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Rank: Administration

Groups: {pDs} Member, Server Admin, Administration
Joined: 6/18/2009 Posts: 1,422 Points: -25,484 Location: USA, Indiana
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Holy carp...the auditions. Damn, I totally forgot about sending one in. Dx Tonight. I will. The whole accent thing scares me, but I'll give it a go. If you wish to make an apple pie from scratch, you must first invent the universe. - Carl Sagan My Backpack
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Rank: The Number 12 Personified

Groups: {pDs} Member, Administration
Joined: 2/5/2009 Posts: 449 Points: 9,369 Location: next to 11 and 13
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November 15th "Unofficial" Update Things on my mind Nailing Game ProgressionOnce November 20th comes around, I'll have less than a year to effectively finish at least more than half of VHEL. From what I've seen thus far and from the build we do have working, this is a very, very complicated game in a league of it's own, indie wise. I'm only now just accepting that because of how methodical the story is, and the many unconventional mechanics and systems used for the gameplay. One particular issue I'm tackling now is the flow of the game. I gave up on trying to create 100% handmade levels and environments -- I simply cannot do such a thing with a supposed +20-40 hours of gameplay. Instead -- and I've already talked to my programmer about this -- we're going to use a type of random level generation, but how the game spawns additional areas would more than likely be based around the stress system, which now acts as a type of estimation of how the player is doing in-game over a period of time. However, object placement would be based around certain preset configurations, just with re-skinning for each environment type. Since we use cover points for stealth along with certain other objects for triggering your presence to the Ragnic, these elements would be thrown into play based around player performance. Time Constraints vs. Procedural EventsAnother ongoing focus has been on how the game presents story elements to the player seamlessly, as well as making sense of the whole "playing by the calender" aspect. Originally, VHEL was meant to be a game where you raced against time to complete objective A, in location B, by due date C. Once you did this, you would go into a type of intermission mode, where the story presents a bunch of stuff at you, give you a new objective in a linear fashion, then expect you to repeat the process all over again. That didn't fly. The issues came in the form of player intentions; or rather, how the player paced himself or herself from point to point. The original design would have ended up like Metal Gear with a strict time limit, with the cut scenes dominating just as much time -- that's not fun. Instead, I'm using what we're now calling "events", which are broken down portions to a complete day, but generalized. It looks a bit like this: (Day -> Night) -> (Day -> Night) -> (repeat)
There's a few reasons for this: 1) "Player intention" is what's classified as player driven game progression. The player can either choose to move forward and commit to a particular action, or preserve a given moment without any unintentional repercussions (al la time constraint or penalty). 2) Time limits can create a claustrophobic sense of freedom. In most cases -- all proven, mind you -- players situate their priorities in a one-dimensional manner. Instead of experimentation and player defined objectivity, the player alternatively takes shortcuts and invests more energy into success. However, success doesn't always equal fun; it encourages efficiency. 3) Implimenting an autonomous save feature is a bitch with time limits. 4) Storytelling and gameplay can both be presented in the same fashion without deviance or distorting game rules. This means that being in a place like West EDOC during a day event, would be no different than being in the wastelands of Ivara for a contract during a night event; the contextual nature of "when and where" is more consistent despite game variety. Real people eat foodWhen I eventually nailed down how the story and gameplay was meant to progress, I then looked at how the beef of the game could be presented. I'm talking about UI, in-game situations, an expansion of the core gameplay, etc.. For me, I don't just want to turn this game into a RPG where you use linear, and pointless, progressive models that encourage vertical character development (upgrades) with little player development (skill). This is a real-time tactics game, after all, which means that the utmost responsibility of this game is to deliver -- you guessed it -- tactical gameplay. Strategy is key here. I've studied for the past 2 years solid to find a solution to this problem -- and although I have a solution, it may not be what you were expecting from me. See, all characters within VHEL have "stamina", which is pretty self-explanatory in itself. Each characters' stamina is different. For example: Khana has 120, while Nolan has 150. Whatever physical actions they commit to, they lose a small percent of their stamina. Obviously, if you were to compare the two (Khana and Nolan), Nolan would have more stamina to last him a while. Now, the easy way to make this system seem "better", as it may, is to give the player multiple ways to develop each character like a RPG; level building and all that stuff. Seems rational enough, right? That's where you're wrong. >=| RPGs focus on upgrades, which only negate the meaning behind each character's stamina limitations and don't encourage the player to use different characters based around stamina alone. Additionally, game balance would be gimped. If enemies have to be scaled upwards JUST to match up to your now, so called, "uber team", then that's throwing gameplay balance out the window. Characters in VHEL all play the same as, so this is very important to keep in mind. What I've created in replacement to direct stamina upgrades is "growth", which is somewhat self-explanatory. If you've played the Sims, Odin Sphere, or even Oboro Muramasa (I doubt many of you have), then you're familiar with the hunger meter, or in the later two games, "eating for more max hp". The concept is simple: during the day or night events in intermission and transitions between day and night in contracts, you'll have an opportunity to "ciao down" on an assortment of otherworldly foods and delicacies. Each type of food has a assortment of attributes and benefits, but most boil down to recovering lost stamina and adding more points to growth. Statistically, you'll have stuff like this: Fuchsia Candy: +20% sta + (+7 gro) [dur = 0.5]
max_sta + max_gro = max_sta_all Scary looking, I know. Though growth is added directly on top of your max stamina, each character has a maximum growth limitation. Again, let's look at Khana and Nolan: Nolan has 150 stamina and 50 growth, however, Khana has 120 stamina and 120 growth. Khana beats out Nolan by 40 excess stamina points, making her worthwhile to have if she's maxed out. Nolan doesn't need as much pampering in short burst, but 200 stamina (stamina + growth) is still fairly low to survive for long stretches at a time. Now, even after a character eats up, there's a catch. There's a duration in which each food lasts on a character. In the case of the "Fuchsia Candy", it can maintain it's growth on a character for 0.5 days, which is exactly one full event. That +7 growth bonus helps, but it's really all up to you to see who gets it and needs it more. Once the duration cap is reached, the growth effects are removed. In a more complicated situation, you could effectively bump up everybody to their growth limits with many types of food, but over the course of several days, you'll lose each bonus, forcing you to indefinitely juggle the system. For the time being, I won't go deeper into how this system is expanded in the game, because it's very thorough...and it gets crazy. And I'm outI know this wasn't exactly what I would call a "fun" post, but it gets to the heart of what I'm working on right now. Muff has been helping me with the storyline a bit, which is great because I need input from time to time to make it absolutely grand. Since this was an unofficial update, as well, no auditions from my new voice actress. I still need to upload those, sorry. =P DredNaught wrote:In regard to the ladies... or lack thereof: Just remember that it's about quality, not quantity. And when you do meet a lucky lady, don't be a fool, wrap your tool!
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Rank: Fuckstick

