Showing posts with label loren the amazon princess. Show all posts
Showing posts with label loren the amazon princess. Show all posts

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, 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, 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 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, June 8, 2012

Inspiration is everywhere

Being indie is a creative job (obviously) assuming you're trying to make your own games and not cloning others :)

The last weeks finishing Loren Amazon Princess have been quite stressful, and it's fun because in theory there wasn't any deadline set in stone except for the one self-imposed by me - but I always do that :)

Anyway, it was stressing! So while I'm working on the expansion, I decided to take it easier and work only half day on that, and in the other half day do more creative tasks like writing the storyboard of the new scenes for the other games, or "monkey" tasks like creating the icons, banners, preparing the HTML pages of the future games.

This is something I always do, even if the game in question will be out maybe next year - in the moments where I am too tired to code or write I do such tasks that still needs to be done anyway, but require no brain work. So when the time comes, I have them done already.

Also, last week I went to IKEA shopping with my girlfriend and curiously, I got the inspiration for Bionic Heart 2 main menu image! I know, inspiration is really bizarre and comes when you less expect it.

You might wonder "what the frak" IKEA has to do with the sequel of my sci-fi horror/romance game Bionic Heart? Nothing, but there was an image that inspired me, the one in the SOLMYRA picture, which you can see below, and on the right the sketch made by the artist for the main menu image following my indications:

Ssht

of course, the copyright of the left image belongs to IKEA and the artist who made that image, Deborah Azzopardi. On the right you see my vision - the beautiful and deadly Tanya who seems to say "silence", with her robotic finger covered in blood (once the image is finalized and colored, it will be more evident!).

Speaking of Bionic Heart 2, I'm getting the various characters remade with the new art style. I made an interesting comparison of the old vs new version of the same character, except for Luke since he never appeared on the first game:

I particularly like the new Helen and Tina, but to be honest I like all the new versions of the old characters :) Maybe the only one that looks worse, or at least different, is Tom. But he'll have a very different role in this sequel!

On the other games front, I made progresses on Queen Of Thieves, Heileen 3, Roommates and Nicole. For this last one I'm probably going to rework the plot adding more scenes and also more characters, since is a mystery otome game and I want to add more variety and red herrings to the story ;)

About RPGs, beside Loren's expansion, I'm getting lots of art done for Planet Stronghold 2 and starting to think how to implement the famous steampunk / horror rpg I've been talking about lately on Twitter...

Friday, June 1, 2012

BecauseWeMay has ended, some figures

Today the BecauseWeMay initiative has ended. I participated with Spirited Heart + GIrl's Love and the Android version. Overall I got a lot of traffic (over 8k uniques between 24th May - 1st June) and sold 116 copies of Spirited Heart and 127 of Girl's Love for desktop, while the Android sales have been 123.

Because of the low price of $0.99, Android sales total was about $110-120, while because of the "higher" price of $9.99, the desktop sales were a nice total of $1347. Not Earth-shattering numbers of course, but remember that those were direct sales only, not Steam or iOS! :)

Overall I'm very happy about the result and the initiative and hope that distributors/portals took notice, the few that still don't let developer choose their own prices. Luckily, there aren't many, mostly are the casual portals.

Loren Expansion update

I'm going to focus during this month on finishing Loren's expansion. I have already scripted a good amount of quests/battles, even if I still have to decide some part of the plot (alas a very important one, and I'm a bit stuck). I also have decided to add a pet, a nice hellhound called Trouble. You can see the inventory image below:

Nicepet

I decided to add it because I realized that the total amount of characters with the expansion was 13... and in the new level up screen, there was an empty space! As you can see below:

Newquestlevelup
...that was unacceptable! So I've added this extra character/pet, which has some nice unique skills (already implemented and tested).

What you can expect in the expansion? Let's make a list:

  • 4 new recruitable characters: Sauzer, Trouble, Chambara and Mesphit
  • 2 new "bisex" romances: you can date with male/female playing character both Mesphit and Chambara
  • several new zones, including the Tomb Of Twilight, The Cyclops tribe, The catacombs and of course, The Castle Of N'Mar
  • new interesting NPCs that will offer multiple-solution quests, Fallout-style. You'll be able to do their quest, or change your mind and kill them! (they're evil, so no regrets!)
  • each character will have a specific quest with unique reward item: you'll discover more about the backgrounds of the base-game characters. Help Rei and retrieve his special Crossbow, help Draco and discover more about his past (and get a cool cloak) and so on.
  • new storyline about demons that will change the game ending and establish a new starting point for future possible games/sequels

So as you can see, there's lots of interesting stuff in the expansion. The current goal is trying to have a beta by the end of this month! Stay tuned for more updates, and if you haven't already, go check the original game!

