Monday, May 6, 2013

I've made a game? JesterQuest 3D!

Another week, another game! This time, the hardest part of it was messing with the 3d and having the enemies move correctly. This is kind of a remake of a game I've played a LONG time ago for which there are no archives since it was on a system that died and was forgotten. It's kind of an arcade adventure game in which you find swords and kill monsters to get keys and unlock treasures, trying to manage your health and light.
Everything is in one screenshot!
Every mechanic is explained in-game using green blocks with question marks on them. I still took music and graphics from random places, but I've started to understand the way 3d works in unity, my next game will make use of that in a bigger effect.

What's going to be my next game? I don't know, maybe a remake of the NES game Friday the 13th, maybe some kind of platformer, but next week, that's when I'll decide. Right now if you have questions or comments, you know where to find me.

Music/Sound from

  • Yoshi Island
  • Mario World
  • Earthbound



I look at The Witcher 2: Assassins of Kings!

I have to admit that I'm not the biggest fan of huge fantasy RPGS like the witcher, skyrim, kingdoms of Amalure, and the like. They have huge towns and even bigger maps where tons of people offer you tons of quests and tracking everything is a pain. You have a bunch of items that you pickup everywhere, some you could sell (but hold on to), some that might be used to craft something sometime in the future, you get a couple of skills and powers, some of which help you, some of which aren't enough to have you manage to defeat very strong enemies (that you can go fight right away because the world is so big and some foes are bound to be stronger than you) and you learn through trial and quick-saving what you can and can't do.

The Witcher 2 does a bunch of right things
I love skill trees, even when some of the skills you NEED to take aren't really interesting, W2 has four skill trees (one you need to invest in until you're level 7) and then three main trees, swordsmanship, magic and alchemy. Most of the upgrades are passive bonuses to your existing stats and spells and some of them are stronger attacks or basic mechanics (such as being able to parry in all directions) that you need to spend some points on. Even more interesting are the mutagens that you can allow to certain skills, granting you passive bonuses to whatever they boost (increasing spell range, maximum hit points, etc.) so you have skills and items to upgrade your character in a passive way. That being said, the mutagens are dropped randomly and can be used as crafting materials, so you might want to hang on to some of them.
This is neat, that said if it was me, I wouldn't have so many 'required' passive abilities.
The game is also very good at telling you what effects are on your character at all times. The character sheet tells you everything there is to know about all your stat changes so it's easy to see how you've built your Witcher. You also see the passive skills you've unlocked through the way you play (if you use fire magic a bunch, you'll get bonuses, if you intimidate people in conversations, you'll get better at it) and passive bonuses you get against certain enemy types that you're learned enough about. I wasn't able to find any books related to that but killing a bunch of enemies will also grant you some knowledge.
Everything you need to know and more!
The game flow is also pretty good, you run around swinging your sword at things, dodging around, casting magic and dodging around some more, I liked the combat in W2 even if sometimes I felt like my spells didn't connect even tho they would've.

The interface and loot system is kinda bad
Not being able to switch between your different interfaces while you're in them is a pain, you have to quit out of the inventory to open the character sheet and all. The inventory is cluttered with a huge amount of sub-categories for your items, traps, bombs, throwing weapons, armor, junk, quest items, recipes, crafting materials, enhancement items, the list goes on. You also find items in every container, felt, thread, cloth, ores, dusts. All of this can be used for something, but you're not sure what, and picking everything is what people do so this is no exception. You also find money and equipment sometimes (but you start with some neat epic armor that will be good for a chunk of the first chapters) and the amount of flowers and mushrooms and herbs you can pick to craft potions is also pretty large, they're everywhere.
So you can extract components from random loot items, okay
You can't drag poisons in your quick-use bar and you can't even drink potions from your inventory and the quick menu you can get in-game is mostly useless. I know that Geralt needs to meditate before you can drink potions, but that means I'm never going to use them. You can't meditate in combat and you can't know what kind of enemies you're going to face beforehand.
Why even have the crafting diagrams be items? You learn them, you don't need them anymore, done.
Facing ghosts, I wanted to apply ghost oil to my blade and had to do that in a menu, why not leave the oils in a quick-access wheel, available when you pause the game? The fight when horribly wrong and I wished that I could have more life regeneration, but it was too late, you can't drink potions in combat, and so I died, having to reload a save made half an hour ago. I never used the quick pause menu because I mostly used the fire spell and everything else wasn't useful in life-or-death situations.

Quick menus are supposed to be shortcuts.
How I would fix this
The whole meditation aspect is really neat setting-wise but on a matter of gameplay, I'm not a fan of it. I think it would be more fun if you could coal your weapon with poisons on the fly, it would be more fun if you could quaff potions whenever you need to (and maybe some potions should have more instantaneous effects instead of slowly regenerating your health but that's another story entirely). The inventory should be easier to navigate, some items could be in the same category and they should've calmed down with the crafting/alchemy/loot system.

