Thursday 25 July 2013

Dungeon Keeper 3 Design

With War for the Overworld under development, I figured that now was as good a time as any to reveal my old plans for a Dungeon Keeper sequel.

I didn't change anything too drastically, I basically wanted to keep the feel of Dungeon Keeper 2 but with updated graphics and controls, and perhaps rebalancing a few mechanics along the way.

Let's start with creatures, and work our way through things.

Creature Levels
Creature levels are now rated from 0 to 9. Level 0 and 9 creatures show their level as their rank (see below)

In addition, creatures are now ranked by level:
  • Level 0-2 creatures appear as rank <
  • Level 3-5 creatures appear as rank <<
  • Level 6-8 creatures appear as rank <<<
  • Level 9 creatures appear as rank *
You can choose to view your creature levels as ranks, numbers, or the default combination (numbers except for 0 and 9) (note: look at the < ranks sideways)


Creatures gain experience in proportion to how many hits they get in. Note that healing type spells also gain experience.

They gain abilities based on what rank they are. Abilities can come at levels 0, 3, 6, and 9.

Non-Combat Skills
NCSes are a particular creature's method of gaining experience for an activity other than fighting or training. Imps for example gain experience for doing work around the dungeon, as you wouldn't really expect them to fight.
Non-combat skills can only gain experience up to level 6 for most creatures. Imps can still gain a full compliment of levels without ever seeing battle, but they are an exceptional case.

Health Flowers
Each of your creatures has a health flower, which displays their current health, level, and experience to next level. There are six 'petals' around the outside which represent the creature's health. The first indicates that it is alive, the second that it is conscious, the third through sixth represent whether it has at least 25%, 50%, 75%, and 100% health. The when on the first and second petals, it will flash when it is nearly going down to the next level (either being knocked out or dying).
When a creature levels up, there is a sound effect and a special effect for their health flower.

Bestiary
I tweaked the bestiary a bit; I have added notes about significant changes. I have much more detailed notes, and this is basically a summary. I have divided creatures into classes, which I will explain as we go.

Zero Population (summoned)
These do not use up any supply cap, and either subsist on mana, or are otherwise limited in their population.
  • Imp

Imps are weak to sunlight. They are otherwise unchanged.
  • Spider
Spiders are the spawn of Arachneus (see below). They are weak with moderate damage, and tend to leave spiderwebs everywhere. They cannot cross water, and will not set off most traps. Their population is limited to 5 per Arachneus. They are animals, and therefore cannot train, but gain experience over time.
  • Horned Reaper
Horny. He is back, and as angry as ever.

Zero Population (undead)
Undead populations are limited mainly by the supply of bodies, and the size of the rooms that produce them.
  • Skeleton
Basically unchanged, they now have magic resistance.
  • Vampire
Their abilities are tweaked slightly, their special abilities can be cast not just while possessed, and are gained as regular abilities. They also have the Raise Dead ability, which turns the fallen into Ghoul servants.
  • Ghoul
Ghouls are the slaves of Vampires. They will lose health over time, which can only be replenished by feasting on the fallen. Anything they bring down will come back as a Ghoul. So long as they have Vampires to serve, they will never be unhappy.

One Population (minion)
These lesser minions can serve your dungeon in greater numbers, but are generally weaker than creatures.
  • Turtle
Turtles are a new race. They are weak, animal-type minions. They are natural swimmers, and only need water and a lair to be attracted to your dungeon. They have a chance of spawning as Red Turtles, who can also swim in lava. Like Spiders, they cannot train, but gain experience over time.
  • Goblin
Goblins are largely unchanged, except that they are now weak to sunlight.
  • Dire Wolf / Hellhound
Dire Wolves serve as low level scouts. Once they reach level 3, they turn into Hellhounds. Hellhounds have better stats and abilities, and a different appearance. As animals, they cannot train, but gain experience over time, with bonus experience for scouting.

