Sunday, September 1, 2024

TFN's Blaugust 2024 Roundup

Blaugust is officially over and I made my goal . . . I managed to post every day of the month, earning the Rainbow Diamond Award! That feels pretty great, and while it was tough, it also made me realize how if I really push, I could keep going and make a lot more posts here than I have been in the past 12 years or so. Maybe . . .


 So let's take a look back at what I was thinking about this month.

Unfortunately, my secret Blaugust wish I put out to the Universe on August 1st didn't come true.  Our house in Texas still hasn't sold.  It's just a really hard time to sell a house.

Next, as predicted, I had a lot of fun in 7 Days to Die last month and made three posts in total about the good times that Dylan, his sons, and I had.  

A shocking bathroom discovery!

Baulder's Gate 3 also provided a lot of post-fodder as predicted! Thanks to a lot of fun trying to remake an Everquest Beastlord in BG3, I was able to rack up around five posts.

and um yeah . . . that just happened . . . 

Brawl Stars got three posts and Squad Busters got two. This all makes sense since sitting down at the computer to play was a bit difficult this month, but hanging out on my phone was super easy. 

Only four posts this month were about VR games, which is surprising. I thought I'd post more about VR games, but it just didn't happen.

The real surprise of the month was how much talking about real life got. Nine posts were chatting up things going on in my real life.  I guess it's a good thing that real life was so prominent this month -- it typically means I'm out having a lot of fun with my family (or I'm just too busy to game).

I find it interesting how much I still think about working in the Games industry. I would love to keep it going somehow even though I've checked out. This month had me thinking about my Dragon Jousting game pitch and the characters I made for Battle Bows. Maybe someday this blog will start to focus on me creating something new as a part-time indie dev. That'd be amazing!

I don't know what the future holds, but I'm keeping my house-selling wish alive! It's no longer a secret Blaugust wish, it's now an out-in-the-open-all-the-time wish. It certainly would let me and my family move on from feeling like we're in limbo.  I honestly can't believe it hasn't sold yet. Kind of a weird burden that I wish wouldn't be a burden anymore.

Anyway . . . so . . . readers . . . while I have your ear, any requests for future content here on The Friendly Necromancer? I'd love to hear your thoughts. Thanks for reading!




Happy Dueling! 

Saturday, August 31, 2024

Blaugust 2024 Day 31 -- DragonStrike . . . the manual!

I was talking to my friend over at Starstruck Games on Twittter a couple days ago, and they mentioned reading my blog post about Dragonride VR and how that reminded them of an old computer game called DragonStrike. I hadn't heard of it before, so I did a few searches, and lo and behold there it was on Steam for 3 bucks. DONE!


Guys, I'm playing the first-ever dragon combat simulator!

After playing it I was instantly transported back to the days in the early early 90's when I would play a turn-based D&D game on my old Commodore 64. (I can't even remember what the game was.) While this isn't turn-based, the graphics and music are spot on.

A recipe for awesomeness: dragon jousting, goo-covered battlefields, and my enemies dead before me!

To be honest, the best thing about this game is not the game . . . it's the manual! 

Whoa . . . this is an AD&D Computer Product?

I mean, yes, you can fly around, home in on a dragon, and either joust its rider or blast it with a breath weapon in several different polygonal pixelated environments, but let's talk about this MANUAL! Look at this beautiful gem of information . . . a schematic on how a dragon lance is put together and attaches to a dragon saddle? What?!

So that's how it all works . . . huh . . . it's all right there . . . in the manual . . .

I mean, there's a 3-page story, the jousting schematic, controls, orders and ranks for dragon jousters, a description of each area of the map, stat sheets for each type of dragon, and a printable keyboard command layout. Could you imagine being the writer for this manual? That's a pretty sweet gig.


"Argent is small for his 723 years of age."

The game itself is a hard-to-play piece of ancient trash, BUT THIS MANUAL IS GOLD! I say it's 3 bucks well spent!


If you ever wondered how the progression of Dragon Jousters work, there you go.

That's more lore and goodness than you can shake a D20 at! The funny thing is, if you ever lost the manual to this game, you were screwed because to play the game, it actually asks you to type words from the manual to verify you bought the game. The manual and the game are tied together by a virtual serial cable that could never be severed! As the execs at Westwood surely once said, "Ain't no kid gonna just copy this game to a floppy and share it with his friends! He's gotta go through Kinkos as well!"

Closing in on my next dragon jousting target!

I was only ever able to get to the 4th mission in the game. I'm sure if I was 14 and had a full day to kill I could get a little higher in the ranks of  The Knights of the Rose, but I hear BG3 calling to me. 

