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Filed under: postmortem

The Tao of indies!

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In the picture above, Gilda and Grillo sleeping on the same basket. They seem to be forming a sort of Cat-Tao (or Dao)!

According to Wikipedia, the meaning of Tao is:

While the word itself literally translates as 'way', 'path', or 'route', or sometimes more loosely as 'doctrine' or 'principle', it is generally used to signify the primordial essence or fundamental aspect of the universe.

Today I want to talk about the Tao of indies! I hope my English will be up to it XD

Inspired by the friend/colleague Andy Schatz and his talk at this year GDC (I wasn't there but I've read lots of blogs posts about his talk) I want to remark how important it is, even for an indie, to follow your true inspiration, to do the game you want to do. Too much often I see indies working on "clone of game XZY" or "I had to change this because the publisher/distributor wanted it this way" and so on. Indies by definition should be free, free to do whatever they want.

Of course, you still have to keep some common sense and not start making the most crazy ideas that comes to mind! But the truth is that I've seen often projects that started as "quick diversive" (because you couldn't find the strength to finish the "big safe commercial project X") turn into great games. To summarize it better, I want to quote Andy himself:

“If you work on a game that’s really cool, you’ll either get recognition or you’ll make money,” says Schatz. But if you make a game to just make money, you’ll either fail, or you’ll make money. “So the way I see it is that if you make a game just to make money, that’s actually riskier.”

That's completely spot on. I know basically... nobody who made a game he hated AND made lot of money. Every single developer I see who made lot of money (and I know plenty) made it by working on a project he really loved.

For me, last autumn was a critical moment too. After the two Vera games that didn't sold very well, I was tired of writing VNs, and in general of making games! But at same time I felt almost like I completely forgot how to code, how to make a good game.

So, I decided to aim higher this time, and in 6 months I built a RPG framework on top of the Ren'Py engine and wrote Planet Stronghold. At first glance you might think that's simple, but in reality it's not at all. Writing the code for a RPG that features: a turn-based battle system, special attacks/effects on enemies and your party, inventory system, skills system, level up screen, training screen, exploration map, and probably something else I forgot, was a big effort.

But already from the first months, when I started the pre-alpha phase, and first sales started coming in, and at same time my almost desert forums started to see some activity of people suggesting new features / changes / improvements, I made peace with coding and once again I found the FUN in making the games, that I thought to have lost forever!

Because making games is fun. It should always be fun. If you're making a game, and you're not having fun, something is seriously wrong.

Next week will talk about progresses with the otome/lifesim Remeber Me, which hopefully will be out in April!

Planet Stronghold v 1.0 released!

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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:

You can download a demo at the official website: http://www.planetstronghold.com and see more screenshots and buy it on Winter Wolves main website: http://www.winterwolves.com/planetstronghold.htm

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 :)