Friday, September 23, 2011

A Valley Without Wind: Getting Started Guide

Note: This guide is now hugely out of date, and we've written a replacement that you can view here.

A Valley Without Wind
Getting Started Guide
By Josh Knapp

The year was 888.
Wind blasted snowfields have covered the world of Environ for centuries...

Hey! Never mind all that, let's just get to the game!

If this is your first time playing A Valley Without Wind, getting started is easy.  First, install then open the game.  Click 'Play' on the menu, and a new menu will open up.  This time, click 'Create World'. Now the game will ask you to name the world.  Personally, I'd suggest naming it “Wayne's World," but really, you can name it anything you want.  Now, for the character selection -- every character you have the possibility to select has a name, and a list of personal stats.  Don't be overwhelmed with the stats, the most important thing you need to know about them right now is that green is good, red is less than good, and white is average.  So, you want to try to avoid a character with a lot of red stats.

Once you've chosen your character, he or she will be dropped into your first settlement.  This is your first base of operations, and you will likely come back here often.  To start, use the 'A' and 'D' keys to explore the settlement, and collect all the various gifts (like books) on the ground that the Ilari have given you.


The next steps you should take are mentioned in the top right part of the screen, but we'll briefly cover them here, too.  First go and talk to the Adviser Guardian Stone, the big teal colored crystal dude with an inflated sense of self-importance. To talk to him, simply stand in front of him and press the 'E' (also called 'confirm') key.  He'll give you tips about the game.  You are only required to read the first 5, but if you want to keep reading more, he's got a lot of good information -- and you can always come back later.


Ok, now it's time to talk to the green crystal dude -- another vessel of the Ilari.  This is the Hearth Guardian Stone.  Any time you are low on health just stand in front of him to have your health and mana be completely restored. Also, he'll give you free warp scrolls if you have fewer than two.

We'll get to what those do later, but for now, find the spellgem crafting books that you should have already picked up in your inventory (if you haven't picked them up keep searching your settlement till you find them). They look like a small rectangle with a diamond in the middle (if you don't see them in the bar on the bottom left of your screen, try opening up your inventory by pressing 'I', and see if they are there).

Once you've found them and you are standing in front of the Hearth Guardian Stone, right click on the spellbook. This will open up a display on which you can choose what new spell you want to learn the recipe for.  Keep in mind you aren't making the spell at this point -- we'll do that next.


The list of available spells you can take here depends on which hearth guardian stone you talk to (there's more than one in the world, but only one in your starting settlement), so they won't always be the same.  To start, you should take some sort of ranged spell.  Examples include: Fireball (my personal favorite), Forest Rage, and Energy Pulse.  After this, since you have four books, go ahead and learn three more spells.  Don't worry, you'll find more books later, but having more spells makes it easier to do... anything.

You may have noticed that as you were doing this, you gained EXP.  There are many things you can do in this world to gain EXP for your civilization.  Learning new spells is one.  Killing one of the many bosses you will encounter in your travels is another.  As you continue to gain EXP, your civilization will level up, making you more powerful and able to face the monsters in higher-level regions.  There you will in turn find better gems, which will allow you to craft better/stronger spells.


Now we actually get to make some spells!  And isn't that what we're all here for?  Well, ok, maybe not all of us...  To make a spell, stand in front of the Spellgem Crafting Workbench, as shown above. Pressing confirm will open up a new window.  Each new spell consists of a spellgem and possibly 1-2 commodities.
As you hover over a gem, the window will show you what spell that gem alone will make. Click on the sapphire. You will see that this can make the Ice Cross spell.  If you add a walnut, it will make the Tidal Pulse spell instead; or adding granite will make the Douse Monster Nest spell.  For starters, don't add any commodities, and just click “Done” to make the Ice Cross spell.  This is a good spell to have for damaging enemies close up.

Now go ahead and make as many spells as you can at this point. While you do have a limited number of gems, you will be collecting many more as the game progresses.  One other spell that is crucial is called Ride the Lightning:  this one allows you to double jump to reach higher locations, get away from enemies, or escape from caves.

Ok, once you have your spells made, you're almost ready to go out and start making the world a better place.  Literally.  The last thing you need to do is to make a few Spell Scrolls. The Scrollmaker's Workbench is usually right next to the Spellgem Crafting one, and works the same way. The main difference being that this time, instead of raw gems, you're using raw gem dust. I'd recommend making at least a few Heal scrolls, using jade dust.  Make any other scrolls you feel you might need or want, as gem dust is usually plentiful enough.  Consider the Emit Light scrolls, as these help you see in otherwise dark caves and buildings.
The last workbench (that's right, the last one, we're almost done here) you should know about is the Outfitter's workbench.  This one works the same as the other two, but is useful for making physical objects, like platforms (which you can use to get out of holes) and protective suits.  It's not required to visit this bench before leaving, but you should at least check out what's there.  More workbenches will appear as you level your civilization.

One last thing to do before we leave: see the circles in the lower left of the screen?  That is called your ability bar.  Whatever spell or item is equipped in the first circle can be activated by pressing either the left mouse button or by pressing the number 1.  The second circle is activated by the right mouse button or by pressing the number 2, and so on.

You will want to put your spells and scrolls in the slots that you'll find easy to use. You can do this by dragging them where you want them.

Wait, what's that?  You don't see all the spells you created?  Hmmm, well, if you press 'I', you will see your full inventory open up and the rest of the stuff you took time creating will be there.  I'd recommend putting a ranged spell like fireball in the first slot, and a melee spell like Ice Cross in the second, but, you can do whatever you want.

Got your bar set?  Ok, then let's ditch this settlement!

Your first time out of the settlement

Now comes the real fun!  But how do we get out of this settlement?  Your minimap is on the upper-left hand part of the screen -- you can press 'M' to maximize it if you want. Your character is represented by a blinking blue dot.  On your mini-map, there is a white bar that goes all the way to the top on one side of the map or the other.  Head in this direction, and keep going until you leave the settlement.

Once you are out, you will see an overhead map of your world. This is where you pick which region you want to explore. Your character starts in the region of your settlement.  Press confirm to enter whatever region you're standing on, and use the WASD keys to move around your map to choose the next area to explore.  I'd recommend picking one that has the number 1 on it (the numbers represent the level of the region, and the level of the enemies that are in it).  This will probably be an ice-age region.  As you progress further away from your initial settlement, more region types will come available.


Once you enter a region, you are back to the side view again.  You can use A and D again to move left and right, and spacebar to jump.  Left clicking the mouse will fire your first action in the direction of the mouse pointer if it is an aimed spell, or simply around you if it is a melee spell.

Ok, so now what do you do?  I'd recommend exploring any buildings you see.  Inside the buildings, you will find things like consciousness shards (which allow you to do things in the strategic part of the game later), health and mana potions, and even gem dust.  In regions such as abandoned towns, you should search houses for studies and libraries as well.  These are the best places to find more books.


After you've collected a bunch of health and mana potions, you may want to consider taking on your first boss.  On the map above, you can see a number of rare commodity towers (all the triangular memory crystals, in this case).

These towers that have several bosses in them, and at the top of the tower is the rare commodity that you saw on the world map.  You will get EXP for killing each boss, and further EXP for bringing the crystal back to the Memory Archive in your settlement.  At higher levels, the towers also can contain elusive crafting materials like sunstone or moonstone.


