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

Gratuitous Controllable Battles (yes really)

I’ve been working on an expansion pack for Gratuitous Tank Battles, but hit a bit of an admin snag in releasing it right now, which gave me time to do something else. As I’ve had this GSB update pending for ages, I thought I’d get around to finally releasing it for everyone. This isn’t just a minor tweak and bug fix, it adds some good stuff. You might want to update your copy, and try this one…

So what is in version 1.60 of Gratuitous Space Battles? Well a little list of tweaks but the two biggies are these:

1) New Feature: Direct control now lets you (optionally) issue orders or edit existing orders for ships mid-battle.
2) New Feature: Shockwave distortion and shield impact distortion effects have been added.

(Full list at the bottom)

Essentially, I have added an option to singleplayer GSB battles that lets you play the game like an RTS. For all those people who hated one of the central elements of the game (no control during battles), you now have that as an option. If you have played the game before, you might enjoy giving it a spin with the new option. (Sorry, the demo isn’t updated with this feature yet). If you were always on the fence about buying the game (which you can get here) because of the lack of control, now is the time to buy :D.

This is patch number 60, so it took me a while, but I thought ‘what the hell’.  I demonstrate how it works, along with some new visual effects added in this patch, in this video below. Please upvote it, or retweet it, or do what ever trendy things you socially-enabled gamers do these days. It’s much appreciated. And tell me what you think of it, too. BTW it’s a free update, not DLC. This update *will* make it to the steam copy, I just need to get them to update it.

Full change list:

version 1.60
1) New Feature: Direct control now lets you (optionally) issue orders or edit existing orders for ships mid-battle.
2) New Feature: Shockwave distortion and shield impact distortion effects have been added.
3) Tripled the maximum supported submunitions per missile from 6 to 18, as requested.
4) Game now supports instant re-start with new settings from the options screen.
5) In mass-deploy mode you cannot now accidentally snap out of it by selecting an existing ship, which was annoying.

One thing at a time. Wine and Whine.

All that’s written on my big handy Positech Games office chalkboard right now is this:

ONE THING AT A TIME

Which I consider to be something I need to be reminded off. Unfortunately, I don’t naturally look at the chalkboard much. Really it should be written all over my monitor on post-it notes, or on the office door.  On the topic of office doors, it always depresses me that billionaires waste their money on jets or private islands. I’d spend it much more sensibly, like on having replicas of the Deep Space Nine airlocks made as my office door, which I think we can all agree is a far more sensible use of such money.

I was going to write a big tirade here about how the games industry is scarily too hit-driven, and I think there is a bit of a ‘people buying-what other people are buying’ thing going on, but it’s hard to put into words how I see that being bad without it sounding like I’m whining. People on the internet always hate anyone sounding like they are bemoaning their own lot, even when they actually aren’t. I remember all the abuse I got for asking people who had decided not to buy GSB why they had done so.

What I was hoping for was people saying “that’s cool, a guy asking for feedback on his game to win over people on the fence’. Whereas I got ‘This guys such a dick, moaning that nobody ever bought his shit game’.  Which is kinda funny, because GSB has sold easily over 100,000 copies without counting humble bundles. I just like to make my games as good as they can be.

That’s the internet for you anyway.

In any case, I decided not to type up such a rant, even after a big bang marathon punctuated by mixing various bottles of wine, which is the cause of most of my embarrassing rants.

I actually typed that ‘whine’ the first time by accident. Oh the hilarity.

Frustrating case woes.

I have a nice made-to-measure desk that has a fake-drawers cupboard to put a PC base unit in. Hurrah. The problem is my PC case is maybe 1cm too tall to go in the cupboard. Words can’t express how annoyed I was the day I realised that.

For the last few months, since getting the desk I’ve just soldiered on with the PC underneath it, but the noise of the thing is starting to bug me now. It’s not deafening, but it is annoying, especially once you start to notice it. Also, the noise is loud enough during playing games that I really need headphones on, or to blast out the games music, it’s *that* distracting.

