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... ;)
This is the last blog post about Winter In Fairbook cast, and I'm pleased to introduce you Ryan, the only male character what wasn't present in the main game. As you can see from this video, he doesn't seem to take himself in much consideration, thinking that talking about his personal life is not an interesting subject. I have the impression that Natalie will have to try her best to get something out of this boy!
Anyway, we discover some information about him: that he studies biology in a college out of state, and he doesn't live in Fairbrook all year round. Since he runs the general store of Fairbrook, and that's where Natalie can buy lots of stuff including flower seeds, I'm sure that our heroine will have many more occasions to talk with him again.
Lastly I have some good news about the game release. Since Sakevisual wants to sell this one at the June conventions in USA, is very likely that a pre-order version will be available before next weekend. Of course, the best way to keep up with the latest news is to follow me on twitter or facebook.
Recently my blog posts were all focused on my upcoming otome game Flower Shop: Winter In Fairbrook. However, people that follows me knows I'm working also on several other projects (I'd dare to say "too many" lol). Most of them are new RPGs, though there are also more dating sim and otome games in the works, but they might be done after the summer.
Loren Amazon Princess
After a moment of hiatus, because had to decide what kind of art style to use, I finally found a new artist and I'm going to use manga art for it too. Though will be more "adult" manga art as you can see from the images below:
This is Loren, the main character of the game (which won't be directly controllable by the player though)
Next two ones are Saren and Elenor, the two playable characters that you can pick at the beginning of the game. Like I already did with Planet Stronghold, the gender you pick at the start of the game will influence which romance options will be available to you during the game.
lastly, this is Dora, a female dwarf scout that will be one of the various characters that will join you during the game story. In total there are 12 playable characters.
There is also a male dwarf in the game though is really not cute as her :D He's the classical muscular, axe wielding angry warrior with long beard.
As I posted before, for indies is really hard to find reliable artists, so you cannot really know when the art for your next game will all be finished. Though I must say that if things keep going at this pace, I could have all art needed for Loren finished before end of June, which means I can start working on it at full pace. No estimate release yet, since also depends which system I'll use for the battles, and the story is only 30% or so done , so there's still much left to do.
Spirited Heart "yuri" expansion
This is one of the other projects I'm working on, with the help of Aleema from Lemmasoft who is writing the yuri scenes. For those unfamiliar with the japanese term, "yuri" means girl love. I'm going to add 6 new dateable female characters to the base game, each one with her own romance subplot and personality/secrets to discover, and is going to cost $9.99. I believe is a small price to pay for the upgrade since there are lots of new characters and some are *really* interesting.
This expansion is very likely to be out in July/August since things are going well with it.
Planet Stronghold "Warzone" expansion
This mainly depends on the artist speed. So far only a few new characters from the original game have been "redrawn" to reflect the fact that in the story the time has advanced of some years. This will be an add-on, featuring new monsters, items, weapons, but also I hope to introduce a few minor gameplay enhancement, like the possibility to have a strategic map and control resources, so that you can build new stuff with it. Adding some strategy element should make the game even more replayable than the original was. Also, there will be two extra romance option, Prince Cliff - Lisa (got sooo many requests for this!) and Shiler - Joshua (this is interesting).
I really cannot know about this, however I believe in June artist should be free of conventions and in theory, I could finish this one by September or so (I hope!).
Undead Lily and The Elemental Avengers
This is also going well - though is a very ambitious game and has lots of animations/character poses (there are already 12 basic character pose with eye/mouth animations and 10 battle poses done). So while I cannot complain about artist speed, it is still going to take a while because is a big game. I really hope to have this done by next Christmas, though I'm not sure, really!
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 :)
Here it is! The first video I want to show you of Flower Shop: Winter In Fairbrook is about Steve, the character who was the protagonist of the first game:
When I first wrote the main plot draft of the first Flower Shop (Summer In Fairbrook) game, Steve was the typical lazy, playboy, irresponsible boy who every girl is mad for, but very few girlfriend would want :) And it's fun to see how it has changed in the sequel. This second game is completely written by Ayu, even the plot, and when she told me how Steve would be different, I thought "that's a nice idea". Natalie (the main character of Winter In Fairbrook) meets him in a funny way, as you can see. From the first dialogues you immediately understand he is another person now: not only he tries to come to Fairbrook as often as he can, but now he really cares about his uncle Sam! Those who played the first game know how much conflictual was their relationship, especially in the beginning.
And while he still has unsolved issues with his father, he is much more responsible and helpful to the others than what it was before. I'm really curious to see how the Steve-Natalie relationship will blossom... ;)
p.s. as you might notice this time I made the usual "Friday post" one day late. I had some serious problems with PC and the only solution was to reinstall Vista. I used to brag that I never had to reinstall Windows in the last 4 years, but seems like yesterday my system had enough and wanted a "clean install". Was a good test for my backup/restore system though, since I didn't lose a single email/file :)
Those who follow my blog/twitter might know that I've been working since beginning of March on a new otome dating / life simulation game called "Remember Me". I am probably going to change the game name when is officially released with "Always Remember Me" just to avoid confusion with a movie that was out last year (not for copyright reasons since are completely different things).