Friday, May 4, 2012

Loren Amazon Princess is out and postmortem

In case you missed my newsletter or twitter announcement, the fantasy RPG game that kept me busy for the last six months is finally out!

You can download the demo from the game official page:

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

The postmortem

Making such a big game like Loren was really a tough journey. Now that I have finished it, I can confess that several points during the development of the game, I thought to quit, to cancel it. Yes, I started thinking that perhaps I could reuse the art in a simple fantasy VN, or that I tried to make something beyond my capabilities and was the biggest mistake of my indie career.

If you tried the demo, or purchased the game (thank you!) you'll quickly realize how complex the game is. It's a full RPG, with classes, statistics, skill trees, several characters, a detailed turn-based battle with many tactical choices, quests, different endings, map,  and more.

Now that is finished I'm really really proud of it. I'm happy to have finished it, despite several problems I had to face developing it.

The bad

As I already wrote, the bad is that is a game that is quite hard for a small team to make. I want to thank again Aleema (the writer) and Anima (the coder) for their effort, but even with their help, "assembling" the game was still a real pain.

It was also my fault, because from the initial design, I added lots more skills and more complexity to the game. The result, as you'll notice, is very good since there are lots of different strategies to win the game, lots of different character skills customizations. That's a clear sign that I made a good job with the design, however implementing it was a real NIGHTMARE.

The problem with RPGs is that there are so many gameplay elements linked together, that is easy to break everything: when you fix a bug in a point of the game, there are good changes that you're adding a new one in another point! Add to this that I didn't have an autoupdater in place, and every time I had to reupload the whole game (100mb) I cried.

As you can see, "the bad side" is not really bad because I screwed up something, but because it's just how hard those kind of games are to make. I'd say is the hardest kind of game you can make nowadays.

So, now I know that if I ever start a new one beside the already planned expansion, will need to restrain myself from adding too many features, because each new feature is extra pain to debug and extra weeks to test.

The good

I had a fantastic support from several people who pre-ordered the game as soon as it was out, and helped a lot during the beta testing phase. The beta testing lasted two months, during those I had lots of feedback: both bugs/typos report but also very good suggestions to improve the gameplay.

Of course I wasn't able to implement all of them, but the ones I implemented really helped making the game even better than it was.

I think the final result is awesome - I usually am pretty modest with my games, but this time I'm breaking the rule, because I think Loren is the best game I've ever made and I'm not even sure if I'll ever make a better one.

Yesterday I sent the game PR and a BIG site showed interest in reviewing it, even if I know from past experience that I must not get too much excited until I see the actual review.

Conclusion

Even if I sent it just yesterday, I can say that the press release was the usual disappointment, the game was mostly ignored (except that big site above that I won't mention now) and people quickly labeled it as "just another bishoujo game" just looking at screenshots. But that's something I am used to :)

I was however pleasantly surprised to see how much traffic I got from social network like Twitter, Facebook, etc. Seems really like that lots of people started talking about the game. Not journalists, not websites, but people who discovered the game through other friends, the infamous word of mouth!

In the end, is still too early to draw any conclusion. Anything can happen from now until the end of the month, and will most likely decide if I'm going to make more games like Loren in future or not. So if you're reading this and enjoyed Loren, and want to see more games like this, you know what to do - spread the word about it. Contact the big websites and tell them to review it - maybe they'll listen to you more than they listen to me ;)

Friday, April 27, 2012

The Release Candidate

What is it? As Wikipedia says:

A release candidate (RC) is a beta version with potential to be a final product, which is ready to release unless significant bugs emerge. In this stage of product stabilization, all product features have been designed, coded and tested through one or more beta cycles with no known showstopper-class bug.

So, I'm proud to present you Loren Amazon Princess version 0.97a which is a release candidate! Download it here:

http://www.winterwolves.com/download.php?game=LorenRPG-0.97.zip

The game should be playable from beginning to end and not contain any blocking bugs. Does it means it doesn't contain ANY bugs? not even a wrong text, or a slightly different value in gold, or some skills report a slightly different damage prediction, or...?

Again Wikipedia is useful:

A release is called code complete when the development team agrees that no entirely new source code will be added to this release. There may still be source code changes to fix defects, and changes to documentation and data files, and to the code for test cases or utilities.