Eventually, after your civilization gains a few levels. you will have to scout new regions to see what is in them (any regions above level 3 won't show you their icons automatically). To scout regions you must first expose them on the world map by moving around it. After that, go into a settlement and speak to the Hearth Guardian Stone, and you will then be able to assign the NPCs living in your settlement to go explore for you.

Once a region is scouted, you will be able to see if there are any resource stashes in it that will aid your settlements, or things like evil outposts and overlord lairs, which contain the big bosses for this part of the world.


One final thing: remember those warp scrolls we talked about? Well, any time you are in the side view of the game, simply open your dungeon/chunk maps by pressing either comma or period.  Once these are open, you can click on any part of the map you have already been to and you will automatically warp to that area. So, for example, if you are deep into a large building, using these will allow you to leave the building without having to back track through every room.

That should be enough to get you going.  I don't want to give you everything, since this is a game about exploration, after all.  Happy adventuring!

Monday, September 12, 2011

AVWW Update: Windstorms, Fast-Travel, Vengeful Ghosts, Strategic Overlay, Citybuilding, Character Selection/Stats, Caving, Boss Types



It's been a couple of weeks since our last update, but we've been hard at work!  No video  this time, but I wanted to tell you about a few things that are new or altered in the game, since we're getting close to public beta.  We're hoping to hit that stage in about another week and a half if the final preparations continue to go well (as they have been so far).

New Windstorm And World Map Exploration Mechanics
In past videos and blog posts, we've shown and talked about the windstorm mechanics of the game, which I won't re-explain here -- because those have been completely tossed out and replaced with something more fun.  The old mechanics, which basically had kind of a "musical chairs" general design to them, were one of those things that sounded good on paper but felt awkward in practice.

The new windstorm mechanics are simpler: there is no windstorm counter, and you never get "lost in a windstorm."  You can wander freely on the world map, except into the ocean, the lava flats, or the deep, without fear of getting sucked into a region against your will.

THAT said, you also can't wander infinitely in the world anymore, either; the only world map tiles that will appear are those that are no higher than five levels above your civilization level.  This gives a more focused feel to the early game in particular, and every time you level up your civilization the world expands!  This has been a really popular change with our internal alpha testers.

So what happened to the windstorms?  Regions that are too far from a wind shelter (which are now more sparsely seeded) show up with a little asterisk behind their region number.  If you go into one of these regions, then you'll see that you're in a windstorm/snowstorm/sandstorm/firestorm/etc, and all the monsters are buffed up to 150% of their normal magical and physical attack powers.  This makes wind shelters still important, because it makes for easier adventuring in regions that are under their protection.

I should also add that now there are roads on the world map, which get automatically formed between wind shelters that you construct, and settlements that you've been to.  All the tiles that are crossed by these roads also are protected from windstorms; later there will also be other NPC-related macro-game benefits to having these road networks, but that's not in place yet.

Fast Travel: Warp Scrolls
This is not something we ever showed before, but on the forums and in one vide we did talk about our plans: essentially, we were going to have a sort of portal system that would get new nodes each time you killed a boss.  There were a lot of minor problems with this approach, though, mostly in that there were still plenty of inconveniences for the player, and that it felt like an immersion-damaging case of "the game developer is helping me out through arbitrary tunnels leading exactly where I want to go."

In other words, it felt like being handed something, rather than like winning something for yourself, and it still made for some annoying backtracking through areas you had already been; just less of it. I wanted to get the annoying backtracking down to as close to zero as I could possibly manage, and to have the players feel like they weren't being handed something through the fourth wall (narratively speaking).

The solution turned out to be remarkably simple, thanks to the dungeon and region maps that we already had in the game (which you can see in the last video we did, although the graphics are a lot more polished on it now and there's added information in the nodes and their tooltips, such as rooms that are destroyed, areas that have "side links," or areas that you've not visited yet).  The solution was just to give players "warp scrolls" that they can craft and use to get back to any dungeon node anywhere in the region they are currently located -- if they've already been to that dungeon node.

This is something that a lot of games wouldn't do, I suspect because they want you to actually spend more time traveling since the world is ultimately only so big.  AVWW's world is literally infinite, so in our case there's actually a big incentive for you never to visit the same place twice unless that place is a settlement or a challenge that you're completing a small bit at a time (or failing at multiple times, as the case may be).

My big fear was that this warp scroll mechanic would make the world feel artificially smaller, since every time you want to get back to anywhere in the world you've already been, you just walk to that region on the world map, enter the region, pull up your region map, click the dungeon you were in, and then click the specific area of the dungeon you want to go to.  And presto -- you're there.

I worried that would make things seem smaller, but in practice I don't think it does, because to get to some place in the first place, you have to put in the time to travel there on foot.  It's only once you've been there at least once that you can warp back there anytime you have need to.

Next, of course, was the challenge that we didn't want players to go harvesting purple dispersia dust all the time just so that they could fast-travel around.  Purple dispersia is our entropy-themed gem for the game, and one unit of dispersia dust can be used to craft a number of warp scrolls (I think four).  Having to spend your dispersia dust would be a major ongoing chore that I wasn't keen to inflict on players.

What we decided to do was to make it so that the any of the guardian stones in the game (of which there is one green "hearth guardian stone" in every settlement, for instance) will automatically refresh your inventory back to two warp scroll if you presently have fewer than two.  This makes it so that you can't spam the warp scrolls, and if you want to do a multi-jump expedition (for some reason I can't fathom) you need to use some purple dust to craft more than the two base warp scrolls.

So the flexibility is still there, but most expeditions consist of visiting a settlement, crafting some stuff, taking some other macrogame-related actions (that I'll talk about below), letting the hearth guardian heal your mp and hp back to full for free, letting it refresh you to two warp scrolls, and heading back out again.  Quickly walk to the world map tile of the region you wan to visit, use a warp scroll to go where you want in the region, and then use the second warp scroll to get back to the area of the region right by the world map when you're ready.

All in all this is really different as a mechanic than anything we've encountered in other games, but it fits really well with the infinite nature of our world, so that's nice.

Permadeath
Permadeath is something we've been talking about for a long time, since the game has been talked about at all in fact, and it's still very much in force.  However, the way in which we're going about it has recently changed.

Previously, when you died that meant that you dropped all your inventory where your character fell, and to get that stuff back you'd have to do a corpse run.  In the meantime, of course, you'd have to craft your own lesser things in order to get back there.  And, just as annoying as having to craft a bunch of stuff that I've already crafted before and which in fact is worse than what I was just using in the field, was the fact that I'd have to rearrange my inventory constantly to get it back in my preferred arrangement.

For me, that tends to be a long-ranged spell on my left mouse button, a melee-range spell on my right mouse button, wood platforms on my middle mouse button, some other special function (varying by context) on my fourth mouse button, and then ride the lighting (double jump) on my fifth mouse button (I use a Razer DeathAdder).  Then elsewhere on my main ability bar I'd have health/magic restoration potions or scrolls, which I can easily activate by right-clicking them in the main interface, or pressing the corresponding number key to use them.

Anyway, in practice what this was meaning was that every time I would die -- which can happen as often as every few minutes, in this game, if you play up in region levels compared to your civilization level -- I would be stuck spending 2-3 minutes crafting some repetitive scrolls and spells, and rearranging my inventory.

And with the addition of the warp-scrolls fast-travel mechanic, suddenly corpse runs fell into only two camps: trivial or impossible.  Either you would die, every time, trying to get your stuff back; or it would be simple to pop in, grab the stuff, and jet out.  There was rarely a middle ground.

