Core Strategy Articles:
Building the "First Game" Engine
A wonderful article that introduces players to the depth of strategy available in the wonderful world of Dominion. It takes a beginner level kingdom and adds an advanced level of strategy, backed up by simulation data and interesting writing. A must read for any aspiring Dominion player.
Featured Card: Chapel
A real eye opener for a new player. It really helps you understand the power of trashing and having a slim deck.
Featured Card: Laboratory
Another great featured card that helps to understand the basics of the game.
The Five Fundamental Deck Types
Consists of 5 articles on each of the deck types: Big Money, Slog, Engine, Rush, and Combo. This is a good feature for familiarizing yourself with some of the intermediate strategy to the game.
Important Featured Cards:
Featured Card: Jack of All Trades
Introduces the legendary DoubleJack strategy.
Featured Card: Ill-Gotten Gains
Another Hinterlands card that can change any board that it is on.
Featured Card: Rebuild
Rebuild is another game warpingly powerful card.
Other:
A Dominion Fan Card Creation Guide
This is for anyone aspiring to make fan cards. It outlines common mistakes and pitfalls for card designers, and gives a very good (and thorough) outline of what goes into designing and testing a card.
Thursday, 24 October 2013
Thursday, 17 October 2013
Being your own Guinea Pig
One exceedingly common problem for board game designers is a lack of playtesters. If you are lucky, you have friends who are willing (or even enthusiastic) to play your games on a semi-regular basis, or some sort of game design circle that will play your game in exchange for you playing theirs.
Usually though, such arrangements are weekly at best, and having a week iteration time makes for slow progress. [In this context an iteration is one cycle of Playtest > Rework > Playtest].
It is often beneficial to play against yourself in order to test tweaks and variations - small or large - in order to get a feel for the effectiveness of your changes. Self testing should be the first line of defence when evaluating your game.
I can't even count the number of times I've had a idea for a game that sounds great on paper, but as soon as I went to try it, I lost all enthusiasm for it. This has happened for cards, turn structures, restrictions, rules, items - basically anything that it could happen for. Putting it to the simple self-test forces you to change your mindset, from designer to player - and ultimately what the player thinks is far more important.
It can also help you figure out what is too complicated or does not work within the confines of your game. It is far too easy to forget the restrictions of a board game and overcomplicate things. In a video game, you can add on complexity, and the computer will handle all of your variables in the background - in a board game, the players must do everything for themselves, and this can result in a drastically slower experience if you add on too many things.
It isn't a perfect solution, and there are several things that complicate playing against yourself:
- Limited information is no longer limited. You know exactly what is in your opponent's hand, because you have seen it. To counter this, figure out the rational decision based on the information that each player should have; alternatively, make the decision at random if that is reasonable.
- It becomes a lot harder to keep track of what each player is doing. It takes a lot more mental effort to keep track of what every player is doing, instead of just one. To compensate, you can cheat a bit; don't be afraid to write down each player's strategy, or counts of key things in the game. You can even look through decks (so long as you shuffle them back afterwards).
- The metagame becomes irrelevant. This is probably the biggest problem for me; each player's strategy will always be based on what *I* think is the right move. My best way to compensate for this is to play an occasional game with a player I designate the "psychopath", who will commit to an unusual strategy and ignore my usual priorities. In addition, I try and pursue a different strategy with each player, though this is not always possible or practical based on the game.
- Anything based on social interaction is completely irrelevant. This isn't usually an issue for me, based on the types of games I usually make, however, this may not be the case for you. The best advice I can give for a social game is to use the "random" method for decision making.
- A useful statistic I can offer is that in The Resistance, where one team must deduce the identities of the other, the win rate should favour the team aiming to hide information, so that when played randomly, they should win 65-70% of the games. This is because human deduction is usually good enough to compensate for the difference. (I can't find the source for this, but this was based on a quote from the designer)
This method doesn't work for every game, but is a powerful tool that every designer should employ. It can greatly improve the speed of your development, and the quality of the playtesting sessions when playing with other people.
Thursday, 5 September 2013
DotA Board Game
A while ago, in a fit on inspiration, I designed a board game based on Defence of the Ancients (DotA). After several iterations, I had something playable and a pretty decent game.
It plays a lot like DotA; for the first few games, everything seems confusing, and one side will get stomped and not really understand why. However, after you get the basics, a whole new world of strategy opens up.
In terms of game mechanics, it is a mish-mash of things. It has bits of deck building, dare-I-call-it-worker-placement, RPGs, drafting, and turn based strategy. It is difficult to explain, as every aspect of it integrates into the others, so bear with me.
I am going to assume that, for purposes of this article, you have a basic understanding of DotA, or at least the MOBA genre (which includes games like League of Legends).
In this adaptation, there are only two players; each controlling all 5 of their team's heroes. Players draft their teams, and battle each other, earning levels and gold to enhance themselves along the way.
Take 20 heroes at random from the pile and lay them out. Randomly choose a player to pick first. You alternate picking heroes; however, do so in a 1-2-2-2-2-1 format (the first player picks one hero, then the second player picks two, etc).
Once you have your heroes, the game begins.
His first ability is a passive that gives him +1 damage per level that he has (in addition to the damage he gains from gaining his prime attribute every level).
His second ability is a "standard ability". There are several (I'll get into this later), but basically they all work the same way. They give the player a card of that type (each standard ability is interchangeable). They can use the ability normally, but when they use that card, they can use their ability at max initiative in combat (this is pretty important).
His third ability cannot be had until he reaches level 3. It costs 2 mana, and requires him to tap (essentially use his action for the turn. You do not physically tap them as you would magic cards.) It deals 1 damage per level of his to each enemy.
He can get 2 levels of stats, at character level 2 and 4. Levels of stats give +1 to each of his non-primary stats (in his case Strength and Intelligence).
Respawning - the hero was killed last turn, and cannot participate this turn. When its turn comes, it will return from the dead, at the fountain.
Fountain - heroes at the fountain are fully healed, their mana is restored, and they can buy things if they so wish.
Jungle - fight a creep here. It is a source of gold and experience.
