Showing posts with label queen of thieves. Show all posts
Showing posts with label queen of thieves. Show all posts

Friday, March 30, 2012

How it's going

How it's going? Well, not really good since I've got wrist pain since 3 days, because of carpal tunnel syndrome :(

However I still managed to code good part of Loren RPG chapter4, and also add the new map. The latest available beta version is the 0.91 which can be downloaded here:

http://www.winterwolves.com/download.php?game=LorenRPG-0.91.zip

Chapter 4 is coming along very nicely, and we hope to have the final 1.0 release by mid-April! I'm really looking forward to finish this project, the biggest I've ever attempted :)

What about the other games?

As you know, before devoting myself completely to Loren, I had started many projects. Unfortunately, I miscalculated the amount of work I had to put to make a BIG game like Loren, so when the time of the beta came, I realized that I couldn't work in multi-tasking as before (working on several projects at once). This means that I temporarily paused many projects, except those which had already the full storyboard written (like Heileen 3 or Nicole).

Now that Loren is about to be finished, I'm going to get back into managing the other games. Here's a detailed status for each one:

Heileen 3

Art: (100%) is completely done now. I might decide to do two versions, a otome and a yuri one, adding two final CG scenes with two new female romances. Have yet to decide if to do that or not, but I have time since the artist won't be able to make those last 2 scenes before next July!

Writing: (90%) Marie's path is being written right now, and she's the last romanceable character (unless I decide to do what I said above). Game is pretty long, over 150k words, so much bigger than previous titles!

Coding: (25%): Well, it's not that bad actually, since is a dating sim but not very complex. I still need to add a lot of choice changes (based on the 7 cardinal sin/virtues), testing, the scheduler, and so on. Probably 1 month of work.

Amber's Magic Shop

Art: (60%) I need some more backgrounds, and the potion-making interface, but apart this, the sprites are done and only needs to be colored.

Writing: (15%) It's still in the beginning, but several scenes are finished, and Lorelei (the writer) assured she'll resume working on it quickly next month :)

Coding: (10%): I still need to design and implement the potion making interface, that will be the part that needs more coding and testing of the whole game. Also need a "shop" interface, and a lifesim but will probably modify Always Remember Me one. I think about 2 months of coding needed.

Nicole

Art: (50%) I have some character sprites done, but still missing some, and also missing all the CGs, UI and backgrounds. So there's still quite some work to do art-wise!

Writing: (60%) The last character storyboard is being written now. I might review the whole writing later, to check for plotholes, or add some more scenes (I'm used to make big games now!).

Coding: (50%):I plan to reuse Always Remember Me framework for this game, with some small changes, since will also be a mystery game I want to put some kind of diary in the game. Also want to simulate a sort of computer with college intranet :) So because of those new features, probably need at least 1 month to code everything.

Roommates

Art: (70%) all characters are done (might add a few more though). The backgrounds are missing, but the ending CGs scenes (8 in total plus some variations/close ups !) are almost finished (saw the sketches already and artist is finishing them right now).

Writing: (5%) Sadly, previous writer disappeared, so I need to look for a replacement. I also need to plan the gameplay better and do the storyboard, but for this kind of game (set in US college) I definitely need to find someone who knows well that kind of reality so can help me with storyboard beside writing scenes!

Coding: (5%): I haven't done much. I am planning to use a mix between Flower Shop scheduler and Always Remember Me various places to visit. Still need to do lot of design though, including the player stats. I'd say around 2 months of work.

Queen Of Thieves

Art: (80%) is missing the final kissing scenes, but artist disappeared since 1st February, and I'm not sure if he can continue working on the game. In any case, there's not much hurry since I need to design the gameplay, interface, and so on. And worse case I can hire someone since are only the kissing scenes missing.

Writing: (50%) This game is a bit different, meaning that there's more gameplay than other life/dating sim, and less texts. About half of the romances are finished though.

Coding: (5%): As I said, this game will have more gameplay than all the others, but I need to think how to implement it. It might include: 2d turn-based tilemap, short RPG battles, shop simulation... so there's still a long way to go. I think minimum 3 months of work!

