Category Archives: winter wolves games

news about my games, updates and patches I’m working on, and ideas for new games

New Spirited Heart screenshot and more

Character sheetThe character creation of Spirited Heart, my new RPG casual game, is going quite well. You can see a screenshot on the side showing the character sheet (note: some skills might not be final yet).

Of course, no absolete dice rolling! But rather a sort of interactive creation. You choose your starting race from human, elf, demon. Then you choose the starting situation which also reflect the social class: peasant (poor), artist (middle), general (military) and nobleman (rich).

Each starting situation will affect certain skills and starting money as well. Then, there will be some “key moments” of your childhood (the real game starts when you’re 18). Those key moments are particular situation where you’ll have to make a decision picking from 2 or more choices. Each choice will result in a change of some of your skills.

Recently I’ve also been thinking to do sequels of my other two games, Summer Session and Heileen. I have already lots of ideas for possible sequels, including new/old character and some new features, in particular for Heileen, to add a bit more strategy to the game. But first I need to finish Spirited Heart and a couple more projects I’m working on! 🙂

Something more RPG

After successfully finishing Heileen even before the end of October, I resumed working on a project that I actually started before Heileen, but paused it while developing Supernova 2 and the latest visual novel.

To simplify I could say that is a sort of Princess Maker or Cute Knight inspired game: but that wouldn’t be enough. To start, there will be 3 different races (Human, Elf, Demon) that will have different starting skills and a different final goal. There will be the various jobs advancement, even if every job will be based on attributes, and then on specific skills. I plan also to implement the Arena, where you’ll fight against other characters of the game in a turn based combat.

So yes, seems a quite advanced game 🙂 I didn’t forget that one of my favourite genres are RPGs! However, you must not expect a very detailed RPG, but more a fantasy life simulation game, with lots of attributes and skills to master, and with the possibility to have fights like a RPG.

Everything connected with a main different plot for each character. So, that’s my starting point, we’ll see how the game will look like once is finished…! For now, enjoy a few screenshots below:

I’ll put this game on Winter Wolves website since it’s a RPG, and I want to put all RPGs games I make on that site.

Magic Stones 1.2.7 BETA

So I found the time to do shit small quest and update the game too. Now the damage calculation during the battles is much more “reliable”. I mean, less use of random numbers, and also you can now see an estimate damage before attacking a enemy, so you can plan your strategy better.

I think this change make the game much more interesting to play, adding more value to the high level monsters and also to the spells and special attacks. To try the new BETA version follow the links below:

Pc version:
http://www.didone.com/games/MagicStonesTrial.exe

Mac version:
http://www.didone.com/games/MagicStonesTrial.zip

Please report any bug you find on the forums or privately using the contact form at my site.

Five Years and still going

Is amazing thinking that I’ve started to be indie dev 5 years ago! Time really fly!

To celebrate it, I’m preparing a small surprise: a mini quest for Magic Stones 🙂 free of course. Don’t expect a full quest like the previous one, but hey, it’s free, so don’t complain!

On other news, I’ve started working on 5 more projects! 8| crazy I know, but since now I have decided not to use Poser art anymore, I depend on artists. And usually they’re slow or disappear… so to prevent long pauses, I have started many project, so hopefully at least one artist manages to finish his job in time 🙂

Stay tuned for the announcement of the new miniquest for Magic Stones in the next few days.

Heileen: endings and sudden death?

I’m at chapter 4 of the game. I plan to have 10 chapters total, for a very LONG game 🙂

Now I’m thinking about the various endings. Better have many of them? I mean, the more, the better? or would be better fewer ones, but with the story that really branches out?

Let me try to explain better… most dating sims just show a different ending based on the skills you raise during the game. Heileen doesn’t have a schedule/planner, but a sort of quest mode to raise points, and has some internal values to store player menu choices (but without showing him exactly how much impact had his last decision heheh).

So I was planning to have at a certain point of the game completely different stories based on player choice. For example at one point you could have to decide if to leave the ship and help a friend of yours in a town nearby, or stay in the ship. Choosing the first option would lead of course to a different end, but also to a different part of the story. I mean not just a few paragraphs but really 1 whole chapter with your adventures helping him in town, like almost a separate sub-story inside the main game.

Another thing I am evaluating is the “sudden death” – very popular in the “Lone Wolf” gamebooks, mean that your character could face a sudden death without any real warning (like happens unfortunately in real life). I am of course aware that this isn’t a good decision for a casual game, but I always liked that feature.

I mean maybe I’m a bit weird but when I was reading the death description in those books, was cool to see how the main character was ending his adventure (also because I knew I could just go back a few pages and choose another path!).

Since I plan to have a “rollback” option, I don’t think that should be a problem. It means the user can use the mousewheel to go back in the game timeline so can choose another path that won’t lead him to the fearsome sudden death 😀