We Now Return to Our Previously Scheduled Program

Hi! I’m back. Christmas was good, thanks for asking. No, I didn’t get anything done on the RPG. I did gain about five levels in World of Warcraft, though (and these were levels 53-58, not insubstantial).

I honestly don’t know what to do about World of Warcraft. I’ve been playing for over a year, and I am the definition of the casual player. I am approaching level 60 with my first character (a human paladin named Surago) and now I’ve got some problems.

The first is that the paladin class is one of the worst in WoW. Blizzard just doesn’t know what to do with the class. We can’t fight; our damage per second is the absolute worst in the game. We can heal but our heals take a long time to cast and therefore half the time our target dies before the heal gets off. We can remove some debuffs but not all of them. In the end, everything we do can be done better by other classes, and the weaknesses of the class become more and more apparent the closer characters get to 60. So why did I pick this class? Because I didn’t know all this a year ago when I started playing, and because the paladin represented exactly what I wanted to play – a fighter who can also help others out with heals.

The second problem concerns the radical shift in gameplay that occurs in WoW once you reach 60. During the level progression, you can track how far along your character is and how much effort you need to expend to improve him. Getting better gear is nice, but levelling up will improve your character more.

Once you get to 60, the only way to make your character significantly better is with better gear. Unfortunately, all the really good gear in the game comes from random drops from raid bosses, and these drops have really low percentages. They also bind to your character on pickup, so they cannot be sold on the auction house to other players. So you run instances over and over and over and over hoping your item drops. A friend of mine in my guild just got the final piece of his Tier 0 set – which is the most basic class-specific armor set in the game – and it took him one hundred and seventy-six runs through the Scholomance dungeon before his damn hat finally dropped.

One hundred and seventy-six times through a 2.5 hour dungeon. To get one piece of an armor set that isn’t even that good.

What this means is that you can no longer track your character progression. The odds that anything you need will drop on a certain raid are about 2%. I’d never play a gambling game with odds that bad (and neither would anyone else!) but here I am paying $15 a month to do just that – spend my time gambling over and over, praying that what I want drops. To barely improve a character of the worst class in the game.

I think I’ll probably just start an alt instead.

Okay, new topic. Saw Ghost in the Shell 2: Innocence. In the end, I felt about it the same way I felt about the original Ghost in the Shell. Gorgeous movie, interesting ideas, tried too hard to mean something, but still very enjoyable. There wasn’t quite as much action in this one, though.

Let’s see…anything else? After I wake up a bit more, I’ll probably make the obligatory New Year’s Resolution post.


40-Hour RPG Update 11: 31 Hours

Another update that doesn’t involve prettier screenshots. Sorry.

Of the Big List of Stuff To Do, I’ve managed to bang out the following:

  • Saving
  • Map links
  • Combat
  • Inventory
  • Equipping of weapons and armor
  • Using items
  • Selling items
  • Spells (except Smite)
  • Levelling up

So, lots of difficult stuff sorted now. Here’s what’s left:

  • Buying
  • Loading
  • Dying (death is currently non-fatal)
  • Implement a fullscreen/windowed button (very low priority)
  • Fix the Smite spell
  • Fix getting objects (currently you can get anything anywhere on the screen)
  • Put a “hit” marker on the player or NPCs when they get hit
  • Use a “missile” marker to show bow or Smite attacks
  • Make the two remaining town maps
  • Make the eight dungeon maps
  • Make the final boss castle map

And that should be it. I’m budgeting four hours to finish the infrastructure stuff – hopefully it will take less. And then the final five or so hours will be to create the actual maps of the game.

It’s getting really tight, but I already know that I’m going to ship something playable. It may not be fun or complete, but it’ll be playable, and that’s all that is required for me to consider this project a success.


My Co-Workers Are Funny…

As evidenced by this comic strip by one of our artists, Mike McKinley. Yes, that’s Ryan Clark, the lead programmer on Hit & Myth…and that’s only a slight exaggeration of his behavior.


Okay…

Why didn’t anybody tell me my site didn’t work in IE? It should be fixed now, and should look slightly better on both browsers as well.


40-Hour RPG Update 10: 27 Hours

We are pushing toward the finish line, now:

Woohoo!

You’ll noticed I reformatted the right pane yet again; I’m pretty sure this is the final version. The inventory is now implemented – you can get any item in the world and it disappears from the world and pops into your inventory. Two exceptions: gold just goes right to your gold pile and chests actually open and reveal their contents (currently one item per chest). You use objects in your inventory by clicking on them. Clicking on spell scrolls will teach you that spell, and the icon for it will light up in the GUI pane. Clicking on armor or weapons equips them, and they show up in your two equipment slots at the right. Clicking on potions uses them.

I had hoped to be done with the engine by the thirty-hour mark so I could spend the last ten hours on the content, but it doesn’t look like that is going to happen. So now it looks like the project will end up being thirty hours of engine coding and ten hours of content creation, when I wanted something closer to a 25/15. Ah, well.

