I'm putting this blog on pause just until after New Year's. I won't be around for a New Year's post, so I'll discuss New Year's resolutions on January 4th.
Friday, December 28, 2012
Tuesday, December 25, 2012
Friday, December 21, 2012
Tuesday, December 18, 2012
Article: A Completely Roundabout Way of Discussing the Future of Game Development
My first article for this blog was about making sound important. In it, I discussed several
ways to integrate sound into gameplay so it wasn't just there for ambience and
immersion that could be muted, but made necessary to complete the game.
Now I would like to take a step back and think about the
likelihood of sound ever becoming that important.
I swear I'll get to the future of games eventually. Get some popcorn. |
When I think of watching a movie, there are a few types of
movie-watching experiences. One is when
I take the movie seriously, pay close attention, turn off the lights, sit in
the glory of surround sound, and forget about the rest of the world. Another way to watch a movie is to riff on it
as you watch it, and this is usually reserved for bad movies or B-movies. The lights don't need to be off, and for all
it matters, the sound could be mono. Of
course, sound is still necessary, but it takes a back seat to the voices of the
viewers who want to joke about it.
These two movie-watching experiences have analogs in
games. Getting soaked into the world and
eliminating distractions is often the case for hardcore gamers. The sound is up so you can catch every piece
of dialogue, so you can hear your enemies sneaking up on you, so you can hear
to your teammates talk to you. When you
are interrupted by the rest of life butting in, you get frustrated.
Sound doesn't matter so much--or at all--in casual and
mobile games. You might be listening to
your own music, or you might be multitasking, and sound becomes a distraction. You might need to pay attention to the person
in the room with you, or maybe you're listening to the news on TV. An interruption from something else doesn't
matter, because you aren't 100% focused on the game anyway.
In these instances, sound becomes detached from the game
completely. Even when I play hardcore
games, like MMOs, I will often have the sound muted, and I will be playing in a
window that only takes up half the screen, so I can watch YouTube videos at the
same time.
We live in a world of multitasking, and it's difficult to
push everything else away to do one thing, like watch a movie or play a game
with undivided attention. We still can
do that, but with the increase in mobile game platforms slowly becoming the
norm (and will soon take over hardcore gaming in revenue), dedicated playtime
will be tougher to manage. If you want
to experience games in the serious, undivided way, you may have to have a room
dedicated to games, or perhaps one that doubles as a home theater for movies.
In order for sound to matter in games in the way I suggested
in my first article, this kind of dedication is important. And if consoles continue to have as big a
presence as they do today, that will probably happen.
But the slow uprising in mobile and casual means that more
game developers will dip their toes in those markets--even developers who
traditionally make hardcore games. If
they find there is truly more money to be made in casual, they will swing that
way, and leave hardcore gamers in the dust.
Meet your new avian overlords. |
On the other hand, indie gaming is becoming bigger and
bigger. Now, currently indie studios
make the low-tech games, because they are low-cost as well. Indie is big on 2D, old-style platformers,
for instance, which bring back the nostalgia of older gaming eras, and remind
us that just because the industry has moved on, that doesn't mean there isn't
any innovation to be found in older game genres.
But with the lowering cost of technology and game
development software, indie companies will soon (5 years to put a random number
on it) be able to make games of today's industry standards of quality with
fewer people, more cheaply. There may
then be a shift of hardcore gamers from playing big studio releases to playing
games by indie studios, while the giants of game development shift focus to the
wider swath of casual and mobile gamers.
As usual, companies follow the money, indies do what they love.
But if the big companies shift from hardcore to casual, that
includes the hardware manufacturers.
Microsoft, Sony, and Nintendo may stop making consoles--or, at least,
they will stop marketing them that way.
An Xbox 360 currently does roughly ten bajillion more things than just
play games. The next Xbox (or Durango , as it is
codenamed) will do more, and probably won't even be marketed as a gaming device
so it can get wider appeal. While it
will play games, that will be a side-feature to how it interacts with your TV,
smartphone, PC, and other devices in your home.
It will probably still offer a XBLA-style service for indies to show off
their stuff, and major game developers will continue to make hardcore games for
it (though probably downloadable and discless), but the generation of consoles
after that?
Something like that. |
Consoles like the Ouya will pick up the slack. Now we're seeing the rise of the indie
console, and the next generation indie console after the Ouya will probably
have top-shelf capabilities, and it will be the place where indie companies can
make hardcore games, to make up for the loss of Big Developer's switch to
casual and mobile.
It'll make an interesting sea-change, but I think indies
will rise in prominence and the age of big developers will wind down.
Well, at least until we get holodecks, I'm sure. Then sound will probably be important again.
Friday, December 14, 2012
Tuesday, December 11, 2012
Development Log: January Engine - Week 7
Been a while with this project because I've been spending a
lot of time with paper-and-pencil, which doesn't upload well. However, I have the .swf in its latest state
uploaded, which you can play HERE.
Changes from last time include: making the hexes you can't
click on invisible, smoothing out scrolling (which can be done with the arrow
keys or WASD), and cards at the bottom, representing your hand. Refresh a few times to get either two Yellow
Cards or two Green Cards. If you do get
them, you can pass your cursor over green/yellow hexes to see a popup which
indicates that you can place green/yellow squares on the hexes. (Well, you can't place stuff yet, but I'm
showing that I have the code in place to understand combinations of cards).
Now, that's not particularly too much work done, code-wise,
but I've done a lot of design work:
The game I am designing is a combo of Magic: The Gathering
and am RTS. Basically, you use simple
resources which are in your hand (as shown in the demo), to combine and create
units, buildings, and spells, and place them on the hex grid. The units/buildings on the grid are represented by icons, but they can be expanded to view the stats of it in card format.
As for the goal of
any given level, I have many possibilities, but I'm not sure which I like best.
This card shows you all of the possible stats you may have
on a unit or building card.
On the bottom, the seashell-shaped swirls are health. Any unit or
building can have between one and five health.
