Showing posts with label design. Show all posts
Showing posts with label design. Show all posts

Monday, September 9, 2013

Development Update: No sooner said than done

I've been tackling the redesign of the Create Character wizard. When the muse takes you...

The work is not yet complete, but the new design is a lot more consistent and fun to use than the old. It now goes Race & Gender -> Class -> Kit -> Spells -> Name/Portrait/Personality.

Race/Gender and Class both benefit greatly from redesigned screens. Kit gets a whole screen and will become a "first-class" choice. Moving the personals section to the end adds some focus to those details.

Kit choice! Kits will include their own descriptions, names (they're currently named after the primary weapon), and a set of modifiers that replaces modifier assignment. This will make for a great chance to add some flavour, and hide new players from the complexities of weapon attack modes and spell book favoured modifiers. A redesigned screen will give me the chance to display all the starting items of each the kit for inspection by the player.

Work outstanding is the redesign of the kits screen, and a lot of data entry content creation around kit names and descriptions. I'll post some screen shots when it's done, I think this blog needs more picture.

Wednesday, May 29, 2013

A pact with the powers of darkness

Hogan licked his lips nervously and cast a glance around the glade. His companions had busied themselves with preparations to strike camp and were paying the Acolyte scant attention. The time was now. Hogan slipped between the trees and moved some distance away from the others, heart beating fast. Compose yourself, he thought, this is not the first time. Nor is it the last. Finding a secluded spot he seated himself, and forced his lips to frame the first of the three prayers required by his dark masters.

Hogan, as always, his stomach churned as the powers of darkness responded to his call. Hogan. Our loyal servant calls once again upon us. What do you require, Hogan?

Power, master, Hogan replied, power that I am owed by our pact. Honour our pact and grant me now this power.

Power we will grant you, Hogan. As always, there is a price. How might our loyal servant pay us that grant him power?

I may pay with all that is mine to give, master. Say but the word. Hogan knew the words by rote.

Indeed you shall. We have need Hogan. Need of your BLOOD, need of your STRENGTH, need of your SOUL. How shall you pay for the power that is to be yours?