Groups: {pDs} Member, Registered User
Joined: 12/14/2007 Posts: 1,195 Points: 2,775 Location: Near Seattle
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Excellent! A deviation from the classic RPG! I am liking this! When I think about it, it's that constant "level up....level up...level up..." gameplay that turns me away from RPGs after awhile.  Quote:Razor: As hard as one might try no one will ever be able to pull one over on Super Penguin. Backpack of Win
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Rank: The Number 12 Personified

Groups: {pDs} Member, Administration
Joined: 2/5/2009 Posts: 449 Points: 9,369 Location: next to 11 and 13
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Super Penguin wrote:Excellent! A deviation from the classic RPG! I am liking this! When I think about it, it's that constant "level up....level up...level up..." gameplay that turns me away from RPGs after awhile. Likewise for me. I've played a majority of them, both JRPG and western, but RPGs aren't exactly what I call a well defined genre that knows how to evolve and change with the times. To the credit of some, RPGs are getting "better", but they all do the same things and have very similar objectives in some vain or another. That's largely why I didn't bother using the tried and true, and decided to try my hand at new things. BTW, if I must comment on which RPG I love the most, it's the Shin Megami Tensei series. =P DredNaught wrote:In regard to the ladies... or lack thereof: Just remember that it's about quality, not quantity. And when you do meet a lucky lady, don't be a fool, wrap your tool!
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Rank: The Number 12 Personified

