Friday, December 28, 2012

2012 the year of Loren

As usual I'm doing the end of the year blog post, in which I talk how it was the year that is about to end for me. Looking back at the post I wrote in 2011, lots of things went better.

First of all, and most importantly, I didn't had so many losses like last year. In April I lost my cat Orpheus, but luckily it was the only loss.

The year of RPGs and Loren

Personal life apart, the main event of this year for me as you can guess was the release of the RPG Loren The Amazon Princess. I already did a postmortem about it, but now that more than 6 months passed after its release, the response of people that are playing/discovering it is still amazing, and I can absolutely say that will do more RPGs in future :)

Does it means that I will do only RPGs? No, of course! I need some simpler games from time to time to take a break and recharge batteries. Heileen 3 was good on this regard, because while is true that making it was still working, it felt almost relaxing to have "just to design and code some simple life simulation rules" instead of balancing 60 skills and testing endless battles like I did for Loren :D

I'll still put some RPG mechanics in the other games though, like the leveling skills of Heileen 3 (which I think was something relatively new, at least in the OELVN?) or the "crafting gameplay" that will be present in Amber's Magic Shop.

This year was my best since I went indie, and this means that I must thank first everyone who is supporting my games (I'm not on any big portal, so every little sale count!) and also a special thanks to all my valid collaborators/partners who are helping me so much to make better games! In no order and using a mix of names/nicknames: Aleema, Anima, Sarah, Megan, Michael, Franklin, George, Deji, Ayu, Matthew, Eddy, Slamet and everyone else who probably missed but that helped me making games.

Future improvements

I think that the artwork of my games is already at good levels, even if will try to have more quantity/variety of images or scenes. However, there are two crucial aspects that I plan to improve in the next year games:

Custom soundtracks

It's something so obvious that is quite embarrassing for me to say it. In the past games I always used royalty free audio tracks. A bit because I couldn't afford to hire a musician, and also because I have hard time to explain exactly what music I need, because of language barrier.

However as I've seen by the response to Heileen 3 custom track bonus, people really like that. So for all future games I'll have full soundtracks made and have them available as mp3 bonus content.

Professionally made logos

A friend of mine pointed out that while the art of my games is in general quite good, the logos sucks. Indeed, I made most of the logos myself! :) That's why I asked M.Beatriz Garcia also known as Deji to create logos for all the next games, so for sure they will look much better!

It might seem a minor detail, but I must say that people often judge games by first impressions. And surely a professionally done logo has much better impact than my current ones.

In conclusion

Even for this year the show is over! I want to wish everyone a Happy New Year, and I'm looking forward to work on the next year games. Stay tuned!

Friday, December 21, 2012

Heileen 3 released, Merry Christmas and the end of the world

Heileen 3 is finally out

First of all, Heileen 3: New Horizon was officially released a couple days ago. Here's the official trailer with the theme song:

For more info and demos, check the official game page: http://www.winterwolves.com/heileen.htm

I'm working on the yuri version right now which will be called "Heileen 3: Sea Maidens" and should be out very soon, probably mid-January. Will do a postmortem about the game once that version is out.

Merry Christmas!

Second, I want to wish you Merry Christmas and like every year, I'm doing it by offering a generous discount on all my games (except Heileen 3 of course since it was just released!).

Use the coupon code: XMAS to get 50% off any single game. Remember that the coupon is not cumulable with other offers, so for example it won't work if you try to buy game bundles which have an automatic discount already (Spirited Heart + Girl's Love, The Flower Shop games, and so on).

...the end of the world ?

As you know, today Friday 21st December 2012 the world should end. I hope not, since I was just starting to have fun working on my games! :) Besides, I have so many interesting projects for next year that it would be really a pity. Check for yourself:

What's coming next year from Winter Wolves

January: As said, the plan is to get Heileen 3 yuri version out. Will also probably announce officially a new Steampunk RPG project ;)

February: Release of Bionic Heart 2 or at least begin the preorder/beta testing phase

Rest of the year: Depending how things go, the release of Planet Stronghold 2 and/or the Steampunk RPG, and maybe one or more of the other dating / life sims currently in progress like Nicole, Roommates, Amber Magic Shop or Spirited Heart 2, but that's too early to tell!

Friday, December 14, 2012

The importance of 2012 for visual novels

Only three Friday left before the end of the Year! If we want to believe the Mayans, only two and curiously next Friday is the 21st :)

I'm used to make some generic posts at the end of the year talking about how my year was and the future projects. Heileen 3 testing is going forward even if (luckily!) being a dating/life sim is going much smoother than Loren (which took 3 months to test in practice!).

For those that don't know yet, there's a beta demo available here:

http://www.winterwolves.com/heileen3.htm

and well, in practice the game is done except a few short scenes that we're trying to add before the official release date (but might be added in an update later).

What I want to talk about in this post is the most important events in 2012 regarding visual novels / story-based games.

The importance of Analogue: A Hate Story

Unless you've been living on the Moon, you probably heard about that game. But in my opinion was very important mostly because it was the first visual novel made in the west (probably the first visual novel ever, since Recettear is more a simulation/RPG) to appear on Steam.

And it did well. That's quite interesting, since showed that with the right product/marketing you can compete with other more popular indie genres. Yes, indies don't make only platformers! ;)

Shortly after even Magical Diary appeared (even if I know that it was accepted long before, but for some reasons was delayed for months). It is more a life sim than a plain visual novel, but it did well too and showed that there's a market beside the classic FPS or multiplayer games.

The importance of Cinders

Another very important event happened, the release of the VN Cinders by Moacube. When Tom first approached me I knew him a bit because we used to viist the same forums, but I really had no clue that he was involved in some top selling HOG (Hidden Object Games) made in the previous years. I also admit that I had no clue who Vinegaria (the artist) was :D

So imagine my surprise when he showed me some early work in progress of the game! Top quality art and music in a visual novel? No manga style artwork? that was never seen before as far as I know (well I tried with Vera Blanc but wasn't really top quality!)

