Category Archives: winter wolves games

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

New Planet Stronghold Alpha ready!

The download links are the same:
http://www.didone.com/games/PSDemo.exe
http://www.didone.com/games/PSDemo.zip
http://www.didone.com/games/PSDemo.tar.bz2

Note that since I updated to the latest stable Ren’Py release (6.11) I was forced to give up autoupdating from older versions. So you have to redownload this whole thing again, even if you downloaded previous versions. Sorry about that.

From now on I plan to use the autoupdater for all the next updates. Unless I get many users having troubles with it, in that case I probably will give up with that system. But so far only a minority had troubles with the autopatcher and the previous version was more buggy than it is now!

The things improved are MANY. The most visible is battle feedback, with each damage type represented on the battle, and several minor improvements like the ability to attack by just clicking at the enemy target (much faster than using the Attack button every time). Another major change is the difficulty level. You can choose between 3 different levels:

  • easy – what casual player should choose. Pick this if you’re more interested in reading the story than actually having fun with the battles. This is NOT recommended to anyone even a bit familiar with RPG or more complex games
  • normal – what I suggest to use. The really difficult battles won’t be many, especially in the Alpha so far, since fights get tougher as the game story goes on. Also, while you’re in the base you’ll start each battle with HP/PP fully restored. This might change in future though (for sure if you get outside)
  • hard – if you’re familiar with RPG, you must pick this option. Seriously. Otherwise you won’t have any fun in the easier modes. In this setting, even if you should be able to pass most battles, you might face some difficulties in keeping all the heroes alone, or have to change strategy in certain fights

the difficulty influences enemy attacks, hit points, the number of skill points you get when leveling up, and several minor things.

Regarding the plot, you get to know almost all the main characters, and get new quests. Though you can’t finish any quest for now in the Alpha, you can make progress in some. I have also changed the quest system: before it sued a True/False method, meaning that you could either succeed or fail a quest. Now, you can fail it, but to solve a quest you need to complete several steps in sequence, which is a method more interesting and that increases game longevity.

You’ll also be able to see how the level up works before finishing the alpha 🙂

That’s it, if you find any bug or have any suggestion, you can reach me on twitter, email, forums. However the preferred method is in my forums, since this way everyone can see the discussion and make suggestions/remarks about what is being said.

Simulate my life, please

Of my upcoming games, there’s basically no “pure-VN” game. Flower Shop spin-off will have mini and meta games (more details in the coming weeks), and the other two otome game projects will have all a dating sim / life sim structure.

I know is a bit hard to define what is a “pure VN” and what isn’t. As practical example, Heileen is a pure VN: mainly text and choices (there are also quests but they’re not complex as the quest you might find in a RPG game). Summer Session instead is clearly a dating sim: you have stats to raise, several places to visit, character relationships, and so on.

What’s the difference then between a dating sim and a life sim? This is really tough. I might say that Summer Session and Flower Shop were dating sim, while Spirited Heart was a life sim. But really in this case the difference is much more subtle! I dare to say that dating sim focus more on the romance/relationship, while life sim have also other aspect. Spirited Heart has romance option but you can play it completely ignoring that, trying to raise your stats and become the best researcher, dancer, and so on.

I always loved life simulation games: I played The sims until the latest installation. However, while they’re very nice and varied to play, they miss completely dialogues as you might know. Making “dynamic dialogues” that change every time is impossible even for EA. However I would prefer some sort of “scenarios” where you have specific character background, life goals, relationship, etc. Sort of smaller scale, but more detailed.

On other news, I might be opening a new website soon specifically for otome games, since in my main website I always focused more on RPG/Strategy games. Games like Spirited Heart are OK, but for the new ones I’ll use a separate website. Beside I’ve read somewhere that if you put too many choices in front of the user he gets confused (I seem to recall the number was 12, don’t ask me why!).

So makes sense to keep in homepage only the best selling games, but some games deserve space anyway. So, better start a new domain with a new specific market in mind.

Point of the situation

It’s almost end of July, and this year so far I released 3 of the 5 planned games for 2010. The Flower Shop and Card Sweethearts were already in production since last year, while Vera Blanc: Full Moon was entirely made this year.