The tricky things are on the left. The large hex is the primary color of the
card, and is the color hex you can place the unit/building on (if it's a unit
that can move, all that matters is that it's initially placed on that color).
It is also the first color resource card you must use to place this
unit/building on the grid.
The next six hexes below it are other resources needed, and
they can be the same or different color as the primary resource. Black indicates any color resource. The majority of cards will take less than
seven resources, and the hexes will simply be missing to avoid confusion.
The next three hexes, A, R, and M, with numbers inside,
represent Attack, Repair, and Movement stats.
Attack is how many resources you must pay to attack another
unit/building with this one. Repair is the
number of resources it takes to repair one health point on this
unit/building. Movement is how many
resources it takes to move this unit/building (usually a unit) one hex
space. These stats are always black, so
you can use any color resource to do it.
The bullseye and the human eye below represent range and
sight, respectively. If the unit/building
can only attack in melee range, the range is one. Sight is used to remove fog of war.
As you can see just by this one card, this is shaping up to
be a radically different game than I began this project as, and I like it a lot
more.
Saturday, December 8, 2012
Article: When the Power Goes Out
I spent all last night up watching YouTube videos about the
coming singularity, the day when man and machine become one, when we will be
able to download our consciousness into a computer. Fascinating stuff.
Also discussed was how the internet will evolve in the
coming decades, how technology will follow Moore 's Law through quantum computing, and
how we'll soon have microchips in our brains.
Older videos mentioned fashionable augmented reality glasses, which is
of course Google Glass right now.
I would still prefer it shoved right into my prescription glasses. |
Then, today, the power went out. Nothing dashes my hopes for a perfect
futurist techno-utopia faster than the power going out. As I type this, the power is back on, but my
cable is still down, so I don't have internet access. (Hence, this is posted a day late.)
I'm already at the
point where I can't live without the internet.
I use it when I should be asleep!
What happens when I have microchip in my brain that connects me to
everyone in the world, and the cable goes out then? (Of course, even calling it cable at that point is just quaint.)
But let's bring this terrifying picture of an unstable
matrix back to games; after all, that's what this blog is here for. And we'll even step back from the future and
come closer to the present.
Right now some of my favorite games are online. I can't play them at this moment. I recently saw a tweet that read
(paraphrased) "Don't like streaming games?
Tough. That's the way games are
going."
My internet connection has always been unstable. I am constantly booted off my MMOs because of
connection failures. Fortunately, for
now, I can still play older games that are installed on my machine, no
connection necessary.
I think what the twit meant in the tweet above is that game
developers are spending considerably more resources creating MMOs and online
multiplayer games (that aren't massive), like Scrabble with Friends. (Ahem.)
I doubt that "all" videogames will go that way, but it seems
to even be a trend now in single-player games that you must have a live
connection to the internet to play (often for no other reason than anti-piracy
BS).
Of course there is absolutely zero reason to require a
connection for a solitary game (and speaking of, I half expect Solitaire to
require an internet connection soon), but it certainly seems reasonable for
MMOs to require it.
But there is actually an interesting solution to this MMO
connectivity issue.
Suppose I'm playing DC Universe Online. There are distinct solo instances, and wide
open worlds for both PVE and PVP combat.
Now, not much can be done in PVP if your internet connection sucks, but
I submit that all other aspects of the game do not require a connection.
If my internet connection dies while playing DCUO, I am
dumped out of the game with a picture of Brainiac (as if it's his fault, I
imagine) saying I was disconnected.
Sometimes my disconnections only last a few minutes while I go reset my
modem.
When a disconnection occurs, I do not immediately get
booted. First, the music dies. Next, I notice the world is devoid of both
other players and enemies. Nothing is
loading but the world geometry itself.
After a half minute of being lost in purgatory, I finally get kicked out.
But is it truly necessary for this to be this way?
What if instead, the world and enemies were installed on my
computer (something is certainly installed on my computer already, taking gigs
of space, so I wonder what that is if not the world). That way if I am disconnected, I still get to
play a single-player instanced version of the world I'm in.
My own computer would then save any data it's accumulated,
such as completed missions, increased experience, and the like, and when I get
my connection back, that data is sent to the servers. It should be a seamless process I don't even
notice unless I'm trying to chat with a fellow player who disappears on
me. (And since disappearing players is a
common occurrence when logging off or switching servers or channels, I still
might not suspect anything).
I'm sure it's a bit of a technical challenge from a
networking and engineering standpoint, but I don't see why it should be the end
of the world to make it work.
But anyway, until that works, if the power goes out again,
there's always board games.
I just hope that when we have computer chips in our brains,
a power surge doesn't make our heads explode.
Oops. |
Wednesday, December 5, 2012
Usual Monthly Update
Sorry about the lack of posting; got a lovely cold, but it's all over but the coughing.
I'm going to go back to a normal two-day-a-week posting schedule for December, just because it's the holidays, so expect posts on Tuesdays and Fridays for this month.
As for The Glitchers Webcomicbook: being that I only wrote
two more pages before I hit a block, there's not much else to post. I think I'll wait until at least I finish the
second episode before posting it.
Instead, for this month, expect a random assortment of
reviews, articles, and other usual posts.
No real plan this month. Probably in January I will have another Monthathon or some other kind of themed month. Until then: stuff!
Wednesday, November 28, 2012
Tis the season
To catch a cold. Sorry, will update when I've had more than two hours of sleep in a night.
Monday, November 26, 2012
Friday, November 23, 2012
Wednesday, November 21, 2012
Monday, November 19, 2012
Friday, November 16, 2012
Wednesday, November 14, 2012
Monday, November 12, 2012
Friday, November 9, 2012
Wednesday, November 7, 2012
New Feature: Web Comic
Yeah, so while I was working on the HeroQuest mod last month, I also began a "webcomicbook". I figure what I can do this month is post the first ten pages (which is what I have so far).
So my schedule this month will change to three days a week - Monday, Wednesday, Friday.
If the webcomic is successful, I'll try to continue it at that pace. Right now I've kind of hit a block and I'm looking for feedback on it, so I can get back in the groove of working on it. Getting sick recently set me behind; I was hoping to have more pages done, but it got dropped to recover. Hopefully I can get back in the groove of it and have more than ten pages.