So, today can announce that the game is officially available as pre-order! Some of you might wonder what does it means? It means that the game is complete, but there might be some small bug, or some unbalanced gameplay or other minor text errors. But since I've been getting numerous request to play this game as soon as possible, I decided to open a beta pre-order stage: you pay and can start playing the game immediately, and if you want you can help to improve it by posting feedback/suggestions in the game's own forums which you can find here. Obviously, once you buy you're entitled to lifetime free upgrades, so you'll be able to redownload the final version without bugs.
Also the first 50 pre-orders will benefit of a generous 20% discount simply entering the following coupon code on the order page: BOIO000X9
I plan to have the game on pre-order until the end of the month, when I really should be able to make the official release: considering that the game, while very detailed, is surely not as complex as Planet Stronghold who required almost 1 month and half of playtesting!.
The making of Remember Me
The main game idea was born last summer, while my girlfriend was watching an episode of the TV series "Ghost Whisperer". I don't follow it so I'm not sure if those were main characters or anything, but basically there was a man who lost his memory and forgot who was his girlfriend, and his girlfriend for some reason couldn't force him to remember. I found this situation particularly interesting from the storytelling point of view, so immediately started to brainstorm about a possible otome dating sim plot.
This time I decided to outsource all the games texts (most of it anyway) to external native English speaker so there would be less grammar/texts mistakes, and I think it was a wise decision, since it also allowed me to concentrate more on the gameplay, which is much more advanced than other dating sim I made in the past. In practice, there is a full life simulation game, with several places and several activities to do, which can change based on your current energy/morale levels, on your skills, on specific plot conditions, on week of the day, and more! :D
So one of the key aspect of the game is that the players will have to explore the game world and discover all the secrets, to find the best tactics to win the hearts of the four dateable characters. Of course the "best ending" would be the one that reunites Amy and Aaron, but being a dating sim I have also to allow the player to pursue other boys :) I also think all the boys have distinct personalities, and you'll have lot of fun discovering them in the various scenes where you'll have to pick a choice to influence their relationship.
I must admit I had lot of fun coding this game, thinking about all the possible various activities on each place, and then putting together all the scenes at the right moment/place. If the game will be successful, I have already in mind another story which can use the same gameplay system :)
In the picture above, Lilli sleeping over some straw :)
Spring is my favourite season. The blossoming flowers, the nature that wakes up, warm but not too hot climate (at least, for now) and so on. They say that the season you like most, is the season you're born in. Indeed, next monday will be my birthday...so maybe is true! I have lots of things going on, so this post is going to be made in form of "news". First news is...
Loren to be a manga game too
Yes, after thinking about it a lot, and after seeing that the actual comic author wasn't doing a great job (sigh...) I've decided to use manga art even for this game. I am not sure yet who will do the art but is likely will be the same artist of Undead Lily, so I'll need to finish that game first (since artist still need to do a lot of art for that game).
I realized I was about to make the same mistake I made with Vera Blanc, but at least this time I changed direction in time ;)
I'm also going to change the gameplay, from card-rpg battle to some more real-time stuff and perhaps even isometric battlefield! But right now is too early to talk about it, since the game is officially on hiatus for now.
Remember Me out very soon + new title!
My new life / dating sim will be almost surely out for pre-orders next weekend! I have finished testing the romance arc of Lawrence, so there are only 3 more characters to check. Obiously the pre-order version might contain a few bugs and some unbalanced gameplay, and the texts won't be completely proofread, even if the main story was written by a native English speaker, so there are only minor things that aren't proofread.
Yesterday spent the whole day testing it and I believe is going to be a good game, the "normal" endings are easy enough to get, once you find the right dialog choices (like in my other games) but the special ones are going to be tricky. You'll need to understand which actions raises which stats, and is going to be fun to discover them all (some happens only at specifc day/hour).
A less positive note: I'll have to change the game name, since I just discovered that a movie from 2010 has the same name "Remember Me" :( Couldn't have they waited 1 more year before releasing it?!!? Anyway, I'm open to any suggestion, though I am thinking to simply add a subtitle or use something like "Will you Remember Me?" or something similar. Will suck compared to the original title, but unfortunately have to change it...
Flower Shop: Winter In Fairbrook out... this summer!
Technically might be out even this Spring, since Summer starts the 21st June and if I understood well, Ayu of Sakevisual wants to have the game ready by the first days of June :) You can see a nice gallery of pictures of the game below... this otome game is going to be quite interesting!
