Category Archives: queen of thieves

Digging you – a preview of the otome C14 Dating

prettyguys
It’s still a work in progress screenshot, but looks already good!

So… puns aside, I’m really digging how C14 is coming out! In case you missed my earlier posts (from past year) you can read more about the game here: https://www.winterwolves.net/blog/category/dating-sims/c14-dating/

In summary: it’s an otome dating sim set in the archeology world. And it features a cast of REALLY diverse characters. There’s a boy with a prosthetic arm, another with a cochlear implant, the nerd boy, and so on.

The main story is already over 140,000 words! And the writer and the editor are still tweaking/editing some later scenes πŸ™‚ so it will be another very big game, featuring a lot of scenes and funny/cute/interesting moments. If you’re interested in the archeology world you’ll love this, and if you aren’t… you might become interested after playing it πŸ˜‰

What is mainly missing are some sprites, the ending CG images and a few things here and there, like some GUI buttons, a few minigames to tweak/balance and so on, but overall it is in a very advanced state, as shown by the screenshots.

c14datingscheduler
The weekly schedule screen, with a lot of different activities showing as animated chibi!

Now I know what you’re wondering… when it will be out? Well I don’t want to say anything to not jinx it πŸ˜€ but it shouldn’t really take too long (talking about the beta, the official game for sure won’t be out before this Autumn).

I hope you’re excited as I am to see this game finally out!!

Queen Of Thieves update

This week I’m also trying to come up with a new battle layout for this new RPG in the works. The idea was to make it more user-friendly, maybe even “mobile-friendly”, and simplify the interface. So far I’ve made this:

newlayout

As you can see if you’re familiar with Loren/SOTW battle interface, I removed the battle log at bottom, and you can toggle it on/off with a button (the “L” button). If the log is turned off, you would see the selected character stats there.

The idea is that I already display almost all the info directly on the portraits: attack (sword), defense (shield), hit points (heart), SP (star). The only stats not shown are speed and critical which aren’t so essential, since the movement order can be seen on the right, and critical is a percentage of doing double damage but can be seen in character’s screen.

The skill or effect description would show on the left too, in the frame below the one in which the log is displayed.

If you have any feedback/ideas about it, I’ve made a thread in forums: http://www.winterwolves.net/viewtopic.php?f=32&t=3624 to discuss πŸ™‚

Queen Of Thieves update

First of all, SOTW DLC ending images were added to the game! So if you waited you can play the DLC beta using the download link from the forums:

http://www.winterwolves.net/viewtopic.php?f=40&t=3610

And now for today’s blog post…

Time to talk a bit about Queen Of Thieves! In particular the gameplay I’m going to try with it. As you know if you read my SOTW postmortem, I don’t want to do another “super complex detailed hardcore” RPG like that one again, because wasn’t worth it (in term of popularity but also burning out).

So this game will be really a more casual RPG. Before you complain, it doesn’t actually mean it will be “worse”, just different. I think might be even more fun to play if I manage to do right what I have in mind…!

The Skills

Let’s start from the skills: I will bring back the “beloved” skilltree system from Loren. Each character will have a unique offensive and defensive skilltree, each one with 6 skills with 3 variants each, for a total of 6 x 3 x 2 = 36 different skills each character.

Each character is an archetype: Kira the Warrior, Joanne the Mage, and Thalia the Thief.

The biggest difference vs Loren or SOTW is the “combo” skills. I have yet to implement it in the battle, so take everything I say with a grain of salt since as always things might change from now until the final release. But in practice while fighting you’ll have the chance to unlock some combo skill once you fill a combo bar. There will be two offensive and two defensive combo, and will obviously be very powerful skills.

Another difference is the combat itself. In Loren/SOTW was common to have a LOT of condition/status effect. Here, having TWO will be uncommon πŸ™‚ This because I’ll limit the number of special moves you can do each battle and there will be no healing except the potions (which will be limited).

It is a completely different approach as you can see. Will require some testing but the goal is to make the battles last less and the skill be something very “special” and not just another type of attack.

