Friday, February 10, 2012

Attributes

Here is what I have been thinking about this whole time:

  • Arm Strength: Powerful arm movements. Affects melee damage, and climbing
  • Arm Dexterity: Quick, flexible arm movements. Like in martial arts. Contributes to actions like parry, flurry strikes, and acrobatic movements.
  • Arm Endurance: Maximum stamina for melee attacks.
  • Leg Strength: Powerful leg movements. Affects melee damage for kicks, faster travel time (i.e. speed)
  • Leg Dexterity: Quick, flexible leg movements. Contributes to actions like evading, dashing, tumbling, acrobatic melee, and proper footing in melee attacks
  • Leg Endurance: Maximum stamina for movement.
  • Hand Dexterity: Fine motor skills. Contributes to actions like skullduggery, playing of musical instruments, or using firearms.
A high leg strength but low leg endurance means the person can do a short burst of fast sprinting, but he will tire away quickly.

A runner with leg endurance means he may not move fast, but in the last 200 meters of a marathon, he's still going at the same pace, while the others are too exhausted. Essentially he's a distance runner.

Separating arm strength and leg strength was because I figured there are brute-like enemies who have overbuilt upper body muscles, but slender legs. Top-heavy, as they say.

Separating arm dexterity and leg dexterity is maybe too much though. Though I understand there could be martial art styles that concentrate on kicks only. I think I won't go that far though, so I'll combine them.
  • Arm Strength
  • Arm Endurance
  • Leg Strength
  • Leg Endurance
  • Dexterity: Quick, flexible movements of limbs. Like in martial arts. Contributes to actions like parry, flurry strikes, acrobatic movements, dashing, evading, and proper footing.
  • Hand Dexterity
Having separate endurances for arms and legs meant that I'd separate stamina for arms and legs. Meaning the legs can get tired but the arms don't yet.

I figured they could be combined as well, as when someone is exhausted, he wouldn't be able to use both arms and legs anyway, so it doesn't make sense to have separate stamina for arms and legs.

The stamina they use are shared, in a way, though consumption wouldn't have been proportional for both depending on the action done (movement would consume more leg stamina and only little arm stamina, attacks consume arm stamina and a fair amount of leg stamina, because proper footing when attacking can also be tiring).

It then made little sense to separate endurances for arms and legs. So combining them:
  • Arm Strength: Melee damage for punches and swings.
  • Leg Strength: Speed. Melee damage for kicks.
  • Endurance: Maximum stamina to expend when doing actions, like moving, attacking, etc.
  • Dexterity: Quick, flexible movements. Like in martial arts. Contributes to actions like parry, flurry strikes, acrobatic movements, dashing, evading, and proper footing.
  • Hand Dexterity: Fine motor skills.
I'd then rename Dexterity to Agility, then Hand Dexterity to simply Dexterity:
  • Arm Strength: Ability to exert powerful force using the arms. Melee damage for punches and swings.
  • Leg Strength: Ability to exert powerful force using the legs. Speed. Melee damage for kicks.
  • Endurance: Ability to sustain force for an extended period of time. Maximum stamina to expend when doing actions, like moving, attacking, etc.
  • Agility: Quick, flexible movements of limbs. Contributes to actions like parry, flurry strikes, rolling, tumbling, evading, and proper footing. Also contributes to melee damage. Reduces charge-up time for melee attacks.
  • Dexterity: Fine motor skills. Nimbleness of fingers.
I could change Arm Strength to simply Strength and Leg Strength to Speed, but I have characters that are slim, lithe, but have high kick damage, essentially high Leg Strength. It would not make sense that their attributes reflect a high strength score when they are slim and lithe.

Thursday, February 9, 2012

Garwolf Gives Up


I was mulling about how Garwolf gets his forceful closure with Serin and this is the scenario that always plays in my mind. It is unusual that this pessimist bypasses the first four stages in the Kübler-Ross five stages of grief.

Garwolf trudges on, disregarding his grevious wounds. "I need to save her", he says. 
Mayev can only watch in despair. Is this what love really entails?

Arriving at the scene, he staggers and stops, lets out a soundless gasp. Once he remembers himself he darts for a place to hide. At this point it all feels rather foolish. What a stupid notion!

