Bionic Heart 2 and moving past visual novels

Right now I’m finishing Heileen 3, but I’m also working on two sci-fi games: Bionic Heart 2 and Planet Stronghold 2. As the title suggests, both are sequels. Bionic Heart was one of my first visual novel, and if I compare the artwork and the writing of that first title with the new one, the difference is immediately noticeable:

Bh2mars

One of the first scenes of Bionic Heart 2, the shuttle to Mars

I am not hiding that the first Bionic Heart game was a very controversial game. Was one of the first western visual novels to get some attention in many japanese sites (probably the combo of the sexy android + romance did it) but also one of my worst selling games ever (beaten only by Vera Blanc!).

So why I made this sequel you might ask? Well first of all, I am indie because I have a passion for games. Even if I need to make money to live, I still have room to make some “game experiments” from time to time. Bionic Heart 2 will be one of them.

Second, because I never knew if the insuccess of the first game was because of the sci-fi theme, which typically appeals men more, or because of the game quality that, overall, wasn’t really good.

Apart for some “social boss fights” that are some kind of mini games to be fight picking sentences in the right order, the game plays like a regular visual novel, albeit with multiple point of views. I can say already that unless the game does pretty well, it will be my last visual novel ever.

And here I get to my title. I’m definitely moving past visual novels, at least in the immediate future (God only knkows what I’ll do in 5 years from now!). But don’t worry, by that I mean the “pure visual novels”, like the first two Heileen games. Dating / life sims like Always Remember Me or Spirited Heart are another thing.

Why I made that decision? Because I want to focus more on the gameplay, play mechanics, to reach a broader audience. I always liked to design gameplay, life simulations, and RPGs. While for RPGs I said I won’t release more than one a year, for dating/life sims I plan to do them more often.

Also who knows, maybe I could try my hand in future in making a classic adventure game, either first or third person view. Or do something different, but still story-based.

This of course, unless Bionic Heart 2 does really well. It should be out at the beginning of the 2013 so I’ll find that out pretty soon 🙂

Leveling up in Heileen 3

I know the title seems weird. After all Heileen 3 is a dating sim, a life sim, but not a RPG. So what’s about this level up thing? Well, first of all, in the game there will be all the classic relationship bar/values we’re used to in dating sims, as you can see in the screenshot below:

Romance

The romance subscreen in Heileen 3 status screen

Before going on I want to clarify again, that the main game will have otome romances but only because the yuri version was delayed – this time it wasn’t my plan to release them separately, I wanted to have them both ready on launch day, but alas had some problems during the yuri development path 🙂

The next screen could still be common in a life simulation or a dating sim, even if the theme is quite original (the Seven Sins / Virtues):

Sinsvirtues

The Seven Sins / Virtues subscreen in Heileen 3 status screen

Those aren’t bars, but “sliders”. Meaning that they don’t fill up, but the thumb can move towards the left if you’re a “Sinner”, or on the right if you’re a “Saint”. The values will be a requirement to get a specific ending.

What I’m talking about, regarding the leveling, is the new skills system I have designed. In my previous life/dating sims, you had a bar with a value from 0 to 100 (usually). It was ok, but this time I wanted to do something more interesting: the skills are divided into levels. So for example you start at level 1 of Wisdom, and donig certain activities you raise the values up to 100, after that the counter resets but you gain Wisdom Level 2. It works exactly as the experience bars of a RPG.

H3skills

The Skills subscreen in Heileen 3 status screen

This will have several implications on the gameplay and will make the game more interesting. Differently from Spirited Heart, your skills values will never decrease, but if you had a bad day they will just increase by a slow value: in this context, even gaining values like 2-5 points is not a big improvement, considering the scale 0 to 100 and the level which will probably go up until 10 or later.

Other examples of new features include the possibility to ask one of the characters to join you in your activity, and depending on the choice you’ll get a bonus or not. For example asking Juliet to do Fencing will surely be a good idea, while asking her to help you in Farming… well let’s just say that you might not get a very polite reply!

Discovering who likes what will be part of the game fun and I’m sure will require me to write a strategy guide or walkthrough later in my forums 😉

Colonyview

One of the new background locations of the game

Right now the music of the game is being done, using only natural instruments (live guitar, etc) and the background artwork is being finished. I still believe the game should be out in the beginning of December, at least the preorder phase!

Stay tuned, and next week will talk about a very different game, Bionic Heart 2.

Loren Amazon Princess vs Planet Stronghold

As you can guess from the title of this blog post, I’m going to compare the two RPGs I made (so far). I’m not comparing them to decide which one is the best, because it wouldn’t be fair 😉 I mean, Planet Stronghold had a budget of 1/4 of Loren, and was made completely by myself, so it wouldn’t be fair to be compared to Loren.

I’m going instead to examine the various gameplay element based on customers feedback and random forum/blog post I’ve encountered searching for my games around the net. For each point I’ll give my personal opinion, but I’m quite sure that it mainly depends on your tastes!

From now on I’ll refer to Planet Stronghold as “PS” and Loren Amazon Princess as “Loren” to save time!

