Category Archives: roleplay games

Old school vs modern RPGs

Dsc01420

In the image above, my cat Orfeo (italian for Orpheus) on the bed.

Today I want to talk about some differences between “old school” and “modern” RPGs, since I’m working right now on Loren Amazon Princess that is what I would define a “old school” RPG for some aspect, while “modern” for others.

Below a gallery with some preview images, showing several aspects of the game:

Damageprediction Levelupscreen Newactions Postbattle

One of the main differences between oldschool and modern RPGs is the turn-based / real-time mechanics. Most modern RPG use real-time. Unfortunately, I was kind of forced to use turn-based because making a real-time game needs lots more animation/art, and in general is harder to make.

I still have a battle movement order though, which is dynamic. If you see the column on the right, shows the movement order, and as you hover the mouse on the possible actions, it gives you a “preview” of how your decision will change the order. So beside the power/effects of a skill, you’ll also have to ponder the delay that the same skill gives. Sometimes for example, is better to use a skill that does less damage but lets you kill two goblin thieves already injured, than “waste” a skill that does more damage but pushes you back on the movement order list.

Another difference is auto-mapping. In my game I don’t have dungeons with map, so there will be just a main map of the world, with easily accessible places. But I remember some oldschool RPGs that didn’t have an automap, and you had to write down on paper the map of the dungeon. Seems crazy thinking about this now !

The user interface is also something that was greatly improved over old RPGs. Last year I bought Temple Of Elemental Evil, and was shocked by the clumsy interface: no mouse over, so simple button to change view/move object between players, and so on. Most modern RPGs use a “shared inventory”, that means all player have immediate access to all item owned by the party. If someone has an item equipped you usually need to unequip it to put in the pool, but before every item (even unequipped ones) was carried by a specific player, so the user had to do a much bigger amount of clicking.

The vendor / items comparison wasn’t automatic like now. In most new games, you have a way to immediately see if an item you just looted is more or less powerful than the one you’re carrying. Before instead you had to look at all the statistics and decide for yourself! It was crazy, right? 🙂

Also, with a RPG featuring only one character is quite easy, but if you have a party things starts to get complex: what if there are two warriors in the party? you need to tell the player if the new longsword you just found is better or worse than the weapons equipped by both warriors. This is the problem we’re facing right now with the loot and the vendor in Loren Amazon Princess game!

The difficulty level is also something that changed radically over time. Most old RPGs were very hard, while modern ones offers at least several different difficulty levels, so people that just want to have easy combat and progress in the story, will be able too. In Loren there are three different difficulty levels, and they have a big impact on gameplay rules. At easy level, enemies are easy and the elemental resistances have a marginal impact on battle. At hard level, enemies are tougher and the elemental resistances have a key role: hitting an enemy vulnerable to fire with a fire-based skill will have a much bigger impact.

Lastly, the level progression was completely different. Even if I have to say that JRPG were always different from western RPGs, but in general leveling up after the first early levels was a big achievement. In AD&D games, already getting from level 5 to level 6 could take a LOONG time! Recently, beside the already mentioned JRPG, even in modern MMORPG like Everquest or WoW, you’re going to see the levelup screen much more often.

In Loren, I have decided to use this system: each character has a main class (Warrior, Thief or Mage) and a specialization (unique) class. Each class has 5 different skills, and each one has 3 levels of power. So as you see, each character has 30 different skills that can learn. So I have decided (though this might change during testing of course!) to have a level cap of 60, and give a skill point every 2 levels. This way, at level 20 you could have learned all the skills for every character, but at the basic level of power: so will add some more strategy since the player will need to think which skill to raise up to the maximum power level?

Every level up instead you get 3 attribute points, to spend on Strength, Skill or Will attributes. Will write about those three attributes next friday since the explanation is long and beside… by that time I might be about to announce the open beta preorders! (crossing fingers)

2012 Time to relax!

Img_1494

In the picture above my cat Gilda sitting over a “hot water bottle” (hope to have found the right word!).

