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

    1. 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

    1. 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)

    1. 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)

    1. 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

    1. 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

    1. 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.

    1. 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."

    1. 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!

    1. 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

    1. 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

    1. 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

    1. 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

    1. 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)

    1. 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)

    1. 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.

    1. 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)

    1. 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.

    1. 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.

    1. 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.

    1. 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)

    1. 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)

    1. 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.

    1. 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.

    1. 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.

    1. 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.

    1. 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.

    1. 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.

    1. 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.

    1. 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.

    1. 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.

    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]

    Thursday, 27 June 2013

    Marvin and the Pirate Circus Part 2


    You dismiss all of that, leading into a few lines of "it's a pirate's life for me." She smiles and rolls her eyes, then throws in a few 'yo-hos' before heading down.
    You ask where she is going, to which she responds that she is going to bed. She then (rhetorically) asks you whose bed you though you were sleeping in anyways. Admittedly, you hadn't thought of that. You say to yourself 'so that is why it smelled so good'.

    Soon after, the sun rises, and the Captain makes his way up to the crow's nest, carrying on a one-way conversation with you, explaining their bearing and the alignment of the sails and rudder-fin in relation to their destination. When he reaches the top, he sees you fast asleep in the crow's nest, as the sleep you couldn't find before abruptly snuck up on you.

    Some of the crew is up and about now, so the Captain takes you back to bed while they watch the ship. They sail on, and by the time you wake up, they have already arrived in Auraburg.
    Again, you wake up in a strange bed. It is strangely low to the ground, and is in a room unlike any you have seen before. The room is furnished with an abundance of shelves, desks, and tables; each of which is filled with books, maps, and pictures of ships and airmen. A notable centrepiece exists within the room, a collection of individual photos of the ship's crew. On closer scrutiny, several of the photos are of people you do not recognize, despite having been introduced to the entire crew.

    You run off to ask about this anomaly. The door from that room leads out directly onto the deck. You decide that this must be the Captain's room, as only he would get such a choice cabin. From your vantage point, you can see the town of Auraburg off the left side of the ship. It quickly washes your inquiry from your mind and replaces it with thoughts of your role in the play.

    A quick scan of the deck shows that most of the crew is no longer on board, at least not on deck. Your thought process is quickly interrupted by the sudden appearance of a little girl that you recognize as one of the missing crew members. She bids you hello, calling you Martin, and introduces herself as Angel.
    You introduce yourself, correcting her pronunciation of your name. She apologizes, stating that she doesn't meet new people often, so it takes a while for her to learn names. She expresses her interest in you, you are new to the crew, you are very young, and her daddy did not tell her why you joined the crew.

    You sheepishly avoid mentioning that you ran away from home, and instead tell her that it is because you are destined to sail the skies as a Dread Pirate of the Seven Skies.
    She laughs for a second or two, then reads your expression and asks you if you are serious (she addresses you as Martin again). You answer affirmatively. She karate chops you in the forehead, then begins lecturing you on the reasons against becoming a pirate.
    Parts of her lecture seem less than genuine, she misuses several words, she makes reference to years of experience with pirates, her list of possible alternate careers seems oddly effeminate (including school teacher, stewardess, and nurse), and at one point she tells you that when she was your age, she didn't want to be anything but a pirate, but has since realized the folly of her decision.

    In response, you ask her how old she is. She responds that she is nine. This is very off because you are fifteen (Dimes age slowly) and therefore she has never been your age. You start to point this out to her, but she interrupts by asking if you want to see where they keep the fireworks.
    This catches you off guard, and she interprets your stunned silence as a yes and pulls you by the hand with her. She takes you into the blue hallway beneath the deck, and then down another flight of stairs under a trapdoor.

    The room is poorly lit and quite cold. It looks like a storehouse of some kind, as it seems loaded with baskets of flour, wheels of cheese, barrels of wine, as well as a few obscure instruments and various examples of exotic but useless looking mechanisms.
    Angel activates a bauble on her hairband, and it begins glowing yellow. She leads you to a stone cupboard with copper locks and hinges and old wooden doors. She tries to open the door but it is locked. She tells you that Winston keeps his cigars in here and always leaves it unlocked, but Julie gets the fireworks and always locks it.
    She then drags you away, and you ask where she is taking you now. She responds that Julie must have some fireworks if the cabinet is locked. She takes you back through the hallways, and out onto the land, to where they are setting up the Auraburg show.

