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Free Weekend – Ancestors Legacy

7.20c:
==
* Wraith Band: Attack speed bonus reduced from 7 to 6
* Wraith Band: Recipe cost increased from 210 to 220
* Bracer: Recipe cost increased from 210 to 220
* Null Talisman: Recipe cost increased from 210 to 220
* Sange: Recipe cost reduced from 650 to 600
* Yasha: Recipe cost reduced from 650 to 600
* Kaya: Recipe cost reduced from 650 to 600
* Bloodstone: Charges increased from 12 to 14
* Bloodstone: HP/MP regen per charge increased from 0.25 to 0.3

* Bounty Hunter: Agility gain reduced from 3.0 to 2.7
* Bounty Hunter: Track cast range reduced from 1200 to 1000
* Brewmaster: Cinder Brew activation mechanic has been reworked. It now ignites anytime a target is dealt 80 spell damage or more, dealing 20/25/30/35 DPS for 3 seconds. (If you activate it while the debuff is already going, it will extend the ignite debuff duration. If activated after the ignite debuff wears out, a new ignite debuff will be added)
* Brewmaster: Cinder Brew primary buff duration is no longer extended when activated (they are seperate debuffs now).
* Brewmaster: Level 25 Talent reduced from +200% Drunken Brawler Critical Strike to +175%
* Centaur: Stampede slow duration increased from 1.8 to 2.3 seconds
* Chaos Knight: Chaos Strike lifesteal increased from 35/40/45/50% to 35/45/55/65%
* Clinkz: Attack range increased from 640 to 650
* Clinkz: Burning Army base attack time improved from 1.65/1.5/1.35 to 1.5/1.35/1.2
* Clinkz: Level 20 Talent increased from +100 to +125 Attack Range
* Dazzle: Shadow Wave cooldown increased from 13/11/9/7 to 14/12/10/8
* Death Prophet: Base movement speed increased from 310 to 315
* Death Prophet: Level 10 Talent increased from +12% Magic Resistance to +15%
* Death Prophet: Level 20 Talent increased from -2s Crypt Swarm Cooldown to -3s
* Doom: Devour hp regen reduced from 5/10/15/20 to 4/8/13/18
* Drow Ranger: Marksmanship now deals bonus 120 physical proc damage against heroes
* Elder Titan: Astral Spirit attack damage per hero reduced from 20/40/60/80 to 15/30/60/80
* Elder Titan: Astral Spirit cooldown increased from 16 to 17
* Ember Spirit: Sleight of Fist bonus damage increased from 35/70/105/140 to 40/80/120/160
* Ember Spirit: Level 10 Talent increased from +200 Flame Guard Absorption to +250
* Ember Spirit: Level 15 Talent increased from +50 Flameguard DPS to +60
* Enchantress: Base armor increased by 2
* Faceless Void: Time Lock damage reduced from 30/40/50/60 to 25/30/35/40
* Gyrocopter: Strength gain increased from 2.1 to 2.3
* Kunkka: Tidebringer cleave damage increased from 150% to 165%
* Lina: Base armor increased by 1
* Lone Druid: Base armor reduced by 2
* Lone Druid: Agility reduced from 24 + 2.7 to 20 + 2.4
* Lone Druid: Spirit Link cooldown rescaled from 44/36/28/20 to 43/36/29/22
* Lone Druid: Level 10 Talent reduced from +175 Attack Range to +150
* Lone Druid: Level 20 Talent changed from +40 Spirit Link Attack Speed to -0.2 Spirit Bear Base Attack Time
* Luna: Agility gain reduced from 3.3 to 3.1
* Luna: Level 10 Talent reduced from +20 Attack Speed to +15
* Luna: Level 20 Talent reduced from +10 All Stats to +8
* Luna: Lunar Blessing night vision reduced from 250/500/750/1000 to 200/400/600/800
* Lycan: Howl attack speed reduced from 21/34/47/60 to 20/30/40/50
* Meepo: Divided We Stand XP gain reduced from 50% to 40%
* Meepo: Level 15 Talent reduced from +40 Poof Damage to +30
* Nature’s Prophet: Base armor increased by 1
* Nature’s Prophet: Agility gain increased from 2.4 to 2.8
* Naga Siren: Level 15 Talent reduced from +15 Agility to +12
* Outworld Devourer: Intelligence gain increased from 2.7 to 3.0
* Outworld Devourer: Base armor increased by 1
* Outworld Devourer: Equilibrium slow from 12/20/28/36% to 12/22/32/42%
* Outworld Devourer: Arcane Orb no longer ignores Ancients
* Phantom Assassin: Level 15 Talent reduced from -4 Armor to -3
* Phantom Assassin: Blur manacost increased from 20 to 30
* Puck: Intelligence gain increased from 2.4 to 2.7
* Sand King: Base damage reduced by 2
* Sand King: Strength gain reduced from 2.9 to 2.8
* Sand King: Agility gain reduced from 2.1 to 1.8
* Spectre: Haunt damage increased from 40/50/60% to 40/55/70%
* Spirit Breaker: Greater Bash damage reduced from 16/24/32/40% to 12/20/28/36%
* Storm Spirit: Intelligence gain increased from 3 to 3.2
* Storm Spirit: Static Remnant damage increased from 120/160/200/240 to 120/170/220/270
* Slardar: Level 20 Talent changed from +50 Attack Speed to +30% Lifesteal
* Slark: Pounce duration reduced from 2.75/3/3.25/3.5 to 2.5/2.75/3/3.25
* Slark: Dark Pact manacost from 55/50/45/40 to 60
* Slark: Shadow Dance duration from 4/4.5/5 to 4/4.25/4.5
* Slark: Agility steal now also occurs when an enemy dies within 300 units from you with the debuff, rather than only when you get the killing blow
* Slark: Level 10 Talent reduced from +8 Agility to +6 Agility
* Slark: Level 20 Talent reduced from +2s Pounce Leash to +1.5s
* Slark: Level 25 Talent reduced from +120s Essence Shift Duration to +100s
* Timbersaw: Strength gain increased from 2.1 to 2.4
* Timbersaw: Whirling Death tree bonus damage increased from 10/14/18/22 to 10/15/20/25
* Tusk: Strength gain increased from 3 to 3.4
* Undying: Level 20 Talent reduced from +6 Tombstone Attacks To Destroy to +5
* Undying: Level 25 Talent increased from Gains Reincarnation 200 CD to 250 CD
* Ursa: Fury Swipes damage reduced from 12/18/24/30 to 10/16/22/28
* Ursa: Level 15 Talent reduced from +16 Agility to +14
* Venomancer: Base agility increased by 4
* Venomancer: Level 15 Talent increased from +6% Poison Sting Slow to +8%
* Visage: Strength gain reduced from 3.2 to 3.0
* Visage: Grave Chill cast range reduced from 650 to 625
* Visage: Level 20 Talent reduced from +80 Familiars Movement Speed to +60

