Name That Game 76: Those Wacky Aliens!

Okay! We’re trying something new for Name That Game. Rather than use screenshots (which I either have to find or take and either way can now be googled), I’m going to present a series of descriptions of games with a common theme – in this case, human/alien first contact and interaction, and you guys are going to try to guess what games I’m talking about. I will NOT be limiting the games to the PC; classic games and console games will also be used. The person who posts the comment with the most correct responses gets a no-prize! (Which is no prize. Get it?)

So here we go!

1. You and your crew are transported to another world that once held sentient alien life. Alone and with limited resources, you must contend with strange weather, ancient and malfunctioning technology, and a substance that makes you immortal but is highly addictive. Eventually you persevere and save not only yourself, but the entire alien race, who had been trapped in an alternate dimension.

2. You’re a special agent, sent to investigate a ship’s distress beacon. Once on board you find the ship overrun by Giger-esque aliens who want nothing more than to eat you for lunch. While you have laser weapons with which to defend yourself, the mission isn’t as simple as “arm the self-destruct and get out” because there’s at least one survivor who must be rescued. Meanwhile, the aliens hatch their latest, massively-evolved offspring – a white specimen that is immune to all of your weapons. (Warning – this one’s a toughie.)

3. You awaken on a ship to discover it overrun by intelligent, assimilating, hive-minded aliens who want to add you to their collective. The alien hive-mind is evolutionarily adaptive, constantly throwing dangerous new life forms at you (the biomass for which it got from…er…eating the ship’s crew). You also have to deal with not one, but two psychotic artificial intelligences before you can finally blow the ship to smithereens and escape in a pod.

4. Your idyllic planet is suddenly attacked by a hostile alien force; fortunately the government has a well-equipped army specifically created to deal with these alien attacks. Funny how they always seem to show up after the attacks are over… Using your Nosy Reporter Skills, you discover that not only are the government forces in league with the aliens, but you yourself are the reason they are attacking!

5. Aliens attack Earth en masse, literally out of the blue. After the efforts of individual countries to stem the tide prove futile, a multinational organization is created specifically to counter the attacks, which you are made leader of. While you’re initially outgunned and all your soldiers are complete rookies, through experience and researching alien tech you finally gain the upper hand and not only push the aliens off earth, but end the invasion by destroying their forward base on Mars.

6. You wake up to an ordinary morning, only to discover that your best friend is an alien and the Earth is about to be destroyed. After narrowly avoiding getting destroyed along with it, you end up jetting around the galaxy (and back and forth in time) in order to…well, we don’t know. The game ends on one of the best/worst cliffhangers in gaming history.

7. They’s up in your base, killin’ your d00dz. Return the favor.

Good luck and have fun!


Inaria Special Effects

I’ve kind of held myself back from throwing a lot of particles and such around in Inaria because I wanted to maintain a “classical” look, but now that the game is nearly done, it just looks kind of…sterile. Yes, compared to modern games classic games looked blah de blah.

The question I’m asking is a simple one. Would modern effects, like particles and possibly fog of war that used lighting effects, hurt Inaria? Or help it?


I have found my distaff counterpart…

Meet DOSBoxMom, a mother who has been playing video games for decades and is now Let’s Playing an excellent but lesser-played game from the 80’s. Sound familiar?

While she’s just starting out and there’s some growing pains (lots of background noise on some of her early videos) I can’t wait to see where she goes with this.


I finally wrote a nice, long, meaty post…

…and posted it somewhere else.

See, Jay Barnson (aka the Rampant Coyote) was going on vacation (to New Orleans, also the favorite getaway spot of the CRPG Addict) and he needed some guest posts. So I submitted something that had been kicking around in my head for a while.

And he published it. Head on over to read it.


Inaria Balance Update

Tonight I’ll be posting a new version of the Inaria.exe with some bug fixes but also some rather radical balance updates. All you should have to do is download the new exe and replace the current one with it.