No need to be able to get a thousand different items (some enemies will drop their fangs, claws, hides, brains, blood, etc.) that you can break down to alchemical components or sell when it's unclear if you're going to use them. They should've lessened the number of components and added more junk loot (only usable to get money) and the components could've broke down automatically (or maybe after a trip to some store, but that adds some hassle). So if you loot a monster that dropped its legs, beak and wings, maybe the wings are worth some money and nothing else, maybe the legs and beak break down into whatever alchemical components they're usually going to be. You'd then carry 'components' instead of 'a billion of different items with no apparent value'. That would streamline this and make it easier to understand.

Quests?
I'm always overwhelmed by the quest systems in this kind of game but I really like how flavor text for the quest (or directions) get updated as you progress through them. They should've gone a bit further with some of it tho, I was doing a very simple quest to destroy monster nests and nowhere did it tell me that I actually needed a specific kind of bomb to do it. My character refused to do anything to the nests before I read online what I needed to do.
A nonspecific map is no better than no map at all.
Some quests are also very vague about where you need to go to complete them. No manner of arrows nor directions (I would've loved at least a zone where I could've completed my objective in) for a quest requesting me to kill two spider queens. If the items I needed were static and didn't move, why not show me where they were? Finding them in that forest was more annoying than fun. One last thing about quests; I find it annoying when games switch the active quest because a new one appears, if I'm tracking a quest that I want to do, don't switch it up.
I haven't got far, I'll admit.
How I would fix this
Be more straightforward with the quests explanations, don't just shrug off and say "I have to destroy these nests" if bombs are the missing element. Show general directions of things to do if you don't want to pinpoint them exactly for the player because while exploration is fun, it should grow naturally out of player choice, not because you need to find one spider egg and have no clue of where it could be.

This game is interesting, but too difficult for me
Even on easy, I couldn't defeat some ghosts without dying and losing a bunch of progress. Frustrations related to being unable to heal at all during that fight and uncertainty as to why I was overwhelmed such by these opponents made me not want to play this anymore. It got charm and content for hours, I'm sure, but being terrible at the hack-and-slash-dodge made progress really difficult.

Wednesday, May 1, 2013

iLook at Epoch

Epoch is quite like Infinity Blade. It plays similarly (With simple swipes and touches), has similar mechanics (you level up and buy things to get better) and kinda also looks like it (interface-wise), but I like it all the same! It has some issues that I'm going to get into later on, but is a neat way to spend a few hours getting good stuff and reading about the story.
You unlock fragments of texts after completing levels, I think they make a good story.
The core gameplay is simple and easy to pick up
You get into a level and there are enemies on the other side of the screen. You have a few options, move left, right, get into cover, shoot enemies (by taping on them) and using special powers (missiles that hit everything on-screen, some boost that you can equip such as regeneration, slowing down time, shooting faster, and grenades with various effects such as stuns and slowing enemies). You usually have three places to stand on and moving from either side can be done by jumping when you're on the far left or the far right. That's pretty much it, if you get it, you take damage and enemies are all the same. There is no hitscan so sometimes you might be frustrated because you miss a shot (the enemy dodges the actual bullet)
Swipe left and right to move, tap enemies to autoshoot them until they die
You then get loot, story bits, experience and credits, get you spend some to buy better things and onward to the next level! There's also an arena if you want to complete little missions to burn some time. Problem is, the game is a bit shallow. There are only four enemy types (one that shoots at you, one that lobs time-delayed grenades, one with a sweeping laser and one with charged shots), one boss (a robot that alternates between sweeping lasers, grenades, charged shots, etc.) and a few weapon types (rapid fire, chain lighting, damage over time, area of effect, slow but powerful) so after a while, you've seen and did everything. The difficulty ramps up (enemies fire more often basically and you take more damage)
On the hardest difficulties there are MORE lasers
It's a really neat game for a few hours but otherwise I got a bit frustrated on the higher difficulties because there's no invincibility period when you take damage (worse, some enemies inflict damage over time to you) so you can just get wrecked if you don't pay attention to what's on the screen. Enemies have various patterns, the basic shooty enemies will loosely lock on your location and shoot there, the grenade throwing enemies always aim for your location but you can move away, it's easy to jump over lasers, but when all of these things are happening at the same time, things get hectic and using grenades/missiles/buffs all while dodging and shooting gets kinda crazy. The sad part is how levels are built in two-three stages and if you die on stage two or three, you need to replay the level.
The way attack and defense is presented (12+27, 120+270) reminds me of Infinity Blade
Even with solid gameplay and neat systems surrounding it, it's hard for me to keep playing Epoch because it just gets crazy and even tho I want to see the rest of the story, I'm not ready to replay these levels until I get them right. Giving the player some amount of money and experience even when you lose would've helped a long way because then you didn't do that level for nothing. Having more than a few weapon/boost types would've been nice and the missiles are kinda pointless because they just increase in strength. Maybe weaker missiles that automatically launch? Stronger missiles that have a delayed effect?
I did buy the credit doubler, I don't regret it, things climb in price really quickly between difficulties.

Dev Log For May 1st 2013