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SCS Software Publisher Weekend, Save up to 80%!

7.20c:
==
* Wraith Band: Attack speed bonus reduced from 7 to 6
* Wraith Band: Recipe cost increased from 210 to 220
* Bracer: Recipe cost increased from 210 to 220
* Null Talisman: Recipe cost increased from 210 to 220
* Sange: Recipe cost reduced from 650 to 600
* Yasha: Recipe cost reduced from 650 to 600
* Kaya: Recipe cost reduced from 650 to 600
* Bloodstone: Charges increased from 12 to 14
* Bloodstone: HP/MP regen per charge increased from 0.25 to 0.3

* Bounty Hunter: Agility gain reduced from 3.0 to 2.7
* Bounty Hunter: Track cast range reduced from 1200 to 1000
* Brewmaster: Cinder Brew activation mechanic has been reworked. It now ignites anytime a target is dealt 80 spell damage or more, dealing 20/25/30/35 DPS for 3 seconds. (If you activate it while the debuff is already going, it will extend the ignite debuff duration. If activated after the ignite debuff wears out, a new ignite debuff will be added)
* Brewmaster: Cinder Brew primary buff duration is no longer extended when activated (they are seperate debuffs now).
* Brewmaster: Level 25 Talent reduced from +200% Drunken Brawler Critical Strike to +175%
* Centaur: Stampede slow duration increased from 1.8 to 2.3 seconds
* Chaos Knight: Chaos Strike lifesteal increased from 35/40/45/50% to 35/45/55/65%
* Clinkz: Attack range increased from 640 to 650
* Clinkz: Burning Army base attack time improved from 1.65/1.5/1.35 to 1.5/1.35/1.2
* Clinkz: Level 20 Talent increased from +100 to +125 Attack Range
* Dazzle: Shadow Wave cooldown increased from 13/11/9/7 to 14/12/10/8
* Death Prophet: Base movement speed increased from 310 to 315
* Death Prophet: Level 10 Talent increased from +12% Magic Resistance to +15%
* Death Prophet: Level 20 Talent increased from -2s Crypt Swarm Cooldown to -3s
* Doom: Devour hp regen reduced from 5/10/15/20 to 4/8/13/18
* Drow Ranger: Marksmanship now deals bonus 120 physical proc damage against heroes
* Elder Titan: Astral Spirit attack damage per hero reduced from 20/40/60/80 to 15/30/60/80
* Elder Titan: Astral Spirit cooldown increased from 16 to 17
* Ember Spirit: Sleight of Fist bonus damage increased from 35/70/105/140 to 40/80/120/160
* Ember Spirit: Level 10 Talent increased from +200 Flame Guard Absorption to +250
* Ember Spirit: Level 15 Talent increased from +50 Flameguard DPS to +60
* Enchantress: Base armor increased by 2
* Faceless Void: Time Lock damage reduced from 30/40/50/60 to 25/30/35/40
* Gyrocopter: Strength gain increased from 2.1 to 2.3
* Kunkka: Tidebringer cleave damage increased from 150% to 165%
* Lina: Base armor increased by 1
* Lone Druid: Base armor reduced by 2
* Lone Druid: Agility reduced from 24 + 2.7 to 20 + 2.4
* Lone Druid: Spirit Link cooldown rescaled from 44/36/28/20 to 43/36/29/22
* Lone Druid: Level 10 Talent reduced from +175 Attack Range to +150
* Lone Druid: Level 20 Talent changed from +40 Spirit Link Attack Speed to -0.2 Spirit Bear Base Attack Time
* Luna: Agility gain reduced from 3.3 to 3.1
* Luna: Level 10 Talent reduced from +20 Attack Speed to +15
* Luna: Level 20 Talent reduced from +10 All Stats to +8
* Luna: Lunar Blessing night vision reduced from 250/500/750/1000 to 200/400/600/800
* Lycan: Howl attack speed reduced from 21/34/47/60 to 20/30/40/50