I’ve experimented with various fixes but none work, and I really have a few unsatisfcatory options right now.

1) Buy a new case and transfer all the components. Make sure the case fits! The downside here is hassle. I have limited recent experience of transferring entire PC innards, and am not 100% confident on the whole ‘connecting front panel lights and sockets to the motherboard front. There is always the non-zero chance of frying the board, or having a case with 1 single wire that is not long enough, or a single motherboard socket not lining up with the case. That would just bug me big time. I used to be a PC hardware engineer, and have seen things go wrong to often. This PC is absolutely system critical to me.

2) Buy a new PC. Obviously this is overkill, as my new PC was bought in October 2010, it’s a quad core intel i7 2.80 GHZ 8gig RAM Radeon 5770. Not a dud, and able to play modern games. Next year is definitely upgrade year, but not yet. That would be a silly expense

3) train myself to just deal with it. This is cheap!

4) stuff the empty PC drive bays with acoustic foam and try other wooly solutions to prevent the noise being too bad. for the sake of £30ish, this might be worth it.

Anyone have some better ideas? Anyone used that acoustic foam stuff? I considered building a wooden box around the PC. Is that madness?

The Space Pirates and Gratuitous Zombie Battles Bundle (SPGZBB)

I love working with other indie game devs. We never need to talk to lawyers or draw up ten page (or 40 page!) contracts. We just come up with ideas on how to work together and then just do it. It’s how I’d love all business to be…

So Positech games (me!) and the guys at MinMaxGames (makers of SPAZ) got together and agreed a deal for the next seven days. That deal is very simple. You buy Gratuitous Space Battles, and you get Space Pirates and Zombies for free. If you prefer to think of it as buying SPAZ and getting GSB free, go ahead, it’s a free galaxy.

So what are these games?

At its core, Space Pirates and Zombies is an action based, skill oriented, top down space combat game. Check out the site:

http://spacepiratesandzombies.com/

and the video:

Gratuitous Space Battles is an unusual hybrid of RTS and management games, set in space. The big twist is that the battles are hands-off, the game is about starship and fleet design and positioning.

Check out the site:

http://www.gratuitousspacebattles.com

and the video:

Interested? You can grab both games for the price of one here at the showmethegames site:

http://www.showmethegames.com/spaz_gsb_bundle.php

 

 

Explaining “A Valley Without Wind.” What The Heck Is It?

(Guest Blog Post by Chris Park)

Just what is this game “A Valley Without Wind” from indie studio Arcen Games all about?  Read on to find out.

Procedural World Filled With Choice And Customization
At first glance it looks like your average 2D Metroidvania title, just with magic instead of guns.  The difference is choice: except for a brief linear intro mission, this is all a procedural open world.

Rather than linear levels, the emphasis here is on tactical combat and strategic planning.  The overlord is strong, you’re weak, and you need to figure out how to fix that and go kick his or her butt.  In a lot of respects the mentality is that of a strategy game (makes sense given our past games, eh?), but rather than it being an army of characters you control, it’s just one character at a time.

The amount of customization is pretty crazy.  There are “only” something like 40 spells you can directly craft at the moment, but there are also passive enchant buffs that you can apply to yourself.  Enchants change anything from how you move; to how your spells behave; to how you light your way, or if you can breathe underwater, etc.  Enchants are procedurally generated like loot in Borderlands or Diablo, and there are a few hundred thousand unique combinations possible at this point.  Various items can be scavenged out in the world, too, such as magic scrolls to turn yourself into a bat, heatsuits that make lava easier to deal with, and so on.  Figuring out how to best customize your character to match your skills as a gamer is one of the cooler aspects of the game.

The Community Vs The Self, Permadeath, And Thinking Outside The Box
When you choose your first character, the game warns you not to get too attached.  It’s not a question of IF your character is going to die, but WHEN.  Upon death, the character is gone forever — and most of the time, a vengeful ghost arises from their corpse and makes the area you died in even harder.  So, uh, tactical retreats aren’t just for the faint of heart in this game.

