Showing posts with label visual novels. Show all posts
Showing posts with label visual novels. Show all posts

Friday, November 16, 2012

Bionic Heart 2 and moving past visual novels

Right now I'm finishing Heileen 3, but I'm also working on two sci-fi games: Bionic Heart 2 and Planet Stronghold 2. As the title suggests, both are sequels. Bionic Heart was one of my first visual novel, and if I compare the artwork and the writing of that first title with the new one, the difference is immediately noticeable:

Bh2mars

One of the first scenes of Bionic Heart 2, the shuttle to Mars

I am not hiding that the first game was a very controversial game. Was one of the first western visual novels to get some attention in many japanese sites (probably the combo of the sexy android + romance did it) but also one of my worst selling games ever (beaten only by Vera Blanc!).

So why I made this sequel you might ask? Well first of all, I am indie because I have a passion for games. Even if I need to make money to live, I still have room to make some "game experiments" from time to time. Bionic Heart 2 will be one of them.

Second, because I never knew if the insuccess of the first game was because of the sci-fi theme, which typically appeals men more, or because of the game quality that, overall, wasn't really good.

Apart for some "social boss fights" that are some kind of mini games to be fight picking sentences in the right order, the game plays like a regular visual novel, albeit with multiple point of views. I can say already that unless the game does pretty well, it will be my last visual novel ever.

And here I get to my title. I'm definitely moving past visual novels, at least in the immediate future (God only knkows what I'll do in 5 years from now!). But don't worry, by that I mean the "pure visual novels", like the first two Heileen games. Dating / life sims like Always Remember Me or Spirited Heart are another thing.

Why I made that decision? Because I want to focus more on the gameplay, play mechanics, to reach a broader audience. I always liked to design gameplay, life simulations, and RPGs. While for RPGs I said I won't release more than one a year, for dating/life sims I plan to do them more often.

Also who knows, maybe I could try my hand in future in making a classic adventure game, either first or third person view. Or do something different, but still story-based.

This of course, unless Bionic Heart 2 does really well. It should be out at the beginning of the 2013 so I'll find that out pretty soon :)

Friday, February 24, 2012

The light at the end of the tunnel

Dsc01594

In the picture above, Othello looking at the new arrival, our dog Skipper.

I'm starting to see the light at the end of the Loren Amazon Princess tunnel :) If you follow me you know that last week I made public a sort of sneak peek, to see what people think. So far the response was very positive. People like the art, the story/writing, and beside a few bugs (all my fault though!) even the gameplay.

After the public preview, I made a big spreadsheet document with all the bugs and suggestions. I spent the following 2 days fixing them and evaluating the suggestions, and today finally I started to get back into the "content creation" phase.

Yes, because even if the plot is done until chapter4, as I play the game I'm adding the fights, creating new enemies, and also adding some extra movement steps on the map to make the game seem less linear (even if in reality it is, but nobody complained so far!).

The goal is to have the plot fully scripted by mid-March, and Aleema (my writer) said it would be possible, and I self-imposed myself the deadline of end of March for the almost-final release. It won't be easy, but I'll try to make it!

The next appointment with Loren is 1st March when I'll start pre-orders and release a new improved demo.

And the other games...?

I know that not everyone who follows me is a RPG fan, and they might be wondering what happened to the various games I have announced!

Well, to be honest I underestimated the amount of work that was needed to make a huge game like Loren. So while I am still waiting for the artwork and the writing for most other games, I was so busy that wasn't able to use my traditional "motivational techniques" to encourage my collaborators. In other words, the famous "spanking lazy collaborators"! :D

So the progress speed for my other games has been slower than usual, but until I finish Loren I don't think will have time to follow/encourage them.

Also, this week I decided to move the main Winterwolves site into a cloud server, so this added some extra delays (those kind of things are always problematic!). But better do that before Loren is released, just in case somehow it becomes a popular game!

Anyway, just to reassure that the other projects are still going forward, here's a sneak peek of Heileen 3 male romances:

Heileenmaleromances
From top-left to bottom-right: Heileen with Sebastian on the shore at night, Heileen with Jonathan in an artist atelier, Heileen with Morgan on the ship bridge, and Heileen and John... in bed! :)

Heileen 3 is still missing some art, and the whole Marie subplot, but I'd say that is 80% complete (of course, I still need to put everything together and test it).

And below is Jeff, one of the four pursuable characters of the mystery/otome game "Nicole":

Jeff
I am at good point in this game too, story and art is about halfway finished, even if being a sort of mystery/detective game I'll have to review everything to make sure that there aren't spoilers early in the game or plot holes.