Yes because at the start of the year, for the first time in the last four years, I got the flu and high fever! So I had to momentarily pause my work. At the moment of writing this post I still don’t feel really well, but at least it’s an excuse for typos/grammar mistakes 😉

I think this was a sort of warning. In 2011 I worked like NEVER before, but since I’m human, in 2012 I plan to take things more relaxed. Don’t worry this doesn’t mean I won’t release any games or slow down incredibly! But thank to the effort of the previous years, I’ll be able to release new games reusing good part (or almost all) of the code I’ve already written, speeding up the process.

This is a commonly used tecnique, even in the top AAA games. Making a new game from scratch is one thing, but doing one with already a solid code base, even if of course needs to be changed, expanded, redesigned, is much faster, believe me!

Loren The Amazon Princess uses a new RPG Framework, but luckily the big part of it was written in past year by Michael (also known as “Anima” in some forums). There’s really not much work left, and what I have tested so far seems to work very well apart some inevitable minor bugs. I spent most of this week redoing several times the battle screen layout.

Finalgui

In the image above, an almost final GUI layout. But as the user “Foxfeeder” rightly pointed in my forums, it’s a pity to use those small portraits, when I have such well done waist-up images of all party members and enemies! So I’m going to tweak/change it again next week as soon as I can resume working.

Planet Stronghold: Warzone will obviously reuse the first game code, but with some improvements that will have a big impact on gameplay, like area of effect Psionic Powers. Even in this case luckily, I did most of the update last year, so there’s “only” the story to write and the item/enemies. Still quite a lot of work, but should be done before the year ends (don’t want to say this Summer even if I hope to)!

Joshuaromance

As promised, above you see a “sneak peek” of Joshua possible romances. What do you think? I believe the sequel will satisfy everyone and every tastes 😉

Nicole, (the Mystery/Otome game), Amber’s Magic Shop and Roommates (set in college with all romance options available) will use Always Remember Me interface with some changes, so that each game will feel somehow unique. In Nicole I plan to put some clue system, in Amber there will be a potion brewing simulation, and in Roommates you’ll be able to take different jobs based on some of your statistics.

Heileen 3: New Horizons will use a scheduler similar to Flower Shop games. There won’t be any farming simulation, but other mechanics. Some coding will be required, but at it’s core is a Visual Novel, since the first two games were “pure” Visual Novels I didn’t want to transform it into something too complex. There will still be stats, relationship system and other things though 🙂

Sebastian

In the image above you see Sebastian, the “new entry” and 4th male dateable character of the game. The artist Rebecca will be working during January-April of this year on the art for the game, I saw the preview of the romance CG for John – Heileen and is very interesting 😉

The “New” Games

If you follow me and knows all the various games I’m working on, you might have noticed that from the list above is missing both Undead Lily and Queen Of Thieves. That is because they are the games which will require more brainstorming, coding, and testing, since will use very different gameplay mechanics:

The Queen Of Thieves will use in part a map/life sim, but also several new gameplay methods. I have already in mind some interesting ideas for it, but I think will either find a coder for it, or if I need to code it myself will take some time… 🙂

Undead Lily is almost finished art-wise. It’s missing only a few backgrounds but all the character art is done. However, I have an idea on how to make it, but I am almost certain that it cannot be done with Ren’Py (maybe using some black magic with the Sprites class… but I don’t know how!). So I might even do this game with Flash or some other language. I had started making it already but I paused it, since I want to make the game the best I can.

Merry Christmas and Best of 2011

Img_1334

In the photo above, my cat Othello sleeping peacefully in a basket with a cushion 🙂

Merry Christmas to everyone! To celebrate, from today until the 25th December EST timezone, you can get a single game from the whole Winter Wolves catalog for 50% off, using the coupon “XMAS“.

And what about the title “Best of 2011”? Well in the last week I’ve seen around internet lots of “Best of…” by almost all sites. The fun thing, is that they talk always about the same games! I don’t want to argue about Minecraft or Skyrim being the best games. However, I want to remind that there are small niches, who don’t care at all about those two games, and there’s nothing wrong with it!

Personally I TRIED playing Minecraft but I quit after 5 minutes. I know many other people who did the same. Does it means that it sucks? Of course not, but while that game entertained lots of people, there is a minority (a niche) that maybe preferred to play other kind of games, maybe one of my games.