He stays quiet and lets them pass in peace. A sigh escapes his breath as their last footstep echoes away. His vision lingers as his thoughts wander, "I wonder what do heroes do, when the world doesn't need their brand of saving."

Eventually Mayev finds him passed out. Dead birds dot the path.



Garwolf finds himself in a lady's room, his wounds dressed.

"Do not banter. They still bleed." Mayev inspects his face, her concern more than physical needs.

His face limps like a lifeless manikin, drawn in a perpetual stare, without joy, without hate.

"Sometimes," he speaks tentatively, "Sometimes I wonder. What it feels like to give up and surrender." He direct his gaze at her. "It would be so much easier.", he whispers.

While she could not escape the flattery, she shakes her head, "You need to rest."
As she closes the door, she could not help smiling.


Mayev kisses him, but something wasn't right. It was like kissing an unresponsive doll.

"No, no, no, no!" "What are you doing? Fight back! Fight back! You always fight back!"

To be continued... Garwolf will find himself fighting one last time before hope is fully stolen.

Monday, February 6, 2012

Bosses That Roam The Level


This is a good idea. The podcast mentions this great hate for the classic boss level wherein the boss is waiting at the end of the level within a closed-space arena. While I really have no intense hate for it, I also like his suggestion: bosses that roam the level.

A lot of games already do this:
  • God of War: where sometimes the boss is the level
  • Enslaved: where this mechanical gigantic dog chases you, though the events are largely scripted: defeating the boss is done in multiple parts, normal gameplay is interspersed with encounters of the boss, where it finishes with either you or the boss retreating, until you encounter it again, and in the final part the boss is meant to die
  • Dead Space and Resident Evil: where an invincible boss chases you around the level and the only way to kill it is to lure and trap it in a special way
  • Clock Tower: where a serial killer hides in various places in the mansion. unfortunately, the game has you needing to investigating those various places as part of the game

Its true that sometimes the arena-type boss level gets shoehorned forcefully into the narrative (why is the boss patiently waiting for you at the end of the level?). And sometimes when you see those health stations just before a big door, its a relief for the player, but it doesn't make sense in the narrative.

Do you guys know of any other games that do this?

Friday, February 3, 2012

Tactics Ensemble: Movement

This is an experiment on the movement mechanic of the combat for Victis.


The violet area is the limits of where the tiny white guy in the middle can move to.

While the game is turn-based, the map does not make use of grids. Basically I just used my idea from Death Zone Zero, which in turn, got its idea from RTS games in general. If you've played tabletop wargames, things work that way.

Movement is calculated as a stamina cost per meter, not a predefined value. He has, in this example, 100 stamina points, and movement is 2 stamina points per meter.

Other actions like attacking also consumes stamina, so the player has to be mindful of deciding when to conserve stamina for movement or actions. Basically the same with Action Points of XCOM games.

Furthermore, climbing upwards has a higher stamina cost of 10 stamina points per meter, which accounts for the irregular shape of the movement range.

The currently selected destination is shown with the X-mark on the ground there, with the distance to that shown at the top left, together with the total stamina cost to move there. You can see the stamina cost is roughly twice the distance. This is correct since again, I've set it to be 2 stamina points per meter. The disparity is from the fact that the terrain is bumpy, and since climbing upwards is more costly, the destination's stamina cost reflects this.

Tuesday, January 31, 2012

Input Recorder For Unity

Being able to record player input is invaluable for bug reports so players can submit their recorded play session and you can easily watch how the bug manifests.

After development, its also useful for the end-user to share his play experience to other people, or to allow other people to study other player's tactics.

So I saw this:


And saw how simple the input display was. So I went to try the same thing in Unity:


This only records input so far. Feeding those recorded input back to the game is another matter. Its also not possible to feed those data back into Unity's input system as far as I know. So I can't make Input.GetAxis() return the recorded input data.

Instead I would have to make my own system, like, say, RecordedInput.GetAxis(), RecordedInput.GetButton(), and so on. Feeding that data to the GUI system is also another matter.

Do We Need Annoying Small Enemies?


Continuing on that podcast, they mention this:

"Games should never include small scuttling enemies that walk across the floor or hover above your head and are really hard to hit and are annoying."

