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Explaining “A Valley Without Wind.” What The Heck Is It?

Filed under: Uncategorized cliffski 2:32 pm April 24, 2012

(Guest Blog Post by Chris Park)

Just what is this game “A Valley Without Wind” from indie studio Arcen Games all about?  Read on to find out.

Procedural World Filled With Choice And Customization
At first glance it looks like your average 2D Metroidvania title, just with magic instead of guns.  The difference is choice: except for a brief linear intro mission, this is all a procedural open world.

Rather than linear levels, the emphasis here is on tactical combat and strategic planning.  The overlord is strong, you’re weak, and you need to figure out how to fix that and go kick his or her butt.  In a lot of respects the mentality is that of a strategy game (makes sense given our past games, eh?), but rather than it being an army of characters you control, it’s just one character at a time.

The amount of customization is pretty crazy.  There are “only” something like 40 spells you can directly craft at the moment, but there are also passive enchant buffs that you can apply to yourself.  Enchants change anything from how you move; to how your spells behave; to how you light your way, or if you can breathe underwater, etc.  Enchants are procedurally generated like loot in Borderlands or Diablo, and there are a few hundred thousand unique combinations possible at this point.  Various items can be scavenged out in the world, too, such as magic scrolls to turn yourself into a bat, heatsuits that make lava easier to deal with, and so on.  Figuring out how to best customize your character to match your skills as a gamer is one of the cooler aspects of the game.

The Community Vs The Self, Permadeath, And Thinking Outside The Box
When you choose your first character, the game warns you not to get too attached.  It’s not a question of IF your character is going to die, but WHEN.  Upon death, the character is gone forever — and most of the time, a vengeful ghost arises from their corpse and makes the area you died in even harder.  So, uh, tactical retreats aren’t just for the faint of heart in this game.

It’s not like permadeath in a roguelike, though, where the mechanics are overtly punitive — we’re not out to punish the player.  When you die you get to choose a new character immediately, and you keep all your inventory, enchants, and general progress in the game.  There are some minor character-specific things that are lost, but it’s nothing remotely heart-breaking.

We’ve also tried to emphasize choice with “community focus versus focus on self.”  There’s a lot more that we want to do in that area in the future, but what is there is pretty nifty already.  You can rescue NPCs and construct buildings for them, and in return those NPCs can help you out via long-range magic scrolls, for instance.

I really love games where players get an opportunity to show their cleverness, rather than just jumping through a set of hoops the developer set out.  In your average Metroidvania title, each challenge has one solution (see red door in Metroid = shoot with missiles), and that can be really fun in its own right.  But in AVWW each challenge tends to have four or five solutions (at least), each with their own pros and cons.  If you play as a bat you don’t have to worry about jumping, but you also deal less damage, get blown about by the wind more, and can’t go into lava or ice age areas.  And so on.

I like to tell the story of this one player who, during the beta, made essentially a melee fighter using the spell Death Touch and some jump-related and defense-related enchants; he managed to kill an overlord with this build, and I was blown away that this was even possible.  It took a lot of sideways thinking to make the build in the first place, and then a lot of skill to bring down an overlord using that build.  That’s what I mean by encouraging players to show their own cleverness (as well as skill).

Adaptive Gameplay, And True Freedom Without Being Directionless
In a linear game, the difficulty curve can be set by level designers.  In an open world, that’s not possible because we don’t know where you’re going to go.  So what we did was make it adaptive to how you play: monsters have a general baseline difficulty to start with, and then they upgrade as you demonstrate your proficiency.  Killed 100 regular bats?  Okay, we get it, you’re good at killing bats.  Time for… bats on fire!

You can literally go almost anywhere you see in the open world — including right into the overlord’s keep at any time.  Come on, it’s no secret where the oppressive dictator lives.  The problem is that the monsters surrounding his keep will probably kill you before you even reach his front stoop.  But if you’re so good that you could avoid getting hit at all by enemy shots, you could just go right into his keep and take him out with your starting pea shooters.  Realistically it’s a lot more fun to actually play the game and buff your character appropriately before going for the take-down, but even then you get to choose when and how that take-down is going to happen.