I admit I had some doubts on the potential public reactions, because I thought that manga artwork and focus on romance were both key part to make a selling visual novel, but the success of Cinders proved me wrong. And I'm happy to be wrong, since it was because of that if I decided to make Bionic Heart 2, trying to focus more on story / mystery and not just romance, spending more money on art and with custom soundtrack.

The importance of Walking Dead

It amuses me when people talk about Telltale game and define it "an adventure". Yes sure, there are a few puzzles that requires some thinking, a few items you can carry, some short action scenes, but you spend 80% (if not more) of the gameplay time doing two things: reading dialogues/story and making choices!

How is called that game genre that is based on dialogues and choices that affect future outcomes? Hmm yes, I think is called Visual Novels!!! ;)

That game is receiving tons of prizes and awards, and once again shows that people are ready to spend money on a very well done story-based game. Of course such level of polish is beyond reach for most indie teams since is full 3d, with realtime animations and so on. But I was happy to see it do well (also because I'd like to play more games like that myself!).

In conclusion

This year was really important for visual novel and story-based games. And I didn't even mention To The Moon (released last year but appeared on Steam this year too), or the various Wadjet Eye adventures for example.

Of course, it was also a good year for me, mainly because of my game Loren The Amazon Princess, but I'll talk about it in detail in another post before the end of the year :)

Friday, December 7, 2012

Heileen 3 now available for preorder!

I put up the preorder page here: http://www.winterwolves.com/heileen3.htm

Please note that the game beta demo is not yet available for download!

However, it should be this Sunday, 9th December 2012. Once the demo is available, you'll only have to download it and enter your email to activate the full game, and start playing the beta version.

Of course if you prefer you can preorder and then wait for the game to be officially released since during the beta there might still be some bugs present.

I decided to put the page up now since I got some requests from people to be able to preorder earlier, so there you go. I also put a special version with extra bonus content, since the game has 6 custom audio tracks (1 theme song + 5 audio tracks). In the bonus content you also get the game chibi at higher resolution, several wallpapers images, and some exclusive images from Heileen 2 at higher resolution. The extra content is immediately available, so you can listen to the music while you wait for next Sunday ;)

Apart the extra content, there is no difference between the base game and the one with the bonus content.

In the video above you get an idea of the gameplay including the raising sim, the Virtues/Sins system and more.

Excuse me for the very short post, but I'm going back to work now to make sure the demo is available next Sunday!! :)

Friday, November 30, 2012

Almost there!

Working on Heileen 3 has been my main focus in the past week. I finally managed to finish coding the simulation part. Below you can see the "Professions Screen":

H3professions

The game will feature 14 unique "profession ending" with associate image

As you see to reach every ending you'll need to master an advanced skill (currently set at level 10 but during beta testing the value might change) and also have the required sin or virtue. Initially I didn't want to reveal them, but while playing I figured out that the combinations are so many that would have been more frustrating than fun for the player to discover all of them!

You'll be able to change your virtue/sin "alignment" through the various cutscenes in the game.

So getting the profession ending definitely won't be as easy as in my other raising sim, Spirited Heart ;) but I think will be more rewarding.

Breakthrough

The infamous wheel of time and a chibi during the simulation

In the screenshot above instead you see what happens after you choose your daily activity: the "wheel of time" will start spinning and advance through the various parts of the day: morning, midday, evening, night. In some cases at a specific time of the day a cutscene will appear, and you'll be able to play it to change your virtues/sins or the relationship with other characters.

The simulation part is all automated, since I didn't want to overcomplicate the game too much. However there is still some strategy involved, like inviting one of the character to join you. This can give you a positive or negative bonus (or simply give no bonus). In this case you'll have to find out the best character for each activity ;)

Also, each "land activity" (those that raise the advanced skills) will have two skill requirements. For example, the activity Dancer will require two basic skills: Charisma at level 3 and Endurance at level 1. Which means that first you need to raise Charisma at level 3. The value will change as you level up, so Dancer level 2 will require Charisma at level 4 and Endurance at level 2, and so on. In my playthrough I was able to reach level 10 in one advanced skill in 258 days of in-game time.

I titled the post "almost there" because the game is really almost finished, all that is left (beside testing) is some background art and more chibis, and the addition of a few more scenes.

I hope to be able to start testing/preordering the next weekend (8-9th December) and release the game by mid-December!

Friday, November 23, 2012

What's next?

I was quite busy this week working both on Heileen 3 and Bionic Heart 2 (you see a new video of it above), so this post will be mostly an attempt in having a sort of "planned release schedule".

December 2012

As you probably know already, I really hope to release Heileen 3 sometimes during December (hopefully in time for Christmas!). The beta testing will begin soon for sure, but the final game release is still unknown (depends how many bugs people find in the beta!). Anyway, all that's left beside 10 more "random events" is for the simulation parts: 21 chibis, some small artwork, a few texts, some more balancing. I believe it's just a week or two of work.

In December I should also have one of my first games on the new Monkeycoder engine, so available also on iOS/web.

January/March 2013

Between those months, I'm surely going to release the yuri version of Heileen 3 (which I really wanted to release at same time as the main game this time, but alas because of problems with the original writer I couldn't). Also, Bionic Heart 2. The background art for that game is all done, the plot is finished, but there are still some sprite images that needs to be colored.

April/June 2013

Here things gets more difficult to judge. My goal would be to start Planet Stronghold 2 beta in early April, but you know, with RPGs is hard to know since they're so hard to make ;) I might just have one of my other games in a good advancement state and release it. Possible candidates are Roommates and Nicole.

Late 2013

Anything is possible! I really hope to have finished Planet Stronghold 2 by that date, and one of the other games. Maybe even Spirited Heart 2 or Amber's Magic Shop. But is very likely that at least one of those two games will slip into 2014!

As you can see I've got quite a busy schedule ahead. Now excuse me but I need to get back to work ;)

Friday, November 16, 2012

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 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 :)

Friday, November 9, 2012

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.

Friday, November 2, 2012

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 ;)

Friday, October 26, 2012

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

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 :)

Friday, October 19, 2012

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 :D 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.

Friday, October 12, 2012

Story based games with multiple point of view

The short video above is the introduction to my upcoming game Bionic Heart 2. What does it have to do with the title? Simple, because is a visual novel game that tells a story from multiple point of views (from now I'll abbreviate it with PoV).

