January 14, 2018

A long post ago in a blog far, far away....

Here I am, sitting on my chair working on Nine Witches. The game is constantly growing with new stuff and several changes. I still have 45 days to finish the game! Unfortunately this is not going to happen... there is still a lot of work ahead. So, I will need to reschedule the whole thing because it is going to take more time than expected.

One of the biggest changes to the game was the addition of a map. The truth is that the overall experience felt a bit tight regarding physical space. The game was demanding a new location that brings the player a macro view of the area to eradicate this awful feeling of being on a huge forest on the north east coast of Norway but never seen it.

The addition of the map improves the overall game experience introducing the feeling of distance and also removing the lack of exploration.

The map is huge and has lot of places. Characters are seen as miniatures walking around. I programmed my path finding code to support only rectangular areas which was perfect a few months ago... But now, with the addition of the map a dilemma came up:

1 - Assembly the new map location using the current path finding code and pass the rest of my life in an asylum.


2 - Rewrite the path finding algorithm to support polygons.

Of course, I chose option one, but unfortunately the asylum was full at that time. So, I had to move to option two. Watch the videos below.

I also made some changes to the story. Now, everything happens during 1944 during the German occupation of Norway, instead of 1950 as in the initial version. As a result the Nazis are everywhere and the Dunkelstaffel is no longer a post-war fugitive division. Second, there are more changes but I don't want to spoil you!

- Diego

December 27, 2017

Happy New Year!

I'm still here! Just with very little time to post ;-) I'll write a state of the game post asap. Happy New Year!

September 28, 2017

Nine Witches: Inventory System

It's Thursday again! Here I am, working hard on the game. Just in case you miss it, I'm working on a pixel-art action adventure called Nine Witches since January 2017.

The last month I was producing a lot of stuff including the official Nine Witches Home Page , the first official Teaser, social network registrations and of course, the game. I'm doing all except for the background art and the music.

We, game developers, approach inventories in many different ways. Now, I will describe a bit how the Inventory System works in Nine Witches.

First of all, the Inventory is limited, which means that you are only allowed to carry a limited number of items, so you must prioritize certain items over others. Don't be capricious! You can not have everything you want ever!

Below are the inventory limits rules:

  1. Slots. The inventory is limited by a set of slots. The amount of slots varies between characters. As in real life, some characters are stronger than others, so they can carry more things. By the way, I am in the weaker side.
  2. Item Stacking. Item stacking is allowed only for small items. Medium and large items cannot be stacked. Each type of item defines its own stacking limit, but in most cases, 3 is the magic number. For ammo-based items the stacking limit is higher. As an example, a .38 revolver has a limit of 30 bullets.
  3. Weapon Limits. Some characters can carry more weapons than others. The minimum number of weapons for a character is 2.
Items can be reordered and you can also freely drop them anywhere, but be careful because dropped items might be stolen or may suffer the effect of time. 

This is basically how the inventory system works in Nine Witches. Let me know what you think and share your ideas.

If you like the game you are invited to spread the word ;-) In addition, you can follow it on Twitter

- Diego


September 22, 2017

C# Dice Framework Code for FREE! Hurry up! The Curse is coming!

This is the code I'm using for Nine Witches rolls. You can get the source code HERE.

If you like the game you can visit www.ninewitches.com!

- Diego

September 7, 2017

Game Finally Revealed!

Ta-da! Finally, the mystery is over. Today we're revealing the game:

Now, we are civilized people! We have a Web Page, a Pre-Teaser, Twitter, Tumblr and Twitch accounts to start building a community. Which is hard!

So, here are the instructions:

Official Home Page
In-depth information and Preliminary Teaser of the game.



I'll be streaming live development 1 hour a day until the end of the project. Might be a bit technical but if you want to sniff around, you can do it.

Stay Tuned!

- Diego

P.S. I spent 6 months developing a huge infrastructure, lot of game design, story and programming. Today begins the second half and there is a lot of work ahead.

August 10, 2017

State of the Game: Part IV

It's time for a new, fresh, bug-free and eco-friendly State of the Game post! Hopefully, this is going to be the last post. I mean, this is going to be the last post before revealing the name of the game, the first teaser video and the web page (remember I said hooooopefully...).

Let's begin.

Currently, I have burned out half of the estimated development time and the ship still has fuel for another 7 months.

My primary intention was always to send the game to the IGF'18 contest, but I think it won't be possible at all by that date unless elves come in the night and help me to do the job while I sleep. So, I will skip this step and aim all cannons directly to GDC'18. I'll be in San Francisco approximately between March 17-25 showing the game and looking for potential publishers.

Making games is really fun and I can't imagine doing anything else in my life. As a solo developer I have to switch my mind on the fly to support the different roles. At times, I'm the game designer, then the programmer, the artist, the level designer and the tester. I call this peculiar situation: Personality Casting. Here are a few tips that work for me to deal with it:

  • Always move forward or backward, but keep moving. If you are not inspired for game design, then go ahead with programming, art or any other available role.
  • Don't push yourself. Sometimes, ideas just don't come up. Take your time, go for a coffee or take the day off.
  • Play and watch games, even the bad ones. There is always something useful to learn.
  • Your brain is fueled by blood, so don't let that blood clot in your butt. Although, I play soccer once a week it is not enough for a 12-hours working day, so for the very first time in my 46-years life I'm going to the gym twice a week to shake my blood; and it works.
  • Do not obsess about something in particular. Always remember the quote by Aristotle: "The whole is greater than the sum of its parts.". When you do too much focus on something you will always find a problem or potential improvement.
  • Design for your own pleasure. Be yourself.

Right now, there are nine minutes of gameplay. Nine minutes of an action-adventure pixel-art style where you control two characters in a very special way.

Technically speaking, the programming is almost done. Of course there are always things to improve, change or create.

The TinyScript is working great and right now I spend most of my time coding in it instead of C#.

The save system is up and running and it is absolutely a must at this point, unless you are too crazy to start the game from the beginning every time.

The art style for the game was drawn by a friend of mine because I'm realistic and I'm not good enough drawing backgrounds. Instead, I'm creating, drawing and animating all characters in the game.

Music is impossible for me. If there is something for which I was not born, is music. My initial idea was to use a royalty free music library, but finally the game is going to have its own original soundtrack. Another friend of mine is working on it.

The game is in good state. There is still a lot of hard work to do ahead.

- Diego

P.S. If you are too anxious and want to see the name of the game, then scroll down.

Hey! You're Anxious!

Scroll down!

You are close...


See ya!

July 27, 2017

Just a New Logo!

I created a new logo for the "company" because we'll need one in the near future. Honoring the mantra of this project to keep things tiny and simple I designed the logo using Arial font and no graphics.

- Diego

Back to the trenches!!!