Two Population (creatures)
The common species you see in a dungeon.
  • Warlock
His basic attack is now Ice Bolt, both to differentiate him from Hero Wizards, as well as just to be cool. It has a slow effect. They also gain experience from studying.
  • Salamander
Basically unchanged, except that they now have a rival race: the Naga. Having one race will deter the other from joining your dungeon; in addition, both races hate each other and will become unhappy if exposed to each other.
  • Dreg
Basically just a renamed Rogue. This was for theme, as they are the dregs of society. They gain experience from stealing and exploring.
  • Troll
Trolls were tweaked slightly, their regeneration is enhanced, as well, they have a weakness to fire and sunlight. They gain experience from crafting.
  • Dark Elf
Dark Elves mainly just needed to be rebalanced, as they were weak as hell in DK2. In addition, they now gain experience from guarding. They now have a weakness to sunlight.
  • Black Knight
They now have a weakness to lightning, but are otherwise unchanged.
  • Mistress
Slightly tweaked, I have removed their most annoying habit of torturing themselves. They will however, assist in the torture of anything you put in the torture chamber, and will gain experience for doing so.
  • Bile Demon
They are now immune to poison, but otherwise unchanged.
  • Naga
A new race. They are a race of fierce Snake-Men, similar in appearance to the Naga from Warcraft 3. They are a water-oriented race, able to swim through shallow and deep water quickly. They are attracted by the Training Room, and are fairly strong warriors. They have no abilities.

They are a rival race to Salamanders. Having any Naga will deter Salamanders from joining your dungeon, and vice versa. 

5 Population (monsters)
These are the centrepieces of your dark armies, with very particular requirements that you must fulfill to attract them.
  • Dark Angel
Largely the same as before. They gain experience for prayer and research.
  • Arachnus
An adaptation of the late-introduced Maiden of the Nest from DK2. I felt that they didn't fit well as rank-and-file minions, and instead deserved to be monster class.

Abilities:
Spawn - create a Spider minion. They can have up to 5 each.
Venomous Spines - a ranged poison attack. It will cripple whatever it hits.
Ensnare - prevents the target from moving or attacking. 

They will conduct research, and can gain experience for it. They require a large laboratory (see below), a private lair (3x3 with no inhabitants) as well as having all the traps researched.
  • Beholder
A powerful magic using monster. They have no basic attack, but powerful magic at their disposal.

Abilities:
Firebomb - a large fiery explosion.
Hailstorm - deals cold damage over time in an area
Forked Lightning - damages and stuns several enemies
Miasma - poisons everything nearby

They require a private lair, a large library, and all the spells to be researched. They can study, and will gain experience for it.
  • Dragon
Dragons are massive, powerful creatures; second only to Horny in power. They are belligerent, greedy, and expensive to keep around; but ultimately a worthwhile investment.

Abilities:
Fire Breath

Dragons require a private lair, a large treasury, and for you to have at least 100,000 gold in the bank. They are attracted by wealth.

As animals, they cannot train, but gain experience over time. In addition, they will sometimes eat your lesser creatures, and gain experience for it.
  • Succubus

Succubi are like elite Mistresses, although the two should not really be confused. They are physically the weakest of the monsters, but have a powerful attack, and regain health from damaging their enemies.

Abilities:
Drain - slows the target's movement and attack speeds, reduces their damage, and prevents them from using abilities.
Convert - converts the target to serve you temporarily.

Succubi require a large torture chamber, and are attracted by the sounds of screaming. They will torture victims like Mistresses, and will gain experience from it.



The Laboratory
The laboratory is a new room to come to Dungeon Keeper 3. It is used to research traps in the same way that the library is used to research spells. Its furniture should be mainly glass vials, brains in jars, and various props that wouldn't feel out of place in Frankenstein.
Furniture is put on the every other perimeter tile, and every other central tile. Each piece of furniture allows one additional researcher, and increases capacity of traps blueprints by 2.

Sunlight, Daytime, and the Surface World
In maps that are not underground, the time of day is important. During the day, the surface world is lit up with sunlight. Several of your creatures have an aversion to sunlight, including greenskins, dark elves, imps, and the undead.

The surface world and the underground are divided by special tiles known as Cave entrances. They bottleneck to one tile, but cannot have a door built over them. Outside the cave, lies fertile meadows, lush gardens, trickling streams, and happy peasants – disgusting. Inside them is the dank dungeons we are so familiar with and have come to love.