Oh, right, what's it about? Well, of course it's videogame-related, to be on this blog, but it's setting is neither the "real world" nor is it specific to any one videogame. I basically created a videogame universe, and the characters are my own creation. There are references to other games, and lots of hidden jokes.
So it's about a robot named Retro who is from the early 80's and gets zapped into the present time by some cosmic glitch, and he meets his successors, Captain Nu and the Hexmen. They go on adventures defeating the evil Klocks and searching for another cosmic glitch to get Retro back home. I am currently thinking of calling it "The Glitchers," since it is very much the sort of thing I had planned for the story series I wanted to do. It's the spirit of the stories, but funny.
Of course, I am no artist, so I decided to use my bad art skills to my advantage and make jokes using the art itself, as well as the format of a comic (half the jokes are meta, which I am surprised myself that I did that).
See page one starting Friday!
So my schedule this month will change to three days a week - Monday, Wednesday, Friday.
Oh, right, what's it about? Well, of course it's videogame-related, to be on this blog, but it's setting is neither the "real world" nor is it specific to any one videogame. I basically created a videogame universe, and the characters are my own creation. There are references to other games, and lots of hidden jokes.
So it's about a robot named Retro who is from the early 80's and gets zapped into the present time by some cosmic glitch, and he meets his successors, Captain Nu and the Hexmen. They go on adventures defeating the evil Klocks and searching for another cosmic glitch to get Retro back home. I am currently thinking of calling it "The Glitchers," since it is very much the sort of thing I had planned for the story series I wanted to do. It's the spirit of the stories, but funny.
Of course, I am no artist, so I decided to use my bad art skills to my advantage and make jokes using the art itself, as well as the format of a comic (half the jokes are meta, which I am surprised myself that I did that).
See page one starting Friday!
Friday, November 2, 2012
Been Sick
...and therefore no updates. I'll post my monthly update early next week when I am feeling up to it.
Tuesday, October 30, 2012
Development Log: HeroQuest Monthathon #9 - Final PDF
So the new rules and levels have been compiled into a PDF
which you can download here.
I've ordered things into a logical fashion. The level pages are meant to be easy to read
and fit all on one page so you don't have to keep flipping pages during a game.
Since the month of October is almost over, that brings and end to the Monthathon. However, I think the story in the mod has barely started, so in the future I may expand on it and make a few more levels to the mod, and perhaps add more Spell Scrolls, change more rules, modify the current levels, etc. But for now, it works.
Since the month of October is almost over, that brings and end to the Monthathon. However, I think the story in the mod has barely started, so in the future I may expand on it and make a few more levels to the mod, and perhaps add more Spell Scrolls, change more rules, modify the current levels, etc. But for now, it works.
Now go play!
Thursday, October 25, 2012
Development Log: HeroQuest Monthathon #8 - Level 5
Level 5
builds upon the previous levels' story, introduces a little more furniture, and
some Chaos Spells. It caps off the story
of the mod, and has ending text common to Quest Books.
By the way,
I've been using Rinkwork's Fantasy Name Generator for most of the names in this
mod.
Click to Enlarge. |
Quest Book text:
Quest 5 -
Roon, the Orc Den
Wandering Monster in this Quest: Orc
"The
Emperor is glad the Gargoyle has been slain, though it seems to have been a red
herring. Fortunately, the truth is
revealed: Zargon is teaching greenskins magic!
We cannot have this. Reports are
that magical lights are coming from the Orc Dens of Roon. Enter, and clear out the Orcs. We must prevent them from spreading their
knowledge! Defeat any spellcasting Orcs
that you find, as well as their commander, Sneezefoot."
A: Place an
Orc here. The orc knows the Chaos Spell
"Summon Undead."
B: Place an
Orc here. The orc knows the Chaos Spell
"Summon Orcs." The first hero
who searches for treasure in this room will find the Artifact "Orc's
Bane."
C: Place an
Orc here. The Orc knows the Chaos Spell
"Ball of Flame."
D: Place an
Orc here. The Orc knows the Chaos Spell
"Tempest."
E: Place an
Orc here. The Orc knows the Chaos Spell
"Sleep."
F: Place an
Orc here. The Orc knows the Chaos Spell
"Lightning Bolt."
G: Place an
Orc with a large blade here. This is
Sneezefoot. He has the following stats:
Movement: 9
Attack: 4
Defend: 3
Body: 3
Mind: 4
In
addition, Sneezefoot knows the following Chaos Spells: Sleep, Tempest, and Ball of Flame.
The first
Hero to search for treasure in this room will find 200 Gold Coins and a
Treasure Revealed Spell Scroll.
After the
Heroes complete this Quest, read the following text:
"You
have done exceedingly well, and the Emperor is pleased. For a job well done, he grants each Hero a
bounty of 250 Gold Coins. You have
struck down Zargon's orc spellcasters before they could learn too much. Hopefully Zargon has learned a powerful
lesson here: that you are more powerful than even his Greenskin mages. The Emperor gives his thanks, and will have need
of you again in the near future, but as of now this chapter is closed."
Next log will cap off this Monthathon with a PDF containing all that has been made for this Month for easy download.
Tuesday, October 23, 2012
Development Log: HeroQuest Monthathon #7 - Level 4
I decided to go with a little bit of misdirection on this
level, both in the level's labyrinthine layout and in the quest text
itself. The players are initially
intended to find a Gargoyle, but it's the Orc Gobfob that is their ultimate
(hidden) goal.
Click to Enlarge. |
Quest Book text:
Quest 4 - The Maze of Rak'roth
"The clues you have found point to one thing: Zargon
has enlisted the help of greenskins, and he is training them. Scouts have reported greenskins coming and
going in the maze of Rak'roth. Rak'roth
the Gargoyle is a dangerous beast, and if greenskins are using the maze as a
base, Zargon must have tamed him. Enter
the maze and defeat Rak'roth before he can be unleashed."
