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

Campaign Repairs

I’ve been working on the future expansion/extra/dlc thing for GSB which will introduce mini campaigns, and have a slight design dilemma.

One of the main new elements of the campaign is that between battles, you can carry out drydock repairs to your surviving ships. So if a ship loses a beam laser entirely, you can entirely repair it for the next battle. Lost ships are lost, but ships at 1% can be repaired entirely, IF you have the cash/honor to do it.

So far, so good, I’ve been working on the UI for all this. However, it interferes with the way repair modules work. The idea of drydock is that you resupply everything, so repair modules are getting re-filled, and shields go back to maximum strength (assuming the shield modules survive).

The problem is, what happens to modules that were damaged slightly during battle, and the repair modules were fixing? If I let the battle run until the repair module runs out of supplies, any surviving ships will repair all of their vaguely intact modules. I can’t have a penalty for players who don’t want to sit and watch a progress bar rise after they won…

So that means that effectively, having a single repair module on a ship means all partial module damage is undone at the end of the battle, thus making repair modules more valuable than they currently are. This also gives the tribe a slight advantage, as they have frigate repair modules, and better ones anyway.

Possible solutions:

1) Deal with it. Repair modules are now more of a tactical option. Thats cool. The tribe have a bit of an advantage there, but that’s life.

2) Add supply limits to the campaign meaning supply modules aren’t available. This nerfs the tribe a bit.

3) Add some complex system, where in-battle repairs are jury-rigged temps that need to be re-done anyway at the drydock. This actually restores repair modules to be the ‘in-battle’ bonus they already are. However, they will then start doing those repairs of any un-repaired modules at the start of the next battle, which would seem very weird.

4) Add new code that automatically repairs all half-damaged modules anyway, regardless of repair modules. The lasting effect of battles is now just those modules that got totally destroyed, or ships that went bang.

Luckily I have a huge list of stuff to worry about before I need to make my mind up on this one :D

More != Better

I’ve been reading about the next star wars MMO.  This may turn out to be really good, but they way its being marketed at this stage scares me a bit. A huge chunk of PC Gamers interview with the developers is filkled with them listing how BIG the game is.

“its one of the most ambitious voiceover projects in the history of the videogame industry”

“by the time it’s done it will have more voiceover than the sum of all Biowares 17 other games”

“I’m suprised at the enormity of it”  (ooh-err)

etc.

It’s  not at all clear to me that ‘more content’ neccesarily makes for a ‘better’ game. I’m not even convinced it makes them more immersive. Aliens vs Predator (the original) was VERY immersive. By todays standards it would be very light on content. Maybe 1% of the impressive voice acting budgets of today. And those low res textures and low-poly meshes! eeek, how did we ever manage to be immersed!

Of all the ways to spend money and effort to make better games, voice acting has to be the lowest return on investment. I bet Patrick stewart got millions for Oblivion, yet his part in the game was memorable only for him sounding bored.

Big huge companies often throw a huge amount of money at projects and think that makes them better. Microsoft did it with vista (nice job guys!), and governments do it all the time, with hilariously poor results. The real hard, depressing, bitter fact is that more money doesn’t solve many problems. If the only way you can get people excited about what you are making is by telling them how much it cost, it’s a sad state of affairs.

Todays newspaper has an article on the new WW2 TV series with Tom Hanks in, From the cover-article highlight, I can currently tell two things about it. It has Tom Hanks in, and its THE MOST EXPENSIVE TV SERIES EVER!!!

That is apparently it’s unique selling point. I hope thats just crap marketing, and the series is good…

Jam tomorrow

The rumour is that a lot of people are staying on at Infinity Ward because they are owed huge bonuses from COD:MW 2 and if they quit before they are paid, they lose the right to them.

This is depressing, and very evil, and not at all uncommon. Not just in games, but everywhere. I’ve had a lot of different jobs, in a lot of different companies, and the vast, vast majority of them have an employee incentive scheme called ‘jam tomorrow‘. They don’t call it that, but that’s what people call it when they see it for what it is.

There are basically two strategies to keeping decent staff. (Nobody cares about keeping bad staff, in fact, they are doing you a favor if they quit). They are:

1) Make the job great, in terms of earnings, benefits, working environment and job satisfaction

2) Vastly increase the opportunity cost of quitting.

Now clearly 1) costs a lot more than 2). You can pay the gullible fools a pittance, not pay out any benefits, and make their lives miserable, and the dumb schmucks still stay in their cubicles. Clearly 2) is the way to win!

But that is old school thinking from factory floors, the industrial revolution, people churning out simple, measurable, mechanical work, where the objective was just to keep people working.

Game development doesn’t work like that. The work is very difficult to measure. You can’t stand over a programmer and tell if he is working well, or hard, or at top efficiency. Ditto an artist.  Is that texture the best you can do? Really? How do I tell?

Activision are using the sort of trick that cynical factory owners used to try and keep people working the lathe, and that just plain does not work for knowledge workers. I did my best work when I was motivated and happy, and my worst work when I was cynical, negative and felt cheated. I’d wager you are the same. It’s a worse strategy than just flinging monkey shit at your staff, because at least then, they would quit and you would realise you are doomed. This way, the staff stay there and grumble and drag the productivity of the company down.

Activisions strategy might look to them like it is working. But it isn’t. They are just demotivating their staff and delaying the inevitable resignations. This isn’t a 19th century pin factory, it’s 2010 and the new economy. Someone tell the activision bosses that.

Experimenting (mercenaries?)

It’s actually quite easy to overlay colored re-skins onto some of the models in GSB. I might have to do a tutorial and release some of the photoshop files required. I found just slinging a camoflage texture onto the Imperial Centurion cruiser looked quite cool: (click to enlarge)

It’s non trivial, because you need to re-composite all the damage texture stuff together, and it’s not done in game on the fly (sadly), so you need to save out new damage, hulk and sprite textures for any color variation.
Still… it points to future (sequel?) possibilities, as well as the potential for some cool mods. I envisage a fleet of breakway ‘seperatist’ ships that differ only in their coloring. or maybe a MK II coloring for each ship. As well as being kinda fun, I think it would be nice to have different texture options for ships so that you can tell apart 2 different configrued ships without staring at the turrets. I would ultimately love a ship texture customiser / chooser / painter thingy.

For now, I’m just stroking my stubble and thinking about the possibilities…

“Stay Close, fuschia leader”

Ok, so new orders are something people often campaign for, and I like the idea of a ‘stay in attack formation” style order for fighters. So today, I went to implement that, and opened an entire canning-factory full of nematodes. I ended up re-writing the AI a bit so there is a definite concept of a fighter squadron (which I’d got by without, until now). The code gets involved, because each squadron needs a leader it can follow, and that leader needs to be re-elected in the case of the leader getting blown up, its engines shot down, caught in a tractor beam or limpet-mined. I need to test all of that works… Also I need code to assign slots in a general formation to each fighter, so they don’t bunch up too much, and look l33t when flying long distances,

I also needed to handle combinations of orders like ‘stick together’ and ‘formation’. I think they *do* need to work together, so you can have a fighter squadron sitting in formation at the rear, set to attack effectively only when their parent ship is destroyed, at which point they will then still stick together.

Of course, the big question is “is it best for the fighters to always stick together?” I suspect not, I suspect it depends if you want a bunch of general purpose dogfighters, or a coherent strike force. I like to think it’s a fine balanced decision, but only real life game testing and the eyes of a thousand GSB experts will tell. Here is a video showing how it’s looking right now:

I should probably add some suitable ‘stay in formation perkins!’ comms chatter too…