Friday, February 15, 2013

Deadlines

Deadlines are part of almost every job. With indie games, and in particular small/single indies like me, deadlines are usually self-imposed.

When I used to work in a (small) software house, we had deadlines and was a bit crazy. Every time, we had to do last-minute "crunch mode" which basically meant working 12h a day for the last weeks before the deadline. Not a great experience as you can imagine, and lots of stress!

Thank God, now that I'm indie I have more flexibility! But that still doesn't mean that I can take as much time as I want to finish a proejct of course! A delay of one or more months will have both economical consequences (I need to regularly release new games to keep the cash flow) and also could damage my credibility (missing deadlines or delaying games is never a cool thing).

Even if I have to say that my followers are absolutely awesome and even when they ask me "when will be game XYZ be out!!?" they do it only because they're eager to play it :)

Speaking of deadlines let's see what could be some estimate release dates for upcoming games. Note how estimate is written in bold!

Bionic Heart 2

Hyppocratesresearch

Is the game closest to completion. At beginning of month, everything was going smoothly and I was thinking that the game might be finished by the end of February as I originally planned. However there have been some problems, so I can already say that I won't be able to release it by that date.

In any case, I really think that March will finally see the release of the sequel of one of my first visual novels, Bionic Heart ! By the way, I recently lowered the first game price to $9.99 to promote the upcoming release of the sequel, so if you never played it, now is a good time :)

Roommates

Everything is going well on this game, even if there's still a lot of work to do! I managed to make two new "fact file" for Isabella and Rakesh, the latest two romanceable character of the game:

Writing is going steady, but still need to commission all backgrounds (though I have already an artist ready for it) and of course code the gameplay, script the scenes, and so on, so is very unlikely that this will be out before June/July :)

Planet Stronghold 2

Well I would be lying if I was saying that everything is going well :D however, this game will be a big step forward compared to the first, both in term of gameplay (a much better RPG system) and writing. Good things needs time though! At least all the romance scenes are done, below you can see a sneak peek of Joshua's romances:

Joshuaromances
Art-wise there's still a few more enemies to finish, and some extra "camp talk" sprite poses, where each character will be in their favorite environment (guess where Philipp will be?) when you visit them to talk. I decided to do that since talking with the characters standing up like in previous game was a bit weird!

Also showing the character in a normal life situation with normal clothes and various poses will be more realistic and also more "interesting", for example if you go visit Rebecca at the gym, or the new hot guy Milo while he's training... understand what I mean? ;)

Friday, February 8, 2013

A week as webdesigner

Probably not many of you know that before going indie, I was a (rather poor to be fair) webdesigner. Many people probably think that being a webdesigner is a creative job but the reality is that after you do the 100th website, you start to have enough... :)

Anyway, this week I was waiting for some people to send me assets (writing, art, music, etc) so I was idle. If wasn't Winter I would have use this unexpected "free time" to do some trips around here to relax, but since it is, I thought to finally begin the redesign of my website, something I've been procrastinating for too long!

You can see a "sneak peek" here: http://www.winterwolves.com/test/

It's still largely unfinished and many links are broken, but that's more or less how the new homepage will look, I think a big improvement over the current one.

Roger Steel: Arthur point of view

After the big reveal of Winter Wolves' new steampunk graphic adventure romance RPG Roger Steel and the Human Element on this illustrious blog last week, Ann's younger brother Arthur was somewhat miffed that most of the razzamatazz focused on her. He wants you to know his side of the story, so ...

When Arthur Trevelyan's sister Ann falls for the wrong boy yet again, he is asked to accompany her to Srinagar, the capital of Kashmir, to keep her out of mischief.

But looking after Ann proves to be a challenge even with the help of lifelong friends, Neville and Christina Mortimer.

When she is inevitably kidnapped by a new flame, it is up to Arthur to rescue her and ponder the immortal question – how can two dorky friends and six perfect strangers with hidden agendas possibly be any more trouble than one headstrong big sister?

And if you want to read more, check the forums: http://www.winterwolves.net/viewtopic.php?f=38&t=2844

Bionic Heart 2

This week reached scene15, which probably won't tell you much. For me means line 5799 out of about 11.000 so we're about halfway coding the game, which means that it could be out around end of the month, speaking of the beta version of course! Then there's the testing phase and because this game has so much branching options, is going to take a while...