Wandering Monster in this Quest: Orc
A. Place an Orc with a large sword here. This is Gobfob. Gobfob has the following stats:
Movement: 8
Attack: 4
Defend: 3
Body: 2
Mind: 3
In addition, Gobfob knows the following Chaos Spells: Summon
Undead, Tempest
B. Place the Gargoyle here.
The Gargoyle cannot move, attack, defend, or die. It is a stone statue. When this room is entered, read the following
text: "So! It seems the Gargoyle
has not been touched! The Emperor will
be glad to hear it." If the Heroes
have not yet found and defeated Gobfob (A), also read the following text:
"But what are orcs doing here?
Perhaps you should investigate further." If a Hero searches for treasure, the Gargoyle
will awake! It will IMMEDIATELY attack
any hero within range. It is now a
normal Gargoyle. After the Gargoyle is
defeated, Heroes may search for treasure in the room again. If a Hero does, they will find 300 Gold Coins
in the treasure chest.
Thursday, October 18, 2012
Development Log: HeroQuest Monthathon #6 - Level 3
Here, the undead have disappeared in favor of
greenskins. With the introduction of
Goblins last time, players follow the lead and discover Orcs. Also introduced are some new furniture
pieces, as well as the last two types of traps.
I have also decided that, rather than a few small stories between the
levels, this mod with have one through-line.
This also follows a slightly different format than a generic level, which I think keeps both heroes and DM interested and engaged. I often found that, while playing the original, many levels blended together, unless there was something unique about it.
Click to Enlarge. |
Quest Book text:
Quest 3 - The Caves of Inatur
"Goblins are not normally a threat, but as evidenced by
the kidnap of Atryn, Goblins have become brazen. Something is awry. Go to the caves of Inatur, where a Goblin
tribe makes its home, and see what clues you can find. Beware, for Goblins are crafty and protective
of their homes."
Wandering Monster in this Quest: Goblin
Note: in this
quest, all regular doors are revealed as open.
Use line of sight to determine what Heroes can see. Also, the Heroes may leave the level at any
time, by using the stairwell as usual, but will be rewarded 60 Gold Coins (to
be split between the heroes) for each of the five clues they find (for a
possible total of 300 Gold Coins).
ORCS: Clue #1 -
When the heroes discover their first Orc(s), read the following text:
"So! The Goblins are in league with
the Orcs! This will be valuable
information for the Emperor!"
A: Clue #2 - When
a hero searches for treasure in this room, read the following text: "The
Goblins have stolen gold! They have no
use for such things. What must they want
it for?" There are 100 Gold Coins
in the chest.
B: Clue #3 - When
a hero searches for treasure in this room, read the following text: "The
Goblins have stolen magic scrolls! What
could they want such things for?"
There is an Extra Oomph Spell Scroll in the cupboard, but nothing else
understandable to the heroes.
C: Clue #4 - When
a hero steps into this room, read the following text: "The Goblins are
hoarding weapons! What could they be
preparing for?" (However, there are
no weapons useful to the heroes; a search for treasure will reveal a treasure card.)
D: Clue #5 - When
a hero enters this room, read the following text: "Goblins are not
ordinarily ones for torture. What
devious scheme is afoot?" (However,
a search for treasure reveals only a treasure card).
Tuesday, October 16, 2012
Development Log: HeroQuest Monthathon #5 - Level 2
Level 2 is also similar to the second level of the original
game, in that it's a rescue mission, and that there are now traps and secret
doors in the level.
Here, I'm also slowly introducing new enemies. Unlike the shambling undead, Goblins are
quick, smart, and come in larger groups.
Goblins are the weakest enemy, but their numbers make them powerful.
I have also started making multiple paths, which could split
the heroes up with traps (see the Falling Block Trap near the upper right
corner of the map). Splitting up the
party makes things far more dangerous, so players have to think carefully
before choosing to do so.
Click to Enlarge. |
Quest Book text:
Quest 2 - The Catacombs of Beliss
"With your last quest successful, the Emperor thinks
you have proven yourself a worthy band of Heroes, and is in need of a small
rescue mission. Atryn, one of the Emperor's
old but most distinguished councilmen, has been kidnapped in the night by a
band of Goblins, and taken down to the Catacombs of Beliss. Enter, rescue, and be rewarded with 200 Gold
Coins each."
Wandering Monster in this Quest: Goblin
A: Atryn is on the square marked "A". Use the Chaos Warlock to represent him. Atryn cannot attack, but defends with one
Combat Die. He moves 9 squares per
turn. Let the player who discovers Atryn
control him, after his Hero's turn. Atryn
has four Body Points. If Atryn dies, the
Heroes will not be rewarded.
B: The Mummy in this room is Beliss. If the Heroes search for Treasure in this
room, they will find a Double Down Spell Scroll.
Thursday, October 11, 2012
Development Log: HeroQuest Monthathon #4 - Level 1
Much like the first quest in the original game, this one is
a test before the real fun begins, takes place in a tomb, and has no traps or
secret doors for the Heroes to worry about.
However, I decided to change a few things. First, I decided to give the first level an
Undead theme, rather than showing off every enemy there is. I also only have seven pieces of
furniture.
I always felt the first level spoiled the surprises of the
game by putting every monster and every piece of furniture in the game in the
first level. Here, I have only five unique pieces, and three monsters. I have also significantly reduced the difficulty of the first level, since, in the original, the first level is the most difficult, which of course should not be the case.
Click to enlarge. |
Quest Book text:
Quest 1 - The Test
"Before you are deemed worthy of facing Zargon, you
must first past a test. You are to enter
the Crypt of Omgar, and steal the ring from his tomb. It is of immense value to the Emperor, for
Clerical study of the ring will reveal the secrets of Zargon's Necromancy. Bring back the ring, and you will be accepted
as true heroes."
Wandering Monster in this Quest: Skeleton
A. The Mummy in this room is Omgar. If a Hero searches for treasure in this room,
he will find the Ring of Omgar. There is
no other treasure in this room.
