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Filed under: card sweethearts

Friday catblogging - Merry Christmas!

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In the picture above, Mirtillo and Othello sleeping together peacefully. I wonder what they're dreaming ? I want to wish everyone reading this blog/following me Merry Christmas! :) Then, a quick status update about Planet Stronghold 0.8 (since is the game I'm currently working on). In the recent weeks had some eyesight problems, so the programming has been slowed considerably. I really hoped to have it ready by Christmas since would have made a great present... but sometimes, real-life problems get in the way and so I had to post-pone the deadline to end of the year! I'm writing the latest two quest, regarding the Apex Rahn and Arnox races, including two boss fights. I think once you play the game you'll realize why is taking me so long to make... because the game IS long! The part I'm writing now involves all the races, and if you side with the Empire you have to eliminate them, instead if you side with the King/Shiler you will unify them and form one single alliance. So this part is the "core" of the game, the biggest one. If you played the demo, this part is basically 5-6 times longer than it...and you can play from two different sides, so some parts are different! That is also why the final release price will be $24.95 (so you have still one week to get it at the deal price of $9.95!). And now, for some postmortem-retrospective about the year that is about to end: 2010, The Year Of The Tiger I admit I was excited about it (since I am a Wood Tiger in chinese horoscope). Well, my goal for 2010 was to release 5 games, and I was particularly excited about (quoting from my last year post):
And I am producing the art now for a new kind of game style that I hope will be a great success, since I like a lot writing the stories and the storyboards for it. For now I can only say that involves detectives, mystery, and a beautiful blonde girl with a French accent…
I was obviously talking about Vera Blanc, which as you might know, turned out to be a real disappointment in term of sales :D So, in 2010 I released The Flower Shop, Card Sweethearts, Vera Blanc: Full Moon, Vera Blanc: Ghost In The Castle. Not only I didn't release 5 games as I had planned (even if I'm almost done with Planet Stronghold), but most of them didn't sell well at all! So in all honesty, considering also the other real-life problems I had, 2010 was probably my worst year since I was indie. For the first time in 7 years or so, I didn't grow my business. During the summer and autumn, I thought it was something beyond my control, the global crisis, the return of middlemen and so on (since also many other indies had very low sales during that period) but if I think about it carefully, it was my mistake for producing games without doing proper "market research". Vera Blanc got the most positive reviews I had for a game, on famous sites like Gamezebo & Gamertell. And it has some fans that are eagerly waiting a 3rd episode. Still, it would be foolish for me to release another one using the same gameplay system... so even as indie, you can't simply do any game you want to do (unless it's an hobby) but you must also identify the market you want to sell to, and make sure you have the right product. Making a good/original game just isn't enough, if that game has a very small fan-base. Next friday, more cats pictures and my plan for the 2011 which hopefully will be a better year :)

Making of Card Sweethearts

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My latest game, Card Sweethearts, is out. So I thought to make a post about the making of it, including some interesting informations for developers about a hard DRM decision I had to take. As you might imagine taking a look at the screenshot on the right, the game is about poker. In some parts, you can even play strip poker with one of the four women you'll encounter during the game. The game features beautiful manga art from Rebecca Gunter (don't bother contacting her, she is full of work until next year!) and uses a custom version of the Ren'Py card-game engine that the programmer Tom made specifically for this game. The Game The project started a long time ago, so long that I had to look in my emails archive to find out when first I asked Tom if he would like to collaborate with me for this game. It was september 2008! The poker engine took quite some time to make (it's more complex than you might think, especially the Poker AI of the CPU players) so around the summer of 2009 I had a finished alpha version of the poker engine, all the art for the game and a general plot idea in my mind. At those times I had released already some other visual novels/dating sims like Bionic Heart. The problem for me in making those games was (actually it still is) the language: since I wanted this game to be humorous, I had lots of difficulties in writing it in english because isn't my native language. So I hired a person I found on Deviantart to write the game texts. Unexpected Problems Sadly, that person quit in middle of the story in autumn 2009: so I was in a very bad situation, with almost everything ready except the story. Once again, I asked my precious collaborator Ayu Sakata (which at those times was proofreading Heileen 2, and started writing The Flower Shop) if she could finish the story. I really can't blame her for not being too enthusiast about this (even if she never said that, I'm sure she was!), being a poker game with a male protagonist trying to date the girls, and end up playing strip poker with them :) But anyway, she did a great job as always and in April/May we had the final beta version. Now comes the interesting part for developers: the DRM! Why we decided to drop the DRM As you can imagine, such a game would be very popular among the warez sites (manga, strip poker, etc) much more than my other regular games. Tom even came up with a neat online activation system, that was using a private/public key (similar to what OpenPGP does for emails) so that the product, once activated on a computer, was tied to its hardware. The user would have been able to "deactivate" the game from a computer to reinstall it to another, but still, was unable to play for example at same time on his home pc and on his notebook. After some weeks of testing and feedback from friends, developers friends and normal testers, we decided to take the risk and drop it. Why? Well, for several reasons:
  • I've always promoted the idea that people would buy the game license as "personal". So restricting the use to only 1 computer per person was against what I always did
  • There's always the risk of server going down, preventing people from registering (even if was just one-time activation). A fun coincidence was that exactly in those weeks I was unable to play even for just a few hours Dragon Age expansion (requiring online log-in) and I remember I was extremely disappointed as player
  • The game would have been cracked anyway: so all that DRM would have accomplished is prevent a "0-day crack" but possibly piss off some people
  • The Ubisoft DRM epic fail was not too distant: I had fear of bringing my company under a bad name... once you lose the buyers confidence, is hard to get it back!
  • Ultimately, we wanted to provide a good experience to paying users, and focus only on them, not the pirates
So, we released the game using absolutlely No-DRM system. Just a download link to get the fullversion, like we always did. I don't know if the game has been already cracked or not (it's out since just yesterday) but I have the feeling (and the hope!) I made the right choice. The choice of rewarding people who buy games, not punish them with absurd DRM requirements.