Category Archives: roleplay games

Friday catblogging: RPG game balancing

The red cat above is Miele (in italian Honey), our oldest cat (almost 9 years old!) relaxing on the bed.

Things are going pretty well with Planet Stronghold. Yesterday I made some big changes both in the Psionic Skills and in the level-up increase of HP/PP. This latest change was made because I used a cheat mode to raise my characters up to level 20 (which probably won’t even be possible to reach in the game, since I hope it does well enough so that I can do an add-on). Then I checked how they could be the characters at level 20, how many HP/PP they had, and I allocated all the Skill Points. The difference between the various classes wasn’t much noticeable! At level 20, playing at easy level, you get 20 x 5 skill points, so 100 skill points that increase each skill by 2. So in theory I could maximize any skill – a soldier could get to level 200 of Psionics for example!

While I like not to have too much restriction, I don’t want the class pick being totally useless. So I’m thinking to change the game so that some skills have a maximum cap based on your class. For example a Soldier could never get Psionics above a value of 50, and a Scout could never get Heavy Weapon skill above 50, and so on. I think it makes more sense to put some hard limits, so you can still create somehow “hybrid classes” but not change them completely!

The second big change I made is the Psionic Skills themselves. Right now, most were focused on two simple thing: Heal and Harm. Surely, doing damage, and healing HP are the basics for ANY RPG. However the gameplay would soon be repetitive, so I introduced new changes:

  • PROTECT – “Increases friendly target’s armor value vs all kind of damage”. This way even if you don’t have the right armor, your psionics can protect you
  • DISRUPT – “Decreases enemy target’s armor value vs all kind of damage”. This way even if you don’t have the right weapon, your psionics can disrupt enemy armors
  • CURE – “Removes any negative condition (confused, shocked, etc) from friendly target.” Very useful when you encounter enemies that Shock, Fatigue or Confuse your heroes
  • SHOCK – “Shocks enemy target stunning him for XX turns. Stunned enemies won’t attack.” This is also very important, preventing enemies from attacking completely. Of course, it’s not easy to be successful, especially at lower levels.
  • FATIGUE – “Attempts to fatigue a single enemy target for XX turns, with a success rate of YY%%. Tired enemies won’t regenerate skill points.”. This is essential for some enemies that have very powerful Special Attacks. Note that you cannot prevent them from using it completely, but once they have used you can slow down their skill points regeneration.
  • RESTORE – “Brings an hero back from his knockout state, restoring XX%% of total hp.” – You can use this even at lower level, and can make really the difference from winning/losing a fight

The changes above greatly improve the gameplay especially at HARD level. At easy level, doesn’t change much (I expect only those interested in the story to play at easy level!). But already at normal, and in particular hard level you can immediately see the difference. When before you could win a fight just by “raw force”, dealing damage and healing, now you can also win with cleverly used skills.

For example at hard level winning the training test if you are a psionic is really hard when you face Roboant-06 because of his Phasor Blast. Now with Fatigue you can slow down the amount of attack, or with Shock you can prevent him from attacking completely. The restore is also interesting because it works even at lower level (even if with high failure rate).

I also changed the concentration multiplier. Before the basic heal was 10 PP, the medium 20PP and the maximum 30PP. The problem is that already at low level you could heal for big amounts using 30PP. Now the concentration multiplier is: low 10PP, medium 30PP, high 50PP. This simple change makes possible to still use the first two at lower levels (below level 7-8) but to use the big healing you need to be able to spend 50PP (and this also prevents non Psionics classes from using strong Heal/Harm psionics).

Overall I’m quite satisfied. When before you would just use Psionics to Heal/Harm, now you can decide if to save their PP to use the new Psionic Skills that can really make hard battles easier if used correctly! ๐Ÿ™‚

I’ve also implemented several minor changes suggested by “Iselwin” in my forums, like:

  • the window color is now BLUE for your party attack/actions, and RED for enemy
  • the message windows now is independent from the main action, reducing completely some delays during battles (I also added a nice fade in/out effect)
  • you can easily compare two weapons/armors in the inventory, because I display in brackets the values of the currently equipped one

Overall was a pretty productive week! Next week will go on with the plot and try to have a version 0.8 live by end of the month with a lot of new stuff!