That's it for this week, see you next Friday!

Friday, February 10, 2012

Frozen development!

Img_1517
In the image above, the view from my office window!!!

The title is a joke but explains well my current situation. I'm working on several games, mainly Loren RPG, and every 2-3 hours I go outside with temperatures ranging from -4°C to 10°C (even during the day) to shovel an incredible amount of snow!

It has been snowing since the first days of February, and this situation HAS slowed down considerably my development, since beside the time spent shoveling, when I get back to work I'm exhausted :D

Anyway, I got almost all the items artwork for Loren, and hopefully by next weekend I'll have it all. Code-wise we added some more features, like the possibility to randomize a bit each vendor. So the items on sale will change through the course of the story, based on your progresses and the current equipment you have.

Also, each vendor has a specific "lore": the human town of Grimoire is specialized in heavy blade and armors, while in the capitol of the Elves, Grandtree, you can find many excellent bows and magic items.

Not only RPGs!

But progresses are being made also in other games, in particular Heileen 3 and Amber's Magic Shop. For Heileen 3, I got a bunch of sketches for all the ending images, and I can assure you that some are VERY interesting...! The writing is also at a good stage, the writer reached the 60th scene, so more than half is finished!

Now admire an image of Morgan in a more casual outfit. What do you think, girls? ;)

Morgansexy

I must also say that even if the writer isn't a native English speaker (so had to ask a friend to proofread the script) her writing is really very funny, and perfect for Heileen 3 mood. I laughed lots of times reading some of the scenes she wrote, in particular those with Juliet and John :)

For Amber instead I got already the lineart of many of the characters. As I said, I was lucky to be able to hire Loren's artist again, and the results are great. They're still uncolored, so for now will just post an image of Vin, the witch and adoptive mother of Amber:

Vin
I really like her "floreal dress" :) but even the other characters are all quite cute. Once I have the finished colored images will post more previews!

Friday, September 23, 2011

Fantasy or reality?

Dsc01300
In the image above, my dog Artù (italian name for Arthur) watching my dwarf rabbit Cleo in the garden.

As those who follows me on twitter might know, I'm currently writing the scenes for Heileen 3. Initially I did a lot of research, since it's based on the pirates of the Caribbean, however I quickly realized that trying to keep it historically accurate was too much pain. And not just that, but it would have also been less fun to play for the users! So, I am just going to use that as "setting/background" but everything will be pure fantasy (for example Morgan the pirate was definitely not a kind man, and cats don't talk!!).

There's a reason why I (and I suspect many other writers) prefer to write fantasy stories. Be it classic swords & sorcery, or science-fiction, with a fantasy world as long as you plan it out beforehand, there aren't problem of inaccuracies, mistakes, wrong dates, and so on. Let me tell you, it's really MUCH MUCH easier! :)

However, I also like stories with a historical background setting, and a simple solution is to mix the fantasy with reality. In Always Remember Me, the story is set in a "unnamed warm town", like could be San Francisco, but there's no reference at all to real names or real events. In Flower Shop all the story takes place on "Fairbrook", a fantasy town somewhere in California, and so on.

There was a game I wanted to release by Halloween, but of course I won't make it in time (I didn't even start it!), which is a horror/mystery/otome game but will take place mostly in a hospital. The town could be any town in USA, and the equipment is modern, but ... there will be definitely some fantasy elements! ;)

And now a quick summary of the work-in-progress... progresses!

Heileen 3: New Horizons

That's what I'm mainly working on right now, even if the game will be out next year because the artist Rebecca can only work starting from January (except a few days in November but surely won't be enough to finish all the art!).

However, I like how the story is coming out so far, the gameplay system seems fun too (similar to Spirited Heart but with some changes) and we're also planning to have some mini-animations for each of the 14 activities! Though this mainly depends how long will take to draw the 14 different job endings, and the  6 romance endings CG (4 heterosex and 2 homosex).

Planet Stronghold: Warzone

Artist resumed working after a summer break, and currently has finished 2 romance CG scenes out of 8! There's a new team member called Milo, and a new NPC called Lakadema which is an alien with incredible powers but also very shy and fragile. You can see the images below (Lakadema image is not yet final):

As always I don't have any estimate, but considering I haven't finished writing any scene yet, for sure the game won't be out this year. Yes, RPGs take A LOT of time to make!

Loren The Amazon Princess

The plot writing is going forward steadly, we're at beginning of chapter3, and the game consist of four chapter so the end is on sight. Of course, I'm only talking about the end of the main plot, there is still the expansion to write (which I think will be around 1/3 of the main game length).