The inventory

Then there’s the inventory screen. Each character will have 5 slots: head, chest, legs, feet and weapon. Each slot will have 5 item, except the weapon that will have 7. Yes you read it right: the number of items is LIMITED πŸ™‚ I’m sure this won’t make everyone happy, but is part of the design. Each item will give a specific bonus. Some more attack, other more damage, and so on. There won’t be a “better” or “worse” item, maybe with the exception of the starting gear and the ending one, just different ones that will be better suited for specific battles.

The fact that each character has unique gear has also some positive effects, like each item will be unique and more detailed, as you can see from Kira’s weapons in the image below:

kiraweapons

Check the work-in-progress screenshots below: when you open the inventory the first image will be like this:

thaliaQOT01

You can see the whole character body, so everything she’s wearing. If you click a Legs or Feet slot, the image will zoom in to show better what she’s wearing:thaliaQOT02

Similarly if you choose Head/Chest slot, it will zoom in on top:thaliaQOT03

Thalia is really cute, isn’t she? πŸ˜‰ Since the screenshot above were taken, I’ve also been trying to implement an even more intuitive way to use the inventory, in practice next to each slot there will be all the items that the current character can use. Since items are limited, we can fit them all in one row like in the screenshot below:

newinventory

Elementary!

I also plan to have elemental resistances, but done differently. By default all characters will be weak against elemental damage, and the armor (in case of players) will give resistance bonus, but in small steps. Everything about this game uses smaller numbers which I think will be easier to balance.

For example let’s say you’ll start with -5 in all resistances. A fire based attack would inflict base damage (5) + 5 = 10 total dmg
Now you get armor resistant pieces, but you have only 4 slots (head, chest, legs, feet). Each will give +1 fire resistance. So the same attack above would deal: base damage (5) +1 = 6 total dmg.

In this game, 4 point of damage difference will be meaningful πŸ™‚

Anyway, I’m still thinking about it, I might also just ignore elemental damage but only apply elemental statuses. So Frozen would reduce speed, Burning would damage HP over time, and so on. I might even just go for this simpler solution.

Happy Easter!

Happy Easter to everyone! To celebrate it, I am doing a small sale:

You can get a 20% discount until Monday (included) for all my games using the coupon: EGG during checkout. The discount applies even on SOTW, though not the DLC obviously since it’s not even officially out yet πŸ™‚

RPG games update

Some updates, starting with the RPGs: both Roger Steel, Loren 2, and PSCD (I include it in the RPG even if is more of strategy/card game) writing and art is making good progress.

I also got all the base art ready for Queen Of Thieves! Below you can see the male romances in the new style (they also have an alternate outfit):

maleromance

I am only missing the ending CGs/scenes, but I now have all the images for the base game. We’re thinking of adding a few extra outfits and poses, but that’s it πŸ™‚ The writing it’s at good point as well.

Dating sims update

Regarding the dating sims, good progresses have been made on all of them as well. It’s true that at this point, Nicole yuri will be delayed for sure on Q2 this year (so wasn’t out Q1 as I hoped) but is also true that the story is much bigger now, with more locations and several secondary characters that now have a bigger role.

Also, the other various dating sims are going at steady pace, as I joked in forums, it might happen that I’ll release two consecutive yuri-only dating sim at one point during this year or next year πŸ˜€

For the otome fans no worries: there will be Always Remember Me sequel, and all the RPG (which will be more similar to Loren, so not with complex RPG gameplay like SOTW) have otome contents.

On other news, I’ve started updating the games on Steam with the new Ren’Py, mainly to allow Linux achievements. I’ve also enabled cloud saves! I plan to update also all the demos on my own site later, but apart the Steam related stuff (achievements and cloud saves) there’s nothing really new compared to the versions on my own site.

2015 releases plan, and Loren vs Seasons Of The Wolf

amukikivsshea
This is a fun mockup image I made a while ago to promote SOTW πŸ™‚

It’s the first post of the year! I imagine people’s main question will be: which games will be out next? since I don’t know myself, and after the big fail of last year (I announced like 5 games but I finished “just” 2), I’ll just say which ones should be definitely out this year (not tomorrow though! could be even Summer or Fall! but still technically 2015).