DragonStrike is a great blast from the past, and if anyone wants to build me that dragon-jousting VR game of my dreams, there's a manual for that!

Happy Dueling! 

Friday, August 30, 2024

Blaugust 2024 Day 30 -- To combine or not combine, that is my question!

So, I've been thinking about pulling all my archives under one roof. This roof specifically being The Friendly Necromancer blog . . . But I'm not sure. What do you, my readers, think?

For context, I have several other blogs that are out there collecting dust that I'm not sure what I should do with them. Specially these:


I could easily port these blog posts into this blog and insert them into my timeline and be done with the subject separation.

Or, perhaps I only pull over a few Greatest hits? We're talking bangers like:


... or maybe I do nothing at all. Which is what I've been choosing to do for the past decade.

The benefit of pulling these all over is that I can search them up on this blog at any time. If I ever made a book out of my top posts, they'd possibly be included. It would add weight to those early years of blogging to show just how much writing I did back then. 

Some detriments include breaking up the flow of all those Wizard101 posts back in the day. There's also some maintenence of old posts that would need to be done. And, well, it's easier to just do nothing.

I don't know. I guess that's why I'm asking for advice.

I suppose I could also just link more directly to those old blogs on a sidebar? Or maybe I make a blogpost about each one of my old blogs and link list / summarize the greatest hits?

Not sure.

Happy Dueling!

Thursday, August 29, 2024

Blaugust 2024 Day 29 -- Still The Friendly Necromancer in 2024?

So, I don’t think I’m exactly winning any popularity contests in the blogging world these days. I mean, back in my quote-unquote heyday circa 2011 when I was a Wizard101 official fansite and scored a job off my blog, yeah, that was life-changing, to say the least. Let's just say that here in 2024, well, things have changed, or have they?

To be honest, I don't even know if I was notable in the blogosphere even back then! It's not like I was ever overwhelmingly popular with the general gaming crowd or anything. I was niche, and I certainly wasn't winning accolades for my writing. In that regard, I guess I've always been a bit of an outsider. Anyway, in the name of introspection and Blaugust (it is Lessons Learned week), let's take a look at where I'm sitting these days.

I guess this is where I'm sitting these days?

First off, I haven’t really been able to dive into the whole blogging community thing with many other bloggers. Sorry! I’ve tried to keep up on the Blaugust Discord and read more posts from others, but let’s be real—life happened, and I just haven’t made it a top priority. Not participating means, no tit-for-tat commenting. It means, not being part of the larger discourse. Instead, I'm over here talking about Spongebob in Brawl Stars on a Blogspot blog instead of Wordpress site (I don't think I'm winning accolades for my content choices or blog design either.)

Secondly, I used to be all about MMOs back in the day. Why, finding myself noted on the Global Chat Community Roundup for Massively OP was fuel for my soul! Now? Well, it'd be food for my soul, but I don't even have the time to log in to an MMO, let alone write about them. Truth, I almost logged into DCUO the other day just to snag my 50th anniversary D&D gift, but… meh. (Side note: Man, I really should log into DCUO for my free D&D gift!!!)

Thirdly, let’s not forget my hot takes, which are about as mild as they come. When I joined KingsIsle, I got a friendly reminder from my boss at the time to not go too wild on my personal blog, so my posts ended up being more like gaming journals than anything else. Uh, I don't think I've had a hot take in years. I don't even think I'm UP to the drama of a hot take. Probably the only reason my blog hasn't died is that I've been dragging it along like a ball and chain for the past decade or so. (Wait, was that a hot take?)

Finally, I’ve been deep into VR, which seems to be as out of place as using a typewriter for coding here among the other Blaugustians. And not only have I been deep in VR, but I've been deep in weird VR . . . match-3 VR even. You haven't read the things I've seen, but that’s okay. I’m here, still diving into Blaugust, and having fun along the way. (mmm . . . diving . . .)

Of course, it’s not just about recognition and accolades and all that. Has it ever been? Nay, I say. It’s about finding satisfaction in what I do and keeping that ball and chain tightly locked to my left leg, right? (or is it my right leg, left?) I'm my own special kind of weird, and I'm guessing since you made it this far down into the blog post, you fit in that category as well! So, raise your water bottles from Walmart, I guess here’s to sticking with what we enjoy and making the most of the journey, even if the spotlight is broken?

Uhhh ... look, I don't even know if I know my own true intentions and motivations with all this blogging. Maybe it's just boredom? Maybe it's tradition? Maybe it's the fact that my TikToks rack up even less views than my blog does? 

Why do I even keep this tagline at the end of my posts?

Happy dueling?

