Showing all posts by aka_russell
Maintenance Update

So if I’d bothered to wait another 24 hours, one of my beta testers (thanks Ken!) would have unleashed a slew of bug finds at me before I released the previous version and embarrassed myself. Anyway, this fix has all of those bugs fixed (hopefully…) including some that were downright game breaking.

Get it at the download section.

Potion Wars Episode 2 Act 1 : Back Alleys

Spankers and Spankees,

At long last (9 months! Holy hell. I really need to pick things up!) we have new content for Potion Wars. The first act of Episode 2 : Back Alleys. We’re just going to ignore the fact that my dream is to produce multiple episodes per year. Ah well, I’m still doing a lot of coding, and almost all of this was written by yours truly. Hopefully I’ll eventually hit a point where I’m just maintaining the code, rather than actively modifying it and I’ll have more people helping me write. You can find it under the Download tab as always.

There are a lot of changes in this version, as is to be expected since four months have passed since the last version.  However, before we get to that, some updates on the project. First, welcome Bonemouth the Boxfish and Ken the Kookaburra (I don’t know what that is, but I’ll bet it makes a mean burrito) to the team. Both will be helping me with writing scenes. For now, Bonemouth is working on in-combat spanking text, and spanking scenes that don’t really contribute to the plot. Ken is working on in-combat spankings. Both have also joined the beta testing team, and Bonemouth in particular has been a major champ. Guy’s a bug-finding machine. So hopefully this version won’t crash on too many of you. Don’t get me wrong, it will crash. It’s software. Crashes are inevitable. But hopefully it’s more stable than the first release last summer. I’d also like to thank Emily. She’s been invaluable in helping me figure out the layout for the first act. Hopefully with Bonemouth’s and Ken’s help I’ll be able to increase my throughput.

Now, on to the game itself.

First a few known bugs/unpleasantness:

1. I’ve removed the ability to skip multiple pages of text. I know that sucks, but that feature was pretty flaky to begin with, and it was giving my beta testers lots of problems. The code for displaying text is a tower of hacks and I do not understand it at all. So, since I’ll be completely rewriting the GUI code using a proper toolkit between episodes 2 and 3, for now I figured it’d be easier to just remove that feature.

2.  Some scenes will have a blank page before the text. This will happen whenever the music changes. Just hit enter and you’ll get the text you’re supposed to, and the music will change. Again, this is a side-effect of gross limitations in how music is displayed and how I ensure that music plays when it’s supposed to. This problem will vanish when I overhaul the GUI (to be replaced by a hundred other problems, but such is software).

3. I’m going to shelve indefinitely my plans to make the combat top-down. That would require a tremendous amount of work, both initially and throughout the game. If I do topdown combat, movement will become complex enough that I’ll need to write custom AI for each enemy because each enemy would have a different movement style based on their strengths. While this would be awesome to play if done well, it would drastically increase development time. And I imagine most of you would rather play a decent spanking game, then read endless posts about how hard I’m working on an amazingtastic spanking game that you’ll totally get to play sometime in the next century.

 

Changes:

1. Content for Act 1 of Episode 2. There’s no dungeon crawling. Just running around talking to people, and getting your butt smacked. I’m sure you’ll blaze through it in like an hour. 7 months of work for an hour of enjoyment -_- This is why we can’t have nice things.

2. Although I didn’t go the topdown route, I did overhaul the combat mechanics to eliminate some of the randomness. Highlights:

a. Everything hits successfully (attacks, status spells, grapple attempts, etc.). The only thing that’s random is spanking. Every time you try to spank an opponent there’s a 20% chance that you’ll get reversed.

b. The multi-turn spanking content has been implemented, mostly as I wrote a few months back. I’ve deviated a few times from my proposal, but not in any significant way.

c. New Initiative. The combat order is: grappled characters > spells > spear attacks > sword attacks > dagger attacks > grapple attempts > other. It doesn’t matter how much faster Alice is than Bob. If Bob is casting a spell and Alice is attacking with her spear, Bob will always go first. However, if both are casting spells, then Alice will go first. If Alice and Bob are grappled, and Bob is casting a spell while Alice is attacking, then whoever goes first will depend on their initiative.

d. Weapons no longer have damage associated with them. Instead, damage is calculated solely based on warfare (the formula of which has also been changed). However, weapons do provide bonuses or penalties depending on whether you’re grappling or at armslength.