Planet Stronghold: Warzone

Art: (50%) all the romance CGs are done, but misses all backgrounds, the wargame tilemap, many enemy sprites, so still long way to go.

Writing: (5%) I only wrote the beginning, and while I have the general plot in my mind have yet to write a storyboard for it. Since is a RPG, will take LOONG time to write it, but Aleema already said wants to work on this one :) Still, probably won't be able to work on it before next summer!

Coding: (90%): Even if it's a RPG, since I'm going to reuse most of the first game RPG framework, coding is quite advanced. I need to code the "wargame" map, but that's it (since I already did some coding for it last year).

Undead Lily

Art: (80%) it's missing some backgrounds, but depending how the battles will take place might add some more sprites, and perhaps some more backgrounds.

Writing: (25%) Several characters scenes are finished, but I paused it because need to rethink how to program the main gameplay, so might have to rework what has been already written to simplify it, or change it somehow.

Coding: (10%): Not much done, and while it will be a simpler RPG than Loren or Planet Stronghold, I decided to pause the development for now. Will resume working on it next year!

 

I tried to put them in order of a possible release: however, there's no guarantee about the release order, with the exception of Heileen 3 that will almost surely be out this summer! :)

Friday, January 6, 2012

2012 Time to relax!

Img_1494
In the picture above my cat Gilda sitting over a "hot water bottle" (hope to have found the right word!).

Yes because at the start of the year, for the first time in the last four years, I got the flu and high fever! So I had to momentarily pause my work. At the moment of writing this post I still don't feel really well, but at least it's an excuse for typos/grammar mistakes ;)

I think this was a sort of warning. In 2011 I worked like NEVER before, but since I'm human, in 2012 I plan to take things more relaxed. Don't worry this doesn't mean I won't release any games or slow down incredibly! But thank to the effort of the previous years, I'll be able to release new games reusing good part (or almost all) of the code I've already written, speeding up the process.

This is a commonly used tecnique, even in the top AAA games. Making a new game from scratch is one thing, but doing one with already a solid code base, even if of course needs to be changed, expanded, redesigned, is much faster, believe me!

Loren The Amazon Princess uses a new RPG Framework, but luckily the big part of it was written in past year by Michael (also known as "Anima" in some forums). There's really not much work left, and what I have tested so far seems to work very well apart some inevitable minor bugs. I spent most of this week redoing several times the battle screen layout.

Finalgui
In the image above, an almost final GUI layout. But as the user "Foxfeeder" rightly pointed in my forums, it's a pity to use those small portraits, when I have such well done waist-up images of all party members and enemies! So I'm going to tweak/change it again next week as soon as I can resume working.

Planet Stronghold: Warzone will obviously reuse the first game code, but with some improvements that will have a big impact on gameplay, like area of effect Psionic Powers. Even in this case luckily, I did most of the update last year, so there's "only" the story to write and the item/enemies. Still quite a lot of work, but should be done before the year ends (don't want to say this Summer even if I hope to)!

Joshuaromance
As promised, above you see a "sneak peek" of Joshua possible romances. What do you think? I believe the sequel will satisfy everyone and every tastes ;)

Nicole, (the Mystery/Otome game), Amber's Magic Shop and Roommates (set in college with all romance options available) will use Always Remember Me interface with some changes, so that each game will feel somehow unique. In Nicole I plan to put some clue system, in Amber there will be a potion brewing simulation, and in Roommates you'll be able to take different jobs based on some of your statistics.

Heileen 3: New Horizons will use a scheduler similar to Flower Shop games. There won't be any farming simulation, but other mechanics. Some coding will be required, but at it's core is a Visual Novel, since the first two games were "pure" Visual Novels I didn't want to transform it into something too complex. There will still be stats, relationship system and other things though :)

Sebastian
In the image above you see Sebastian, the "new entry" and 4th male dateable character of the game. The artist Rebecca will be working during January-April of this year on the art for the game, I saw the preview of the romance CG for John - Heileen and is very interesting ;)