Thegeekandthecyborg
Tanya meets with a mysterious geek boy. Who is he?

Roommates

Time for two new reports, this time Sally and Dominic (straight romances only).

Writer is working on the Spring Break scenes, featuring all characters in swimsuits ;) Unofficial rumours says that the game plot might be finished by the end of this month: however don't get too much excited, since there's still a lot of work to be done, scripting, coding, testing... and all the background art to do. So a more realistic estimate release date could be this Summer!

Friday, February 1, 2013

Announcing "Roger Steel and the Human Element"

The steampunk RPG

"It's 1936 and the sun is still shining brightly on a steam-powered British Empire.

Ann Trevelyan, a naïve but headstrong 21-year-old English girl, is exiled to Kashmir from the sultry streets of Calcutta in the aftermath of a forbidden love affair. Accompanied by her technology-obsessed brother, Arthur, who has been coerced into chaperoning her, and their lifelong Welsh friends, Christina and Neville Mortimer, the four expect nothing but boredom away from the glamour of the big city.

But a chance meeting with a charismatic local results in one of the siblings being kidnapped and spirited away to a fate worse than death. Now it's up to Ann or Arthur and the Mortimers to unite a fractious group of strangers with deadly secrets – including the legendary agent of Empire, Roger Steel – in a race against time across the roof of the world."

That's the introduction to the new Steampunk RPG in the works! :) I told you was about to announce a new RPG and its development has officially started. Now before you ask me about any estimate release date, all I'll tell you is "maybe this year". I don't want to promise anything at this stage ;)

The writer and I decided to reveal the game step by step through several blog/forums post. If you're interested in a more detailed background, involving an alternate reality of the history, check the official forum thread: http://winterwolves.net/viewtopic.php?f=38&t=2836

Unfortunately I don't have any artwork to show yet, since the development has just started, however we could have something towards the end of this month, so stay tuned!

Roommates game and Bionic Heart 2

At the same time, the development of other games goes forward in a surprisingly steady way! (surprisingly because you know well how many things can happen that delay the process).

For Roommates, we decided to make some kind of report for each character, introducing his/her personality during the interview. People seemed to love them, so I'm posting them again in the blog even if I already showed them on Twitter/Facebook:

Both Anne and Max will have big character development during the game. Max will learn to be less lazy and Anne to be less shy.

For Bionic Heart 2, I'm at about 30% of the whole game script, which is a good thing since is only the beginning of February. Crossing fingers, the game might be finished before the end of the month, even if has so many branching that will require a very accurate testing!

Below you can see a really funny video of Tom trying to evade Sarah Masters questions during one of the game "Social Boss Fight".

That's everything for now, have a nice weekend everybody!

Friday, January 25, 2013

Heileen 3 postmortem

Oopsie

With the official release of Heileen 3: Sea Maidens, the development of Heileen 3 ends. As always, both the otome (GxB) and the yuri (GxG) versions are merged in one single download and then you can choose what version to buy and play (or both!).

More info on the official page: http://www.winterwolves.com/heileen3.htm

I just did an update this morning to address a problem playing in Hard mode (getting a profession ending was really too difficult) but the rest of the game was unchanged and has been in testing since over two weeks, so decided to release it officially.

Heileen postmortem

The Heileen series ends with this third chapter, and I'm overall satisfied by it. Without doubts it's the best game of the series under several aspects: the longest, the most funny, the one with more variety of romances, the one with more artwork, the first one with a custom soundtrack and theme song, and the list goes on.

Of course, it's still not comparable with my bigger budget RPG games in terms of gameplay, complexity or mechanics. I did it mostly because I wanted to make it - I knew already beforehand that probably it wouldn't have been a big success, but even as indie sometimes you make games only because you want to do them for yourself :)

Ideally, the games you enjoy making for yourself are also a commercial success, but very often that's not the case...

Anyway I don't regret making it, but for sure I have no plans to make any more games in Heileen world, also because I feel I wouldn't have anything else to add, and I don't want to drag it too long, like happens in some TV series, where you think "why they didn't end the story in this season? Making another one makes no sense.". That's what I think about Heileen 3 too.