The battle system is at good point too but still need more accurate testing and probably also balancing. And all the enemies needs still to be created (have the art, but didn't plan their skills yet).

Below you can see the commander of the Amazon army Breza and the infamous witch hunter Raven (available only in the expansion).

That's all for this week!

Friday, September 16, 2011

Three years ago...

Dsc01228

In the image above, my cat Otello looks broken! (in reality he's just sleeping peacefully)

Three years have passed since I released my first manga game, the dating sim Summer Session, made in collaboration with Hanako Games. It was July 2008, and was my first attempt in the world of visual novel/dating sims. Shortly after I started looking with extreme interest to Ren'Py, the library/tool that was used to make that game. I remember had never heard about it, the documentation was scarce, and had so many questions/doubts despite being a C/C++ coder! Questions that could be answered only by asking directly on the official forums.

After the initial "shock" though, I was quickly converted into a fan, the possibility to code in python, which was a breeze to work with compared to C, and the instant delivery on three platforms were awesome features!

Summer Session indeed was also the first of my games to fully support Linux, the first of a long series (in practice, all my next games used Ren'Py so they all support Linux!).

Around September 2008, I was also writing the last chapters for a small, ambitious attempt at making my first visual novel ever, Heileen. I always loved to write and the game was overall well received, but soon enough I found out that writing in a foreign language was something really hard for me, so for the next games I started using editors/proofreaders, until the most recent ones, where I hire writers to write the game texts for me based on my storyboard/scene descriptions (which is without any doubts the best solution!).

And here I am, three years later, still writing about Heileen, in the third installment (and very likely last) of the series. Same character, same setting, same artist: even if Rebecca told me that won't be able to work fulltime on it until January, so this means that sadly Heileen 3 will be out only next year (I hoped to release it around October to celebrate the third anniversary...).

As some of you might know, the kind of games I was making before was quite different. Sport simulations, tycoon games, wargames. However, I always loved to write and tell stories, so when I saw the opportunity I didn't think twice. Being paid to tell stories? There's hardly a better job for me! :D

Recently I tried going back to an old interest of mine - RPG or roleplaying games - and I think the first one, Planet Stronghold, was a good result. But I'm not satisfied, and even if those games are really hard to make, I want to try and make even better ones!

I sell mostly directly, and my products are a niche: I might not become famous, I might never get on Steam or any other big portal, but slowly but steadly I'm building a following of people that keeps my morale up, gives precious suggestions on gameplay, art, design and motivates me to wake up early every day to work on my games.

So, if those three years were simply amazing it's only because of you who are reading this post, you who played one of my games, you who decided to support my efforts financially. So to you, I say a big THANK YOU! :) And stay tuned, I still have many more stories to tell!

Friday, September 9, 2011

One RPG a year keeps the doctor away

Imgp8481

In the photo above my cat Grillo sleeping deeply with a stuffed toy near him :)

Now you might wonder why I picked that title for my post? As you know I've always worked on many games at once, as a way to keep up with the occasional disappearances of artists. However, while this method is working well for my visual novel, dating sim and life simulation games, for RPGs is a different story. I've noticed that is very hard to keep focused on doing more than one RPG at once (lol, not a surprise!) so I've decided that, to avoid releasing poor/mediocre games, I won't be working on more than one RPG a year!

This doesn't include expansions or even sequels like Planet Stronghold: Warzone. When/if I can re-use most of the gameplay and rules of a previous RPG, then I believe that is possible to make even two a year, but if I have to create a new RPG from scratch... that's not possible!

I am not talking only about the coding. The coding is a tough part of RPGs, that's for sure, but what makes really hard to release a good one is the amount of content needed. I dare to say (and I'm sure most game developers will agree with me) that a RPG is the kind of game that requires more work of all the game genres. You need a story. You need several quests, which are basically subplots, and they need to fit in the main story and not be just stupid "kill 10 rats" quests (having some of them are OK, but not all quests should be like that). There's need of art, lots of art. Since I do mainly 2d games, every enemy is a sprite. How many enemies a RPG have? Planet Stronghold has 40, though some re-use the basic shape changing color/weapons. Loren RPG, my upcoming fantasy RPG will have 40-50 enemies as well, but they will be all different ones! So that's already a lot of work just for the art.

And last but not least, testing. Unless the RPG you're making is very linear and has "casual gameplay" (very simple rules), the testing will be a major pain ! :) You have to take into account every possible variable and combination, and often if you don't ,you end up with very mysterious bugs and unhappy customers (though I have to say that my RPG buyers were much more supportive than those of other games genres!).

