Category Archives: roleplay games

What is a “casual RPG”

As you probably know, I’m working on a RPG game called “Planet Stronghold”.

I am trying to do something slightly different with this RPG. I would even dare call it “casual RPG”, since it misses some of the classic “hardcore” gameplay elements. In particular:

  • there is no in-game currency. You can’t sell or buy weapons. This is probably the biggest difference from… well, ANY rpg I’ve ever played. What does it means? That you’ll have several weapons and armors at your disposal, but you won’t have to buy them. To get the best ones, the only way would be to solve some quests you’ll encounter through the story.
  • there is almost no “permanent death“. You can’t really “lose” in the game. This is also very different even if something similar could be already found in recent casual RPG like Torchlight, for example. In my game, if you lose a battle you’ll simply have the option to fall back and try it with a different team/equipment configuration. Of course there will be a few exceptions: in some particular plot situation you’ll face a hard battle but you’ll be warned to save before it. But I hate the mechanic of “save/try/reload” that is used in many RPG just to give the players the illustion that the game is longer (but in reality you’ll spend most of the time loading and saving)
  • there won’t be a huge map. I mean, a tilemap or detailed map as it is in many RPG, mostly JRPG. I was dubious if to implement this or not, but given the nature of the game, I decided to skip this. Since the gameplay follows the main story, you will be able to use a small map with instant traveling between each different location to complete side-quest, but not like you do in normal RPG/JRPG. If you hated walking endless hours in those insanely huge (and repetitive) tilemaps, you’ll like my game. Otherwise…I hope you’ll like the game anyway πŸ™‚
  • very few grinding. You won’t have to kill 500 ratsΒ  to get to level 2. The leveling up will be slow, and you won’t get much XP from battles, but you’ll get a big boost if you solve quests. Anyway, being the game linear, I’ll be able to craft each specific battle so hopefully that should lead to more interesting enemy encounters.
  • There also won’t be endless random encounters, unless you choose to adventure in the wastelands (so, there will be but will be entirely optional). I understand that random encounters are a good way to raise your characters levels without doing side-quests, so I’ll leave that option available for those people who prefer to fight than solve quests.

As you can see it’s quite different from a “standard”, traditional RPG. I hope the direction I took will be appreciated anyway, so far the feedback from the Alpha testers was quite positive (many says it’s the best game I’ve made so far, even if isn’t finished yet! :D).

Note that this won’t mean that the game will be easy. It will be if you choose the “easy” option. But if you pick the “hard” option, in the game you’ll have to face some really tough fights! That’s all for now, I’ll get back to writing more plot and coding more enemy battles.

p.s. For those who like traditional RPG, fear not. My other RPG game in development, the Dungeon Crawler “Tower Of Destiny”, will be much more similar to the classic “hardcore RPGs” πŸ˜‰

New Planet Stronghold Alpha ready!

The download links are the same:
http://www.didone.com/games/PSDemo.exe
http://www.didone.com/games/PSDemo.zip
http://www.didone.com/games/PSDemo.tar.bz2

Note that since I updated to the latest stable Ren’Py release (6.11) I was forced to give up autoupdating from older versions. So you have to redownload this whole thing again, even if you downloaded previous versions. Sorry about that.

From now on I plan to use the autoupdater for all the next updates. Unless I get many users having troubles with it, in that case I probably will give up with that system. But so far only a minority had troubles with the autopatcher and the previous version was more buggy than it is now!

The things improved are MANY. The most visible is battle feedback, with each damage type represented on the battle, and several minor improvements like the ability to attack by just clicking at the enemy target (much faster than using the Attack button every time). Another major change is the difficulty level. You can choose between 3 different levels:

  • easy – what casual player should choose. Pick this if you’re more interested in reading the story than actually having fun with the battles. This is NOT recommended to anyone even a bit familiar with RPG or more complex games
  • normal – what I suggest to use. The really difficult battles won’t be many, especially in the Alpha so far, since fights get tougher as the game story goes on. Also, while you’re in the base you’ll start each battle with HP/PP fully restored. This might change in future though (for sure if you get outside)
  • hard – if you’re familiar with RPG, you must pick this option. Seriously. Otherwise you won’t have any fun in the easier modes. In this setting, even if you should be able to pass most battles, you might face some difficulties in keeping all the heroes alone, or have to change strategy in certain fights

the difficulty influences enemy attacks, hit points, the number of skill points you get when leveling up, and several minor things.

Regarding the plot, you get to know almost all the main characters, and get new quests. Though you can’t finish any quest for now in the Alpha, you can make progress in some. I have also changed the quest system: before it sued a True/False method, meaning that you could either succeed or fail a quest. Now, you can fail it, but to solve a quest you need to complete several steps in sequence, which is a method more interesting and that increases game longevity.

You’ll also be able to see how the level up works before finishing the alpha πŸ™‚

That’s it, if you find any bug or have any suggestion, you can reach me on twitter, email, forums. However the preferred method is in my forums, since this way everyone can see the discussion and make suggestions/remarks about what is being said.