e. Grappling now lasts a certain number of turns based on your grapple skill. Attempting to break a grapple reduces the grapple duration by your grapple divided by 2. You cannot throw an enemy until grapple duration is less than half of your grapple (in other words, you can’t throw until you’re one break grapple away from ending the grapple).

f. Grappled characters cannot be targeted by armslength combatants with attacks that do damage. So if Alice and Claire are grappling, Bob can’t attack Claire, nor can he cast firebolt on Claire. He can however cast Heal on Alice, or Weaken on Claire. He can also attempt to break Alice’s and Claire’s grapple. This applies to spankings as well. The basic idea is that the chances of friendly fire is too high, so characters won’t even try.

g. The rate of health increase has been drastically reduced. Before, after a single health increase your character was pretty much set. Now fights will hopefully remain a bit more tense.

h. The Spectral Spanking spells have the same multi-turn mechanic as physical spankings, with a few differences. First, characters who are involved in a spectral spanking are NOT immune to attack if the spell was cast at armslength. Second, each round of spanking costs the caster 1 mana. Third, the initial casting cost is helluva expensive. This is to counteract the fact that you a) don’t need to be grappling to initiate a spectral spanking and b) since it’s a spell, you’re going to go before your enemy the vast majority of the time. Furthermore, at the end of the spell you do damage in addition to keeping one of your opponents locked up for a few turns and humiliating them, and they can be attacked with impunity by your allies while being spanked (granted this last one won’t affect you in episode 1 because you don’t have any allies, but it sure as hell will in future episodes when you do). It’s a powerful spell if used well, and its cost reflects that.

Hopefully this will make combat more of a puzzle, and less of a SPAM ATTACK AND HOPE YOU GET LUCKY! Yes, you can win every battle without grinding (I’ve done it). Just gotta figure out the right combination of attacks and spells to use. 😉

3. When you load from an old save, you’ll be given a few messages about changes. If you had the leather breastplate, then it will be replaced with 20 coins (renamed to matrons), which is enough to buy a new outfit of your choice at the Tailors. You’re also given a tunic and trousers so you’re not naked. If you had the quality dagger that will be removed, and if you sold the family weapon, you’ll be given the option of choosing a new family weapon. You’ll also be given an enhancement gem, which provide the means of improving your equipment. This will ONLY happen with old saves. The code for enhancing your equipment hasn’t been implemented yet, but Peter will be providing that service once it is. You can ask him about it, and he’ll tell you he needs to do some research to refresh his memory.

4. If you defeat the episode 1 boss, you’ll get your first enhancement gem, an attack gem. This will improve your warfare when attacking by 1 if you put it on your weapon, and your warfare by between 1 and 3 (haven’t decided yet. A single point of warfare tends to give you a bigger damage boost than it does a defense boost, so I may need to give you a bigger defense boost to make the defense choice worthwhile) when being attacked if you put it on your clothing.

5. I’ve tweaked some of the text in the first episode. Not much, but some. Also, casting Distort Magic and Spectral Spanking in the mage room of episode 1 will give you a point in the respective spell counters.

Finally, I’ve also released the transcript for all the content currently in episode 2 (you can find a link to the PDF and LaTeX at the bottom of the Downloads page). The transcripts are licensed under a Creative Commons Attribution-NonCommercial 4.0 International (CC BY-NC 4.0). Basically, this means you are free to take my transcripts,  the content in them (and the ideas they represent) do whatever you want with them, then release your modifications/new content/whatever you did. Just so long as you don’t try to make money off of it, and you give me proper credit for my work. See the link for more details.

I think that’s everything. Enjoy!

Etrian Odyssey Episode 4 released

Spankers and Spankees,

Well, I managed to finish the first draft of my thesis, which makes me happy. To celebrate, I took a few days off, and spent some time working on Potion Wars and Etrian Odyssey. I’ve finished the latest Etrian Odyssey episode (you can find it under the Etrian Odyssey tab, as always). We are also really close to releasing the first third of episode 2. All the content has been written, and most of it has been beta tested. The beta testers are hard at work trying to break my game right now. If we’re lucky, and I’m half as smart as I think I am (I’m not) we might be able to have  a release by the end of the weekend. But who knows, software is software, and I’m a terrible programmer. Last time, I was hoping for  release by the end of February, and that obviously didn’t pan out.