B. This is a library of spells. If a Hero searches for treasure in this room,
he will find an Extra Oomph Spell Scroll.
C. This is a room of Omgar's personal heirlooms. Within the chests are coins and collectors'
items totaling 200 Gold Coins. If a hero
searches for treasure in this room, he will find them.
D. This room contains Omgar's internal organs and other
mummification apparatuses. The antique
jars they are kept in can fetch a price of 100 Gold Coins. The first hero who searches for treasure will
find them. However, if the door to
Omgar's tomb has not yet been opened, and a hero searches for treasure, he gets
the treasure, but then the door will immediately open. Tell the heroes that they have awoken Omgar,
and his is angry.
Tuesday, October 9, 2012
Development Log: HeroQuest Monthathon #3 - Spells
Because the Elf and Wizard can now purchase spells, a few new
categories of spells need to be created.
So to go along with Earth, Air, Water, and Fire elemental
packs, I thought I should add a few more, which should fit right in with the
nature/elemental theme.
Animal Spells
Lion's Roar: All Enemies in line of sight a frightened and
will move away from the caster to the full extent of their movement on their
next turn, unless backed into a corner.
Phantom Beast: Target Enemy within line of sight is
immediately attacked by an ephemeral animal.
The Phantom Beast attacks with the number of combat dice equal to the
caster's mind points.
Phantom Bird: Target Hero within line of sight is lifted
off the ground by an ephemeral avian.
The Hero cannot be hit except by ranged attacks/spells for the enemy's
next turn. However, on the Hero's next
turn, he may not do anything except use ranged attacks/spells.
Night Spells:
Cover of Darkness:
All Enemies in line of sight attack and defend with one fewer combat dice, to a
minimum of one, up to and through the spellcaster's next turn.
Fear of the Dark: Target Enemy cannot attack, and is reduced in
defense to one combat die. The Enemy may
roll combat dice equal to its mind points on each of its turns until the spell
is broken. If a Black Shield is rolled,
the spell is broken. Not effective
against creatures with zero Mind Points.
Light of the Moon: All Secret Doors in the level are immediately
placed on the board. Also, all unsprung
traps are immediately placed on the board, however, place a skull token on each
unsprung trap square to indicate where the unsprung trap is; do not place the
trap itself.
Plant Spells
Healing Herbs:
Target Hero is immediately healed 3 body points. If the Hero was dead, the Hero is revived,
but is only healed 2 Body points.
Poison Thorns:
Target Enemy is attacked by poisonous thorns, and receives three points of
damage. The Enemy rolls one combat die
for each of its Mind Points. For every
Black Shield rolled, damage is reduced by one point.
Root: Target Hero within line of sight gains 3
additional Defend Dice on their next turn.
However, the Hero cannot move, search for treasure, search for traps, or
disarm a trap during that turn.
Sun Spells:
Healing Rays: Target Hero is healed the number of Body
Points equal to his Mind Points (up to his maximum number of Body Points).
Light of the Sun: Spellcaster may immediately disarm any trap
the Heroes are aware of, revealed or sprung.
If a sprung trap is chosen, the trap is removed from the board.
Sun Blisters: Targets one Enemy. If Enemy is... Green: loses 1 Body
Point. White: loses 2 Body Points. Gray: rolls Defense Dice. If a Black Shield is rolled, it is
unaffected. Otherwise, loses 1 Body Point.
Gargoyle: immediately turns to stone.
Its figure stays on the board, but it cannot move, attack, defend, or be
killed. It is effectively dead, but
takes up space.
Spell
Scrolls:
These are Scrolls which can be cast by anyone, not just the
Elf and Wizard. They have different
prices than normal spells, but can only be used once per scroll. There are an unlimited quantity
of Scrolls, so unlike Elemental Spells, any number of heroes can have any number
of these spells. They are not limited to
only one per game which gets recharged between levels.
Spells Scrolls may also be found as a specified
treasure during a quest.
Double Down: If
Spellcaster searches for treasure, and must draw from the treasure deck, he may
immediately use this spell. Whatever is
revealed is doubled. CAUTION! This includes Wandering Monsters and Hazards!
Price: 100 Gold Coins
Extra Oomph: May be used to increase combat dice by one in
any instance on any Hero. Spellcaster
may call to use the spell any time combat dice are to be rolled by a Hero. However, the Spellcaster must decide to use
it BEFORE the Hero rolls.
Price: 200 Gold Coins
Treasure Revealed: If Spellcaster searches for treasure, and
must draw from the treasure deck, he may immediately use this spell. He flips cards until a Treasure is revealed,
skipping over Wandering Monsters and Hazards unaffected.
Price: 100 Gold Coins
Also not always worth it, considering the possible payback. |
I will come up with more later, and perhaps adjust the
prices as I go, but for now I think these are decent additions.
Friday, October 5, 2012
Development Log: HeroQuest Monthathon #2 - Items
Between levels in HeroQuest, players may take a trip to the
Armory to buy new weapons and armor. In
expansions, players may also stop at an Alchemist's Shop to purchase potions.
But because these items are so cheap, players become war machines too
quickly. Here is a fix for the weapons
and armor (with the addition of a shortbow):
Dagger (Wizard
starts with this)
Attack Dice: 1
Can be thrown at an enemy, picked up when out of combat;
Wizard can use
Price: 50 Gold Coins
Shortsword (Dwarf
and Elf start with this)
Attack Dice: 2
Price: 250 Gold Coins
Broadsword
(Barbarian starts with this)
Attack Dice: 3
Two-handed
Price: 500 Gold Coins
Long Sword
Attack Dice: 3
Two-handed; can attack diagonally
Price: 1000 Gold Coins
Attack Dice: 4
Two-handed
Price: 1000 Gold Coins
Staff
Attack Dice: 1
Two-handed; Wizard can use; can attack diagonally
Price: 250 Gold Coins
Shortbow
Attack Dice: 2
Two-handed; ranged
Price: 250 Gold Coins
Ammo Price: 25 Gold Coins Each
Crossbow
Attack Dice: 3
Two-handed; ranged
Price: 500 Gold Coins
Ammo Price: 50 Gold Coins Each
Helmet
Defend Dice: +1
Price: 500 Gold Coins
Shield
Defend Dice: +1
Cannot be used with two-handed weapons
Price: 250 Gold Coins
Chain Mail
Defend Dice: +1
May not be combined with Plate Mail
Price: 1000 Gold Coins
Plate Mail
Defend Dice: +2
May not be combined with Chain Mail
Price: 2000 Gold Coins
I also have eliminated some odd restraints from the original
game, such as not being able to combine Chain Mail or Plate Mail with a Helmet
or Shield. I understand they did it
mechanically to keep things from getting too crazy, but physically it seems
silly.