Hogan's mouth was dry. He knew he could not consider the question too long. I will pay with my blood master. Honour our pact and grant me the power!

~~~~~~~~

A shuddering cry disturbed the glade. The party leaped to defensive postures. There was a moment of silence, then Hogan staggered into view and stood pallid and trembling, leaning heavily on a tree near the edge of the glade.

"Hogan!", exclaimed the Knight, "Are you alright?"

The Acolyte raised his head. His features were haggard and pale and pinched with pain, but his eyes burned brightly from beneath his dark brows as he regarded the others.

"Yes. Yes I am. Let's go"

Thursday, February 21, 2013

Thinking Of System Changes

Having tinkered long with the balance and played through a bit (not nearly enough), the feeling has grown on me that some basic game system changes are needed. Here's a brain dump of my thoughts.

No More Attack Rate Modifier
A generic "Attack Rate" modifier that is translated into a number of attacks/strikes sounded like a good idea, but wasn't. Instead I'm going to try this: A base single attack with a single strike that is increased by (a) level and focus, (b) attack modifiers and (c) misc other stuff like items. Attack modifiers will modify the number of strikes per attack (e.g. Swing +5 grants an extra strike on each Swing attack). Level and class focus will modify the number of attacks (e.g. 2 attacks at level 5 for combat character classes). Other things will modify these numbers directly (e.g. weapons that grant extra attacks or extra strikes per attack).

Modifier Effects (What Might Be Called Skill Trees In Another Game)
In general, every skill modifier and base modifier should grant different effects as they are increased, probably at thresholds like +5, +10.

No Boosting Base Stats At Level Up
The base stats Brawn, Skill, Thieving, Sneaking, Brains, Power will no longer assignable at level up. This will take re-balancing of the class and race starting stats and the level up assignable modifiers, but it should (a) make the class/race choice at character creation much more significant, (b) avoid just spamming these base stats instead of the skill modifiers and (c) allow me to differentiate races and classes more by bumping the starting values to more significant values. I may add a level-up bonus option for bumping these base stats instead.

Fix Foe Data Model
The custom Foe data model needs to be changed to correspond more closely to the Player Character model. As close is possible. This means foes with inventories, using weapons and items that they have available, etc.

No More Stealth Points (Perhaps)
The Stealth points really haven't done the trick, it may be time to do away with them.

A Better Magic System
I want to have differentiate the schools of magic more. For starters: resource management. Instead of every school using a bland pool of Magic points I will introduce a different spell casting mechanism for each. For example:

  • Sorcery (maybe) operates on a D&D-like spell book with reserved spell level slots. Sorcerers may have a starting item (spell book) tied to their casting, and usable as a way of replenishing their spell slots.
  • Elemental magic comes from within: users spend stamina points to cast spells. Users channeling elemental energies through themselves must be careful to avoid letting it get out of control.
  • Black magic users trade portions of their soul for spell casting, perhaps a very large but very slowly (or non) regenerating pool of points to spend coupled with consequences as the total drops towards zero. Consequences culminating in death or possession or something.
  • Need more thought on White Magic (soul again perhaps, but in reverse), Druidism, Enchantment (something to do with the fey) and Witchcraft. 
  • Differences may include how spells become available (all, some, spell picks, etc), whether they can be cast at different casting levels or not.
Secondly, the spell lists need some rework. I want:
  • All unique spells in each school, no more spells shared between schools. For spells that offer important game-system effects (e.g. Identify, Knock-Knock, Heal), alternatives will need to be invented.
  • Better names for each spell. Think MtG rather than D&D.
  • No more spell shortcuts, it was cute but it's over now. The spell dialog search can work on plain old spell name.
  • More spell effects that "break" the system. Inspired by Rampant Coyote's recent blog post I want to have a bash at incorporating some of the "system breaking" D&D spells into Maze. Things like Charming, Divination spells, Teleportation, Flight/Levitation, Shatter, Polymoprh, , Wishes, Time Stop, Disintegration. Those are just the obvious ones, never mind Protection From XYZ, Speak With Plants/Animals/Dead/etc, Animate Objects, Enchant Weapons, Tree/Sanctuary/Statue, etc. Yeah I paged through my first edition D&D Player's Handbook for that :) Some will take a lot of effort, but it's worth a crack.
  • More condition effects. Crazy stuff like infection with a fungus, haunted by a spirit, accompanied by a genie, and so on.
That's about all I can think of for now. This post is probably for my own memory as much as for anyone else :)

I gotta go, it's bath time.

Thursday, October 25, 2012

On Balance

Balance.

It's hard. 

I remember someone from the World Of Warcraft team talking about the giant spreadsheets that they used to balance the game. Suddenly that approach doesn't sound so bad.

Progress has been slow, partly because I've had very little free time, partly because this automated balance approach is hard. I'm pondering taking a breather on Balance and implementing some features.

Here's where we are:
Combat classes 1v1 victory at lvl 1-30 vs the Reference Foe