Random Stuff
Just random things I thought up while doing this. 
  • Torture Chamber – conversion is made much more efficient with the assistant of a Mistress or Succubus (succubi are even better than mistresses)
  • Library – upgrading spells now takes up space on shelves
  • Levels now run from 0 to 9 rather than 1 to 10
  • Some water is now considered "Deep" water, it is darker blue and cannot be crossed except by bridges, swimmers, or fliers
  • You may slap webs to get rid of them
  • A wounded dungeon heart has a reduced capacity for mana
  • As you capture territory, negative environmental effects start happenin
    • evil critters will spawn instead of good ones, water becomes tainted, plants wither
  • You can elect to build a room on undug rock, or unclaimed dirt, which will prioritize capturing territory
  • Treasury: 3k central, 1k outer, 3k reinforced wall outer
  • Fleeing icon – purple vertical swishy stripes or a skull maybe?
  • Any free imps are summoned automatically at dungeon heart
  • Single use traps cannot be attacked like regular traps, only triggered
  • "Keeper, all of your creatures are happy. Are you sure that you're being evil enough?"
  • Possessed creatures look distinctive – possibly black smoke pouring out from their eyes
  • New spell: eclipse (600 mana) blots out the sun in a large area
  • All spells need cooldowns
  • Hydra Trap – fires fireballs in each of four directions
  • Gargoyle Trap – comes alive and fights
  • Bridges are built in lines rather than like regular square rooms
  • You can't build rooms that would trap a creature, instead the area will be marked and friendly units will leave (unless they are defending it from hostiles)
  • Your evil hand illuminates the area around it with light that only you can see
  • Units are slowed (40%?) while poisoned
  • You may select (left click) certain areas to force your imps not to do that task – e.g. capture enemy territory, replace furniture – such areas are indicated by being lit up red
    • Alternatively, Imps will only capture territory that you designate them to
  • Gem seams should have a limit (~60k)
  • Unhappy and angry creatures have improved attack speed (10-30%)
  • Population counter in the UI?
  • Critter List:
    • Good
      • Butterfly
      • Dragonfly
      • Firefly
      • White Dove
      • Rabbit
      • Squirrel
      • Crab
      • Pigeon
    • Evil
      • Bat
      • Rat
      • Raven/Crow
      • Centipede
      • Snail
      • Lizard
      • Frog
      • Beetle
      • Snake

I will probably do another article later about other changes (the heroes have some significant changes coming, as well as an outline for the campaign).


Thursday 18 July 2013

Event Horizon and What Makes a Game Scary

Event Horizon is a project of mine wherein I attempt to create a horror game. This will part of a series of articles describing this project.