For those familiar with the first title, this time you'll be able to play not only as Luke, but also as Tom, Tanya and Tina. If you don't know the first game, I urge you to find out about it immediately here! http://www.winterwolves.com/bionicheart.htm

Of course it's not a new thing. Several other games, movies, comics have used this peculiar form of storytelling. I find it very interesting... at least from my PoV ;)

I had this idea this Spring, when I was playing the game Heavy Rain, which uses this system too. And I thought it would work pretty well for the sequel of one of my early "cult" visual novels, Bionic Heart. Is fun how some games, despite selling much less than other games, can still be popular and have a following of "true fans". The first game definitely had many true fans!

Back to the topic, I find telling the story from multiple point of view very interesting. Because you can play as different characters and see the events and the various situations from their perspective, which is an interesting thing. Even in real life, how many times you wondered how it would be to be in someone else's shoes?

From the gameplay point of view, this is also interesting because decisions made with each of the four playable characters will have an impact on the game world and on the story. This really intrigues me, and since you always play in first person (even if you control a different character every time) it doesn't ruin the immersion.

A step forward could be having the option of choose which character to control in several situations. This is partly what I did on Planet Stronghold with the quests and the skills usage, but of course it was in a very smaller scale (also it was a RPG, so was only during short scenes).

Definitely making a game like that will result in a refreshing and interesting experience for the player, in particular for a game with several mysteries/secrets to unveil (like Bionic Heart 2!) but the effort in writing/planning it must not be underestimated, because is easy to make mistakes like plot holes or wrong chronological order of events.

Friday, October 5, 2012

Building a crafting system

Recently I'm working mostly on the visual novel Heileen 3 but in reality, I always work on 2-3 projects at once. I've been thinking about a crafting system, since 3 of my upcoming games (and maybe more!) could use it.

For sure, the simulation game Amber Magic Shop since it's based to potion making (and maybe will extend that to also items enchanting and some other stuff). But also the RPGs Planet Stronghold 2 and Loren 2 could use a crafting system! And maybe, even Spirited Heart 2 ;)

So I've been thinking how to do it properly, how to design a Universal Crafting System! (ta-daa!) My main sources of inspiration were Everquest 2, Atelier series, and some general consensus on how the crafting works in general in RPGs ;)

The ingredients

First of all, we need "ingredients" to craft stuff. That's obvious. Each ingredient is an item. It can be woods, peppermint, quartz, an used power cell, a dead rat, anything! Since the goal is to build a universal crafting system that can be used on any kind of setting (sci-fi, fantasy, modern).

Ingredients will have a quality: they can be common, rare, unique. I'm thinking to use Diablo/Torchlight coloring so the items are immediately recognizable based on their uniqueness.

They also have a Condition value expresse in percentage: when you fail a recipe, I thought would be bad to destroy the ingredients! so maybe, dependings on various variables/difficulty setting, the Condition value could deteriorate a bit (or a lot). Some items, like the unique items, could be immune to deterioration.

The skills

To craft, we need specific skills. There could be a game with a very simple crafting system in which you only need only one skill: Crafting. Then, the various recipes would have only a minimum Crafting value requirement (see below).

However, variety would be more interesting. In fantasy RPGs, is common to have several skills associated with crafting: a mage could have high Alchemy skill, being able to create healing/mana potions. Rangers or elves could be skilled in Fletching, the art of crafting arrows and bows. Dwarves might have a high Blacksmithing skill so they could forge impenetrable armors.

You got the idea. Each skill could be represented by a numeric value, and on each successfully crafted item the value could increase. Or we could extend it even further, allowing "level ups". You start with Alchemy at level 1 and the equivalent of an XP bar that fills up as you craft new items, until you get to level2 and you have access to new recipes.

In very specific games, like Amber that focus only on Alchemy, we might divide "Alchemy" in several subskills like "Potion Making", "Item Enchanting", "Herb Knowledge" and so on.

The recipes

Then, we need to know HOW to use the ingredients! The recipes are divided too in common, rare, unique (might increase the number depending on games, adding maybe "uncommon" too). Player might learn new recipes through random experimentation with the various ingredients and processes, so "ready-made" recipes could be very valuable since they list the exact amount of ingredients and the right procedure to make them. So for high level items, recipes might be worth a fortune!

Each recipe would list the ingredients needed, the amount, and skills required (see above). There could be recipes for Alchemy level 1, which everyone could attempt to do, or level 9, that would be inacessible except for the most skilled Alchemists.

The required skills might even be more than one, for example in Amber we might have a recipe to enchant a medallion that requires Item Enchanting level 3 and Potion Making level 2.

Each recipe should have several statistics, depending how deep the game crafting needs to be. There could be time needed (so you could make only a specific amount every day/turn), success chances (auto-calculated based on the difficulty and player skills) and quantity produced. Some recipes might produce just 1, super item, while other might result in 10 medium healing potions.

The process

This varies on item by item basis, and also how deep you want your crafting to be. In general there will be at leas one step, but there can be also several steps and each one will contribute differently to the end result.

For example, I got an interesting design doc several months ago by a twitter follower (Ariel Hofland) for Amber potion making. Quoting his email:

Players can use a [mortar & pestle] in order to grind down solid ingredients to powder.

Players now have 2 forms of ingredients: Powders and Liquids.

These ingredients have (hidden) properties, which can be discovered in 2 ways: Experimentation or intelligence/learning. The last way can be implemented in multiple ways. You could have wise men in the wider world (found by adventuring of some kind) which can teach you about certain ingredients and potions for a fee. Alternatively (or in addition), an high enough intelligence could be good enough to discover certain properties anyway (If it smells like sulfur, and it tastes like sulfur, you may not want to burn it)

Next step: the [Cauldron]. Players can decide how hot the cauldron and it’s contents should be. When you start, it’s filled with water. While making the potion, players should keep an eye on the water temperature, and add fuel/use bellows to increase it. (This also means the easiest potions work with cold water)

Players can put any ingredients in the cauldron. Dependent on all the properties (Including the hidden ones) – different things may happen. Similar properties will strengthen the effect, while opposite properties neutralize. Overdoing a certain effect (or at least doing this without proper knowledge) will result in failure. Each property has a basic element assigned to it. For example, combining a lot of Fire-type ingredients could lead up to a conflagration or explosion.