Needless to say, I’m very pleased with the way the project is turning out. I didn’t think I’d be able to get this much infrastructure implemented.


40-Hour RPG Update 9: 22 Hours

I am on a roll today.

Smashy smashy!

Again, much done in a short time. You’ll notice I changed the layout of the screen. The text area was just too small; all of this game’s personality is going to come through the text, so I need to be able to get as much of it on the screen as possible. I got unstupid about my button arrangement – I don’t know why I thought I needed three lines for that; two not only gives me more space but I think the buttons look much better in their logical groups. I also finally took the white flash off the rest of the icons, also making them look better.

But then I had a problem – I need enough space for my inventory. I need a 128×128 block to represent the sixteen items the player can have in his backpack. (Yeah, it’s like World of Warcraft…it’s also like Ultima VI!) Moving the GUI buttons up infringed on that space, so I found a way to compress the character data at the top of the screen using icons I found on the web. One side effect of this is that my tile sheet is now bigger than 256×256. I’m willing to give up that limitation; I need those icons, and I’m going to need more icons in the future.

What else? Oh, yeah, combat! You can now take swipes at NPCs, and NPCs can take swipes at you (if they are hostile to you). An NPC’s attitude toward you is separate from their movement AI, so I can have NPCs that just wander around, hitting you if they happen to get near you, or NPCs that seek you out to put the beat down on you. I can even have NPCs that just stand there and can only hit you if you come into range (the Carnivorous Mushroom is one of these).

Next I need inventory, picking up items, buying and selling. Which means I need to figure out exactly what the merchants in town are going to sell.


40-Hour RPG Update 8: 20 Hours

I am now halfway through the project. Combat is still not in, which is a concern, but I’m not anticipating any real problem with it. The subsystem I’m anticipating having all the problems with is the inventory.

Anyway, looking and talking both work, and NPCs now either stand still (if they are merchants or the king), wander around (if they are townspeople) or wander around until you get close, then hunt you down mercilessly (if they are monsters). See?

That baby dragon just will not get off my ass.

Let’s do a quick assessment. Here’s what I’ve gotten done in twenty hours:

  • Gathered and created the necessary tile graphics; created the background
  • Game framework (mostly created before I started, but put to the test for the first time on this project)
  • Basic map structure with passability data
  • Basic player structure
  • Basic NPC structure
  • Basic item structure
  • In-game lists for NPCs and items which “float” over the map
  • A simple but functional map editor
  • Simple bitmap font system
  • Designed the basic character advancement and combat systems
  • Created the NPCs and monsters for the game
  • Created a simple GUI system and the specific GUI for my game
  • Player movement, looking and talking
  • NPC movement updates based on data-driven AI flags

My remaining tasks, in order of increasing difficulty:

  • Saving and loading (very important)
  • Map links
  • Creating the remaining town maps
  • Creating the overworld map
  • Creating the dungeon maps
  • Creating the end boss’s castle map
  • Combat
  • Spells
  • Inventory
  • Equipping of items
  • Buying and Selling

Can I do it all? Keep tuning in to find out! If I do, the game is going to end up being a very simplistic game based on a fairly complete RPG engine. I don’t think I could have asked for more in forty hours.


Snow Day!

It’s always strange to wake up and come outside and see one’s car frozen over in Texas, because just about a month ago the heat was unbearable.

What’s really strange is to leave work and come outside and see one’s car frozen over. Yesterday morning was cold but not freezing. Around noon the temperature dropped and we started getting freezing rain. I had to scrape my windshield before I drove home, which was a new experience.

While the freezing rain has abated, the temperature hasn’t risen, so the roads are frozen over this morning. I’ve no doubt that any Minnesotans reading will laugh, but we Texans get skittish during cold weather…something about slick roads and lots of big, heavy trucks just makes us not want to drive.

So no school and no work! Hopefully I will get to work on the RPG today.


40-Hour RPG Update 7: 17 Hours

A bit of work on the UI, and viola:

Gui!

Do the buttons work? Um…partially. I need to finalize how I’m going to pass input back to the button objects after they’ve been clicked on (since you click on a button, then click on what the object you want to interact with). Once I do that, talking, getting, looking and fighting should all work. I also need to seriously think about how I’m going to do the inventory, because right now it doesn’t look like I have enough space.


Quake 4

I just played the Quake 4 single player demo.

If this were an SAT test, you could sum up Quake 4 as

Quake 4 : Quake 2 :: Doom 3 : Doom 2

Basically, Quake 4 is Quake 2 prettified and given a new situation. You’ll even fight some of the same enemies from Quake 2 early on in 4.

This makes me sad, because the original Quake remains my favorite in the Quake series. I enjoyed the fact that the game jumped back and forth between military installations and gothic castles – it felt like you were jumping between two realities, ours and another that was attempting to take over. I am aware that this was because the Id guys never really finalized a design for the game, but I still liked it. I’d like to see a more direct sequel to the original Quake, perhaps with a feature where levels morph from realistic to fantastic and back while the player is running through them.