The "New" Games

If you follow me and knows all the various games I'm working on, you might have noticed that from the list above is missing both Undead Lily and Queen Of Thieves. That is because they are the games which will require more brainstorming, coding, and testing, since will use very different gameplay mechanics:

The Queen Of Thieves will use in part a map/life sim, but also several new gameplay methods. I have already in mind some interesting ideas for it, but I think will either find a coder for it, or if I need to code it myself will take some time... :)

Undead Lily is almost finished art-wise. It's missing only a few backgrounds but all the character art is done. However, I have an idea on how to make it, but I am almost certain that it cannot be done with Ren'Py (maybe using some black magic with the Sprites class... but I don't know how!). So I might even do this game with Flash or some other language. I had started making it already but I paused it, since I want to make the game the best I can.

Friday, December 9, 2011

Winter In Fairbrook is finally released! And fan art contest!

Img_0177
In the picture above,my cat Gilda in the snow. It's a picture of last year, since there's still no snow here!

As you probably know if you follow me on Twitter / Facebook, or are subscribed to my newsletter, the final version of Winter In Fairbrook is out, just in time for Christmas!

If you haven't played the first title yet, you can now get both for 15% off. For more info check the Flower Shop series page.

I also need to update the first title to online activation and new Ren'Py, and probably make it easier too since is much harder compared to Winter In Fairbrook.

Meanwhile, the other games in production are making good progress:

Loren Amazon Princess RPG

The plot is still being written, but I'm happy to say that counting the expansion, it will be the longest game I've ever made, even longer than Planet Stronghold. Also there are a lot of romance options, for all tastes. The only thing that concerns me right now is the battle system. I have asked the coder to make a 8 vs 8 battle. However, I'm thinking that might be too hard/confusing or simply the battles could last too long, so following the coder's suggestion I might drop the number to 6 vs 6 maximum, which should already offer a good variety in the battles.

In practice I'm wondering if the battle isn't too much "for the hardcore RPG fans" than the occasional RPG players. I have to say though that even Planet Stronghold was supposed to be a light-RPG, a visual novel with RPG elements but then quickly evolved into a full JRPG and people seemed to like it.

I guess the moment of truth will be when I'll publicly release the Alpha Version, with some battle examples, so I'll be able to get feedback on it and see people's reactions.

The Queen Of Thieves

I got more art finished, below you see Arianna, also know as The Queen Of Thieves! Yes she is the mother of the three sisters Joanne, Kira and Thalia, the main characters of the game.

Arianna

Artist is working on the various kiss scenes for the romance subplots, and then will do the introduction which will be in the form of short comic. I have yet to code all the gameplay but I think I have some good ideas for it, and I'm eager to start prototyping something to see if they're good or not! :)

Draw fan art and win a free game! Facebook contest

I've setup a new contest in my Facebook page. I'm giving away three coupons to get a free game to the top 3 entries. What you need to do? Draw fan art of any characters from my games (including Winter Wolves and Tycoon Games) and submit it to the contest application on Facebook.

There's a voting system, so the three most popular fan art images will win a free game coupon! The contest will end the 25th December 2011, unless the amount of entries is too low (for example below 10) in that case I'll extend the deadline by some more weeks.

Friday, December 2, 2011

2012 will be the year of Fantasy

Dsc01159
In the photo above, a portrait of my cat Batman.

While the beta testing of Winter In Fairbrook continues (we're only missing some typos to correct and then everything will be ready for the official release), I am now working mostly on Loren RPG and Queen Of Thieves.

Why 2012 is the year of Fantasy?

It will be because very likely I'll release Loren RPG, Queen Of Thieves, and hopefully also Amber's Magic Shop, though this is the less advanced game for now. Let's see the progress status of each game.

Loren The Amazon Princess

Loren RPG is starting to get into the final stage. Which means at least 2-3 more months, depending how long takes to finish the texts and images. It's definitely going to be my biggest game ever, on every aspect: amount of writing and plot complexity, amount of art (both on interface, character and backgrounds) and amonut of gameplay/rules/game system.

I really hope will be worth it! But anyway, this is a game I always wanted to make, and I'm very pleased by how is coming out, so I think in the end it will be worth it in any case.