It’s not like permadeath in a roguelike, though, where the mechanics are overtly punitive — we’re not out to punish the player.  When you die you get to choose a new character immediately, and you keep all your inventory, enchants, and general progress in the game.  There are some minor character-specific things that are lost, but it’s nothing remotely heart-breaking.

We’ve also tried to emphasize choice with “community focus versus focus on self.”  There’s a lot more that we want to do in that area in the future, but what is there is pretty nifty already.  You can rescue NPCs and construct buildings for them, and in return those NPCs can help you out via long-range magic scrolls, for instance.

I really love games where players get an opportunity to show their cleverness, rather than just jumping through a set of hoops the developer set out.  In your average Metroidvania title, each challenge has one solution (see red door in Metroid = shoot with missiles), and that can be really fun in its own right.  But in AVWW each challenge tends to have four or five solutions (at least), each with their own pros and cons.  If you play as a bat you don’t have to worry about jumping, but you also deal less damage, get blown about by the wind more, and can’t go into lava or ice age areas.  And so on.

I like to tell the story of this one player who, during the beta, made essentially a melee fighter using the spell Death Touch and some jump-related and defense-related enchants; he managed to kill an overlord with this build, and I was blown away that this was even possible.  It took a lot of sideways thinking to make the build in the first place, and then a lot of skill to bring down an overlord using that build.  That’s what I mean by encouraging players to show their own cleverness (as well as skill).

Adaptive Gameplay, And True Freedom Without Being Directionless
In a linear game, the difficulty curve can be set by level designers.  In an open world, that’s not possible because we don’t know where you’re going to go.  So what we did was make it adaptive to how you play: monsters have a general baseline difficulty to start with, and then they upgrade as you demonstrate your proficiency.  Killed 100 regular bats?  Okay, we get it, you’re good at killing bats.  Time for… bats on fire!

You can literally go almost anywhere you see in the open world — including right into the overlord’s keep at any time.  Come on, it’s no secret where the oppressive dictator lives.  The problem is that the monsters surrounding his keep will probably kill you before you even reach his front stoop.  But if you’re so good that you could avoid getting hit at all by enemy shots, you could just go right into his keep and take him out with your starting pea shooters.  Realistically it’s a lot more fun to actually play the game and buff your character appropriately before going for the take-down, but even then you get to choose when and how that take-down is going to happen.

Each world is literally endless.  When you beat one overlord, and thus save one continent, a new continent that is bigger and more complicated opens up.  Some things carry across continents, others don’t.  It’s kind of like a “New Game+” option that a lot of RPGs have, except better because you can still go back to your old continent any time, and there’s a lot more direct continuity.  Each continent should take most players 8-14 hours to complete, but that really varies enormously depending on how much side exploration they do.

One immediate worry with a game of such scope, with such long-form goals, is players feeling directionless.  That was certainly something we struggled with early in the public beta, and with AI War as well.  Thanks to the help of our core fanbase, we’ve managed to put together a system that guides without being directive.  The “planning menu” in the game gives you suggestions on what to do at all times based on your current status, but you’re free to ignore those suggestions and do whatever you see fit.  It also includes the equivalent of an entire wiki right in the game itself, so that you don’t have to go looking at external sources to find out where arcane ingredient #7 is, etc.

Where We Hope To See This Go Next
This has been our most successful beta so far by a factor of at least 4:1, and we had really positive showings at both Minecon and PAX East.  Players willing, my hope is to be able to focus on building more of this game for the next 3+ years to take it from what is already massive (30-40 hours to even see all the content at the moment) to something gargantuan like AI War.  As with AI War, the hope is to do tons of free content on an ongoing basis, and then a few optional paid expansions with larger content-drops along the way.

Speaking of AI War, that game has been out since May 2009 and we’re still doing almost weekly free updates to it; and we have at least two more expansions planned regardless of how well AVWW does.  We know that some folks’ faith in post-release content has been shaken in light of various recent events with other developers, but we have a three-year track record of being there on an ongoing basis.  We don’t intend to stop that anytime soon.