Groups: {pDs} Member, Administration
Joined: 2/5/2009 Posts: 449 Points: 9,369 Location: next to 11 and 13
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November 18th "Unofficial" Update Purchase models for games Buy, rent, share, or pirate it?Since I'm well on my way to releasing a fully commercialized game (possibly on Steam, no less), I have to start looking at profitable, yet durable, buying methods for customers (as in you people...unless you don't love me). Personally, as somebody who's played enough games to now be sick of them (no seriously -- I am at this point), I'd rather not buy a game to only find out I marginally like it and will never play it again. The same applies to VHEL as well. Hey, I'm not running a bias for it JUST because it's my own flesh and blood. Even I want my games to give me options for payment and/or accessibility to try them out first. Several options come to mind when I think about profits vs. convenience: $20 game and a demo...a "not as cool as the whole game" demoVHEL is a $20 game. No less. No more. That's over 20-40 recognized hours of content you're getting for 1/3 the price of most modern games. Can I charge more? Yes, but I'm not like Microsoft. Can I charge less? Yes, but VHEL will doubtfully sell 10k units, which is barely enough to make more games like VHEL: Reaver, DMB Killjoy, or even that one PSP project on the ropes. Where does the money go? To technology I need that isn't broken or limited in capacity. We can always build tech from scratch but...*sigh*, don't get me started about that. I don't "need" money like a fiend, but considering I'm not working at all right now......and considering I have 8 kids to feed...................and 2 on the way......well, you get the idea. Making the game free...without the catchesAgain, the game is valued around $20, even though I've spent 100 times that amount for hardware, software, and all the other things I need to develop games. Lucky for me, I don't have to pay for the voice actors...yet. If the game were free...well...it's free. What'll happen to me, you say? Nothing...I just won't receive a dime. My composer would have a fit about it, but he's an overambitious stick in the mud who doesn't want to be the cool guy at the party who brings beer and hookers...FOR FREE. Instead, I would get credibility, which is nice to have when you're talking about developing a fan base on this level and getting some recognition in the game industry. Believe me, establishing a name for yourself means a lot here. However, like the guy who brings in the hookers and booze, I would be spending more money out my ass to please the masses and still be trying to collect dimes and nickles on the corner of skid row. I refuse to end up like MC Hammer. >=| The Asian model: A "free" game with micro-transactionsI've heard some good and bad stories about this approach. For those of you who don't know what I'm talking about, micro-transactions in a game are basically there to allow you to "upgrade" your game with additional content, and keep adding more and more to it. Instead of making money the old fashion way, you earn it in varied pieces. It's really amazing actually. The problem, however, is that micro-transactions are very...gimmicky, and have proven to be unwieldy in the States since people want things up front with no additional investments like some kind of MMO. I'll give you an example: Say you get a game (VHEL) for free, play it for a couple of hours, get really hooked on it, and want to get more out of the experience. Instead of paying $30 for a big expansion pack, you could -- theoretically -- buy bits and pieces of things you want to add to your game. For instance: new characters, modes of play, newer items, etc., all under $1 per feature upon download. Sounds fair right? Well that's the idea; you "think" you're getting the best deal ever, but may end up spending hundreds of dollars on all this "awesome" content. It's exactly the same strategy card games use. The problem, of course, is that this approach is limited in usability (it's good enough to last a year), but "unlimited" in profit margins in comparison to a $20 game purchase. I win (maybe) and you win...but more importantly, Asians win. Purchasable swag!This idea has been popping up a lot. People, for whatever reason, want hoodies, beanies, artbooks, special editions, etc., of stuff from this game...which is funny to hear considering we're still in pre-alpha stages. The most popular demand is, of course, promo art...which really is no better than softcore porn considering some folks just want Casie or others in a bikini. That's great to hear though (not the bikini thing)! It means that you love my twisted imagination to the point where you'll want it stamped on shirts, bras, and hiphuggers, to otherwise immortalize my persona! YAY! There's a catch though...know what it is? Swag is expensive. Again: I needz money. Loooooots of money. Like...a little over 2k for some of this stuff for just +50 prints (detailed prints) unless I go through my contacts for better deals or whatever. You decideHonestly, I'm only running down possible ideas for all this so I can be prepared come the time. It also helps me coordinate my team and accurately make business decisions that best fits VHEL's needs -- not only my own. I love the community support for it, but it needs to remain just that: something the community supports step by step. DredNaught wrote:In regard to the ladies... or lack thereof: Just remember that it's about quality, not quantity. And when you do meet a lucky lady, don't be a fool, wrap your tool!
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Rank: You're gonna stick that where?