Offlane - If you have 1 hero here, gain 1 experience and 1 gold. If you have 2 heroes here, gain 2 experience and 2 gold. If you have 3 or more heroes here, gain 2 experience and 3 gold.
Centre - This is where the action happens. Each side gets a wave of creeps (a front and back creep), and you duke it out. Combat will be explained later.
Defensive Lane - Whoever wins the battle in centre has the opportunity (if they wish) to push into the opponent's side. You attack the tower (or Ancient if the tower is already down; note that you cannot do both in a single turn).
Conclusion
I have gone over most of the mechanics of the game; in future articles, I will go over the cards, heroes, and items available.
It plays a lot like DotA; for the first few games, everything seems confusing, and one side will get stomped and not really understand why. However, after you get the basics, a whole new world of strategy opens up.
In terms of game mechanics, it is a mish-mash of things. It has bits of deck building, dare-I-call-it-worker-placement, RPGs, drafting, and turn based strategy. It is difficult to explain, as every aspect of it integrates into the others, so bear with me.
I am going to assume that, for purposes of this article, you have a basic understanding of DotA, or at least the MOBA genre (which includes games like League of Legends).
In this adaptation, there are only two players; each controlling all 5 of their team's heroes. Players draft their teams, and battle each other, earning levels and gold to enhance themselves along the way.
Physical ComponentsLet's start with what the game consists of. It has:
- Hero Cards. At last count, there were 63 different heroes. Each is on an index card.
- Counters, dice, markers, and other such stuff:
- 10 location dice. These are used to indicate what each hero is doing each turn. There are 6 potential locations.
- 50 experience tokens. These are used to keep track of each hero's level, and what abilities they have. I am using blue flat marbles for this.
- A bunch of "depletion tokens". These are used to track how much mana a given hero has spent.
- A lot of damage dice. I actually use two types of dice, "single" damage dice, and "triple" damage dice. Heroes' HP is equal to 3x their strength, so most of the time, it is easier to just factor everything by 3 and track damage that way, with a different coloured die for any remainder damage.
- Gold tracking dice. You may want to use D20s for this. Each player needs to keep track of how much gold they have.
- Cards:
- Standard cards. Each player starts with a deck of 10 "strategy" cards. These are white-backed cards.
- Standard unit cards. These are red-backed cards.
- Each player has 2 creep cards, one of which is a "Front Creep".
- Each player also has a double sided building card. One side is "Tower", the other is their Ancient.
- Spell Cards. You gain these cards from your abilities. They are white-backed cards.
- Standard Spell cards:
- Slow
- Stun
- Snare
- Nuke
- Silence
- Blink
- Teleport
- Illusion
- Unique spell cards. Certain spells are represented by unique cards. They white-backed.
- Spell creature cards. These are for creatures summoned by hero spells. They are red-backed.
- Item cards. These represent what you can buy in the shop.
- Active items. These are white-backed, and are added to your deck.
- Passive Items. These are yellow-backed. Each hero can equip one passive item.
- Necronomite. Red-backed. The only creature summoned by an item.
- Quick Reference Cards. These are pretty important. They are on index cards.
The DraftAs in DotA, there are many ways to draft a team. I prefer the Random Draft method for this. You can just as well adapt any other that suits you.
Take 20 heroes at random from the pile and lay them out. Randomly choose a player to pick first. You alternate picking heroes; however, do so in a 1-2-2-2-2-1 format (the first player picks one hero, then the second player picks two, etc).
Once you have your heroes, the game begins.
HeroesHeroes are represented on index cards, and have the following information about them:
- Name
- Strength
- Agility
- Intelligence
- Primary attribute
- Ranged/Melee
- Abilities
In addition, several attributes are calculated based on their stats.
Max HP is equal to 3x your Strength.
Initiative is equal to your Agility. This determines the sequence in which the hero attacks.
Intelligence determines mana. You have 1 mana per 3 intelligence (rounded up).
Their damage is equal to their primary attribute.
Abilities vary from hero to hero. Heroes can get up to level 5, and earn an ability each level. Note that heroes start at level 0. In most cases, there are 3 abilities, and 2 levels of stats available. Certain heroes have multiple levels of abilities, and certain heroes' abilities are differently structured, or do not have levels of stats. All abilities have a level requirement (often just level 1), and of those many heroes have "ultimate" abilities that they cannot get until they reach level 3.
In addition to the ability that heroes get every level, they also get +1 to their primary stat per level.
Let's take Shadow Fiend as an example;
Shadow Fiend - Ranged
Strength: 2
Agility: 4 (Primary)
Intelligence: 3
Abilities:
1: +1 damage per level
1: Nuke
3: mmt: Deals 1 damage to all enemies per level
2, 4: Stats
His first ability is a passive that gives him +1 damage per level that he has (in addition to the damage he gains from gaining his prime attribute every level).
His second ability is a "standard ability". There are several (I'll get into this later), but basically they all work the same way. They give the player a card of that type (each standard ability is interchangeable). They can use the ability normally, but when they use that card, they can use their ability at max initiative in combat (this is pretty important).
His third ability cannot be had until he reaches level 3. It costs 2 mana, and requires him to tap (essentially use his action for the turn. You do not physically tap them as you would magic cards.) It deals 1 damage per level of his to each enemy.
He can get 2 levels of stats, at character level 2 and 4. Levels of stats give +1 to each of his non-primary stats (in his case Strength and Intelligence).
Lanes/LocationsThere are 6 potential places that your heroes can be:
1. Defensive LaneLet's do these in descending order:
2. Centre
3. Offlane
4. Jungle
5. Fountain
6. Respawning
Respawning - the hero was killed last turn, and cannot participate this turn. When its turn comes, it will return from the dead, at the fountain.
Fountain - heroes at the fountain are fully healed, their mana is restored, and they can buy things if they so wish.
Jungle - fight a creep here. It is a source of gold and experience.
Offlane - If you have 1 hero here, gain 1 experience and 1 gold. If you have 2 heroes here, gain 2 experience and 2 gold. If you have 3 or more heroes here, gain 2 experience and 3 gold.
