Showing posts with label Spirited Heart Girl's Love. Show all posts
Showing posts with label Spirited Heart Girl's Love. Show all posts

Friday, September 30, 2011

Numbers, numbers and formulas...

Img_0390
In the picture above, Batman looks broken. In reality, he was sleeping since hours...

What's about the numbers? Well, not many people know what's behind a game. It's much more complex than what you think. That is, if you do the things like a good game designer should! ;)

Numbers of a dating sim

What's behind a simple dating sim like Heileen 3 that I'm writing right now? nothing, you might say, it's just text and images, and a few choices. No, not really: the choices needs to be balanced, otherwise the gameplay would be a disaster! So, even for an apparently simple game like a dating sim, there's a lot of work behind the scenes. Check the image below:

Heileen3
this is the OpenOffice spreadsheet of the first 37 scenes of the game. In each row, I put a short description of the scene, and then I added a "1" when the choices possible involve one of the seven Sins or Virtues. Below, at the bottom (but is not visible in the screenshot), there's a formula called "Summatory" that sums all the values. Why? Because a well designed and balanced game should offer the player the same amount of choices for each of the seven Sins/Virtues!

So, while writing, I keep constantly open the spreadsheet, and I try to balance the game so that the player will always have the chance to  get one of the 14 possible job endings (tied to the Sins/Virtues).

I'm not going too much in the details since discovering the skill+sin/virtue combo will be part of the fun of the game, but for example, the "Nun" ending will involve having max Chastity and max Faith skill.

On the right part instead, there are the choices that will affect the 6 possible romances of the game. The labels means: Morgan, John, Jonathan, Sebastian (the 4 male characters, Sebastian is a new one) and Marie, Lora (the 2 female characters).

Numbers of a RPG!

If a dating sim is so "complex", imagine a RPG! Making a RPG without spending at least one month first designing the rules, is a suicide. Don't do that. I can guarantee that you'll be unsatisfied by the result.

Now check the OpenOffice screenshots below:

one is the condition/skill relationship for Loren the Amazon Princess RPG. How you read that? is a bit complex, but in practice:

  • the first table is the warrior skills. the cells with orange background require the target to be "Staggered". Once it is, you can use for example the Gladiator "Battle Cry" (which has chances to Scare enemies), or the Blademaster "No Mercy" (which has chance to Weaken the enemies).
  • the second table is the thief skills. Thieves have weak attacks, but if the target is in the right condition, they can deliver powerful critical attack using their skills. They can set a target in a specific condition themselves. For example, using the Flaming Torch on a Slowed target, they can set a target in the Burning condition too. Then, a Demonblood (Mesphit) can use the Immolation skill to deal an incredible amount of damage.
  • the third table is the mages. Differently from Warrior and Thief class, a Mage doesn't need any condition pre-requisite. They can just attack using their spells, which will inflict specific conditions as you can guess (Blizzard will inflict Frozen condition, Plague inflict Poisoned condition, and so on).

The second image instead is a work-in-progress of the weapons dabatase. Some values might not yet bet final. But as you can see there's already a good variety of items! We've decided to use the following weapon division based on damage type: Edged (dagger, sword, axe), Impact (mace, club), Flail (Flail, Morning Star), Polearm (Staff, Halberd), Bow, Missile (Crossbow).

Explaining all the values will take too long, but if you're familiar with RPGs you might understand already what is their use.

This was just to show the tremendous amount of work behind a RPG, and just for the skills and weapons (there's more, balancing the classes, the enemy encounters, and so on). Now you understand why I've decided not to make more than 1 RPG a year? :D

Homosexual relationship in games

I want to spend a few words about the homosexual relationship that I plan to put in all my future games. First of all, I am honestly a bit shocked by how Spirited Heart Girl's Love announcement was mostly ignored by the press and reviewers. It's not something new for me (I'm used to that) but this time was even worse than usual.

I really hope that is NOT because of main theme (women homosexuality) of the game, and hope is due only to random circumstances (I know from past years that September is not really one of the best months to do a new game release).

In any case, everyone who played the game said that the romances are much better than the original game, and in general the players' feedback was overwhelmingly positive, and that's what matters to me. So I plan to keep adding homosexual romance in all my future games, alongside the straight options, since all I care about is what my customers think!

Friday, September 2, 2011

Spirited Heart Girl's Love is out!

Spirited Heart Girl's Love is finally out! Well, to be honest since I started this project only about 3 months passed, but seems an eternity...! I'm really pleased by the result, each girl has a very different personality, goals, and behavior. I am also happy because the race you choose really has a big impact over the story (even more than in the original game). It's particularly evident in some characters, like Leah or Reid: playing it with an Elf character will be a very different experience than playing it wih a Demon one.

The original game and the expansion now are a unique installer: I decided to adopt this system so is easier for the users, using the one-time online activation system already implemented in my latest games. This way if you want only one version of the game, you can buy it, but if you want both versions you can buy at once (with 25% discount) and enter the email one time to get instantly both versions activated without any need of extra downloads.