Planet Stronghold 0.7 and pre-orders

Planet Stronghold pc/mac/linuxAfter another month of work and many bug fixed and new features added, I can finally announce the alpha version 0.7 of my upcoming sci-fi RPG game Planet Stronghold! ๐Ÿ™‚

First of all, the download links:
http://www.didone.com/testing/PSAlpha07.exe (Pc)
http://www.didone.com/testing/PSAlpha07.zip (Mac)
http://www.didone.com/testing/PSAlpha07.tar.bz2 (Linux)

The new version has many improvements and most importantly provides you more hours of fun. The story plays until the end of chapter 4, titled “The Choice” (I don’t want to spoil the fun, so you’ll have to play it to understand what is the choice about).

The game also now behaves like a demo: you can get the game now for only $9.99 instead of waiting the official release (which is scheduled for January 2011). Why I am doing this? For several reasons:

  • because this way people who are eager to play can get the game at half price (once it’s officially released, it will be priced $19.99 if not more, depending how long the game is after I finish writing the whole story).
  • player can send me their feedback through the game official forums. Not talking just about bug reports (that’s what pre-orders are usually for) but I encourage people to share their thoughts also on the gameplay, interface, and so on. I won’t rewrite the game from scratch, but I’ll read and listen to any suggestion (I’ve already changed the game quite a lot based on users feedback)
  • lastly, because pre-orders are trendy and cool ๐Ÿ˜€

In the next weeks/months I’ll keep working on it, writing more story and adding new enemies, weapons and armors. The current plan is to finish the version 0.8 for the end of November, the 0.9 for the end of December and as I said the official 1.0 release in January 2011.

So, if you want to support the development of this game, please visit the official site and download the demo or pre-order the game. The game right now for practical reasons uses a simple one-time activation, but the final version will likely use a simple fullversion no-DRM download.

Replayability in a CRPG?


Today’s question is: does make sense to have replayability in an indie CRPG ?

After venturing deep inside the crystal castle to discuss with the supreme wizard of gameplay design face to face (that’s me looking into a mirror), I’ve come to this conclusion: No.

Let me elaborate. With a visual novel or dating sim, or even life simulation like Spirited Heart, having a gallery of several different endings could make sense. Since it’s part of their gameplay: replaying the game choosing a different path, job, skill etc. But a decent RPG should have hours and hours of fun!

Story-based RPGs like Planet Stronghold can last quite a lot of time: I am now writing the part where you venture into the wastelands, and some battles can even lead to “game over”, but in general if you lose a battle you can retry in most cases. This means that you can spend 15-20 minutes in a battle and lose it, and retry with a different party configuration / approach. Even assuming that you will win all battles at first attempt, right now there are already 30 battles in the game. Multiply 30 battles for 4 minutes each (4 minutes is an insane low amount of time, totally unrealistic!) and that makes already 2h of gameplay just for the first 3 chapters (a really low estimate as I said, since doesn’t include dialogues either). The final game will have 10 chapters.

What does this means? It means that this game once finished can last 20-25 hours or even more, like commercial AAA games. I know that SOME people probably replayed Dragon Age or Mass Effect to see different endings, but how many really? I never did that, because I don’t have the time, but even if I had it, after playing the whole game from beginning, I don’t think I would like to replay it from start.

As indie, making CGs is expensive. The ones of Planet Stronghold will be absolutely beautiful, probably the best one ever seen in one of my games. If each ending corresponds to a single CG (like happens with my other games), most people aren’t going to see them all, and that’s a pity. I feel like wasting my money for content that only a minority will be able to see.

So, I’m thinking what to do. Those CG were intented for the romance endings, so each CG would be Joshua or Lisa with one of those characters (won’t say which ones but you can guess). I thought about two possible solutions:

1) I was thinking instead if to integrate them in the story, like The Witcher did (a CG in certain specific point of the plot, with voiceovers, I think that worked really well) or 2) at least make it possible to see them allfrom a certain point of the game.

For example, while each character relationship will influence how well he/she fights into the battle, at a certain point of the plot you will be able to save and from that point you can reach any possible romance ending, no matter what you’ve done before. That way at least player could have only to replay something like the last 2 chapters or so.

I think this solution might work well and that’s the one I’m probably going to adopt, since I want everyone to be able to see all the various endings without having to replay from start.