* Meepo: Divided We Stand XP gain reduced from 50% to 40%
* Meepo: Level 15 Talent reduced from +40 Poof Damage to +30
* Nature’s Prophet: Base armor increased by 1
* Nature’s Prophet: Agility gain increased from 2.4 to 2.8
* Naga Siren: Level 15 Talent reduced from +15 Agility to +12
* Outworld Devourer: Intelligence gain increased from 2.7 to 3.0
* Outworld Devourer: Base armor increased by 1
* Outworld Devourer: Equilibrium slow from 12/20/28/36% to 12/22/32/42%
* Outworld Devourer: Arcane Orb no longer ignores Ancients
* Phantom Assassin: Level 15 Talent reduced from -4 Armor to -3
* Phantom Assassin: Blur manacost increased from 20 to 30
* Puck: Intelligence gain increased from 2.4 to 2.7
* Sand King: Base damage reduced by 2
* Sand King: Strength gain reduced from 2.9 to 2.8
* Sand King: Agility gain reduced from 2.1 to 1.8
* Spectre: Haunt damage increased from 40/50/60% to 40/55/70%
* Spirit Breaker: Greater Bash damage reduced from 16/24/32/40% to 12/20/28/36%
* Storm Spirit: Intelligence gain increased from 3 to 3.2
* Storm Spirit: Static Remnant damage increased from 120/160/200/240 to 120/170/220/270
* Slardar: Level 20 Talent changed from +50 Attack Speed to +30% Lifesteal
* Slark: Pounce duration reduced from 2.75/3/3.25/3.5 to 2.5/2.75/3/3.25
* Slark: Dark Pact manacost from 55/50/45/40 to 60
* Slark: Shadow Dance duration from 4/4.5/5 to 4/4.25/4.5
* Slark: Agility steal now also occurs when an enemy dies within 300 units from you with the debuff, rather than only when you get the killing blow
* Slark: Level 10 Talent reduced from +8 Agility to +6 Agility
* Slark: Level 20 Talent reduced from +2s Pounce Leash to +1.5s
* Slark: Level 25 Talent reduced from +120s Essence Shift Duration to +100s
* Timbersaw: Strength gain increased from 2.1 to 2.4
* Timbersaw: Whirling Death tree bonus damage increased from 10/14/18/22 to 10/15/20/25
* Tusk: Strength gain increased from 3 to 3.4
* Undying: Level 20 Talent reduced from +6 Tombstone Attacks To Destroy to +5
* Undying: Level 25 Talent increased from Gains Reincarnation 200 CD to 250 CD
* Ursa: Fury Swipes damage reduced from 12/18/24/30 to 10/16/22/28
* Ursa: Level 15 Talent reduced from +16 Agility to +14
* Venomancer: Base agility increased by 4
* Venomancer: Level 15 Talent increased from +6% Poison Sting Slow to +8%
* Visage: Strength gain reduced from 3.2 to 3.0
* Visage: Grave Chill cast range reduced from 650 to 625
* Visage: Level 20 Talent reduced from +80 Familiars Movement Speed to +60

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Daily Deal – They Are Billions, 25% Off

7.20d:
==

* Melee heroes below 300 base movement speed increased by 5

* Tranquil Boots: Movement speed reduced from +28% to +24%
* Power Treads: Attribute bonus increased from 12 to 14
* Phase Boots: Now has the active again instead of the passive
* Mask of Madness: Movement speed changed from +12% to +25 constant
* Yasha: Movement speed changed from +8% to +25 constant
* Manta Style: Movement speed changed from +8% to +25 constant
* Sange and Yasha: Movement speed changed from +12% to +35 constant
* Yasha and Kaya: Movement speed changed from +12% to +35 constant
* Wraith Band: Recipe cost increased from 220 to 240
* Bracer: Recipe cost increased from 220 to 240
* Null Talisman: Recipe cost increased from 220 to 240