This would work perfectly on a turn-based crafting system. We could have some more difficult one by having a semi-realtime crafting, using "counter effect". This idea is taken from Everquest2.

For example, you start crafting a food item. Then you see a message on screen with the event/problem: "Spice Up" (you need to put more pepper on that soup!) and you need to click the corresponding icon quickly. The result, based on your quickness could be: Minor Flavor Loss, Flavor Loss, Major Flavor Loss, influencing the final Quality result of the produced item (food in this case).

As you can see there are really lots of options. For Amber I'm thinking to use the suggested turn-based approach, while I might try the semi-realtime for Spirited Heart 2.

The final result

Once you finish the crafting process, you'll have different outcomes. Again, this changes based on each game, but in general I'd say that we can have 3 possible outcomes:

  • good item: success. The item is more or less good (depending on various statistics). A healing skill might not be of top quality so only heal 80% of the supposed max listed in the recipe, but is still a nice healing potion!
  • average item: half success. The item might have counter effects. For example, it might be a healing potions that heals for 50hp, but also slows you down by 25% of your speed for 3 turns. You might still sell/use it, but it's not ideal...
  • failure! what a delusion! the item might explode completely, or you could end up with some funny (useless) item: a healing potion that poison you for 100hp damage :D

In case of success: The final quality of the item produced will be influenced by the ingredients level, the skills required level, and (if present) in the player skill during the crafting minigame. There might be also a bit of randomness because like in real life, there are several things outside our control that influence what we do. Obviously, the ingredients will disappear since we successfully crafted the item.

In case of failure: depending how bastard we want to be towards the player (lol) we could destroy the ingredient items completely, or reduce their "Condition", so they can try again until the items are completely destroyed.

 

That's it! I hope you found the reading interesting. By the way, if you have any suggestion on how to improve the crafting idea I wrote, I'm all ears!

Friday, September 28, 2012

Loren Amazon Princess expansion is out and postmortem

Nmarfamily
First of all, I want to announce officially that Castle Of N'Mar, Loren's expansion, is finally out after a long testing stage. It features three new characters, four new romance combos, new zones to explore, non-linear quests, different endings and much more.

You can get more info at the official page: http://www.winterwolves.com/lorencastleofnmar.htm

If you preordered the game, to register it just redownload the game demo from the website to get the latest version which now includes the base game+expansion.

Making of and postmortem

I had the idea of making an expansion to the main game since beginning of the year. Including all the content in the base game wouldn't have been viable for me - since the game+expansion is now 230k words and has really a LOT of content, almost 3 times the length of Planet Stronghold!

So for obvious financial reasons I couldn't include everything in the base game, but I decided to split it in the base + expansion.

The expansion was well received and sold well. However, I made a big mistake when I planned it: making an expansion that adds new content to the existing storyline is... A TOTAL PAIN!! :D

Why? For several reasons, in no particular order:

  • Because you had to check every possible change that could happen in the main story, based on the new content you added
  • Because the new content was visible only before a specific point of the story, causing some confusion on players
  • Because it would also change the final endings! So, sometimes you had to play it to the end to find out any plot holes
  • Because not happy about the difficulty, I even decided to add non-linear quests which added extra problems!

So as you can see it wasn't definitely a smooth release. Consider also that this summer when we worked on it was insanely hot, and... yeah, it was really hard to finish it, but finally is out and I'm quite happy about the result :)

But if I had to do it again, for sure the story would take place after the base game, continuing the plot, rather than adding extra content in the middle of it. A mistake to not repeat again.

Also, while some people liked the non-linear quests, I am not sure they're really worth the extra efforts. I think players would prefer a longer game anyway, rather than having non-linear quests.

The manga bundle

As you know, in the past weeks I also ran a promotion called "Manga Bundle". It ended with 1374 bundles sold and while I don't know the final gross revenues yet, but even if it doesn't seem as good as the other bundles, I don't mind too much since I did it mainly for the charity aspect and to let more people know about my games.

It didn't do so well also probably because it wasn't a very good moment to do it. Too many good, top AAA games coming out (Torchlight 2, Borderlands 2, XCOM, etc) and also several bundles including the big Humble Bundle launched about at the same time. I think things might have gone differently under different circumstances.

Also to be fair, the games I offered were the oldest ones and plain visual novels. When Spirited Heart was unlocked 2 days ago, the bundles sold had a big spike - obviously, that game for $1 was a great deal. I have the feeling that perhaps in a different moment and with different games, it might have done much better.

So will I do more bundles in future? I don't know yet, but for sure not soon :)

Friday, September 21, 2012

Behind the scenes

There's lots of stuff going on right now behind the scenes at Winter Wolves HQ! ;)

Unfortunately most of it regards games that will be released the next year, so I cannot really post much info about it. I have already posted enough sneak peeks for the upcoming games, that if I post more would be almost spoilers.

So we're in that planning stage in which writers write new awesome stories, artists draw great new images and I go mad doing game design, a bit of coding, marketing and trying to organize everything so that *something* gets released relatively soon... :D

Heileen 3 delayed

Speaking of "coming soon", I can officially say that Heileen 3 won't be out in October as I hoped :(

The fact that I had yet another artist who should have done the missing backgrounds disappear doesn't matter that much, because I am used to see that happening. So I should have planned more in advance. Well, beside that, there are 60 scenes to code only for the "otome version" (adding the images, variables for gameplay, etc) and I have yet to start coding the simulation part, so simply it's not possible to finish the game in 1 month only.

Right now, IF I find a faster/more reliable background artist I can hope to release the game by Christmas. I think I already found someone but... you never know.

Manga Bundle extended by one week and Spirited Heart included

The Manga Bundle I'm doing was extended by one week, and if the total number of bundles sold reaches 1,000, everyone (even those who paid $1) will get Spirited Heart! I don't think you'll see that game on sale for such a low price for... years (if ever at all). So, spread the word if you can even if you already have the game ;)

Remember that is only the base game, so it doesn't include the Girl's Love expansion (including also that would have been too much).

