Winter In Fairbrook – Meet Steve

Here it is! The first video I want to show you of Flower Shop: Winter In Fairbrook is about Steve, the character who was the protagonist of the first game:

When I first wrote the main plot draft of the first Flower Shop (Summer In Fairbrook) game, Steve was the typical lazy, playboy, irresponsible boy who every girl is mad for, but very few girlfriend would want 🙂 And it’s fun to see how it has changed in the sequel. This second game is completely written by Ayu, even the plot, and when she told me how Steve would be different, I thought “that’s a nice idea”. Natalie (the main character of Winter In Fairbrook) meets him in a funny way, as you can see. From the first dialogues you immediately understand he is another person now: not only he tries to come to Fairbrook as often as he can, but now he really cares about his uncle Sam! Those who played the first game know how much conflictual was their relationship, especially in the beginning.

And while he still has unsolved issues with his father, he is much more responsible and helpful to the others than what it was before. I’m really curious to see how the Steve-Natalie relationship will blossom… 😉

p.s. as you might notice this time I made the usual “Friday post” one day late. I had some serious problems with PC and the only solution was to reinstall Vista. I used to brag that I never had to reinstall Windows in the last 4 years, but seems like yesterday my system had enough and wanted a “clean install”. Was a good test for my backup/restore system though, since I didn’t lose a single email/file 🙂

Visual Novels vs Life Simulation vs Roleplay Games

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In the picture above, my cat Othello who found a bizarre spot to relax in my home. He seems caged but in reality he is relaxing in that pose!

As the title says, since I have no relevant news of my various games work-in-progress, today want to make some ramblings about those three game categories: visual novels, life / dating sim and roleplay games, since are the genre of games I made the most in the last 3-4 years (since I discovered Ren’Py in practice). In the end I will assign a percentage to each skill required to make them (is just for fun, remember!).

  • Visual Novels are rather easy, coding-wise. The main focus is the story, without any doubt. By story I mean: the basic setting/idea (which personally I believe is the most important thing), the characters and the style of writing. I put the style of writing as last thing, because even if I think a good writing is important, I think it’s not as important as the game idea and characters. You can have a good writing, but if your visual novel uses a very common setting (high-school…) won’t be as much interesting as a more uncommon/original setting. An aspect most VN developers ignore though is the visuals/soundtrack. I believe nice visuals will make the gaming experience much more interesting, even if is true that the main focus should be the story. A nice soundtrack, or even better, atmospheric sound effects would help even more to get into the story.
    So in summary: visual novel = 60% story/writing, 25% art, 10% sound/music and 5% coding
  • Life or Dating Simulation are already much more complex. No matter how much branching your visual novel can have, a dating sim will be more painful to code. Take my latest game Always Remember Me: there are lots of gameplay factors to consider. Difficulty balancing can be solved by adding a difficulty setting at start of the game, but making sure that each scene plays in the right order it’s not easy as it seems, and making sure there are no easy cheat/way to win by raising a statistic requires lot of time and testing. I grouped life with dating sims because usually are very similar. Almost all dating sim I’ve seen have much in common with life sim: a calendar, several statistics, several action/location to visit to improve them, character relationships and more. While not as complex as RPG, life sim can still be quite hard to develop, even with a powerful tool like Ren’Py. Writing is important, but in general life sim have much less texts (in some cases even A LOT less) than visual novels. Art and music are always important, but since there is also the gameplay element, they are LESS important than in a visual novel where the user will be staring at the screen reading for most of the time. In life sim the UI/interface is much more important than beautiful animated backgrounds.
    My conclusion is: dating / life sim = 20% story/writing, 20% art, 10% sound/music, 50% coding
  • Roleplaying games are probably one of the most difficult kind of games to code! they have everything life/dating sim have (statistics, relationship, skills, location to visit, actions to perform) but in addition they also have a complex inventory (life sim can have inventory, but easier stuff) and obviously, the combat! I remember when I was younger, I almost ignored the story in RPGs and played them only if they had a well developed combat system. Now I pay more attention to the story but still I believe that MOST of the players care only about combat and exploration, and skip most of the writing. Art is important, but probably is the kind of games where it matters less. If you look at the various RPGmaker games or Spiderweb ones, you can clearly see that having a top quality art is NOT needed to be successful in this field. Is more about the ruleset, the battle/level up system, the skills, the quests, maps and so on. Clearly having ALSO a better art, will help, but is not an essential requirement. Same for story/writing, is enough to see how many successful action RPGs are there!
    I’d say that a good RPG = 5% story/writing, 15% art, 10% sound/music, 70% coding.

Please note that I am talking only about 2d games, so 2d RPG too, since 3d RPG are of a completely different league!