Our goal with the permadeath mechanic, unlike in roguelike games, has never been to punish the player or end the game.  Rather, what we're trying to do is craft a large and meaningful world where actions matter -- and what action is more narratively meaningful than someone dying?  That person is then gone forever, and people may have emotional reactions to this, etc.  It's one of the few truly one-way doors of the human experience.

Nowhere in that goal is there something that says we want to inconvenience the player as part of it; and generally we find any inconvenience to the player is counter to the game design we want to have.  Therefore: when you die, you now get to keep your inventory, and it stays ordered exactly as it was, etc.  Thanks to warp scrolls being given out free from the hearth guardian stones (which you respawn right next to in the last settlement you visited), there's not even a "time tax" when the player dies.

This, of course, would make death feel as meaningless as in a Mario game, except for...

Vengeful Ghosts
What we really wanted to do was make it feel like death actually matters.  And this is a game about a broken, magical world.  So we took a bit of inspiration from my old "Alden Ridge" game design, which featured zombies heavily, and decided to make death matter in a very literal way: any human character (player character or NPC) who dies now immediately turns into a vengeful ghost version of themselves.  Neutral skelebots, since they are robots, do not do turn into ghosts.

The ghosts themselves are freaky, purple-glowing, floating apparitions which slowly move towards you, and kill equal-level characters in a single hit.  They remain behind in the area you died in, so this actually adds back some measure of that "do I continue onward or do I head back for safety for now" tension that I so admired in Demon's Souls.

Particularly with bosses.  If you are fighting a boss and die, then not only do you have to once again face the boss that killed you, you also now have to face an evil ghost version of the character the boss killed.  Die three times with the boss, without killing any of those ghosts, and suddenly it's three ghosts and the boss you have to face.  Yikes!

Of course, given that this is an infinite world, there are always other bosses and other goals you can pursue.  But this is now a choice that you face.  Do you go somewhere else in the world for a while, accomplish some other goals, level up in the process, and then come back to tackle the thing that killed you the last time?  Or do you go directly back and try your hand again against the boss AND the ghost, knowing that you might just succeed in making it a boss and TWO ghosts when you ultimately do come back.

These sorts of tough choices are something that's interesting to me as a player and as a game developer, and I like that vengeful ghosts add this.  However, that's not all they add, as I'll talk about further down.

Oh, and one last note: if you or another character dies in an area under the influence of an Illari (read: settlements, wind shelter sites, etc), that dead character will go peacefully away instead of turning into a vengeful ghost.  Thus the prevalence of "sweeps" whenever one character dies in a settlement is negated.

Strategic Overlay
This is something that Keith and I have been talking about internally since the start of the game, and which Keith has been working on now for several months, but we've never talked about it publicly.  Basically, while the core of this game is definitely always going to be a Metroidvania-style action-adventure game, we also wanted to pull in some of our existing experience with strategy games.

Specifically, in this case, turn-based 4X games.  Right now, as a standalone strategy game, the strategic overlay of AVWW would be trivially simple and not that satisfying.  However, as a subsystem of a larger adventure game, this adds some elements that have never been seen before elsewhere.

The strategic overlay is basically a special view of the world map that you can get via talking to the green hearth guardian stone in any settlement.  This view shows the status of all the NPCs in that settlement, and lets you give them orders that they will carry out for you on the world map.  You can pan around the world map like in any strategy game, and it even has a resource bar at the top showing your available quantities of resources such as wood, stone, and "consciousness shards."

Consciousness shards are found all throughout the adventure mode of the game, and every player gets a small windfall of 100 such shards every time your civilization level increases.  Consciousness shards are of mysterious value to the Illari, and basically are pieces of people that didn't survive the shattering and reforming of the world.  These shards are your main currency in the macro-game of AVWW, which consists of the strategic overlay and the citybuilding segments at the moment.

I mentioned that the strategic overlay is a turn-based game.  This fits particularly well with the Metroidvania-style action-adventure mode, because you can go out adventuring for as long as you want without fear of the strategic aspects getting away from you.  The top-down strategic map is exactly where you left it when you come back, with the exception of anything that you explicitly changed while you were out adventuring in the side-view.  It's all one world, after all, even though you're able to interact with it in the manner of several genres at once.

The Passage Of Time, Day/Night Cycle
In the past I said there would never be a day/night cycle, but we actually decided to implement one after all.  Part of that was due to our inclusion of Unisky and its amazing procedural clouds, but we also implemented a down-level "static skies" option for graphics cards that are too old to run Unisky (which requires shader model 3.0, unlike the rest of the game).  And of course, the day/night cycle then had to be functional in both sky models.

Anyway, the day/night cycle doesn't actually affect the literal passage of time in the broader sense.  Much like in The Ocarina of Time, the day/night cycle affects various aspects of minute-to-minute adventuring, but it doesn't affect the overall larger story (unlike, say, Majora's Mask).


"Ending a turn" in the macro-game of AVWW is more like actually progressing the story in a typical adventure game.  Enemy units move around on the world map, new ones may appear, all your NPCs get refreshed and can take more strategic-level actions again, etc.  And, nominally, a week passes in actual gametime.  The actual turns in the macrogame are the only real concept of the passage of time that are held in this game, and the day/night cycle is completely unrelated to this.  Like in a lot of games.

Another Way That Death Matters
Now that I've explained how the concept of time works in the game, this means I can explain another effect that death has: it wears on the minds of NPCs.  If you go around murdering NPCs, or you yourself play character after character who dies, NPC morale/happiness becomes temporarily depressed with each death, and thus productivity and available options for that NPC also go down.


That said, as in real life, the effect isn't permanent: each death only depresses the NPCs for ten turns.  It's a fairly simple mechanic, but effective, and the entire NPC model is something we look forward to experimenting with and expanding upon through beta and beyond.  There's a lot of interesting directions we could take this, and right now we're just taking the first steps along those paths.

NPC Strategic Actions: Exploration, Construction, and Invitations
 I'm sure that it has not escaped your notice that I never said exactly what sort of actions the NPCs could take in the strategic map part of the game.  Right now it's limited to three things, but throughout beta and beyond we're going to be building this up more.

First of all is exploration: you can click on a tile on the map in the strategic overlay to reveal extra info about it and the surrounding types.  Some NPCs are better at exploring thanks to their innate qualities, and explore further with each click.  When a region tile is explored, any sort of special locations or resources become revealed.

You can totally ignore the strategic map and find this stuff manually on foot if you prefer, but that's really wasteful of your time.  As with AI War's galaxies, the worlds in AVWW are filled with both interesting and uninteresting places to go.  NPCs in AVWW, like the scouts in AI War, let you find out about places without actually going there, decide what you find is interesting, and then go there.  That way you get both the massive world and imperative to explore, but without the boring task of wandering around aimlessly through endless areas that don't match what you're looking for.

Things you can find via NPC exploration at the moment: resource deposits that your NPCs can mine in citybuilding mode; evil overlord lairs housing the evil overlord oppressing the area; evil outposts housing lieutenant bosses that support the evil overlord; and rare commodity towers that are special vertical dungeons filled with minibosses with a special crafting component at the end.  This is also how you now find the memory crystals mentioned in past blogs and videos -- through the rare commodity towers.  Once again, we expect to build in more things to find via NPC exploration over time, but this is off to a pretty cool start if I do say so.

