Brad Wardell's Blog


Elemental: Combat discussion

Published on Tuesday, March 30, 2010 By Brad Wardell In War of Magic

This hasn't been discussed in awhile but I figured I'd let you know how things are being implemented:

All weapons have four values: 

1. Attack Rating

2. Damage Type

3. Range Value

4. Combat Speed Modifier

Examples:

  • Club (3 attack, blunt damage, Melee, None)
  • Dagger (2 attack, piercing damage, Melee, None)
  • Doom sword of Eternal flame (4 attack, piercing damage, Melee, none) (3 attack, fire damage, Melee, none)
You can stack as many different types of damage onto a weapon (or as many types of damage resistance) onto a piece of equipment.
The goal is to allow the combat system to be as sophisticated as possible and then let us use what parts we like and don't like based on actually playing it.
So we could keep it ridiculously simple (sword, 4 attack, normal damage, Melee, None)
Or we could make it very sophisticated (Iron Helm, 3 defense, 25%, Blunt Mitigation)
And with damage / damage resistance stacking, we can go crazy because we could throw in things like dodge, chance to hit, etc. as stock modifiers.
The ultimate deciding factor will be in play testing and in UI (we don't want the player to need a PhD. to understand what a weapon does).  But it allows us (and later me and others as modders) the flexibility to make all kinds of different combat systems.

 

Mapmaking in Elemental

Published on Tuesday, March 30, 2010 By Brad Wardell In Elemental Dev Journals

To recap:

Beta 1 (which is where we’re at right now) is where we play around with different game mechanics with the beta group on a cloth map.

Beta 2 is where we let people try this all out multiplayer.

Beta 3 is where we finally turn on the graphics engine to make it look like a game.

Beta 4 is where tactical battles get turned on

Beta 5 is the modding beta where we start to work with modders on tools and help on that prior to release.

Here’s a video of me playing with the map editor (which I mistakenly thought was going to be in beta 4 but it’s actually beta 5 that this gets put into the public beta).

What’s fun about the map making (at least for me) is how fun it is to just make maps.

Favorite childhood memories

Published on Monday, March 29, 2010 By Brad Wardell In Blogging

In no particular order, here are some of my favorite memories of being a very small child.

  1. Blue toilet water
  2. The theme song to Bewitched
  3. Catching Locusts (Ciquadas)
  4. Eating angel food cake made by our neighbor Beverly
  5. Going to the Great Sand Dunes with my parents and thinking the clouds were where we were going.
  6. Getting a TCR track delivered by Santa after Christmas
  7. Catching lizards in my neighbor Betsy’s back yard
  8. Looking for snail shells with my Uncle Morley at night
  9. Seeing Santa and Rudolph at my friend Chris’s house
  10. Ice skating on the pond across the street from our apartment

Elemental: How game mechanics evolve (long)

Published on Monday, March 29, 2010 By Brad Wardell In Elemental Dev Journals

Internally we are constantly playing, testing, and trying out new ideas. 

Here are some examples of discussions we have had:

 

To:    Team
From:  Brad
Date:  Feb 2010
Re:    Tile density

One of the things I’m a bit concerned about is how barren the world is. We want to make sure that Elemental’s world is filled with interesting things that make each game different.

Here’s a picture with an example of what someone might find early on:
image

Here’s another:

To:    Team
From:  Brad
Date:  Feb 2010
Re:    Making turns count

One of the absolute goals in Elemental is to make sure we balance it so that every single move means something.

I want us to avoid what we had in GalCiv where there were a lot of “pass” turns, we want to enrich the world such that game flow proceeds with a disciplined design.

So as we’re balancing things, we should be cognizant of how different elements fit together.

For instance:

Turn # / What happens

1. Player builds city.

2. Player clicks on city, queues up a command post and a study to be built, sovereign explores.

3. Command post gets completed (hence, we need the command post to only take 1 turn to build), player trains a pioneer, moves sovereign again.

4. (a quest tile comes into view this turn), player moves sovereign (getting a goodie hut)

5. Player sees quest objective in LOS and moves towards it, a low level champion shows up on LOS (this champion is simply a free pioneer). Player can recruit this champion easily.

6. Study gets built (which means study should only take 3 turns to build). Champion pioneer is near a rock quarry which provides 2 material per turn when built. Player moves Champion pioneer towards quarry. Player moves sovereign again towards quest, player queues up a hut in their city. Civilization level 1 technology achievement is made. I choose farming. Add farm to my queue. First tech should take 5 turns to get. I switch tech to adventuring.