This justifies in part why took me so long to make a RPG game like Planet Stronghold vs the other kind of games. And also why I’m probably going to focus on life/dating sims in future, with some RPG hybrids from time to time. Ideally I’d like to make a life/dating sim every 2-3 months and a good RPG every 6 months (or perhaps more). That’s why I put the Loren princess game on hiatus for now, since I wouldn’t have been able to do a decent job while doing so many other projects at same time (lazy artists aside! lol).

Cinders visual novel

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The picture you see is from a upcoming visual novel game from MoaCube, the debut title of a new development team friend of mine. They’re new in the visual novel world but they’re well known in the casual market, and the art style is quite unique. I’ve seen it in action and the attention to details is amazing, lots of particle effects going in the background. I cannot comment much on the story because the version I tried was early alpha but as the title says, is going to be based on the Cinders fairy tale.

For more information, check the game official site: http://moacube.com/games/cinders/

Always Remember Me competition!

Today I am officially announcing the game Always Remember Me with a press release, and also starting a karaoke competition.

Do you like anime? Manga? Video games? Music?? Win a free copy of ‘Always Remember Me’ video game by doing your best performance of the Cristina Vee theme song! Check the official game video below:

The contest rules are very simple. Go to this page: http://www.winterwolves.com/alwaysrememberme_competition.htm

  1. Sign up for Winter Wolves newsletter (you can unsubscribe anytime) – this step is essential since we’ll announce the winners through the mailing list, so if you’re not subscribed you might miss the winning notification!
  2. In the contest page you’ll find download links for the karaoke track and the lyrics
  3. Record your best karaoke vocal performance of ‘Remember Me’ song. MP3 or YouTube / Facebook video links are both acceptable formats (though videos are preferred).
  4. Let us know about your work. You can find email / contacts info on the competition page, but if you made a Youtube or Facebook video the best way is to post a message about it on winterwolves facebook page
  5. the competition deadline is 31st May 2011 at midnight GMT. So you have one full month to send your entry!

Judging:

Entries will be judged based on quality of musical performance, production, entertainment value and overall quality.

Prizes:

Top 3 winners will win a free copy of the game ‘Always Remember Me.’

Top 3 first prize winners will also have their song or video featured on Winterwolves website, in the official game page.

And now, lets see what’s coming in next months…

Flower Shop: Winter In Fairbrook – work in progress new screenshots!

Of course, the next game to be released in collaboration with Sakevisual is Flower Shop: Winter In Fairbrook. As you can see from the beautiful pictures below, chibis are going to dominate the life/dating sim world! 🙂

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For now all I can show is those two screenshots, but from mid-May I should also be able to start uploading some gameplay / scene videos on youtube. Stay tuned for more news also about my other games (roleplay, sports sim, strategy)!

new otome game release and plans for the future

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Good news: Always Remember Me is out of pre-order phase and now the difficulty problem has been solved. The game now on start-up will offer your two playing mode: the Hard mode is the previous one, with some minor adjustments, and is the right choice for dating sims experts. The Normal mode instead is aimed at casual players who I’m sure will appreciate the much reduced failure rate when trying the actions inside the life simulation part!

Of course you will still need to find the right actions to do, and the correct “path” for each character. Some scenes are very well hidden requiring you to be at a specific day/time on a specific place. I will probably write a sort of walkthrough on my forums later next week (since the game is just out I don’t want to spoil the fun!!).

In case you haven’t tried the game demo yet, check it now: http://www.winterwolves.com/rememberme.htm

(and yes, I changed only slightly the name adding “Always”, to differentiate the game title from the movie).

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In this week cats picture, Gilda and Grillo are sleeping peacefully together.

As indie developer instead, I can never sleep so peacefully! Numerous dangers lurk in the night… portals lowering price so much that soon they’ll start paying people to play games, your server that goes down after hackers attack at midnight, some mysterious new bug appear in your latest released game and so on! But… the most feared of all is surely this: artists that disappear in the middle of development process! 😀

Almost every indie I know had this problem, exception for those that use professional teams (but I’ve heard some problems even in those cases). Also most games don’t really need much art like visual novels/dating sims, or even better just need 3d models: in this case you can commission them even from different people, since in 3d is much harder to notice a difference in style (while in 2d is immediately evident).

Anyway I’m not here to complain, but I find myself in a fun situation, where I have lots of story texts and game design ready for 3-4 games, but they’re all on hold because of artists. Not everyone disappeared, some of them just took a break, others are busy doing commissions for other people (this is last time I give away my artists contacts!) , other moved full-time into comics and so on. That’s why I start so many projects at once, unless you’re making a game where you just need a few portraits (thinking about the RPGMaker XP games haha) is really hard to be sure that the person you hired for 2-3 months of will finish everything as planned.