I started from the Resident Evil series, and tried to figure out what made a game scary from there. I established the shambling hordes of zombies are not particularly frightening. Attempting to come up with an answer for what was scary led me to the following prerequisites for fear:
  • Alertness and investment in the game is critical for an emotional response. During tense periods of the game, you should be forced to give the game your full attention, or else suffer horrible consequences.
    • I want to force a high level of control sensitivity. Halo defaults control sensitivity to 3, I want it to default to 10. The high sensitivity forces players to stay calm in order to aim properly. Tutorials will instruct users to press lightly on thumbsticks (or move mouse only slightly). This is essentially reverse psychology done in such a way that no one would realize it, by demanding calm, you induce panic. It also makes the consequences of losing your nerve more severe, as you swing your aim wildly in panic.
    • I also want to have manual reloading, possibly a Quick Time event, that, while relatively easy, can drop your clip or jam your gun if you rush it. This is again, mainly to keep people on their toes.
  • Intelligent opponents - being forced to outthink enemies is a huge point here. You should have to keep on your toes, with the ability to be killed at any point in time. Equally however, you should have a good fighting chance, as there can't really be fear without hope. 
    • This led me to combat that can end quickly and decisively, similar to that of the Counterstrike series, where a single headshot from the weakest gun can kill an opponent in one hit. In addition, requiring that kind of precision forces the same alertness I mentioned earlier.
    • You will probably be fairly tough, so perhaps Bioshock would be a better comparison. Enemies die quickly, but take chunks out of you. Being run down and low on health and supplies can make even ordinary sections of the game intense, whereas being one-shotted with full health doesn't really add anything to the game, and just makes parts frustrating or unfair to the player. NPCs will probably have their own system as well, such as the ability to be downed and subsequently saved by a timely medical intervention.
  • Limited Resources - I think the most emotionally involving thing about Resident Evil was ammo management. You had to fight carefully and conserve bullets, or else you would be helpless in the next fight, even if you won the current one. Again, this is because it forces you to be careful, to tread the fine line of staying alive now versus staying alive later.
    • I want to use this method, but take it even further. I don't want there to be any benefit to the player engaging in combat, and as such, no enemy in the game will drop any health or ammo. I also want to have non-combat resources to manage; food to keep survivors going. In addition, there will be a global limit to the amount of ammo and healing in the game, shared between you and all of your NPC allies. You will only be able to carry a limited inventory worth of items at any point in time.
  • Consequences - probably the biggest difference between games and real life is the permanence of consequences. This is because in the worst case scenario for games, you just start over, with no real loss. Games like Fallout miss out on this by making quicksave/load too accessible, and allow you to steal every valuable item in the game without any real risk of punishment. In addition, I find that the 'choose who dies' method employed by Mass Effect is not particularly effective at forcing an emotional response, because as I stated before, without hope, you can't get invested in something.
    • I will impose consequences in both the short and long term. If you get hasty, you will take damage, and spend more ammunition than you would otherwise. In addition, NPCs will live or die by your choices and abilities, and the likable ones have the greatest chance of being killed. 
    • I will do what I can to prevent quicksave/load OCD perfection, such as making save points few and far between, and try and force players to soldier on after a bad fight.
  • Limited Information - not knowing everything forces you to pay attention to every scrap of information you can glean. This again, forces you to be alert and invested in the game. This is most commonly done by having poor lighting or otherwise limited visibility, but does not have to be limited to visual effects. It can also be done by limiting the map/radar functionalities of the HUD, but also by level design. Having narrow corridors with lots of openings for enemies to come from, and therefore forcing you to stay aware of each and every one of them.
    • I will have significant flashlight sections, as well as indirect sources of knowledge. By this I mean ways of announcing enemies in the area (such as them talking amongst themselves or distinct animal sounds for non-humanoid enemies, seeing an enemy flashlight ahead of you from around the corner, or even being briefed about probable enemy locations ahead of time)
    • In addition, I want to have it that where the alien atmosphere mixes with the human's controlled atmosphere, it forms a white mist that obscures vision.
  • Pacing - proper1 pacing for any game is alternating sections of calm, and increasing tension. Both are equally important for creating the right atmosphere. This principle applies not only to horror, but any form of entertainment.
An attempt at visualising ideal intensity levels over time.
    • This will be created mainly by the plot, as each mission takes you into greater danger, and then back to the safe zones where survivors are hiding out. Ideally, within each mission there should be similar periods of calm and action. Alternatively, different mission segments can provide the appropriately varying levels of tension; a vehicle section with a mounted weapon with lots of ammunition can be stress-relieving, and then the section on foot after a roadblock can bring the stress right back.
    • Supplies will be done in such a way that it reflects the tension; when you are out on a mission, your supplies will run down, and when you get back to base, you will have access to your hoard of supplies.
    • In addition, I want to not have any randomly spawning or respawning enemies that prevent an area from ever being truly "safe". From my experience with System Shock 2, this is more annoying than scary, and combined with my "no drops" policy, just isn't fair to the player. There may be exceptions to this, as certain areas should never be "safe".
  • Taking players out of their "comfort zone" - this is a little harder to explain, but the best example I can give is underwater segments. In Half-Life, you cannot use most weapons underwater, and have a limited supply of oxygen before you drown. This kind of forced humbling raises player tension; players lose their crutches2, and are forced to reevaluate new ways to deal with the world around them. You can't rely on your powerful weapons underwater, and you can't take things slowly and carefully when you only have a limited supply of air.
    • This is done primarily through the use of limited resources, so that a player cannot become too reliant on any one thing.
    • In addition, the alien atmosphere, outside of that controlled by the human colonists, is toxic, and will use up your suit's power with its filtering, and once that is exhausted, it will slowly kill you. In addition, it fights for that power against your flashlight, sprinting capabilities, and even certain weapons.
    • I also want the AI to factor into this; it should learn your habits and punish you for sticking to the same strategies. They should be constantly trying to outwit you, and their AI should adapt and evolve so that whichever tactics are most effective against you are the ones they will employ more often (this includes both their actual strategies, as well as what units they will use against you)
  • Atmosphere - choosing the right setting is important for a game. There are two main approaches to this in horror. Either you make things as dark and creepy looking as possible, or you do the very opposite, and rely on the uncanny tension that the juxtaposition creates (which is why church organs are now so strongly associated with horror music, clowns are widely considered scary, and creepy children are such a common motif in horror).
    • I aim for the latter, placing this is an extremely upscale space colony, featuring a six-star hotel3 and ample lighting; at first anyways
    • As the game progresses, things get darker and scarier, as horrible things keep happening to the colony. Power is lost, buildings are ransacked, tunnels are flooded, and the dead keep piling up.
All of these were factors in designing the game. I wanted for it to be psychology oriented from the ground up. More information will be in subsequent articles.


1 - This is based on an article I read about pacing. It is from a book, or else I would link to it.
2 - In this context, a crutch is anything a player would normally rely on to deal with a difficulty. It may be a powerful weapon, a certain playstyle, or any other tool at their disposal.
3 - Yes, six stars. The rating system has been altered just to accommodate this level of class. Space tourism isn't cheap, and only the super-rich can afford such accommodations.





Tuesday 16 July 2013

Distant Colonies Update


In order to limit its power, I am forcing a use it or lose it clause on this card. Hopefully, this should help mitigate its power levels.