Centre - This is where the action happens. Each side gets a wave of creeps (a front and back creep), and you duke it out. Combat will be explained later.
Defensive Lane - Whoever wins the battle in centre has the opportunity (if they wish) to push into the opponent's side. You attack the tower (or Ancient if the tower is already down; note that you cannot do both in a single turn).
First Turn SequenceThe first turn works slightly different from the rest.
- Randomly assign the initiative token.
It is used to decide who goes first in various things.
- Make purchases (2 gold)
You start the game with 2 gold to spend on your team. (I will list the items available for purchase later.)
- Assign Lanes
Starting with the player with the initiative token, alternate assigning lanes to your heroes. Place a location die on a hero to indicate his destination. (see above for locations)
- Resolve locations in descending order
See above for information on each location. Also note that both players resolve their locations in the same phase.
- Spend experience
This seems like as good a place as any to explain how experience works.
Experience must go to a hero with the lowest level at the location at which it was earned. Each hero can only gain 1 level per turn. Experience is earned by killing things; all heroes give 1 exp; as well, many creep and other units do as well (it is specified in their bounty).
Experience is not spent until this phase, after all combat has concluded.
- Draw a hand
Draw a new hand; draw until you have cards in hand equal to the number of living heroes you have. (You start the game with an empty hand for the first turn)
- Pass the initiative token
Regular Turn Sequence
- Assign Lanes
- Play strategy cards
Players alternate playing strategy cards, starting with the player with the initiative token.
- Resolve locations in descending order
- Spend Experience
- Draw a new hand
Discard any cards remaining in your hand, then draw back up to the number of living heroes you have.
- Pass the initiative token
I have gone over most of the mechanics of the game; in future articles, I will go over the cards, heroes, and items available.
Tuesday, 3 September 2013
Distant Colonies Playtest Report
After a bit of playtesting, I wanted to update how things were going in Distant Colonies. I'll give a card-by-card report for the ones I got around to using.
To put it simply, this card is absolutely bonkers. I played a game where it comboed ridiculously well with Rabble, and utterly stomped. It may have just been a lucky combo, so further testing is required. I am considering bumping this to a $5 cost.
I think this card is exactly where I want it to be. It does everything I want it to, in exactly the way I want it to.
I want to play more with Curio Stand. In the games I played with it, it didn't really work as a key card, and didn't get much play. When it was used however, I really liked having it.
I liked this one. It can be a star in the right circumstances, and it can help out a lot of decks in subtle ways. It takes some thought to use correctly. I am pretty happy with how it is now.
I didn't play with the Alchemy ones (as I don't own the physical Alchemy or potions), so no new information here. I am still considering tweaking these, though I want playtest data first.
Pretty awesome. I like how this card works; you can use it as a silver that gets you two more silver - up until when the pile runs out - then everything goes bust, and your deck is swimming in junk cards. I had fun with it the games where I had it.
Bookkeeper is probably the ultimate trap card. You can get an early province very quickly, simply by clearing out your starting estates (or shelters) and buying one extra copper. However, greening hurts a Bookkeeper deck much, much more than a regular money deck.
I may be judging it harshly, as it was up against Swindler, which is a pretty hard counter. Swindler adds junk and removes coppers. One of Bookkeeper's key weaknesses is the lack of +buy, so amassing coppers is difficult. It also didn't help that on two occasions, it managed to swindle a Bookkeeper for a Moneylender.
It is hard to tell if this card needs significant rework, or is exactly right. It seems too difficult to integrate into a wider strategy, so it may be that the cultist-esque play-from-hand effect is replaced with a generic +1 action, though that may have cascading balance effects.
Additional testing is needed.
This card feels great to use. It has a very similar application to Menagerie, though with slightly different nuances. I like it; my only concern is its similarity to its Cornucopian cousin.
Did not get a chance to try it. No new info here.
I was reasonably happy with how this card played. I actually ended up using a trash-for-benefit card on it a couple of times, and I think it is a reasonable penalty; I don't want it to be too harsh in case it gets hit by a Swindler/Knight/Saboteur.
Played it. liked it. I didn't get extensive enough use of this to be for sure, but I think this card is where it should be.
As a side note (and not at all related to my testing): this card is basically a counter to Rebuild. It is cheap enough to amass, and will probably be worth at least 4 VP by game end.
I think I am going to scrap this card. I didn't actually do any testing for it, but I lost all enthusiasm for it once I saw a kingdom with it in it.
When I tried this card out, it was very weak. In most cases, you were much better off just buying the other $5 card, and skipping Metallurgist entirely.
I still like the concept though, so I will have to come up with some ways to buff it. I have a few variants in mind; possible additions:
To put it simply, this card is absolutely bonkers. I played a game where it comboed ridiculously well with Rabble, and utterly stomped. It may have just been a lucky combo, so further testing is required. I am considering bumping this to a $5 cost.
I think this card is exactly where I want it to be. It does everything I want it to, in exactly the way I want it to.
Almoner is pretty fun to play with. It generates interesting decisions, and allows you to develop a strategy based on the differences in your decks. I am actually considering reducing the cost to $2; its main effect cannot stack, so it being amassable isn't an issue, and opening it in a 5/2 split shouldn't put that player at an overwhelming advantage. The general philosophy on pricing is to make it as cheap as possible, so this change follows that principle.
I want to play more with Curio Stand. In the games I played with it, it didn't really work as a key card, and didn't get much play. When it was used however, I really liked having it.
I liked this one. It can be a star in the right circumstances, and it can help out a lot of decks in subtle ways. It takes some thought to use correctly. I am pretty happy with how it is now.
I didn't play with the Alchemy ones (as I don't own the physical Alchemy or potions), so no new information here. I am still considering tweaking these, though I want playtest data first.
Pretty awesome. I like how this card works; you can use it as a silver that gets you two more silver - up until when the pile runs out - then everything goes bust, and your deck is swimming in junk cards. I had fun with it the games where I had it.
Bookkeeper is probably the ultimate trap card. You can get an early province very quickly, simply by clearing out your starting estates (or shelters) and buying one extra copper. However, greening hurts a Bookkeeper deck much, much more than a regular money deck.
