Category Archives: planet stronghold 2

How do you plan for your games?

whatgame
Not even Chambara’s divination skills can predict which one of my games will be out next!

As you probably know if you follow me, I’m working on several games at the same time. Often people (both other indie devs or simple players) approach me asking “why/how do you make it”?

Well, first of all, it’s not really my choice. In the past, I was making a game at time, like most of my other indie developers colleagues. But at those times I was doing everything on my own, coding, (terrible) art using Poser and other 3d tools, royalty free music tracks and so on.

Compare that to my modern games, where in almost all of them there is:

  • one or more artists. Usually two, one for the backgrounds and another for the sprites. In some cases though, even 4 or 5 like in Loren (item/GUI/interface artists + colorists).
  • an extra coder for the most tricky parts, like Anima for Loren RPG Framework, or even only to speed up production like Aleema helping out withΒ  some parts of Planet Stronghold 2 (codex, colony sim, etc)
  • a dedicated musician to do a custom soundtrack, so that my games don’t look cheap (hey I’ve heard that main menu theme song already! I think it was in a free flash porn game! ROFL)
  • a writer who writes the story in a proper way
  • an editor/proofreader that checks the (usually very LONG) texts of the story
  • someone that does a bit of marketing (I usually do that myself) posting images/videos in the social network, doing blog posts with progress updates, etc

…and probably I’m forgetting something. As you can see, a lot of people involved, even for low-budget indie games like mine. And do you think that everything always goes smoothly?

ABSOLUTELY NOT!

In 99% of cases, something will happen. This might vary from a small problem that will delay the production for a few days, to a complete disaster that delays the game by months or in some (luckily rare) cases, the total disappearance of one of the key figures (writer, main artist, and so on).

The only solution I’ve found, was to start several project, to balance the inevitable problems that will arise. This way if project A was on hold, there was project B that could still go on. I am probably at project Z by now πŸ˜€ jokes apart, as I said is not a great thing, because managing everything is a total pain in the ass, but I found no other practical solution if I want to be able to release several games in a year, which is something that I must do because differently from many other indies I know, my games aren’t on Steam.

Now luckily, after some years, I have made a good selection of people I trust and that I can count on. I usually always give to everyone second chances, but when people repeatedly fail me (and in some cases with lame excuses) I’m forced to put a cross under their names… after all I run a business, and businessmen are notoriously ruthless ! πŸ˜‰ (well I am not, not really).

Anyway, all this explanation will hopefully enlighten some people about the process, and how in practice I cannot really know myself exactly when a game will be out, apart for some “indicative release dates”.

Next week will resume talking about Seasons Of The Wolf with new character previews! But meanwhile, I got this letter dispatched by a pigeon from Roger Steel writer:

What lies beneath the surface …

Although you haven’t heard from me for months – and even Jack only slightly more frequently – it’s not because Roger Steel has ground to a halt. There has hardly been a day in which I haven’t been thinking of some aspect of the game, if not doing some actual writing. Like a great intangible Rubik’s cube being manipulated in the limited confines of my mind, I have been thinking not only of Roger Steel’s narrative, but also the title’s mechanics and gameplay, and how those relate to the story being told.

Designing and writing a game is always a matter of choices and compromises. From the engine in which it is written to the genre in which it is set, each choice entails its own set of consequences, some of which might manifest themselves only far later in the development cycle. But in order to develop games economically – that is with a view to making a profit at the end of the day – it is the game development team’s job to foresee as far as possible the consequences of the choices being made even in a project’s earliest stages. Changing direction due to unforeseen circumstances late in development is often fatal to a game’s profitability and the studio’s survival.

Making an RPG is particularly tough in this regard. Players expect a modicum of choice in traversing the plot and flexibility in building their characters. Meeting just these two expectations – which, while necessary for a successful game, is not itself going to win plaudits from critics – entails a whole lot of effort. With this in mind, it is instructive as a game designer not only to look at successful games but also the unsuccessful.

Let’s take as an example, Arcania – Gothic 4 – a game universally panned by the critics and gamers as little more than an adventure game masquerading as an RPG and a grievous insult to its illustrious namesakes. For me as a game designer, it’s instructive to play through Arcania and see what went wrong. The graphics are good, the world detailed, and the player character development decent.

However, when it comes to plot or open world exploration, the game utterly fails. The player is forced to progress through a linear sequence of plot points which match perfectly to a linear sequence of locations. Dialogue is banal, NPCs boring cardboard cut-outs with paint-by-numbers characterization, and interactive elements placed in the world (beds, workbenches, drums) which hark back to the original games but are stripped of all functionality. Arcania provides no incentive for the player to return, or even to complete the journey.

