Brad Wardell's Blog


Demigod: end of July status report

Published on Friday, July 24, 2009 By Brad Wardell In Demigod Journals

All this week I watched GPG and Stardock QA going back and forth on the demo build. Just little things.

We also went into great detail on the 2 new demigods that are in development. I am anticipating being able to go into significant detail on these in the next couple of weeks now that they’ve moved beyond a bunch of “assets” and are starting to come together.

Tentatively we are looking at one general and one assassin. One will be of the forces of light and the other the forces of darkness. One will be melee oriented, the other projectile oriented.

In addition, version 1.2 is the next major milestone GPG is working on.  It’s due in August so that we can show it off at PAX where we also expect to be showing off the 2 new Demigods.

Prior to version 1.2 we are also very close to a post v1.1 update. I had hoped we were going to release it this week but there’s still a bit more to do.  The post v1.1 update is expected to fix a LUA decompression crash that some people have run into (and by some people we mean those people get it a lot) as well as some fixes to stats.  There may also be some balance tweaks to the bishops-related idols but not sure if they’ll make it in time.

For version 1.2 itself our list is:

  • Replays (managed)
  • Rematches
  • Additional items & balancing
  • New Demigod #1 (may be released separately)
  • New Demigod #2 (may be released separately)
  • Squelch (silence users in game) /squelch frogboy (right from SupCom)
  • Option to turn off Arena background
  • Various Bug fixes
  • More AI improvements (if anyone in the community wants to make LUA suggestions I’ll forward them on)
  • New AI options  (on death)
    • 1. Gold/ XP: High (= to what it is today)
    • 2. Gold/ XP: Normal (= 50% what killing a human player would be worth) [default]
    • 3. Gold/ XP: Low (=25% of what killing a human player would be worth)
  • New AI option:
    • 1. Hitpoints: Very High (2X what they are today)
    • 2. Hitpoints: High (1.5 what they are today) [Default]
    • 3. Hitpoints: Normal (1.0 what they are today)
    • 4. Hitpoints: Low (0.75 what they are today)
  • Modding Support:
    • 1. Quickie SDK that explains how to make maps
    • 2. Quickie SDK that explains how to make demigods
    • 3. Quickie SDK that explains how to make items
  • New Option: Use Mods (allows mods to be used in single player)
  • Hosts would select which mods to use.
  • We would begin including mods submitted in updated builds.
  • If a player does not have a mod, then it’s not used.
  • More robust Pantheon and Skirmish handling (slot time to work with us to make this system work better).
  • Connection Info would display a player’s rank/experience to better balance custom games

Other things that are being discussed without a consensus yet:

  • Should custom games be ranked?
  • How do we make it easy for people to create team games (that doesn’t involve a lot of UI work)
  • How do we make pantheon/skirmish games more flexible (1 on 1, 2 on 2, etc.)
  • Ways of handling pre-made teams
  • Ways for hosts to ban people from joining their games. (personal ban lists)

Ironically, the biggest development resource limitation right now is in the area of UI.  So solutions that require new screens and such are more problematic.  In the long run, we’ll add as much as we can to Impulse’s overlay which is getting a significant revamp in August for better handling for friends and such.

Also high on our list but will probably not make it into v1.2 but likely v1.3 are the Clan Wars.  It was decided that getting modding out earlier rather than later was important because in doing so, Stardock itself can start to create maps and demigods to release as well as let players create their own demigods if they want and in a pinch we can take care of the exporting for them.

So that’s where things stand as we start to near the end of July.

Elemental: July FAQ

Published on Thursday, July 23, 2009 By Brad Wardell In Elemental Dev Journals

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July is almost over and that means it’s time for another FAQ answer list!

Q: What are channelers and how do they work?

A: Channelers are beings who can harness the magic locked inside the elemental shards that are scattered across the world. When your faction (or an ally) controls a shard, you gain access from its type of mana (which is either earth, air, fire, or water magic). Channelers also generate on their own either life magic or death magic depending on the path they’ve chosen.

The maximum amount of mana a channeler can accumulate is based on their essence. At the beginning of the game, a channeler currently starts out with 20 essence points by default (though this number will change during the beta and will depend on how you construct your faction).  When channelers gain levels, their essence increases.