Each world is literally endless.  When you beat one overlord, and thus save one continent, a new continent that is bigger and more complicated opens up.  Some things carry across continents, others don’t.  It’s kind of like a “New Game+” option that a lot of RPGs have, except better because you can still go back to your old continent any time, and there’s a lot more direct continuity.  Each continent should take most players 8-14 hours to complete, but that really varies enormously depending on how much side exploration they do.

One immediate worry with a game of such scope, with such long-form goals, is players feeling directionless.  That was certainly something we struggled with early in the public beta, and with AI War as well.  Thanks to the help of our core fanbase, we’ve managed to put together a system that guides without being directive.  The “planning menu” in the game gives you suggestions on what to do at all times based on your current status, but you’re free to ignore those suggestions and do whatever you see fit.  It also includes the equivalent of an entire wiki right in the game itself, so that you don’t have to go looking at external sources to find out where arcane ingredient #7 is, etc.

Where We Hope To See This Go Next
This has been our most successful beta so far by a factor of at least 4:1, and we had really positive showings at both Minecon and PAX East.  Players willing, my hope is to be able to focus on building more of this game for the next 3+ years to take it from what is already massive (30-40 hours to even see all the content at the moment) to something gargantuan like AI War.  As with AI War, the hope is to do tons of free content on an ongoing basis, and then a few optional paid expansions with larger content-drops along the way.

Speaking of AI War, that game has been out since May 2009 and we’re still doing almost weekly free updates to it; and we have at least two more expansions planned regardless of how well AVWW does.  We know that some folks’ faith in post-release content has been shaken in light of various recent events with other developers, but we have a three-year track record of being there on an ongoing basis.  We don’t intend to stop that anytime soon.

Help me decide about Health bars for enemies in my game…

Filed under: Uncategorized cliffski 3:41 pm April 2, 2012

I’m just not sure…

The majority of tower defence games (and on this issue, GTB can be considered one, even if it’s vastly different to it in many other ways). Take a very simple approach to showing you the health of enemy units. A simple green/red bar over the top of the unit is displayed all the time, simple as that. I have always found that to be horrendously ugly and clunky, and was very very pleased with the solution I had in GTB, which was chunked-circles of health/shields/armor that gave you much more information in a much nicer way (if you ask me :D ).

However… deciding HOW to display health is only half the issue, the other half is of course, whose health to display.

The first beta release of gratuitous tank battles only showed health circles for your units, and only when a unit was selected. they defaulted to all off, but you could (temporarily) toggle them all on with a fairly hidden shortcut key.

Due to public demand, I’ve improved that so there  is a button for health circles, they default to ‘on’ and they will stay on all the time if you prefer. There is no way to see the health circles for enemies.

My reasoning is thus. You get an extra bit of unknown-information tension in the game when the exact health of an enemy unit is unknown. As a potential game-winning enemy unit trundles towards the exit square, you have to bite your nails and hope those gatling guns you have trained on it are going to finish him off before he gets off the screen. It’s tense, it’s worrying, it’s exciting, and it builds suspense.

This is my view, but I know some people are shocked to find that the approaching enemies do not have health bars. I guess the tradition with tower defense is to show them but I’m pretty certain there is no set rule for an RTS game, and certainly none in an FPS game. Why the convention for TD games? Does it make the game too easy, too predictable, too much a simple matter of number crunching?

I’m willing to be argued round, but I’d rather balance GTB to be one way or the other, than take the easy route and just give the player the option. What do you think? health bars on or health bars off?

Small world.