Contrast this to Two Worlds, a game with rough graphics, dubious voice acting, and unfinished, rudimentary character development. It also met with a very mixed reception, yet because it had a functioning open world (ignoring the plot, the player can explore freely to his or her heart’s content while dodging the rather lethal wildlife and bandits) it is objectively a far more interesting game.

Clearly Arcania’s developers ran out of funding before much more than the game engine had been completed, while those who developed Two Worlds apportioned a limited budget to deliver the best game they could which would at least meet the minimal expectations of open-world RPG aficionados.

In Indie development, the compromises are tough and the economics unyielding. The engine we are using inflicts its own limitations on the story we can tell and the methods we can use to tell it. Roger Steel won’t bear any resemblance to Baldur’s Gate, The Witcher, nor even Arcania or Two Worlds. Neither will it resemble The Broken Sword series, The Last Express, or the Blade Runner adventure from the late nineties. It will, however, carry within its DNA fragments of each of those inspirations, albeit often twisted beyond all recognition. And hopefully, it will meet the expectations of players like yourselves in that it delivers an interesting, dynamic, rewarding, and polished experience which is worth returning to in order to explore different plot paths, relationship options, and character development strategies.

A hot Summer

Technically today 21st June Summer starts, but here in Europe things are getting hotter since one week at least. Every year during this period I struggle to work, and this year is no exception. I thought that going living at 800m on sea level would have been enough but apparently I was wrong…

Nicole update

Anyway, at least I still manage to work hard in the morning. Check the video below:

Nicole’s first encounter with Ted. I chose the wrong choice on purpose since is more funny

I’m working on Ted’s route right now, and then there’s only Jeff to finish the otome version! Of course, some things are still missing, but maybe I’m not behind as I thought πŸ˜‰

Planet Stronghold 2

Spoke with the writer and the coder, things are progressing well. As for the new RPG framework, things are a bit on hiatus now but coder said that everything should be ready this September. Which means that meanwhile writer can go on with the story, so in September I could be able to start adding/design the items/encounters/enemies and have a beta shortly after. IN THEORY, of course! πŸ™‚

The Mystery RPG

I am voluntarily not saying much about that game yet even if development has already started since several weeks. I want to have at least all the characters artwork done before starting to talk about it. Writing is going well, and I think it could be finished by this Fall. Then of courseI’ll have to code all the encounters and do the testing…

Crossing fingers, it means that this Fall I should be able to work on at least one of the two RPGs above! If that happens, I’m confident that I’ll manage to release at least a new one before the end of year, and maybe the other a few months after,so RPG fans will finally be able to play new stuff after a long wait (in the last two years I always managed to release at least a game a year).

Android platform

While I haven’t abandoned completely the idea of getting my games on iOS, for sure that won’t happen soon (andΒ  for sure I won’t waste anymore of my personal time trying to submit, I had enough!).

On the Android front, I’ve started porting Loren as you can see from the video below:

Loren RPG running on an Android tablet

Unfortunately there’s still some work to do (though that video is old, the character selection already works now for example). I’ve also “donated a Fire Kindle HD to the cause”, so that the Ren’Py coder can investigate the problems publishing on the Amazon store (and fix other generic Android bugs as well).

Stay tuned for more info coming in the next weeks!

Status update + Summer minisale

First of all check the video below:
New Planet Stronghold: Warzone gameplay video, still work in progress

is nice isn’t it eh? πŸ™‚ This game will have a lot more gameplay element than the previous RPGs, and judging by people’s reactions they like the idea.

The colony sim, as you can see, will have a lot of variety of building and resources. While we haven’t fully tested the gameplay yet (since it’s integrated into the main game story, it needs to be written first) it evolved quite a lot from a “simple minigame” to a very detailed colony building simulation.

Similarly, Aleema started small with the isometric exploration minimap but then new ideas popped out of our minds and voilΓ … πŸ˜‰ Is not Diablo 3, but is quite an evolution from the first game top-down exploration map! There will be several devices on each map that will give you bonus (like the Healing Pylon of the video) and you’ll be able to interact with some objects/doors/items, see the enemy encounters (showing only one type of enemy, but the number of sides of the polygon determine the battle difficulty) and so on.

The isometric view is really nice and I’m thinking if to use it also in future games. Maybe even for the battle itself, allowing more space to move and also giving the possibility to have some “epic battles”, for example the party of 4 vs 15 enemies, like some people are asking.

In any case, this will happen in the next RPGs – Planet Stronghold: Warzone will still use the same first person view in the battle (albeit with a fresh new interface/GUI).

Summer mini sale!

Lastly, I’m doing a mini Summer sale starting today 14th June until Monday 17th: 50% off on my games Summer Session, Flower Shop: Summer In Fairbrook and Flower Shop: Winter In Fairbrook.