Secondly is exploration: when you are visiting a region that has a potential wind shelter site in it, you can travel across that region to the site and manually build the wind shelter yourself.  If that's what you want to do, then more power to you.  However, if you've discovered the potential wind shelter site on the world map, you can actually order your NPCs in the strategic overlay to build the wind shelter for you (and the attendant road network extensions are automatic).

Thirdly, and finally for the time being, is invitations: normally in a settlement, there are only so many NPCs present.  Three to five on average, I'd say.  You can only do so much with that number of NPCs.  However, as you play through adventure mode, you will locate individuals or small groups of NPCs living under the sheltering influence of various Illari. You can find them underground, at potential wind shelter sites, and elsewhere.  When you encounter these NPCs in adventure mode, you can't directly invite them anywhere.  But it does mark their location in the strategic map.  Next time you are in a settlement, you can use the strategic overlay to invite those found NPCs to your settlement.

Citybuilding
I mentioned earlier that character deaths cause NPCs to lose productivity for ten turns.  But if you look at the list of things NPCs can do in the strategic overlay, none of those are affected, or make sense to be affected.  There's another top-down mode, also accessed via settlements, which takes the form of a simple citybuilder.

In this mode, you can plan the layout of a top-down section of the settlement which you cannot directly walk to in adventure mode.  You can place things like warehouses, farms of different sorts, houses, mining and refining buildings, wells, and so on.  Most of those have functions that are fairly obvious in a broad sense, I expect.  Note that the interface shown to the right is still very WIP.

A lot of the details of the citybuilding part of the game I don't want to get into yet because Keith is still working on implementing it and we're still working on playtesting and refining it in general.  He'd kill me if I said anything that could be construed as a promise of a specific implementation of such a feature being implemented, as then that would severely hamper his ability to change said features if it later turned out to be a good idea to do so (as has happened numerous times as we pursue our immutable design goals, as you can see above with permadeath, windstorms, etc).

But the general idea here is that it works like a fairly simple citybuilder, with settlement residents needing a place to live and work, and with them able to produce raw materials or finished goods that you can then use for other purposes.  You can also do things like upgrade the NPC houses, but to do so requires access to various goods, etc, etc.  This is also where the graves of your past characters who have died show up.  And as you want to expand your buildable area you have to get your NPCs to chop down trees, etc.  All of this is also turn-based, using of course the exact same turns and NPCs from the strategic map.  It's all one thing, it just depends on where you decide to use your NPCs.

Strategic Units (Including the last bit about Vengeful Ghosts)
Whew.  Now that I've explained all the above about broadly what the strategic overlay and the citybuilder aspects even are, I can tell you about strategic units.  Right now these are always enemy units of either of two sorts: bandits or vengeful ghosts.

Bandits appear every so often and threaten a settlement of yours; you can opt to either pay them off (they are demanding resources of specific kinds), or you can send out the lone adventurer hero-person to do them in directly (that would be you, going out to where you see the bandits on the world map and then fighting them in adventure mode).  Later we expect to have a third option that is more in keeping with the strategy/4X aspects of the game, but since those are still heavily in development I don't want to talk specifics yet.  We expect to start playtesting those mechanics sometime during beta.

So that's the bandits: they appear every so often, ask for resources, and advance on your settlements every turn if you don't kill them or pay them off.  And then next time you visit the settlement in question in adventure mode, the bandits will be there and will do their best to kill off your NPCs, who fight back, but weakly.  Expect a massacre; so unless you want to see a massacre (which is kind of fun, actually), don't let the bandits actually reach your settlements.  At the moment you have about three turns of warning before they would get there, but we're thinking of extending that pending some more playtesting.

But what about vengeful ghosts?  Normally those just haunt the area you died in, right?  Well, this is true... until you have four ghosts haunting the world.  Once there are four ghosts, they form a strategic unit of their own wherever the last ghost was located.  And then, every turn, they advance on your settlements, too.  And boy is it really a massacre if they get to your NPCs.  The good news is, when they are advancing on you they are generally in a less dangerous locale than wherever you died in the first place.  So you can fight the four ghosts without having to worry about, say, a boss or lava or whatever.

Did I mention that these ghosts retain the name and appearance of the characters that died?  It's pretty neat.  We're also in the process of experimenting with some other ideas for them, such as having them leave trails of temporary miasma as they move, etc.  We're still experimenting with what feels best.



Procedural AND Hand-Crafted Interior Rooms
Moving in a completely other direction from all the macro-game stuff we've been talking about: let's talk about interiors.

The rooms that we've been showing off so far were all hand-crafted using a map editor (which will be publicly available), and then are procedurally filled with things like doors, monsters, objects, etc.  This is still in place, and I think it works out really well.

However, we now ALSO have some purely procedurally-based room types, mainly for evil outposts and overlord towers and pyramids and things of that nature.  These rooms are actually whole series' of little interconnected rooms with maze-like corridors.  They show up as a single node on the dungeon map, but they are much larger than normal interior rooms, and much more twisty.

They add a fun bit of variety, I think, and I look forward to pushing the pure-procedural rooms even further in the future.  These basically incorporate a lot of what I had originally done, then discarded, then publicly released for the top-down view, but it's much more straightforward working with the side view.

Interior Locked Doors ... But No Furniture Yet
We've been working heavily on polish, the first bits of content development, the macro-game stuff, and so on.  That's been quite a process in and of itself, and so something that is mostly aesthetic, like interior furnure, hasn't made it in yet.  This makes a kitchen and a bedroom and a bathroom look disappointingly same-y at the moment, but it won't always be that way.

We just didn't feel it was worth pushing beta back any for, when it's mostly an aesthetic thing and can be slotted in later.  The interiors do look quite cool anyway, as you've seen in the past videos, but they all look more like barren dungeons rather than like houses or office buildings just yet.  All good things in time!

On the other hand, since locked doors add such an interesting actual gameplay twist to the game, those are already in place.  Keys are problematic in such a massive procedural world, especially in multiplayer.  So we did it with switches, instead.  You go into a special switch room, fight past the obstacles there, and... um... pull the lever.  Then the door in another part of the dungeon opens.  And sometimes something else happens.  Watch out for that.

Locked doors and switch rooms are right now confined to evil outposts and evil overlord keeps, so it will be a little while before you are likely to encounter those on your first playthrough.

Character Stats
One of the chief challenges of making any game is managing complexity.  Where do you want the game to be complex -- where is complexity fun -- versus where does complexity need to be culled.

In the case of our core character stats -- health, magic points, magic attack, magic defense, physical defense, and magic casting speed -- we decided that was too many stats to be fun to manage in an action game.  Therefore, magic defense and physical defense are now gone, and the only relevant defensive variable is health.

That is not to say that there won't be ways to augment your defensive characteristics throughout the game -- far from it.  But those augmentations will be largely in the form of spells or equipment that you use on yourself to temporarily or permanently buff yourself.  In other words, those are player choices that get made, further into the game when it is more interesting, versus it being an extra pile of stats that players have to wade through every time they choose a new character (at the start of the game or otherwise).

Character Selection
In the past, we talked about how when you died, you'd be able to take on any NPC you'd met, or choose a "random wanderer."  In practice, we never got around to implementing the former because we couldn't think of a way to do it that would present as clean an interface as just choosing a wanderer, AND which wouldn't lead to massive depopulation of your settlements.  If every time a player dies, some settlement loses an NPC, that's a big penalty!


So we're just sticking with random wanderers -- when you die, you get to choose a new character that previously did not exist in any settlement or any survivor camp.  This character is new to the world, and if they die then you pick another character that is new to the world.  This keeps things simpler and freer-feeling -- the vengeful ghosts are disincentive enough not to die!

