Category Archives: queen of thieves

Announcing “Love Bites”

I’m very proud to announce that I brought together two awesome people: Rebecca (the artist behind my early titles like Heileen and Bionic Heart) and Miakoda (PSCD writer) to make a new game! πŸ™‚

I am quite excited about it. I don’t want to reveal too much about the story, since involves supernatural. Also, the full game title (or the subtitle if you prefer) is longer… but if I posted it now, I would give away some of the surprise. So for now I’ll just call it “Love Bites” πŸ˜‰

Some more information: it’s going to have a classic dating sim gameplay, with a calendar, several places/activities to do, and of course love interests. It’s going to have both male and female protagonists, and have both straight and homosexual romances. There will be 2 male and 2 female love interests and you’ll be able to romance all of them with the male or female main character.

Are you already excited? I am! In the next weeks I’ll introduce the cast of the game. For now, here is a preview of the two main protagonists:

Yes two red-heads πŸ˜‰ The cute dog Kaitlyn is carrying is Nick (even Brandon can carry him of course). It’s based on one of the pet I used to have (unfortunately he died back in 2011):

Nick

I already put several of my cats in games (Black of Heileen, Othello in Bionic Heart, Nina in Always Remember Me, Remi in PSCD) but this is the first dog!

Other news

This week also got a good news for yaoi-lovers: the writing of my first yaoi-only dating sim Heirs & Graces is finished! It still needs to be all scripted, coded, it’s missing some music, etc so it won’t be out shortly, but very likely will be the next game to be out after C14 Dating.

I also finished the last part of the Queen Of Thieves “robbery missions” and asked artist to do some tweaks to the sprites. I need to review all the scenes now, integrate them in the game (so if you visit the blacksmith with the right characters, you’ll meet Mary-Ann, etc) and make note of some missing backgrounds. Still a lot of work to do but having finished the coding is a big milestone.

I also got to play a first beta candidate of C14 Dating and it’s looking AWESOME. I am really eager to start the preorders which might happen very soon, even this weekend, so follow me on social media or read the forums to know more πŸ™‚

Currently I’m looking at this release schedule (which of course could totally change based on cosmic-events, as you well know):
– end of this month/next month: C14 Dating beta
– April/May: Heirs & Graces beta
– June/July: Queen Of Thieves beta

will be fun in a few months to go back to this post, and see what REALLY happened πŸ˜‰

Future card games and update

Future card games

dancing

So about 10 days passed since I released my card game PSCD. It was my first card game, and as you can imagine I was unsure about the results. If I compare it to my latest game, the RPG Seasons Of The Wolf, I can see that PSCD revenues are about 3 times less.

But it’s NOT bad as it sounds! First of all, SOTW was based on an existing world, so many players who liked Loren could potentially like that one as well (especially since I now I am implementing a “VN Mode” for it as well!) and was a RPG. It was also $25 vs $20.

Regarding PSCD, since it has also a story, and many of my players buy the games for the story, I won’t have any real data until the game is on Steam where a bigger audience will judge it (even those who aren’t much into stories but like more the gameplay). It will probably be around March.

Anyway I was saying that even if the sales ratio remains the same, I need to take into account a very important thing: time/money spent. As for money I spent a bit more on PSCD than SOTW (but not by much) but regarding time…! I spent 10 months coding SOTW back in 2014, while I spent 3 months (and not even all of them full time since I was following other projects) doing PSCD.

So this means that even if PSCD keeps selling at 1/3 of SOTW, it will still be a better ROI for me πŸ™‚ Yes because as you can imagine is better for me to work 3 months on something, than 10 months.

This means that I will probably be doing more card games, besides the already planned Undead Lily. As always I’ll use the same base engine, but probably modify the rules a bit, since I like to experiment every new game I make.

C14 Dating update

Now to the best news of this week: it looks like that C14 Dating might be out very soon! I don’t want to say any date yet, but really I think maximum next month the beta should start. The final release depends on the beta as always but since it’s not a complex-gameplay game, it shouldn’t take long. Currently the coder is finishing/testing the various minigames like the one below:

c14minigame

Queen Of Thieves update

Progress on Queen Of Thieves have been made this week as well: all the otome CG images are done, and I almost finished coding the last part of the robbery mini game. While there’s still some writing left (and probably some more art/adjustment needed), even this game looks like could be ready for this Summer πŸ™‚

otomeromances

Queen Of Thieves gameplay update

As you SHOULD know, I just released my game PSCD. My new year resolution was to release one game this year! Yay I made it! πŸ˜€

Haha jokes apart it was because in 2015 I didn’t manage to release anything. But of course, I knew that PSCD was out soon, since it was basically already finished in December (I had to wait to get some voices and an update of Ren’Py to make it run correctly under Windows 10 fullscreen).