The development

The game development started in Summer 2011, I wrote the full storyboard of it between July and September of that year. Then I started commissioning the new artwork, and the original writer started with the story. In the course of 2012, several things happened:

  • the original idea was to have four male romance options, and two females. But talking with people in forums I agreed that didn't make much sense, so I decided to divide the game in a otome and a yuri version, adding two extra female romances (Ebele and by popular demand, Juliet)
  • writer had to quit about mid-way, so I found another one, Sarah, to replace her and finish the game, in particular the new yuri romances and several extra scenes. I was really lucky to find her, since she worked hard and without her help I wouldn't have met the deadline for sure!
  • the last months of development were really frantic, with some extra art needed, background artists that quit, and the usual mess associated with developing a game when you have a deadline: finish the otome version before Christmas :)

In the end I didn't had to make many compromises, maybe I would have added more sprite poses if had more time, but in the end as I said I'm happy enough of the final result, considering the kind of game (light comedy) and the primary target market (teens/young adult).

Now, the next challege is to finish Bionic Heart 2 before March... :)

Friday, January 18, 2013

Heileen 3: Sea Maidens in beta

Reminder
Despite being buried in snow and recovering from a flu, this week still managed to finish the beta version of Heileen 3: Sea Maidens, the yuri version of Heileen 3.

Direct download link (BETA)
http://www.macgames.biz/games/Heileen3-1.1b.exe (Windows)
http://www.macgames.biz/games/Heileen3-1.1b.zip (Mac)
http://www.macgames.biz/games/Heileen3-1.1b.tar.bz2 (Linux)

Buy/Preorder links
http://www.winterwolves.com/buy.php?prod=17030053 (normal yuri version)
http://www.winterwolves.com/buy.php?prod=17030054 (yuri version with Bonus Content. Note that the Bonus Content is IDENTICAL to the "otome" version, so if you already bought that, you already have all the extra content!)

Discounts
Anyone who bought already the normal version has the right to a 50% discount (that is what I'll offer as bundle once the yuri version is officially released, a discount of 25% on the whole order so it's the equivalent of 50% of one item). So if you bought the normal version already simply email me and will send you the discount code :)

If you find any bugs feel free to report them in my forums here:

http://www.winterwolves.net/viewtopic.php?f=21&t=2823

Note that the new downloads contains both the otome and yuri versions, similarly to what happens for Spirited Heart. Also there are new scenes for the otome version too.

Other games

Now that Heileen 3 is getting towards the final release, I am going to get back to the other games. The next one to be released should be Bionic Heart 2. Then there are several games in the works, and one of the most important is Planet Stronghold 2. Speaking of it, check this interesting sneak peek of Lisa romances:

Lisaromances
I will post the Joshua sneak peek as soon as artist finishes the last CG scene, Joshua/Cliff ;) but rest assured that they're very good too. Meanwhile the coding and design for the new RPG framework continues, and next week I might officially announce a new RPG game... stay tuned.

Friday, January 11, 2013

A crazy week

I'm writing this blog still half-broken because of a flu I got early this week. Fun because I had one around the same time last year too, even if was much lighter!

Heileen 3: Sea Maidens slightly delayed

Now first of all, as you can imagine, I wasn't able to work on Heileen 3 yuri version. I feel better but not good enough to code, which requires concentration to avoid making lots of mistakes. However, the writers have basically finished reviewing the texts, so I think the beta could start the coming week.

Spirited Heart 2 - Religious Wars

That is the provisory title. What?? :D I'm joking of course! A rather crazy thing happened though, that is the current character artist for that game refused to draw the girls for the yuri version. For "religious reasons" because he's a Christian.

I don't want to get into a debate, however my uncle was a Catholic priest and always said about homosexual people that "the important thing is that they love each other". My uncle was a better man than many others.

In defense of that artist (which I won't name), when we originally started the project, it was to be just a standard GxB game. Indeed work on it started in 2009, shortly after the first game, and since then lots of things changed (positively I think) in the content you can find in my games.

So while I don't agree on what he says, I respected his decision. What happened next?

Here comes el salvador!

Haha I'm not sure if the title above is correct but I can always blame my illness ;) So after this drawback was unsure what to do. I had already invested a consistent amount of time and money (few thousands) on that art, but I didn't want to disappoint my fans, which is the thing I consider more when doing my job.

M.Beatriz Garcia, who worked with me already in the Flower Shops series, was supposed to draw the chibis for the game already, starting this month. So I thought to ask her if she could work on the rest of the art needed for the game, and the answer was positive! :) She has no problems to draw any kind of romance, so the game will have all combos, hetero and homosexual. Of course we're talking about a very soft game, not sexy like Loren (I thought it was obvious, but...).