Future RPGs

About the RPGs, we're still in planning stages for Planet Stronghold 2, while Loren's sequel art is being made. As I said several times in my forums though, I don't plan to release more than 1 RPG each year since they're quite complex to make and time consuming. But rest assured that you'll see more RPGs from me in future.

Friday, September 14, 2012

Bundles, expansions and new faces

The Manga Bundle

First of all, I'm doing a Manga Bundle which includes many of my games at a very minimum price (pay extra to get more/newer games) made in collaboration with Groupees.

You can find more info here: http://groupees.com/ww

It started yesterday and will last for one week.

The Castle Of N'Mar

Second, the Loren expansion is officially released: http://www.winterwolves.com/lorencastleofnmar.htm

I still didn't do any press release because I want to have a small promo video ready before I do it, but you can already buy it since is out of the beta testing stage. Just remember that to play the extra content, is preferred if you load an old savegame in chapter 2, or start a new game. If you resume an old game from chapter3, you won't see the extra content.

New Faces

I'm working on several project now that Loren's expansion is finished. The biggest one is Planet Stronghold 2, but I'm also actively working on Heileen 3. For Heileen 3, I'm waiting for new backgrounds, and this will surely delay the game release. I hoped that would be ready by October but for several reasons (Loren that absorbed me completely first, and then two months of african heat that made me KO) I didn't plan it carefully as I should have.

But is still going to be the next game I release!

Above you can see some images from the scenes I've already finished coding.

More new faces will come to Planet Stronghold sequel as well. We've decided to add a few more secondary characters to the story, and also to let the player continue any previous romance, so it means that Rumi & Michelle will be romanceable in the sequel as well.

We're also thinking to add a simple but interesting colony-building sim to Planet Stronghold sequel, a sort of metagame which will influence the main roleplay part. I think should be quite interesting to play and offer more variety of situations. Those who don't like those simulations don't worry, playing at easy level will be a piece of cake ;)

Friday, September 7, 2012

Loren Amazon Princess expansion beta ending soon!

In case you missed it, during the past weeks the beta expansion for Loren Amazon Princess was released and available to play as pre-order.

Of course I want to thank all the people who played it and found many bugs, but I think we're almost at the end of the testing. My idea was to release the expanion officially this weekend and start promoting it next week. We reached version 1.1q so for sure it has been tested well! :)

Please remember that to play the game with expansion you need to visit my forums and download the .zip file containing the beta version. More info on my forums:

http://www.winterwolves.net/viewtopic.php?f=30&t=2622

Once the game is officially out of course the game will come as 3 separate downloads for each platform, with a full .exe installer for Windows as usual (I noticed many people were confused as how to use the .zip). Also don't forget that the price will go up to $9.99 from $7.99 so the special offer will end very soon, very likely this Sunday.

Loren sequel is now official

I realized that I never announced it officially except in my forums, so here it goes: we're working on Loren's sequel which won't be out before next summer (maybe later...). This is official, unless something really bad happens to me, my writer or my artists. I hope nothing happens! :D

I said I wouldn't post any preview because is too early, but one thing I want to post: a sneak peek of the new Saren / Elenor armors.

Realarmors
Now they look like real warriors, right? One of the major complaints I got for the first game was how unrealistic the armor looked, and even if I clearly did it to add some sexyness to the game I agreed it was too much. The armors above are actually the sexy versions of them, so there are even more strong/covering armors!

I won't say much about the plot, except that will be more original and less clichè than the first game, and that the main theme will be if the Demons can cohexist peacefully with the other races. Jul will be a playable character alongside with many new cool ones. All the first game character will be present too, though some won't be playable.

But I've already said enough, there will be time to talk about it!

Heileen 3

The work on Heileen 3 continues, even if needed to find another background artist to finish some missing backgrounds. Meanwhile, Loren's interface artist will work on the game GUI too. Here's a nice work in progress of the sin/virtues and skills system:

Ui_skill_book_001
I know, it seems almost a RPG! ;) but don't worry, it won't be so complex, it will only be a dating sim with some statistics and jobs, a bit like Spirited Heart.

Finally I have a surprise coming next week. I can't say much about it yet, but I think many people will be pleased to see it. Follow me on Twitter / Facebook to know when it will go live!

Friday, August 31, 2012

Heileen 3 will be coming this Autumn

Heileen3cast
Or at least that's the plan! :)

I was undecided until the last time if to use the new Monkeycoder engine, or stick with the good old Ren'Py. In the end, I realized that even using the Monkeycoder engine would still require me to learn a new language and right now I really don't have time to do it.

Don't get me wrong, I'd like to get my games on iOS too someday, but it has been a very tiring year so far, and I want to relax. I find Ren'Py much more powerful than Monkeycoder to prototype anyway, so I can always port the game later once is done.

So I started working on Heileen 3 a few days ago. As you know, the plot is all finished (at least the otome part) but it still needs all the scripting (placing sprites) and also is missing a good amount of backgrounds, which will commission soon.

So depending how faster the background artist will work, and how faster I'll script the scenes, the game might be out around this Autumn. It's not an official date, more what I hope to achieve! It would be great because the first Heileen game was out in October 4 years ago and releasing the third chapter would be a good way to celebrate the anniversary!

Meanwhile, if you are curious about Loren's expansion official release date, you'll be pleased to hear that The Castle Of N'Mar (that's the name of the expansion) will be very likely ready very soon (probably mid-September). The testing so far is doing well and there are only some minor bugs left.

To know more, check this thread in my forums: http://www.winterwolves.net/viewtopic.php?f=30&t=2622

A final note, Steam Greenlight has opened and if you're one of those people who emailed me asking why my games aren't on Steam, now you can vote for them to appear. I submitted some games and will try to submit all the one I have made during next week: http://steamcommunity.com/id/winterwolves/myworkshopfiles/?section=greenlight

Friday, August 24, 2012

A tough week

Zeal
Zeal, one of the many new characters you'll encounter in the expansion

This week was really a tough week!