As promised, if you already own the original game, you can get the expansion for 50% off. For more informations, visit this page:

http://www.winterwolves.com/spiritedheartgirllove.php

if you enter the email you used to purchase the original game in the input field below the game description, you will get a unique discount code, valid for a one time 50% discount on the standard price.

 

Friday, August 26, 2011

Sometimes Life Gets the Best of You

Imgp9018

In the photo above, my dog Nick who passed to better life last sunday.

As the title says, sometimes real life gets in the way of indies. I won't be lying, this month has been the worst of my life so far. Earlier I lost my uncle Don Giulio, a catholic priest (but religion doesn't matter, he was a good person and helped a lot of people during his life). It has been a very important figure in my life, and in some way also helped me to become an indie.

As if losing people and pets I loved wasn't enough, the heat here (but also in US from what I've heard) has been insane since about two weeks. I bought an A/C, but even if I turn it on, the noise is too much to concentrate (I am not the kind of person who listen to music/radio while working, I need complete silence)!

Luckily, nowadays I use a lots of external people to work on my games. So even if this month I was mostly unproductive, I was still able to communicate with the writers, coders, artists and keep my active projects moving. But is scary to think how the life (and career) of a lone indie can be at risk when "the life gets the best of you".

This friday I wanted to have the pre-oders of Spirited Heart Girl's Love ready, for example. Everything is done: the art is ready, the story has been finished since July, the ending voiceovers redone. There are only a few sprites left to put in the game, test it a bit and do the various installers and upload them. Probably a day of work, but in the last 3 days was able to work on average 2h a day (and also had other projects to keep going that required my attention).

I think if today I worked at maximum speed I could have made it - but I don't like to realease things in a rush. I like to polish my games, adding small details and making sure everything works. But all those little things take time! I'm sure many of you that follow me are wondering what happened to the other game Flower Shop: Winter In Fairbrook. That is another example of what happens when the life gets the best of us, in this case of my friend and partner in this game, Ayu of Sakevisual. She had many problems too recently, and even if a "pre-order" version was ready at beginning of this month, there were still several smaller things out of place, so we decided was better to wait until everything was perfect.

Piggymerchant

However, talking about Spirited Heart Girl's Love, I can definitely promise it will be out this weekend - even if I can work only during the morning, in two days of work the game should be 100% finished and ready for pre-orders. So stay tuned and follow me on twitter for the announcement! :)

Friday, July 22, 2011

Spirited Heart Girl's Love: the demon girls

Here we are at the latest blog post regarding Spirited Heart Girl's Love, where we meet the two demon girls, Reid and Hade.

The first video is about Reid. She is without doubt the most sexy character of the game, by her appearance (very undressed as you can see) and for her behavior. I particularly like how the player character personality changes a lot the relationship in this case: both the human and the elf will be disgusted by her actions, while the demon will be actually envy of how she (apparently) manages to obtain everything she wants using her charm. I also like the ending of this romance plot, when you discover Reid's real motivations and ... oops, I'm saying too much! ;)

Lastly, it's the turn of Hade, probably the most original and together with Yana one of my favorite characters of the whole expansion. There's nothing better than the video below to show you her personality. When I told the writer about her, I said: she is a sort of medieval/fantasy geek. And I think the result is excellent: she is a genius beyond equals but also a very fragile person with serious problems having social contacts. I think one of her "bad endings" is one of the best pieces of narrative of the whole game, even if very sad!

So all is left is to... release the game! I am currently waiting for some ending voiceovers and also final scenes, not real CGs since are pencils to display over the parchment like happened in the regular game, but still will need about one month of time. Meanwhile I'm hoping on next friday blog post to finally announce The Flower Shop: Winter In Fairbrook pre-orders... ;)

Friday, July 15, 2011

Spirited Heart Girl's Love: the elven girls

It's now the turn of the elf girls. In the video below you can see Thym: I'm sure that many people will consider her the most annoying of the characters, since she is quite snob and spoiled. However, the romance plot with her is full of cool moments (like "impossible love"), because in the second part of the romance (when you work as maid in her villa) you discover that you have some "serious competition"... :)

Leah's path instead is very different. I think is also probably the most original character of the game. She's older than all the other girls, and I think the sprite manages to picture her perfectly, a very classy and cute person who is excessively obsessed by her age, thinking that she doesn't look attractive like she once was... Also Leah's personality is dominant, and this will lead to very interesting (and different) choices in particular if you choose the elf (she will submit to her) or the demon (she will become the dominant one, obviously!).