    Julie is setting up an enormous set of drums with the help of Pete and Roger. Near the stage lies a box with a distinctive red object poking out of it. The two of your surreptitiously make your way over and Angel begins digging her way though it. As she is doing this, she is listing off various kinds of pyrotechnics; the Red Dragon, some wandering candles, a Malichi Butterfly – she notes her disappointment at the lack of Earthshakers – several Banshees, a Crackletail, a bunch of sparklers for the kids – she hands you one and tells you it is called a Supernova -some cherry bombs, and snakes.
    Having looked through the box, Angel comes out of it, only to look dishearteningly at something behind you. Following her gaze, you see an upset looking man behind you. At his side is a pleasantly thin woman in a simple cloth dress with the darkest skin you have ever seen.

    In your surprise and naivety, you exclaim “Wel Atlas you're dark! What happened to you?”
    This serves to disrupt the collective train of thought of the moment, and everyone – the man especially – is trying to interrupt your theories of sunburn and soot with stories of the indigenous tribes of the southern Albrink plains.
    Angel takes this opportunity to sneaks few paces away, and makes a run for it after advancing a few yards. The man sees her, and starts chasing after her, shouting “Bevelle” as he goes.
    This leaves you alone with the strange dark-skinned woman. You ask her candidly if you are in trouble. She responds that yes, you probably are in trouble, but not from her. From what she's heard about you, she is probably one of the few people you are not in trouble with.

    She introduces herself as !loc Al'thur, a forerunner for the show and also a dancer when she performs. You respond that you are Marvin Gildan, a new performer for the company. She questions this role, as you are only here temporarily. You assure her that the Captain has assured you a role in today's production, and attempt to dispute the 'temporarily' in her question. She tells you that Tommy is probably looking for you then in the main stage, pointing to the largest of the buildings set up by the circus. You run off in the direction she indicated, shouting “thanks Lock!”, she with a mix of amusement and chagrin on her face.

    Making your way over to the building, you spot several people outside the side entrance; of the three of them, two are sporting matching red uniforms. The third person is not someone you recognize, an older man with a salt and pepper stubble and an eye patch. He is dressed in simple garb with a thick fabric cloak with an overabundance of pockets. He is wearing a conic straw hat on his back, its string securely around his neck, running through a copper coin with a square hole in its centre. He has a pipe in one hand, and is gesturing furiously with the other.
    Of the two uniformed men, one can be recognized as Winston the Mouth Mcvale, puffing away at one of the cigars Angel mentioned. He has a golden badge that depicts a silhouetted cello on his left arm. His beard is neatly trimmed and he has an orange bandana with a white skull and crossbones over his ponytail.
    The other man looks vaguely familiar, but you don't recognize him. He has a similar gold badge, except that his has a violin. His hair is blonde and short. He is smoking a cigarette in his left hand and has a flask of contents unknown in his right, The three of them seem to be arguing over the best places to buy tobacco. McVale favours Meridian cigars, the older man insists on Pangaean loose tobacco and – slithering sky nymphs that's Bill; he really does clean up well – smokes the finest Olivian leaves.
    You approach them and the door, excusing yourself past them. The man you don't know doesn't know you either, and stops you, telling you that this building is for theatre people only. As you begin to correct him, Winston says “back off forerunner, he's one of ours”.

    The man responds “sweet Able I'm sorry – so you're the Dime everyone's talking about. The name and moniker is Wescroth 'Hijack' McKenzie 'Gaze'. Nice to meetcha.”
    Your response: “Hi Jack”
    And his: “Yes, well you see I'm more of a storyteller than a – wait, you just don't know what it means. Call me Gaze. You should head inside, Tommy is waiting for you.”

    Inside the building it is dark, lot only by the daylight coming through a few small windows high above. There are an abundance of shelves, holding rows and rows of costumes and props. There is something unsettling about the place, and you begin calling out to find Tommy.