First of all because I was literally burning in my office. 29°C for most of the day, even turning the A/C on the whole afternoon. Of course, it happened right when I decided to announce on Twitter/Facebook that the beta testing stage of Loren's expansion, The Castle Of N'Mar, was starting!

A tough week for those who played the beta and had to fight against lots of bugs. It was entirely my fault, since I decided to use the latest Ren'Py version to do the expansion beta, while I should have waited a bit more.

Now anyone familiar with coding knows well that using the latest version of any development tool is NOT a good idea, since it might still contain bugs... but I ignored that simple rule and the result was people having all sort of weird stuff happening (random crashes, variables not stored, load/save problems, etc).

So today in the latest beta version (1.1k) I decided to revert back to the previous Ren'Py version which hopefully should solve some of the bugs left. You can get the download links and latest info in my forums:

http://www.winterwolves.net/viewtopic.php?f=30&t=2622

Again this has nothing to do with Ren'Py which is still an awesome tool (my favorite) but to my silly idea of trying it so early.

My goal is to try finishing the beta testing by the end of the month. If you preordered the expansion but were waiting to see until was more stable, I think now should be a good moment to play since the amount of bugs left is really not big... you know every time I write such sentences  I'm a bit scared, but oh well :D

Other short news: Spirited Heart 2 writing is going at very good pace, I got a new writer that's going to review/fix/edit Nicole's script, Roommates is going to be the biggest game I've ever made (80k words and it's not even at 1/3 of the plot), Heileen 3 will be done first in Ren'Py and maybe later in Monkeycoder (this will require a new blog post to explain, maybe next week) so it should be out this October.

Friday, August 17, 2012

Soon the gates of N'Mar Castle will open to the public

Today's blog post will be shorter, since as you might know I'm busy doing the final touches to Loren's expansion "The Castle Of N'Mar". I hoped to have it ready for the 15th August, but I didn't make in time. In reality it's not missing much, but we want to polish it and test well to make sure that there aren't stopping bugs early in the expansion.

I believe it's the last time will do such a non-linear RPG. For visual novels is much easier, but for a RPG is really a painful experience! Or do like Walking Dead game from Telltale (my favorite game this year) that is achieve non linearity through linearity. How is that possible?

Make a linear game that looks non-linear

In practice, doing a true non-linear plot in a RPG, with multiple solution quests is insane. The best example of this is Fallout. Typical scenario is: character A gives quest to kill character B. You stumble intoto character C and he says that he wants B dead too. Then (and here comes the fun) when you meet characte B, he makes a counter-offer: kill characters A,B and he'll give you a <insert precious rewards here>.

And the example above is just one of the simplest scenarios possible, when you don't have quests with multiple steps! Now, Fallout is one of the best RPGs series ever made, but honestly I don't think will do such a thing again in future.

For two simple reasons:

  1. I'm not a multi-millionaire company with a team of 50 people :D and only testing all those multiple solution quests takes LOOOOOONG time!
  2. I am not sure, in my specific case, that it can be better for players, since if I have the mutliple solution quests, the plot length will be necessarily shorter. And I think there's a solution to make a linear plot look less linear.

Point 1 is obvious, but what about point 2? I want to reconnect to Walking Dead game mechanics: you can have a story that while in practice in its structure IS linear, it appears not (or at least, appears that player's choices have a big impact on the game world).

For example in Walking Dead, during several key points you have to take "tough decisions". In one you have to decide if to attempt to save a person attacked by a zombie, or a kid nearby. No matter what you choose, the person dies - so you might think "bah not only the plot is linear, but the choice is even pointless". I know it might seem so, but in reality not! Because even if the outcome is the same, the characters related to that person and the kid will remember who you tried to save, and all the future dialogues will change to reflect that, resulting in a more immersive experience, so that the story won't feel linear at all.

I think that's the road I'll try to follow to make longer RPGs but still with several possible outcomes. And now, I'm going back working on Loren :)

Friday, August 10, 2012

Doing a sequel is not easy as it seems

...at least for indies who doesn't make games with the only goal of money! ;)

It's quite common in the mainstream gaming to see titles like Quake 4, Might & Magic 8, and so on. But in most cases  (not the one I mentioned though) the software house make sequels just to capitalize on the game name, maybe releasing a product that is even worse than the original.

Now, so far I only made one sequel which is Heileen 2. Guess what? sold worse than Heileen 1, even if in this specific case I know why (the story was too serious for the target market, indeed with Heileen 3 it will be much more light comedy).

With a visual novel or dating sim though is easier to make sequels, with a RPG like Loren or Planet Stronghold is much harder. I am making Spirited Heart sequel right now, and it's relatively "easy" - I'm going to keep all the old dateable boys and add more (maybe as expansion, not sure yet).

But what I mean is - adding extra characters in such games is just a matter of adding some dialogues, because there wasn't a "main plot". Each characters was a separate story, and since you can replay it several times to get all the endings, it was something very different from Planet Stronghold or Loren, where the characters were inserted in a main plot with an ending.

So I'm pretty sure that no matter what I'll do, some people will complain because character XYZ who they loved in the first game, isn't present in the second. Others will complain and demand that the sequel's story starts where the first game ended, remembering all the big choices they made and the characters they romanced. And so on. As you can see, making a sequel for a RPG is definitely not an easy task, unless you set it several years away in future (so you assume all the original characters are dead!).

I believed that yesterday I finally found the right romance setup for Loren sequel, which will happily feature almost all the romances of the first game, excluding only Karen. It was harder than it sounds, really!

Mortesarcasm
As you can see in the image above, Mother Morte has a nice sense of humour

Regarding the expansion, just today I finished testing the Dwarven Mines, one of the new locations, and it seems well balanced. There is still some stuff to write and script (adding images to the story) but it seems that the expansion MIGHT be really out the 15th of August! I hope to talk about it in next Friday blog post :)

Friday, August 3, 2012

Castle Of N'Mar expansion is available on preorder!

The expansion

In case you missed the announcement in my newsletter last week, the Castle Of N'Mar, the expansion to my RPG Loren The Amazon Princess, is available to preorder here. For a limited time, until the expansion is officially released, the price will be of only $7.99.

