So let's take a look back at what I was thinking about this month.
The Friendly Necromancer
MMO and Gaming Blog from Tom Purdue. Its origins began in a journey through Wizard101 and grew to be much much more.
Sunday, September 1, 2024
TFN's Blaugust 2024 Roundup
So let's take a look back at what I was thinking about this month.
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!
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.
To be honest, the best thing about this game is not the game . . . it's the manual!
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?!
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!"
Friday, August 30, 2024
Blaugust 2024 Day 30 -- To combine or not combine, that is my question!
Thursday, August 29, 2024
Blaugust 2024 Day 29 -- Still The Friendly Necromancer in 2024?
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.
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?
Happy dueling?
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
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
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)
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.
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.
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!