The revenge of point’n’click adventures

I’ve always loved point’n’click adventures, of all kinds. First person view, or 3rd person (with the characters walking on the screen).

Unfortunately I’ve never been able to make one, because they are probably the kind of game that require most art assets. Also, I wasn’t sure that there was a market big enough to justify that kind of investment. However, recently things seems to have changed. Not just indies, but even some bigger studios are starting to produce adventure games, even if most of them are full 3d ones, real-time.

I really don’t like 3d real time. It might be good for certain settings, and surely gives more freedom so you can have very complex puzzles. But still I think 2d painted art is the best you can have in an adventure game. A good solution/compromise is 2d pre-rendered backdrops with 3d real-time sprites though.

Does it means that I’m thinking about making an adventure game? Well, for now I want to finish the current projects. Then, I want to experiment with some online games.

But next year, depending also how some things go, I might start thinking about it seriously (depends also if my favourite artist Rebecca will have enough time to do it)!

In the past I’ve experimented with lots of genres, and still I like to experiment, however the main kind of games I like are story-based games: RPGs, adventures and all the VN variants (dating sim, etc). I believe an adventure based on Vera Blanc character might be interesting, with many puzzles and horror-themed situations (zombies, vampires, and so on).

Now better I stop thinking about it and focus on finishing my current games though! πŸ˜€ A new alpha of Planet Stronghold should be ready next week for sure (just waiting for artist to finish a few background images).

Simulate my life, please

Of my upcoming games, there’s basically no “pure-VN” game. Flower Shop spin-off will have mini and meta games (more details in the coming weeks), and the other two otome game projects will have all a dating sim / life sim structure.

I know is a bit hard to define what is a “pure VN” and what isn’t. As practical example, Heileen is a pure VN: mainly text and choices (there are also quests but they’re not complex as the quest you might find in a RPG game). Summer Session instead is clearly a dating sim: you have stats to raise, several places to visit, character relationships, and so on.

What’s the difference then between a dating sim and a life sim? This is really tough. I might say that Summer Session and Flower Shop were dating sim, while Spirited Heart was a life sim. But really in this case the difference is much more subtle! I dare to say that dating sim focus more on the romance/relationship, while life sim have also other aspect. Spirited Heart has romance option but you can play it completely ignoring that, trying to raise your stats and become the best researcher, dancer, and so on.

I always loved life simulation games: I played The sims until the latest installation. However, while they’re very nice and varied to play, they miss completely dialogues as you might know. Making “dynamic dialogues” that change every time is impossible even for EA. However I would prefer some sort of “scenarios” where you have specific character background, life goals, relationship, etc. Sort of smaller scale, but more detailed.

On other news, I might be opening a new website soon specifically for otome games, since in my main website I always focused more on RPG/Strategy games. Games like Spirited Heart are OK, but for the new ones I’ll use a separate website. Beside I’ve read somewhere that if you put too many choices in front of the user he gets confused (I seem to recall the number was 12, don’t ask me why!).

So makes sense to keep in homepage only the best selling games, but some games deserve space anyway. So, better start a new domain with a new specific market in mind.

making of online games, a newbie perspective

If you’re a player, this is going to be a bit tech-boring post, be warned πŸ™‚

I wanted to share what I’ve learnt so far from the release of my first Public Alpha of my game Planet Stronghold. Was a good choice to make it a downloadable? What if was a webgame coded in Flash /JS /Unity ? This is what I think are pro and con of each:

  • the problem of updating: I coded an autoupdater in python. It SHOULD be cross-platform and work everywhere. The first version was a bit bugged and missed some error messages. I don’t have any real statistics but from what I gathered from testers, my guess is that only 10-15% of people couldn’t use it for one reason or another. Still, it’s a good percentage of people!
  • With a webgame, the full asset/code gets updated on SERVER, so there’s no possibility that it fails: that’s a BIG advantage if you’re interested in making a online/MMO game. However be warned, the bandwidth use is going to be HUGE, since most browser have a very small cache of 50mb which means players are probably going to redownload the whole thing everytime.
  • Unless you use JS, you can have pretty much all effect you have with Renpy (with Flash), or a 3d engine (with Unity3d), online. The problem is that python is really one of the best RAD languages, that is most top games like Civilization, The Sims 3 or even Google uses it internally. Damn it, if only there was a working python to SWF compiler…!!! Any coder who’ll make that will be covered by gold, mark my words πŸ™‚

Also, it’s SUPER EASY to make mistakes with online games. A first thing to do is NEVER mix your test server with the live server. For example I uploaded a wrong file last night, and the autoupdater would keep looping, thinking it’s always 1 version below the latest one 😐 Luckily for me Ayu was testing the game and reported the bug, which was only a wrongly uploaded file on server…!!

So for now I’ve learned lession number one. Always do your test in local, and if you really must, have a BACKUP SERVER to do your own tests. Never test anything on the “live” server!!! πŸ˜€