So far the word count amounts at around 25,000 words, which is not bad already. There is going to be the usual farming sim, this time with flowers instead, but have yet to discuss about this with Ayu so don't know exactly how it will be done. More detailed information about this game will come in the next weeks!
So... what's the plan again?
The new release schedule is:
Mid-April - Remember Me pre-orders End-April - Remember Me Official Release
End-May or Early June - Flower Shop: Winter In Fairbrook
I'm going to list only the games almost ready from now on, since for the others in production many things can happen that can change completely the schedule. I'm also probably going to find the time to release an add-on for Planet Stronghold sometime before next Summer! Featuring the so-much-requested romance options: Lisa - Prince Cliff and Joshua - Queen Shiler!
In the picture above, Gilda in a very cute and funny pose/expression. She's adorable :)
In this other picture instead you see the "good" superheroes, led by that mysterious undead girl, who is indeed called "Undead Lily" (cool name for a superhero, eh??). If you're put off by the nudity of some characters don't worry, in the game they'll be covered "by default" and you'll have to enable the sexy version in the options!
The game is obviously in a very early stage, meaning that actually there's only a few pictures and a storyboard, and nothing else. With this game I'm going to mix some genres again, this time a real-time RPG battle system (think about Final Fantasy) with a more strategic / simulation part where you have to manage your heroes headquarter, building new weapons, researching new stuff, and so on.
The main gameplay of this title would be something like this (I am still brainstorming, if you have any suggestion feel free to post in my forums!):
you would have to control a team of good and a team of bad superheroes. I think this aspect would be quite fun. In practice the starting plot condition would force the two teams to work together, even if obviously they are opponents.
each team is made by 5 superheroes, associated to one of the following elements: Death, Life, Fire, Air, Water, Earth (the elements will be also key component for a rock-paper-scissor mechanic in the battles)
At a certain point, the teams will split again. Each team will be lead by the Death character, which for the good side is Undead Lily, and for the evil side is "Big Blind".
Except those two fixed characters, you will be able to recruit a team based on your relationship values with each of the remaining heroes. The relationship will start neutral and change during the first phase, using the usual relationship system present my other games. Most of the choices will be mutually exclusive, since you'll be forced to have one of the two heroes for the four remaining elements.
This should guarantee a good replayability since everytime your choices might be different and you might end up with a different team of heroes.
From this point, there will be another good part of the game/story that will see you face the other team and other creatures, and this is also where the strategy part will take place: each team will have a headquarter where they'll be able to research new blueprints, build new weapons/items and train some unique superheroes skills. To do that, you'll need resources that you will gather with the fights - so in practice it will be somehow an equivalent of the crafting you see in the fantasy RPGs.
That is the basic idea I have for the game. Of course, from now until the game gets finished (I believe might be next year!) things could change a lot!
One thing is sure: I'm finding myself a lot "burned" after making Planet Stronghold, so the RPG, and simulation part of this game will be very simple/casual, like Spirited Heart for example. I think (and so far my sales data confirm this) that I make my best games when I don't excessively overcomplicate them. Considering that adding more details/stats/complexity also takes more time in coding and testing, you can see that I'm not really motivated to try making something as complex as Planet Stronghold anytime soon! :)
Yes, every moment of your life can be simulated. Every action you do has consequences, that depends on your stats and skills. If you decide to play an action game, and you don't have enough hand-eye coordination, you'll have less chances of succeeding than someone else who does. If you don't know Enligsh, you'll have a very hard time to play my games. If you don't have internet, you cannot read this :)
Those are just some (silly) examples, but if you look at the Remember Me galery above, you can see that I am trying to simulate almost every aspect of a young lady in the modern times, even when you end the playing day and you go to sleep, it's a simulated event: you can have a good night, you can dreams, you can have nightmares, and so on. I'm particularly satisfied by how the game is coming along and I really hope that the cute artwork won't turn more "hardcore" players away because behind it there's a very complex life simulation, that can be enjoyed by any kind of player, I think.
In the gallery of pictures you can also see the new dialogue layout, which finally replaced my poorly done orange box (typical coder art) that you saw in the first game screenshots!
I'm still working on the game, and I have no estimate release date. However there are several features that are already in place:
- 8 different romance ending + 1 ending alone - every game day is divided into several parts: dawn, morning, noon, afternoon, late afternoon, sunset, evening, night - town map from which you can visit several different locations - each location has several actions available that change based on: time of the day, required actions, plot status, your skills, and more (some of them will be fun to discover) - the usual relationship system between you and the other characters in the game - you can raise your stats doing specific actions in certain locations - a mall where you can buy stuff. Some useless, other really useful for the game (some even required to unlock certain path with some characters)
I've instead given up the idea of doing an ice-cream minigame, because it really doesn't fit much in this kind of strategy/simulation game, and beside it has already been done lot of times, I want to make something more original, so I'd rather add more options/paths than spend my time in doing a sort of time management game.