But I have added restraints to balance things out, such as
by having more weapons be two-handed, so they cannot be used with the
Shield. I have also made the Shield a
lower price than the helmet for this reason.
Oddly enough, the game comes unbalanced by making the Shield empirically
less useful than the Helmet, but it costs more.
As for the Tool Kit:
in the original game, the Dwarf's special power is that he can disarm a
trap without a Tool Kit, at a chance of greater than 80%. A Hero with a Tool Kit has 50% chance of success. So it is completely unnecessary to ever
purchase a Tool Kit unless the Dwarf is out of commission. A Tool Kit is ordinarily 250 Gold Coins, and
that seems a fair price then, considering it's a backup plan, and considering
I've sufficiently raised the price of every other item.
As far as other items go: I think that the Alchemist's Shop
in expansions are not particularly useful, since the potions found when
searching for treasure are common enough.
I think his "Heroic Brew" has a 100 proof. |
But that doesn't mean there are no additional items besides
weapons. To give the Wizard ways to
become more powerful as time goes on, he can purchase spells. Because the Wizard starts with three
categories of Spells, and there are categories left over, he can train a Spell
at the cost of 1000 coins a Spell, or 2500 for the whole category. The Elf can similarly purchase spells, since
he has one category to begin with.
But because there is only one card for each spell, the
Wizard and Elf cannot purchase the same spell.
I'll create new spell categories for next time, but for now
some more spells in game need to be altered for consistency.
Most spells that use dice rely on "red dice",
which are standard 6-sided dice with Domino pips. However, there are "combat dice",
also 6-sided, which have three skulls, two white shields, and one black
shield. These should be used for spells,
so to correct the text of each (not to copy down all the text, this is just
what must be altered, so you need to follow along at home):
Water/Chaos Spell "Sleep":
"...The spell can be broken at once or on a future turn
by a monster/Hero rolling one Combat Die for each of its Mind Points. If a Black Shield is rolled, the spell is
broken...."
Fire/Chaos Spell "Ball
of Flame":
"...The monster/Hero then rolls two Combat Dice. For each White Shield rolled, the damage is
reduced by 1 point."
Fire Spell "Fire
of Wrath":
"...unless the monster can immediately roll a White
Shield using one Combat Die."
Chaos Spell "Summon
Undead":
"...Roll one Combat Die:
Roll a Skull: 4 Skeletons
Roll a White Shield: 3 Skeletons, 2 Zombies
Roll a Black Shield: 2 Zombies, 2 Mummies"
Colors not included. |
Chaos Spell "Summon
Orcs":
"...Roll one Combat Die:
Roll a Skull: 4 Orcs
Roll a White Shield: 5 Orcs
Roll a Black Shield: 6 Orcs"
Chaos Spells "Fear"
& "Command":
"...The spell can be broken by the Hero on a future
turn by rolling one Combat Die for each of his Mind Points. If a Black Shield is rolled, the spell is
broken...."
Chaos Spell "Firestorm":
"...All victims immediately roll two Combat Dice. For each White Shield rolled, the damage is
reduced by 1 point...."
Chaos Spell "Cloud
of Chaos":
"...The spell can be broken at once or on a future turn
by each victim rolling one Combat Die
for each of his Mind Points. By rolling
a Black Shield, the Hero frees himself."
Now that all the major corrections are out of the way, next log will be some inventions.
Tuesday, October 2, 2012
Development Log: HeroQuest Monthathon #1 - Rules Changes
HeroQuest seems to have been a game that was primarily
designed as a baby step between traditional family board games like Clue and
Sorry!, and fantasy tabletop RPGs like D&D.
Because of this, the rules are much simpler than you might expect. The problem is that dungeon crawlers are
complex by necessity, because there will often be questions that come up that
need minor rules to figure out.
For instance, the rules do not specify whether a player can
hold more than one weapon at a time.
This can lead to a player having both the most powerful ranged and melee
weapons, and becoming nearly unstoppable.
So for the sake of fixing a few broken rules in the game,
here are some changes I would make to the game:
1. A single character
can only hold one weapon per quest, however if they have purchased more than
one, they can switch weapons between quests freely.
1A. If a player picks
up a weapon in the middle of a quest, they may immediately switch to that
weapon, at the cost of leaving the other behind.
See? Already making
exceptions!
2. A player without a
weapon in hand is reduced to one attack die.
If a player has a ranged weapon, such as a crossbow, but no ammo, the
player is reduced to one combat die, and can only attack melee, just as if they
had no weapon.
2A. There is now ammo
for ranged weapons, which can be purchased at the armory.
I'm adding this rule because I always thought it was a
little silly that ranged weapons in HeroQuest had no ammo. Of course, the ammoless crossbow was intended
for the purpose of simplifying battle, but I don't think ammo adds too much
complexity. It does, however, make
ranged weapons much more costly, with having to buy ammo between every level,
and chancing running out of ammo mid-level.
The reason I am making ranged weapons such a high cost is
because, through experience, I have discovered that ranged weapons can make
players practically invincible. This
will make players seriously consider whether it's worth it to use ranged
weapons.
Also, I will have to alter the armory later to incorporate
ammo and potentially other ranged weapons.
3. Treasure: Each hero can only search for treasure once
per room. Once one treasure is found, no more heroes
may search for treasure in that room.
Originally, the rules were that all four heroes could search
once per room, regardless of outcome.