Once the game is released as version 1.0, we'll keep releasing updates to fix any new bug that might be found, while we work on the expansion for the game.

Murphy's Law at work

In the last 3 days I've seen all possible things to happen to prevent the release candidate to be tested. First, a few days ago I uploaded a wrong build myself (0.95) that had a crashing bug early in the game. But that was my mistake because I didn't retry the game from beginning, as I should have done.

Then yesterday (I live in GMT timezone) was the last drop: the new version was uploaded, but SOMEHOW the file was corrupted! It's the first time that this happens in over 5 years that I'm indie. How can a file be corrupted, if shows the right size on FTP ? A mystery, really, especially considering that I uploaded it in one single try, and connection didn't drop.

Anyway I uploaded it again, and several people tested it confirming that it works.

A few final words

I'll do a proper "post-mortem" about Loren next month, but all I can say is: making RPG game like this one is really very very hard. It was stressing. I was foolish for not having an autoupdater system in place. It was a real pain, even with the help of Aleema (writer) and Anima (RPG coder) that really did an awesome job, and I want to thank them again publicly for what they've done.

But as simple fact: it had the logest development time and it's the most expensive game I've ever attempted to make. Will it be ignored by the main press as always happens for my games ? Won't end on any big portal (Steam...) like usual? So in the end, after all this time and money spent to make the game, it was worth it?

I think it was worth it, no matter what will happen, since I'm very proud of the result. However, if I must say the whole truth, I am not looking forward to make another one before next year minimum (this doesn't include the expansion of course). I need to RELAX! :)

Friday, April 20, 2012

Word of mouth power

Imgp8159

First of all, let me say farewell to my cat Orfeo, 7 years old. Found him dead on the road nearby our house 2 days ago :( Man, how I wish I could get a house far away from all the roads and crazy drivers...

Word of mouth ?

Getting back to the post topic: word of mouth is really one of the most powerful marketing tools available for indies. Very few indies can afford to spend lot of money on advertising, and many don't get covered by the biggest review sites. Of  course, some do, but mostly indies doing games in popular genres, not "niches".

As a visual novel/dating sim author, is quite hard to get covered. Even Planet Stronghold which is mainly a RPG, probably didn't get much coverage because of the "excessive texts" problem. I remember a reviewer politely emailing me, saying that they would rather not cover PS because they would have to give it a bad rating because it has "too much texts".

I believe it wasn't just the text amount though, but also the quality, since Loren The Amazon Princess RPG has over 175,000 words of texts but so far nobody said "it has too much texts"... ;) Did I mention I'm not going to write directly any of my games anymore? ok good!

Anyway, what happened this month? In some very popular RPG forums, people discovered my game Planet Stronghold. Here are the forums threads:

http://www.rpgcodex.net/forums/index.php?threads/mass-effect-gaiden-planet-stronghold.70928/page-8
http://www.rpgwatch.com/forums/showthread.php?t=16777

Let's say that in the beginning the tone was definitely NOT positive towards my game :D But on the other hands I could understand since they were comparing it to Mass Effect 3! But then... something incredible happened! Some people realized that behind the manga artwork (which somehow is associated with younger audience, like if is a negative thing!) and the slow beginning, there was a full featured RPG with armor, resistances, different attack types, skills, moral/ethic decisions and so on, and some of them started to be literally enthusiast about it!

Of course, despite what they say, I know that my game is NOT better than Mass Effect 3 :) But I think that it offers something that most games nowadays don't include: gameplay. The few AAA games that have been successful in recent years, beside top production values, also include lot of gameplay/innovations.

Anyway, this month's sales for Planet Stronghold have been much higher than normal, thanks to the "word of mouth" started by those threads but also by other people talking about it as a consequence. I got many new members in my own forums, and got suggestions for the sequel. I even got a journalist from RockPaperShotgun online magazine to play it, and while I don't know if it will be actually reviewed (so many good indie games out recently), before it was always ignored!

Sometimes, to have some "success" (modest in my case, of course) you just have to be patient and wait. Make the best game you can, and then be patient, because remember, not all the indies have quick success stories like Mojang.

One last thing before I forget: Loren version 0.94 is now ready! Get the update here, and the full changelog in my forums.

Friday, April 13, 2012

Getting covered

I'm not talking about getting coverage as indie, but getting the characters of Loren RPG covered! As you can see below, was enough a spell by Apolimesho the Archwizard to give a proper cover to those excessively undressed fantasy heroes:

Coveredspell

...no exceptions...