What if you want to take over an existing NPC in your settlements?  After all, the ability to do that is pretty neat.  Well, we plan to implement that in a different way.  It's not in yet, and probably won't be in for the very first beta, but we're going to implement essentially a "body swap" spell scroll.  That spell scroll will require a semi-rare commodity to craft, so you won't be using it all the time, but you'll be able to swap your "wandering" character for another NPC if that's what you want to do.  Thus your net population of your settlements still isn't negatively affected, but you can take over NPCs if you want.


Cave Depth And Appearance
Another something that is new is how the caves work.  You know those little wooden platforms that are so plentiful, almost like ladders, throughout the surface tunnels and the higher-level caves?

Well, every time you go down a dungeon (each cave system is a dungeon, and you can often go 8ish dungeons down in most regions, or infinite dungeons down in a few regions), the prevalence of those wooden platforms goes down.  How much varies by the region, but it's usually about 10% per dungeon.

Thus, in most cases, after about 10 dungeons down there are no longer any platforms at all.  And when that happens, the visual look of the dungeons turns very molten and lava-like.  You won't need to wear a heatsuit like in the lava flats -- probably -- at least you don't at the moment -- but it's a lot more hostile of an environment, and there's lava instead of water, etc.

Also as you go into the undergrounds, the "chunk level" (kind of like region level) goes up by one each time.  So if the region level is 5, and you go into the first cave system, you're fighting level 6 monsters.  Go another dungeon down, and it's level 7 monsters.  Etc.  Thus even older regions that you've been exploring for a long time can still have interesting and level-appropriate underground dungeons that you can get to.

Lastly for now, cave appearance actually varies by region type now.  So if you're exploring in the ice age, the underground is icy until you get to the molten parts, which are further below the surface.  If you're exploring underground in the lava flats, it's molten all the way down.  If you're in the ocean or ocean shallows, and somehow are surviving the toxic water there, then the underground caverns you can find there are all also submerged in toxic water.

Explicit Difficulty Levels
Having dynamic difficulty levels is something that has always been a goal of mine for this project, and to some extent we have achieved that.  You can play up or down in region levels, and that affects how hard the action-adventure parts of the game are.  However, some alpha testers were finding even the same-level regions to be too challenging right from the start, which is harder to overcome.

To make matters worse, there's really more to the game than just the action-adventure difficulties, anyhow.  What happens if the vengeful ghosts form a party and attack your base settlement?  This happened to Keith's wife, and they wiped her whole town and made her think she was going to have to start a whole new world.  This was an understandable response, though she really could have just walked to another settlement and started over there, but new players aren't going to have any way of knowing that if they haven't read much about the game and haven't explored far enough to find more settlements yet (there usually tend to be three withing walking distance right at the start of the game, but it varies randomly).

These are problems that are somewhat impossible for us to solve if we don't have any indication from players what sort of experience they are looking for.  Are you looking for a hardcore strategic element, or something casual that you can just flit through to get your exploring done?  Do you want to have enemies kill you in two blows, since they barely ever land a hit on you, or does that sound insanely masochistic?  Even just among our in-house alpha testers, the answer varies wildly: I fall into the I-want-two-hits-to-kill-me camp, for the most part, but I would never intentionally inflict that on the wider player population.

So what's the solution?   Using both dynamic and explicit difficulty levels.  All the work that has already gone into dynamic difficulty-setting based on relative region level is still valid, and in fact will be particularly so for multiplayer, when players really do need to be able to tune their own experiences compared to their compatriots.  But, on its own, it just isn't enough.

Therefore, when you start a new world it will now first ask you for a Strategic Difficulty and an Action-Adventure Difficulty.  If you aren't sure what you want, you can take your best guess and then change it at any time while you're playing.  You'll never have to start a new world just because your feelings on the desired difficulty level have changed.  But splitting out this difficulty lets people have a difficult strategic experience and an easy action-adventure experience, or vice-versa, or anything in between.

You Will Actually Be Able To Pause This Game
Originally we were not going to have a pause function because of the multiplayer mechanics.  However, this is something that we've known was non-ideal, and we just didn't have a better solution... until now.

Because of the way in which multiplayer games are segmented, if you are in one part of the world and I am in another, then the server is keeping track of both of us but our computers don't have info on each other.  If we're playing in the same area, then we both have the info on that area and each other, as does the server.

Why does that matter for pausing?  Well, it means that we actually can pause based on the "chunk" (local area -- specific node on the dungeon maps).  Rather than having pause be a global state, the action of a specific chunk can be paused when one the players in that chunk wants to, and then it only impacts the players in that chunk.  Thus if the phone rings, or the kids come in, or whatever, you don't wind up getting killed and at the same time you don't wind up halting an entire server full of people from doing anything.

Presumably anyone you are adventuring with that closely is someone you want to keep up with anyway, so if you pause they want to wait for you.  If you're someplace commonly used by everyone, like a settlement, there's no need to pause anyhow, since there's nothing dangerous there.

This might seem like one of those "duh" features, and in fact looking at the solution it seems patently obvious.  But trying to balance something as simple as pausing the game for solo play as well as various multiplayer scenarios is surprisingly challenging.  Ideally we wanted all the various modes to work identically, so that people who play both solo and multiplayer don't have to mentally adjust or learn new mechanics each time they switch.  And this does it!

Boss Types: Micro, Mini, Lieutenant, Overlord
There really is a ton of new stuff in the game since the last blog post I made, and there's no way I can cover it all, so this is the last thing I'll talk about.  There are basically now four kinds of bosses in the game:

Microbosses are the smallest, and are really just elite regular monsters.  They have a name as well as unique and buffed stats, and basically this is what the strategic bandits are: a collection of these.  In the past I've referred to these as "named monsters," but microboss is a lot clearer as to their function.

Minibosses are the most common kind of boss in the game, for sure.  They are different in appearance and function from any of the regular monsters in the game, although often they are thematically related.  For instance, there are regular amoebas that you fight in the game, and then a Giant Amoeba miniboss.  Others won't have a regular-monster counterpart.

Lieutenants are special bosses that aid the overlord.  Each lieutenant has their own evil outpost, which you can invade and destroy if you wish.  If you don't choose to do this, then when you attack the evil overlord in their lair, all the nearby lieutenants will come to join them.  Yikes!

A lieutenant is basically an elite miniboss, in function: they are exactly like other minibosses, but with better stats and the added behavior noted above.  NPCs complain about nearby lieutenants that are bothering the settlement if the overlord isn't bothering them more (or if there is no overlord at the moment).

Overlords obviously have the toughest stats of all of bosses of an equal level.  These bosses will ultimately be larger and more complex than the minibosses (which are themselves quite large many times), and nothing other than overlords will use the overlord entity types.

At present, since we've only had so much time for content development yet, overlords actually are just lieutenants with even more stat buffs.  That won't last more than another couple of weeks, before we get at least the first overlord entity type in place.  It just hasn't been an early priority since it's so long before the players actually even meet their first overlord.


Public Beta's Getting Near!
Coming up in the next week(ish) we will also have our beta trailer, as well as a completely revamped set of AVWW web pages, screenshots, etc.  It's been a long road for this game already, but we're finally hitting the point where it's just about ready for early public consumption.

There's still a lot we have to do, though, to hit our 1.0 goal.  Most likely we won't hit the point of 1.0 until early 2012, because we want to pack a ton of content into the game and so far the main focus has been on worldbuilding, engine development, and all the various game systems.