7. Player reaches quest objective (killing local bandit terrorizing people). Reward: 10 people go to your outpost plus you receive boots of speed which, when equipped, gives your sovereign +1.

8. Pioneer in city gets built, player moves it from city, queues up a peasant defender. Sovereign sees a sider and moves towards it.

9. Sovereign attacks spider, wins, gains 50 gold. Champion pioneer reaches stone quarry, builds quarry and is consumed.

10. Pioneer continues north. Sovereign moves west. Hut gets built.  Adventuring level 1 gets completed. I choose Ruin Delving.  In my LOS 1 ruin is displayed along with a stone golem. I choose Warfare level 1 next.

11. Sovereign moves west. Encounters champion builder known as “Boboth the Builder”. He has an a magic hammer that causes things in cities to be built 1 turn faster. I send him to my city. In my city, a peasant defender is built in my city. Gold is too tight to build another one at this time.

12. My pioneer is heading towards stone golem in his LOS and heads towards it. My sovereign moves north. Boboth the builder heads words my city.

13. My pioneer closes in on the stone golem. My sovereign sees an ancient ruin (goodie hut) in his LOS and heads towards it. Boboth the builder heads towards my city.

14. My pioneer reaches the stone golem. An event pops up with a piece of artwork (like a quest dialog) telling me how the Titans built golems as soldiers and they obeyed whomever activates them and asks me if I want to activate. I choose yes. I now have a golem with my pioneer. In my LOS I see an ancient spring, I send my pioneer towards it. I send the golem back towards my city. My sovereign reaches the ancient ruin which contains jewels worth 100 gold. My farm is complete and the hut is now queued up.  Warfare level 1 is reached. I choose “equipment”.  Some crummy armor is added. I go to the design screen and design a unit that has crummy armor. The crummy armor adds 5 gold to the cost of creating the unit (hence, we now know that designing units involves gold, metal and/or crystal). The pop up card design randomly chooses “Imperion” out of its lengthy random unit name. I am okay with it and am also okay with the randomly generated quote “I fight for my people”.  My unit has a club so it has 3 attack and now 1 defense thanks to the crummy armor and costs 6 gold total (5 for the crummy armor and 1 for the club).

15. My sovereign encounters Lord Capitar and we agree to be friends. Boboth the builder reaches my city. My pioneer reaches the spring and builds a majestic spring on the spot which increases the prestige of my city by 1 and consumes the pioneer.  I queue up another hut in my city. In my sovereign’s LOS I see an orchard and head near it so that I can build my second city when I reach there.

And another:

To:    Team
From:  Brad
Date:  Feb 2010
Re:    City / Unit construction

One TBS crutch I’d like us to try to get rid of is the reliance on things taking N turns to build where N is dependent on resources.

The reason is that this forces us to abstract out the economy in such a way that trivializes the kind of economics that I think a lot of players would like to see.  In GalCiv and Civ, players produced “shields” or what have you and that determined the number of turns it took to do something.

In Elemental, I’d like us to move towards a system broadly describes as “Materials & Labor”.  Labor is what determines the time to produce a thing and materials is the up front cost. 

This way, I could have a given thing require a lot of different types of materials (depending on how powerful and sophisticated it is) without the user having to sit there calculating out the time it takes.

For example, with this system we could have all kinds of rare and interesting things that can effectively only be built once.  I find the plans to build a Dread Golem and it requires a midnight stone to build. As a player, I now know that if I want to build this, I must find a midnight stone (that maybe I can find on a quest or something).  In essence, I can have units and buildings that are very precious, rare and interesting by having a richer economic system without making the game a spreadsheet.

Thoughts?

A lot of these discussions make it into the game. A lot of them end up being rejected or not working out because it turns out not to be fun or turns out to increase scope too much or what have you. 

In Elemental beta 1Z, we have started going towards the direction of making the game a lot richer and more interesting – more density.

image

A lot of this becomes possible by alterations in the economic system – simplifying construction thus enabling greater sophistication.

For example:

image

One of the big changes we’ve made that resources are now global instead of per city.

I’d like to take credit for that one but the beta group collaborated on this:

https://forums.elementalgame.com/378334

And it turns out to make the game much much more fun. I can’t even begin to describe the potential for fun by having this system.

image

When a player acquires a resource, it shows up on screen in their resource list.  At the start of the game, all they have is food and population.  Build a workshop and now you get 1 “materials” (our catch-all for building materials) per turn.