    There are some footsteps in the distance that draw your attention, past a row of costumes. You turn quickly to see, and as you do Tommy appears behind you.
    He exclaims “there you are! We've been waiting on ya,” promptly picking you up and putting you on his shoulders. As he is carrying you out of the building, he beings explaining what needs to be done prior to your performance; you're going to need some dirt and makeup on you to look the part, your outfit should be fine as is, hair might need a bit of righting up, and your knees need to be dirtier.
    He brings you over to a peculiar building, the front of it appears to be a stage, open to the elements, facing a large crowd of people. On it is Angel and Jessica, singing dirty limericks of a past lover to a backdrop of (presumable) Charles Montgomery's piano. The rest of the building is a circus-style tent, though with no obvious entrances.
    He takes you to a seam in the side of the tent, putting you down and ushering you in as he lifts the fabric on one side to reveal the interior.
    Inside, it is less glamorous than you weer expecting. There is no floor except the grass with a few tables and mirrors standing with even fewer chairs. In one corner, paper walls divide off an area containing a rack of costumes.
    Among the meager furnishings are Pete, Mary, the Captain, as well as the man who was with Lock when they caught you and Angel with the fireworks.
    Tommy announces your arrival, the Captain acknowledges with a “good” and instructs Pete to get you ready. He (cap) then asks Tommy how Bill and the smokers are doing, to which he (tom) replies they they're due back any moment now. The Captain then asks after Roger, and Tommy replies that they are almost done. Pete chimes in that he helped them get the big things in place, so they shouldn't have a problem with the remainder.
    While this is going on, Pete takes you by the shoulders and tells you to get on your knees, then asks you to extend your hands. Once you do so, he grabs you by the wrists and drags you several feet by them. He then lifts you back on your feet (by your hands) and asks you to shake your head.
    Once done, he proceeds to tousle your hair and directs your head to various angles by the chin as he inspects it. Apparently satisfied, he turns to the Captain calling out to ask if he had heard from Killian yet.
    The Captain responds in negative, but assures that Donald wouldn't let him be late for this.
    Through the curtain, Angel and Jessica can be heard to a backdrop of piano. The Captain is listening intently; he (cap) calls out 'Kenneth, are you ready? They're almost done,' to which he (ken) responds with a hearty “aye aye Captain!” and makes his way to the black curtain separating them from the stage.

    Tommy, from behind you, tells you that that is his cue to leave, and joins Kenneth. Tommy turns to Kenneth and says quite seriously 'keep it professional this time. If you have anything to say to Angel, tell it after the show, okay father?'
    Kenneth responds “just worry about catching those knives.”
    Outside, the music reaches its climax, and the audience cheers enthusiastically. Jessica's muffled voice can be heard, which Tommy and Kenneth take as a cue and they pierce the black curtain to the stage.
    After a moment, Jessica and Angel come back through the curtain. Jessica sees you and looks sad for a moment, saying something to the Captain, who nods his head. He looks behind you to Pete, w ho picks you up and tells you that it is time for you to get into character.
    The Captian opens a small giblet that Pete is walking you over to, Fearing the worst, you struggle, object, and question their intentions; Pete's grip is too much however, and he and the Captain force you into the small cage. You tearfully ask them why they put you in there; the Captain puts on his characteristic accent and tells you that is is because they are pirates! Never ask when you can take! Spoils for the strong and cunning! The weak shall fear us and the strong shall never catch us. Strike where and when they least expect it!
    His words stop your tears in the giblet.
    The Captain tells the dumbstruck Mary to go check on Killian. He then sits down and invites Jessica and Angel to join him (in his normal voice),. He asks Pete how his (cap's) hair is.
    Pete gives his approval, but proceeds to make minor adjustments nonetheless. As he is working, he begins making small talk with the three of them, praising the girls' recent performance, asking about Angel's lessons (which she is decidedly unfond of), asking the Captain about sales and concessions.
    They continue in this manner for a while, Pete turning to the girls' hair, outside the muffled sounds of knives hitting wood and various oohs, aahs, and cheers of the audience.
    It is then that Killian enters, Mary behind him. The Captina turns to him and says 'good, just in time', The then asks if anyone has seen Roger; Killian respnds that he was dicing behind the concessions boooth. The Captain sighs and says that they can start without him if need be.

    This proves unnecessary, as Rogers enters shortly afterwards, bearing his unusual smile, proclaiming that he had won 400 Arcs that morning. The Captain responds that that may be as well 400 tins compared to what this show was worth to them.
    He then starts asking everyone if they have learned the new words; that he wants to mistakes like back in Eldershaw. He calls out to the tent's entrance “and that goes double for you Bill!” - to an apathetic confirmation.

    A sudden burst of applause signals the end of the previous production. Everyone suddenly becomes more alerty, and even Bill enters, putting out a small cigar.
    After a short time that seems much longer, Kenneth steps though the black curtain, which triggers everyone to head onstage. The Captain goes first, followed by Killian, then Mary, Roger, and Bill; Pete is last to go, picking up and bringing your cage with him as he goes.


    The light from beyond the curtain is blinding; you shield your eyes as you are greeted by a hearty cheer from the crowd as you bounce around in your bars.

    ----------

    That is all for now. I am almost caught up to where I have written on paper, though I can pad it out a bit with the songs and lore I have written. I have one song in particular I don't want to release until I have finished the entire story, as it outlines most of it, as well as a good deal of the backstory.

    Until then,

    -Colin