The Inventory

PS uses a “classic” system: each character has his own separate inventory, they can trade items but for example if you didn’t select a character in the party, his items are unavailable during the mission.
The equipment slots are only 3, weapon, armor and usable item.

Loren uses a more “modern” system: shared inventory between all the characters. It’s less realistic, but more practical to use (minimizes the amount of clicking you need to do).
There are 13 equipment slots and a much more intuitive inventory system.

My opinion: there’s no doubt that Loren’s inventory is much more practical. It might be less realistic, but it has so many improvements over PS that is the clear winner here.

Vendors, items and impact on gameplay

Because of the setting, PS doesn’t have currency, so you get new items automatically as you progress in the story, and through special quests. Since PS uses a finely crafted combat system, where each battle was tested well, I think the weapons and armors have more impact on the gameplay than in Loren, albeit there are only 40 different weapons/armors. This also because I used a “low-HP” system, where even 5hp of damage difference matters a lot especially in the early battles.

Loren has currency, and through grinding you can afford to buy better equipment even if the best stuff is found in the quests (in particular the new character personal quests of the expansion).

Loren has a very big database of items, reaching almost 1000 different weapons, armors, usable, gems, etc. So much more variety.

A mistake I made in the design of Loren was to have weapon damage as a proportional result of the character skills, and use many hit points for each enemy/character. So in practice the impact of the weapons statistics while still noticeable, is not that big. In a game where enemies can have from 80 to 500hp, the difference between powerful weapons and medium weapons can be of less than 15-20hp on each hit. Luckily, elemental damage still applies, so there’s still some strategy involved.

My opinion: I think PS is slightly better than Loren, even if depends on your gaming tastes. In PS you need to find better weapons to win the hardest battles, on Loren is more about the skill combinations you use in battle.

Battle System

PS has 4 vs 4 battles. There’s less strategy related to positioning on the battlefield, since there isn’t a front and back row. The mechanics though, as noted above, seems to work well, in particular the aggro system.

Loren has a much more complex battle system featuring a 6 vs 6 fight, with a front and back row.  It has everything a fantasy RPG is supposed to have, including buffing, healing, area of effect attacks, guard other players, many types of attacks, and so on.

My opinion: They’re two different experiences. In Loren you can have more variety of tactics, battles tend to last longer especially at hard difficulty. Battles in PS in general are quicker, because there are less units on screen and except some special cases, enemies can’t resurrect allies. Loren has more variety of strategies and combos, but I don’t mind PS different approach.

Classes, Skills and Quests

In PS there are 4 classes: Soldier, Scout, Guardian and Psionic. The skills are 23, including the psionic skills. They use a big scale system, so values 0 to 200. On each level up you can assign skill points. The main problem is that the impact is not extremely noticeable. If you add 3 skill points on Sniper Weapons you’ll get +1 damage on each attack. Which is not really much. So takes several level ups before you see the effects of your choices.

The max recruitable characters are only 8, but in any case the characters have the same skills (even if different classes). So there aren’t character unique skills like in Loren.

One thing that was really appreciated by players is the impact of the non-combat skills on the gameplay. During several points of the game, you can decide to use a skill to perform a specific task, changing the result of the mission. A door might need Lockpicking to be opened, you can throw a grenade if you have enough knowledge of Explosives, and so on.

The quests have more variety, since depending if you play as the Empire or the Rebels you’ll see the same enemies but have very different goals to accomplish.

In Loren, the system used is the skill tree. There is a base Class (Warrior, Thief and Mage) and a specialization Class with a unique skilltree containing 5 skills. The total recruitable characters including the expansion is 14, so you have a very good variety of skills and attacks!

The story is more linear than PS (except for the expansion), so it’s more like reading a good book and fight battles at certain intervals. The fact that there aren’t non-combat skills limits the roleplay part to only the battles.

My opinion: In this case I think they both have pro and cons. The PS skills system is good because has a series of skills that can be used also outside the combat. It’s optional of course, but is interesting in some quests being able to use Explosives, Survival, Charisma skills to avoid a battle or see a different outcome. Something that Loren missed. On the other hand, the big-scale skills of PS didn’t work really well, while Loren’s skilltree was better. I think the ideal solution is a mix between the two, with lower scale skills (0 to 10 or 20).

Romances and Relationship System

PS has less romance options than Loren, but the dialog choices that increase/decrease the relationship are non-trivial and better integrated into the story. There are several points in which picking a choice will increase the relationship in some characters and decrease it in others.

Loren has a LOT of romance options, a much longer romance path (and of course much better writing!) but as many people complained, is like playing with autopilot: to increase the relationship with a character will be enough to pick the dialog option  “(Romance)”. While there are some occasions where other choices impact the relationships (like fighting Krul or not will impact your relationship with Amukiki) in general there’s less freedom.

My opinion: In this case, the system used in PS is better, because is non trivial and also more realistic: taking a stance on a particular topic is very likely to create friends and enemies, like in the real world. Loren’s approach is more casual, and even if I decided to make it that way on purpose, probably it wasn’t a good idea.