But until then, enjoy the latest Etrian Odyssey episode.

March Update

Spankers and Spankees,

First, some good news. I’ve implemented the auto-map. I haven’t quite implemented the (G)o command yet, but that should be very straightforward. The most complicated part will be (as always) designing the interface. That being said, I’ve decided to make the game top down. I know some of you liked the first-person viewpoint (I’m rather partial to it myself), but I’m not doing this lightly. There are three reasons:

1. Topdown was a lot simpler to implement. Seriously, it’s almost absurd how much easier it was to implement. The most complicated part was implementing a notion of “dirty rectangles” that allow me to update only the part of the screen that changes. So now, when you’re exploring the dungeon you don’t get that annoying flicker every time you move. However, implementing dirty rects was much much easier than doing the same would have been for first person, because there’s a simple and obvious mapping from what’s on the screen to what needs to be updated. The first person view, with its weird angled viewpoint would have been much trickier. I even have a working sight radius (it’s still limited, the player can only see squares in the cardinal directions, but that’s good enough for now).

2. It looks better. I’ll be posting a screenshot shortly, but I think it looks better than the first person, and it should scale better to different sized monitors. I recently got a second monitor, and I was amazed how bad the first person view looked on that other monitor. I’m amazed I have any fans at all, considering how horrible it looked on anything but my original screen!

3. Most importantly: It opens up a lot of tactical possibilities. Imagine we make combat topdown as well. Then we can include positioning as a part of combat. I have a lot of thoughts about this, and most of them are only half-formed, but here’s an example of what I’m thinking about: Threatening Zones. Suppose Juliana is wielding a spear. Then she has the following Threatening Zones:

 X
X
X X J X X
X
X

 

Sword:

  X
X J X
X

 

Dagger:

 J

Now a key feature of these zones would be the following: For every zone that is not blocked (i.e. for every zone that the character can safely move onto, whatever “safely” means with respect to the rest of combat), the character gets a +1 bonus  to damage (swords gain a +4 bonus to damage while grappling, and daggers gain a +8 bonus to damage when grappling. Spears gain a +0 bonus to damage when grappling regardless of the status of the zones). So in an open field, a spearman has a +8 bonus to damage, while a swordsman only has  a +4, and a dagger wielder has +0 (when not grappling).

In other words, in an open field, the spear wielder is going to have a huge advantage over a swordsman or dagger wielder (which incidentally  reflects reality. Also, scholagladiatoria is an awesome resource if you’re at all interested in Renaissance era and older dueling and warfare. I’ve learned a lot  by watching their videos). However, consider something like this:

Spear in  a hallway:

————
X X J X X
———–

vs.

Sword in a hallway:

———
X J X
——–

So now, instead of the spearwielder having a +4 damage advantage over a swordsman, she only has a +2 advantage. Or even:

——-
XX J|
——

In which case, while the spear wielder has a +2 damage bonus while in the corner, an enemy swordsman (who presumably is not pressed against a corner) has a +2 bonus as well, so they’re (mostly) on even footing. The spearwielder does have the advantage of extra reach, but even so things are looking much better for the swordsman.

Even something this simple opens up a huge world of possibilities, because now a good chunk of combat is in trying to force your enemies into an favourable situation. Battle isn’t just about spamming your most powerful spells and attacks and hoping you kill them first, it’s about controlling the battle field. Suddenly, spells and teamwork gain a whole new dimension. You could have characters marching in formation, so enemies can’t block Threatening Zones. You could have the fireball spell scatter people, allowing you to break up formations. Spectral Push and Spectral Pull could be used to put people on different parts of the battlefield. Buff spells could speed your character up, or make it harder to move them. If you watched the video I linked to, you’d note that whoever is on the offensive is usually charging forward, while the defender is backpedaling. So you may be able to do something where attacking drives your opponent backwards and you forward, so repeated attacking could be used to drive an opponent into the corner. Throwing would also become much more useful, because you can use that to control your enemy’s position.