I may be judging it harshly, as it was up against Swindler, which is a pretty hard counter. Swindler adds junk and removes coppers. One of Bookkeeper's key weaknesses is the lack of +buy, so amassing coppers is difficult. It also didn't help that on two occasions, it managed to swindle a Bookkeeper for a Moneylender.
It is hard to tell if this card needs significant rework, or is exactly right. It seems too difficult to integrate into a wider strategy, so it may be that the cultist-esque play-from-hand effect is replaced with a generic +1 action, though that may have cascading balance effects.
Additional testing is needed.
This card feels great to use. It has a very similar application to Menagerie, though with slightly different nuances. I like it; my only concern is its similarity to its Cornucopian cousin.
Did not get a chance to try it. No new info here.
I was reasonably happy with how this card played. I actually ended up using a trash-for-benefit card on it a couple of times, and I think it is a reasonable penalty; I don't want it to be too harsh in case it gets hit by a Swindler/Knight/Saboteur.
Played it. liked it. I didn't get extensive enough use of this to be for sure, but I think this card is where it should be.
As a side note (and not at all related to my testing): this card is basically a counter to Rebuild. It is cheap enough to amass, and will probably be worth at least 4 VP by game end.
I think I am going to scrap this card. I didn't actually do any testing for it, but I lost all enthusiasm for it once I saw a kingdom with it in it.
When I tried this card out, it was very weak. In most cases, you were much better off just buying the other $5 card, and skipping Metallurgist entirely.
I still like the concept though, so I will have to come up with some ways to buff it. I have a few variants in mind; possible additions:
- Give +X cards. This should help it to connect to treasure better, as well as making it useful in a hand without silver or gold.
- Gain 1 or 2 silver when you play it. This helps to propel it along, and ensures a constant supply of silver for it to consume.
- Reduce the cost, possibly in conjunction with some of the other buffs. By having it not compete with the $5 cost cards it is trying to gain, it should help it become a more desirable option. I'd prefer not to go this route though.
- Allow it to trash coppers as well, though for no additional benefit. It helps it fit thematically with Forge, and gives it an alternate use. It pretty sharply shifts the feel of the card, so it isn't something I'd jump in with just yet.
- Remove the no victory cards clause. This is something I'd rather not do, as it makes it too swingy, to potentially cash in your BM deck for several Dutchies in the final rounds on a lucky hand.
Thursday, 29 August 2013
Distant Colonies Update
After the Death of Hawker, I have been thinking up some new ideas for cards. The following are completely untested, but the latest cards to be considered for my set:
A bit of an oddball, Aztec Charm is a virtual copper that comes back every other turn. It is great for slogs. It also combos well with Mystic and Scrying Pool. It can also be used to delay your reshuffle for cards like Counting House or Shaman.
What's interesting about it, is that the duration effect is not optional. If you want the coin, you have to put it back on your deck. I had also considered an effect that would let you give it to other players on buy, as its effect can turn it into a copper that keeps coming back, but it seemed too complicated.
Metallurgist is a pretty cool card. It seems like it will do well for setting up Tactician decks, or even for winning Minion/Hunting Party splits.
I have also updated a few cards:
Flower Meadow received a minor tweak; it is now worth an additional 1 VP per Duke in your deck. Prior to this, Dukes were utterly dead on a board with them. Now, they work mostly the same as they did before.
I redid Investment. Previously, it was +1 buy and +2 coin on buy. This made it crazy strong with cards like Woodcutter (+4 coin) or Baron (+6 coin), and relatively worthless by itself. This change helps make it less worthless without other +buy, and less overpowered for cards with both +coin and +buy.
A bit of an oddball, Aztec Charm is a virtual copper that comes back every other turn. It is great for slogs. It also combos well with Mystic and Scrying Pool. It can also be used to delay your reshuffle for cards like Counting House or Shaman.
What's interesting about it, is that the duration effect is not optional. If you want the coin, you have to put it back on your deck. I had also considered an effect that would let you give it to other players on buy, as its effect can turn it into a copper that keeps coming back, but it seemed too complicated.
I have also updated a few cards:
Flower Meadow received a minor tweak; it is now worth an additional 1 VP per Duke in your deck. Prior to this, Dukes were utterly dead on a board with them. Now, they work mostly the same as they did before.
I redid Investment. Previously, it was +1 buy and +2 coin on buy. This made it crazy strong with cards like Woodcutter (+4 coin) or Baron (+6 coin), and relatively worthless by itself. This change helps make it less worthless without other +buy, and less overpowered for cards with both +coin and +buy.
Tuesday, 27 August 2013
Distant Colonies: The Death of a Salesman
I have recently decided to scrap one of my cards from the Distant Colonies set. It is an interesting card, but I feel that there is a card that delivers on this concept better that already exists. Strange as it may sound, this 2-cost cantrip is being usurped by a 5 cost terminal because they share a very similar role.
The original idea behind Hawker was to create interesting decisions around making extra buys or not. Everything about the card was based on that; it was designed as a 2 cost mainly so that buying multiple copies was not difficult (similar to other massable cards like Fool's Gold). It was a cantrip so that having too many would not be a bad thing. It gave you buys, but punished you for not using them.
Merchant's Guild also rewards players for making extra buys, but does it in a way I like much better than the way I did it. A single Merchant's Guild serves as a delayed terminal gold (assuming you use both buys); it gives $1 now and $2 later. Multiple MGs stack exponentially in power, 2 MGs give you 3 buys and 2 coins per buy ($6 later), 3 MGs give 4 buys and 3 coins per ($12). It has potential in engines, BM, slogs, and more. It is a really cool card, and I humbly bow out from competing against it.
I still like the idea of a conditional duration card, and I will probably experiment trying to make something similar in future.
Thursday, 15 August 2013
Dungeon Keeper 3 - Heroes
These have been fairly extensively redone, so I figured they deserved their own article.
Citizen
The basic human. Weak, and performs basic labour for the heroes. They can be upgraded to a caste once they gain their first level. Once a caste unit reaches level 6, they are upgraded again, to the higher level of their caste.