Filed under: Uncategorized cliffski 11:00 am January 20, 2012

This morning, when I woke up I checked my email at a desk in the Southwest UK. The internet routers somewhere in London spoke to my positech server in Dallas, and sent me messages from all across the planet. One of them was from a flash developer I have never met, whose game I am sponsoring. I have no idea which country he lives in. Another was from a business partner in Boston, (as I recall), about a port of my game. While I read these, I also checked share prices of companies around the UK whose shares I buy and sell as a hobby.

If I chose to check, I’m sure there would be people from every continent currently browsing the dallas-hosted server of my UK owned company.

I’ll probably chat to some other indie developers today on forums hosted god-knows-where and who live all over the world. Most of the people I talk to on a daily basis are more than a thousand miles from my home.

My parents were born and worked all their lives in one city. My grandparents were born, worked and died 80+ years later in the same city. My grandfather left the UK only once, as a soldier during the war. My mother remembers before TV, before plastic, before indoor plumbing…

And online, we think people are old now if they remember alta vista, or windows 95.

When the world is so amazingly fast moving, it’s easy to forget to stop and reflect on what an amazing time this is to be alive. Life has never changed with such an incredible pace.

I’m lucky, and mostly because of the year I’m born.

Filed under: Uncategorized cliffski 2:00 pm November 13, 2011

I am prone to ranting at people in their twenties, or younger about how they need to panic big time about job prospects. As I have a nice job, that pays ok, and I love, people never take me seriously. Here is why you should:

1) I’m naturally a workaholic, and highly motivated. I already have that as an advantage, and it’s a big one. If you can’t make yourself leap out of bed at 8AM on a Sunday to go do some work, you are at a disadvantage. I just got lucky here.

2) I’m just over 40, meaning I was 11-12ish when the first home computers hit the UK. As a result, I am a first generation programming geek. A few years older, and I’d be old enough to not have found them cool, a few years younger, and I’d have missed it. The ZX81 and its ilk forced me to learn programming from the ground up, with no help. This is another advantage.

3) I started an online business before steam, stardock, gamersgate etc. As a result, I sold direct because I didn’t have any other option. Thus I now have a very long-established site, business contacts, history, experience of selling online. If I’d started a few years later, I would have been tempted to just rely on portals, and I’d not be truly independent.

4) I got a free university education. Sorry to the kids now who are paying for theirs, I can’t help being the right age. Exactly the right age. A bit older, and there wouldn’t have been the push to go to uni, later and I may have skipped it due to cost. This is not going to change, except for the worse.

5) I started my business before china and india really went bananas with economic growth. I never had to worry about someone from china or india taking my job. Right now, I’d be VERY worried about that. Unlike people in the rich west, Indian and Chinese kids have parents who were in real poverty, and grandparents in extreme poverty. You bet your ass they will get pestered to get better grades than you.

6) I started work before robots got good. Robots now are very good. There is going to be NO work in warehouses or doing assembly line stuff soon. All those factory workers will HAVE to reskill to do something, and that may include doing what you do. I’ve got lucky yet again! I’m the right age for robots to help me in retirement, but not young enough that they take my job. Unless your job is creative, or involves direct people skills, are you really sure it will exist when you retire. If you are 20 now, will your job exist in 2061? because don’t pretend you can retire at 65 if you are 20 now. Don’t forget to factor in all those ex-warehouse guys working as robot technicians to make them even better each year… Say goodbye to warehouse, security patrol  domestic and many military jobs.

7) Complexity. Things were simpler for my working life. I commanded serious money because I had an MCSE qualification as a network / IT engineer. That isn’t so rare now, and the tech is more complex. You need to know more stuff now, much much more.

8) The interweb. People everywhere on the planet can take your job now. Telepresecence, video conferencing, skype etc… I employ people all over the world. You don’t compete with other locals, but 7 billion people.

9) Property boom. I thought UK house prices were insane when we bought, but that was 10 years ago, and they have tripled since then. How young people can afford a house now is beyond me.

TL,DR: Study hard, and work your ass off. You need to. More than I needed to. Sorry!