However, channelers can also (and as a practical matter must also) imbue things with their essence.  For instance, at the start of the game, your channeler will have to imbue the land with life (or death) magic in order to allow you to build a city on it. That means taking away some of your essence. Once essence is used, it’s gone forever so it should be used sparingly. 

Over time, the life force (or death force) that a channeler initially imbued in the land will naturally spread so each founded town won’t usually require the sacrifice of essence to create. However, if the player wants to quickly spam out a bunch of cities (which is a typical strategy in 4X games) it will come at a very high cost.

Channelers can also imbue their minions with some of their essence to make them far more powerful.

To learn more on this concept, see the Wikipedia entry of Morgoth.

Q:How is good and evil handled?

A: Rather than using the terms good and evil we have elected to go with factions that either align themselves with life magic or death  magic.  The Empires make use of death magic and the Kingdoms make use of light magic.

Q: Tactical battles, are they real-time?

A: They make use of continuous turns. This makes the battles play out much like a real time strategy game but without feeling a rush. The Corporate Machine was one of the early games to make use of continuous turns.  Some have said that Sins of a Solar Empire plays like a continuous turn game.

The idea is that winning tactical battles has nothing to do with speed or reflexes but strictly strategy and tactics. Players can control the rate in which time units pass, pause while giving commands, etc.

Q: How advanced is the mundane technology tree?

A: Players always stay within a medieval setting. There will be no space dragons or something.   What we see instead is the continual refinement of existing technologies. Weapons get better and better. Farms become more and more productive.  We are currently not intending for a tech tree to have any practical end though beta testers will have the final word.

Q: Is there going to be a lore book?

A: There will be announcements on this in the next couple months.

Q: Will there be priests?

A:  We do not include pre-built units.  What players choose to call their units is up to them. However, a channeler can choose to imbue a unit with essence that makes him or her able to cast spells.  However, players won’t simply be building armies of priests and clerics.  Those who cast spells are rare and special and lethal.

Q: Will there be summoned units?

A: A magical caster can summon elementals and other beings of magic.

Q: Is there a distinction between the sovereign and a channeler?

A: Yes. The sovereign is a channeler and can imbue units with the power to channel magic who in turn can pass on their essence to others.

Example:

The sovereign starts out with say 20 essence points. Each time he levels up, he gets 5 more essence points.

The channeler might choose to imbue a hero with 5 essence points to make him into a channeler. Now, that hero goes up N essence points per level too and could in turn imbue other units with essence points.

Similarly, since Elemental takes place on a fantasy world, a party of adventurers may have in their ranks a “wizard” or a “cleric”.  These channelers might choose to join your group and thus not have to sacrifice any essence to make them into channelers.

Q: How powerful can individual units get?

A: They can become astonishingly powerful.  Ever see the beginning of Lord of the Rings where Sauron is whacking elves left and right? Sauron was only a Maia.  Not well known but in Middle Earth, there were elves and man so powerful that they could take on Sauron in single combat.

Q: How does modding work in Elemental? How can I make my own creatures?

A: In most game projects, art assets are checked in through source control (CVS, PerForce, SVN, etc.).  In Elemental, we are moving our artists to checking in those assets as if they were modders using the built in UI.

We will have two types of assets in Elemental: Canon and non-canon.  Canon assets are ones we created. Non-canon ones are ones that players have created. Players will be able to pick and choose what assets they want in their games.

We won’t be putting elves into Elemental for instance. No unicorns. No fairies. No gnomes. No orcs. But if someone else wants to use Maya or 3D Studio and export it into the format we’re using (we’re using a standard 3D model format, forgot which one) you can put it into the game and then share it, within the game, for others to use.

Q: How was the economy settled?

A: We have taken the path of keeping it as simple and open as possible and leave it to the beta testers to play through.  One of the things we realized is that when discussing it online, people fixate only on the economy and thus tended to want to have it extremely sophisticated. But when playing the actual game, they might discover it’s better to have it simple.

That said, the key to winning (militarily anyway) will be controlling resources. Having an iron mine is good. Controlling 4 is much better, however.  How much you produce is dependent on how many resources you control.

Q: How will dungeons work?

A: We are still playing around with dungeons.  Realistically, we’ll probably keep them simple and then do an expansion pack later on that will make them what Scott (project lead) wants them to be (where players can literally explore a dungeon). 

Q: Will there be mega events?