* Axe: Counter Helix damage reduced from 75/110/145/180 to 60/100/140/180
* Axe: Level 15 Talent reduced from +4 Mana Regen to +3
* Brewmaster: Primal Split cooldown increased from 140/120/100 to 140/130/120
* Brewmaster: Level 10 talent reduced from +30 Damage to +20
* Clinkz: Burning Army damage type changed from Pierce to Hero type (50% vs heroes to 100%)
* Clinkz: Burning Army base attack time increased from 1.5/1.35/1.2 to 1.75/1.6/1.45
* Dazzle: Intelligence gain reduced from 3.4 to 3.2
* Dazzle: Bad Juju cooldown reduction reduced from 30/40/50% to 20/35/50%
* Elder Titan: Level 25 Talent changed from Astral Spirit Grants Spell Immunity to +600 Echo Stomp Wake Damage
* Ember Spirit: Base armor increased by 1
* Faceless Void: Time Lock chance reduced from 10/15/20/25% to 10/14/18/22%
* Faceless Void: Level 10 Talent reduced from +20 Damage to +15
* Grimstroke: Ink Swell max damage reduced from 160/240/320/400 to 100/200/300/400
* Grimstroke: Ink Swell max stun duration reduced from 2/2.6/3.2/3.8 to 1.7/2.4/3.1/3.8
* Grimstroke: Soul Bind cooldown increased from 80/65/50 to 90/70/50
* Io: Tether heal/mp transfer rate from 1.2/1.3/1.4/1.5 to 1.05/1.2/1.35/1.5
* Juggernaut: Omnislash now removes debuffs on cast
* Juggernaut: Level 15 Talent reduced from +25 Attack Speed to +20
* Keeper of the Light: Will-o-Wisp now has a 100/125/150 gold bounty
* Keeper of the Light: Will-o-wisp manacost increased from 200/300/400 to 250/350/450
* Lich: Base movement speed reduced from 315 to 310
* Magnus: Empower cleave damage reduced from 30/45/60/75% to 20/38/56/74%
* Magnus: Level 15 Talent reduced from +15 Strength to +12
* Magnus: Level 20 Talent reduced from +12 Armor to +10
* Monkey King: Mischief invulnerability duration reduced from 0.3 to 0.2
* Nature’s Prophet: Agility gain increased from 2.8 to 3.3
* Nature’s Prophet: Wrath of Nature’s max targets increased from 16 to 18
* Phantom Assassin: Phantom Strike attack speed duration reduced from 2.5 to 2.25
* Phantom Assassin: Blur now has a 0.4 second cast point
* Phantom Assassin: Coup de Grace damage reduced from 230/340/450% to 210/330/450%
* Puck: Dream Coil stun duration from 1.5/2.25/3 to 1.8/2.4/3
* Rubick: Telekinesis cooldown increased from 28/26/24/22 to 34/30/26/22
* Rubick: Telekinesis lift duration reduced from 1.1/1.5/1.9/2.3 to 1/1.4/1.8/2.2
* Sand King: Sand Storm cooldown from 40/32/24/16 to 40/34/28/22
* Sand King: Burrow Strike stun duration from 1.9/2/2.1/2.2 to 1.6/1.8/2/2.2
* Sand King: Level 15 Talent reduced from +50 Sand Storm DPS to +40
* Slark: Leash distance increased from 350 to 400
* Slark: Shadow Dance movement speed reduced from 30/40/50% to 20/35/50%
* Slark: Level 25 Talent reduced from +100s Essense Shift Duration to +80s
* Spirit Breaker: Greater Bash damage reduced from 12/20/28/36% to 8/16/24/32%

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Designing characters as UI in State of Decay 2, Star Citizen, and Battletech

UI has come a long way since the 8-bit era, when bosses would flash shades of yellow or red at an accelerating tempo when they were teetering on the brink of defeat.

These days, character models serve as a kind of sophisticated UI of their own, and conveying complicated systems like stamina or damaged systems to players without the use of big garish red bars or dry percentages is an art unto itself.

To get a closer look at how developers use models as UI we reached out to three studios working on very different games, with very different protagonists, and very different needs in terms of communicating information to the player in a way that feels unobtrusive and intuitive. How you show damage differs dramatically, it turns out, if you’re displaying it on the galvanized steel of a giant battle mech or a starship instead of the fragile flesh of the human body.

Designers have been playing with the idea of characters as UI for a long time with human protagonists, from simple implementations like the “strawberry jam” effect of flashing or glazing the edges of the screen with red when you take damage, to more nuanced approaches like showing individual wounds or bullet holes on 3rd person models.Undead Labs’ State of Decay 2 expands on this idea even further, altering behavior and animations based on factors as subtle as a character’s mood.

“When viewing all the members of their community, we use different stances to communicate injuries, ailments, and the morale of each member,” says Jørgen Tjernø, one of the game’s programmer’s. “Greeting VO lines are changed to indicate that a person has taken serious injuries or is feeling sick, and we replace idle and walk animations to indicate significant injuries.”

The same consideration extends to NPCs, as well. “The way we apply injuries works the same for all humans – for example an enemy NPC will receive the same kind of injury from falling too that a player would. This also applies to friendly NPCs that you aren’t currently controlling.”

But one of the challenges of that deeper approach is that slight inconsistencies can break the entire system.

“As an example, we received feedback that it seemed very incongruous that the character was limping, yet their response when talked to was chipper and up-beat,” Tjernø says. “When the player sees behavior that is inconsistent with the story the systems are telling about the character, it is easy for them to lose their sense of immersion. That kind of dissonance is important to address.”

According to Brian Giaime, State of Decay 2’s senior system designer, one of the ways of avoiding those kind of jarring contradictions is a judicious approach to showcasing injuries.

“Just having an injury doesn’t immediately change a character’s visual state to where they’re limping, etc.,” Giaime tells me. “That triggers when a character is either completely out of stamina, or below a ‘critical health’ threshold. We use injuries to inform players that they’re taking a more permanent kind of damage; they can come from being too close to explosions, getting hurt by our ‘Freak’ zombies, or falling from great heights.”