I just finished 3 games this year so now I’m taking a break to see what I can do next. I think I could probably start working on the sequel of Spirited Heart. It has all the art done, but I wanted to wait until I was skilled enough to do a online game using Monkey (a new language that allows people to code games for HTML5/Flash without knowing JS/AS3). Problem is… I’m too used to Ren’Py now, and any other language looks too slow to develop with! 🙂

I really cannot imagine myself coding in something where I cannot immediately test the changes I just made with a keystroke to reload all the script, like I do with Ren’Py. That’s just too much time-saving! The only other thing I know that can do that is VisualC, the system I was using before, but that would mean to leave out Linux from the target platforms and I don’t like that, since I’d like to support my “penguin friends” 🙂

Speaking about that, a friend of mine, Neil (who runs a successful zombie-MMO) told me an interesting thing:

the question is, if you were to use Flash for example, would the result be anywhere near as good as with python? How much longer would it take? If it’s going to take 2x longer then I’d say stick with what you know since I doubt the difference in conversions between web player and download will be more than 50%.

sometimes you really need an external point of view to fuly realize the situation, the pro and cons. That’s why I always ask for advice and feedback for my games and my choices in general, because it really helps. My friend is basically right, it’s not use to me to try making a game using another language if takes me x2-3 time more than just using Ren’Py and python (even if that means I need to have that damn auto-updater done!).

For now I’m still thinking how to design the game – probably there will be a normal offline part, and then a big online integration, though since I’m new to all of this I have to see how it works, and if I can actually make it without going mad 🙂

Meanwhile, the other projects like Loren RPG are on hold (even if the story is about 30% finished), while Planet Stronghold’s add-on should  (not completely sure yet) see the light around July/August, since the artist said she would take time to finish the new images, even if she is quite busy with convention and school. Undead Lily game is also slowly progressing, but there’s still a lot of art to be done, so probably won’t be done quickly.

The only thing that’s 100% sure to come out is Flower Shop: Winter In Fairbrook, since all the art is done, and will be released before the summer. More info about the game coming soon in the next weeks!

Remember Me pre-orders available!

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Those who follow my blog/twitter might know that I’ve been working since beginning of March on a new otome dating / life simulation game called “Remember Me”. I am probably going to change the game name when is officially released with “Always Remember Me” just to avoid confusion with a movie that was out last year (not for copyright reasons since are completely different things).

So, today can announce that the game is officially available as pre-order! Some of you might wonder what does it means? It means that the game is complete, but there might be some small bug, or some unbalanced gameplay or other minor text errors. But since I’ve been getting numerous request to play this game as soon as possible, I decided to open a beta pre-order stage: you pay and can start playing the game immediately, and if you want you can help to improve it by posting feedback/suggestions in the game’s own forums which you can find here. Obviously, once you buy you’re entitled to lifetime free upgrades, so you’ll be able to redownload the final version without bugs.

Also the first 50 pre-orders will benefit of a generous 20% discount simply entering the following coupon code on the order page: BOIO000X9

Check the official game page – where you can find more information and download the beta demo to play the game!

I plan to have the game on pre-order until the end of the month, when I really should be able to make the official release: considering that the game, while very detailed, is surely not as complex as Planet Stronghold who required almost 1 month and half of playtesting!.

The making of Remember Me

The main game idea was born last summer, while my girlfriend was watching an episode of the TV series “Ghost Whisperer”. I don’t follow it so I’m not sure if those were main characters or anything, but basically there was a man who lost his memory and forgot who was his girlfriend, and his girlfriend for some reason couldn’t force him to remember. I found this situation particularly interesting from the storytelling point of view, so immediately started to brainstorm about a possible otome dating sim plot.

This time I decided to outsource all the games texts (most of it anyway) to external native English speaker so there would be less grammar/texts mistakes, and I think it was a wise decision, since it also allowed me to concentrate more on the gameplay, which is much more advanced than other dating sim I made in the past. In practice, there is a full life simulation game, with several places and several activities to do, which can change based on your current energy/morale levels, on your skills, on specific plot conditions, on week of the day, and more! 😀

So one of the key aspect of the game is that the players will have to explore the game world and discover all the secrets, to find the best tactics to win the hearts of the four dateable characters. Of course the “best ending” would be the one that reunites Amy and Aaron, but being a dating sim I have also to allow the player to pursue other boys 🙂 I also think all the boys have distinct personalities, and you’ll have lot of fun discovering them in the various scenes where you’ll have to pick a choice to influence their relationship.

I must admit I had lot of fun coding this game, thinking about all the possible various activities on each place, and then putting together all the scenes at the right moment/place. If the game will be successful, I have already in mind another story which can use the same gameplay system 🙂