Below you see some screenshots of the current GUI design. The equipment screen, where you can equip your character, and the "post battle" screen mockup, which will show some statistics about the battle and how many experience points each character made.

My current goal is to have a playable Alpha out before the end of the month, and it's not going to be easy, even if the battle engine is completely coded, still need testing/tweaking. In particular, so far I didn't test with much equipment at all, and I didn't define any enemy. Enemies can have skillsets like the playable characters, but aren't restricted by the class, so there can be lots of interesting combinations to make, but also to test, to make sure there aren't invincible enemies!

Another big part of the game that is still missing is the map system, which I wanted to make slightly different from Planet Stronghold one. You can travel from place to place, but I want to make random encounters. However, in the easy/normal mode, you'll be able to skip/run from the random encounters. I don't want to force the player to fight the random battles at easy levels, but on the other hand they might be useful to raise your characters power in case you're stuck with some main plot related battle.

The Queen Of Thieves

I really can't believe that I started this game in December 2010 and still haven't all the art finished, though is really not missing much to be art-complete. Below you see two tests I made for the game interface.

I thought it would be interesting to display the speaking characters on the side of the dialog, and alternate them on the left/right side. I am also thinking to add basic eye blink and mouth animation.

Gameplay wise I'm still thinking about how to make it, but I think will have some sort of 2d map, so will be a sort of mix between a strategy and a RPG game. About the story, each one of the girls can have a romance relationship with 2 of the 3 boys. Which means there are 6 romance subplots in total. So far, two have been finished, so we're at about 1/3 of the writing.

Amber's Magic Shop

As I said this is the less advanced game, also because the artist I had picked for it quit without saying a word. Luckily, there are many other more reliable artists around that are eager to work for me :)

The writing is still at the beginning, but I had time to think / plan the gameplay and story better, and I really like how is coming out. The game will feature two ages: teenager and adult age. In the teenager stage, your decision will change not only the starting relationship at the adult age, but also some important gameplay elements. I haven't implemented anything yet so that's just an idea for now, but I really like it and I think will work well, adding much more replayability to the game.

 

Friday, October 21, 2011

Queen of Thieves customers

Imgp8872

In the image above, my cat Leon seems almost in a meditation pose :)

So, who will be the customers of the game Queen Of Thieves? Take a look below:

Yes, I was talking about the in-game customers! For those unfamiliar with the game (which is still work-in-progress) it will feature a shop simulation similar to the popular Recettear game. But one thing that annoyed me a bit of that game was the fact that there were only 3-4 different customer appearances :) So in my game I asked the artist to draw a sort of doll-dressing game, and as you can see, the combinations can be a lot.

The main variations are by body shape (normal, fat, old) and by social status (poor, middle clas, noble, guards, priest, wizard). And of course there are several minor variations based on face shape, hair and beard color/shape and hats.

Beside the example above, there will also be female customers of course!

The writing is being done right now and art-wise there is really not much left to do. The game will be a bit different from my usual ones, even if I haven't yet decided how I'll do the mission part. I would like to use a sort of 2d boardgame view, where you move your characters in a sort of turn-based strategy game.

I am not sure yet if I'll also include RPG battles, even if the temptation is strong, since I have lots of armor/clothing/weapons ready to use, but the playable characters would be max 3 (the three sisters Joanne, Kira and Thalia) so it would be a somewhat simplified RPG.

So in theory it could be an otome life simulation game with strategy and RPG elements :D I don't want to rush things with this one since I have anyway other games in production, so I'd like to experiment a bit with a different gameplay system. Time will tell, as always!

The other games

Meanwhile, all the other games I announced are progressing, and we're waiting for the UI/skills/items art to finish an alpha build of LorenRPG to release it to public to get feedback about the battle system. I think it could be ready next month, so stay tuned.

Promotional sale

Promo sales: this week promo sale is of the game College Romance: Rise Of The Little Brother that is only 4.99 until Sunday (included).

Friday, October 14, 2011

Four new games in progress!