So of the games I have released this year, I want to make three “Best Of”. I talk about my games because sadly this year I was so busy with work and real-life stuff that I really didn’t had time to play accurately ANY other game (including AAA titles) so I cannot judge anything.

Best Art

1. Planet Stronghold
2. Winter In Fairbrook
3. Always Remember Me
4. Love & Order
5. Spirited Heart Girl’s Love

The first two places are very close. However, while in Winter In Fairbrook the character art by Deji is lovely as always, the backgrounds are definitely worse than Planet Stronghold ones (they also had a different budget, so it’s normal!). Always Remember Me has slightly better backgrounds than Love & Order (and same character artist) while Spirited Heart Girl’s Love had the beautiful characters drawn by Meago, but it was an add-on, so it mostly reused the old game art.

Best Writing

1. Spirited Heart Girl’s Love
2. Winter In Fairbrook
3. Always Remember Me
4. Love & Order
5. Planet Stronghold

Ok I know that everyone loves Ayu’s writing. I do too 😀 But I think that Aleema writing on SHGL was a bit overlooked because of the game theme (yuri) which is much less popular than WiF one (otome). I might be also biased because obviously I like more yuri than otome 😀 Anyway, was a close call and depends on tastes. Always Remember Me writing was nice I think, while Love & Order was good but definitely short and not well developed in the romance scenes. Planet Stronghold…<coughs> I know, that’s the weakest point of the game, but the sequel won’t be written by me, I swear! 🙂

Best Gameplay

1. Always Remember Me
2. Planet Stronghold
3. Love & Order
4. Spirited Heart Girl’s Love
5. Winter In Fairbrook

Well, there are no doubts that Planet Stronghold has the most complex gameplay, however I think that even Always Remember Me life simulation system, with the map and time of the day was not bad. A close call really, but Planet Stonghold probably was too much niche for most people. But again depends on tastes!
Love & Order wasn’t bad even if maybe a bit too much repetitive. The last two places could be considered a tie, since they were using the gameplay of the original title without much innovation.

Loren Amazon Princess release plan

Img_1398

In the photo above, my cat Gilda sleeping in a plastic bowl 🙂

In the image below instead you see the almost final main menu of my upcoming fantasy roleplay game “Loren The Amazon Princess”. Please note how I wisely placed the Buy Now text 😀

Buyboobs

Current Game Status

Jokes apart, the game story is nearing completion, even if there are still many things left to do, mainly finding typos and checking the flow. It’s going to be a very LOONG and detailed game. Without doubts, my biggest game under every aspect: story, characters, art, sound effects/music, gameplay, longevity (you can play as male and female, and there’s a big variety of party members to select).

For the first time I also used an artist to do the GUI (windows,buttons, icons), and I must admit that it was worth it. Special thanks also to Aleema who helped with tweaking the GUI as well!

The Game (Many) Features!

Every character has a main skilltree (the Class, which can be Warrior, Thief or Mage) and a specialization skiltree which is unique to each character. In the image below you see the Berserk Skill description of Ramas, the dwarf berserker warrior that you’ll recruit early in the game.

Berserk

The quest system is also more complex than Planet Stronghold, since you can have quest and sub-quests (or steps). In the image below you see the main game quest “Find Queen Karen” (Loren’s mother) and also the first step, that is going to the town of Grimoire to gather more informations.

Quest

The game will have a map system and also lots of items, divided into weapons, armors, potions/scrolls/useable items. Each item will be divided into sub-categories like happens in most RPGs, for example you have cloth armors (usable by Mages only), light/medium (usable by Thieves) and heavy armors (usable only by Warriors). Same thing for weapons. You can also have items that can be used only by a specific character.

I have added already over 200 items in the game database, and will add more in the final version!

Of course, there’s no need to say that the game has a lot of romance options, including all the possible combinations (straight and homosexual of all genders)! You can advance the romance talking to characters while in the camp, and also during the main plot. The writer Aleema did an awesome job in the character interactions/romance paths!