Inaria Beta 6 is on the way…

New features: More map revamps. Cleave and Smite fixed (both were broken when I added code to allow NPCs to attack each other). The ability to start a new game if you stupidly die without saving. Armor actually works. Music crackle killed for GOOD. The return of the Mountain Trial (finally). Lots of easy loot exploits fixed or at least made harder. The cost of potions now level up as you do, so you’ll have something to spend all that money on.

And yes, Lorenzo, the messages now explicitly tell you if it’s health potions or mana potions that you can’t buy any more of. Pedant.

I’ve also made a decision on Hide Your Children – I’m going with type 2; they are there but un-attackable. I did this because I realized that if I made “friendlies” attackable in the overworld, the player could just kill those two Slorn guards and “free” Sapphire and I didn’t want that. So no attacking friendlies on the main map; that includes kids.

Release should be tonight, and this one should be very close. I’m hoping that with some good feedback, I can wrap this up this weekend.


Inaria: Hide Your Children

Okay. I’ve got a puzzle in Inaria that requires the player to choose whether or not to attack a harmless but annoying NPC. The NPC is initially flagged as friendly.

For a long time, NPCs flagged as friendly would go hostile if you attacked them, attacking back (usually futilely). No big deal, right?

Except that Inaria has several children in it. Which means for a while you could attack and kill the children. This would get the game an AO rating from the ESRB.

The easiest thing to do, of course, is to take the children out.

This phenomenon is called Hide Your Children.

Lots of games get around this in different ways. Play any Grand Theft Auto game and you will notice that there are no children anywhere. This obviously is not realistic. Fallout 3 has children, but makes them un-attackable (the worst you can do is knock them out). This is also unrealistic.

So do I put killable children in my game?

This reminds me of a story. (Collective groan from the audience.)

Back when designing Ultima V, Richard was running through his tileset looking for monsters to populate a combat room and stopped on a curious choice – children. He proceeded to build a room full of little cells, each of which contained a child. Pulling a switch would free the children, who would then – since they had monster AI – promptly attack the party. He actually lost a tester over this, who claimed Richard was promoting child abuse. Even Richard’s parents got into the act, telling him, “It’s just this one little room, why are you fighting so hard to keep it?”

Richard replied that a) it wasn’t necessary to kill the children just because they attack you; Ultima had multiple humane ways (sleep and charm spells being the most common) that would allow the player to resolve the combat without harming the children and b) the very controversy that this room sparked proved that it had merit – it made people think in the midst of a dungeon slaughterfest. Ultimately the room was kept in and you can see it today.

So do I keep my kids? Do I keep them, but make them un-attackable? Or do I Hide My Children?

Fallout 1 and 2 would give you the anti-Perk “Childkiller” if you killed a child, which made it almost impossible to complete the game because any time you entered a civilized area, everybody (including quest-vital NPCs) would attack you. I kind of like that.

But, in the end, I DON’T need my first for-pay game to generate controversy. I want Rock Paper Shotgun talking about the game itself, not the fact that one of the sprites in the game looks like a child and you can pretend to kill that sprite.

What say you?


But Enough About That…

New Inaria Beta tonight! New features:

Fully functional options menu!

Nearly functional main menu!

Bows actually shoot arrows now!

About half the maps have been revamped! Needless to say, this is the thing I need the most feedback on.

New balancing of rate of hitpoint and manapoint growth for the main character! This is the second most important thing I need feedback on.

Get your criticisms ready, folks, this one’s gonna be a large one!


Odd…

For some reason, I feel like giving out candy today.

I also have an overwhelming desire to fire an AK-47 into the air.


New Inaria Beta Tonight

Um…there’s going to be a new beta of Inaria tonight. You can still get into the beta if you email me at anthony.salter@gmail.com. Make sure to put “Inaria beta test” in your subject line so I can filter all this stuff appropriately.

More and better posts coming soon.