In fact, I would argue that something as simple as positioning provides enough depth that we can eliminate (almost) all of the randomness. In other words, attacks always hit, grapples are always successful, and spells always succeed. The only thing that would be random would be whether you successfully spank your opponent or get reversed. However, spanking itself could gain additional elements (neither the ally nor enemy can move while the spanking is going on, so a spanking could be used to disrupt formation, or as a delaying tactic until a friend can reach you). This is good, because the more I think about it, the more I think randomness is something to be avoided. It encourages save scumming rather than tactics, and it can generate all sorts of frustration (nothing like losing a close and tense combat because you missed twice in a row, while your opponent landed a pair of criticals). With randomness, things tend to boil down to spamming your most reliable attacks and hoping you get lucky.

Instead, if you eliminate randomness and instead give heavy bonuses and/or penalties based on your position on the battlefield, things become much more about controlling the battlefield, and trying to manipulate things to your advantage. However, none of that is possible with my current system, and trying to incorporate that into a first person view would be tremendously frustrating, and clunky.

So basically once I came up with the idea of Threatening Zones, I understood that making things topdown was the best choice. That being said, I won’t be implementing the new battle system until after I’ve made much more progress into Episode 2. After all, it does no good to be constantly improving things, and never releasing anything! So I’d like to at the minimum, release Act II before I start ripping out the battle system, and I’ll probably release all of Episode 2 before I change the battle system. I can fold the new battle system into the GUI overhaul I have planned between Episodes 2 and 3, so that once 3 goes live we have a brand spanking (heh) new combat system.

I’ll make a post with more information about my plans for the new battle system sometime later, maybe in April. I want my Game Design post for March to focus on something else.

Anyway, here is a screenshot of the fancy new topdown view of the dungeon:

PotionWars_screenshot

This is the first floor of the guild in episode 1. The dark grey/black squares are squares you’ve seen, but haven’t visited, the dark blue are squares you’ve visited, and the orange squares are special squares. The character in each square indicates what it is. ! indicates an enemy fountain. * is an event square. “s” is the dungeon entrance. “0” is a zero, and indicates that that square has a stairwell down to the next floor. “J” is the first letter of the PC’s name (Juliana) and indicates the player’s position. (M)ap is a relic, and will be replaced with (G)o.

Now the bad news. I’ve been doing the math, and it looks like I’m going to have to basically vanish for the month of March. I have something like two months to finish my thesis, and I have a lot still to do, and I’d rather my nose-to-the-grindstone month is not April (since it’s due at the end of April, and I don’t like waiting until the last minute. Too stressful). So I don’t know how much time I’ll have to work on this or my Etrian Odyssey Let’s Spank.

Now, I know this is probably making many of you nervous, because that’s usually how Internet projects start to die. “I’m a little bit busy now, but I’ll get back to this stuff I promise!” and then the person never gets back to it. However, let me assure you, that ugly ass blue and orange maze up there is the reason I get out of bed in the morning. I know, that sounds weird, and obsessive and maybe kind of sad, but that’s how it is. I’ll have a few weeks in May after I graduate before I start my job, and I intend to spend at least one of those weeks (the other will be spent visiting family) working on this game and my Let’s Spank the way I want to: all day, every day. With the occasional break to play Lords of Xulima, of course. Got to know the field if you’re going to contribute. So trust me, as much as it’ll suck for you guys that I won’t be doing hardly anything with this in March, it’ll suck just as bad for me, and nothing short of death is going to stop me from continuing to work on my game. Hell, the reason why I’m getting the hell out of academia in the first place is because it’s a horrible, soul sucking wretch of a place that demands far too much of my time. In other words, I wouldn’t have enough time to spend working on my game! So progress may slow to a crawl, but I won’t be stopping. Even if my work in March consists of a little bit of thought about the game mechanics and nothing more, it won’t stop.

Pretty Painless

Spankers and Spankees,

Welcome to the fancy-shmancy new home of Pandemonium Cycle: The Potion Wars! It is very fancy. And shmancy. Anyway, the blogspot blog is still going to be there, polluting the internet, but all new updates will show up here. Feel free to explore, and let me know if anything broke in the move.

I’ll post a longer post later this weekend. I have a screenshot of the new automap, and a few thoughts on the future of first-person vs. third-person, and thoughts on how to overhaul the combat mechanics in future episodes.

The Prude Police Get Spanked and Put in the Corner

In case you haven’t seen it:

http://money.cnn.com/2015/02/27/technology/google-porn-blogger/

Still gonna shift to a WordPress site, though. If only because

a) I don’t trust Google not to pull this shit again at some point, and
b) a WordPress site will give me a bit more flexibility, since WordPress is geared towards generic sites, while blogger is geared to (surprise surprise!) blogs.