Infantry
Infantry are the standard fighter for heroes. They are the basic level of the Fighter caste. They are reasonably strong, and require a Training Room.
Knight
Knights are upgraded infantry. They are tougher than Infantry, but vulnerable to lightning. They hate Black Knights.
Monk
Monks are the basic level of the Holy caste. They are fairly weak, but super-effective against undead. They require a Church.
Cleric
Clerics are upgraded monks. They gain a healing ability, and are tougher than monks.
Wizard
Wizards are the back-line support for heroes. They are the basic level of the magic caste. They use fireballs, while your Warlocks use Ice magic.
Mage
Mages are upgraded wizards. They gain a lightning attack, and can gain a more powerful fire attack.
Thief
Thieves are the basic level of the Rogue caste. They can gain the ability to open your doors, and can detect traps, and avoid triggering many traps. They will also steal from your treasuries if you let them.
Spy
Spies are upgraded thieves. They gain the ability to disable traps, and can even become invisible. They also gain a damage upgrade.
Crossbowman
The basic level of the Ranged caste. They do more damage than Wizards, and serve as support units.
Archer
Archers do (slightly) more damage than Crossbowmen, and have a better rate of fire. In addition, they also gain the Fire Arrow ability.
Elf
Elves are the introductory level for Elves in the same way that Citizens are for humans. They do not do work as citizens do, instead relying on Citizens or Dwarves to do that. All Elves have the ability to detect traps, and can avoid triggering many traps. In addition, all Elves hate Dark Elves. Elves can
Elven Archer
They are powerful support units; more powerful than human Archers. They have the ability to make critical hits for bonus damage. They gain the Knives ability at level 6.
Elven Warrior
Elven warriors are powerful but fragile fighters. They have a chance to evade attacks, and are resistant to all magic. They have no abilities.
Fairy
Fairies are small flying creatures with an impressive arsenal of magic. Their abilities are (in order that they gain them): Chill, Heal, Lightning, and Freeze.
Dwarf
The paltry dwarf; these do the grunt work of most kingdoms. They are weak and vulnerable, and hate greenskins. They may however, upgrade into Dwarven Warriors, abandoning their pickaxes for true axes.
Dwarven Warrior
A slightly stouter companion to basic dwarves, warriors can work in the workshop, and are much stronger than basic dwarves (though that isn't saying much). They can gain a Throwing Axe ability. They are still fairly weak.
Giant
Giants serve a similar role to the Monster-class units of Dungeon Keepers. They require their special Giant Gates to come in, and have an independent population cap from the rest of the Heroic force. They are as tough as tough gets, and very strong in addition. They resist fire and poison, and can work in a workshop. They can gain Throw and Slam abilities, that utilize their mass to disrupt enemy lines.
Seraphim
Seraphim are holy warriors, summoned by the Seraphim Feather miracle. They are immune to all damage sources other than Horny or other Seraphim. They require mana to sustain themselves, and have several magical attacks to bolster their impressive damage.
Lord
The most common Noble, they lead the heroic forces fearlessly. Their bravery inspires those around them, in the form of their Rally ability.
Elven Lord
Elven lords are similar to regular lords, except that they are elves, and have better damage.
Prince
Princes are the young heirs to the king. They are not as strong as lords, but are typically better protected. They also resist all forms of magic.
Archmage
Archmagi are powerful magic users. They are weaker than Lords, but their impressive magicks more than compensate for their paltry physical strength.
High Cleric
A spiritual leader, they are similar to the Archmagi, except that they have holy magics instead of elemental ones.
General
A high ranked officer to the King. They wield hammers, and can work in workshops. They are tougher than regular lords.
King
The final boss of the game. He has some of the highest stats in the game, and is resistant to all magic.
Basic Human Units
Citizen
The basic human. Weak, and performs basic labour for the heroes. They can be upgraded to a caste once they gain their first level. Once a caste unit reaches level 6, they are upgraded again, to the higher level of their caste.
Infantry
Infantry are the standard fighter for heroes. They are the basic level of the Fighter caste. They are reasonably strong, and require a Training Room.
Knight
Knights are upgraded infantry. They are tougher than Infantry, but vulnerable to lightning. They hate Black Knights.
Monk
Monks are the basic level of the Holy caste. They are fairly weak, but super-effective against undead. They require a Church.
Cleric
Clerics are upgraded monks. They gain a healing ability, and are tougher than monks.
Wizard
Wizards are the back-line support for heroes. They are the basic level of the magic caste. They use fireballs, while your Warlocks use Ice magic.
Mage
Mages are upgraded wizards. They gain a lightning attack, and can gain a more powerful fire attack.
Thief
Thieves are the basic level of the Rogue caste. They can gain the ability to open your doors, and can detect traps, and avoid triggering many traps. They will also steal from your treasuries if you let them.
Spy
Spies are upgraded thieves. They gain the ability to disable traps, and can even become invisible. They also gain a damage upgrade.
Crossbowman
The basic level of the Ranged caste. They do more damage than Wizards, and serve as support units.
Archer
Archers do (slightly) more damage than Crossbowmen, and have a better rate of fire. In addition, they also gain the Fire Arrow ability.
Elven Units
Elf
Elves are the introductory level for Elves in the same way that Citizens are for humans. They do not do work as citizens do, instead relying on Citizens or Dwarves to do that. All Elves have the ability to detect traps, and can avoid triggering many traps. In addition, all Elves hate Dark Elves. Elves can
Elven Archer
They are powerful support units; more powerful than human Archers. They have the ability to make critical hits for bonus damage. They gain the Knives ability at level 6.
Elven Warrior
Elven warriors are powerful but fragile fighters. They have a chance to evade attacks, and are resistant to all magic. They have no abilities.
Fairy
Fairies are small flying creatures with an impressive arsenal of magic. Their abilities are (in order that they gain them): Chill, Heal, Lightning, and Freeze.
Dwarven Units
Dwarf
The paltry dwarf; these do the grunt work of most kingdoms. They are weak and vulnerable, and hate greenskins. They may however, upgrade into Dwarven Warriors, abandoning their pickaxes for true axes.
