Category Archives: queen of thieves

How it’s going

How it’s going? Well, not really good since I’ve got wrist pain since 3 days, because of carpal tunnel syndrome 🙁

However I still managed to code good part of Loren RPG chapter4, and also add the new map. The latest available beta version is the 0.91 which can be downloaded here:

http://www.winterwolves.com/download.php?game=LorenRPG-0.91.zip

Chapter 4 is coming along very nicely, and we hope to have the final 1.0 release by mid-April! I’m really looking forward to finish this project, the biggest I’ve ever attempted 🙂

What about the other games?

As you know, before devoting myself completely to Loren, I had started many projects. Unfortunately, I miscalculated the amount of work I had to put to make a BIG game like Loren, so when the time of the beta came, I realized that I couldn’t work in multi-tasking as before (working on several projects at once). This means that I temporarily paused many projects, except those which had already the full storyboard written (like Heileen 3 or Nicole).

Now that Loren is about to be finished, I’m going to get back into managing the other games. Here’s a detailed status for each one:

Heileen 3

Art: (100%) is completely done now. I might decide to do two versions, a otome and a yuri one, adding two final CG scenes with two new female romances. Have yet to decide if to do that or not, but I have time since the artist won’t be able to make those last 2 scenes before next July!

Writing: (90%) Marie’s path is being written right now, and she’s the last romanceable character (unless I decide to do what I said above). Game is pretty long, over 150k words, so much bigger than previous titles!

Coding: (25%): Well, it’s not that bad actually, since is a dating sim but not very complex. I still need to add a lot of choice changes (based on the 7 cardinal sin/virtues), testing, the scheduler, and so on. Probably 1 month of work.

Amber’s Magic Shop

Art: (60%) I need some more backgrounds, and the potion-making interface, but apart this, the sprites are done and only needs to be colored.

Writing: (15%) It’s still in the beginning, but several scenes are finished, and Lorelei (the writer) assured she’ll resume working on it quickly next month 🙂

Coding: (10%): I still need to design and implement the potion making interface, that will be the part that needs more coding and testing of the whole game. Also need a “shop” interface, and a lifesim but will probably modify Always Remember Me one. I think about 2 months of coding needed.

Nicole

Art: (50%) I have some character sprites done, but still missing some, and also missing all the CGs, UI and backgrounds. So there’s still quite some work to do art-wise!

Writing: (60%) The last character storyboard is being written now. I might review the whole writing later, to check for plotholes, or add some more scenes (I’m used to make big games now!).

Coding: (50%):I plan to reuse Always Remember Me framework for this game, with some small changes, since will also be a mystery game I want to put some kind of diary in the game. Also want to simulate a sort of computer with college intranet 🙂 So because of those new features, probably need at least 1 month to code everything.

Roommates

Art: (70%) all characters are done (might add a few more though). The backgrounds are missing, but the ending CGs scenes (8 in total plus some variations/close ups !) are almost finished (saw the sketches already and artist is finishing them right now).

Writing: (5%) Sadly, previous writer disappeared, so I need to look for a replacement. I also need to plan the gameplay better and do the storyboard, but for this kind of game (set in US college) I definitely need to find someone who knows well that kind of reality so can help me with storyboard beside writing scenes!

Coding: (5%): I haven’t done much. I am planning to use a mix between Flower Shop scheduler and Always Remember Me various places to visit. Still need to do lot of design though, including the player stats. I’d say around 2 months of work.

Queen Of Thieves

Art: (80%) is missing the final kissing scenes, but artist disappeared since 1st February, and I’m not sure if he can continue working on the game. In any case, there’s not much hurry since I need to design the gameplay, interface, and so on. And worse case I can hire someone since are only the kissing scenes missing.

Writing: (50%) This game is a bit different, meaning that there’s more gameplay than other life/dating sim, and less texts. About half of the romances are finished though.

Coding: (5%): As I said, this game will have more gameplay than all the others, but I need to think how to implement it. It might include: 2d turn-based tilemap, short RPG battles, shop simulation… so there’s still a long way to go. I think minimum 3 months of work!

Planet Stronghold: Warzone

Art: (50%) all the romance CGs are done, but misses all backgrounds, the wargame tilemap, many enemy sprites, so still long way to go.