The game treats injuries the same way it does traits, which Giaime says lends “narrative scaffolding for players to tell stories around. We use these when we want something to instill dread and long-term recovery cost.”

Perhaps even more important than the net loss of health, though, is the game’s stamina system; running out of juice when you’re trapped by a large group of zombies or a handful of powerful Freak variants can be an automatic death sentence.  You won’t be able to sprint long enough to escape them, and your attacks will come too slowly and spaced too far apart to effectively keep multiple enemies at bay.

“Fatigue is a separate system meant to represent a character’s long-term stamina dwindling due to a lack of rest or an abundance of exertion. The longer a character stays out, and the more they exert themselves, the more fatigue they’ll accumulate, eventually having enough for it to ‘activate’, appearing as lost max stamina on the stamina bar. Once that happens, any action which consumes stamina flashes the bar, and increases the fatigue bar, reducing the player’s max stamina further, making each fight more dangerous and increasing the pressure to return home or to an outpost to switch characters, letting the fatigued character rest.”

"When the player sees behavior that is inconsistent with the story the systems are telling about the character, it is easy for them to lose their sense of immersion. That kind of dissonance is important to address."

Deeply fatigued characters can only run in staccato bursts before staggering and slowing to a torturous limp, and if they’re also badly wounded they’ll grip broken arms or ribs, or practically double over in pain. But Giaime says the team was careful not to make being injured and exhausted a guarantee that a favorite character would never make it home; they also wanted to use those states as a learning tool.

“Our ‘wounded/tired state’ is a coherent but fundamentally binary way of hindering players. Getting to this state means you’ve taken a critical amount of damage, or are completely out of stamina. Both of those cases are things players ought to avoid, and so we reduce your ability to successfully fight in these cases, hopefully teaching players early on to develop combat tactics which avoid them.

“Managing stamina, dodging attacks instead of absorbing hits, or just training up your characters to provide more room for error are all natural takeaways from these mechanics, and the tuning is such that we believe people won’t have to do much, if any, learning through dying.”

And beside just making it obvious through behavior that characters were wounded, and training players to take better care of their charges, the team built in a buffer to make even very dire situations potentially escapable.

“Our most significant tool to help players learn how to survive, without having to lose characters to permadeath, is our ‘fight for life’ system. This system gives players that get in over their heads a chance to recover some health and stamina after losing all of their health but not all of their max health. Only a total loss of max health results in death. In this way we ensure that consequences remain significant for players who are overconfident, without being overly punishing to players who are still learning the ropes.”

Applying the same sort of systems to a complicated machine designed to plumb the depths of space is a completely different beast, simpler in some ways and much more complex in others. Instead of the familiar patterns of human behavior when we’re tired or hurt, designers are faced with subsystems and weapon platforms, sensor packages and flight dynamics.

In Mark Abent’s case, the lead gameplay programmer on Star Citizen, the remit from the beginning was to create beautiful, complicated, and fully destructive craft that would showcase every scoring laser hit or armor shattering explosion.

“Ever since I started here, the whole point has been ‘if you see something on a ship, you can blow it up,’” Abent says. “We don’t want ‘shoot the ship for a long time until it explodes;’ we want ‘shoot the ship, hit components, critical, minor or whatever.’ Components get damaged, they break, they impact the performance of the ship. If you shoot a Hornet and its wing breaks off, the pilot will feel it, and the attacking player will see it.”

And it’s not just about visual effects. “We want to make sure that when something breaks or fails, you feel it, hear about it, etc. There are a ton of indicators – particle effects, like a fire on a wing, that would indicate your flight isn’t fully functional. Each piece will have individual health pools – so you work to damage and destroy an engine block, and that impacts the flight performance. The engine should cut off, you might be able to use backup systems or divert power, but you’re going to see a dramatic decrease in flight performance.”

Abent envisions the final game weight factors as granular as projectile size and weight when determining damage and how it’s displayed.

“A peashooter might dent a ship over time but a rail gun can take out a chunk in one shot. As locations on the ship get weaker, it takes less force to continue damaging them. Big parts of the ship now have built in visual changes that we put in as we create the ship, so you get a shortcut to visible damage on certain sections.”

The problem is, Star Citizen isn’t (just) a game about fighters. The game simulates a broad scale of craft, from small, darting interceptors to freighters or capital ships, massive ships that come with their own set of difficulties and demands.

“The hard part is, how do we display this across huge spaces, with ships of varying shapes and sizes? We’re making ships of varying shapes and sizes, from things that look and feel like a car, to others that are massive, like the size of city blocks. How do we program the game logic to incorporate different health states across different ships? Does a power coupling on  a ship the size of a city block have the same strength as one on a small racing craft? There are a lot of questions that we need to answer to make these systems reality.”

The first step to answering these questions is creating a pipeline that allows the team at Cloud Imperium Games to break big problems down into smaller, manageable chunks. Originally, the team was doing all this chassis and system damage modeling by hand, a huge drain on resources and manpower. Now, new tools like an in-engine editor have significantly streamlined the process.