There's plenty to do already, where you could easily get a dozen or more hours out of this game, but the true variety is something we're going to be adding through our daily-or-nearly-so beta patches once we hit public beta.  We're really excited to hit that point, but we really want to be clear to players that will be considering early beta that we have a little bit of everything at this stage, but not a lot of any one part yet.  Our work between first beta and 1.0 is to make it so that there's a lot of everything!

One thing that I do want to mention, though, is that initially the beta won't include any multiplayer component.  We got a rough version of that working early in the project, but it's been semi-neglected as the game has grown up since we've been trying to focus on the game itself.  It's definitely not ready for showtime, and we don't feel like we can hit both an awesome single-player and multiplayer experience right from day 1 beta without delaying beta for a few months.  Therefore, multiplayer is just what's being delayed a few months, and we're going ahead with the beta in the meantime.  This doesn't mean our commitment to the multiplayer component is slipping at all, but this is the way in which we feel we'll be able to deliver the strongest experience to everyone -- single and multi player -- in the most reasonable amount of time.

If the responses of our internal alpha testers are any indication, though, things are definitely looking up already for the game.  Stay tuned!

Friday, August 19, 2011

A Valley Without Wind #14 - Beta Gameplay Footage Part Two (Crafting!)



This time the video is all narration, and covers just about everything I would have said in a blog post after this past week.  So very short post this time, and here's the video:



Video Notes
Gameplay footage after about 30 weeks of development.  No music this time, sorry, as the voiceover runs throughout and is already condensing a lot of info into these twelve minutes.  The volume on the voiceover is better this time; thanks for mentioning it last time!

The first half of this video runs through some tech unlocks, three crafting interfaces, and the inventory.  We know this is stuff people have been wanting to see in action for ages, so we're really excited to finally be able to share it.

The second half of this video shows a bit of the new worldbuilding stuff from the last week.  Specifically, it shows indoor lighting, a very few of the new interior room shapes, as well as showing what happens when you die.  I venture foolishly into a region 6 levels higher than myself, and get killed in one hit when a boss reaches me.

Side note: the very platformy nature of the wind shelter area where I find the lone NPC and put up the wind shelter is somewhat temporary.  The general structure is right, as it makes for efficient organization for settlements compared to what was shown in the first video, but the visuals need some work to make them more cohesive.

Also shown in this video are a number of new or revised spells.  The energy lance visual effeect I could never get looking the way that I wanted because something that moves that fast doesn't do well with a purely particle-based system.  So now we have the energy pulse instead; replacing the visuals but keeping the function.

The new circle of fire and ice cross are the first of new directional kinds of spells, and then the launch rock spell is the first of a new trajectory-based spell system.  Also shown is the heat suit, briefly; although since it was used in an ice age region it was a liability rather than a help.

Until Next Time!
More details and another video coming sometime in the next few weeks.  But definitely not weekly in general, because it cuts into actual development time too much.  But this was definitely a video that has been a long time coming, so we're really excited to share this one in particular.  Enjoy!

Saturday, August 13, 2011

A Valley Without Wind #13 - Beta Gameplay Footage Part One (Video)



It's been just about two months since we last did a video of AVWW, and we've been very busy! This is the first true "gameplay video" that we've ever done, where it's all one long un-cut stretch of in-game footage rather than a trailer with chopped-up clips.

This is also the first time we've ever included actual game sound effects in one of the videos, so you can hear all the work Pablo's been doing on that front.  There's still dozens more sound effects he's working on prior to beta, but it's really sounding great already.

This video really speaks for itself a lot more than any that we've done before, so this accompanying blog post is going to be comparably brief.  Or rather, a lot of my commentary is embedded in the video as voice-over, this time.  And a lot of the rest of it has been on video-less blog posts stretched over the last few weeks (with more to come).  Keith does have an accompanying blog post that he's going to make related to this video, I believe, but I don't think that will be until next week.

So, here's the video in question, anyhow:



There are a couple of things I'd like to note in particular that the video itself doesn't yet note:

Bosses
We do have bosses in the game, and you can actually see me kill a couple of them.  Look for the skelebots that I have to fire lots of fireballs into, and which have little names above themselves (or really, a serial number in the case of skelebots) instead of just saying "Skelebot" above their health bar popup.

That said, I don't want to give the impression that the bosses in this game will just be regular monsters with buffed stats.  We will be doing that for what I guess I would call "micro bosses," so in that sense the video is a good representation of how those will work. 

Micro Bosses
These micro bosses have buffed stats and are actually more unique in their stats in general compared to their non-boss kin.  They may have custom behaviors at some point, but probably not before beta if at all.  So in terms of bosses, these are really kind of underwhelming, right?  They're what I'd been referring to as "named monsters," and they are minor and common.

Why have micro bosses?  Well, bosses of some flavor need to be a fairly common occurrence in A Valley Without Wind for two reasons:

1. When you defeat a boss, micro or otherwise, a teleport portal spawns in their chunk that lets you fast-travel to and from any other portals in that region, including one that then appears at the region entrance.  As you will see later in the video, this is hugely important to general game flow.

2. Normal smaller monsters (aka, anything that isn't a boss) don't give you experience points when you fight them.  The only way to get EXP, therefore, is by either helping NPCs out (the whole hopes/needs thing), doing other civilization-improving tasks  (wind shelters, etc), following other side quests (like the memory crystals), or by killing bosses of whatever stripe.

Anyhow, micro-bosses use the same general underlying framework that the traditional mini-bosses and full bosses will also use.  The larger flavors of boss will actually be larger, of course, and will also not be something you can mistake for a regular monster that is unusually tough.  We're really excited about what we have planned for them, and Phil is working on art for the first full boss at the moment. 

The wind shelter you see in the video (as well as all the new icons on the world map) are Phil's handiwork as well, by the way.  As are the crafting workbenches, which we showed in past screenshots.

Why No EXP From Small Monsters?
I think I wrote about this in a past blog post months ago, but this bears repeating.

Exploration and killing small monsters used to grant EXP, but we found that encouraged OCD-like behavior in terms of exploring every little nook and cranny and killing every enemy in sight.  This is the exact opposite of what we want to encourage: as with AI War, what we want players to do is look at a massive world, filter out what isn't important, and then go for what is valuable.

Some of the individual buildings have upwards of 1000 rooms in them, and we don't expect anyone to go through all of that (though, technically, you can).  Instead, it's all about using your maps and scouting intel (the details of which are still being worked out) to plot an efficient course through buildings that gets you what you want and then gets you back out in one piece.  A little bit of that is shown in the video, and that actually applies to underground caverns, too.

The other reason that EXP isn't granted from small monsters is that it's incredibly easy to farm small monsters.  So that's why monsters don't give drops, either.  The things that you find in the world are a non-renewable resource.  Bosses, loot pickups, all that stuff: once you find it and claim it, you can't come back later and find it there again.  The world overall is infinite, of course, so it's not like you ever run out of things to find -- but you can't just stay in one region, or in low-level regions, forever.


About That Self-Chosen Difficulty
In the video, you'll notice that I start out playing in a level 1 region, while I am also level 1.  When I fight those skelebots there, it's pretty much one-hit kills and pretty straightforward.  They hit me as well, and I believe I had to heal once or twice, but I'm generally quite good at the game and so it was no big thing; fun, but not really a challenge.

