Archive for March, 2010

Making a Game: Part II.5

March 25th, 2010 | Category: Uncategorized

Okay so I think I have my physical mechanic. Basically, you have a strain gauge. Bigger, flashier moves put more strain on the mech(which heals slowly over time). In addition, repetitive use of actions(even on low-strain actions) will result in strain on the mech, like during weight-training. Then in between rounds, the strain heals.

This works well with an action-unlock system, where investing in skill trees unlock new actions to use. It also allows the player to choose to take the trade-off, of the big action, whether to save themselves, or to finish the fight, while simultaneously not overly punishing them for choosing to do so. That is the issue with mana-based magic systems coupled with no-cost physical actions. It made players conserve their mana until the dungeon boss. Meanwhile, this system allows for players to balance the choice and risk, without a major long-lasting cost.

I would like to have somethings that could only be used once every five rounds or so, maybe, like 4e’s daily attacks.

What do you think?

3 comments

Making a Game: Part II

March 25th, 2010 | Category: Uncategorized

Okay so after figuring out some basic stuff, next comes the really important stuff.

First: “look” of the game. After a lot of wrangling and debate, I’ve decided on 2d top-down view. This requires some simplification of some of the combat mechanics. Instead of damage per “part”, there will be damage per facing, then core health. I’m debating hex-tiles or square-tiles at the moment.

Other things I’m considering, are energy mechanics, and physical action mechanics. My current ideas are pretty specious at the moment. I’m considering energy flow to individual items, and some items when used or triggered increase their draw on the circuit(like a load current from a motor). You could also redirect some energy from one part to another as needed, but this takes time(affected by skills and items).

Then for physical action, I’m considering maybe a system similar to Champions Online. That would be a morale meter, where you do actions, then, depending on stuff, the morale meter increases, allowing you to do more complex and expensive stuff.

Another possibility is to adapt the D&D 4e system of at-wills, encounter, daily abilities. I actually kind of like that system.

Yet another possibility is a stamina meter, which acts kind of like a capacitor, that gets drained by actions, then charges up over time.

What do you think?

Comments are off for this post

Making a Game: Part I

March 24th, 2010 | Category: Uncategorized

I’ve decided to expand my professional portfolio before I graduate.

So I’m designing and making a game. The design is the important part I feel. Can I take an idea from conception, figure out all the important details, write up a proper design document, and then, follow it?

So here are the basics of the game design so far.

It will likely be a 2d Mecha game, fantasy-environment. Each mecha will have an energy budget, to supply items, armor, and weapons. In addition, mecha frames will have base stats like mobility, etc, modified by the pilot’s skills. The energy budget is provided by power-cores. There are four “kinds” of energy, white, black, red, and blue. There is no “rock-paper-scissors” advantage provided by any one kind of energy, simply that different effects belong to each kind.

I’m still working this out, for the moment. But basically it goes like so: white: slowly increasing damage strength, effects from only matched sets, and repel effects; black: defensive powers, draining, bonuses for only using black stuff; red: deflecting attacks, random disabling of enemy items, and various miscellanous effects; blue: pulses, knockback effects, manipulate power flow.

I decided to keep to within the remit of that stuff, both to limit what I have to decide on, and because this is fairly easy to balance. Each type has some sort of unique schtick, some way of reducing damage, and something that can make good combos with other kinds of energy.

Mechas will have “slots” to put parts of armor on, weapons, and items, which are stuff that would be like amulets or something that provides an additional unique benefit or effect.

The gameplay will be tactical and positional. You have to try to target the damaged parts of the enemy mecha, while defending your own from attack. If your core gets damaged enough, your whole mecha shuts down.

I am currently considering the skill and stat system. I’m thinking of doing a “cap-and-trade-off” system. There will be a max number of skill points you can spend(the cap), while opposite skills(say speed training vs strength training) will have negative effects on each other(and the trade-off). Ie, if you start to bulk up, that affects your mobility. The more you bulk up, the slower you become.

In addition, there will be the normal range of fantasy-type weapons for the mechas to wield, from long swords to long bows, all appropriately giant-sized. You can train in using these as well, and switch between weapons during combat.

So what do you think so far?

2 comments

Value-adding to games: Communities!

March 09th, 2010 | Category: Uncategorized

Okay so I’ve been busy lately, with classes, the newspaper, and managing hordes of jabbering monkeys. I’ve been recently promoted to an op on the #sto and #stoqa irc channels(hence the jabbering monkeys).

I’ve observed something interesting though. Cryptic has been really stepping up their communication, thanks to people like Rehpic, Falkoren, and Jaguars. This has served to really benefit the game without much of a cost to the company.

Here’s a hypothetical. Say someone asks some questions about personal shields. Falkoren then asks the powers designers how they work, and he tells us in #stoqa. This gives us the knowledge to properly test them, while some of us add this info to places like sto-intel.org

This then serves to enhance the game. Players have more knowledge, players can properly test complex things to ensure they’re working right. For a minimal cost, of a few minutes of discussion between employees and customers, you have tremendously added to the perceived value of the game.

Encouraging communities are an excellent investment for game companies. Supporting them with actual employee interaction and communication is just pure gold.

However, Cryptic isn’t perfect in their communication. For example, the other moderators have a set of new rules they want to add and enforce for the IRC channels, however, its been difficult reaching Rekhan or Phoxe to get approval. In addition, they don’t rarely come in to the IRC channels for us to communicate community issues there are. I am thankful for Wishstone, she has been a good communication pipeline to Cryptic, but she’s the OCR for the German community, not the english community! This needs to change.

Comments are off for this post