“When someone damages shields enough, you’ll lose power. Then the crew inside has to repair the power plant to get shields back up. However, it’s very time consuming to place these by hand inside the ship. We’re creating tools in the editor that allow us to pick out entities, export them and place them within the ship in seconds.”

"We want to make sure that when something breaks or fails, you feel it, hear about it."

It’s an iterative process that happens in multiple stages.

“That’s one of the reasons we sometimes ‘reissue’ ships that are already in the game,” Abent says, “to bring their tech and code up to par with the new systems we design to govern ship damage, power, heat, etc. We also create these systems piecemeal. We aren’t saying ‘tomorrow, your ship will have breakable pieces, a governing power system, overheating mechanics, or degradation,’ but instead we design the system once we understand the final aiming point and go about implementing it in pieces. Eventually, all these components will be part of a more cohesive system that makes your ship maintenance something that all SC pilots and crews will have to consider in minute-to-minute gameplay.”

The goal is to make ship damage a strategic consideration, to force players to think about any combat encounter not only tactically but in terms of the bigger picture, the potential for profit/loss.

“Even if I won, and I didn’t take much damage, I may have put a ton of strain on my systems, lost a wing, I could be running out of ammo. I can’t just go into battle because it’s fun, we want it to be a strategic decision. Ship damage is what makes that happen.”

It’s become a core mechanic around which a lot of the game’s other systems have been constructed, key to everything from player progression to how battles are conducted and scaled.

Abent frames it in easily digestible terms. “Think of it this way: in The Last Jedi, an X-wing pilot disables the defenses on a Super Star Destroyer, enabling his fleet’s slower bombers to creep in and destroy the ship. Those are interacting and overlapping strategic decisions, and it’s how we envision Star Citizen working, but without ship damage and damage states it’s almost impossible. But when you can have a fleet of fighters disable systems on a huge capital ship, launch a dropship at the disabled ship, board and take over? Bring in bombers and blow it out of the sky? Salvage some of the valuable pieces you shot off, while the other side is trying to recover them? You’ve created emergent gameplay.”

The model damage in Battletech is actually a holdover from its genesis as a tabletop game. A wireframe of each mech was displayed on a record sheet with a certain number of empty circles allocated to each section (its center torso, for instance, or each leg). A dice roll indicated which area was hit and every time the mech took damage, players would fill in circles in that area, until all the circles were full and the entire piece was destroyed.

“Being able to dynamically reflect that visually in gameplay is an advantage we have in a video game over the tabletop game,” says Steve Rynders, Battletech’s principal character pipeline artist at developer Harebrained Schemes. “Fortunately, Piranha Games shared their Mechwarrior Online assets with us and the models were already built in a way that supported damaging and destroying geometry. Aside from it being awesome to see an arm blown off and its pieces rain down on the terrain along with the sparks and explosion, it helps to reinforce and communicate to the player that there has been a state change.”

To show off meaningful systems or parts damage, Rynders and the team dynamically toggle between different assets.

“Our implementation swaps between an undamaged skinned mesh group and a group of damaged geometry that is either still skinned to the animation skeleton, or a physics body (which are the pieces that fall to the ground). When a piece is destroyed, the appropriate groups are turned off and on, and the physics bodies become active and VFX like explosions, smoke, and sparks are played at the appropriate joint locations.”

Determining when a unit has taken enough damage to cripple a system or cause a limb to get blasted into molten shrapnel also goes back to the extensive foundation laid by the tabletop game.

“In a lot of ways these kinds of questions are already answered for us by 30 years of play, feedback, expansion, and rules tweaks,” says lead designer Kiva Maginn, “but we did make some moderately significant changes to the original game model. For instance, tabletop BattleTech includes a concept called ‘through armor critical.’ A TAC is a chance that any attack might bypass a ‘Mech’s armor to inflict damage on internal systems, leading to weapons being destroyed, ammo exploding, and otherwise awful consequences.”

“We eventually decided not to include it in our adaptation. The reasoning is that while it’s fun to take a TAC that blows up your whole ‘Mech when you’re sitting around a table with your friends, eating pretzels and rolling dice, it’s a lot less fun when a faceless, emotionless AI does the same thing to you.”

"Aside from it being awesome to see an arm blown off and its pieces rain down on the terrain along with the sparks and explosion, it helps to reinforce and communicate to the player that there has been a state change"

Instead, damage in the video game is simulated through the use of ablative armor over a more fragile structural layer. After the armor is destroyed, any hits on the structure may trigger critical damage to one of the systems stashed in that part of the mech, destroying crucial elements like weapons, ammo, or heat sinks.

“Once all the points of structure are lost on the location, the whole location is destroyed,” Maginn says. “It’s an arm, we animate it popping off and falling to the ground, and if it’s a leg, your ‘Mech falls on its butt. When a location is destroyed, anything equipped there is also destroyed, and torso and head destruction result in the instant death of the ‘Mech and its pilot.”

As in the tabletop game, further damage to a destroyed section is applied to an adjacent piece closer to the center of the mech, inwards towards the center.

“In a sense, while locations like arms and legs are functional places to mount equipment and weapons, they’re also another form of ablative defense: if your arm is being damaged, at least it’s just an arm, and not the much more vital center torso or head.”

