Game Design, Programming and running a one-man games business…

Campaign Battle Frontiers

My latest playtesting has convinced me to change the way ai attacks happen in the upcoming GSB campaign. Previously, there was a complex system involving local threat levels, which changed over time based on the strength of your fleet combined with the number of enemy-controlled systems linked to your world by hyperspace warp tunnel thingies.
And that works fine, and its cool, and mostly staying.

But what was happening was that you would conquer a system, push forwards and conquer the next system, and there was still a threat ‘behind the lines’ to recently conquered worlds. That was fine too, but I also coded a little ‘unlikely but possible sneak attack’ system whereby any of your worlds could get attacked at any time. If you didn’t have a big fleet sat there, this would be unopposed, you would lose the system, and maybe now have a gap in your supply lines.

Frankly, in game terms, this is a pain in the exhaust-port. It’s frustrating and annoying to lose a system behind the lines, and it’s wasteful to keep a fleet in every system just in case. The good old ‘pushing-back the frontier’ system is better.

I’ll keep the gradually lowering threat level thing, but ditch the sneak attacks. Once you have conquered a world, and parked a big-ass fleet there for a few turns, you can mvoe on and not fear losing it. It is, after all, a big map to conquer.

On an unrelated note, can whoever codes the cursor stuff at ATI get their shit together please? Multiple monitor setups in windows 7 are basically chaos with an ATI card. Random cursor corruption when swapping monitors, and an invisible cursor if it goes into text carat mode and back again on the secondary montior… These are not new bugs, from what I read, so why are you tweaking drivers to get an extra 1 FPS on starcraft when you should be fixing basic windows functionality? Bah!

Strategy game specs are going mad

I just saw the recommended system reqs for Civilisation V.

  • Operating System: Windows® Vista SP2/ Windows® 7
  • Processor: 1.8 GHz Quad Core CPU
  • Memory: 4 GB RAM
  • Video: 512 MB ATI 4800 series or better, 512 MB nVidia 9800 series or better
  • What?

    WHAT?

    512MB video cards and quad core, for a turn-based strategy game? The min specs…

  • Operating System: Windows® XP SP3/ Windows® Vista SP2/ Windows® 7
  • Processor: Dual Core CPU
  • Memory: 2GB RAM
  • Video: 256 MB ATI HD2600 XT or better, 256 MB nVidia 7900 GS or better, or Core i3 or better integrated graphics
  • That’s still crazy. We are talking MINIMUM specs here, for a geeky turn-based game. GSB has high specs (for me) because of the real-time battle playback shinyness, but I’d still think they are lower than this.

    I like games like CIV, but ultimately these games are not about the graphics. I just cannot imagine where the processing power is going. This trend to make the campaign maps of strategy game run at 10 FPS just boggles my mind.  What about all the strategy geeks with old PCs or laptops and no interest in buying new ones? Don’t people want their money?

    Someone with the min spec above, tell me how GSB runs for you. Please tell me it runs fine or I’ll look a right dork :D

    I don’t need a 2nd job, or heroin

    There seems to have been a huge growth in two areas of game design in the last 5 years.

    1) 2nd Job games.

    Most people call them ‘MMOs’ , but the basic gameplay seems to be this: You start out at the bottom. You go to someone who stands there all day doing nothing who tells you to go kill 5 spiders. When you do that, he gives you a miniscule promotion, and then tells you to kill 10 spiders. Repeat until dead.

    This sounds like some of the early office jobs I did, only rather than the spider-dude paying me at the end of each month, with an MMO, I pay for the priviledge of doing this job. No thanks.

    2) Heroin

    I’m lucky. I don’t get really addicted to farmville games, or flash MMOs. I know people VERY addicted to world of Warcraft or EVE. People who run online games who I know have tales of people spending $300+ a month on in-game items. Why? Because they are addicted.