Below is a preliminary sketch of the 3 main female characters:

Main_girls
Note that they're in undergarments only because the game will allow a lot of customization in clothes, accessories, hats, and so on, like a "paperdoll". I really like how the personality of each race is already transparent from that sketch!

My name is Roger Steele

This crazy week ended when yesterday I got the first draft of the storyboard for a "mysterious RPG game" that I will officially announce in the next weeks. Those reading my forums or following me on twitter already know what it is the setting though ;) For now I'll leave you wondering who is that Roger Steele? (but don't worry the game will be playable as male or female main character).

Friday, January 4, 2013

2013 the year of challenges

Happy New 2013 to everyone!

Before making this post I've read what I wrote last year, calling 2012 the "year of relax": http://www.winterwolves.net/blog/2012/01/2012-time-to-relax/

Well, definitely it wasn't a relaxing year, even if I released only 3 games (I consider The Castle Of N'Mar, Loren's expansion, as a separate game because of its size!).

It wasn't a relaxing year because was worried that with Loren I tried to bite off more than I can chew, and I also had to make a real marathon to finish Heileen 3 in time for Christmas.

Looking back to that post, it's a bit funny to observe how many titles that were already in progress at those times, from Planet Stronghold 2, to Nicole, to Roommates, are still in progress right now! But well, making games takes time! And in particular if there are problems. And as you can imagine, there are ALWAYS going to be problems! ;)

Good news

Anyway, I have some early good news for this year: Heileen 3 yuri version is at very good point, and I might start the beta testing even next week, since I'm aiming to release it around the mid-January.

More good news are that even Bionic Heart 2 is at good point, I'm only waiting for the proofreader to finish checking the script, and I have 90% of the art & music finished already.

The RPG challenge

As for the future games later this year, I'm really eager to start working on Planet Stronghold 2 even if will be a real challenge, because has much more features compared to the first title, and also compared to Loren. Some features include:

  • a small but detailed colony building simulation (think of it like a sort of Sim City on a very small scale) that will impact the gameplay (but I am thinking to make it optional so that you can skip it if you want)
  • lots of weapons that can be used with dual wield (like two pistols)
  • weapons with different ammo types (in the first game the ammo was unlimited). So the combo of possible weapons and ammo is very big!
  • more use of the non-combat skills in the various missions of the game
  • lots of more art, including some extra "talk poses"
  • full soundtrack of 10 songs

and so on, so as you can see is a very big project.

Being able to work on the RPG and at same time still follow the other projects will be a challenge as well, since differently from what happened with Loren, I don't want to "abandon" completely all the other games while working on the RPG. It won't be easy at all, but I will try!

The appstore challenge

The biggest challenge though will be to see what happens with the Windows/MacOS situation. It's fun how some fellow indie devs who before ignored completely the question, are now starting to panic because they get emails from customers saying "the game doesn't run on Mountain Lion, says the download is corrupted!" or they get big warning screens from Windows 8 when trying to open/install a game.

What's going on? Well in practice, unless you were a bit prevident like me and codesigned all your game apps/installers, the end users are going to see scary messages from their favorite OSes (except Linux of course!) telling them that they're trying to install the worst evil on Earth: an independently produced game!!! :O

And that's not a good thing because this way small indies like me can continue to survive and rescue stray cats and dogs! Fools, you should help the already rich corporations to become even richer! They're going to spend the money in a much better way, like buying a new Ferrari ;)

Ok, jokes apart (I was joking in case it wasn't clear!!) the situation is definitely NOT good for indies like me who can't get on Steam. The long term alternatives to retain our freedom exist, like using HTML5 engines, but that means that instead of seeing 3-4 games a year from me, you'd see 1 a year at most (they take much longer to make). I really hope the new appstores won't become the only way to distribute apps on Windows/Mac computers, since that would mean no freedom to choose which language to use (python), which content to put in my games (no sexy stuff is allowed on appstores), and maybe have them rejected lots of times for silly reasons like happened to A LOT of friends on the various iOS/Win8 appstores.

Anyway, at least for now codesigning the executables will let you play all my games even on the new versions of the OSes. But I'm pretty sure that a big challenge for us indies lies ahead...! Better be ready for it :)

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!