In Conclusion

I’d like to add that making the “perfect RPG” is hard, also because every RPG player has a different idea of what is the perfect RPG. Loren might have been better with non-linear quests and non-combat skills, while PS could have used more variety of skills and combat actions, and a better writing.

I’d say that while Loren is very complete RPG under the combat aspect, and has much better story (in particular the romances), variety of enemies, is much longer, Planet Stronghold has more gameplay elements: beside the battles indeed, there are the skill choices, the minimap exploration with random places, the training facility where you can train your characters, and so on.

So in the end when I hear some people saying that one of the two games is better than the other I think it mainly depends on what you’re looking for in a RPG game. Personally, I like both games for different reasons 😉

Heileen 3 status update

I think is time for an overdue update on Heileen 3 status. First I said would be ready last Summer, then this Fall… well, tecnically could still be out this Fall, since Winter begins the 21st December 2012, and I really hope to have finished the game by then! 🙂

You might wonder why such delay… well first of all, even if is not a RPG, Heileen 3 is probably one of the most important titles of my visual novel/dating sim category. So I am trying to make it more polished than previous titles. Check the two screenshots below:

Nightbridge

Heileen on the ship bridge by night, nice atmosphere

Marie

Heileen and Marie in a farm / flower plantation

And you can see here http://www.annjewelry.com/

As you can notice I hired a pro artist to do the backgrounds this time, since they always were a weak point of my past games. While not super detailed I think they look quite good with the characters in the foreground.

The downside is that since I found the artist only last month, and such backgrounds require some time, only the backgrounds will probably take 1 month of work. However it’s not artist’s fault, but mine because I waited too long before starting commissioning the backgrounds.

Yesterday also decided to have a full OST for Heileen 3, not with many tracks, but beside the main theme song, even the other 4-5 tracks in the game will be custom. I plan to offer the OST as download during the pre-order phase.

Finally, in case you missed it, the game is not going to be a pure visual novel, but more a life sim. You’ll be able to learn several skills and like in my other game Spirited Heart, you’ll be able to get either a romance ending with one of the 4 boys (and later the yuri version will be released which adds 4 girls) or you can get a “profession ending”. Indeed, if you raise your skill high enough in a particular field, you’ll become a master in that profession and the game will end.

Just to complicate the things, each profession ending is tied to the virtue/sin system. For example, to become a nun, not only you need to have a high Faith skill, but obviously you also need to have a high Chastity virtue. We could argue that a good nun shouldn’t have any “high sin level”, but well for sure the Chastity is the most important! (and for gameplay reason I need only 1 virtue/sin associated to each job)

So as you can see even coding this part is not going to be quick to do. While is not a complex RPG like Loren, it still requires some extra coding/testing before I can start the pre-order stage, which should only reveal some well hidden bugs.

I’d dare to say that my estimate release date for Heileen3 is the first week of December, approximately 3 years after the second chapter! crossing fingers 🙂

Continuing romances from previous games

Romances

In the image above, you see the “Romances Graph”, a thing I like to make for all my RPGs, since romance plays an important role in all my games 🙂

In practice describes all the romance options available when playing the game with both characters (genders).

Those of you who played the first Planet Stronghold game will be happy to know that I’m not writing it myself 😀 so you can expect a much better writing this time! Aleema is in charge (same writer of Loren Amazon Princess) and from what I’ve seen so far, it will be awesome. Maybe it’s because I’m a fan of sci-fi but reading the intro scenes got me the chills!

There will be time to talk about the new, refreshing plot (which will show the main character not as the classic “invincible hero”, but more his/her human aspect) but for now I want to talk about the great idea the writer had, to continue the previous game romances.

I must say in the beginning I was scared since was something I never tried to, and was unsure about how/if that could work. But now I’m sure it was a great idea!

For those worried about keeping 4-5 versions of the first game save files, no worries: I’ve decided that is pointless to do that. I mean, since the only information passed from the first game to the sequel is who you were loyal to (Empire or Rebels) and who you romanced (which character), I thought to just show that as choices to pick during the character creation, as seen below:

Romancechoice

It’s much simpler to do that 😉 in the same screen you can choose the difficulty level, your class and other stuff yet to be coded. As always remember that the screenshots posted here are all work in progress and might differ a lot from the final version.

So, based on your initial choice, the game changes, showing different scenes for every romanceable character. For example below is a screenshot from the Joshua/Rebecca intro:

Romanceintros

which you won’t see if you picked another romance or for example Lisa. This leads to a lot of variety and increases the game replayability by A LOT! 🙂

At same time, it makes everything feel more epic. It’s hard for me to describe with words, but instead of starting from zero, is like if you continue a story that apparently only ended a few years ago (of game time). Some romance intro are tender and romantic, other are tear-jerking, other are passionate, and so on. It’s refreshing for once to start one of my games with an already established relationship, and makes you even more attached to your character and his/her partner.

Obviously you can pick the choice to have no previous romances, and also you’ll be able to break your current relationship later in the story and pursue a new character. It will be interesting to read those scenes as well 🙂

Next time I hope to be talking about Heileen 3 and show you some of the rules for Planet Stronghold 2, since I’m still working on those. But I can say that differently from the first game it will use a perks system and lower scale skills.