A: Optionally. We are planning on vastly more types of events, quests, etc. than we’ve ever done before.  For example, on your 20th game you might come across a great tower that you can’t answer. The tower’s magical door sends you on a quest to get the key. Once you have the key, you can enter the tower which provides you with some strategic advantage.

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Unlike in GalCiv where we had to hard code special events, Elemental has an entire class dedicated to it so that we can add as many of these events as we want.

Q: Will there be mounts?

A: Yes. Researching Animal husbandry will take you to various types of animals you can ride from horses to wargs to bears. Researching those types of animal husbandries will then cause herds of that animal to appear on the map. If players control that resource (building a stable or what have you on that tile) their kingdom then has access to it.

When players design units, they can then “equip” their unit with a horse or what have you.  However, like any other resource, the length of time to build that unit will depend on how many of those resources you have. 

Q: Where does the game stand now?

A: It’s still pretty rough.  Right now we’re putting in the technology tree but there’s a lot of usability issues, cosmetic issues, etc. It’s definitely an alpha.

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There’s a lot of really basic cosmetic stuff that we need to resolve before a public alpha. I know it’s silly but it does matter (it is a video game). 

Magic spells aren’t in the current build nor are tactical battles (they won’t go in until Fall anyway).  The AI is still being API’d up for Python 3. Map generation still needs work.

But given how much time we have left and how much time we lost due to Demigod I’d say things are going well. Progress is swift.  I’ll be a lot happier once the beta is out (PAX).

Sins of a Solar Empire: Diplomacy updates

Published on Sunday, July 19, 2009 By Brad Wardell In Sins of a Solar Empire

As Diplomacy starts to get closer to beta, we're going to be making some changes to the Sins of a Solar Empire website so that players can participate with the development of it (similar to what is done on https://www.elementalgame.com).

No official ETA yet on Diplomacy. It's more of a "When it's done" type thing. But things are going well.

Looking towards Epoch 3

Published on Saturday, July 18, 2009 By Brad Wardell In Demigod Journals

Real quick informal survey here.

When we get to Epoch 3 for Demigod, what do you think about changing it so that custom games no longer count wins and losses – only Pantheon/Skirmish games would.

The pre-requisites for Demigod: Epoch 3 are:

1. Satisfaction that the statistical tracking is very robust.

2. Better handling of Pantheon / Skirmish match making (something we would like your input to with regards to people quitting before the game starts and such).

3. Next Demigod update that addresses the LUA decompression issue that causes crashes for some people.

Researching Techs

Published on Saturday, July 18, 2009 By Brad Wardell In Elemental Dev Journals

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This is a very very early implementation of the research screen.

We have a lot of work to do on research as we’ve been experimenting with lots of different ideas for the past few months.

The goal was to have something very different from Galactic Civilizations but also something that is easy for people to add their own techs, distinguish different factions with their own techs, and allow for infinite researching.

In this UI, the player has researched the ability to research 3 things at once (no penalty).  This option gives us a lot more flexibility in terms of letting people make interesting choices on what kind of civilization they want to develop (we’ll explain more on this as we get closer).

More to come.

Demigod weekend update

Published on Saturday, July 18, 2009 By Brad Wardell In Demigod Journals

Greetings!

So, what’s been happening in the world of Demigod this past week?

Gas Powered Games has been working on the demo version of Demigod.  There’s been a number of iterations to nail it down to be as small as possible a download while at the same time enough of a demo to give players a good idea of what the game is like.

Meanwhile, we’ve all been working hard on some issues that I know only bug a minority of the community but bug me a great deal as being something so blatant that I made it a very high priority: The stats.

The concede option introduced in v1.1 apparently did some bad things with the stats.  This week, they’ve gone back and forth every day on fixing this.  Yes, I know everyone has their own wish list of what they’d like to see next but the stats were something that really bugged me. 

As of today, they have a new build they think they’re happy with.  We will not be resetting favor points but we might reset the win/loss stuff because frankly, it’s fubarred IMO. I know a lot of you don’t care about that kind of thing but frankly, the stats not being robust is an embarrassment and not tolerable. It’s a classic case of too many chefs in the kitchen.

The demo is, by far, the biggest thing being worked on. We all agree it should have gone out sooner but life is what it is and we don’t always get what we want.