The Prude Police Strike Again

So I just got an e-mail from Blogger, informing me of changes to their content policy. Apparently, they are no longer allowing publicly available blogs to contain “sexually explicit or graphic nude images or video.”  Because their “content policies play an important role in maintaining a positive experience for you, the users.” And since America has a royally fucked up culture where brutal violence is OK, but men and women enjoying sex is not, “sexually explicit or graphic nude images or video” don’t contribute to a positive experience.

The new policy will go into affect March 23.

Now, this doesn’t affect me, yet because I don’t have any sexually explicit images. However, what this means is that if some artist toddles along, really likes my work, and offers to draw a few pictures (like titlecards for my episodes) for me, and those titlecards contain any nudity,  I can’t post them on this blog. Also, since my game would contain those images, I’m not sure I’d be allowed to post a link to my game, either.

Furthermore, I went digging a bit more deeply into their current content policies, and found this gem:

Adult Content: Do not distribute sexually explicit content or graphic depictions of nudity. Do not drive traffic to commercial pornography sites.”

Now, I don’t know about you, but I’m thinking my “content” is pretty sexually explicit. Which basically means that I’m at best skating on thin ice, at worst I’m already in violation of their content policy. So, since I a) don’t want to support a service that supports the “sex is bad” bullshit, b) don’t like violating contracts that I sign, and c) don’t want to wake up one day only to discover that my blog has been locked down because some prude stumbled upon and flagged it as being in violation of Blogger’s terms of service, I’m going to be moving to a different service.

I’ll probably shift over to a WordPress driven site, since  their terms of service don’t seem to make any mention of prohibiting pornographic content. Basically, they just don’t want any hate-spewing blogs or websites loaded with viruses. I’m going to try to see if I can get it set up this weekend, and I’ll make an announcement here when I do. It’ll be pretty bare at first, but I do plan on shifting the content currently here to that site (copy-paste is my friend!). And I will be posting all new content there.

Sorry about the inconvenience. I’m probably making a mountain out of a molehill, but I’ve heard too many stories about websites taken down randomly and without notice by people trying to score points with the “Think of the Children!” crowd to risk it.

Modifying the Stat Gaining Mechanic

Spankers and Spankees,

We’re still cranking away. Bonemouth has gotten most of the text written for the in-combat spanking text of the Episode 1 enemies, and I believe I’ve successfully implemented a simpler, one-round version of the new spanking mechanic (I still have to debug it). In terms of the Episode 1 content, just waiting on Emily (though apparently she’s super busy IRL right now, so bear with us).

I’ve also stolen some time to play Lords of Xulima, an old-school RPG in the style of the old Might and Magic games that came out recently. Good game. I’d highly recommend it if you’re into old-school RPG’s. It’s challenging, but I don’t find it super frustrating either, and it has a lot more convenience features than old RPG’s. I definitely think I’ll add it to my shortlist of potential Let’s Spank games after I’ve finished Etrian Odyssey.

Anyway, as I mentioned in my previous post, I’ve made a lot of changes to a lot of things in the game. Today, I’m going to go into detail about one of those things: the level-up mechanic.

I’ve been thinking about the level up mechanic lately, as well as people’s early experiences with it in Episode 1, and I’ve grown less and less satisfied with it. In particular, I don’t like the randomness of the whole thing. This leads to several problems. First, the more important randomness is, the less control the player has, the more frustrating it is. That doesn’t mean there shouldn’t be any randomness, but I think that it should be minimal, and there should be ways for the player to rig it (say through spells, or special abilities).

However, the player has very little control over the randomness surrounding stat changes. Yes, the player can improve the chances of increasing a stat by using it often in combat, however the chances of a character gaining a stat resets after each combat. Therefore, the player is encouraged to drag out combat as much as possible (say by spamming status spells, or purposefully using physical attacks on a warrior, and magic attacks on a spellcaster). This is stupid. In actual combat you want to defeat your enemy quickly and decisively. The longer they’re fighting, the more chances they have to defeat you. Any game mechanic that encourages this kind of inanity is a bad mechanic and needs to be fixed.