Imgp1975
In the image above, my cat "Micia" back in 2002. She was living with my parents now, and she died last week, at 15 years old. It's kind of sad since she was the first cat I rescued and officially adopted. I want to remember Micia with that funny picture of her in the bath tub :)

Now, speaking about my games, some interesting news:

First of all, I updated both Vera Blanc games, added a new "visual novel mode" (that eliminates the need to solve the minigames) and put on sale until Sunday for 4.99 each. So if you haven't already, check the demos here:

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

Four new projects!

I've started 4 new games. Yes, four! I'm crazy, I know. But as you know I'm now using external writers, so I'm "only" writing the scenes and doing the games storyboard. Obviously I won't release all those games this year, also because I expect some of those writers to quit/disappear halfway, like usually happens...
Of those 4, only one has already some art ready and is the Queen Of Thieves game, which will be a fantasy RPG/lifesim (though I have yet to think about the gameplay in detail).
The other 3 are: "The Hospital" a horror game, "Amber's Magic Shop" another fantasy lifesim/potion making game with both good/bad endings, and "Roommates" a more light themed game with college settings.

All the game titles are temporary names which might change.

The Queen Of Thieves game

Is being rewritten by another person, which hopefully won't disappear from one day to another. I am sorry for previous writer since she was doing a good job, but I can't keep chasing everyone, especially if they don't email for 2 months ^_^;

I want to push this game hard since as I said is the one where I have most of the art done (still need to be finished though) and it could be one of my next games to be released, alongside with Loren and Planet Stronghold: Warzone.

Amber's Magic Shop game

As you have noticed, recently I released mostly light-themed games and all of them had happy endings. While I like them of course, I also like games that offers sad/bad endings. Sometimes, a bittersweet ending or even a sad ending can be more rewarding (story-wise) than the more "classic" happy endings.

So in the fantasy life/potion sim game I'm writing right now, I'll have bad endings, since the overall game setting is dark fantasy. I wanted to try with one game to see how the public would react, since honestly I'm a bit tired of writing only happy ending games! Besides, there will be happy ending even in this game, alongside with the sad ones.

The Hospital game

This is a kind of an experiment, I admit it. I have absolutely no clue how a horror VN game can sell. It will be probably shorter (and so cheaper) than my other games, and still have some romance options as well, but obviously quite different from my other light-themed games. The game starts and you wake up in a hospital bed, with no memories of who your are...

(I know, not the most original start, but the rest of the story I think it will be!)

The Roommates game

I got lots of feedback from people who wanted a game with college/light setting. I am designing one right now, which will include both male and female main character. So you'll be able to play it as GxB, GxG or BxG, BxB. In practice, all relationship tastes included!

 

Loren RPG framework status

We made lots of progresses this month so far. Right now, we're waiting for some new icons/UI for the equipment screen and then we'll be able to post a public alpha preview, which will be very useful to find some possible nasty hidden bugs. I tested the battle a lot, but I only recently added many new items, and I also want to start creating some new enemies, so is likely that some bugs could pop-up.

Equipment
In the image above you can see the equipment screen mockup, which obviously is not final but just a work-in-progress.

Obviously my other games like Heileen 3 and Planet Stronghold: Warzone are progressing as well, with the former getting lots of the 100-scenes done, and the latter almost all the romance CGs finished.

Friday, July 29, 2011

Winter is coming next week!

At least the pre-orders! No I didn't went insane because of excessive work (even if it's not a remote possibility after all!). I'm talking obviously about The Flower Shop: Winter In Fairbrook, which we're currently testing and polishing. I know in the past I posted the game will be out soon, but this time is really soon. Before starting with pre-orders there are only minor things to do, like adding sprites and some backgrounds but all the assets are ready. So we only need a bit more time to put everything in the right place and test it so that every ending can be reached.

As always, follow my twitter / blog / facebook / google plus for the early announcements! For those who yet haven't played the first game, during this weekend we're running an amazing promotion: the first title, Flower Shop: Summer In Fairbrook will be available for only $9.99 ! Spread the word and if you haven't already, buy the game and play it to get introduced to Fairbrook and its people!

Other news...

Queen of Thieves art is also progressing really well, below you can see Kira, the Warrior. Again, there will be lots of possible character customization available in the final game.

