26 August 2013

Gamescom 2013

So... I was at Gamescom 2013 - for work-purposes as I was there with the PR-department of a games-developer, rocking a stage in the consumer-area of the convention center. As I have just returned home last night after six days of hard work and slightly less hard parties, my thoughts on what I've seen and experienced are as of yet a bit unstructured but lest I start to forget, here come some snippets from my Gamescom-trip.

Please read on after the jump!

09 August 2013

Thoughts on Pen & Paper: Player Interactions

One of my players in our sci-fi pen & paper campaign complained that there wasn't enough player-interaction going on in the game. Being as he was the pilot, that was true. Being a fair GM, I thought I needed to change that. Being also a somewhat rough GM that I am, things went bad quickly. Well, the goal is for everyone at the table to have fun. Most things did work out. Read on to find out how things went!

Some people say that the pilot of a sci-fi campaign should better be an NPC, as all they have to do is fly everyone else from A to B and whenever they get action, everyone else is just strapped into their seats anyways. I usually try to levie that by having the others busy with quick-repairs and fending off boarders forming from the very walls of their own ship. Yeah, it's a rather high-tech setting. Now over the past few sessions, there really wasn't much dangerous piloting or space-combat to be done, just exploring an ancient tunnel system in a planet/optical computer/religious site. And they always left the pilot behind so yes, he got bored.

So I started with, when the rest of the crew returned to the ship and they started loading up loot into their cargo-bay, having the pilot see different stuff than everyone else. The implications were clear, as the pilot spent most of his time linked to the ships computer he would be the first target to any sort of cyber-attack. As the crew spend most of their free time in a VR simulation of whatever they like, the rest would fall too but they hadn't had a break for a while. So the pilot is going crazy, seeing an intruder who, after some testing by the chief of security, isn't there although she ship does react as if they were. The result is that the pilot gets knocked out with a phaser and restrained in the med-bay, where he spends the rest of the session, while the rest of the crew shuts down the computer core and fights the two escaped prisoners whom they had brought from another system.

I do agree that I kind of pushed my pilot into open rebellion against his comrades. He got phasered and forced to inactivity for most of the session, which was a bummer for him as a player but at least everyone else got to interact a lot with all the suspicion, threats, pulling of rank and discussion appropriate for the tense situation of being in a ship with a computer compromised by a vastly superior enemy.

I will have to find ways of doing this without the group restraining each other or going all-out PvP in the future. After all, we're all at the table to enjoy ourselves.

25 July 2013

Making a Roguelike: More Design Ideas

Let's talk about some more things we're implementing in our roguelike. Once again, I won't talk about the interface system yet but the mechanics of a good roguelike don't need much of that anyway, do they?

A lot of roguelikes require you to eat in order to survive. The classics, like Nethack do that, Rogue Survivor always puts you against the clock by having starvation threaten and force you out of hiding, one could even argue that a space-shooter roguelike like Transcendence does the same by having your ship consume fuel. The threat of starvation is a good gameplay mechanic to prevent the player from standing still too much if food is a limited resource. In our game, you die of dehydration, which is another name for the mechanic that I though was a little more realistic about what kills you first. If the game was more survival-based I'd probably have planned a hypothermia-feature as well but as it stands, the only two things in the game that kill you are lack of water and monsters.

You find sources of water in the cave. Statistically there should be some on every floor although statistics can lie and in our monster-less test-build there have been cases of death by dehydration. All the better, in a roguelike, sometimes the dice are just against you. Now on a somewhat lucky run, the finished game should take about 20 to 30 minutes to play through if everything goes well and you know what you're doing. If there are sources of water though, you could in theory just camp there. What do I as the designer do against that?

22 July 2013

Making a Roguelike: Some General Ideas

A friend and I are in the process of making a roguelike (or rogue-like or roguealike or rogue-lite or whatever. Screw the Berlin interpretation!). I won't tell too much about the greater concept yet but let's talk about some general ideas and design decisions regarding the game.

Our game, which is barely playable right now (it does generate a cave and one can wander around in it and even pick stuff up but there is little to no adversity as of yet - dehydration is currently the only true enemy), has a simple premise: You are a person, assumedly in some medieval time, walking through the forrest/mountain at night when you fall into a hole that is the entrance to a cave-system. You need to find a way out. When you think about it, this can be a rather terrifying thought and I had the idea when visiting a cave on vacation over New Year's 2011/2012. That particular cave was discovered by a man named Baumann (after whom the cave was susequently named) who was a miner in the olden days and got lost in it after his light went out. After three days he managed to find an exit (and tell his tale) only to die of being half-starved and being lost in a cold cave for days. This, I thought, could be made into quite the game. And then I decided to add monsters and some low-key magic. So what about those monsters?

20 July 2013

Adventures in KSP: Coming Home

So let's finish this adventure in KSP so we can get to new horizons with new parts and all that. I had recently returned from the surface of Duna and docked with the mother craft, the Troy. Now the last two hurdles would be to get back to a Kerbin orbit and then get the crew down to the surface. Alive, if possible. Here's how things went.

I had done the necessary math. Or rather, a website had done it for me. All that was left was to hope that the ship would have enough fuel to get into a stable orbit around Kerbin, if necessary with the help of atmo-breaking. My trio of Kerbals could now only look back to Duna and hope that future generations of Kerbals would keep on exploring that strange desert planet.

Looking ba-hack over my shoulder...
The weeks of interplanetary flight passed. Then the Kerbin encounter happened...


29 April 2013

Adventures in KSP: The Duna flight

Let's finish up this adventure so we can get to the updated version of KSP. Having gone to Duna with the Troy, my interplanetary spacecraft, I was in the process of getting my lander down to the planet. Let's see how things went...

So, we are going down to Duna. I had chosen the flat mare where I had set down my first probe before and aimed the lander at the place. The low terrain would help me estimate when I was actually approaching the ground and would give the parachutes more time to work.

Down there!

16 April 2013

This blog ain't dead!

Just to make it clear: This blog is not dead. True, I have let it go for a while, being in a new job and having less free time and all... That's about to change again. Not the job. The letting the blog rot. Here's what's going to come up over the next days and weeks:

-I have entered my One Page Dungeon in the contest of the same name. I'll explain my thoughts and design-decisions on it here soon.

-I shall finish the Duna-flight of my KSP-diary. Then, if I decide to keep writing about KSP, I'll start over from scratch as I have downloaded a newer version of the game (with electric rover-wheels! Multi-part Munbase, I am coming!)

-I'll give a review of a new RPG we're currently playing with a group of co-workers.

-I'll talk about the roguelike a friend and I are making.

cheers!

Marten