Writing: (5%) I only wrote the beginning, and while I have the general plot in my mind have yet to write a storyboard for it. Since is a RPG, will take LOONG time to write it, but Aleema already said wants to work on this one 🙂 Still, probably won’t be able to work on it before next summer!

Coding: (90%): Even if it’s a RPG, since I’m going to reuse most of the first game RPG framework, coding is quite advanced. I need to code the “wargame” map, but that’s it (since I already did some coding for it last year).

Undead Lily

Art: (80%) it’s missing some backgrounds, but depending how the battles will take place might add some more sprites, and perhaps some more backgrounds.

Writing: (25%) Several characters scenes are finished, but I paused it because need to rethink how to program the main gameplay, so might have to rework what has been already written to simplify it, or change it somehow.

Coding: (10%): Not much done, and while it will be a simpler RPG than Loren or Planet Stronghold, I decided to pause the development for now. Will resume working on it next year!

 

I tried to put them in order of a possible release: however, there’s no guarantee about the release order, with the exception of Heileen 3 that will almost surely be out this summer! 🙂

2012 Time to relax!

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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.

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

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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.

2012 will be the year of Fantasy

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In the photo above, a portrait of my cat Batman.

While the beta testing of Winter In Fairbrook continues (we’re only missing some typos to correct and then everything will be ready for the official release), I am now working mostly on Loren RPG and Queen Of Thieves.

Why 2012 is the year of Fantasy?

It will be because very likely I’ll release Loren RPG, Queen Of Thieves, and hopefully also Amber’s Magic Shop, though this is the less advanced game for now. Let’s see the progress status of each game.

Loren The Amazon Princess

Loren RPG is starting to get into the final stage. Which means at least 2-3 more months, depending how long takes to finish the texts and images. It’s definitely going to be my biggest game ever, on every aspect: amount of writing and plot complexity, amount of art (both on interface, character and backgrounds) and amonut of gameplay/rules/game system.

I really hope will be worth it! But anyway, this is a game I always wanted to make, and I’m very pleased by how is coming out, so I think in the end it will be worth it in any case.

Below you see some screenshots of the current GUI design. The equipment screen, where you can equip your character, and the “post battle” screen mockup, which will show some statistics about the battle and how many experience points each character made.

Equipment Postbattle

My current goal is to have a playable Alpha out before the end of the month, and it’s not going to be easy, even if the battle engine is completely coded, still need testing/tweaking. In particular, so far I didn’t test with much equipment at all, and I didn’t define any enemy. Enemies can have skillsets like the playable characters, but aren’t restricted by the class, so there can be lots of interesting combinations to make, but also to test, to make sure there aren’t invincible enemies!

Another big part of the game that is still missing is the map system, which I wanted to make slightly different from Planet Stronghold one. You can travel from place to place, but I want to make random encounters. However, in the easy/normal mode, you’ll be able to skip/run from the random encounters. I don’t want to force the player to fight the random battles at easy levels, but on the other hand they might be useful to raise your characters power in case you’re stuck with some main plot related battle.

The Queen Of Thieves

I really can’t believe that I started this game in December 2010 and still haven’t all the art finished, though is really not missing much to be art-complete. Below you see two tests I made for the game interface.

Queenwip Queenwip2

I thought it would be interesting to display the speaking characters on the side of the dialog, and alternate them on the left/right side. I am also thinking to add basic eye blink and mouth animation.

Gameplay wise I’m still thinking about how to make it, but I think will have some sort of 2d map, so will be a sort of mix between a strategy and a RPG game. About the story, each one of the girls can have a romance relationship with 2 of the 3 boys. Which means there are 6 romance subplots in total. So far, two have been finished, so we’re at about 1/3 of the writing.

Amber’s Magic Shop

As I said this is the less advanced game, also because the artist I had picked for it quit without saying a word. Luckily, there are many other more reliable artists around that are eager to work for me 🙂

The writing is still at the beginning, but I had time to think / plan the gameplay and story better, and I really like how is coming out. The game will feature two ages: teenager and adult age. In the teenager stage, your decision will change not only the starting relationship at the adult age, but also some important gameplay elements. I haven’t implemented anything yet so that’s just an idea for now, but I really like it and I think will work well, adding much more replayability to the game.