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

Lots of things

I’ve been busy. The first thing to mention is that there is now a web forum for GSB here:

http://positech.co.uk/forums/phpBB3/viewforum.php?f=19

That should allow people to let their opinions and suggestions and questions run wild, and keep things a bit organised. Feel free to post whatever thoughts you have there.

Today I’ve been doing some debug GUI which is handy for finding bugs, I already found and fixed a bug where ships didn’t reselect optimum targets correctly. I also redid the tractor beam graphic so it didn’t have one aliased edge and one straight one (needed to use two overlapping textures to get it right). Plus recently I totally re-jigged the sound system for the game so the positional sounds now pan correctly as you move the camera. Last but not least, I’m adding a system where you can have race-specific weapons. Initially you will have one race to play and need to unlock others, so I’m hoping this makes for better game play because:

a() you will initially be zapped by weapons you don’t recognise or know the exact statistics of and

b) when playing as one race, you will not have access to all weapons, so playing a different race will mean adjusting your tactics accordingly.

There is so much to do, but the game is coming along nicely.

Optimum Range

I’ve been playing eve-online again for a few days, partly as research, partly because it’s l33t. Something that struck me was the insane complexity of the game. The sheer number of ship modules available is breathtaking, and this is a game that doesn’t revolve around them as much as GSB.

The level of detail of the modules is also very high. A weapon in eve has a silly number of statistics associated with it. I quite like complex sim games, so it’s reassuring to see that there are so many people happy to play a game that has that much involvement.

With this in mind, I’ve added one of my favorite space battle concepts, which is optimum range. For example, a cruiser beam-laser will have a range of 1200 meters, but an optimum range of 800 meters. The way I’m calculating it is to leave armor and shield penetration the same for the whole range, but damage done varies by 50%. So at range 0 damage is 50%, it scales up to 100% at range 800, then drops down to 50% at 1200 where it then drops to zero.

Is that realistic? maybe to some extent, most weapons in real life have an optimum and max range. I know my bow does, although thats mainly a matter of accuracy rather than damage done. (getting hit by an arrow is bad news at any range).

I think this will lead to much more intricate strategy, In theory, one fleet could sit at maximum range blasting away and doing X damage, out of range of their enemies guns. Closing to optimum range might deal more deadly blows, but would open you up to return fire.

It also means that there is real gameplay advantage to keeping your distance a bit, which makes the game look nicer and less cluttered.

More Waffle about Spaceship Shields

Lets continue mulling over the space shields dilemma a little. I worry that my idea of concentrated fire taking down shields might be a bit too fiddly and non-intuitive.
I also worry that its too easy to just ‘uber shield’ a ship and laugh at your enemies.
So I conclude this (please let me have your feedback):

Shield penetration should be decoupled from actual shield strength.

What I mean by this, is a ship could have say 3 standard shield modules (for example). These modules would give the ship a shield strength of 60 (20 points per module). This means that ships blasting away would need to do 60 points of damage before they got through to the armour, and then the internals.

Right now, I take the shield strength and divide it by the size of the ship, and that gives me a shield penetration value, and and weapons attacking it with a lower shield pen value than this just bounce off. This means if I up the number of shield modules, the required shield penetration value rises.

What I’m considering is having the shields strength (hit points) be additive as now, but the shield penetration value is just the highest value of your shield modules. Or maybe their average.

So you could have configs like this:

  • Ship A has 3 type I shields with a total strength of 60 points and needs >5 shield penetration to actually damage the shields
  • Ship B has just a single type III shield. Its total strength is only 20 but it needs >8 shield penetration to do any damage.

Note, I’m talking about damaging the shields, not going through them. You can’t actually penetrate the shields until they are down (so far). My aim is to allow for some tactical flexibility. You could protect your ships against fighters just by having a single highly reflective shield module. But defence against bigger ships would mean you take penetration for granted (penetration is the wrong word really) and concentrate on brute strength of the shield itself. It also allows me to have small weapons that arent entirely useless against shields.

What do you think? Too complex? Thanks for your comments so far, I read all of them.

Shaders, and then on to game data and weapons

I spent the weekend mucking around with pixel shaders. I’ve not used shaders before, and tbh, the documentation for such things assume you already know how they work, which is insane. I was originally hoping to get some shockwave distortion effects in for ship explosions, and although I got it working, there are some artefacts I’m not happy with. I might still use shaders to do some simple stuff like tinting the whole screen certain colours in some of the nebulas (I think it looks kinda eerie). Of course, thsi kinda stuff will be optional for anyone with older cards.

So this coming week I’ll be turning my attention to game play balance issues and getting some proper data in there. I need to knock up a few decent, balanced enemy fleets to fight against and check the game mechanics as they are. My concern right now is that putting a ton of effort into shields and armour may ‘trump’ everything else. A small proportion of shots always penetrate each (lucky shoT!), so they are not absolutes, but still they are probably too beneficial.

One idea I had was for shields to operate only under certain ‘loads’. So say we have a shield with a strength of 20, and its hit by a laser beam with penetration of 11. That beam won’t make it through, which is fine, but I was considering allowing multiple beams at the same time to ‘overload’ shields.
So if you had simultaneous beams of a strength of say 40, all hitting a shield at once (or over some short period) they would knock the shield out entirely for a second or two. That would mean that large groups of frigates with relatively low power lasers could still take down a cruiser, despite its shields if they concentrate their fire.

Right now you have a damage and a penetration value for each weapon, so you might have a weapon with massive shield penetration but tiny damage, which always damages the shield strength a bit, or a weapon with tiny penetration and massive damage, which is easily deflected by a shield, but if it isn’t deflected, does major damage.
Hopefully a wide range of options on equipment like this will lead to the emergence of a ton of interesting ship designs. Maybe :D

Racial and Ship Bonuses

Something that went in yesterday, but I haven’t put final data in for, is bonuses for individual ships. The actual ship designs are handled by the player (although the game ships with one sample design for each hull), based upon a range of ship ‘hull’s which determine how the ship physically looks, it’s size and base cost and base power production.

The thing is, given that frigates are roughly the same size as each other, I need reasons that a player picks frigate hull A instead of B, etc. So that is where ship bonuses come in. There are currently five different bonus types, Shields, Armour, Integrity, Speed and Power. So if a ship has a 20% power bonus, any power plant modules on that ship produce 20% more power. The Integrity bonus increases the hit points of every module on the ship.

This system us augmented by additional ‘racial’ bonuses which I’m applying to every hull in a fleet, so all the Alliance ships are getting a 10% armour bonus, for example. Hopefully this means that the different races will tend to use different tactics, and play to different strengths.

The individual ship bonuses will encourage the player to pick specific ships for a task, so one frigate might have a big power bonus, and thus be a good choice for beam lasers.  Another might have a speed bonus, and thus be more use for flying out first to intercept the first wave of enemies, and so on. It also means that a player who prefers armour over shields will tend to pick specific hulls within a fleet. In theory, it also means that when you see the enemy fleet coming, you might eventually get a feel for which what strategy he has gone with by looking at the ship choice (you can’t see the module load-out of enemy ships during battle).

This is the current theory and hope anyway, I haven’t spent enough time configuring fleets and playing full battles yet to get it all tweaked.