Postbattle_copy

The Battle System

So I’d say the only thing that still needs lots of tweaking is the battle system. Not the rules or the skills implementation which is at good stage, but the layout. Right now there are 8 vs 8 battles, but as the coder remarked, they could be too long. My idea was to have the player fight epic battles against “hordes of undead”, so having 8 enemies would be cool. In particular for the mages and their Area Of Effect spells! However, perhaps I should limit the number of party members, since controlling 8 members every battle could be too much: I am thinking to limit it to 6 or perhaps even 5, and keep the 8 enemies instead.

Also, I won’t be able to use the same display view of Planet Stronghold, because of the bigger scope of the battles, so the battle might use the view of a sort of card rpg game. Getting feedback on the battle is one of the main reason why I’ve decided to release the game as beta pre-order (see below).

The Soundtrack

The game will feature another custom song by Cristina Vee & Matt Myers. I have it already but for marketing reasons (we’ll launch the song also on youtube and itunes) I will add it to the game only on the official release day (so pre-orders won’t have it). Trust me when I say that is one of the best pop-rock song I’ve heard this year!

The Release Plan

Those of you that follows me on twitter already know that I’ve decided to release this game in beta pre-order like I did for Planet Stronghold last year. However, differently from Planet Stronghold, I won’t be able to sell it initially at a cheap price, because I put too many hours and invested too much money on this, sorry 🙁

So the game when will enter the pre-orders beta will be regularly priced at $24.99, while the expansion will be likely priced at $9.99.If things go as planned I’ll start the pre-orders stage in January – however is more likely the END of January.

The expansion instead will be released about 1-2 months after the main game. All the people that buy the game during the preorder phase though will be able to play it in exclusive before the others, and will also receive some extra items inside the game as reward, and possibly other “goodies” (suggestions are welcome!)

Winter In Fairbrook is finally released! And fan art contest!

Img_0177

In the picture above,my cat Gilda in the snow. It’s a picture of last year, since there’s still no snow here!

As you probably know if you follow me on Twitter / Facebook, or are subscribed to my newsletter, the final version of Winter In Fairbrook is out, just in time for Christmas!

If you haven’t played the first title yet, you can now get both for 15% off. For more info check the Flower Shop series page.

I also need to update the first title to online activation and new Ren’Py, and probably make it easier too since is much harder compared to Winter In Fairbrook.

Meanwhile, the other games in production are making good progress:

Loren Amazon Princess RPG

The plot is still being written, but I’m happy to say that counting the expansion, it will be the longest game I’ve ever made, even longer than Planet Stronghold. Also there are a lot of romance options, for all tastes. The only thing that concerns me right now is the battle system. I have asked the coder to make a 8 vs 8 battle. However, I’m thinking that might be too hard/confusing or simply the battles could last too long, so following the coder’s suggestion I might drop the number to 6 vs 6 maximum, which should already offer a good variety in the battles.

In practice I’m wondering if the battle isn’t too much “for the hardcore RPG fans” than the occasional RPG players. I have to say though that even Planet Stronghold was supposed to be a light-RPG, a visual novel with RPG elements but then quickly evolved into a full JRPG and people seemed to like it.

I guess the moment of truth will be when I’ll publicly release the Alpha Version, with some battle examples, so I’ll be able to get feedback on it and see people’s reactions.

The Queen Of Thieves

I got more art finished, below you see Arianna, also know as The Queen Of Thieves! Yes she is the mother of the three sisters Joanne, Kira and Thalia, the main characters of the game.

Arianna

Artist is working on the various kiss scenes for the romance subplots, and then will do the introduction which will be in the form of short comic. I have yet to code all the gameplay but I think I have some good ideas for it, and I’m eager to start prototyping something to see if they’re good or not! 🙂

Draw fan art and win a free game! Facebook contest

I’ve setup a new contest in my Facebook page. I’m giving away three coupons to get a free game to the top 3 entries. What you need to do? Draw fan art of any characters from my games (including Winter Wolves and Tycoon Games) and submit it to the contest application on Facebook.

There’s a voting system, so the three most popular fan art images will win a free game coupon! The contest will end the 25th December 2011, unless the amount of entries is too low (for example below 10) in that case I’ll extend the deadline by some more weeks.