Second, it’s hard as balls to balance properly. This can be seen in the boss fight at the end of Episode 1. Either the boss goes down easy peasy, it’s a fun, closely-matched fight, or you get steamrolled, all depending on how graceful the RNG god was. Initially I handwaved that away by saying “Meh. The boss fight is optional.” However, getting steamrolled, especially if you want to win, is tremendously frustrating. Meanwhile, steamrolling is equally frustrating if you want to lose. So, the boss battles should be closely fought. First, there’s a lot more uncertainty that way, making it much more fun. Second, a closely fought battle shouldn’t require more than two or three attempts to win (unless you’re really really really unlucky). Third, it’s still easy for you to purposefully lose without breaking character. It’s one thing for a person to make a small mistake that costs the battle. It happens all the time. It’s another to have your party just sit around and wave at their opponent because that’s the only way to lose. With all the randomness, creating those kinds of closely fought battles is nigh impossible. However, if I make things more deterministic, then I have a much better shot.

Third, the randomness encourages grinding. I don’t want to encourage grinding. It should be an option of course. We all have different playstyles. But in my opinion, any time the game forces you to grind, the game has failed. I should never, ever, ever be forced to stop advancing, and fight the same fights over and over again. For any reason. This is a game. It’s supposed to be fun and challenging (and sexy). Not tedious. Never tedious.

However, I don’t want to use levels and experience either. I do still want to maintain the basic “stats improve based on my actions in combat” mechanic. For one thing, it feels more organic to me than leveling. In the real world, if you run long distance you develop a very strong cardiovascular system, strong legs, and thicker bones. However, your muscles don’t grow much. If you swing a baseball bat your shoulder and back muscles develop, but your cardiovascular system does not. So, I think that it makes sense that in a world where fight-or-flight triggers a surge of magic that grants you superhuman strength and speed, then a particular strategy of combat (one based on stabbing someone with a spear, or unleashing hellish fireballs, or grappling and throwing your opponent) would develop your body’s magic system in a way that make you better at those things.

So instead, I’ve implemented a change based on different types of “action points.” Each action in combat nets you some amount of some type of action point. When you achieve enough action points, you gain a stat point. For example:

Suppose you have 5 dexterity. Then, you need to accumulate 10 “dexterity action points” to increase dexterity by one. You get dexterity action points as follows:

1. Attacking with your weapon gives you two dexterity action points.
2. Grappling your opponent gives you one dexterity action point.
3. Throwing your opponent gives you one dexterity action point.
4. Getting attacked by a physical weapon gives you one dexterity action point.

Furthermore, these action points carry over across battles. So if in one battle you attack twice and get attacked once, then at the end you have 5 dexterity action points. In the second battle, suppose you attack three times and get hit in the face with a firebolt twice. Then at the end of the battle you’ve accumulated 11 dexterity action points and two talent action points. Since you have more than 10 dexterity action points, you gain a point in dexterity, and have 1 dexterity action point left over.

Now you have 6 dexterity. So you need 12 dexterity action points to gain a point of dexterity.

I like this for a few reasons. First, because action points carry over from battle to battle, fights that don’t give you stat gains are no longer a waste of time, health and mana, so there’s less incentive to drag out the battle needlessly. You can of course still do so, and there’s nothing stopping you. However, the only way to completely discourage that would be to put restrictions on how many stats you gain per fight. I’m loathe to do that, because that makes it harder to adapt to a new situation. I’d much rather have a system that can be abused, but still allows players to adapt to unforeseen problems, then one that is harder to abuse, but makes it easier for unexpected obstacles to completely screw the player.

Second, your stat points grow more slowly as you get stronger. This is important for both story and gameplay reasons.

1. Story: I may need to be able to explain how your character in the endgame can hold her own against people with much more experience. By having stats grow more slowly as they get higher, it provides some in-world justification for this. Now, the rate of growth in game will probably still be too fast for this to be a perfect justification, but I don’t need total gameplay-story integration. All I need is to keep the gameplay-story separation small enough to stay within people’s willing suspension of disbelief.

2. Gameplay: I want a player who balances their stat gains to gain roughly 3-5 stats per stat per episode. However, the dungeons are going to get longer as we get further. So by slowing stat growth, I can have larger and larger dungeons while maintaining the 3-5 points per episode. This should also (hopefully) keep one-stat specializations from growing out of control, ensuring a jack-of-all-trades route is no more challenging than specializing.