Kira

Planet Stonghold: Warzone won't be "an expansion" anymore but a real full-length stand-alone title. I worked already on improving the Psionic Powers by adding Area Of Effect (hits two targets) and mass target (hits all targets). This both for the offensive and defensive Psionics, which means now you can do a "group Heal" to your party or also a "group Harm" to the enemies. Just beware that the enemies won't like this sort of thing and they'll aggro against your poor Psionic very quickly ;)

Multipledisrupt

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, March 25, 2011

Downloadables are dead, long live downloadables

Img_0976

In the picture above, Otello happily posing in middle of the flowers. I love spring :)

As you could guess from the title, this is a rant-post. I've heard so many discussions recently about the dying downloadables, how online games is the future, and so on. It's a very complex discussion, so I'm not going into every detail (also because I want to talk about my games) however I feel the need to say a few things:

  • "dead markets" doesn't mean that you cannot make any profit in them. It only means that the main hype moved elsewhere. Also, since there's less hype, means that there's also less competition. I believe that as indie, having less competition is much more important than having a bigger potential target market.
  • speaking for my games, in general story-based games works best as single player. I've never played a multiplayer game that also was immersive or told me a good story, simply because storytelling requires only one viewer/spectator. If you give other people the possibility to influence a plot or ruin the mood, don't worry, they'll absolutely do it (anyone who played a MMORPG surely has met people that would destroy the fantasy setting atmosphere in a second with some typical US-slang words :D)
  • remember that very big portals are still using the downloadables model. Big Fish Games in the casual world, Steam, D2D, Gamersgate, Impulse and others for the more "hardcore/niche" games. They're not going to disappear overnight, and I believe not even in 5-10 years
  • also as indie, we're different from big publishers and most of the discussions don't apply. Look at Spiderweb games. Old-school RPG are dead, right? since about 1990. He is not doing well indeed. He is doing extremely well! As indie (especially if you work alone or in a small team) you don't necessarily need to sell a $1 game to 100,000 people in a week, but you can have better luck trying to sell a $20 game to "only" 10000 in several years. That makes quite a difference!

That said, of course online games/web games can be profitable! I never said the opposite. Only that they require a completely different subset of skills vs the traditional downloadables, and also on marketing. I am currently doing research to make some online games as well, but it's a big step for me. Most of the successful online games are run by a team, with a few exceptions, and don't want to committ myself to something "too big" yet. I could do some experiments though.

For example, an idea I recently had was to add an online mode to Planet Stronghold. You would play online battles (not PvP though, at least initially) and as you win you would get experience, money to spend on better equipment or buying skills, and so on. It would be completely separated from the main game, so that I was even thinking to sell it as stand alone game or maybe use the free-to-play model. However I'm not sure if there's enough interest to justify the time I'd have to spend to do this (especially coding the server part), even if it wouldn't be a completely new game since I would be able to reuse good part of the normal offline game system.

In general I think that while visual novel, dating sims, and other similar games gain zero benefits from being online, other kind of games like RPG, simulation, strategy games can become more interesting with new online features.

Speaking of dating / life sim, I've made more progresses on Remember Me this week, and some events are really cool like the one below:

Secretadmirer

Who is this mysterious secret admirer? you'll have to play the game to find out, even if honestly is not that difficult!

I've also got some important news about the other games in development. Flower Shop: Winter In Fairbrook is getting close to the release! I don't have yet an exact date, but should be before next June, so not much left to wait. I'm currently writing (with help of external writers) and getting the art done for the simulation/RPG game Queen Of Thieves and the comic-RPG game Loren: Amazon Princess. My sports simulation game Universal Boxing Manager 2 is also going on well, even if right now there's not enough to make a video, since the coder is mostly doing stuff that appears behind the scenes (statistics, AI, gameplay, and so on).

My planned release schedule (which surely will be messed up completely) would be:

  1. Mid/End-April - Remember Me
  2. End of May/June - Flower Shop: Winter In Fairbrook
  3. July/August - Loren The Amazon Princess
  4. September/October - Queen of Thieves
  5. November/December - either the superheroes game or maybe UBM2