Dwarven Warrior
A slightly stouter companion to basic dwarves, warriors can work in the workshop, and are much stronger than basic dwarves (though that isn't saying much). They can gain a Throwing Axe ability. They are still fairly weak.
Other Units
Giant
Giants serve a similar role to the Monster-class units of Dungeon Keepers. They require their special Giant Gates to come in, and have an independent population cap from the rest of the Heroic force. They are as tough as tough gets, and very strong in addition. They resist fire and poison, and can work in a workshop. They can gain Throw and Slam abilities, that utilize their mass to disrupt enemy lines.
Seraphim
Seraphim are holy warriors, summoned by the Seraphim Feather miracle. They are immune to all damage sources other than Horny or other Seraphim. They require mana to sustain themselves, and have several magical attacks to bolster their impressive damage.
NobilityNobility are typically the bosses of each level.
Lord
The most common Noble, they lead the heroic forces fearlessly. Their bravery inspires those around them, in the form of their Rally ability.
Elven Lord
Elven lords are similar to regular lords, except that they are elves, and have better damage.
Prince
Princes are the young heirs to the king. They are not as strong as lords, but are typically better protected. They also resist all forms of magic.
Archmage
Archmagi are powerful magic users. They are weaker than Lords, but their impressive magicks more than compensate for their paltry physical strength.
High Cleric
A spiritual leader, they are similar to the Archmagi, except that they have holy magics instead of elemental ones.
General
A high ranked officer to the King. They wield hammers, and can work in workshops. They are tougher than regular lords.
King
The final boss of the game. He has some of the highest stats in the game, and is resistant to all magic.
Thursday, 8 August 2013
Dungeon Keeper 3 - Playing as Heroes
In
some scenarios (such as skirmish battles), you may wish to play as
the goodly Heroes. They play very differently from a Keeper. For
starters, they cannot slap their citizens, and cannot pick them up
either.
Heroes
share all of the following rooms with Keepers:
- Hatchery, Library, Training Room, Wooden Bridge, Treasury, Stone Bridge, Workshop, Guard Room, Casino, Laboratory
They
also share these rooms, but do not use them in the same way:
- Lair – Heroes will not be dragged back to their lairs like creatures are
- Prison – will not create skeletons for Heroes
- Torture Chamber – cannot be used by Heroes
- Combat Pit – cannot be used by Heroes, allows humans to train until level 6
- Graveyard – does not attract vampires for Heroes, grants mana for corpses instead
- Temple – not used except by Darkwort; cannot use sacrifices, does not pray there
In
addition, there are several unique Human buildings and rooms:
- Hero Gate, Dwarf Gate, Giant Gate – are pre-placed like portals, Keepers capture them by capturing all adjacent tiles, while Heroes need only capture them like regular territory, to attract in citizens
- Church – heroes pray here, 5x5 or larger holds an artifact to use miracles (miracles are the heroic equivalent of spells)
- Hero Gateway – heroes gather here to teleport to hero gates; 3x3
There
are also some traps unique to heroes:
- Gargoyle trap – only emerges at night time, becomes a demon and actively fights back against nearby enemies (can only be built outdoors)
- Sunstone – emits daylight to the immediate area around it; useful for warding off many creatures
Heroes
are also controlled differently than dungeon creatures. Heroes have a
special 'caste' menu instead of spells, which they can use to assign
castes to citizens (or elves of at least level 3) who are at least
level 1. In addition, in place of 'slaps', they place an Orders
Banner, which rallies nearby units to it. Right clicking on a Hero
Gate will summon units from the Hero Gateway.
Conscription and Heroic Mechanics:
Heroes
make armies out of their citizens. Once a citizen has reached level
one, they may train in a combat discipline of their choosing. Not all
heroes use this system, but the bulk of heroic forces are trained in
this manner. A human of a particular caste gets promoted at level 6,
at which time they get stronger, more so than a regular level. Note
that in order to get promoted, they must have the requirements for
their second tier class.
Because
Heroes do not use Portals, they get their new citizens from Hero
Gates. Every Hero Gate attracts up to 10 citizens. Hero Gates may
also be used offensively, allowing you to warp your forces from the
Hero Gateway to a Hero Gate of your choice.
Hero
Gates are built like 4x4 fixed size rooms, although the gates
themselves are only 2x2. In order for them to be captured by a
Keeper, the Keeper must capture all of its surrounding spaces. Once
captured, the room is destroyed, as Keepers may not use Hero Gates.
Elves,
Dwarves, and Giants each have their own set of requirements. Elves
require the more expensive Elves Lair to be attracted in, while
Dwarves require the Dwarven Gate, and Giants require Giant Gates.
Dwarven
Gates work much like a Hero Gate except that it attracts in up to 4
Dwarves, only requires a 3x3 space (it is a 1x1 gate), and multiple
Gates can be used to teleport Dwarves between them. On an unrelated
note, Dwarves are the only Heroes that can capture territory.
Giant
Gates bring in Giants the same way Hero Gates bring in Humans and
Elves. Each will draw in up to two Giants. Giant Gates cannot be used
to warp forces from a Hero Gateway or to teleport forces like a
Dwarven Gate. They are the same size as Hero Gates, but have a
distinctive appearance so as not to be confused with them.
Miracles
Humans
have an equivalent of spells known as Miracles. A 5x5 church allows
them to hold a single artifact. Every artifact performs a certain
miracle.
- Seraphim Feather – summons a seraphim. Maximum 1 per feather.
- Manifest Stone – drains all mana from the realm
Non-campaign
artifacts
- Phoenix Tears – restores health to all of your conscious citizens
- Philosopher's Stone – grants gold based on the emptiness of your treasury
- Sword of Truth – lets you cast Divine Wrath anywhere you can see
Tuesday, 6 August 2013
Featured Card: Shaman
Shaman is my latest card. I wanted to add a few more potion cards, as they work best when there are several available, so increasing the number of them seems like a good idea. It is essentially a very unique peddler variant.