However, this has led to an overabundance of money and potions, leading,
once again, to near invincibility quickly.
With this rule in place, treasure becomes more limited.
4. Monster Cards are
not used.
"For collectors only." |
There is a set of cards that hero players may look at which
give the stats of all of the basic monsters in the game. Part of the fun of D&D is discovering how
tough monsters are through battle, so the cards are a detriment to the
experience, rather than being helpful as one might assume.
Now, beyond basic rule changes that can be summed up in a
sentence, I will make a major change to Mind Points. Typically, Mind Points are designed to be used
to break spell holds. However, in the
actual game, there is only one hero spell that effects monsters' mind points
(out of twelve total spells), rendering the stat on monsters mostly useless. There are only four out of twelve Chaos Spells
(enemy spells) that effect hero mind points.
I'll accept one third of spells using mind points as a
decent percentage, so I'll fix three hero spells to compensate:
The Earth Spell "Pass Through Rock" will have
altered text (in bold):
"This spell can be cast on any one Hero, including
yourself. That Hero may then move
through walls on his next move. He may
move through as many walls as his dice roll allows. If a
Hero ends his turn in solid rock, he must roll one combat die for each of his
mind points. For each White Shield
rolled, the Hero may move an extra square in an attempt to exit the solid rock. Caution!
If a Hero ends his turn in solid rock, he is trapped forever!"
The Air Spell "Tempest" will have altered text:
"This spell creates a small whirlwind that envelopes
one monster of your choice. That monster may roll combat dice
immediately and on future turns equal to its mind points. If a Black Shield is rolled, the spell is
broken. If the spell is not broken, the
monster can do nothing else on its turn.
If used against a monster with Zero mind points, the monster only misses
one turn."
The Fire Spell "Courage" will have altered text:
"This spell may be cast on any one Hero, including
yourself. The next time that Hero
attacks, he may roll combat dice equal
to its Mind Points, instead of Attack Dice."
With these fixes, each of the four Elemental Spell Categories
have one spell that uses Mind Points, whether it is the players' or the
monsters'. I think I will also be adding
another category or two of spells, which completely utilize Mind Points with
every spell.
This brings up a new rule that alters play:
5. Only the Elf
and Wizard may use Spells. At the
beginning of the game, the Wizard may pick one category of Spells to use for the duration of the game (not
just the quest, but the entire game).
The Elf may then pick one category to use. The Wizard may then pick two more categories
to use. The other categories will not be
used during the game.
This is similar to what the rules already state, except that
it specifies to ignore the other categories of spells. Also, the instructions are unclear as to
whether the spell selection is only for the duration of a quest, and between
quests the Elf and Wizard may reselect spells, or if the spells are permanent. I have decided to make them permanent. However, throughout the campaign I may decide
to offer opportunities for replacing spells, or adding new spells (this will
probably help for the Wizard, as he rarely gets upgrades to armor or weapons).
Next log will be some new specific items, such as armory items or spells.
Thursday, September 27, 2012
Monthly Update: Monthathon #2
For the month of October, I want to give myself a project
with a definite deadline; something to accomplish and complete. So October will become my second Monthathon. This time, however, won't be a DOOM level.
Despite it being a great theme for October. |
Instead, I'm going to create a mod for the board game
HeroQuest. Why HeroQuest, you ask? Well, besides being a game for which I have
infinite affection and nostalgia for, it could also do with a little modding,
since there are a few broken systems in it.
For instance, by the time players reach level 2, they are basically invincible. |
So I'll be altering a few rules to correct the glaring
errors, perhaps adding some new spells, weapons, treasures, monsters, and the
like, and I'll finish with a small, five-level Quest Pack.
Every Tuesday and Thursday will be a post on how it's coming
along, and the final Quest Pack will be downloadable in a PDF form at the end.
Tuesday, September 25, 2012
Article: Augmented Reality Games, and Their Genres
With Google and competitors now developing Augmented Reality
glasses, I fully expect in the next ten years we'll be playing Augmented
Reality videogames, and in twenty years such glasses will be as common as smart
phones.
But what will these kinds of games look like? If the Kinect is any indication, traditional
genres won't cut it. Many reviewers of
Kinect games that require the player to run in place claim that either it's hit
uncanny valley, or trying to retrofit old genres with new control schemes
doesn't work well.
Heck, when the NES powerglove came out, about the only thing
it was useful for was racing games; everything else was much better off with a
normal controller.
But the Kinect works just fine with some games, like Kinect Adventures, because the mimicry of player to onscreen-character is almost
exact; no need to run in place here.
So with AR glasses, don't expect old genres to work the
same.
Old Genres That Will Still
Work
Puzzle Games - Tetris will always be there. Waiting at the dentist's office? Pop open a game of Angry Birds.
This, but with a waiting room for a background. |
Odds are puzzle games will still work the same, just as they
do on a touchscreen device; the only difference is you will make gestures in
the air. Many puzzle games will be
nothing more than a window on your glasses, and won't really be ARGs.
Other puzzle games and retro arcade games may interact with
the outside world. Imagine being a
passenger on a long ride, so you play a game out the window, where you fly a
craft around the real obstacles outside, like fences, mountains, signs, trees,
buildings, or other cars.
Like these kinds of games today, puzzle games and quick-fix arcade
games will be "timewasters" just as much in the future.
Adventure Games - I see a huge comeback for this
near-extinct genre. These will become an
extension of Alternate Reality Games, but here they will be tailored to the
area you live in. Perhaps you give a
starting location and a radius, and the game generates characters, objects, and
puzzles that only you see, but can be spread anywhere within your defined
space. They will start off simple, such
as creating a game of Hide-and-Seek with an object (find the treasure chest
hidden somewhere on your property), and will grow in scope, allowing multiple
players in the same game, and offering more intricate puzzles and deep
storylines.
Sports Games - Non-contact sports, anyway. If you and three friends want to get together
in a park and play a game of Virtual Bocce, or go Bowling in an empty parking
lot, you'll be able to. For that matter,
you'll be able to play Chess on an empty table, and anyone hooked into your
game can watch through their own glasses, even if they aren't participating.