Back from the mountains

Filed under: Uncategorized cliffski 4:24 pm November 3, 2011

I haven’t blogged for a week because I’ve been away. Unlike many geeks, when I go away I *REALLY* go away. I take a phone, for emergencies, but it has no email access. No computer, no tech. Just a digital camera. Here was one nights accomodation (a mongolian yurt in the alps) and a panoramic picture of the surrounding area..

Back in civilisation now, with much to do, and much to arrange. Plus, battlefield 3 to try…

On Holiday

Filed under: Uncategorized cliffski 12:22 pm October 29, 2011

I’m on holiday for a week. Don’t bother trying to burgle my house, it’s protected by an ex-commando, and my two cats.

SEE YOU SOON

 

Amazingly cheap computing

Filed under: Uncategorized cliffski 10:09 pm October 17, 2011

I guess the younger you are, the less this post may resonate.

Computers and computing gadgets and software is staggeringly cheap. Yes, games, but practially everything. I recently bought Sony Vegas HD 11 video editing software. It does EVERYTHING, and it cost under £100, as I recall. I’ve spent more than that on getting my boiler serviced. This is software that I could use to run an entire video editing business. It’s mad.

I also bought an external 1 terrabyte back up drive yesterday for £45.

FOURTY FIVE POUNDS for a TERRABYTE.

I need not remind you that a terrabyte is over 1,000,000 megabytes, which is a million zipped copies of war and peace. And I got a device that can store all that for less than the price of a tank of petrol. This is staggering.

Meanwhile, to compensate, the rest of the world gets stupidlty expensive. I just bought a 990mm by 395mm piece of 2mm thick polycarbonate (plastic) and it cost me £27 including tax and delivery. Madness. Getting a drain unblocked cost me over £100.

We live in strange times indeed. Everything is so expensive its a wonder people can afford to live, and yet anything encoded digitally is so cheap as to be laughable, and the technology that would have been dismissed a decade ago as a pipe-dream is now practically disposable. As an IT engineer I worked on 30MB hard drives you could practically crush a car with. You now wouldn’t bother buying a hard drive below a terrabyte, and you could put that in a large pocket.

If only all this crazy advances in computing tech co0uld be applied to making this stuff cheaper. Insulation FTW.

Running to keep up

Filed under: Uncategorized cliffski 9:44 pm October 1, 2011

About 8 years ago I was chatting to the receptionist at a games company I worked for, and she was telling me about a conversation she had recently with the lead coder (and general all round engine god) of the company. He had been working late (as usual) and looked up at her, a bit vacant and said “I can’t handle this any more”. By which he meant the long long hours of coding, coding, staring at a screen (he had 3) and pouring over complex algorithms to get the code to be faster, faster… He wasn’t an 18 year old student any more, and it hit him really suddenly.

That’s kind of the whole lifestyle trying to keep up in the world of game production.

It’s not just games. I remember a quote by Glenn Tipton, guitarist for Judas Priest, where he said he loved the new wave of neo-classical heavy metal guitarists, because even in his forties, it meant he couldn’t put his feet up and know he was good. They were always pushing him every year to be faster, flashier, better.

There's always someone who can play faster than you...

I’m sure it’s true in every field, weight lifting, (any kind of sport really), comedy, writing… the pressure goes up and up each year. In order to suceed, you need to be better than the people who came before, and every year, the cumulative pile of stuff that came before gets bigger and better.

I am VERY aware of the fact that you can go to steam right now and buy a lot of once-big-budget games for the same price as buying one of mine. I’m not trying to play AAA games at their own game, but I’m trying to keep my games as fresh and modern and polished as I can. The harsh fact is, I can’t expect to make a game that’s just *as good* as Gratuitous Space Battles, and expect it to sell as well, three years later. That’s planning to fail. I need to address every single thing I know was wrong with GSB, and if I achieve that, I expect to maybe match that games sales, nothing more.