It works best in engine decks, allowing you essentially a wild card of whatever you need. Its other main strength is chaining. What makes it really unique however, is how it interacts with triggering reshuffles. It makes it advantageous to leave an engine payload card in your discard after each shuffle.
I think it has significant opportunity cost, and may still be too weak, but it is a really cool card with a lot of unique interactions.
Works With:
- Most +coin cards, in particular:
- Militia, Goons - great as payload cards; they turn every shaman into terminal gold + attack
- Harvest, Navigator - discards cards for it to retrieve
- Councillor and Scavenger - give you your pick of cards to retrieve; lets you use your entire shaman stack
- Conspirator
- Scheme - Shaman's best friend. Top deck a Shaman, grab a chain of Shamans, then Scheme. Repeat.
- Golem - play a golem to grab your shamans, use your shamans to play the golems it passes over. Also great for having something else to spend your potions on.
- Cycling: Cellar, Warehouse - Allows you to better control your reshuffle, and gives more cards in the discard for Shaman to claim.
- Catacombs, Oracle - They becomes a lot stronger by allowing you to keep a card from the first set of cards and still getting the second. Everything for Cycling applies as well
- Advisor and Envoy - So long as they aren't discarding treasures, these becomes a lot more reliable with Shaman.
Has Cool Interactions With:
- Gravedigger - gain back actions for you to use.
- Treasure Map
- Inn - Cycling, as well as potentially delaying a shuffle, keeping your payload cards available to your shaman.
- Fortune Teller - I can't even wrap my head around their interactions. Do they synergize with each other, or counter each other?
Conflicts With:
- Faster games - probably the only reason Rebuild it doesn't work with it. Shaman decks take a while to get going. Like most Alchemy cards, it can be very strong in the right circumstances, or ignorable in others.
Thursday, 1 August 2013
Dungeon Keeper 3 - Campaign Plot
- Lord Illman –
Once a mighty champion who led legions
of men, time has not been kind to him. His forces have been spent and
he has weakened, leaving him with nothing except his loyalty to the
light.
Keeper, he will be the weak link that
allows you to break into this Kingdom. Crush him
- Lord Gelbard –
Having long hidden behind the forces of
others, he has opted to fill his ranks with wizards instead of
warriors.
While they are powerful support, they
are weak and frail in combat. Keeper, take the fight to him and he
will surely fall.
+Library
(+Training Room)
- Lord Craneburt –
A cowardly hero who locks himself away
from battle, behind moats and gates. This is not all he has locked
away Keeper, as he has taken prisoner a host of Dregs who would prove
to be useful if rescued. Capture his briges and prisons and use his
cowardly tactics against him.
+Prison
+Wooden Bridge
(+Treasury)
- Lord Markson –
Leads the dwarven kingdom of Ironhill.
It is a rich and populous community, but its magma rivers make it
difficult to navigate.
If you wish to succeed here Keeper, you
will have to learn the secrets of building Stone Bridges, and you
will have to make the most of a limited force.
+Stone Bridge
- General Gearfort –
Commands the great Dwarven forges in
this area. His forces are vast and powerful, but are quite divided by
the region's unforgiving terrain. Only the native Dwarves can move
around easily and they are a paltry threat at most.
Keeper, you must strike at the heart of
Gearfort, swiftly and terribly so that he cannot gather his forces to
retaliate.
+Workshop
- Lord Gabriel –
Stands in your way now; previously he
was useful as a barrier between yourself and Keeper Elderbean, as it
stands now, he is only a nuisance.
His kingdom sits beside a great
underground lake, which should prove attractive to several waterborne
races. He has fortified his walls, but has left himself vulnerable
from the water.
Use the speed and power of the Nagini
to outmaneuver this naive warrior; attack him from where he least
expects it.
- Lord Construm –
A veteran from the days of Inquisition,
he uses information as a weapon. His forces are great, and he is well
hidden in the tunnels of this region.
You must beat him at his own game
Keeper, interrogate his agents and discover the true path through his
maze, for a myraid of traps and ambushes await down every false path.
+Torture Chamber
"The torture chamber; look how
Construm has left it unused and abandoned. Teach him its true purpose
Keeper! He has let its implements rust with his neglect. He will
lament that these tools do not get any less painful as they rust."
- Keeper Elderbean –
Stubborn and greedy, he is eyeing your
growing tally of lands and waiting for his opportunity to strike. He
is no fool, and has already secured every portal in this realm.
You only have a small contingent of
your best creatures; use them to great effect Keeper; steal the
portals and resources he has hoarded, use them against him and banish
him back to oblivion!
- Keeper Underglass –
The young and naive son of the late
Elderbean. Enraged by the loss of his father, he has abandoned his
carefully established defences in his haste for revenge.
Use his hate against him Keeper; create
deadly traps for him as he blindly rushes at you, and once he has
exhausted his forces, retaliate with all of your strength and
cunning.
+Laboritory
- Lord Yorick –
A hopeless slave to the forces of
light, Yorick has been granted a regiment of Knights to command.
The twisted Dark Knight should be a
match for its richeous cousin, they are every bit as fearless and
strong, and will train tirelessly for you. Use the Combat Pit to
train your forces to exceed the goodly lord of this land.
+Combat Pit
- Lord Highcrest –
Stands as the guardian to the gate to
the surface, high and mighty. Be wary of the effects of sunlight on
your creatures and dungeon Keeper.
You will be vulnerable during the day,
which is when you will need to set up a careful defence. Once night
falls though Keeper, you will need to strike hard and fast, for if he
survives the night, he will surely return stronger than before.
+Guard Room
- Lord Conright –
Maintains control of this land by
controlling its resources. Gold is scarce, and he has thieves and
spies to steal away any wealth not under his control.
You must establish an economy in order
to beat him Keeper. Use magic, sell off unnecessary rooms or traps,
steal, rob your captives, cheat your creatures out of their wages;
use any means necessary to gather the gold necessary to establish
yourself Keeper. Once your forces are sufficent, raid his treasuries,
and finally show him the strength of your resourcefulness.
+Casino
- Keeper Agony –
The well-established Keeper of this
sun-filled realm; Agony is not to be underestimated, as he is a
master of evil.