It’s one of the ways the game is designed to keep players in the fight even after taking damage and to avoid the kind of one-hit kill scenario of the tabletop game’s TACs. Another is the way players are encouraged to spread weapons and systems across the entirety of their mechs, so losing an arm or a leg isn’t an automatic game over.

“If you take a lot of fire to your left arm, you’ll eventually lose that arm. That means that serious, gameplay-affecting damage is generally focused on one part, or system, or weapon. If you have a Medium Laser in your left arm, losing that arm is going to take your laser away. But all the other weapons you’ve got equipped are still perfectly functional; if your ‘Mech is also carrying an AC20 in its right torso, losing that left arm isn’t really much of a change to your overall effectiveness.”

Maginn points out that locational damage is also a good way to make players think tactically in three dimensions. “By maneuvering carefully, you can present different facings to the enemy, so that as one arm is damaged, you can switch over to taking damage on the other arm.”

As in State of Decay 2, damage to AI mechs is handled the same way it is for player units. The principal AI director, Kevin Maloney, says the AI is forced to deal with the same locational damage and systems destruction, and is constantly calculating how to effectively roll with whatever punches the player manages to land.

“The AI cares a lot about getting the most damage it can dealt to hostiles. So in terms of destroyed systems it just factors that when thinking about how to hurt you the most. For example, if a Catapult (that by default is equipped with Long Range Missiles, Medium Lasers and Jumpjets) loses its LRMS and Jumpjets it will then move to the place where it can do the most damage with its lasers and not give a thought to jumping. The AI is regularly checking on not only the state of its systems but heat, its weakest armor side, stability and numerous other factors so it can make the best decision it can with the most current information.”

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Unity offers guidelines for what it considers ethical AI design

The team at Unity published a brief blog post today outlining what they see as the six principles which should guide the development of “ethical” artificial intelligence tools and systems.

While these are just suggestions, they may help jumpstart some useful conversations within game development teams about how and why advanced AI tools and applications (like machine learning and natural language processing) are used. 

However, Unity’s main focus seems to be on AI used outside the game industry in fields like healthcare, engineering, and media. It makes sense given Unity’s ongoing efforts to push its game development tools into the hands of creatives in other industries, and the comparative lack of cutting-edge AI techniques (since game AI is typically designed not to excel at its task, but to foster a good experience for players) employed in game dev.

“These principles are meant as a blueprint for the responsible use of AI for our developers, our community, and our company,” reads an excert of the blog post. “We expect to develop these principles more fully and to add to them over time as our community of developers, regulators, and partners continue to debate best practices in advancing this new technology.”

Without further ado, here are Unity’s six guiding principles for AI:

  • Be Unbiased.
    Design AI tools to complement the human experience in a positive way.  Consider all types of human experiences in this pursuit. Diversity of perspective will lead to AI complementing experiences for everybody, as opposed to a select few.
  • Be Accountable.
    Consider the potential negative consequences of the AI tools we build. Anticipate what might cause potential direct or indirect harm and engineer to avoid and minimize these problems.
  • Be Fair.
    Do not knowingly develop AI tools and experiences that interfere with normal, functioning democratic systems of government. This means saying no to product development aimed at the suppression of human rights, as defined by the Universal Declaration of Human Rights, such as the right to free expression.
  • Be Responsible.
    Develop products responsibly and do not take advantage of your products’ users by manipulating them through AI’s vastly more predictive capabilities derived from user data.
  • Be Honest.
    Trust the users of the technology to understand the product’s purpose so they can make informed decisions about whether to use the product. Be clear and be transparent.
  • Be Trustworthy.
    Guard the AI derived data as if it were handed to you by your customer directly in trust to only be used as directed under the other principles found in this guide.

This comes well over a year after Google DeepMind established its own research group, the DeepMind Ethics & Society unit, to establish and solve the big questions posed by cutting-edge AI development. That effort continues even as Google DeepMind continues to train AI agents to excel at games like Quake III Arena, StarCraft, and Go.

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Mutant Year Zero: Road to Eden’s developers discuss duck mutant game balance

In a few days, Funcom and game developer The Bearded Ladies will release Mutant Year Zero: Road to Eden. It’s based on a tabletop RPG series that’s popular in Switzerland, as well as lead developer David Skarin’s childhood adventures in the woodlands of Europe. 

Today on the GDC Twitch channel, Skarin and his colleagues Lee Varley and the game’s lead animator Calle Granstrom joined us for a conversation about Mutant Year Zero: Road to Eden’s development, and what the team has learned since jumping ship from companies like Io Interactive. What followed was a conversation about game balance, player expectations, and using prebuilt tools from the Unreal store, that you can now watch in the video above. 

If this chat with the talented folks from The Bearded Ladies interests you, be sure to follow the GDC Twitch channel for more developer interviews the 2019 Game Developers Choice Awards! 