So in comes better online integration, achievements, better unlocks, hopefully better user customisation. Better artwork, better all-over-polish, better play testing and bug testing. And that means hiring more artists,  spending more time, being more obsessive with detail. This is not an easy gig. This is anything but an easy gig. And yet I love it. When I tried the battlefield 3 beta, I was noting everything that impressed me about it, knowing I need to get that sort of detail into GTB. When GTB comes out, BF3 will be old news. It will be yet another rung on the ladder of what gamers expect.

Note: I’m not just talking about graphics. I couldn’t begin to compete with the shaders and the pixel-pushing power of the frostbite engine. I’m talking about polish, all those little things that make games more playable, approachable, long-lasting and easy to use. Stuff like animated menus, text that nicely fades in and out, and is pin-sharp. intuitive GUI’s that are in just the right place, taking up just the right amount of space. Really well thought-out color palettes, sounds that all seem to fit together, flawless execution of UI stuff, great tutorials etc.

Back to work…

Opened the fridge: Achievement unlocked!

Filed under: Uncategorized cliffski 10:09 pm June 26, 2011

I quite like achievements in games, but have you noticed how they, and general ‘gamification’ is now showing up everywhere, including really silly places?
I posted a question for the first time recently on stackoverflow, a site where coders ask and answer questions. I asked ONE question, and got 6 replies. For this, my account unlocked what seemed like a dozen ‘badges’ and ‘achievements’ I think I got some ‘reputation’ and probably other crap too. Meh…

I notice project wonderful is doing the same thing. As an advertiser, I can unlock ‘achievements’ there too.

Sorry but this is bullshit. I like earning super-duper-medals when I’m pretending to be space captain cliffski or slaying dragons, but when I pick advertising or debug my code I don’t need to be treated like I’m playing pokemon. It’s just silly. I’m sure it *works*, and makes busienss sense, but I still find it a bit weird.

What’s the strangest place you’ve encountered points, achievements and gamification lately? Does it bug you?

Tankfest 2011 Pictures

Filed under: Uncategorized cliffski 8:53 pm June 25, 2011

So today I spent half the day at TANKFEST, at the tank museum at Bovington, England. It was very TANKy, to put it mildly. I was amused to notice signs pointing to ‘tank museum and monkeyland’. lets just hope there is never a security breach at monkeyland, because they will be heavily armoured primates, that’s for sure.

TankFest is where you get to see old tanks (like the churchill) and new ones (challenger) charging about on a tank-race-track, as well as go fondle them up close. The best bit for me was probably the WW2 re-enactment guys who were there in force, very WW2-geeky of me, I know. Let the tank-porn commence:

This is the As90 artillery system(above). I climbed inside it and had a chat to the dude manning it. I was curious because it’s the thing that makes my windows rattle when they test it on salisbury plain. Grrrr. It can fire 3 rounds before the first hits the ground, and then scarper quickly before the enemy fires back.

This sums up the day really. people dressed as German soldiers, and kids climbing on a WW2 tank. Kids these days have no respect for history. Bah grumble, ‘get off my tank’ etc…

 

I don’t remember the exact number, but this is one of those US half tracks with the rear-mounted anti-aircraft guns that can massacre ground troops. Quite speedy too.

For reasons that escape me, I was drawn to the area with German soldiers in trenches. They had a little mock-trench standoff re-enactment between the Germans and the Russians.

Some of our plucky desert rats showing the lesser nations just how many guns we can stack in neat little formations. OH YES.

For undisclosed reasons I was drawn to trying to get some ‘top view’ photos of the tanks. Here are some of the ones parked outside. Inside, there are about a hundred trillion tanks. It’s a HUGE museum.

Is that a T-34? I think so. Anyway, it was the only Russian WW2 tank in the outside display. They had some other, MUCH BIGGER ones inside. I still vote for the Jagdpanther and the Tiger as my favorite tanks. I think I’ve convinced my better-half that having a ‘favorite tank’ is normal for a man of my age.

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