In order to defeat him Keeper, we must
use his dark nature against him. Use the daytime to establish
yourself, and prepare for an invasion after nightfall.
His attack promises to be terrible, but
no so terrible as you can be Keeper.
(+Beholder)
- Lord Sunford –
Leads a colony of Elves. Though frail,
they are powerful foes nonetheless, and the sun pervades this land,
leaving you little refuge for your dungeon.
You will require all of your craft here
Keeper, use what you have to deadly effect and cut down the
overconfident Lord Sunford
(+Succubus)
- High Cleric Redblade –
A richeous defender of the land and
persecutor of the undead. He is well defended in his fortress, but
his strength of conviction shall prove to be his weakness.
Gather a force of undead Skeletons to
lure him out. Against his holy Clerics, they stand no chance, but
your other forces should seize the opportunity to ambush him and end
his richeous ways.
- High Cleric Montford –
Holds this realm securely, as he
commands legions of men, and it has no Dark Portals for you to use.
Instead, you must use your small
contingent force wisely, and capture the Graveyard to summons legions
of undead Vampires and their subservient Ghouls and turn the fallen
against the fair Montford.
+Graveyard
(+Dragon)
- High Cleric Righton –
The last of these troublesome High
Clerics, he possesses great wealth thanks to the rare gem seams that
lie within his realm.
He has spared no expense in the defence
of his castle, so I want you to enjoy cracking this oyster open to
reveal its prize.
- General Millsbold –
Commands a
powerful but young territory. Its inhabitants are inexperienced and
untrained, making them prime targets for you keeper.
You must strike
quickly though, as General Millsbold is strong and will surely form a
worthy force from the populace if given enough time.
- Lord Nightingale –
A good friend of
Prince Darkwort, that proximity to royal decadence has made him a
coward. You must act quickly, as Lord Nightingale will flee at the
first sign of danger.
You must find him
and stop him before he can escape; interrogate as many prisoners as
necessary, and be careful to conceal your dungeon, lest he notice you
and disappear.
- Prince Darkwort –
The youngest and
most troubled son of the King, young Darkwort is charged with
protecting the Dark Temple. His dark nature has prompted him to use
the Temple which has granted him the allegiance of several Dark
Angels.
You must not kill
the Angels, we dare not antagonize them. Should you capture the
Temple, their allegiance will falter, and defeating Darkwort should
be easy from there.
+Dark Temple
(+Fallen Angel)
- Prince Malwest –
The King's
favourite son, he has been assigned a large force to defend this
realm. Young and foolhardy, he intends to use it in a direct attack
against you.
Establish a strong
defence Keeper, and be wary of the Hero Gates. You will be attacked
by wave after wave of heroic forces, followed by an attack led by the
Prince himself.
(+Horny)
- Archmage Nazareth –
The King's oldest and wisest advisor,
he leads a council of Magi as well as an order of Knights. In his
land are several mana vaults, which will serve you well.
Keeper, the time has come for you to
call upon our greatest champion: Horny. He is unstoppable in battle,
and will make short work of the castle's defences.
- Prince Albian –
Commands a force of Elves, and is in
possession of a holy artifact that would allow him to summon a
contingent of Seraphim to aid him.
Do not allow this to happen Keeper. The
ritual cannot be completed until his mana reserves are sufficent, and
you must ensure that this never happens. Seraphim are richeous pests,
and their presence would make things difficult here.
- General Steelcraft –
The King's most trusted General,
Steelcraft commands a mob of Giants who operate his mighty Workshop.
His kingdom is filled with trecherous terrain; rivers of magma and a
Beholder's labyrinth.
His forces are powerful, his defences
impenetrable – it will take all of your vicious wit to outflank and
outmaneuver this worthy foe.
- Keeper Oderus –
A selfish and twisted fiend, Oderus
keeps a pair of Succubi as personal attendants. Keeper, his realm is
vast and his temper foul.
His ego is his weakness however, and a
timely delivery of tribute will appease him, buying you the time you
need to prepare your attack. Strike when he least expects it, and cut
his decadent heart from this realm.
- Keeper Illumian –
The oldest and craftiest among the
three brother Keepers, Illumian favours the Arachneus huntress to
fill his dungeons. In addition, he also has powerful legions of
undead. He preys on a nearby community, who have started fighting
back with their Monks.
Keeper, convert these holy men to your
cause and use them against Illumian. Their effectiveness against his
undead minions should be enough to tip the scales in your favour.
- Lord Pixfort –
Famed for being the only man to tame a
Dragon, Lord Pixfort has long been a banner of hope for his people.
Their hope is their strength Keeper, and it is this you must take
away from them.
So long as their spirits are high,
their numbers are endless; you must best their Dragon and convert
their followers to break their spirits and leave them ripe to
conquer.
- Prince Manifest –
Possesses a powerful artifact that he
named – in all his infinite creativity – the Manifest Stone. It
saps the mana from the land, depriving you of the precious resource.
Your traps will falter, your imps will
perish, and spellcasting will be impossible whenever he invokes the
stone. You must rely on your minions to overcome Manifest's forces
and destroy him and his artifact Keeper.
- Prince Milbert –
A shy and timid prince, he is kept
under lock and key by his father the King. Protected by a brute squad
of Giants, a company of Knights, a temple of Clerics, a school of
Magi, as well as every other man spared by his father.
While it is an impressive force you are
up against Keeper, it has no leader, as Prince Milbert is but a
snivelling child. You must exploit its disarray to penetrate these
defences and leave King Mightford without an heir.
- King Mightford –
Having brought ruin to his kingdom, you
must now face the great King himself. His forces are unmatched, his
defences unparalleled, his strength and resources unlike anything you
have faced before.
He keeps a pair of Seraphim on hand,
who will prove a powerful obstacle for you.
Do not fear him Keeper, for while it
promises to be an impressive last stand, you have proven your
strength and wickedness time and again to me.
You shall overcome the last stand of
Highbold and bury the land in shadows. You need only pry the crown
from the cold, dead fingers of King Mightford.
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.
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:
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.
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.
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