I know what the next question is: when it will get released? Well, at the time I sent out the newsletter last weekend, I didn't really know so I said sometimes in August. Now, I got the last missing art piece and the texts/scripting is at a very good point, so I could even dare to say that an indicative date might be mid-August (for the beta version of course).

The expansion turned out to be much longer than expected, with 60,000 words of story and several new zones, enemies, quests, and so on. However we tried to experiment with some non-linear gameplay: some of the quests can be solved in several different ways, so you might not see all the possible outcomes on the first attempt (unless you save before each choice, of course!). So the game length might appear shorter than what I said, but is because there are multiple choices!

The sequel sneak peek

I know sounds odd to be talking about the sequel which will be out next year, but I just got some images of the characters that will be present and I absolutely wanted to show them:

One is Rei in a more sexy pose, the other is Breza who was a secondary character in the first game, but will have a much bigger role in the sequel ;) For those interested, Rei is GxB only while Breza is GxG only (being a true Amazon...). There are of course more characters for all possible love combos.

I won't talk more about the sequel since there will be time for that! I just wanted to show you the new coloring style that will be used in the sequel, comparing the "old image" with the new one.

Codesign crazyness

As of July 25, the new Mac OS "Mountain Lion" is out. If you have installed it, none of my mac games will run by default (and I suspect those of thousands other indies).

While I believe I found a solution to codesign the apps, for now know that you can just turn off the infamous "Gatekeeper" in the System Preferences and play my games just fine, knowing you're safe like you were before, since my games are indeed clean of trojans/virus/spywares :)

To turn it off, open System Preferences, then click on Security & Privacy, and in General tab click Allow applications downloaded from: Anywhere.

I'm honestly not sure how many people have upgraded to the new MacOS yet, but in the next months I'm going to reupload all my games signed and updated with the new Ren'Py version that will include a much practical autoupdater!

Meanwhile if you also want to test if my codesigning works, I uploaded a signed app here: http://www.winterwolves.net/SpiritedHeartTrial.zip

Friday, July 20, 2012

It's time for a Spirited Heart 2

If you follow me since long time you might remember that I was talking about Spirited Heart 2 in past years. In my original idea, I wanted it to be some kind of online game, a free to play maybe or with some multiplayer gameplay elements.

And because of that, I was postponing it year by year, despite having all the background and art needed. I kept saying "well this year I don't have enough knowledge or the right tech, but next year...".

Result? After waiting for so long, I am still not ready to make a game like that. But most importantly, I don't think I would even have fun doing it! So, after I got an overwhelming response for my "writers wanted" twitter message, I thought to ask one of the writers to take care of Spirited Heart sequel.

I think I was doing a mistake to postpone this game for so long. I was a bit brainwashed by the success stories of other people doing online/free to play games, but the reality is that I wouldn't know where to start and very likely I wouldn't enjoy doing it either :)

Anyway I decided to go for it. Of course won't be ready this year, because even if I was get all the texts in the next months, I will still need to think about the gameplay, and is very likely that will try at least to get the game done with the new engine so it can be played on iOS. But at least something is moving.

Here's a sneak peek/promo image featuring Ramas and Thofte, with the updated art:

Sh2promo

(Ramas background is the graveyard by night in case you're wondering. It's one of the jobs of the game).

I also got the chance to hire again both the sprite and the background artist who did the image above to commission more art/content since I want the game to be a worthy successor to the original game.

About the other games, as I said found a new writer for Amber Magic Shop, got more art and totally hilarious scenes for Roommates, the latest images for Heileen3 yuri version (see image below)

Heileen3female

And I think is all... ah no, actually there's the Loren expansion! Well not many good news about that since Aleema had hard time with the heat wave that hit the US even if she's trying to finish by end of month, and also I am still missing one colored sprite for the final scene of the expansion! :(

But with the help of another great writer I finally got the sequel's plot fully outlined so I started commissioning the new images for the game. Here's a lineart preview of one of the new playable characters, Breza, and an old acquaintance, Rei.

Hotcouple
That's all for now, see you next Friday!

Friday, July 13, 2012

Amber's Magic Shop sneak peek

This week was really busy working on the monkeycoder VN engine, burocratic/financial stuff and webdesign. Yes it wasn't really a great week even if togeter with a new writer (who seems really good) we managed to lay out the first draft of the main plot outline for Loren sequel - not the expansion, but the sequel that will be out not sooner than next year.

Why do that now? because the artist was free from previous tasks and also because making the art for the first game took almost 10 months, so better start in advance!! :)

Speaking of writers, and about the title of the post, unfortunately yesterday got an email from Lorelei, Amber's writer, who told me that for personal reasons she can't continue writing the game. I am sad but I wish her luck in her projects. They're doing a very interesting BxB game called Break Chance Memento, check the official website.

I've already got several submission from writer, I'm going to decide very soon who's going to write the game. Meanwhile check two juicy sneak peek (if you follow me on twitter you already saw them):

In the first image you see the possible romances. From lef to right: Daniel The Wizard, Stan the Noble, Bernard the Bounty Hunter and Ruby...the vampiress! :)

In the second image, you see other secondary characters: Lynn the herbalist, Manuel the adventurer, Vin the witch, Amber with the new look, Haros the wizard, Roy the noble (Stan's father) and Thomas who is Ruby's little brother.

The game will be a life/dating sim with a potion-making gameplay element. I thought about turning this into a RPG too but... I need to breathe :D maybe will add a resource / ingredients gathering minigame, but in general will be a dating/life sim.

As you noticed there are 3 GxB and 1 GxG romances, but each one has four different endings! Yes, because the game is based on the concept of Light (Good) and Darkness (Evil). Based on your choices during the game, you'll end up with one of the 4 possible "alignments": True Light, Light, Dark, True Dark, and the game endings will reflect that.