Groups: {pDs} Member, Server Admin
Joined: 5/15/2006 Posts: 356 Points: 744 Location: Utah
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I'd go with the $20 price on steam with discounts for pre-ordering, and occasional discounts that appear in the steam updates. A good demo is also key. I demo indie games all the time, and if i like them, i just might buy them. At least I'd be more likely to buy one after a good demo than if it had no demo.
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Rank: The Number 12 Personified

Groups: {pDs} Member, Administration
Joined: 2/5/2009 Posts: 449 Points: 9,369 Location: next to 11 and 13
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quart wrote:I'd go with the $20 price on steam with discounts for pre-ordering, and occasional discounts that appear in the steam updates. A good demo is also key. I demo indie games all the time, and if i like them, i just might buy them. At least I'd be more likely to buy one after a good demo than if it had no demo. I feel the same way, honestly. Most demos, after a good playthrough or so, give me just enough reason to warrant a purchase. The only problem I hate with some games that do have demos relates to the amount of content on offer. Personally, I'd like to experience nearly ALL available features to a game, rather than just seeing one or two things and saying "Yep, I got a lot out of those 15 minutes of play". NO! I'M SLOW! I NEED MORE TIME! If I did a demo (highly likely), it would be long. Torchlight was pretty good as far as demo length, IMHO. =P DredNaught wrote:In regard to the ladies... or lack thereof: Just remember that it's about quality, not quantity. And when you do meet a lucky lady, don't be a fool, wrap your tool!
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Rank: You're gonna stick that where?

Groups: {pDs} Member, Server Admin
Joined: 5/15/2006 Posts: 356 Points: 744 Location: Utah
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I once played a demo that gave you access to some end-game abilities (like one or two) but was limited to the first level. I think it was for Ninja Gaiden for xbox. It hooked me hardcore.
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Rank: Fuckstick

Groups: Registered User, Server Admin
Joined: 1/25/2008 Posts: 901 Points: 528 Location: Vancouver, BC
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Mr. 12 wrote:you'll have an opportunity to "ciao down" on an assortment of otherworldly foods and delicacies. Subliminal messaging success! Win Cookies Awarded: 7 (bawwwwww)
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Rank: Advanced Member

Groups: {pDs} Member, Registered User
Joined: 9/20/2008 Posts: 92 Points: 78 Location: Lethbridge
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This is pure Awesome. Like awesome to the max. I can't wait for this, mark me down as a pre-order :D
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Rank: Administration

Groups: {pDs} Member, Server Admin, Administration
Joined: 6/18/2009 Posts: 1,422 Points: -25,484 Location: USA, Indiana
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If you make action figures, I'll buy the whole set. It might take a while, but I want them. You just have to sign em. XD I'll be your merch cash cow. If you wish to make an apple pie from scratch, you must first invent the universe. - Carl Sagan My Backpack
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Rank: The Number 12 Personified

Groups: {pDs} Member, Administration
Joined: 2/5/2009 Posts: 449 Points: 9,369 Location: next to 11 and 13
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Muffalopadus wrote:If you make action figures, I'll buy the whole set. It might take a while, but I want them. You just have to sign em. XD
I'll be your merch cash cow. I wish it were that easy, but unless those action figures were made by a professional craftsman one by one, you can forget about mass production. Most companies that make them in mass are out of the US, because labor is cheaper (yes, I've checked before). =/ DredNaught wrote:In regard to the ladies... or lack thereof: Just remember that it's about quality, not quantity. And when you do meet a lucky lady, don't be a fool, wrap your tool!
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Rank: Fecal Impaction For the Win!