So, what does this means in practice? that while I'll keep artists working on Undead Lily's artwork, I will release Loren RPG first, and Undead Lily next year. This way, I'll be able to release two quality products. Loren RPG is at good point - even if I keep adding "just one more enemy" since a month, the plot writing is going steadly and the battle system coding is almost finished. As I announced in my forums, once the RPG framework reaches a decent state I plan to release a small alpha to get user feedback and do some testing.

As for Planet Stronghold: Warzone, the artist said that after this last convention, she will work fulltime on it. There's need of quite some art, new enemies, a new playable character to replace the old Bellamy, and more CGs scenes for the romances. I don't have any planned release date, my idea is to keep this game going on parallel with the others and see when is finished. As I said, since I can reuse a good part of the previous Planet Stronghold code/rules/system, this game will be easier/quicker to produce than Loren RPG or Undead Lily.

So the plan is to try finishing Loren RPG by end of this year (no guarantees) and Undead Lily for summer next year, while Planet Stronghold: Warzone might really be finished anytime between the two. Obviously, I'll keep releasing visual novel and dating/life sim in the meanwhile, like I did this year.

Friday, August 19, 2011

there WILL be a Heileen 3

Imgp8203

In the picture above, my black cat. It was the first one of my pets to be included in a game of mine. He is "Black" the cat in Heileen 1-2. We call him Batman, but for obvious copyright reasons I couldn't use that name in Heileen games! :D

Incredible how time flies. It was October 2010 when I made a blog post where I was thinking about doing a third (and very likely last) episode of my Heileen series. And now, almost one year later, I've decided to make it for real. Last year I was dubious because the main artist of the game (and of all my early visual novels / dating sims) Rebecca Gunter, is now working fulltime as webcomic author (it has always been her dream) and last time we spoke she said that unfortunately she doesn't have a minute of free time, since she is busy working on THREE webcomics at once (she reminds me of a certain indie author who has several running projects...lol).

So I started asking around, since in theory I have all the sprites needed to make the story, what I'm missing are the ending scenes. However, talking with other indies and customers, everyone agreed that is enough that the style is similar and the CG scenes should be fine. CG scenes are the one displayed as the end, as "prize". It occurs to me that none of the Heileen games had ending scenes with custom art, because at those times was just starting and had a much limited budget for each game... but Heileen 3 will have them for sure, since is the last chapter I want to make something very good.

As replacement for the CG scenes I'm going to use Loren RPG artist (who is working right now on the last scenes for that game). As you can see from the image below, the style is very similar and should be fine :)

Hellyeah
Reading again the old post, I had lots of ideas. Obviously I'm not going to do them all, but all I can say is that Heileen 3 won't be a normal visual novel, like the previous ones. I want to add at least a simulation gameplay element, after all at the start of the story we are in a pirate ship, so... plenty of interesting options for Heileen, don't you agree? :)

I would also like to keep the idea of the Good and Evil choices that was present in the second episode, so that you get different endings based on what you do, on how you behave towards other people and which moral/ethical decisions you'll take.

Similarly to my most recent games, I plan to have both straight and homosexual relationships. In previous episodes of Heileen, you couldn't pursue many love interests, but this time I'll try to expand the number. For the straight GxB endings, Marcus and John are the ideal candidates, and for the homo GxG obviously Marie and... surprise :)

Beside improving romance, I want also to do a management section with all the characters present in the story. Each character would have a role on the ship and give you a bonus. The main idea is this: you start your search to find the other missing people, and as you get them, they join you aboard and give you gameplay bonuses. For example "recruiting" Marco will give a bonus to cooking, Jack will increase woodcutting and maybe also will give a hand during struggles... and so on. I want to keep also the quest system present in the first two games and have more variety of quests. It looks almost like a RPG, but in reality I think is more accurate to say it will be a dating sim with island exploration/colonization. Something like that, I have yet to define the details!

For the Visual Novels "purists" don't worry, I will include also a "super mega easy" playing mode, so that basically you'll be able to play it almost as if it was a standard plain visual novel!

Friday, July 22, 2011

Spirited Heart Girl's Love: the demon girls

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

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

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

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

Friday, May 27, 2011

Winter In Fairbrook - Meet Trent

Trent is Susana's "big brother" (in all senses!) and when Natalie first meet him we discover that now he works at the library, helping Marian (one of the dateable characters of the first game) in her duties. Though as Natalie immediately notices, he seems a bit too happy for someone that's working! Right, usually people who work are not in a such good mood... there must be something else! But what? ;) Sorry I think you'll have to play the game to discover it...!