2015 Possible releases

Nicole yuri: the game is at a good point. I don’t want to say “first quarter” officially, but it should be really out by April/May max!
C14 Dating: even this game is at good point, missing some extra outfits and CG scenes, but not much else. I don’t think will be done before Summer though.
Queen Of Thieves: much depends on the yuri routes writing. This game should be smaller than others (for story’s length) so I think could be out this year!
PSCD: story and art are at very good point. All depends on the gameplay. I have some ideas but need to make experiments first. I include this on the list even if might be out very late this year!

So that’s it. As always, remember there might be more, or different ones finished. For example, SOTW DLC could be out, depending how much extra art is needed (will be more focused on story-relationship than battles). But as I said I only wrote about those that should be really out this year.

Loren vs SOTW

Back to the title, those who follows me since long time might remember that when I finished Loren, I did a “Loren vs Planet Stronghold” post.

Here I want to try doing the same analyzing the various aspects of Loren and SOTW. Before I start I want to say that personally I don’t think one of the two games is better or worse than the other, simply they’re DIFFERENT πŸ™‚

Story

Many people complained about Loren’s story to be clichΓ¨. I think 99% of stories ARE clichΓ¨ nowadays πŸ™‚ Anyway, with SOTW you cannot really say the story is clichΓ¨. Still most people liked the first two chapters, there are many mixed feelings about the third (for some being too open is good, for others bad) and many felt the ending was a bit rushed (the DLC should fix this hopefully).

I still think that SOTW main story is better than Loren’s. SOTW 1 – Loren 0

Characters

Hehe this is quite an unfair comparison, simply because Loren has so much more characters! I read some reviews about SOTW saying that the “characters aren’t memorable”. What? Rowinda isn’t memorable!?! Chalassa? Krimm? Riley!?

Ok Jariel might be too much “classic good elf”. Althea and Shea’s personality aren’t well developed for gameplay/plot reason (since you can play as both). Still is true that Loren’s characters are awesome. Draco? Mesphit? Karen? I could go on… πŸ™‚

So, I’m not going to argue on this. Loren’s big cast and characters is what made that game successful, so here Loren is a clear winner. Loren 1 – SOTW 1.

Gameplay

This is another not very fair comparison since basically SOTW is Loren’s engine but greatly updated. Random items, more advanced skills, custom battle cut scenes, etc etc. And the difficulty had much more meaning. Hard difficulty is hard, and Nightmare… a nightmare πŸ˜€

But is not just that, there’s the isometric map, and several small or big improvements. SOTW is the clear winner here. The only thing some people didn’t like is the “prevent grinding” feature I added. I am not sure if I’ll keep it in future games, even if that means that the boss battles will never be balanced (because if you can grind unlimited time…). But if that’s what people want… who I am to argue? πŸ˜‰

Loren 1 – SOTW 2

Soundtrack

This is a close one. I really like SOTW main menu music, and even the theme song is much better than Loren’s (hehe), but overall Loren’s soundtrack is awesome.

Listen to those Loren’s tracks:

 

 

Or those SOTW tracks:

 

 

I really don’t want to decide, but if I have, Loren’s is slightly superior in my opinion, but is a very close call! Loren 2 – SOTW 2

Artwork

Hard to say: Loren’s had a different coloring style, but more CGs. SOTW has a better (in my opinion) coloring, A LOT more variety of backgrounds, the isometric map art which I think is beautiful, but less CGs (even if the ending ones are nice, but the romance one can’t match Loren’s).

I think this one is really a draw – if you liked more romance/event CGs then Loren (obviously, since had more romances!) but if you liked more variety of backgrounds and isometric map, SOTW.

Loren 3 – SOTW 3

Longevity

Loren has shorter RPG gameplay, since has no maps and less battles, and most are optional (unlimited grinding). It has much more dialogues between characters though, even if the base game text is just slightly higher than SOTW (I’m not including the DLC).

