Category Archives: Seasons Of The Wolf

The Spring Of The Wolf

madness
Rowinda in her typical serious attire, featuring the Madness spell 😀

This Spring will be the Season Of The Wolf (when I’ll release the first beta of this game). So technically I have time until the 21st June 😉

Jokes apart as I said in previous post too, I hope to have the beta done by next month. The extra delay is due to some last minute decisions: as you can notice from the screenshot above, I decided to remove the skilltree system, allowing the players to decide which skill to learn in any order.

This also means that each character will have 12 unique skills, no more variations like Blizzard I, II & III. Of course, some skills are variations of others, I don’t claim that I have made over 100 skills ALL UNIQUE! 🙂 However, I really feel I have pushed the original Loren RPG framework to its limits in this game, some spells/skills are quite interesting.

The beta will include only the first Season (Winter), but at least will give people a good idea of what to expect if they decide to pre-order the game. A part of delay is also due to new random enemies that I need to do (wild animals, etc) and also to the tileset system:

isomap
SOTW will feature an isometric multi-screen map with hotspots to explore

Now don’t expect a scrollable map, but the map can be split into several screens, so I can make bigger maps. There’ll be various “hotspots”, marked with arrows:

  • a green arrow means that the interaction will be completely safe (like traveling to another zone)
  • an orange arrow means that there’s the risk of some encounters. In the screen above you can check the trap to see if you caught any wild animal, but there’s the risk of being attacked
  • a red arrow means that you’ll surely face an hostile encounter (wandering bandits, a monster, etc)

I’m considering if to add a golden arrow to display the current objective, but I don’t think I’ll need it since the main plot is rather simple, at least in the first part.

Anyway, I spent the last week on the new skills (still need to finish them) and also in adding hidden stuff in the map. For example a graveyard location that can be explored for a big sidequest, and subsequently also to do some good old skeleton skulls bashing 🙂

I am also going to implement a sort of limited grinding: there’ll be a simulated time in the game, so players will be able to explore, but when they reach the next key event “deadline”, the plot will advance. This way, I can make sure that the player don’t grind up to level 30 (the level cap) only in the first part of the story! 😀

That’s all for now, I have more news for the other games, but will keep them for the next weeks, so I have something to write!

Roommates officially out + video!


Here’s the official Roommates video trailer with theme song “My Name In Light” by Leetstreet boys!

That was the last thing missing to officially release the game Roommates. More info and download/buy links here: http://www.winterwolves.com/roommates.htm

I have also submitted the game to Greenlight, so if you liked it, please vote for it:
http://steamcommunity.com/sharedfiles/filedetails/?id=233332314

The game is also available for iOS:
https://itunes.apple.com/us/app/roommates-visual-novel/id827116639?mt=8

and Google/Amazon appstores for Android:
https://play.google.com/store/apps/details?id=com.winterwolves.roommates
http://www.amazon.com/gp/product/B00IK44NA6

Meanwhile…

…work on the other games continues! C-14 Dating is coming along nicely, found a new writer for Nicole yuri to speed things up, but fans of RPGs will be pleased to know that I’m going to add more unique skills to my next RPG Seasons Of The Wolf, for a total of 108 unique skills!

I’m also going to remove the “skilltree” system and just make all the skills available to learn in any order, like you see in the work-in-progress screenshot below:skills

So in summary, combined with the more attributes (6 in total vs the 3 of Loren) the game will offer much more customization possible for the party, hopefully increasing the replayability / fun 🙂

This is the project that personally I’m working on, and I have almost everything needed (I just got the lineart of the kissing scenes!) so you can expect quick progresses in the next months. My current deadline is to finish the first Season of the game (Winter) and begin the beta-testing/preorders in April.

This doesn’t mean that the game is going to be split in parts, but simply that I’m going to begin testing as soon as I complete the coding of a part of the story (Winter in this case). Then, as testing continues and I finish new parts of the game I’ll make them available as well, until the full game is ready 🙂

Get ready! … or not

relaxtime
Max is showing an iron-logic here!

This weekend I had planned to start the Roommates beta testing… but as always, that bastard of Murphy had to remind me of his laws! I had a light flu since 5 days, but was slowly getting better up to last Tuesday when I was feeling almost normal. Then, Wednesday was a total fail 🙁

Suddenly it got worse and now I’m coughing and I turned into a sort of giant gelatinous cube. A gelatinous cube can’t work, right?

oozegirl
However, I could have fun with the Ooze girl! One of the many avatars of Undead Lily (work in progress)

Anyway, I’ve decided that as soon as I get the missing activity images, I’ll do a last minute check and then start the beta. Roommates is such a big game that I need to do a good / long public beta testing anyway, so don’t want to wait anymore.

While I can’t announce it now, stay tuned because I might start it in the next days! 😉

Meanwhile work on other games goes well. Soon will be able to announce a certain otome game about an archeologist, with some introductory posts by a guest blogger 🙂 and also, I got more help for coding SOTW, this way the game will be done faster!