Obviously, since you pick the gender at beginning of game, if you want to see the ending of the opposite gender you WILL have to restart from scratch with that one ๐Ÿ™‚

There might be an Heileen 3

pirates!Yep…discussed with the artist Rebecca who is totally busy doing webcomics until this December, but there might be a 3rd chapter of the Heileen series. But really different from the previous games! I don’t want to anticipate too much but while it will have a strong visual novel element, it will also mix with other kinds of different gameplay.

I’ll try to be vague but I have to spoil something so if you haven’t yet played the game, maybe don’t read below ๐Ÿ˜€

The premise would be that at the end of the 2nd episode, you would end up in the pirate ship with M. Then you would wander around a mysterious caribbean archipelago to find out the missing companions from the first episode. So it would be a sort of “find all the remaining characters”. But it’s not just that: the game would have a bit of RPG (I might even include a VERY SIMPLIFIED version of Planet Stronghold combat) and some adventure parts (use object X on target Y).

For now is all just pure fantasy since I have nothing written down yet, but if this happens it might be:

  • fully voiced – this mainly because the game would have MUCH LESS text, so in this case it might be possible to voice it all. But don’t worry the story would still be intriguing and full of plot twists like the previous ones!
  • multiple endings – well, this is almost a classic. However, the multiple ending part would mostly be in the final part after you have regrouped with everyone
  • simulation – you would need to travel with a ship, you could play the evil pirate or good trader as you want
  • RPG – as I said I might include even some very short combat. After all since I coded all that combat system I need to reuse it in more than one game! ๐Ÿ™‚
  • adventure – in some location you would have to use items and solve some simple puzzles
  • strategy – I was thinking it could be cool some sort of meta-game like Risk. Nothing that would affect the game/story TOO much, but a bit yes (you could either try to win it or ignore completely)

so yes a rather unique combination as you can see. I like a lot the idea/setting and the kind of resulting gameplay could be quit interesting. If this goes on the game might be done probably by next summer, depending how other projects evolve in the mean time!

Planet Stronghold status of development – September 2010

I thought about writing each month a sort of mini-development diary about what is the current status of my upcoming RPG sci-fi game “Planet Stronghold”. I know it’s not the end of September yet but I am so busy recently that I can assure I won’t be able to make anything more beside what I’m going to write in this post.

So let’s start in order:

  1. at beginning of the month I thought I made the game a bit too much “casual”. There was little strategy involved in the fights, so I decided to add Action Points, several different kind of attacks, and more
  2. I then realized that, beside being a pain to code, it would have been too much “hardcore”. So I ended up with a middle solution that I believe works quite well. You have different attack types that can change a lot the course of the battle, and now each item can be used only once, then your turn ends (before you could just heal yourself completely provided you had enough healing kits in your pack)
  3. Then I started implementing the quest and side quests. I made only one so far, as a test, and I am very pleased. Before uploading the new alpha though, I’ll wait until I have written a bit more quests / main plot story, so you can try different kind of quests. I like the fact that now you can use the heroes skills to solve certain situations instead of simply jumping straight into the battle (you can still do that, of course!)
  4. like many RPGs, the game is mostly linear as far as the main plot is concerned, but the side quests are very open. You can complete them all, or you can ignore them all, as you wish. Some give very powerful reward items though, so I would advise trying to complete them all!
  5. I am now at a good point: the game engine, including the battle system and the new quest/skills usage system is very stable. I believe I fixed all the bugs. I am also going to improve the barracks so that you can also choose the party formation: this way you can fight the battles with less party members and they’ll get more XP each one.

About this last point, I am still unsure if to use the Training Screen I’ve been coded though. In practice would work like this: the heroes left unselected can begin a training session so they slowly improve the skills automatically on their own. Though I am not sure would make much sense? Perhaps would be cooler to have lower level heroes to bring with you so they would then level fast when fighting higher level enemies? (it’s some sort of powerlevelingย  that you can do in the MMOs :D)

I have to think about this! Share your thoughts if you want.

In October, I’ll surely reach a point where I can think seriously which direction to take. I could start a beta pre-order of the game, since then the game would be already quite long and don’t want to keep it public, or perhaps do a closed beta. I have also to see if to integrate some optional online features in it. I think a pre-order would be a good move so could give me an idea of how much people like the game, so I know if I can spend lot of more time/resources on it, or not ๐Ÿ™‚