Morecovers

Jokes apart, I decided to put more cover to some characters based on customer's feedback. Initially I admit I wasn't much convinced, I kept thinking "well, I'm an indie, so I should do what I feel right". However some friends and my writer Aleema convinced me that having an OPTION (because you can still play the game without any cover of course!) was not a bad idea. For example some users in my forums mentioned being quite embarassed to play the game on netbooks while traveling in public places, or when some family members were asking what they were doing...I pictured the scene in my head:

- "What are you doing, son?"
- "Hi dad! I'm playing an awesome indie RPG game!"
- "Oh! RPGs? You mean those games with mages, swords, dragons and... wait. What is that? Boobs!?"
- "..." (covers face in shame)

So, since there was already an option to skip the ending romance scenes, we have tied it to showing covered characters, but you can conveniently toggle it on/off with 2 mouse clicks ;)

I also got the battle voices, and made a very short video showing some of them:

I know I know that now the question is... when the next version will be out? the one with the voices? the one with many bugfixes? the one with the full plot/romance implemented?

Well, while I cannot say for sure, it should be out this weekend! As usual follow me on twitter or Facebook to be updated in real-time :)

Bionic Heart 2 prototype

Bh2prototype

During some pauses in Loren development I started prototyping the dialog system for Bionic Heart 2. My goal is to make a sort of RPG-style dialog system, similar to those seen in classics like Fallout: some choices will be tied to specific skills and on the left will be displayed a sort of scheme of the dialog, showing the various possible paths (icons represent a choice that needs a specific skill).

I'm still in the early design stages though, and since Loren has full priority I'm working on this only during the pauses. I know, working on another game when you have a free moment is a bit weird but... :D

By the way, speaking of Bionic Heart, I made the port to Android even of that game. You can play the demo here.

Friday, April 6, 2012

Androids, drakes and college

Don't worry, the cryptic title of my blog post can be easily explained.

Androids: because I finally had time to take a break from working non-stop on Loren The Amazon Princess RPG, I made the Android port of Heileen! I chose that game since is one of the simplest as gameplay (is a basic Visual Novel). I kept the original resolution of the game, so if you play it on a tablet the resolution will be good, while on phones with smaller resolution the game will scale down.

It's available for only 4.99 in the Android marketplace: https://play.google.com/store/apps/details?id=com.winterwolves.heileen

It has been tested by several people on various devices and nobody had any issues, though on devices with small screen size like phone can be a bit problematic to play, so be warned!

But androids also because I've started writing Bionic Heart 2! I've only made the storyboard for the 3 first scenes, but the new writer is doing a good job with it so far. It's cool to be able to finally resume working with Bionic Heart's universe / characters again after almost 3 years since the first game release.

Drakes: because the chapter4 of Loren is basically finished, and contains a big battle against a Giant Drake which will be one of the toughest enemies of the game. The plot is only missing some romance scenes, but I'm also waiting for 4 new backgrounds and the battle voices to do the next update which will have the full game available (including the romance scenes!). I hope it to be ready sometimes next week or no later than next weekend!

College: because finally I found a replacement writer for the Roommates game, and seems I'll be able to resume working on it at normal speed again! We're redefining the game structure/gameplay and the various breaks, changing the game from being Quarter based, rather than Semester based (so there are more breaks which will lead to some cool scenes like Winter / Spring Break).

Friday, March 23, 2012

Crunch mode

Fogmap
In the image above, the map (still work in progress) with the new fog feature. When you start the game it will look like in the image on top but as you discover new locations, it will slowly become like the image at the bottom.

Why Crunch Mode ?

Today's blog post will be short, because I'm in a sort of "crunch mode". Those who worked in companies know well what does it means - it's a period (usually lasts some days or weeks) during which you work non-stop like crazy to finish an important project.

Obviously in my case, the project is Loren The Amazon Princess :) But also, I need to get back on managing the various other projects going on, since I've been "away" (busy working on Loren) for too long!

For a small indie like me, releasing games regularly is very important, since it's one of the most effective way to get attention. The last game I've released is in December (Winter In Fairbrook), so not too long ago, however if I look back at the past year, during this period (end of March) I had already released Love & Order and was about to finish Planet Stronghold!

Now I know I'm not a machine, so I need to take breaks sometimes, but I usually reserve the summer for that (when it's too hot to work much anyway).