It's definitely a "serious" game with adult themes and some shocking scenes. The art for the game is almost all done, so I'm eager to have the plot fully written so I can code it :)

Friday, July 6, 2012

Nicole’s cast: Darren Beville

This week is the turn of the last character, Darren Beville, who is the typical shy guy. However I think he looks cute:

Darrenbeville
In the game, Nicole's outgoing personality will help him to become more open about his problems and who knows, maybe he might help you solve the mystery, in a way or in another ;)

The first encounter with him is definitely not the best, and Chandra warns you about some rumors she heard (excerpt from the game):

    "I let out a sigh as I gathered all of my math books and shoved them into my bag. I looked over to the boy at the desk beside mine, who remained silent but looked equally tired."
    Nicole "Hey there. That any of that crap make sense to you?"
    "I asked the question casually with a weary smile, but he only glanced at me for a moment before shaking his head and looking away."
    Nicole "I always did all my homework back in high school, but this is all pretty confusing. It’s such a big step up from what I studied in my last math class...even the notes look like a foreign language."
    "The young man shrugged as he finished putting his books away and stood up."
    "What’s up with this guy?"
    "Even when I was younger, I didn’t meet guys who acted this quiet..."
    Nicole "Uh...are you going to say anything to me? I was only trying to be friendly."
    "He only glanced at me again before his gaze fell to the floor."
    Nicole "Hey, did the cat get your tongue or something?"
    "I smiled jovially while asking the question, but he still wouldn’t look up at me."
    Darren "That’s a rather old fashioned phrase."
    Nicole "It got you to speak up though! Old doesn’t necessarily mean useless."
    "He smiled slightly as he stood up from his desk."
    Darren "Just study extra, you’ll do fine in the class."
    Nicole "Why, thank you for imparting such profound and rare advice. I don’t think I ever would have thought of that in all my years of experience."
    "He didn’t laugh or frown at my sarcasm and simply walked away."
    "...Maybe I came off sounding rude?"
    "Or he’s not the type to take a joke..."
    "Either way, he seems kinda unfriendly..."
    "After the class ended, I hurried to catch up with Chandra on the way back to my dorm."
    Nicole "Hey, Chandra!"
    "She looked up and smiled cheerfully when she saw me."
    Chandra "What’s up?"
    Nicole "I wanted to know if you knew anything about that guy who sits behind me in our math class...he’s so quiet, he seemed kinda unfriendly. I tried talking to him, but he barely said a thing to me then didn’t even bother saying goodbye."
    Chandra "Ah...I think I know who you’re talking about."
    Nicole "He’s pretty cute, just so...standoffish."
    Chandra "Yeah, that’s Darren. I don’t really know him since he’s so shy, but he doesn’t really talk to anyone."
    Nicole "That’s strange...especially for someone his age."
    Chandra "It is. Some people think he’s hiding something."
    Nicole "I suppose that’s possible...what kind of rumors are drifting around about him?"
    "Chandra shrugged."
    Chandra "There aren’t a lot with facts behind them since he doesn’t really have any friends that I’ve seen. Some people think he was raised abroad or something and that English is his second language."
    Nicole "And what kind of factuality is behind that...?"
    Chandra "None that I know of, it’s just a guess at why he’s so quiet. You should probably be careful around him though, you never know what someone like that is thinking about."
    Nicole "Yeah, you’re right...he seemed harmless enough though."
    Chandra "Still, there’s a line between shy and suspicious. I wouldn’t want to try finding it."
    Nicole "Mmm..."
    Chandra "Anyway, I have to go get to cheerleading practice. I’ll see you tonight though."
    Nicole "’Kay, see you then!"

That's it for this week, can't reveal more about this character since would be spoilers ;) The cast review for Nicole is now complete. Next week hope to give good news about Loren's expansion and other stuff going on...!

Friday, June 29, 2012

Nicole's cast: Kurt Madry

It's the turn of another character introduction from my upcoming otome/mystery dating sim Nicole. His name is Kurt Madry and is a very popular player of the college football team.

You can see a few images of him below:

Kurtmadry

About his personality, he's quite arrogant and spoiled, and very successful with women.

Unfortunately for him, his grades at school aren't as good as his skills on the other fields. But for that, Nicole will be able to help him ;) An excerpt from the game story:

    "All the students in the classroom were getting ready to go when I heard someone sigh heavily. I looked over to see who it was and spotted Kurt."
    "I wonder what’s wrong..."
    "We did get our test scores back today though."
    "Maybe it has something to do with that."
    "I gathered up my supplies before walking over to his seat."
    Nicole "Hey there! Is something wrong?"
    "He glanced up to see me as he irritably shoved his books and supplies into his bag."
    Kurt "Everything sucks today."
    Nicole "Aw, I’m sure it’s not so bad. What happened?"
    Kurt "I failed the damn math test."
    "He cast the paper another dark look before roughly tossing it into his bag."
    Nicole "Ouch...I’m sorry to hear that."
    "I suppose it’s better not to mention that I thought it was the easiest one we’ve had so far..."
    Kurt "You don’t know how bad it really is."
    Nicole "They won’t make you repeat the class, will they?"
    Kurt "It’s even worse than that!"
    "He slung his bag over his shoulder and started stomping over to the door. I followed him quickly."
    Nicole "But what other repercussions are there?"
    Kurt "I can get suspended or even kicked off of the football team if I don’t keep my grades at an acceptable level."
    Nicole "That’s so extreme..."
    Kurt "It is! They don’t give a crap about how important I am to the team if my grades start to slip."
    Nicole "It’s not too late to get things turned around though, right?"
    Kurt "That’s a hell of a lot easier said than done."
    Nicole "Not necessarily..."
    Kurt "If you have a point you’re trying to get to, then spit it out."
    Nicole "Maybe I could help you out and tutor you in math."
    "He was already angry but looked at me skeptically."
    Kurt "I don’t really want to get a tutor."
    Nicole "It could help a lot though! Sometimes having someone other than the professor to explain everything is really beneficial. Their explanations practically need translations."
    Kurt "I don’t know..."
    Nicole "I’m sure I can help you."
    Kurt "But you’re so new."
    Nicole "So what? We’re in the same math class."
    Kurt "Are you really the best tutor I can get? If I’m going to deal with having a tutor, I need the absolute best."
    "He certainly sounds spoiled...

Later in the game, Nicole will also discover some traits of his personality that will seriously make her think... but you'll have to play the game to discover what I'm talking about ;)

That's all for this week! Progresses on all the other games (including Loren's expansion) are being made but I want first to finish Nicole's characters introduction before talking about something else :)