If you like RPG combats, SOTW is a clear winner. If you like romance/camp talk, Loren is much better, again if only because of the bigger cast.

Another draw? yes, since this really depends on people’s tastes! Loren 4 – SOTW 4

Conclusion

What, the conclusion is a draw!? Really? Yes, really! And believe me is not a diplomatic solution. Even if SOTW took me a lot more time than Loren, I don’t think is vastly superior overall. It depends only on tastes. I have many people who were disappointed because SOTW was more a RPG than a “fantasy dating sim” πŸ˜‰ but also many who were pleased to see that the RPG gameplay was much deeper and the difficulty better balanced.

It’s like asking: is better apples, or oranges? πŸ˜€

Of course, you might disagree with me. In this case feel free to post a comment with your opinion either here, or in the forums!

2014 the year… of change

happynewyear

Reading back the previous end of year post, I can’t stop thinking how things have changed so rapidly for me. This is probably the biggest “problem” of being indie: things change at lightning speed, for good but also for bad!

Last year I was happy because Loren Amazon Princess was accepted on Steam. Nowadays, I have 13 games there, with the 14th (Seasons Of The Wolf) to be released next month!

Last year I had zero games for iOS. This year I ported almost all of them on Apple’s platform, and I plan to do more next year, especially since Ren’Py will get its own porting system!

Last year beside my loyal long-time fans, I was mostly unknown to the general public. Now, while I’m still not *that known*, people talk about me. Some adore my games, others hate them, others are neutral, but at least people talk about me. The worst thing is being ignored/unknown πŸ™‚

This year I made “only” two games, but two big ones: Roommates and Seasons Of The Wolf.

Roommates

Roommates is a title that totally exceeded my expectations. I’ve made “a few” dating sims before, but this one basically is of another league! I think probably is due to the fact that, like my RPGs, it is not focused on only a romance genre/combo, but all of them. Playing as male or female, straight or homosexual romances. It’s a game for everybody.

But also, great comedy writing. There’s nothing wrong with more serious/mature themes, but sometimes people just want to escape the mundane problems with funny stories πŸ™‚ So, thumbs up to Michael (Roommates’ writer) for his great job on the game!

The game soundtrack by Leetstreet Boys was also a very good move. I really can’t find an issue in that game, something that “if I could go back, I would have done differently” and it’s a good thing!

ToA: Seasons Of The Wolf

SOTW is officially out since just little more than a month. It was a challenge, a bet. I wanted to see if I could make “a real RPG” myself. With romance, with a story, with my usual artwork style, but… much more detailed, with a Nightmare difficult level that would actually make people go crazy with it, with a map system, secrets, randomized items, etc.

I won that bet. The game is doing VERY WELL, beating Loren’s first month sales. Of course, is not an entirely fair comparison since 2 years have passed from Loren’s release and now I have a much bigger following. But to be honest, I was fearing that it would be a flop πŸ˜€ So seeing that is doing well reassures me and was already worth it.

Still, I’m not going to do another insanely big game like this one anytime soon! It really “burned me”, because I worked on it 10 months straight, every day, fixing/tweaking stuff. I know it’s my job, but now I need a break from such big games. I’m going to make some smaller games (this time, FOR REAL!! LOL) like Queen Of Thieves. They’ll still be RPGs, but have limited party members/skills/items/and so on. They will also be easier to balance πŸ˜‰

However, there could be something new related to SOTW, maybe next year. I just received this letter via a pigeon from a certain Jariel the bard from the green lands of Grandtree:

letter

End of year’s thoughts

Even if this year was good for me, the future is still very uncertain.

I personally know several indies who this year took a huge hit on their finances, some have abandoned the business to move elsewhere, others went back to contract work or looking for funding. And only a few years before, they were earning six figures! So, you never know what the future holds! Doesn’t matter how much you plan things ahead… because this business moves so fast, is easy to be caught by surprise.

I think the most important thing is to stay humble, never think to have “made it”, and keep working on what you love. At least, this is what I’m planning to do in 2015 πŸ™‚

Happy New Year!