I'm quite pleased since this game started as a simple dating sim, but it turned into something like my fantasy game Spirited Heart, but set in modern times :)
In the picture above, Gilda sleeping in a "wooden drawer" we had in our previous house. She seems to enjoy it :)
After about 2 months of playtesting, I can officially announce the release of version 1.0 of my sci-fi RPG game Planet Stronghold! It has been a very long journey, from the "classic" early prototypes with programmer art to the final result which features beautiful manga artwork and a very detailed combat system. I started the game at the end of 2009, worked on it until beginning of 2010 then paused it to release the two Vera Blanc games. And then I resumed working on it in September 2010, and I've listened to all the suggestion people made in the course of those last 6 months, implementing lots of features that people requested.
Hopefully this process made Planet Stronghold a better game (I have no doubts about it) and for that I want to send a special thank you to everyone who sent their suggestions, who supported me buying the early alpha versions back in september 2010, when the game was only a few chapter long and still quite rough, and who is supporting me in any way (offering free proofread, telling friends about my site, and so on).
I don't know if the game will be a success or not, but I've enjoyed making it. And most importantly it helped me build a sort of "RPG framework", so that I'll be able to release new RPGs in future at much faster pace! :)
So, for those who don't know yet what I'm talking about, check the official game trailer:
If you like RPGs, stay tuned since I have plans to create several more RPGs in the next months, alongside my other projects (mostly visual novels and dating sims). And now for those who enjoy reading postmortems:
The making of Planet Stronghold
It was the end of 2009 when I thought would have been nice to do a visual novel with some "light" roleplay elements, so I started working on Planet Stronghold.
Initially I had picked another artist, but she was lazy and uncollaborative, so I "fired" her and found a much better one (more reliable and much more skilled). A typical mistake that I always make is to be forgiving with people, but the reality is that if you're running a business, if you're not an amateur anymore, and you need to do things the serious way. You can still be friendly of course, but as soon as you notice people are trying to take advantage of you, don't hesitate to put them back on track, or you'll end up wasting lot of precious time yourself and in the end have to change collaborators anyway!
So, at the end of 2009 - beginning of 2010 I had a very simple system in place. Then I took a break to make the two Vera Blanc games, but I was still working a bit on Planet Stronghold in the "spare time". And then, I started adding features. I had the battles, and I thought "why characters must always use one single weapon? it's unrealistic! and voilà, I added an inventory. Then I thought "if all heroes have same skills, what's make them different?" and again, I added the Skills system. But what is a sci-fi RPG without some fancy replacement for the fantasy RPG magic? And so I added the Psionics skills! :D
As you can see, with such kind of games, if you like to add new features, you can basically go on as much as you want. But unless you're mad you have to stop at one point! And indeed when I was about to implement some sort of movement system, like a tilemap I thought "wait... I need to release this game before 2012", and so I opted for a simpler movement system.
Then I began writing the main plot which, as you probably have noticed if you just played the demo, is VERY LONG. Once again, maybe as first attempt into a new territory (for me) I made a mistake in making such a big game. Perhaps I should have made the game smaller, to test the waters first? Who knows, I know for certain that nobody can complain about this game longevity since I can say without doubt that is the longest (and also most replayable) game I've ever made!
From September through today, I've started working on the game full-time, and I decided to try the "open-alpha" and then later "open-beta" approach. If you're making a complex game, not necessarily a RPG, I strongly recommend doing it. Some people do a closed alpha pre-orders, and that's fine too, but I found out that by making the alpha public I got lot more feedback. Considering I'm a small indie developer, I was surprised by the amount of feedback I got, both in my forums and privately by emails!
Overall I'm very satisfied by the game - since it has already sold well during the alpha/beta stage, so means there's some potential for VN/RPG hybrids. I could have probably done it faster using some different coding tecniques, but now at least for future games I know how to get started quickly. Also, I have to be honest, while coding it the library I choose (Ren'Py) got the biggest update of its whole history, switching from software rendering to accelerated OpenGL, and adding a new screen language format. This was a great thing, but happened right when I was stil coding the game! So I was unsure what to do, and in the end I decided to upgrade, so had to redesign some parts of the game to use the new language.
This delayed the game, even if now plays much faster even on very low-end netbooks. Future RPGs will be done directly in the new system so I won't have those problems anymore.
Lastly, about two weeks ago I decided to try the "Steam Lottery". Some developer friends and I have called it that way, because you never know if you're going to be accepted by them or not, also especially because they have no guidelines, and give no explanation when your game is rejected. Since another manga game with RPG element (Recettear) was recently quite popular on Steam, I thought to try.
Obviously, they rejected it, but this time it wasn't an immediate email, they actually asked for demo and played it! It must mean that is my best game so far, in a way or the other :)