First, I have no problem with small enemies. Enemy variation is good, but I believe there is a wrong way to design small enemies. The podcast notes an enemy in Singularity with an enemy that can kill you with one hit. I"m afraid I haven't played that game.

But I do believe enemy attacks should always have a tell-tale sign. The more grievous the attack, the more evident the hint should be. This is regardless with the size issue, because enemy size is not the issue here.

About attacks that kill you in one hit, as long as the player can anticipate it and have a chance to prevent it, then I think its fine. Dark Souls have some characters that can kill you in one hit, but such attacks are slow in charging up.

In contrast, one mission in Valkyria Chronicles end up with a regular enemy anti-tank unit killing my full-health tank hero unit in one hit. No matter how I looked at it, I think that was really pointless.

So I believe there is a right way, and there is a wrong way of doing one-hit kills.

Each enemy has its own "gimmick", a behavior that circumvents the player's usual method of attack, forcing him to rethink his strategies. They really would have an easy but unusual way to kill them, and the failure is the game not hinting or encouraging the player how to find that out.

So I do hope Singularity's small enemy was designed that it has a weakness.

Hints should be implicit and part of the story. For example, the minotaur boss in God of War starts with a short cutscene of soldiers trying to fight the minotaur and failing horribly. That is enough hint for the player to get that this guy is not to be messed around with.

The podcast mentions the small parasitic enemies in Dead Space. I really had no problem with those enemies because I discovered early on that the assault rifle is an effective weapon to dispatch them. The assault rifle shoots low damaging bullets, but the magazine size is high. One shot is enough to kill one parasite (or more if they are clumped together).

So the game becomes a matter of having "the right tool for the right job". It was odd though, that his experience with this enemy was vastly different from mine. Perhaps he never bothered using the assault rifle.

The podcast then mentions about the big fat necromorph that spawns the little enemies, in that it was unfair, doesn't add any value to the game, and that there was no tactic to fighting them.

I would say instead the surprise there is it punishes greedy players who keep on getting loot. And really, once you've found out about the nasty trick, you would obviously make it a point to avoid falling for it again. You need to make sure to shoot its stocky limbs and not its belly. And do not stomp on its corpse.

Again, this is the idea of each enemy having its own variation.

Did they perhaps feel cheated that they found a type of enemy that they couldn't get loot from?

Friday, January 27, 2012

RPG Elements On Non-RPG Games

I recently got a smartphone so I can listen to podcasts on the go. One of the podcasts I listened to mentioned this:
"Developers shouldn't shoehorn RPG elements into games that don't need them."
I think this is terribly narrow-minded. But let's hear more of his argument:
"Enslaved has a level-up system to allow your character to improve, but I believe the player has the risk to forget this as he has to remember to go to a level-up menu that's not focused on during a normal play session." 
"All of Monkey's upgrades complement each other. There's very little reason not to want them all, so why should the player have to choose those upgrades themselves? Why not have them given automatically at a set point, or have his skills improve the more they are used?" 
"In contrast, Zelda, has you exploring and one of the items you will eventually find is parts for a big heart upgrade. Once you collect enough, your max health improves. In this way, 'leveling up' is more convenient as you will inevitably find big heart containers in the course of the game."
(To be fair, Enslaved actually gives a message notification when the player has enough red orbs to be able to purchase an upgrade.)

Ok, saying "RPG elements" is pretty broad, but now we're getting somewhere. I think his main gripe is games that added leveling-up as a cheap way to add depth.

Leveling-up is having your character improve over time. Having him start out weak and through the course of the game, give him gradual improvements to allow him to face the proportionately increasing difficulty and complexity of the game.

Now, at its basic description that I've mentioned, that makes sense. You wouldn't want the player character to start out with high-level abilities, or rather, too many abilities, from the get-go, that would have overwhelmed the player with too many things he need to get hang of immediately (i.e. Bayonetta).

In traditional RPG games, those level-up improvements are largely formulaic. Allocating more points in strength simply adjusts the result of the formula for damage.

Now this becomes a question of "Why should developers be adding formulaic RPG elements to twitch games?".

More after the jump.