Category Archives: roleplay games

Forums gone and Autoleveling enemies

First a quick news: after thinking about it for several weeks, I finally decided to shut down my forums. As you can see, the blog now takes the place of the forums. So the correct URL for the blog is: http://www.winterwolves.net.
I’ve decided to replace the forums with my blog because:

  • the forums were almost empty anyway
  • the amount of spamming, despite I had tried every possible measure was insane (people spamming manually the forums – nothing you can do about that)
  • I’ve decided that I have better things to do with my time, like making new games 😀
  • people can comment and have direct contact with me with the blog anyway


update: I reinstalled my forums. Too many sites where linking to specific threads, like the walkthrough ones. So I decided to keep them, but will make them invite only. For direct discussion, better use the blog 🙂

Ok, now about the interesting stuff: I’ve been thinking to use autoleveling enemies in my upcoming RPG game Planet Stronghold. But what are exactly autoleveling enemies?
You know in RPGs, you usually start at level 1. You encounter the first enemies, and they’re usually challenging. But once you raise your level, once you’re level 10, if you get back to those level 1 enemies, they should be a piece of cake.

In my game, I’m planning to do like this: the enemies will mantain their original challenge rating even if your character/party levels up. An enemy that was tough at level 1, would still be a good challenge at level 10 (not as tough, but not totally harmless either).
Why I am thinking to adopt this system? Easy, because this way I can provide a constant challenge to the player. There’s nothing worse than having a random encounter and say “oh no, again those stupid easy enemies that will be killed with 1 hit.”
I am still thinking if to allow the player to choose between auto-leveling on/off in options for example, and I plan to use a global difficulty level for the game, so those who don’t like challenging fights don’t need to worry.

Moving forward with Flower Shop and Planet Stronghold

The Flower Shop game is near completion. The farming sim is 100% done, and the game is being tested. Fixed some minor typos, and adjusted some gameplay elements, but in practice we’re waiting for 3 missing backgrounds and the beautiful (even if I haven’t yet seen it) main menu from Deji.

Also, I’m finally moving forward with my other game Planet Stronghold. I got a new artist that’s going to do all the enemies in the game. Below you see a sketch of one of the first enemies, a robot-terrorist that we could call “RoboAnt-06”. (this because it vaguely resembles an ant!)

Then she created small variations of the base model, each one with a different weapon. In Planet Stronghold the combat will be focused on damage type, there are 5 in total: energy,explosive,armor penetrating, acid, psionic. Below, a screenshot of the in-game battle showing the new robot that replaced my ugly 3d renders of the first WIP screenshots 🙂

Note how the left arm of the robot has a different weapon. The one on the left has a gatling cannon firing armor piercing ammo, while the one on the right has a powerful laser cannon! I also got 10 new shiny backgrounds for the game that will show in future screenshots (yes I gave up on the idea of using pre-rendered 3d backgrounds).

Merry Christmas with Spirited Heart Deluxe

Today I’m officially releasing Spirited Heart Deluxe. It is not and add-on or expansion, it simply replaces the older version. It is a FREE upgrade to all existing customers and is my personal way to say “thank you” to everyone that supported me buying the game. I put lots of efforts in my games this year, and since I’m fulltime indie, my direct game sales are all my revenues.

Existing customers can just redownload the game from the link they got in their purchase email to get the new version.

So, what’s so special in this update? A lot! First of all, take a look at the new screenshots:

Image Image Image Image

And now for a complete list of the new features:

– New interactive job system: you can now choose to play each day of work in a fun dice-based game. The old instant result system is still available.
– Titles added: if you reach certain values in two skills you’re awarded by an important Title
– Mission from Goddess: after a while you play, you’ll receive a visit from your race Goddess that will give you a task to complete before you reach age of 30. If you succeed, you’ll unlock an extra unique special ending for each race!
– you can now toggle the romance encounter on/off in the relationship screen
– you can now play until you reach the age of 30
– game texts completely edited/proofreaded

I have also uploaded a new demo, use the links below to try it:

http://www.winterwolves.com/download.php?game=SpiritedHeartTrial.exe (Pc)
http://www.winterwolves.com/download.php?game=SpiritedHeartTrial.zip (Mac)
http://www.winterwolves.com/download.php?game=SpiritedHeartTrial.tar.bz2 (Linux)

and once again, I wish you a Merry Christmas 🙂

What’s next ?

Well, today got an email from Kim, the girl doing Heileen voice that assured me she will resume working on it once the finals at university are done. So I’m still confident about a late January / Mid-February release of the voice add-on for Heileen 2.

Then, the Flower Shop game is nearing completion, I’m programming the farm-sim minigame, which is turning out rather difficult (I want to make something decent to play). Deji, the game main artist, is drawing the final screens and they’re really beautiful, probably the best ones I’ve made for any of my games so far 🙂

The RPG game Planet Stronghold project is on hold for the moment, since the character artist disappeared, right when I needed some more characters to start building the main system of the game (doing missions, selecting the party, and so on). However the backgrounds are being done right now, and the sketches looks promising.

Lastly, I have a top-secret project going on for my Winter Wolves brand. Really topsecret since nobody knows about it (not even my most strict collaborators). It involves a VERY original art-style, which I think was never tried in a computer game before, and a interesting couple of… special detectives. I am trying to find the right artist for this, and I’m still experimenting with some prototypes etc to see if the result could be interesting.

More info coming soon…

Spirited Heart update on the way

After some minor updates, I started working on the big Spirited Heart update today! 🙂
There will be some major changes:

– you can now play until you’re 30 years old (so 2 more years)
– the penalties even in the Standard play mode will be greatly reduced
– you’ll be able to learn “Titles”. They’re a sort of Achievements, and require high skills values in more than one field. For example you can earn the Title of Warrior if you have Combat Skill at 99 and Magic Skill at 75
– from time to time, a God/Goddess might appear to your character requesting her to achieve a specific title before the end of the game. If you make it, you’ll unlock an extra additional unique ending for each character
– there will be an optional minigame when doing jobs: if you get a good result, you’ll be able to raise the associated skill much faster

As you can see enlarging the two screenshots above, the minigame consist in trying to get as close as possible to the number of the day (that changes everytime) using 4 dices. The fist dice is discovered, and then you have 3 more dices you can pick. If you pass the value, you get a poor result, while if you get close, you’ll earn bonuses in the skill advancement for that week. In case you exactly match the number, you’ll get a big bonus in the job associated skill (sometimes even +4)!