I also got some very good news related to my other games in development. Not only Flower Shop: Winter In Fairbrook should be out at end of this month, but the artist of the game Queen Of Thieves, which I announced back in February (time flies!) is finally back and he is working fullspeed to recover the lost time. Below you can admire a few of the many clothing combinations possible for Joanne, the wizard:

Joannewizard

Friday, July 8, 2011

Spirited Heart Girl's Love: the human girls

As the official release of the yuri expansion to my game Spirited Heart approaches, I'll make three blog posts featuring short videos of two character of each of the three available races (Human, Elf and Demoness). Today I got the last girl, I am thinking if to commission a few more secodary characters but they're not really required for the expansion. This means that it will be out for sure in August (probably at the end of it).

In this blog post, let's see the human girls:

In the video above, Ria is the first human girl I wrote for Spirited Heart Girl's Love. She is a "tough chick", and apparently also a tomb raider. But as you'll get to know her better, you'll find out that down deep she is a very different person than what she appears at first glance. This character was particularly interesting to write because the Elf or Human are very scared / intimidated from her aggressive behaviour, while the Demoness is the only one that can keep up with her.

In this other video instead one of my favorite characters of the whole expansion, the always day-dreaming all-around artist Yana! At first she seems a lazy, spoiled girl that sleeps all day while his father has to pay other people to do the work that she was supposed to do. Later in the story, she will reveal the true self, in all possible meaning (by this I mean there will be a more transparent version of the actual dress, but no nudity!).

Friday, July 1, 2011

Can the free to play business model work for story-based games?

In case you haven't noticed, the whole games market is moving towards the so called "Free to play" business model. It started in the asian countries and now it seems that it's going to be the "next big thing". On Facebook games is already the "norm".

How it works? quite simple. Instead of having the traditional time/feature limited demo and one-time fee to get the game fullversion, here you can "in theory" play for free as long as you want. In practice, the gameplay is crafted in such a way that first draws you into the game, and then when you're just about to have fun, it starts cutting off your fun by telling you how lame you are because you didn't spend 500 "virtual gold" to buy a new horse, or how the "platinum membership" would make the game much more fun.

Personally I don't like it, I tried a few games but the fact that the designer had to design the gameplay around this system restrict the gameplay innovation. Indeed this system works well mostly on RPG (MMORPG) or strategy/simulation games. But what will happen to story-based games? Visual Novel, Dating Sims or maybe even just FPS with a good story like Max Payne or Assassin Creed?

I really don't think is possible to successfully implement this in a heavy story-driven game. What would you do, show one chapter at time and ask for a small microtransaction every chapter? why don't just ask people to "pay upfront" the amount and be done with it? or in a dating sim for example, ask $5 each dateable character? what would be the fun in spending $5 to date only 1 character in a game? it seems quite silly to me, especially since we're talking about very low amount of money. I don't need to make again the classic example that if you go out with friends to watch a movie you easily spend in drinks, fuel, and extras x2-3 times the amount of a regular indie game ($20) and have fun for one day, instead of weeks or in some cases months.

And in all other F2P games you can play free, but in practice the experience is so awful that either you pay nothing, play a few hours/days and quit, or you decide to invest your time (and money) in the game and then you'll easily exceed $20 ... by a lot! That's fine of course, everyone can do what they want with their money.

But speaking about a possible implementation of F2P in story-based games, my answer it's still: no. I really think it wouldn't make much sense at all.

Also I really don't believe that in few years ALL games (even RPG/strategy games) will become F2P. There are many downsides to that (being always online, annoying multiplayer experiences, the worst value for money as player, lots of maintenance as developers, possible hackers attack, and I could go on) and in general not everyone wants to make a game that has severe gameplay/game design restrictions. At least, I hope! :)

And now enough talking about the game business and here are some news about the current games in development!

Spirited Heart Girl's Love

That's how I'm going to officially call the Spirited Heart expansion. I will also change the purchase options: you can buy either the "normal" version or the Girl's Love for $19.99, or if you have already bought the original game the expansion will cost $9.99. If you don't have either and you buy them together, the final price will be $29.99 (so still only $9.99 more than the normal version). The game will expand the original one with 6 different (and unique!) dateable girls and also the endings reflect your race now (even for the males). So if you were disappointed by Frebo ending in the original game, this time pick a human or even better a demoness and you'll see that will be better :)

The Spirited Heart expansion is at very good point (all plot is finished) and will be surely out by August if not sooner.

Loren The Amazon Princess

Things are going well: I decided was time to ask the help of someone that knows coding better than me, and we're building up a RPG Framework so that I can reuse it for future titles. As you can see from the gallery screen below, the game interface is taking shape and we'll have a skilltree with several specializations, a full inventory with many equippable slots (yes I changed my mind about the inventory!) and a very good quest screen, with the possibility of having sub-quests (so more powerful than the Planet Stronghold one for example).

While things are going forward at good speed, because this game will use a completely new system will need good testing and also the plot still needs to be written in good part, so it's very unlikely that I'll have even just beta preorders before September (and even that is an optimistic date). Much will depend on artist/writer/coder speed as always!

Finally, I want to leave you with a nice graph showing all the romance possibilities of Loren RPG:

Romances