Category Archives: winter wolves games

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

usm2 visual basic editor?

usm2 editor

Yeah seems crazy but… today I wrote a small editor in VB for usm2! I save the data, as always, in CSV format so isn’t a big deal to read it from mac/pc transparently. Why I made that editor? because I’m making the interactive match of the game, and I wanted a flexible way to organize/edit the various event. Before I had to type manually a line like:

5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0, 0,0,0,0,champions!,,Temporary Event,0,Temporary Event,0,Temporary Event,0

quite easy to make errors! now instead I have all checkboxes, radio buttons and textfields – much more intuitive. Took me 4h to make (most time spent checking the VB manual, wasn’t using it since 3 years!) but probably will save lot of time and potential bugs later.

So now I can start to fill the data… I don’t know yet if I’ll make the editor available to public since is quite “raw” but once I refine it a bit… why not? people would be able to create their custom in-match events. So if you want to have an event like:

“the french player goes nearby the italian… and he gives him a powerful headbutt!”

you can add it! 😀

usm2 delayed

After some recent troubles I decided to postpone the deadline for estimated release of usm2… I hoped to finish the beta for end of september, and indeed there isn’t much left to do. But I’m not a machine, I’m a human 🙂 so I really needed a break. After working hard for almost 2 years, I decided to take a small break of a week or so.

I was getting to a point where I could stare at the code for 2 hours and not find a very trivial bug! quite a signal of stress… 😀

Also I don’t want to ruin usm2 making a quick release. I want to plan carefully and release already a good beta. I want people to say “ooh great game!” already by playing the beta version. For this, I think I need 1 month more…!

difficulty levels balancing

One of the hardest tasks when making a game, is the difficulty level balancing. No matter what you do, there will be always someone that will say “game is too easy” and someone else that will say “game is too hard”!

For this I think that a classic difficulty level setting in options menu should be required for almost every game. For simple games like arcade/action ones is hard to balance them, so I would suggest to do like Atlantis Sky Patrol: first levels are easy, then the difficulty generally increases as you play more of the game.

Various tricks have been implemented both in retail or in shareware scene. I remember many times to have read games that “auto-adjust” their difficulty based on player’s performances! like PES5 for example. If you win several matches in a row, to break the monotony you face sometime opponents playing tougher, even if this has a downside – playing with Brazil and having hard time to score 1 goal vs Burkina Faso (with all respect to this team!) spoils the overall game feeling.

If your game is complex like my rpg Magic Stones however you can use a nice trick: I have difficulty level too, but I added a new Quest Mode that has much tougher battles and some really requires lot of skill. But there’s a trick: since the game has strong rpg elements, you can just go aronud the lands and battle other monsters, collecting several avatar stones. Indeed, every time you get 10 stones of same avatar, your knowledge on this particular avatar increases, thus empowering it. So even a very weak level 1 avatar, once leveled this way, can become really a great weapon of destruction at your disposal.

This way, even players not very skilled can just wait and build up a strong deck of cards (avatars) then get back to that impossible battle in quest mode that had them almost give up the game 😉 in my opinion this is a very good way to keep the player playing the games even if he finds one particular points too hard, because he knows that he’ll be able to come back and eventually beat the opponent!

player transfers!

Yeah I’m very proud, I finished USM2 player transfer for CPU controlled teams. They don’t make stupid move (as far as I could check) and usually they buy “good” players, of course keeping in mind their expenses budget and the other team willingness to depart from their best talents! 😉

Speaking about soccer, tonight there’s France – Italy. Will be fun, a pity both Zidane and Materazzi don’t play anymore! 😀

beware of the mudman!

mudman

Ok the last few minor bugs of Magic Stones have been fixed, so I officially released the version 1.1.8 with the new quest “Haunted Mines of Vox”. One of my favourite new avatar opponent is the mudman, pictured above. You’ll have to think carefully to beat them, because their special skill is to reproduce themselves! I took inspiration from a old anime I saw when was younger (don’t remember the name sadly) in which there was a powerful enemy like that one that was capable of quickly reproducing himself, making him almost unbeatable 🙂