Once the demo goes out (next week I hope but no promises as every time I try to predict something it ends up blowing up) we can get back to addressing fundamentals.

The #1 thing on my list are getting more demigods out there.  Everyone who reads these forums knows my position. Lots of new demigods, often.  The issue there is that Demigods are, well, expensive to make but as far as I’m concerned, 2 free ones were promised.

The question beyond that is more murky.  My opinion is that I’d like to see additional demigods released for like $9 for 2.  BUT at the same time, I’d like to see an SDK kit so that modders can make demigods too that they can give away or what have you.  There are some complexities since the demigods make use of Granny so we need a way for people to import and export these without having to buy a Granny license.  I’ll keep you updated on how that part goes.

But Stardock (where I work – the North American publisher) and Gas Powered Games (the developer of Demigod) agree that modding is going to be crucial to Demigod’s long-term future. So it’s only then a question of how much modding and how soon really.

There are plenty of other things that need to be looked at sooner rather than later. I’d like to see path finding improved, AI improved, and other item tweaks.  My understanding is that the pathfinding is done in LUA (as opposed to say A-star in C++). 

Now, that said, if anyone here has a mod or a change to the game they think is good, post it in the forums. I have found GPG to be very open about integrating things into the game that make the game better.

So that’s where we’re at as the weekend starts.

Cheers!

Future House: July 2009

Published on Sunday, July 12, 2009 By Brad Wardell In Building a home

Only 2 years away…

It’s always only 2 years away…

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Back of future house taken from the woods. Had to combine a couple pictures together as I can’t walk far enough back to get a single picture. Love the iPhone’s camera and Pano.

You can see the brick starting to come along.

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I can’t tell what kind of tree this is.

 

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Another tree I’m not sure of. I think it’s a Macintosh Apple tree.  Still early in the season.

 

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Another tree I am not sure of.

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The basement has GreenGuard on the floor. Above this is the radiant heating tubes and then, I presume, cement.

 

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Another tree I am not sure about.

Various political observations recently

Published on Saturday, July 11, 2009 By Brad Wardell In Politics

In no particular order…

Scientists are Democrats…right?

Pew Research says that 55% of scientists say they are Democrats, 6% Republicans. Gosh, must mean people who value the scientific method are Democrats while Republicans are just a bunch of religious nut jobs right?

Strangely, the left-wingers who have commented on it don’t seem to be that concerned as to how the survey identified who a “scientist” was.  Is a scientist someone who works at a university doing pure scientific research on the breeding patterns of fruit flies? Does it count someone who works at say a software company researching new ways to simulate different uses of carbon nanotubes?  Something tells me the survey identified the former as a scientist and the latter was not counted as one.  Icky capitalists aren’t scientists right?

Would people who want “affordable” health insurance be willing to go to your door with hat and hand?

I was reading Digg the other day and as some of you know, Digg is largely populated by far left-wing people who are largely unaware of how far left they are (they freak out about FOX News pretty much daily). 

Anyway, on the topic of health care, every time there is a discussion on it, it always boils down to the consensus (on Digg anyway) that single player health care is the way to go.  Single player meaning really tax payers which, as some know, is only around 60% of the US population, the other 40% paying zilch.

So let’s put this in perspective.  Presently, around 88% of the adult population of the United States has health insurance that they either pay for themselves or (mostly) is paid for by their employer. No matter how you slice it, they’re “paying into” the system.

But single payer advocates prefer a system in which only 60% of the population is paying into it.  This means either massively higher taxes just to get what we have today OR (more likely) a lot crappier quality health care than we have today and all so that the remaining 12% of the population can have health insurance.

Most people I’ve met who want a single payer system happen to be in that 40% of the population who pay no net federal income taxes.  I wonder if they’d be willing to come hat in hand and ask you to pay for their pills in person? Of course not, they’d rather act like they’re taking the moral high ground in demanding that you pay for their pills via taxes.

Tree huggers & agendas

I don’t expect a lot of out activist environmentalists.  Most activists seem more concerned with making themselves feel like they “care” than actually doing anything constructive to help the planet. It’s purely about emotional satisfaction for them.

In the mind of the modern American liberal, results are irrelevant, it’s about caring. Don’t you care about the environment? Don’t you care about the poor? Don’t you care about…?

I wish they’d do a little less “Caring” and a little more “DOing”.