Build a garden and now you have 2 food available (food is handled as your net food production).  A hut provides population but consumes food.  But now you don’t have to worry about where your food comes from.

Roads and such increase your production through trade.

Moreover, now quests, goodie huts, and such can provide as many different types of resources as we (or modders) want to provide and have weapons, equipment, buildings, etc. consume these resources.

From a “fun” perspective you end up with a much more sophisticated economy but one that is remarkably straight forward to understand and play.

Beta 1Z also introduces the pioneer.

image

Pioneers are the answer to an often requested feature by the beta group that also solves the “density” issue I was complaining about previously. 

Originally, only cities could build improvements because resources were local to the city.  Now that they’re global (again thanks https://forums.elementalgame.com/378334) we can let players build pioneer units who go out and can build on resources that aren’t part of a city.  The pioneer is “consumed” (since they’re settling on that resource) but now you get that resource.  Of course, the downside is that someone else can capture those resources pretty easily unless you send out units to protect your territory. 

Pioneers also give players a logical rationale to control their territory rather than just their cities.  Historically, control of the countryside has mattered and now it matters in Elemental as well.  Hence, the player that creates a massive single army may indeed be formidable but could quickly find themselves starved out by a more nimble (but smaller) opponent that controls their countryside.

I won’t even get into how cool all this stuff looks in the full mode (graphics engine turned on).  But this way, every game feels and plays very different because we can have lots and lots of different resources. You might play 200 games and suddenly get a quest that gives you the plans to build a diamond golem – provided that you find the star diamond located on some distant island (you get the idea).

A quick perspective on politics

Published on Monday, March 29, 2010 By Brad Wardell In Politics

I am glad that people are actively following politics more these days.  However, I am somewhat concerned with the amount of passion that’s been directed towards it.

I enjoy a good political debate but I never for a second believe that I’m going to be brought in as Emperor of the world to institute my theories. 

Discussing topics to try to persuade or educate others on political philosophies that you think are good is a noble thing.  However, hating other people over their political views is not a good thing.

Less than 170

Published on Monday, March 29, 2010 By Brad Wardell In Diet

Well for the first time in 4 years I have dropped under 170 pounds.  My slow diet has a total of 11 lost pounds in 11 weeks.

The main thing I’ve been doing is greatly reducing my liquid calories. I was not aware of how many calories I was consuming by drinking juices and pop a day until I measured it.

The other thing has been a family-wide re-design of our dinners to be much lighter, healthier and frankly tastier.

Some thoughts on the new WinCustomize

Published on Thursday, March 25, 2010 By Brad Wardell In WinCustomize News

We had planned to launch the new WinCustomize today (the 9th birthday of WinCustomize.com) but we had go back to the existing site after we ran into a lot of DNS issues that we’ll work out during the subsequent week or so.

I expect to launch to be as smooth at the launch of the current site which means, not very smooth at all.   That said, let me walk you through the things we’re excited about in the new site and solicit feedback on what things you guys would like to see.

The Main Page

NEW:

image

The new main page is much cleaner and yet, provides access to a lot more useful stuff.

From the page you can access with a single click:

  1. virtually every gallery,
  2. the featured skins,
  3. the top skins (today’s favorites, 30 days, all time)
  4. top skinners (today’s favorites, 30 days, all time)
  5. featured master skins,
  6. newest skin,
  7. latest news,
  8. newest master skins
  9. recent forum posts
  10. featured articles

By contrast, the current site lets you get:

  1. virtually every gallery
  2. featured skin
  3. today’s favorites
  4. top master skins
  5. featured articles
  6. latest news
  7. recent forum posts
  8. poll

Of course, to get to those 8 things you need this much space:

OLD:

image

With the benefit of hindsight, it’s amazing that the old WinCustomize doesn’t even display the newest skins on the home page. It only displays the top 3 most popular skins of the day. You have to scroll down to see what’s new on the forums. If you want to see the most popular skins of the last 30 days you have to go through several steps on the old site.

The Gallery

 

NEW:

image

What I really like about the new gallery is that it’s now very easy to access context-relevant information like the top skinners in a given gallery and the most popular ones without having to do special sorting options.

 

image

By contrast, the right side was dominated by a parade of little icons for getting to the other galleries (on the new site, just mouse over explore just like on every page to get elsewhere). As a result, users were bombarded with a LOT of stuff, most of which was not relevant.

 

Skin View

NEW:

image

When you click on a given skin, you now has quick access to other skins made by that skinner. It’s easy to just go to the next skin in the gallery as well as an intuitive way to get back to the list of skins in that gallery (before you would have to hit the back arrow in your browser every time).