So now what I’ve finished it, what I am doing? While I have several projects in progress, I mainly resumed working on Queen Of Thieves, since it’s the game in which I’m more involved right now (because I’m coding it myself).

Queen Of Thieves gameplay update

First of all, a short summary: I had already finished the “catacombs exploration” (optional) part, the first draft of all the romances is done, and a good amount of the romance CG is done already. Clearly we’re at good points.

I decided to work on the robbery part, the infiltration into the houses/mansions to steal money. I made an interface on the right so you always have all the info you need about your current target:

newrobbery

The encounters level influences the enemy stats (it’s a bit randomized of course), while defenses also influence the enemy party composition (higher defense = more enemies) and how often you’ll randomly encounter guards, watch dogs, etc.

The rooms explored is a good way to know if you missed any place in the house (some are quite big, with 10 rooms). Finally the gold gives you an estimate of the maximum amount (the sisters cannot know the exact amount, only make a guess) of gold available, and how much they’ve robbed already.

I’m testing the system and seems to work well πŸ™‚ I also made a new addition, this time to the battle itself. Behold: hit or miss ratio!

hitormiss

People who follow me carefully might remember some posts in forums, in which I was furious against hit percentage, and how in a certain AAA game I had 72% hit chance and I missed six times in a row, forcing me to ragequit it πŸ˜€

I still think that’s a bad system. My idea, is obviously better πŸ˜‰ Read on.

The main issue with hit or miss, is that if you hit you do X damage, if you miss, you do zero. That’s a difference too big. So in my game, if you miss you’ll do HALF of the normal damage. Since the numbers in this game are much more smaller than Loren or SOTW, in the screenshot above means that instead of 8dmg, if I miss will do 4dmg. Clearly less, but not so less that makes you want to quit playing!

This way I also found an use of the characters critical hit stat. Before damage was determined by attack multiplied by critical hit divided by target defense. Now, it’s still calculated like that, but the hit percentage is influenced by the critical hit stat.

Last minute update: I am thinking to change slightly the formula, as illustrated in this forum post: http://winterwolves.net/viewtopic.php?f=32&t=3672&p=36507#p36504

Might sound a bit confusing right now but when you’ll play the game, will make sense. I tested it already and even with enemies with high avoidance (like the vampire bat of the screenshot above) they don’t ruin the game at all, they add more strategy. For example, magic attacks (like Joanne magic bolt) never miss the target. So even if she does less damage than the other two sisters, she will always do that amount of damage.

That’s enough technical stuff for now! About the story and romance CG, I’m proud to announce that all the yuri romance CG have been finished. Below you see a sneak peek!

yuriromances

Changing your mind

Before I explain, let’s start with some famous quotes:

β€œThe measure of intelligence is the ability to change.” – Albert Einstein
β€œThose who cannot change their minds cannot change anything.” – George Bernard Shaw

I agree with them completely, and this applies to game development as well. What I am referring to, exactly?

The “indie freedom”

You probably hearΒ  around the net the story that indies means independent, so are free to do what they want. Well, yes as indie you’re free to do any game you want. However if you want to survive doing commercial games, you CAN’T do what you want πŸ˜‰

I don’t mean that you need to do what some “developers” do, that is looking at the top selling games and cloning them (also because very often this system doesn’t work at all). But I mean listening to your customers’ feedback, and analyzing sales to understand what people want, and not just what maybe a “vocal minority” says.

For example after the past year I clearly understood that what made people love Loren wasn’t the RPG part, but the story/romances. I understood that while SOTW was my best RPG, it wasn’t my best game (or at least the most popular). And so on.

Changing your mind means changing direction, and create the future games adapting to the market and what (the majority of) people want. Obviously, you can also just follow your personal interest and do niche products, as long as they provide enough income to support you (sadly with SOTW wouldn’t have been the case).

Prototyping and testing

This is not really new, but worth repeating for the few people who don’t know about it: an essential process of developing a game is brainstorming, testing the ideas and keep the good ones (at least the one you think are good of course).

For example, I’ve recently resumed coding Queen Of Thieves, in particular the “robbery missions”.

timelimitAs you can see in the screenshot above, I thought to use a very common stealth mechanic: each action would generate noise (even if in the game Joanne will use her magic to reduce it) and so it could increase by triggering traps, or fighting (guards, watchdogs, etc).

The only way to reduce it was to hide and wait, using time. Finally, you would have a certain amount of time to complete the robbery, before morning arrives.

The idea seemed fine: but when I asked for feedback in forums, I had the first doubts. People complained saying that it could lead to a luck-based gameplay, and as a consequence not really funny. I thought that since the mission are randomly generated, it wasn’t a big deal, but decided to make a few tests myself, and I discovered that indeed was a bad idea!