    Peoples’ brains are different. A BIG chunk of people have whatever neurotransmitter or collection of neurons it takes to get them totally hooked on games which keep you in a  tight feedback/reward/effort loop, ad finitum. A lot of big companies are tuned into this and boy do they exploit it. Keep them playing…Keep them playing… Spread out the gameplay, because the players time is considered worthless to them. Quantity, not Quality…

    And we are only at the very early days of this. People have already shown adverts to people while they lie in MRI scanners to fine tune the ads to the way peoples emotions trigger. This will come for games, if it isn’t already being studied.

    Luckily, I seem to be immune to 2) and I already have a job, so 1) doesn’t appeal to me. There are still fun games out there that I enjoy, but they are becoming an endangered species. Company of Heroes is now Company of Heroes online, because they want micro-transactions and the addictive push-button-get-banana gameplay that earns zynga so much money…

    I see *why* gaming is going this way, I just feel left out and a bit saddened by it.

    Campaign Repair update

    When I started designing the campaign, I put in code for repairs to ships, where you could repair individual pieces of damage. An attack on a ship might damage a module, doing 25% damage to it. You could repair just that specific piece of damage, if you so chose.

    The idea was that rather than just clicking ‘repair this ship, 1,240 CR’ you could spend less, if funds were tight, and just repair critical modules. I wrote a ton of code to generate slightly silly technobabble descriptions of each piece of damage. All of this is in the campaign and working.

    In practice, when testing the campaign I find myself invariably repairing the whole ship, or if funds are tight, just leaving it to the next turn when funds are available. The fancy repair interface is a bit overdone and over-engineered. However, I see no good reason to remove it entirely, it’s kinda fun, and allows micro-managing for those who want to, so it’s staying in.

    Something that did change today is the cost of repairs halved. Previously it was the same as construction. If a module cost 400CR and took 25% damage, it cost 100CR to fix. Now it’s 50CR. Why the change?

    Well in practice, repairs are reasonably rare. It takes time for ships to retreat, especially cruisers, and in battle, by the time you realise your fleet is screwed, the chances of all of them managing to turn 180 degrees and warp out are quite low. You often lose half the fleet during the retreat, unless you make an instant judgement at the first sign of the enenmy, and call an instant withdrawal. Combined with this, there is is the issue of repair yards. Not every system has them, so the damaged ships need to make a few warp jumps back to the nearest connected repair yard, before they get fixed up. By the time you do this, you might as well build new ships.

    So….. Repairs will be cheaper than new build. I think it balances out better this way, and it makes sense in gameplay terms anyway. The real frustration should be logistics, and having retreated and thus given up territory, rather than resenting the cost of repairs. I’m aiming for a ‘company of heroes’ style mechanic, where its sensible to retreat and fight another day, if outgunned.

    Shield Support Balancing

    GSB recently got a shield support beam. This was a groovy empire-frigate-only weapon which remotely boosted the shield power of friendly ships. It was criticised as being too powerful. Not surprisingly, people experimented with minimal cruiser fleets boosted by a huge swathe of support frigates using the beams for mutual reinforcement.

    Surprisingly, this turns out to actually be super effective in comparison with filling those frigates with weapons and other useful stuff. I spent a while playing, and analyzing player challenges where it was claimed the SSB is just *too* good.

    So I nerfed it badly to see what was needed to get the sweet spot for this new weapon. Serious nerfing of the transfer rate was tried. Then serious reductions in the amount that would be held in capacitors. Still, the SSB seemed awesome, in large numbers.

    Then, eventually, I concluded that it was the mechanic, not the numbers that caused an imbalance. The SSB was being used regardless of the state of the target ship. It could be under intense plasma fire, and be ECM jammed, and still shake offf all attacks thanks to 6 or 8 SSBs boosting its shields. I wanted a single SSB to be worth having, but at any reasonable level, the combination of 8 then became a super-defence.

    So my currejnt thinking (under testing now) is to nerf the SSB by reducing two key stats (beam rate to 20, recharge rate to 20), and also introducing three restrictions:

    1. The SSB can not be used to reinforce ships if the target ship is currently ECM jammed.
    2. Only a single SSB can be utilised on a target ship at any one point in time (although they could take turns).
    3. The SSB can only be targeted on cruisers.

    I think this is the solution, but feedback is much sought. After all, I stupidly thought it as balanced already :D Ideas?