You still get instant access to all the other galleries and forum posts and such because of the universal mouse-over menu at the top.

By contrast…

OLD:

image

First off, note how much more screen space is needed to present less information. If you want to go to the next skin in the gallery, you have to hit back and then click on the next one.  There’s no info on what other skins this author has done. There’s no easy list to see what’s popular in this skin gallery from here. The thumbnail is blurry and hard to view.  Big walls of text.

SEARCH

NEW:

image

Click on the drop down to pick a particular gallery or search the entire site.

OLD:

image

Pray it works.

 

So those are some of the highlights of the new site.  Under the covers, once the server stuff is fully configured, it should be vastly faster too but like with the old site, it will probably take a few weeks to weed out various critical paths that need to be tweaked.

Beta 1Z next week…

Published on Thursday, March 25, 2010 By Brad Wardell In Elemental Dev Journals

image

Greeetings!

I’m pleased to say that I believe we’re nearing the end of Beta 1.  Sometime next week we PLAN to release beta 1Z which is a very major gameplay update to Elemental (i.e. more radical than any previous beta).

Shortly after this beta, we will have a vote by the beta team to determine whether they believe the game is ready for Beta 2 (the multiplayer beta).

The vote will require 75% of beta testers to agree to go to beta 2.

What is the criteria? If after playing the beta of 1Z, if it is 33% of the way or more towards completion then you would vote  yes to go to beta 2. Otherwise, you would vote no and we would delay beta 2 for another build and discuss what needs to be done to reach beta 2.

If 75% of the beta group agrees to beta 2, then we would schedule a beta 2 approximately 2 weeks later which would begin the multiplayer phase of the beta testing (still cloth map mode only).  After a few weeks of testing that, we would again vote to see if we’re ready to go to beta 3 (the actual graphics engine mode).

WinCustomize 2K10 Guided Tour

Published on Thursday, March 25, 2010 By Brad Wardell In OS Customization

Here's a Tour of WinCustomize 2010!

The Videos

Part 1

Part 2

 

A review of the new site versus the old site

The Main Page

NEW:

image

The new main page is much cleaner and yet, provides access to a lot more useful stuff.

From the page you can access with a single click:

  1. virtually every gallery,
  2. the featured skins,
  3. the top skins (today’s favorites, 30 days, all time)
  4. top skinners (today’s favorites, 30 days, all time)
  5. featured master skins,
  6. newest skin,
  7. latest news,
  8. newest master skins
  9. recent forum posts
  10. featured articles

By contrast, the current site lets you get:

  1. virtually every gallery
  2. featured skin
  3. today’s favorites
  4. top master skins
  5. featured articles
  6. latest news
  7. recent forum posts
  8. poll

Of course, to get to those 8 things you need this much space:

OLD:

image

With the benefit of hindsight, it’s amazing that the old WinCustomize doesn’t even display the newest skins on the home page. It only displays the top 3 most popular skins of the day. You have to scroll down to see what’s new on the forums. If you want to see the most popular skins of the last 30 days you have to go through several steps on the old site.

The Gallery

  

NEW:

image

What I really like about the new gallery is that it’s now very easy to access context-relevant information like the top skinners in a given gallery and the most popular ones without having to do special sorting options.

 

 

 

 

image

By contrast, the right side was dominated by a parade of little icons for getting to the other galleries (on the new site, just mouse over explore just like on every page to get elsewhere). As a result, users were bombarded with a LOT of stuff, most of which was not relevant.

 

Skin View

NEW:

image

When you click on a given skin, you now has quick access to other skins made by that skinner. It’s easy to just go to the next skin in the gallery as well as an intuitive way to get back to the list of skins in that gallery (before you would have to hit the back arrow in your browser every time).

You still get instant access to all the other galleries and forum posts and such because of the universal mouse-over menu at the top.

By contrast…

OLD:

image

First off, note how much more screen space is needed to present less information. If you want to go to the next skin in the gallery, you have to hit back and then click on the next one.  There’s no info on what other skins this author has done. There’s no easy list to see what’s popular in this skin gallery from here. The thumbnail is blurry and hard to view.  Big walls of text.

SEARCH

NEW:

image

Click on the drop down to pick a particular gallery or search the entire site.

OLD:

image

Pray it works.

 

So those are some of the highlights of the new site.  Under the covers, once the server stuff is fully configured, it should be vastly faster too but like with the old site, it will probably take a few weeks to weed out various critical paths that need to be tweaked.