One last news, I added the bonus content (wallpapers+OST) on Steam as well, so if you want you can get it here:

http://store.steampowered.com/app/275240

Loren now on Steam, more iOS games and upcoming releases

ANGRYKAREN
Queen Karen sitting on her throne is giving a friendly warning to Steam users! 😉

A Steamy January

Lots of things to talk about! First of all, in case you missed it (but how? I posted everywhere on the net! lol) my VN/RPG game Loren The Amazon Princess is finally on Steam:

http://store.steampowered.com/app/257970

please spread the word, upvote the reviews and share between your friends, will help us a lot 🙂

Roleplaying on iOS

Second, more games are available on iOS as promised, including the RPGs. They are:

Heileen 3 (both otome and yuri): https://itunes.apple.com/us/app/heileen-3/id793928194?mt=8

Planet Stronghold (with redesigned GUI): https://itunes.apple.com/us/app/planet-stronghold/id792704445?mt=8

Loren Amazon Princess: https://itunes.apple.com/us/app/loren-amazon-princess/id795044599?mt=8

Bionic Heart: https://itunes.apple.com/us/app/bionic-heart/id793208579?mt=8

Bionic Heart 2: https://itunes.apple.com/us/app/bionic-heart-2/id793154580?mt=8

Upcoming releases

Of course, right now I’m rather busy as you can imagine!! But still managed to work a bit on Roommates scheduler. I think in one more week I should be able to finish it, and at end of month start the beta testing, and hopefully release the final game in February 🙂

As for Seasons Of The Wolf, the main script is finished, for a total of about 120,000 words, camp/romance dialogues excluded. Writer will do them and another one will work on the sidequests at same time to speed things up, while I design all the battles.

I plan to start the beta around March/April, when probably I’ll have fully coded at least the first two Seasons/Chapters. Of course they’re only estimated deadlines, but I feel confident enough to say that I should manage to met them!

The perfect balancing in a RPG

Let’s get back to talk about one of my favorite topics, rules/game design for RPGs 😉
One of the biggest problems of all RPG designers is balancing the game difficulty and making the battles/random encounters interesting.

In my first two RPGs, Loren and Planet Stronghold, I used two similar approaches. The enemies would auto-level, but on a different scale from the player’s party, to make sure that as the player leveled up the battles would become easier.

I had defined a base enemy stats/skills values set at level 1. Then I decided how much increase they would get for each stat on every level up, and did some testing, making sure that the enemy progression wasn’t as quick/fast as the players.

For example, after 10 levels, the enemy could have gained +10 HP while the player (on average) +20HP. And then I was scaling those values based on the chosen difficulty.

However, it was very painful to code it, because I had to define every single enemy this way. Copy/paste helped, but when an enemy definition looks like this:

enemy

it’s not really the best to avoid mistakes 😀 Also, balancing the game required tweaking the numbers over and over, test again, and overall took a lot of time.

So what I have decided to do, to shorten development time and make at same time the battles fun and challenging?

The Ultimate RPG System!

I’m going to use a different system that combines auto-leveling with keywords-based allocation of enemies’ stats.

By default, the enemy will scale completely to the average values of the player party. So attack/defense/speed/magic, so that we have a 1:1 copy of the character average party members values. Then I’ll use keywords and/or relative values to define specific trait of each enemy to differentiate them.

For example I could write using relative values:

  • Attack: -5% (the Attack would be inferior of the 5% to the party average)
  • Defense: 50% (the Defense would be 50% better than the party average)

Or also write using keywords:

  • “Defender”, and define it as an enemy having +10% Defense value and +15% HP value
  • “Magician”, enemy having +25% Magic value and +10% SP value
  • “Fury”, enemy having +25% Speed, +25% Attack but -40% Defense value

and so on, you get the idea! Also, the keywords will be parsed in sequence, so I could apply two or more and the final result would be a mix of the various modifier.

I think this system could lead to a MUCH faster development time, and also to a more fun/challenging battles, even to a better randomization of the enemies (for example in a region of Fire creatures, I could define the Flaming attribute that gives +25% Fire resistance).

Of course, this doesn’t mean that all the enemies are of SAME LEVEL. Only that the default/base level now matches the average party level. So while before I was struggling trying to have enemies match the party level, now I use that as starting point to create the opponents! But I can have in battles weaker or stronger enemies.

I’m going to use a system very popular in MMORPG, using color codes:

relativelevels
The color coding system, so you immediately know how dangerous each enemy is

Green – weaker than your current party average
White – same level
Yellow – one level above your party averageOrange – two levels above
Red – more than two levels (it could be even 5 levels, like in the screenshot above)

This way is even more immediate to spot the most dangerous enemies just looking at the color in which their names are displayed 🙂

Those who like to grind will still be able to do it, because I can always define groups of low-level enemies, and they’ll still be easy to defeat. The items you’ll find can be sold to buy better gears, especially useful for those mad enough to play at the “Nightmare” difficulty level 😀

As you can see, I’m going to experiment quite a lot with this RPG! So far has been fun and the result are very pleasing (though as always I’ll need to wait for the feedback from testers).