Case in point, in an on-line debate on whether SUVs should be outlawed or not I pointed out that yes, I drive an SUV to work every day. It only gets 18 MPG. 

The lady debating me in the post took the high and mighty position that it’s people like me destroying the environment because I don’t “care” about the environment.

I pointed out “Well, I only drive 6 miles a day, that means I only burn 1 gallon of gas every 3 days, how far do you drive?”

Well, she has a 2007 Honda Civic Hybrid. She kept pointing this out throughout the discussion because it apparently gets 40MPG.

After a few times of me asking how much she drives, she admitted she works “about” 30 miles from work.  That means 60 miles a day or a gallon and a half of gas PER DAY.

So when I suggested that if she’s so worried about the environment and wants the government to start banning things, why not limit the # of gallons of gas someone can use per week instead of worrying about what kind of car they drive.

And so I got the usual “Not everyone has the luxury of living only a few miles from work, I can’t afford to live any closer.”

Awww. See, it doesn’t matter that she’s burning about 8 gallons a week of gas because she cares. It’s not really about saving the planet. It’s about feeling better about oneself.

I mean, if CO2 is going to cause “millions” of deaths and is the most important issue facing the world (as she repeatedly said) then how can she possibly justify burning 8 gallons of gas a week? Especially when she’s saying “deniers” like me need to give up our “toys” (said toy that burns a quarter as much gas a week as she does).

That’s always been the bottom line with the activist environmental movement. They’re not really serious. It’s just narcissism posing as political posturing.

Comparing notes

Published on Saturday, July 11, 2009 By Brad Wardell In Elemental Dev Journals

This week our friends from Ironclad were visiting to discuss strategy on an assortment of future projects.  One of the fun things was showing Elemental and comparing notes on different engine techniques – ways of doing cool stuff on screen without having requiring crazy hardware.

One of the things the team here has spent some time on is on fonts.  It’s amazing how crappy font handling is in Windows IF you’re not putting it on a dark background.  DirectX 11 apparently will fix this but then, how many of you have DirectX 11 video cards? So in 2015, we can look forward to easy to have nice fonts.

If you look at some of the early Elemental screenshots that show UI, the fonts are awful looking.  That’s fixed now. W00t.  But it’s amazing how much effort it took to create a font system that works on a light background.  Next time you look at a text-intensive game on the PC, look carefully at the background. How often is it a light background? Ironic given that outside of games, that’s the norm.

Cleaning things up for the alpha

Elemental_Es_10-22-08 copy Another thing we’ve been working on is getting things ready for the alpha.  Now, originally the alpha (beta 0) was going to come out in June.  Then Demigod happened and I had to pull a bunch of people off Elemental and put them on Demigod to help get things to where we wanted them to be (at least in the areas that we could help on).  So we lost easily a month, possibly two.

Fear not, this doesn’t mean we lost 2 months off the overall schedule.  What it means is that we lost 2 months from the time we start taking the technologies developed and assembling it into a game.

To make up for those lost 2 months, I assigned myself to the project.  I’ve even moved out of my nice corner office and am in the lab area with the rest of the team to help focus on assembling the techs together to make a cohesive game.

To put it in perspective, for a game with a 1Q release, I don’t normally get intimately involved until 4Q.  So in this case, getting involved in June let’s us move into the iterative development process earlier.

That said, on Tuesday I’m heading out on a working vacation up north. I’ll still be around but I won’t be in the office.  I have a lot of overall Stardock stuff to work on (the annual business plan and lots of legal/accounting and other boring stuff is what I work on during July traditionally and I try to do that from somewhere that involves swimming or other distractions in between mind numbing balance sheet projections, updating the standard contract agreements, reviewing the latest tax statues, and this year investigating the difference between Python 2 and Python 3 and seeing if I can get Visual Studio 2005 to work with Python 3 as opposed to just Visual Studio 2008.  So that’s what I do in July.

The downside is that that means that the alpha version of Elemental won’t pop out until August. The current working release day for the Alpha is August 6 with the public beta being September 2 so mark your calendars. No promises but that’s what we’re aiming for.

Jobs

BTW, we are hiring right now across the board at Stardock.  Particularly for game developers, animators, and artists to work on Elemental and other game-related projects and even general software.  Email [email protected] if you’re interested. Must be willing to relocate to Michigan (Plymouth area).