Old Genres That Won't
Work
First-Person Shooters - I know, I know; this is the thing we
all wish we could have. Since I first
heard of the concept of ARGs, I've wanted to play a first-person shooter or
survival/horror game. Unfortunately,
even if the guns are virtual, the fast-paced nature of the genre means you'd be
running around a city, paying attention to the game and not traffic.
Contact Sports - Sure, you'll love to be able to play
basketball even if there's no hoop available, but glasses and contact sports
don't mix. You'd need to bring goggles
to go over your glasses, and even then I wouldn't want to chance it. Delicate technology and a hard fall mean
there won't be a big market for it.
Street Hockey nets will remain just as popular as always, and AR glasses
won't change that.
New Genres
LAMMARGs - Live Action Role-Playing isn't a videogame
exactly, but it will be. LARPing and
MMOs will mix into Live Action Massively Multiplayer Augmented Reality Games (we'll
work on the acronym). Players won't need
to dress up, and fighting will be much rarer, but they will take fantasy worlds
we've only seen on screens and in our heads and merge them with reality. This will be the logical extension of
Adventure Games mentioned above, and will likely evolve from them, rather than
being created with the idea of an MMO in mind.
Board Game Hybrids - Similar to Virtual Chess explained
above, new board games and miniatures games will utilize the environment to
play a live game of Monster In My Pocket, or Virtual Warhammer 40K. You would no longer need a flat surface to
lay out a board, but instead your uneven surface could be overlayed with a 3D
board. Many Augmented Reality games are
already close, such as ARhrrrr, or the Rock 'Em Sock 'Em Robots app.
But imagine you're at a bar with some friends, and the table
is littered with empty glasses and bottles.
The table could be transformed in your vision to a grassy field, and the
empties become trees and bushes. Then
you and your friends march armies of orcs to the middle and attack, using
gestures and non-interfering hand movements (to minimize the chance of knocking
over drinks).
I am sure there will be many more new genres as the
technology becomes more popular, beginning with these simple hybrids. What genres can you think of that might be
exclusive to AR glasses? What old genres
might still work, and what genres will need to be revised or canned?
Thursday, September 20, 2012
Flash Game Mini Review: Mamono Sweeper
Like Minesweeper?
Like RPGs? Well here's a
combination!
...Sort of.
Mamono Sweeper is an interesting little game that I find
myself coming back to again and again.
It takes the basic concept of Minesweeper and mixes things up just
enough to make it feel new and different.
For one thing, it's the mines that are colorful, rather than the numbers. |
The major difference between Minesweeper and Mamono Sweeper
is that the "mines" in the latter are creatures of various
strengths. Rather than marking mines to
avoid, you are looking to attack the creatures at your level and defeat them. If you find a creature that is level 1, and
you are level 1, you can safely click on the creature to defeat it.
If you attack a creature that is a higher level than you,
you might still defeat it, but you lose some health. Lose too much health and you die and lose the
game.
Numbers on the board, instead of telling you how many mines are nearby,
tell you the total value of all the creatures nearby. So if there are two creatures nearby, but
they are both level three, then the number will read 6, instead of simply 2.
As you defeat monsters, you gain experience, and once you
have gained enough, you level up with a quick flash, and you can move on to
attacking higher level creatures.
Once you have defeated every creature on the board, you win.
While the game could have been created with abstract mines, the different kinds of monsters makes the game feel more rewarding. You start only being able to easily defeat blue slime monsters, and work your way up to green dragons. Like an RPG, it makes you feel good each time you level up and can defeat new monsters.
Ultimately,
Mamono Sweeper might not be an actual RPG, but it is entertaining enough to replace Minesweeper as a quick anytime
game. If you like Minesweeper, but think it gets old, this game will provide a new challenge.
Mamono Sweeper can be found here. If you check the description, you can change
the difficulty level and size of the board for a new challenge.
Or, if you can read Japanese, the creator's site is here.
Tuesday, September 18, 2012
Development Log: Facebook Timeline Adventure #3
I just thought I'd give a quick status update on the
Facebook Timeline Adventure:
For one thing, it's become a different genre. |
It appears that if you are not a friend, the
"public" only sees about a month or less back into the timeline, even
if you make every post public (which I do).
This makes it virtually impossible for someone to play the game unless
they become my friend on Facebook first.
Since Facebook is known for changing its privacy levels
without warning, it is entirely possible that this will change, but if it
doesn't, I don't want my work on it to go to waste.
So I'm writing the project in such a fashion that, even if
it can't go onto the Facebook Timeline, it could still just as easily be put
together in book form, PDF form, or others.
Thursday, September 13, 2012
Review: Superman 64
Just made this video as a quick joke, to work on my video-making skills. Also, I've had this idea in my head for a while of a character like this, a guy who loves the most atrocious games and movies and has no idea what makes a game or movie great, so I wanted to see if it was really funny, or only in my head. I still can't tell, since I made the thing. Leave a comment and let me know.
Tuesday, September 11, 2012
Development Log: The Vortex #29 - Last of the Frenzies
Here are the last of the Frenzies, and by that, that brings an end to all cards in the Vortex, so far. You can print them all out (they should fit perfectly eight to a page the way I have most cards laid out) on some good cardstock, and you can play the game yourself. (Just remember to print twice as many Frenzies, Rogations, and Locations, but cross out the duplicate Location card rules).
Unlike the previous cards, the Frenzies above are both more complex and can be more devastating. Players who are faced with a Zealot with an unknown Frenzy might only have a card that changes stats mildly, like those below, majorly, like those above, or somewhere in between, like the previous batch.
Narratively, Frenzies are various ways of getting your troops pumped up. The difference between a Devotee and a Zealot, in essence, is that a Devotee is in his right mind, and a Zealot is not his normal self.
Since I'm out of cards to post now, the next development log on The Vortex will probably be either card fixes or rule changes. Possibly the Location Cards I never posted, which I'll post when I add placeholder art to them.
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