With this video we have almost discovered all of the characters of Winter In Fairbrook. The only one left is the "new entry" (not seen before in the first game) Ryan. Watch this blog next Friday to see who we're talking about. I don't want to reveal too much but his ending scene (maybe because of the setting, or the situation itself) is one of my favourite of the game :)

Friday, May 6, 2011

Visual Novels vs Life Simulation vs Roleplay Games

Img_1305
In the picture above, my cat Othello who found a bizarre spot to relax in my home. He seems caged but in reality he is relaxing in that pose!

As the title says, since I have no relevant news of my various games work-in-progress, today want to make some ramblings about those three game categories: visual novels, life / dating sim and roleplay games, since are the genre of games I made the most in the last 3-4 years (since I discovered Ren'Py in practice). In the end I will assign a percentage to each skill required to make them (is just for fun, remember!).

  • Visual Novels are rather easy, coding-wise. The main focus is the story, without any doubt. By story I mean: the basic setting/idea (which personally I believe is the most important thing), the characters and the style of writing. I put the style of writing as last thing, because even if I think a good writing is important, I think it's not as important as the game idea and characters. You can have a good writing, but if your visual novel uses a very common setting (high-school...) won't be as much interesting as a more uncommon/original setting. An aspect most VN developers ignore though is the visuals/soundtrack. I believe nice visuals will make the gaming experience much more interesting, even if is true that the main focus should be the story. A nice soundtrack, or even better, atmospheric sound effects would help even more to get into the story.
    So in summary: visual novel = 60% story/writing, 25% art, 10% sound/music and 5% coding
  • Life or Dating Simulation are already much more complex. No matter how much branching your visual novel can have, a dating sim will be more painful to code. Take my latest game Always Remember Me: there are lots of gameplay factors to consider. Difficulty balancing can be solved by adding a difficulty setting at start of the game, but making sure that each scene plays in the right order it's not easy as it seems, and making sure there are no easy cheat/way to win by raising a statistic requires lot of time and testing. I grouped life with dating sims because usually are very similar. Almost all dating sim I've seen have much in common with life sim: a calendar, several statistics, several action/location to visit to improve them, character relationships and more. While not as complex as RPG, life sim can still be quite hard to develop, even with a powerful tool like Ren'Py. Writing is important, but in general life sim have much less texts (in some cases even A LOT less) than visual novels. Art and music are always important, but since there is also the gameplay element, they are LESS important than in a visual novel where the user will be staring at the screen reading for most of the time. In life sim the UI/interface is much more important than beautiful animated backgrounds.
    My conclusion is: dating / life sim = 20% story/writing, 20% art, 10% sound/music, 50% coding
  • Roleplaying games are probably one of the most difficult kind of games to code! they have everything life/dating sim have (statistics, relationship, skills, location to visit, actions to perform) but in addition they also have a complex inventory (life sim can have inventory, but easier stuff) and obviously, the combat! I remember when I was younger, I almost ignored the story in RPGs and played them only if they had a well developed combat system. Now I pay more attention to the story but still I believe that MOST of the players care only about combat and exploration, and skip most of the writing. Art is important, but probably is the kind of games where it matters less. If you look at the various RPGmaker games or Spiderweb ones, you can clearly see that having a top quality art is NOT needed to be successful in this field. Is more about the ruleset, the battle/level up system, the skills, the quests, maps and so on. Clearly having ALSO a better art, will help, but is not an essential requirement. Same for story/writing, is enough to see how many successful action RPGs are there!
    I'd say that a good RPG = 5% story/writing, 15% art, 10% sound/music, 70% coding.

Please note that I am talking only about 2d games, so 2d RPG too, since 3d RPG are of a completely different league!

This justifies in part why took me so long to make a RPG game like Planet Stronghold vs the other kind of games. And also why I'm probably going to focus on life/dating sims in future, with some RPG hybrids from time to time. Ideally I'd like to make a life/dating sim every 2-3 months and a good RPG every 6 months (or perhaps more). That's why I put the Loren princess game on hiatus for now, since I wouldn't have been able to do a decent job while doing so many other projects at same time (lazy artists aside! lol).

Cinders visual novel

Screen_cind4

The picture you see is from a upcoming visual novel game from MoaCube, the debut title of a new development team friend of mine. They're new in the visual novel world but they're well known in the casual market, and the art style is quite unique. I've seen it in action and the attention to details is amazing, lots of particle effects going in the background. I cannot comment much on the story because the version I tried was early alpha but as the title says, is going to be based on the Cinders fairy tale.

For more information, check the game official site: http://moacube.com/games/cinders/