I am quite satisfied for how things are going looking at my planned releases, a lot less about the actual revenues 🙂 But to be honest it’s not something under my control: the crisis and the return of middleman are making the life of indies way much tougher than was just 2-3 years ago…

Unfortunately it means that some things are very likely not going to happen. A 3rd episode of Vera, despite the game has received unanymous praise from all the press, isn’t going to be made, at least this year, and surely not in this format. But let’s proceed with order:

  • this September 2010 the 2nd episode, Vera Blanc: Ghost In The Castle will be released since it only need proofreading and the person doing it assured me would be made in time
  • probably this October/November I should be finished with Planet Stronghold, at least the initial release. I might do add-ons and updates on it depending how it will perform
  • about at the same time (hard to tell really) the Flower Shop spin-off, “Winter In Fairbrook“, should be finished, in time for Christmas (it would be perfect themed game for it)
  • then there’s also Spirited Heart spin-off! That will be HUGE, but at the moment I’m still thinking if to make it as regular downloadable, or as online-only games (more likely the latter)

So if I actually manage to mantain that schedule, I would release 6 games, and not 5 as originary planned. It would be cool 🙂

Then, what next ? What will happen to the character of Vera? Will I keep doing downloadables?

I don’t know. I have lots of ideas in my mind right now: following the rule #4 of my “Five Golden Rules” post, I want to experiment:

  • I’m thinking about doing a 3d game with Unity3d. Which one? Hmm… what about a remake of Universal Boxing Manager with the fights all in 3d? sounds cool eh? 😀
  • I’m also thinking to make a HOG/Adventure game. Yes, you heard me right 😀 Not sure yet if using Vera, or with another setting, but story-driven games interests me, but to make decent money is obvious that VN isn’t the right choice anymore…
  • Make some online games in JS. I have someone porting a game of mine online… but I woud like to make a game from scratch thought to be played online. What kind of game? I would love something steampunk/post-nuclear, playable like Urban Dead. No, not a full 3d MMORPG of course! 🙂
  • I said that lots of times: I was also thinking to make a webcomic based on Vera Blanc, but first I need to raise some money to pay good artists. I don’t want the comic to look bad
  • I would also like to make a sort of sequel to Magic Stones. I have already lot of art ready, but probably that will be used to make another webgame idea I’m working on since some time
  • I have an idea for a dating sim, but for girls. I think the plot is very nice, I have to see if the writer I found is reliable enough to work on that until the end

That’s it! I don’t know yet which of those ideas will turn into concrete games and which ones will just remain ideas… but for now, I’ll finish all the project I started, and then will have to seriously think what to do next.

Announcing Vera Blanc: Ghost In The Castle

I’ve already uploaded two teasing videos on youtube (you see one above) and now I’m officially announcing the next episode of Vera Blanc, called Ghost In The Castle, that will be released this fall, probably in September. The game story is being proofreaded/edited, so all is need after that is some testing and reviewing the plot to be sure that there aren’t big mistakes (plot holes and such). As you can see from the video, there’s a new comic artist for this game, Ricardo Mendez from a Brazilian comic studio.

This time, Vera and Brandon are investigating a mysterious ghosts that is haunting a castle in a town in middle of italian countryside.  A local famous businessman, Roberto Anastasi, wants Vera to solve the ghost problem, because he doesn’t want the town filled by tourists. The first day seems to be rather quiet and relaxing, but as soon as the night comes, Vera will have a short encounter with the ghost! A short chase in the woods that ends up in a opening and a man hanged on a tree!

Stay tuned for more details and a more accurate release date for the game.

making of online games, a newbie perspective

If you’re a player, this is going to be a bit tech-boring post, be warned 🙂

I wanted to share what I’ve learnt so far from the release of my first Public Alpha of my game Planet Stronghold. Was a good choice to make it a downloadable? What if was a webgame coded in Flash /JS /Unity ? This is what I think are pro and con of each:

  • the problem of updating: I coded an autoupdater in python. It SHOULD be cross-platform and work everywhere. The first version was a bit bugged and missed some error messages. I don’t have any real statistics but from what I gathered from testers, my guess is that only 10-15% of people couldn’t use it for one reason or another. Still, it’s a good percentage of people!
  • With a webgame, the full asset/code gets updated on SERVER, so there’s no possibility that it fails: that’s a BIG advantage if you’re interested in making a online/MMO game. However be warned, the bandwidth use is going to be HUGE, since most browser have a very small cache of 50mb which means players are probably going to redownload the whole thing everytime.
  • Unless you use JS, you can have pretty much all effect you have with Renpy (with Flash), or a 3d engine (with Unity3d), online. The problem is that python is really one of the best RAD languages, that is most top games like Civilization, The Sims 3 or even Google uses it internally. Damn it, if only there was a working python to SWF compiler…!!! Any coder who’ll make that will be covered by gold, mark my words 🙂

Also, it’s SUPER EASY to make mistakes with online games. A first thing to do is NEVER mix your test server with the live server. For example I uploaded a wrong file last night, and the autoupdater would keep looping, thinking it’s always 1 version below the latest one 😐 Luckily for me Ayu was testing the game and reported the bug, which was only a wrongly uploaded file on server…!!

So for now I’ve learned lession number one. Always do your test in local, and if you really must, have a BACKUP SERVER to do your own tests. Never test anything on the “live” server!!! 😀