Use the coupon JUNEBUG to get a 50% discount. Note that if you want to buy both Flower Shop games you need to purchase them separately, otherwise you’ll get only the automatic 15% discount (sorry about this but is a limitation of the shopping cart).

News on the new RPGs in development


A “sneak peek” video of Planet Stronghold: Warzone (the sequel to Planet Stronghold)

Let’s talk about RPGs!

It was a while since I showed something about Planet Stronghold: Warzone. Being a bigger game than previous ones there has been some troubles developing it, but luckily now the development seems to be going at good pace. Making RPGs is very hard, sometimes I forget it πŸ˜€

Anyways, in the video above even if there’s still a lot of placeholder art, you can see some good stuff. The main menu, the music screen with some official tracks playing (the final OST will be available in the bonus content version like in my most recent games). But also the codex and the colony sim “minigame”.

I also made a test replacing the placeholder art with some of the finished desert tileset:colonysim

looks still a bit messy because it was just a quick test, but already better, doesn’t it ? πŸ˜‰

We also had the “crazy idea” to have an exploration part similar to the one from the first game, using the isometric tileset system. It would show only during the missions (in the game there will be several missions to play, some unique to each side), so not the full game. This way the environmental situation the party is in will be better represented, offering some more strategy to decide how to pass specific points guarded by enemies, where to use the skills, and so on.

For now is just an idea and I don’t want to promise anything since is not like there aren’t other things to do, but if possible we’ll try to add it πŸ™‚

The game will also have a much better “World Building”, meaning that the codex will talk about each race, faction, the main characters (in party and outside) and so on. It will also explain better how the Psionics work, the origins of Planet Stronghold and all that stuff. In summary, will rule 8)

The “Mystery RPG”

I have also some more good news about the “Mystery RPG” that I’m working on from time to time when there’s a moment of pause from the main games. I’ve hired again Taleweaver to write the story, and commissioned some of the art already. I don’t want to say any estimate release dates but if everything goes as planned (which probably won’t, by Murphy’s Law) this Fall the game might be at a good stage, maybe even in beta πŸ˜‰

So as you can see, even if my next games to be released will likely be two dating sims (Nicole & Roommates) the fans of roleplay games can sleep well knowing that there will be some good stuff for them coming later this year!

The last missing piece

What last missing piece you ask? Well, yesterday for real-life reasons I had to commute for long distances, so I spent a lot of time thinking. An activity that probably I should do more often πŸ™‚

So, I thought that making games is like making a puzzle. You need all the pieces to finish it, and like puzzles, there are pieces that fit immediately, and others that take long time before you’ve found the right spot.

Gameplay design

A bit is for gameplay design reasons. I had to experiment a lot with the RPGs, but even for simpler games (at least apparently) like dating/life sim, quite often I have to tweak the screen layout and system for days or even weeks.

For example you might remember the old look of the scheduler for Nicole from last week post. Now look at the new version below:

newscheduler

Much better now! I eliminated the top title and made the photos look like Polaroid so four could fit on each row, and the text doesn’t overlap the image anymore. Small changes like that might seem obvious but still take time to design and code.

The real missing parts/pieces

But the most important thing, is to have all the needed pieces/parts/assets for a game!

I am doing several projects at once (probably too many) but there’s a reason for that: in every one there’s something missing. Nicole is missing some chibis and some extra artwork. Roommates some artwork, the main soundtrack, some writing. Planet Stronghold 2 is still missing a good amount of writing, some art (the talk poses) and good part of the RPG framework, plus GUI work.

In some cases is people’s fault, in other simply the job takes time to make, or is my fault because I waited too much to hire the right person for the job or planned the project badly.

But no matter the cause, every indie is in this situation, unless you make games that you code yourself using pixel-art / poser to do the graphics. In that case you might be able to do everything on your own, like I was doing in the beginning. No delays ever except for my own, but the results were much worse, since obviously I’m not a good artist nor a great writer!

So I wrote this post to say that even if a game is 90% done, sometimes that last piece of art, music track, writing scene, gameplay tweak, might cause big delays on a game release. That’s why when people ask me when a game will be out I always use the conditional “it SHOULD be out…” πŸ˜‰

This year goal

I realized that we’re already in May, so at this point, as I said to a recent interview I did a week ago, my main goal is to release one RPG this year! Since I have the feeling that with the first Loren game everything went smoothly, all pieces fit together very easily, but I didn’t notice it until I started working on new RPGs and difficulties started to arise πŸ™‚

Meanwhile, here’s a short video of Nicole so you can get an idea of the art and writing. The GUI artwork is still temporary placeholder of course!