So the first thing I did when I went to the world map, after requisitioning some health and magic potions, was to go a little further afield and go into a level 2 region.  You'll notice how much more challenging that was: even the bats took multiple shots to kill.  I had to heal several times, though I had an abundance of healing potions so that wasn't too bad a thing.

Why did I get so many potions before heading out, though?  Well, to be honest, this was actually my "second take" of the video.  The first take that I did went... poorly.  I was being gutsy and went all the way up to a level 4 region in that one, while still being civ level 1 myself.  I was actually able to get in and get crystals and things, but I wasn't able to get out alive; after about my fourth character had died in 15 minutes of video, I decided to scrap that and try again with a more reasonable difficulty (meaning, just shifting to playing in a lower-level region for a while).

You'll also notice that I was mostly heading east on the world map, which is sort of the wimpy direction to go in.  If I was feeling masochistic, I'd have gone east, where the difficulty ramps up sharply after just a short ways.

Final Note: The Early Game Balance Is Not Yet Fully There
Just so you know.  We were rushing to get it so that we could show you this video, and we haven't done as much playtesting yet with the starting experience as we'd like.  Keith and I tend to start with a testing loadout of spells and abilities, and play from there when we're testing.  It's very quick for us for testing, and in that sense is really useful, but it means that the start of the game has not yet been brought up to the same level of balance as later parts of the game are.

What do I mean by that, specifically?  Well, I only have a couple of abilities --fireball and fire touch -- and some wooden platforms.  That part is fine for just starting out, but what isn't fine is how long it was taking me to get the crafting materials and research unlocks (profession books) to get anything more.  What you were seeing was more the later-game pacing, when you already have a lot of interesting abilities and tools and the focus is on using them rather than getting new ones ever two minutes.  The early game in a new world needs to get you more interesting stuff, faster, and by the time we hit beta that will be balanced properly.

Worlds Are "Lazy Loaded," Which Is Awesome For You
The game balance stuff is actually going to be a huge focus for myself and Keith this next week, and when we do the next video you'll see the fruits of that work reflected in the very same world that we've started showing you in this video.  As with AI War savegames, worlds in AVWW can be loaded in newer versions of the game, which makes upgrading (but not downgrading) a snap.

With AI War, of course, the entire galaxy has to be created as soon as you enter it, though -- so that means that there's only so much of newer seeding logic that can be seen in older savegames brought forward, etc.  With AVWW, the world is literally infinite and so that means that there's no way to pre-generate everything.

In fact, we do precisely the opposite, and wait until the absolute last possible moment to create chunks and dungeons and regions and such.  This is just good sense in general, but it also means that this game is incredibly upgrade-friendly. 

The parts of the world that I specifically ventured into in this video have already been created, and they are what they are -- when we add furniture and new room shapes, etc, those rooms I already went into won't get upgraded. 

However, for any unexplored room that is in a building I was already in, those will suddenly have furniture in newer versions of the gane.  And for any outdoor chunks that I haven't yet been into, when I go there they will have any other new features that show up there.  Any new bosses I find will start leaving fast-travel portals for me as soon as that feature exists in the game.  The new minibosses and full bosses will start appearing as appropriate even in old worlds once those are coded in, as will any other new regular enemies.

And so on.  This is part of the power of the world-creation engine that we've made here.  This game is designed from the ground up to be continuously upgraded, while still maintaining your worlds.  Making it so that you can create one world and play it forever if you want, getting any and all additions we make to the game seeded right into that world as you continue to explore.  We're pretty proud of how that's working out!

Until Next Time!
More details and another video coming before too long.  Stay tuned!

Friday, August 12, 2011

New Character Concept Art For AVWW, And Time Period Details



The below images are not screenshots, but rather are un-processed original renders that then get scaled down to smaller size for actually being used in-game.  So, hence the label "concept art."

That said, this is basically how they look except smaller when it comes to the in-game running around graphics, while the in-game portraits are heavily stylized and more painterly.  It makes sense when you see it, and we'll show video and screens of that just as soon as we can get the video fully edited and then uploaded to youtube.  The footage is taken, but that's only half the battle!

Let me lastly note that all of the prior character art that you've seen for the game -- Dawn, Darrell, and the Skelebots -- has been removed.  Darrell and the Skelebots have all-new art as you can see below, but Dawn hasn't made it back into the game, yet.  There are numerous other female characters added, though.  And more to come before beta!

The Seven Time Periods With Humans
Overall in the game, there are actually 9 different time periods that we are featuring in the game.  Two of those are from time periods where humanity does not exist.  The other seven are where all the various NPCs are divided into, although I've done a lot more art in the ice age style since that's where you begin the game.

Through beta and after 1.0, it's highly likely that we'll also include some other minor time periods that do and don't include humans in them, but those will mostly be rarer and won't have nearly as much character art as the seven primary ones will.

All 9 Time Periods In Chronological Order
To avoid giving spoilers, mostly what I'm going to talk about here is how people are dressed in each period, and then share that period's name.

Unknown Ancient Century - The "Wild Garden" Age
This is the time period that the lava flats and ocean sections come from.  This is one of the two time periods that doesn't include any humans in it, and it's so far back in Environ's planetary history that it's an unknown date.  That's about all I'm willing to say about this, so far -- you'll find out the rest in-game!

4th Ancient Century - Bronze Age
This is the oldest time period with humans in it.  They are dressed more plainly, often in tunics or togas or similar.  Very cheap clothing by modern standards, and no armor at all.

3rd Ancient Century - Time of Magic
The clothing is a lot more mystical, very fantasy-themed, with still no armor at all.  Magic, magic, magic, here.

1st Ancient Century - Medieval
The clothing is best described as "oversized fantastical armor."  This is a time period where women and men alike are dressed in really bulky suits of armor.  But you can still see their faces and heads.

Full armor/snowsuits/etc that includes headgear is something that you can equip separately on any character, so characters from this time period never have headgear to make the difference clear.

4th Modern Century - Pre-Industrial

The clothing from here is the most cultured out of all the various periods.  Women don't wear dresses, but trend to pantsuits in a retro sort of style, and men wear suits and things like top hats, etc.  It's a very... soft... society in a lot of respects.  But still just as magically adept as all the other centuries.


5th Modern Century - Industrial Revolution

This makes a big stylistic jump, including the first (chronologically speaking) elements that are at all sci-fi.  This is a very adventure-movie-genre sort of time period, mixed with some bits of steam punk.  I really like this time period, personally.

6th Modern Century - Contemporary

This time period on Environ is the most equivalent to our modern times on Earth.  However, given the hugely different society of Environ, you no longer have characters that are just dressed in our ordinary sort of fashion that you'd see on the street (as Darrell and Dawn previously were).

The new style for "modern" in Environ is basically a sort of funky sci-fi blend.  With the very barest accents of sci-fi style armor in some parts, but that's mostly for fashion and not function in terms of this society.  This is the last and in many respects greatest of the human ages, before the ice age that sends everyone into hiding.

9th Modern Century - Ice Age

This is where you start the game, and consequently it's where I've focused the most effort on in terms of art.  For me, this time period -- character-design-wise -- is the least visually flexible, because everybody has to wear some sort of futuristic snowsuit to protect themselves from the cold.  It's still possible to see a lot of personality in the various suits, but this is by far the most one-note of all the time periods when it comes to that sort of thing, simply by necessity.

30th Modern Century - After People

Robots have inherited the earth.  This is the time the Neutral Skelebot character comes from, as well as all the unfriendly skelebots.