So my goal would be to release 0.9 this weekend, or no later than end of the month. Today I managed to finish scripting the 3rd chapter of Loren, and will take tomorrow to test it again. Meanwhile Aleema is finishing the last touches to the romance scenes, since we're trying to include many of them for the next beta update, the 0.9.

The Bionic Heart sequel

Bionic Heart was one of my early visual novels, but also one that was most popular (was featured in some big japanese websites and that was the first time for a VN made in the west). However, commercially speaking, it wasn't a big success.

Almost 3 years later, I think I know the reasons. It was a pure visual novel, aimed at males, and with my writing (lol). Definitely I don't want to repeat the same mistakes in the sequel, even if I want to make this game mainly for my personal satisfaction than money.

In the image above you see sketches of the main characters, plus there will be new ones which I don't want to show yet. I have written already a generic basic plot, but need to go in the details. For now all I can say is:

  • won't be a pure visual novel, but will have statistics, even if won't be a RPG
  • you'll be able to play as different characters (differently from the first game)
  • it will contain nudity, both male / female
  • will have all possible romances (straight & gay / male & female)
  • will have lots of endings :)

Now remember, I am NOT working on this game right now, but I am producing / supervising the art production. I don't know yet when I'll have time to start working on this, maybe for Christmas, or maybe later next year!

"Nicole" game

Nicole's plot continues to make progress, and I got also a new characters images. Below you can admire Nicole in her various outfits (yes, cheerleader is also an option!):

Nicole

That's all for now! Stay tuned, since next month I plan to definitely release something :)

Friday, March 16, 2012

World at War

"World at War" is the subtitle of Loren The Amazon Princess second chapter. The war is between the human and the elves: can Loren and her party stop the madness?

[[posterous-content:pid___0]]

In the picture above, while Myrth and Apolimesho shake hands, Rei asks a vital question: "Can the elves really work together with the humans?" that's what you'll have to find for yourself playing the new game update, which can be downloaded from here:

http://www.winterwolves.com/download.php?game=LorenRPG-0.85.zip

As always, if you find any bugs, please report them in the game official forums.

Of course, there's much more beside the new chapter. The game has been improved under various aspects, many bugs fixed and things tweaked. For example, during the final scenes of second chapter, there's a sequence of battles that you have to fight without the automatic healing option. And I found that the party setup was missing a clear indication of each party member HP and SP.

[[posterous-content:pid___2]]

So in the picture above you can see the new improved party setup screen, that shows the HP/SP for the members you have currently selected to fight.

Another complaint/suggestion I got from the player/testers was about the level up screen. It wasn't really clear which skills you could learn since all the skills were displayed in full color.

[[posterous-content:pid___3]]

So as you can see in the screen above, the greyed-out skills are the ones that you cannot learn yet. I think it's much clear now. Also you might have noticed that I put a reset button, so if the attributes picked by the auto-assign doesn't satisfy you, you can retry as much as you want or allocate them manually.

Another big change is that I found a bug in the vendor screen, so that the vendors inventories weren't updating. Now, if you visit the same shop from time to time (you need to advance the plot a bit every time) you'll see new interesting items available.

There are LOTS more changes in the new version of course, but I cannot list them all! :)

I am not satisfied yet by the skills power level setup in the battle, since is easy to forget that you have 3 levels, and using the numbered buttons is not very intuitive, so I still need to tweak it, but except that I believe the battles, the skills and the classes now are really well balanced.

The mages now deal lots of damage, and since the vendors are fixed, you can buy some SP regenerating items and they can become really powerful. Warriors still have the highest HP and can absorb lot of damage, while Thieves are very versatile and now can use their skills more often.

As for the plot, it's already 140,000 words, so already more than double Planet Stronghold's plot! There's still the end of chapter4 and some romances left, so I think will reach 150,000 words for sure, becoming my biggest game ever! And it's not even a pure VN, but a RPG... definitely people won't be able to complain about the game length ;)

Other games update!

And now for the visual novel / dating sim fans, here's an unusual outfit for Ebele that you'll be able to admire in the upcoming Heileen3:

[[posterous-content:pid___1]]The game is already over 120,000 words, and almost all the 100 scenes have been written. Lora's path is complete, and only Marie's one is left. If everything goes well, expect it sometimes this summer :)

Also, the artist working on mystery/otome game Nicole had some computer problems, so the art production was delayed by a few weeks, but now she resumed working regularly. Even for this other game, expect a release sometimes this summer!