Investment has transformed. It has lost its on-trash effect, but has gained +1 buy instead. You can use its +buy as a pseudo-silver, but if you do, they lose their effectiveness once their pile runs out.

Infernal Contract now gains you a curse if you attempt to trash it. This is to mitigate any trash-for-benefit schemes you might attempt with it.

A new card that I am experimenting with. It probably needs an "if they did" clause for the copper, but this is still an early iteration of the card.

I have finally conceded to criticisms, and increased this to 5 cost. Its flexibility does make it powerful, and I had fewer 5 cost cards than I'd like in the set anyways.

Bookkeeper was tweaked slightly, in order to allow you to use any in your hand. Previously, if you drew more than one BK at a time, only one was of any use to you without a village.

Doppelganger was tweaked, it is now $1 cheaper, but requires discarding a potion to gain a copy of the card. This is partially for balance, and partially for tracking problems. I read an article about how confusing it can be to have extra effects on throne room equivalent cards, and can understand how difficult it is to track a massive stack of effects; this should help limit the amount of extra effects that take place.

Almoner was tweaked to eliminate the possibility of a Kings Court induced depleting of piles. It also helps limit the swinginess of an Almoner rush.

Thursday 4 July 2013

What Terrible Men We Are

This is a song I wrote for Marvin and the Pirate Circus. It is the song performed during Marvin's period of captivity (where the last post left off). I can't really convey the tune via text, and it isn't based on an actual song, or else I'd link to that (and I have neither the talent nor inclination to record myself singing it). Please use your imaginations.

Oh what terrible men we are (we are)
Oh what terrible men we are (we are)
Well what have we done?
Oh what have we done this time? [stretch out time]
We were: out of line
out of money
And frankly out of our minds

Oh what have we done this time? (this time)
A child (a child)
A child (a child)
We've stolen a child in the prime of his youth
Stole him unjustly
from his mom and his father
Did it without morales
Did it without truth
We did it
We did it
And theres no going back
Hold him for ransom
Throw him in a sack
Starve him and beat him
Throw him in a cage
Neglect and abuse him
'Till they throw us offstage

Oh what have we done this time? (this time)
Yes what have we done this time?

(captain)

My men are vicious, my men are crude
My men are ugly, my men are rude
My crew is useless, and full or rubes
Oh what have they done this time? (this time)
Oh what have they done this time?

Abducted a child, from his home in his bed
Now I'll have a bounty, a price on my head
I guess I am wanted, alive or dead
Oh what have they done this time? (this time)
I'm an old man, I don't want trouble
But they burn towns, turn them into rubble
They're like my family, my horrible crew
But the law is against them, and the things that they do
To keep them safe, we stay on the run
We may entertain you, but don't forget what we've done

(crew)
Oh what have we done this time? (this time)
Oh what have we done this time?
Our crew of men are brave and loyal
We're just getting by, with work and toil
We've been forever banned from our home soil
We deserve more! Makes our blood boil
We'll sever you from the mortal coil

Oh what terrible men we are (we are)
Oh what terrible men we are

(tommy)

I'm the first mate of our band of brothers
To the last man, fighters and lovers
They look up to me, so I can't disappoint
I do the deeds, I run the joint
Get my hands dirty, to live up to their dreams
Although I'm haunted, by the innocent screams
I do it for them
'Cause they'd do it for me

Oh what terrible men we are (we are)
Oh what terrible men we are

(killian)
I first met the captain when I was eight years old
He took me in when I was starving and cold
To everyone else, was just a child of the street
Wanted food in my belly, and shoes on my feet
He showed me a world where I felt I belonged
The love and comfort for which I longed
I knew how to steal, I knew how to fight
It may have been wrong, but it felt so right
I'll defend my new family with all of my might!

(crew)
Oh what terrible men we are (we are)
Oh what terrible men we are

Our ghastly crew is full of sinners
Who worship the devil and eat babies for dinner
We steal and plunder
pillage and loot
rob and ravage
and murder to boot
We'll pick your pockets and cut your purse
you may think we're bad, but we are much worse
We'll take your women, and extort the men
just when you think we're gone, we'll do it again
Raid the storehouse, burn the schools
Break open the bank, and take all the jewels

Lock your doors! Close the shutters!
Beg for mercy!
Beg for your souls!

Cry and plead for the ones that you love
Pray for help from the gods above
Go on and beg (beg)
Go on and beg (beg)

Oh who will save you now? (you now)
Oh who will save you now?


Yes, what terrible men we are! [draw out are, dun da dun]