(I'm sure I'll figure it out -- yeah, I'm still the Friendly Necromancer. Even after all these years. How's that for a hot take? Maybe I should bring back my Pet of the Day series . . . the thrill is real!)

Wednesday, August 28, 2024

Blaugust 2024 Day 28 -- Some Enemy/Hero Design Examples

Several months ago I started writing about some examples of enemy designs I had done back when I was still actively looking for a Design job. I never finished this breakdown, but since I'm low on content for Blaugust, I figured I'd go ahead and publish what I've done so far and count it as a free post for the day! Easy!

At some point I'll probably revisit this post and finish it up with pictures and more examples from FFA and possibly Gloom Busters. For now, I hope you enjoy reading about a few enemies I had a hand in designing.

~~

Battle Bows Enemy Designs

Battle Bows is a cooperative VR Archery Tower Defense game where you protect your castle from invading balloon enemies

I designed the Battle Bows enemies to come in three styles: 

  • Basic -- Always defeated in one shot and not immune to any damage from powers
  • Advanced -- Mostly still defeated in one shot and have various features that make them harder than basic enemies
  • Boss -- Multi-hit enemies with a twist and always finding unique ways to indicate damage states rather than using health bars
Details of each enemy design are below.

Basic Enemies

The main difference in how basic enemies behave is with their movement speeds and characteristics, for example:

  • The Cyclops is the slowest enemy with the most predictable movement.
  • The Speedster has a repeating jumping pattern and moves much faster.
  • The Ninja is the fastest of the three and has points programmed into its pathways to pause in place as if to appear they are hiding behind a tower, house, or tree. 

Basic enemies are the meat of the game. You'll always find one of these three enemies on the board and while at first they're not a threat, eventually there is a sense of overwhelm that comes with them swarming in numbers.

Advanced enemies

One of my favorite aspects of this design is that most of these enemies give skilled players opportunities to kill them outright with a single shot, or they'll require a trick to defeat them, for example: 

  • The Flier is a Cyclops mounted on a cloud. If you hit the enemy instead of the cloud, it is defeated. If you hit the cloud instead of the enemy, it tumbles to the ground and begins to path to the door.  The flier can float over the wall and go straight for your heart, so you must deal with them quickly.
  • The Phantom can be defeated with one hit, but only when it stops to recast its invisibility spell, otherwise, it is invincible.
  • The Golem drags two bombs behind it. You have to destroy the bombs to blow up the golem. The golem can destroy themselves at the door or heart for a huge amount of damage, so while they move slowly, they are deadly if you ignore them.
  • The Necromancer has three shields that circle around it. If you can aim for its head, you will avoid the shields altogether. The necromancer is named such because it occasionally drops eggs onto the ground that hatch into one of the three basic enemy types.  It also can throw a brain bolt at the player that will obscure their view if they don't dodge the projectile.
  • The Rocketeer raises on a platform from a point in the level, ignites their rocket, and shoots toward the heart. It is the fastest enemy in the game. You've got to hit the rocket, not the balloon, so, most times, this enemy will take two hits to defeat.
  • The Warlock is a slower enemy that likes to lurk along the edges at first and shield itself and other enemies. If an enemy has a shield, you have to pop the shield before you can defeat it.

These advanced enemies begin to be sprinkled in as you get further in the game. For example, you may find only one flier per tower at round 3, but by round 5 there could be as many as three fliers per tower. This not only gives you time to get used to how to defeat an enemy but allows for complexity to build over time.

Bosses

The bosses were by far the most fun and complex enemies to design. 

  • Cubert is a single-hit boss that sits within a spinning six-sided shield that has three charges per side.
  • Snoozer has three eyes that require three hits each, but you have to use a power to wake Snoozer up before the eyes become vulnerable
  • Blinky has five eyes that require three hits each. The catch here is that eyes can regenerate back open if you don't take them down fast enough.
  • The Bomber King circles the outside of the castle alternating between throwing gunk at the player and making free throws on the heart with a bomb.

Every four rounds, a boss appears near the mid-point of the wave. At wave 20, players will begin to encounter two bosses every fourth wave.

Increasing Difficulty

We had to cap the number of enemies that could appear in a wave for Quest 2 optimization reasons, so mid-development we decided to add a move speed, base attack damage, delay timer for the first attack, and then a general attack delay for each enemy. As gameplay progresses through waves, these values adjust to make the enemies more difficult. This also allowed us to define a clear point in gameplay when damage values and speed from enemies would be so extreme we could do our best to avoid infinite gameplay, which would make network costs unpredictable.


FFA Hero Design Examples

Fantasy Fighter Arena (FFA) was a turn-based wrestling game that focused on collecting and leveling heroes. Ultimately the game was canceled in prototype, but it was the first time I was able to work with AI scripting to design how heroes would behave when controlled by the computer. In addition, building and balancing a "kit" for heroes was incredibly fun to do.