Third, I also plan on removing random encounters, and replacing them with scripted (in the programmer’s sense, not necessarily the story sense) battles, and enemy-spawning squares for people who want to grind (I’ll discuss my rationale behind this in a later post). By having a fixed number of battles, and a fixed gauge for improving stats, stat growth will be much more deterministic. This will make it a lot easier for me to gauge how strong to make the bosses for the kinds of evenly-matched battles that I want.

Of course this leaves two questions:

1. What about health and mana?

2. What about spells?

For the first one, suppose the player has 10 health. Then, in order to gain health, the player needs to lose at least 10 health.  Then the player gains some base amount of health, plus a bonus. However, this is not all at once. For example, suppose in one round of one battle, the player loses 7 health. So, the player casts Heal on the next round to restore all 7 points, then loses another 2 health, then defeats their opponent. So at  the end of this battle, the player has 8 health, but has lost 9 health. Now suppose in the second fight, the player had lost 8 health. Then, the player lost 17 health. Furthermore, suppose (for now) that the player gains a base health of 5 each time their health increases. So, the player gains 5 + 7 = 12 health. The 7 points are because she went 7 points over the minimum needed to gain health.

Now, what should the base health gain be? Obviously it can’t be a fixed number. 5 health is a huge jump in the beginning, but it will be insignificant at the end. So the number needs to scale. I think the base number should be 25% (rounded up to the nearest point) of the player’s current health. So, if the player has 50 health, the player gains 13 points plus overflow the next time their health goes up. If they have 10 health, they gain 3 points plus overflow. That’s enough to be significant, but not so much that a single gain in health will suddenly make your battles easy as pie.

Mana however is a little bit trickier, because the player has control over how much mana they use by casting cheaper or more expensive spells. So if I used the same system as health for mana, then players would be encouraged to only use the most expensive spells, which is stupid. If you’re in a real fight, and you know that you might have to face more fights soon after, you’ll want to try to conserve your energy as much as possible. This also means that the downside of the combat spells (their expense) wouldn’t actually be a downside. Sure they’re more expensive, but a combat spell specialist would have so much more mana than say a status spell specialist that they’d both be able to cast the same number of spells anyway. In fact, the combat specialist would come out ahead, because she could cast more status spells than the status specialist! So clearly we need a different system for mana.

I think the best solution for mana is to tie it to your gains in Talent. Everytime you gain a point in Talent, your mana increases by 150%. So, if you have 50 mana before you gain a point of Talent, then after you gain a point of talent you have 50 * 1.5 = 75 mana.

Now, for gaining spells. Every time you cast a spell you gain spellTier + 1 type points for the spells of that type. So if you cast Firebolt, you gain 0 + 1 = 1 combat points. Meanwhile, it takes (spellTier) * 10 type points to learn a spell of a particular tier and a particular type. The only exception to this are tier 0 spells. Those take 5 points to learn. So Icebolt takes 5 combat points to learn, while Lightning Bolt takes 1 * 10 = 10 combat points.

Learning a spell consumes points. So you can’t learn Lightning Bolt 5 casts after learning Icebolt. You learn it 10 points after learning Icebolt.

And that’s my new level up mechanic in a nutshell. In short, the idea is to create a deterministic system with a clear progression that still has the same feel as the random stat gain mechanic, without the frustrations and wild oscillations in difficulty associated with it.

Etrian Odyssey Episode 3

Spankers and Spankees,

Etrian Odyssey Episode 3: Rage is posted.

Having successfully mapped the first floor, the party make their first foray into the second floor, and come face to face with murderous herbivores. Will they survive? Or will a certain Siren’s recklessness get everyone killed?

Also, getting some fun bugs from my beta testers (apparently there’s something wonky going on with the new level up mechanics. Joy.). So progress is happening on the Potion Wars front.

My Script Works!

Spankers and Spankees,

This is not this week’s post. I’m just really excited because my LaTeX->Python translation script works. Not only does it work, but the logic actually makes something approximating sense, the code is something approximating elegant, and I can extend and modify it without too much hassle (I’ve already had to extend it a few times)!

As proof, check out this screen shot. This is the first block of text in episode 2 that you’ll see if your character was a bit overwhelmed by the bar at the end of episode 1:

Of course, the text will likely change a bit between now and when the game gets posted (writing is rewriting after all). But I’m so excited. Been working on that wretched translation script for months, and the damned thing looks like it’s finally working.

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