Game Design, Programming and running a one-man games business…

Achievements

I just can’t make my mind up about in-game achievements. The pseudio-intellectual whiny part of me says ‘they are just like pavlovs dog being trained, don’t give in to that manipulative OCD crap’. The rest of me goes ‘Oh YES! I just scored 47 hits with the flamethrower whilst running backwards, that’s the ‘platinum running backwards with flamethrower achievement’ checked off.’ (High-fives all-round).

I completely see why people get into achievements, and I think I’m being a bit of a grumbly old git not having them in my games. The thing is, people always want ‘Steam’ achievements’, and that gives me slight issues because that means people buying the game direct are not going to get them. I am very much against that, as I like it when people buy games direct.

Tbh, it is LONG past the time when I should be working on game IV, and I am now working on game IV (in-between GSB bug fixes etc), so I won’t be re-visitng GSB any time soon to stick in steam achievements. However, with G4, I shall definitely investigate this. There will be achievements, and if I can find a way to toggle it so that they are steam-integrated (if steam accept my next game) for steam buyers, and hosted and run by my own system externally otherwise, then I shall be doing that.

Other stuff I’ll be defintiely aiming to put in mystical top-secret game IV will be online integration in the manner of the GSB campaign game / challenge system, which I think worked extremely well. This time around, there will be more attention spent on the UI for that sort of stuff, so it should be a smoother experience.

I should probably explain what G4 is at some point, but I’m going to wait until I have something to show, which will be a long time, even if it’s just concept art, or placeholder. I also tend to change my mind in design terms a LOT, so I don’t want to say “It’s an FPS set in napoleonic times where you play a kitten that can time travel!” until I’m sure it really is.

The Fighter Spam Issue

I have a slight problem with the balancing of the GSB campaign. The problem is that swarms of fighters are just *too good*. The main game prevents this because each battle has pilot limits. The campaign battles do not. It’s not a total game killer, because spatial anomalies act as ‘chokepoints’ preventing fighters roaming everywhere. It’s annoying though.

One solution is to increase the maintenance costs of fighters. The downside to this would be that it’s hard to explain to the player, doesn’t make *that* much sense and may not be effective enough.

Another is to make them more difficult to build, maybe using twice the resources per CR in a shipyard, thus making shipyards more efficient when building cruisers etc. This maybe just delays the inevitable, and is also hard to justify.

Another is to introduce the idea of needing carriers. This is tons of work and testing, plus it breaks the link with the main game, where they are not needed, and means the player will fight AI fleets designed by players operating under different rules.

Another is to introduce flight schools, and pilots as a new resource. This is adding even more complexity, although to be fair, I could make academies churn out pilots too, so its just a resource, not a new facility too…

Another is to add more anomalies that block fighters, or set hard limits of the number of fighters in a particular fleet or battle. That involves real chaos, as I’d have to handle it when merging fleets yada yada.

I can see whatever I do will involve lots of work won’t it :(

Stats Summary Window

I was looking at the conversion rate for the GSB demo (The percentage of demo downloaders who buy) and thinking I could find a way to improve it. One of the pieces of common feedback about the game was that people had no idea whether they had made good choices or bad in terms of ships and weapons.

Obviously there are all the ship and module stats and the post-battle stats, but I was thinking that it’s a bit much on the first playthrough, and that maybe something more simple was needed to give instant feedback. So I’ve coded a popup dialog on the stats screen that basically gives you four stats, based on the amount of hull damage that ships and modules do:

Thoughts? I know there are some people here who tried the demo but didn’t buy. Would this have helped ease you into things a bit?

This was a weekend diversion, I’m back on campaign bugs now…

Drag and drop design

A lot of stuff in the GSB campaign UI is drag-and-drop based. For example, if you want to merge one fleet with another, you pick up a fleet icon and drop it on the other one. If you want to move a fleet you pick it up and drop it on the destination.

The trouble is there are some situations where that fleet has moved (and thus can’t move again) but you still want the ability to drop it on another fleet in the same location. That means I allow you to pick up an icon, but only drop it on a next-door icon, which is confusing. I change the icon color to show that it can’t now ‘move’ only be merged, and explain ti with tutorial windows, but it’s not really good enough.

I think I’m going to go for a two-pronged solution. Firstly I’ll restrict the distance you can move a dragged icon if it can’t leave the system, and secondly I’ll change the icon more drastically to have a big red stripe through it to show it can’t be moved right now. That’s still not a perfect solution, but it’s a stepĀ  in the right direction, which is always a good step :D

I tried out a competing space campaign style game today, which I didn’t get into at all, but that was entirely due to what seemed a clunky interface. I don’t want people to have the same view of the GSB campaign, so it needs a lot of work. Everything has to be super-intuitive. Lots of work to do.

In other news, we wanted quotes from 3 builders. We arranged 4 to come visit. Only 2 showed up, and 1’s quote was some sort of joke. I’ve now arranged a 5th builder. What the hell is wrong with these people?

Gratuitous Balance Tweaking

I’m back 100% on the campaign tomorrow, I’m at the stage of doing tutorial text for it, then I need some complete run-throughs. Then maybe a pre-order beta release.

I’ve also been drastically improving the games memory usage. And also some baalnce tweaking. This is what I’m likely to be changing:

nomads:
Awazem loses its cost boost, gets 8% armour boost
Duwasir loses its armour boost, gets 10% speed boost
Majali reduces speed penalty from 22% to 12%
Abbadi gets an 8% armour boost
Nomadic dogfight laser damage increased to 8
Nomadic beam laser power usage reduced to 13

general:
guidance scrambler beam weight increased to 147
EMP Shield ecm strength increased from 66 to 82
All frigate armour maxdamageabsorbable increased by 20%
EMP Missile launchers, (both types) missile speed 25% faster. fireinterval reduced 10%, ecm strength increased 10%
Decoy missile launcher weight reduced to 70

order:
Limpet launcher limpetweight increased to 8.2, cost reduced to 110

Feedback welcome. More announcements soon, hopefully.