has less romance options than Loren, but the dialog choices that increase/decrease the relationship are non-trivial and better integrated into the story. There are several points in which picking a choice will increase the relationship in some characters and decrease it in others.

Loren has a LOT of romance options, a much longer romance path (and of course much better writing!) but as many people complained, is like playing with autopilot: to increase the relationship with a character will be enough to pick the dialog option  “(Romance)”. While there are some occasions where other choices impact the relationships (like fighting Krul or not will impact your relationship with Amukiki) in general there’s less freedom.

My opinion: In this case, the system used in PS is better, because is non trivial and also more realistic: taking a stance on a particular topic is very likely to create friends and enemies, like in the real world. Loren’s approach is more casual, and even if I decided to make it that way on purpose, probably it wasn’t a good idea.

In Conclusion

I’d like to add that making the “perfect RPG” is hard, also because every RPG player has a different idea of what is the perfect RPG. Loren might have been better with non-linear quests and non-combat skills, while PS could have used more variety of skills and combat actions, and a better writing.

I’d say that while Loren is very complete RPG under the combat aspect, and has much better story (in particular the romances), variety of enemies, is much longer, Planet Stronghold has more gameplay elements: beside the battles indeed, there are the skill choices, the minimap exploration with random places, the training facility where you can train your characters, and so on.

So in the end when I hear some people saying that one of the two games is better than the other I think it mainly depends on what you’re looking for in a RPG game. Personally, I like both games for different reasons 😉