Incidentally, the Neutral skelebot is now about half a head taller than the regular skelebots, which are themselves about 9-10 feet tall.  This makes it rather difficult for the skelebot to get into tight spaces inside some buildings, etc -- and forget about trying to put on armor, snowsuits, etc.  Fortunately the skelebots are one of the few characters impervious to ambient heat and cold.


Last Note On Character Designs - About "Variants"
Previously, I was doing hue-shifts on the shirts or other clothing of the characters.  This caused a notable quality drop in the character graphics, especially when they were rotated.  And it didn't really look that different.

Therefore, I decided to take a different approach: drop the colorization, but instead do two versions of each character: their standard version and a variant.  Both can be encountered in the game, and so far as you can tell in most cases they are really different characters.  This tends to be color of clothing, sometimes style of clothing or accessories, often includes hairstyle details and facial features.

But in terms of the actual character assets being used to make them, it's the same base assets just with as-different-as-possible-while-still-looking-good variants applied to them.  The approach is working out really well in practice, as you'll see when we do the video.

On With The Art!

 Valeria - Bronze Age

Valeria 2 - Bronze Age

Lin - Medieval
Lin 2 - Medieval

Jack - Contemporary

Jack 2- Contemporary

Darrell - Ice Age

Darrell 2 - Ice Age
Dave - Ice Age

Dave 2 - Ice Age

Marie - Ice Age

Marie 2 - Ice Age

Richard - Ice Age

Richard 2 - Ice Age

Heat And Cold Matter Now
Not dressed for the ice age?  Well, depending on just how badly your character is dressed, they might be dead in anywhere between 10 and 30 seconds.  Or, don a snowsuit that covers your entire character head-to-toe.  Specifically, this:




It comes in male and female variants, but that's the female version.


Alternatively, not prepared for the intense, searing heat of the lava flats? Unless you have robotic skin, you're going to fry just as fast as you'd freeze in the ice age.  So better bring along a heatsuit, like the following:


That's the male version there, but there's also a female version.  When you craft a snowsuit or a heatsuit, it's just a generic "snowsuit."  But when a character puts it on, it takes on a male or female appearance depending on the gender of that character.

Incidentally, if you've transmogrified yourself into some other lifeform, such as a bat, you can't wear armor of any sort.  So that's one way in which the lava flats remains the platforming paradise, because you can't just fly around in there since you need a heat suit in order to stay alive at all!

Art Credits
As with all of the "commodity art" that we use in AVWW, we've got a huge credits list of which artists did what items, etc.  Since so much of the sprites you see above were pieced together (or wholesale) the work of others, in this case in particular I wanted to go ahead and share the credits even before the release of the game:


Character Elements: “Mark Hair”
Used by Character(s): Richard
Created By: SWAM, goldtassel

Character Elements: “Epsilon”
Used by Character(s): Richard
Created By: Lourdes

Character Elements: “Michael 4.2, Michael Morphs++, Michael Ethnic Morphs”
Used by Character(s): Jack, Richard, Darrell
Created By: DAZ3D

Character Elements: “Victoria 4.2, Victoria Morphs++, Victoria Ethnic Morphs”
Used by Character(s): Valeria, Lin, Marie
Created By: DAZ3D

Character Elements: “Beach Hair”
Used by Character(s): Jack
Created By: Valea

Character Elements: “Hardcore M4 (Uzilite Plus)”
Used by Character(s): Jack
Created By: Bobbie25

Character Elements: “Strike Ponytail”
Used by Character(s): Valeria
Created By: Val3Dart, Lesthat

Character Elements: “V4 Tunic”
Used by Character(s): Valeria
Created By: DAZ3D

Character Elements: “V4 Tunic”
Used by Character(s): Valeria
Created By: DAZ3D

Character Elements: “Moroccan Dreams”
Used by Character(s): Valeria
Created By: Ravenhair

Character Elements: “Lux Lucis”
Used by Character(s): Lin
Created By: ToxicAngel, Ravnheart

Character Elements: “MyLin V4”
Used by Character(s): Lin
Created By: Rebelmommy

Character Elements: “Digital Curlz Hairstyle”
Used by Character(s): Lin
Created By: Neftis3D

Character Elements: “Centurion A.D.”
Used by Character(s): Skelebots
Created By: The Antfarm

Character Elements: “Major Cache”
Used by Character(s): Darrell
Created By: Uzilite

Character Elements: “Major Upgrade 4.0”
Used by Character(s): Darrell
Created By: DzFire

Character Elements: “M4 Elite Texture: Rob”
Used by Character(s): Darrell
Created By: -Yannek-

Character Elements: “V4 Elite Texture:  Marie”
Used by Character(s): Marie
Created By: Sarsa, BTLProductions, -Yannek-

Character Elements: “Sedition Soldier for V4”
Used by Character(s): Marie, Snowsuit Female
Created By: midnight_stories, mighty_mestophales

Character Elements: “Diamond Hair”
Used by Character(s): Marie
Created By: Valea

Character Elements: “Sedition Soldier for M4”
Used by Character(s): Dave, Snowsuit Male
Created By: midnight_stories, mighty_mestophales

Character Elements: “WildMane Hair”
Used by Character(s): Dave
Created By: Neftis3D

Wednesday, August 3, 2011

WIP Screenshots of AVWW Crafting Workbenches



New WIP screenshots to share! These ones including some new art by the awesome Phil, who you might recall as the artist behind Tidalis, AI War 2.0, and The Zenith Remnant.

Phil has mostly been working on freelance work with other indies since Arcen hit financial difficulties last year when Tidalis got off to a rocky start financially (despite rave reviews).  We've long since clawed our way back out of the hole we'd found ourselves in a year ago, but a renewed sense of caution (as well as experience doing all the new art for AI War 4.0 and Light of the Spire) has meant that I'm doing the art for AVWW using my talents as well as various commodity art (a way outdated post on my pipeline here).

At any rate, when it comes to some really specialized things in AVWW -- like the workbenches and wind shelters -- I was really having trouble coming up with anything that would look special enough.  These are really tricky concepts to get across, since it's not like just showing a black smith's shop or a wizard's tent or whatever.  We have no less than 9 different kinds of crafting benches, and making them look distinct, interesting, clear, and in keeping with the theme of the game was really sending me in circles.

So I called on Phil -- and I think the results are pretty awesome.  Here's a peek at them, with screenshots I took out of the Unity 3D editor (so there's an extra bar at the top of the screens, and the bottom are cut off -- that's just because they're straight out of the editor, don't worry).

Left To Right: Disenchant, Socketing, Memory Archive

 Left To Right: Spellgem, Architect, Crestsmith

Left To Right: Scrollmaker, Spellshaping, Enchant

About The 9 Kinds Of Workbenches
Not all of these are actually crafting benches, I should clarify.

For instance, the memory archive is a place where you can deposit memory crystals to try to piece together various mysteries in the world.  Sometimes this could be the background of the local evil overlord, sometimes it's a piece of the world's backstory (which varies from game to game), etc.

And when it comes to the enchant/disenchant benches, those are for applying permanent affects to yourself, or taking them off if you want to replace them with new enchantments.  We'll explain more on that later, but it's something that's a bit more advanced and that you probably won't be doing until slightly later in the game (as with crests).

Then we have the socketing workbench, which is all about configuring what spellgems and spellshaping gems go in your crests.  It's not so much about crafting something new as it is about configuring something new with stuff you already crafted.

That leaves us with the five actual categories of crafting that we talked about in the previous diary.