First because of what people said (good/bad luck would have too much weight) and also because the size / amount of rooms of those building won’t be really big. So the “hide and wait” mechanic was also a bit pointless if you could explore the buildings in 10-12 moves πŸ˜€

The result is that I’ve immediately discarded the idea, without even needing to do any public testing. Yes, I’ve changed my mind!

Making “tough business choices”

Somewhat related to the first point, I also realized in the course of the last two years, about certain choices that had to be done, despite I wasn’t really happy about it. The first one was to reduce the amount of complexity in games, a bit because they weren’t helping sales, but also because I was getting burned out while working on them.

It’s better to release a few more simpler games, than none at all for a year (like past year!). Also, even if you like a particular genre, but it’s hard to make and there’s the risk of getting you burned out, you need to take that into account. That’s why I’ve decided to keep making RPGs, but not so often as in the past.

Another “tough choice” I had to make was to treat people professionally and expect the same in exchange. If someone suddenly stopped responding, or delayed too much a project, in the past was chasing them, trying to understand what was going on, trying to motivate them, etc.

Thinking about it, I was a bit of a fool, and wasted of my own time. If someone that’s being paid to do something behaves that way, it’s his/her problem and not mine. This also led me to do some “selection process”, so the people I’m working with now are much more professional than what was happening in the past, and as a consequence more reliable πŸ™‚

The Queen Of Thieves – Lord Raul Capello

raul
And now, the last character introduction for Queen Of Thieves. If you thought that Tomas Jingoli was bad, read Lord Raul’s profile…

Lord Raul Capello, β€˜The Tyrant of Ahkra’

Raul is the latest head of the powerful and wealthy Capello family. They have ruled the city of Ahkra and the surrounding country for nearly twenty generations. As the next heir, Raul was raised to be merciless in the execution of his responsibilities and to brook no compromise with any of his opponents. He had maintain the pre-eminence of the Capello family at all times even if it meant trampling over the innocent. Any costs was worth protecting the strength of the family and, by extension, the country itself. Raul took to these lessons easily and quickly gained a reputation for being ruthless even by his family’s standards.

When he took over the running of the country, he quickly started stamping down on any perceived rebellion whether real or imagined. To maintain his armies, he increased taxes and began hoarding the money to pay for the many β€˜projects’ which he believed would ensure that his country would be forever the strongest and most prosperous of all. While he was bringing in all this money, he was sure to send some of it to the nobility to keep them on side as he knew upsetting them could destroy his rule. This led to the poor complaining that only they were suffering from his taxes but he ignored their please. They did not understand he was ensuring their future prosperity and only cared about themselves.

In person, Raul comes across as a rather charming albeit intense person. He is utterly convinced that his actions are correct even if he can see they are hurting others. There has only been one person he has truly loved in his life and that person broke his heart by rejecting him. He has remained single ever since, apparently uninterested in finding himself a wife. The lord claims finding a woman would distract him too much from his grand work but others suspect he might have something, or someone, else that is distracting him from the important task of creating an heir.

PSCD update, and card games vs RPGs

credits
One of the many changes: showing the enemy bounty value directly on the battle screen

So even this week I did yet-another-insanely-big update to PSCD. Seriously the changelog is pages-long!! πŸ˜€

I must confess that it’s a sort of deja-vΓΉ, it brought me back memories of last year when was going insane with SOTW. But in reality, it’s not that bad. The “self-contained” nature of the card games makes it a bit easier.

Don’t get me wrong, the PSCD system is really complex, for sure the most complex framework/engine ever made for my games (and I dare to say of all Ren’Py games, since I’m the only one using it to make unconventional games! lol).

But if I compare it to a RPG, I don’t need to worry about several things:

– characters level up. I added an upgrading system on my cards, but is only 3 levels.
– skill balancing. Each card has an ability, but it’s fixed. Compare it with a RPG, in which the party skills can change based on players choices or skills will unlock with certain prerequisites!
– inventory/items. Doesn’t matter if you have a RPG with 10 inventory slots, or just 3. Still, players can swap the items and lead to different results & combos.

I’ll stop here but you understand what I mean. Doing a card game is easier than a RPG (luckily!). I’m working hard to meet the January deadline, but I think in the next weeks I’ll slow down, since I feel a bit burned out, and I don’t want that to happen again (it happened after SOTW last year and early this year).

achievements

In the last 2 days for example I coded all the romance CGs, achievements, gallery screen and jealousy scenes, and tested them all. It was relaxing and fun, because the jealousy scenes of this game are awesome. Here’s a screenshot:

boyfriendsHaha I love their grumpy/angry faces! and Alex’s shocked one… πŸ˜€
(also, what is Rigel going to do with that big pipe wrench? watch out, Alex!)