Groups: {pDs} Member, Registered User, Server Admin
Joined: 1/1/2008 Posts: 1,647 Points: 2,558 Location: Bainbridge Island, WA
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$20 price tag sounds reasonable. If it catches on and people like it, people will buy it. Steam has insane word-of-mouth power. Safety + Peace
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Rank: The Number 12 Personified

Groups: {pDs} Member, Administration
Joined: 2/5/2009 Posts: 449 Points: 9,369 Location: next to 11 and 13
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December 4th Update Voice Actors are troublesome Finally, I have seen the light...and it is awesome.In all seriousness though, this week was the LAST week for main character auditions for VHEL. Other than keeping my head completely submerged in that stuff, I really haven't had much time for anything else. Luckily, I got a lot of work done on that front. I'm not going to bother writing out how I felt about every single audition I got up until the end of the deadline(s), so I'll just show you the page where it shows who got what part (Mrs.C, I'm so sorry DX). VHEL Courier Auditions on Voice Acting ClubI'll wait until you see the list. *waits* Saw it? Awesome! Now I bet you're wondering who these people are. Some of you are saying no, but I'll tell you anyways! The main actor playing as Khana has probably one of the most fleshed out resumes I've ever seen. Big or small, Hnilmik has virtually done everything, and now she wants to try her hand at one of the biggest character roles I've ever had to write for. Due to the size of the script and the very specific goals I have for the character, it's vital that I spend oodles of time around Hnilmik to understand not only her strengths and weaknesses, but her quirks, her lifestyle, her fears, and what gives her the motivation to live her life. This will allow me to effectively direct her, seeing as how I cover nearly every emotion in the script with Khana, so that Hnilmik can deliver natural dialogue while in character. Caitlin (the girl with the Casie and Page roles) had to compete against 8 other voice actresses to get her part. Some were amazing, others were poor. Considering my decision ultimately came down to who flowed more naturally in character, the competition for the part was pretty close. Fairuza had to go against a few folks for the Iberian part. Mrs. Crawdad just about had it at first, but Fairuza, surprisingly came in at the last second to hand in her audition. From what I can tell, the girls who have been casted are extremely competitive and experience heavy. I honestly didn't think I would get good voice actors, let alone great ones, but I guess I was wrong -- these girls are beastly. The last of the last main characters are up for grabs this month. After that, I have to get the voices to several dozen minor characters who, although small in role and purpose, still play a big part of the experience. The final character count may be above 50 characters now, seeing as how I added a lot of new scenes and back story recently, but we'll just see how much work that will put on development. Speaking of which....... Is there anything else?My programmer gets 3 months off from school to do whatever the heck he wants. He and I are spending that time developing the last of the animation system, particle systems, system mechanics, and of course, the gameplay. I've had to revise my Master Design Document several times because of issues relating to all this, but as it stands right now, I feel very confident about how enjoyable the game is..........though it may take time for everyone to adjust to. 3 months is just enough time to finish up the beef of the work, so..........play testing within the next 3 months? Maybe? We'll see. I doubt I would have enough time by then to complete all the in-game animations, but I'm pretty sure a priority build would be stable by then. It's just hard when so much of the tech is custom made and experimental. =P DredNaught wrote:In regard to the ladies... or lack thereof: Just remember that it's about quality, not quantity. And when you do meet a lucky lady, don't be a fool, wrap your tool!
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Rank: Fuckstick

Groups: {pDs} Member, Registered User
Joined: 12/14/2007 Posts: 1,195 Points: 2,775 Location: Near Seattle
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No Mrs. C? /cry I would be willing to help with a minor role if you need it. Just let me know.  Quote:Razor: As hard as one might try no one will ever be able to pull one over on Super Penguin. Backpack of Win
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