I've been trying to define a Reference Foe at each level. This graph shows the wins of a single combat character versus the Reference Foe of that level. I've spent a lot of time tuning the Reference Foe, and this is the best I've got. For a "Balanced" progression, I would hope for 0.5 across the board.

Yeah. Hard.

One positive here: the Monk graph climbs nicely, as might be expected from the current Monk progression of bonuses. Monks are clearly overpowered at high levels, but it's nice to see the input data validated in the results.

I do still think that automated balancing is the way forward, but maybe it's time to get some features in too.

Unrelated update #1:
The wife is at 25 weeks. All is well except for the outlook of my free time...

Unrelated update #2:
Crazy Cleve has finally got Grimoire up on a funding site. I encourage anyone reading this to go and invest in his work, I have.
http://www.indiegogo.com/grimoireforever
Go get it.

Tuesday, March 27, 2012

Gearing up for the monthly drop

Just the testing on Linux outstanding. Probably quite important seeing as we're playing .ogg now.

Actually I'm posting this to write down some things that I'm planning to tackle in the short to medium term.

Refactor Damage Resistance
I'm planning to split the single "Resist Damage" modifier into three: "Resist Bludgeoning Damage", "Resist Piercing Damage" and "Resist Slashing Damage". I got the idea from Frayed Knights, but it's been brewing a while anyway. This will make regular melee combat a bit spicier, and give a much needed chance to implement foes like skeleton warriors. Different weapon attack modes would deal different types of damage; bludgeoning for bash, piercing for thrust, and so on. Some niceties will be required, like a default damage type for a weapon (applicable for things like thrown weapons and backstab/snipe attacks).

Music
I was never really big on the Music thing in the Wizardry series. Having had a few years to think about it, I think it's time to get it in there. The Music modifier will be one of those under the Magic heading. I have some ideas about how to bend the feature more to my liking, like more interesting backfire effects from an unskilled user. We will see.

Engineering
Ditto on not being a fan of the Wiz8 Gadgeteer. The time has probably come to add such a feature. I'm undecided whether the Engineering modifier will be a Stealth or Magic modifier, how to make the functioning gadgets more interesting to me than Wiz8, and what to do about the Omnigun.

Other
A laundry list of other things to go with this:
  • Adding an Alchemist class, now that craft recipes are starting to go in. Perhaps a magic focused class with zero or limited spell casting but much craft skill and various special abilities that enable him to rock with potions, powders, bombs and the like.
  • Adding a Gadgeteer class, once there is Engineering. Probably a stealth class with zero backstab/snipe, but with much engineering and something cool like the Omnigun.
  • Character personalities, like Wiz8, implemented without voice acting as in Frayed Knights. I'm starting to see this as a replacement for the character class knowledge.
  • Scouting. Time to add a similar detect-secrets ability to characters.


Thursday, June 16, 2011

Todo's Remaining

With the balanced character classes in the depot, the following TODOs remain before a v9.1 release:

  • data: sort out character class balancing, abilities, resistances.
  • data: sort out NPC inventories.These need a quick look in the default campaign.
  • data: RESISTANCES: Resistances of foes.These need a look in the default campaign.
  • data: mind read results from all NPC. Needs implementation in the default campaign.
  • data: more craft recipe. Ideas?
  • code: make weapons depend on disciplines instead of class, flesh out disciplines. Chivalry, Kendo and Martial Arts already exist. This will end up being more similar to the 4th Ed d20 weapon proficiency feats.
  • The starting dungeon may be too long and confusing. Three exits may be too much, especially when two of them dump the player in the middle of the forest rather than near the path to the city.
  • The starting dungeon needs more loot that can be easily found. I'd like the player to have a decent selection of items by the time he gets to Ichiba.

Wednesday, March 30, 2011

Planning for v0.91

The following is a quick list of changes and features I’ve got in mind for v0.91.
  • code: remove Stealth dodges, replace with backstab/snipe double damage. While the dodge mechanic is nice in theory, in practise it makes battles take too long. It will be replaced with backstab/snipe, which will allow stealth characters to deal double damage using their stealth points. This should have the effect of speeding up battles. More on this later.
  • code: remove heroic/retainer class distinction. I have a feeling that this just confuses users. Also, the snippets of heroic knowledge got really tiresome to implement. I plan on adding a set of modifiers representing knowledge areas and tying the knowledge snippets to that instead.
  • code: make weapons depend on disciplines instead of class, flesh out disciplines. Chivalry, Kendo and Martial Arts already exist. This will end up being more similar to the 4th Ed d20 weapon proficiency feats.
  • code: replace saving throws with just the resistance modifier. No point having both saving throws and resistances. In Wizardry fashion, this will be replaced with just resistances.
  • data: sort out NPC inventories.These need a quick look in the default campaign.
  • data: RESISTANCES: Resistances of foes.These need a look in the default campaign.
  • data: mind read results from all NPC. Needs implementation in the default campaign.
  • data: more craft recipe. Ideas?
  • code: berserker and  lightning strike. Two new class abilities, both with the intention of speeding up combat by allowing characters to do more damage. Dodge might also become a class ability. More on these later.
It will be released when it’s ready.