Spawn Run

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Hello, I want to talk about a new way of playing (classic) Doom I recently discovered by playing co-op. I doubt this an original discovery but I’ve never heard anyone do this, even though all the ingredients are right there. It’s also interesting to see how it immediately changes how you play & it might make for an interesting sub-genre by itself.

Here’s what you do:

  • Play on Nightmare difficulty (hardest difficulty where monsters respawn about every 15 seconds & are faster then normal).
  • Play in co-op mode so you can also respawn (the level doesn’t reset when you die; you can do this singleplayer).

I would typically play Doom in a rather methodical way. As I play a level I would typically deal with situations one at a time, take note of what strategies I need to adopt, & methodically break them down.

With the above settings, the game turns into a mad race for the exit switch through a gauntlet in constant flux. There’s no point killing monsters since they’ll come back very soon (though it does help in clearing a path & getting further into a level) & there’s no fear of death because in a heartbeat you can spawn back at the beginning of the level. Continue reading

April Update – D&D World Building

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Hello, I’m still around.

I’ve taken this past week off from work so I’ve been able to just relax at home. It’s given me the chance to refresh things: change my bed, get new clothes, shave, etc. Though probably the main thing I’ve been doing over the past while is trying to create a D&D campaign setting.

I’ll just say right now that it’s a “homage” (er, blatant rip-off) of the fantasy I’ve grown up with & enjoyed. With standard D&D lore as the baseline, I’m taking elements primarily from Heroes of Might & Magic, Warhammer Fantasy, Warcraft, The Elder Scrolls, & more; with names, items, etc taken from Magic: The Gathering, Heretic & Hexen, Lords of Magic, Diablo, & other media. It’s essentially a kitchen sink full of high fantasy, which allows the players to be whatever they want to be (this is the one campaign where I’m taking this approach by the way, I plan on being more original/restrictive in future campaigns).

Is this copyright infringement? Probably, but I’m only doing this with my friends & it’s just for fun.

I am of course adding my own flavour to the setting, things like:

  • No explicit “good & evil”, only perspectives, beliefs, & cultural values. That means creatures like goblins & orcs aren’t just pillaging & destroying “cause they’re evil”, it’s part of how they survive in the world. It also makes entities like angels & demons more interesting since these are meant to be the living essence of such moral forces.
  • Deities are ambiguous & every faction has their own idea of what the gods are; no universal pantheon. Clerics & the like are functionally the same but their powers come more from faith in the domain & ideals themselves; they’re the ultimate examples of the “power of belief”.

I started this thinking that I’d create the world in a simplistic manner; I won’t worry about things makings sense or there being consistent logic, this is fantasy for fantasy sake. Though as I’ve dug into this & added more & more, I realize just how much work I need to do. Continue reading

Thoughts on a Combat System

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Hello, I have another in-progress system I want to share. This is for the combat aspect of the storytelling RPG idea I mentioned last time.

It is a turn-based system that takes place on a grid battlefield, separate from the world map. I wanted to come up with something where movement & positioning were highly important; something that played like Chess. I also wanted to avoid hit dice rolls but still allow the opportunity to avoid an attack, so I’ve included a reaction aspect to it. Continue reading

December Life Update

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Hello, this update is less about what has been going on (not much frankly) & more about things that are coming up.

First of, I doubt I’m going to do any more game making stuff before the end of the year. I might talk about my thoughts on designing games but otherwise no game creation updates for a while. The reason for this is because December is going to be quite hectic for me:

  • One of my friends is moving away from Dunedin next week whilst I’m going on a business trip to Tauranga for several days (the timing of that kinda sucks).
  • I’m in the middle of sorting out a flat for next year since virtually everyone of my flatmates is moving out.
  • On the week of Christmas I’ll be going on leave & seeing my parents in Te Anau again + possibly seeing my brother & his family.

Aside from that, I’ve had a lot of shit on my mind. I’ve been jotting down the odd thing whilst at work or on my lunch break & I’d like to take the time to properly write about them. A lot of them are things I’ve noticed about people &/or myself. Some are just me pondering random things.

For instance, what is your idea of the person behind the words you are reading? How does the stuff I post here differ from how people typically view me? Or rather, how does what I post differ from who I really am? Continue reading

Some RPG Maker notes

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I’ve recently been thinking about how I could approach the default RPG Maker VX Ace system differently, particularly combat, to make things easier for me. What does the design suggest & what is the best way it could be utilized? I feel I’ve made some of these points before, so sorry if there’s a sense of deja vu here.

Battle Test Continue reading

RM Hack’n Slash – Developing Concept, Part 1

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Hello, I’ve done some more work on my first original RPG Maker project. I’ve setup a couple of project pages where I’ve put the below information for future reference (future steps will of course be recorded there as well). To remind you of what this is, here it is in a nutshell:

The game is a short hack’n slash RPG about a group of mercenaries sent to reclaim a haunted town. Gameplay will be typical of most turn-based JRPG & RPG Maker games. As they explore the town, they will have to survive random encounters with spirits & the odd special encounter.

Following the development framework I assembled, the most immediate process will go like this:

  • Develop Concept
    1. User stories & requirements
    2. Tasks & analysis
    3. Design theme
    4. Dialogue Diagrams
  • Physical Prototype

It is easy to put something together in RPG Maker & skip the physical prototype entirely, but I think it’s worth going through the process & getting some practise. I’ll explain each of these steps, & any new future ones, as I go. Continue reading

Slow May

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Hi, this week has been slow for me.

I’m having trouble with the Search AI stretch goal. I did manage to get it working (at least when it’s the only AI the robots have) but now I’ve done something that either makes them stuck when switching to “Chasing” or run between two nearby points when “Chasing”. At first I was just stuck, trying to figure out how to do this in an architecture someone else designed, but now it’s a case of figuring out how I broke aspects of it. Continue reading