We began FFA in a paper prototype setting. As an example, one test character I built at the time was a zombie called "Dusty Erodes," who focused on damaging other heroes who attacked him.

As time went on, Dusty became a female fire elf who had the same kit, but different visuals that still made sense. Instead of being damaged by a contact poison, damage over time was caused by fire. We needed more female characters in the game and you definitely don't want to touch someone whose skin is made of fire!

~~

Happy Dueling!

Tuesday, August 27, 2024

Blaugust 2024 Day 27 -- Fight You For A Friendship MK 11

About 3 weeks ago I sent a message to my high school buddy. We'll call him by his Internet Handle "Halfbite."

I just sent him that picture...

Now, Halfbite is amazing, first of all. He's one of those people that when you get around him, you are instantly energized, and it's like you're suddenly 17 again. Honestly, Halfbite is one of my most favorite people in the world.

So back in high school we used to play a couple of arcade games, Arknoid and Mortal Kombat.  Both of those games were at a local grocery store and our lunch breaks were spent grabbing something to eat and spending a quarter or two on playing those two games.

Later in our 20's he would come over to my apartment and we'd play a bunch of Mortal Kombat 2 on the Nintendo 64 together. We, of course, did a lot of other fun stuff that deserves a whole blog post of its own . . . probably a whole book to be honest . . . but for the purposes of this blog post, just know that we loved playing Mortal Kombat together. "Fight you for a Friendship" was one of our things we just used to say to each other. (Referring to the Friendship Fatalities in Mortal Kombat II)

I take being ID'd to buy MK11 as a compliment 

Now that I'm back in Utah, it means I can do things like text him and tell him to come over to once again play, you guessed it, Mortal Kombat. In fact, just this Sunday we were reunited in Mortal Kombat.

I didn't want to spend full price to pick up the newest Mortal Kombat, but I definitely sprung for a used copy of MK 11.

It was pretty great. Mind you, we paused and just talked about stuff for about half of the time he was there, but I was super happy just to get 4 or 5 matches in with him. As per normal, we were evenly split in victories over each other. We both were basically just smashing buttons trying to find the special moves, and I don't think either of us ever pulled off a finishing move.

Scorpion vs Subzero, a classic match up 

I couldn't have been happier.

Last night I again put MK11 on the Switch and played a bit just for fun.  My wife and oldest were watching and we ended up going through the fatality tutorials and started rating them to our own personal tier list.  Ridiculously bloody and goofy fatalities are exactly what you expect from Mortal Kombat, and that is exactly what we got.

Raiden about to fry some undead

There were just too many to rank and we gave up halfway through. As I'm typing this, I can't even think of who all we gave an S-tier to, but I remember Sonya and Baraka ranked pretty high.  Sonya's fatality involved kicking and shooting a person up into some helicopter blades and Baraka peeled off a face, sliced open the brain, and then grabbed it like a shishkabob on his claw and snacked on it.  Yeah, that's mortal kombat for you.

Anyway, I don't play many M-rated games, but this is an exception. I hope I get to play more MK11 with Halfbite. It's one of the lost joys from younger years.

Happy Dueling!

Monday, August 26, 2024

Blaugust 2024 Day 26 -- Yup. Songebob is coming to Brawl Stars

Well there it is ... I didn't really know if the rumors were true or not, but Supercell just pulled off a Spongbob collaboration.

Bikini Bottom at its Brawliest

I was so positive Clancy would be wearing the Spongebob skin, but nope, they gave it to El Primo. That actually does make more sense since so many more people would have access to El Primo whereas Clancy is a bit harder to get.

The finer things in life always cost money

The exclusive Brawl Pass skin for the season of Spongebob will be Mortis Squidward! I'm not very good at playing Mortis nor the clarinet. :(

The other characters will be Patrick Buzz, Sandy Jessie (with Gary Turret), Mr. Krabs Tick, and Plankton Daryl. 

New power ups are going to be active and changing gameplay Sept 5th to October 7th -- all Spongebob themed. You'll also get a couple new game modes as well, including a Jellyfish collecting game and a new 12-person Trio showdown. 

Honestly, it all sounds pretty great, and you can get all the details from their recent video.


That also mentions a couple new Brawlers and an upcoming Halloween event by the way...

Man, I can't even imagine how fun it must be to work on this game and with a Marketing Team that can pull off a collaboration like this. It's also great to see that this game is technically successful enough STILL to be having events like this. Even if Spongebob isn't your cup of kelp juice, you've gotta be impressed by at least that.

Happy Dueling!