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Daily Deal – Total War: ATTILA and DLCs, up to 80% Off

7.20d:
==

* Melee heroes below 300 base movement speed increased by 5

* Tranquil Boots: Movement speed reduced from +28% to +24%
* Power Treads: Attribute bonus increased from 12 to 14
* Phase Boots: Now has the active again instead of the passive
* Mask of Madness: Movement speed changed from +12% to +25 constant
* Yasha: Movement speed changed from +8% to +25 constant
* Manta Style: Movement speed changed from +8% to +25 constant
* Sange and Yasha: Movement speed changed from +12% to +35 constant
* Yasha and Kaya: Movement speed changed from +12% to +35 constant
* Wraith Band: Recipe cost increased from 220 to 240
* Bracer: Recipe cost increased from 220 to 240
* Null Talisman: Recipe cost increased from 220 to 240

* Axe: Counter Helix damage reduced from 75/110/145/180 to 60/100/140/180
* Axe: Level 15 Talent reduced from +4 Mana Regen to +3
* Brewmaster: Primal Split cooldown increased from 140/120/100 to 140/130/120
* Brewmaster: Level 10 talent reduced from +30 Damage to +20
* Clinkz: Burning Army damage type changed from Pierce to Hero type (50% vs heroes to 100%)
* Clinkz: Burning Army base attack time increased from 1.5/1.35/1.2 to 1.75/1.6/1.45
* Dazzle: Intelligence gain reduced from 3.4 to 3.2
* Dazzle: Bad Juju cooldown reduction reduced from 30/40/50% to 20/35/50%
* Elder Titan: Level 25 Talent changed from Astral Spirit Grants Spell Immunity to +600 Echo Stomp Wake Damage
* Ember Spirit: Base armor increased by 1
* Faceless Void: Time Lock chance reduced from 10/15/20/25% to 10/14/18/22%
* Faceless Void: Level 10 Talent reduced from +20 Damage to +15
* Grimstroke: Ink Swell max damage reduced from 160/240/320/400 to 100/200/300/400
* Grimstroke: Ink Swell max stun duration reduced from 2/2.6/3.2/3.8 to 1.7/2.4/3.1/3.8
* Grimstroke: Soul Bind cooldown increased from 80/65/50 to 90/70/50
* Io: Tether heal/mp transfer rate from 1.2/1.3/1.4/1.5 to 1.05/1.2/1.35/1.5
* Juggernaut: Omnislash now removes debuffs on cast
* Juggernaut: Level 15 Talent reduced from +25 Attack Speed to +20
* Keeper of the Light: Will-o-Wisp now has a 100/125/150 gold bounty
* Keeper of the Light: Will-o-wisp manacost increased from 200/300/400 to 250/350/450
* Lich: Base movement speed reduced from 315 to 310
* Magnus: Empower cleave damage reduced from 30/45/60/75% to 20/38/56/74%
* Magnus: Level 15 Talent reduced from +15 Strength to +12
* Magnus: Level 20 Talent reduced from +12 Armor to +10
* Monkey King: Mischief invulnerability duration reduced from 0.3 to 0.2
* Nature’s Prophet: Agility gain increased from 2.8 to 3.3
* Nature’s Prophet: Wrath of Nature’s max targets increased from 16 to 18
* Phantom Assassin: Phantom Strike attack speed duration reduced from 2.5 to 2.25
* Phantom Assassin: Blur now has a 0.4 second cast point
* Phantom Assassin: Coup de Grace damage reduced from 230/340/450% to 210/330/450%
* Puck: Dream Coil stun duration from 1.5/2.25/3 to 1.8/2.4/3
* Rubick: Telekinesis cooldown increased from 28/26/24/22 to 34/30/26/22
* Rubick: Telekinesis lift duration reduced from 1.1/1.5/1.9/2.3 to 1/1.4/1.8/2.2
* Sand King: Sand Storm cooldown from 40/32/24/16 to 40/34/28/22
* Sand King: Burrow Strike stun duration from 1.9/2/2.1/2.2 to 1.6/1.8/2/2.2
* Sand King: Level 15 Talent reduced from +50 Sand Storm DPS to +40
* Slark: Leash distance increased from 350 to 400
* Slark: Shadow Dance movement speed reduced from 30/40/50% to 20/35/50%
* Slark: Level 25 Talent reduced from +100s Essense Shift Duration to +80s
* Spirit Breaker: Greater Bash damage reduced from 12/20/28/36% to 8/16/24/32%

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Review: Farabel

Here is a game with a novel and interesting twist. At first glance, Farabel may appear to be a fairly standard turn-based fantasy strategy game. However, start playing, and you immediately realise that, in a Memento-style plot twist, you actually begin at the end of the story and finish at the beginning. The upshot is that Farabel commences at the climax of a long and bloody conflict between humans and orcs. Play through to the end of the thirteen scenarios and you will travel right back to the beginning of the conflict, discovering why the two races got so cross with each other in the first place.

You play as human leader Cendor, and each time that you manage to lead your army to victory, you will be pushed back a little further in time. The problem with this temporal regression is that it causes poor Cendor’s battle experience to diminish. Consequently, Cendor’s skills will actually decrease as the game progresses. This is a bit of a bummer, but manipulating time does also have its advantages. During the course of each battle, Cendor has the power to reverse time. He first chooses a unit that has already completed its actions, said unit will then rewind to its original position as of the start of the round. This allows the unit to recover from any damage or ill effects that they may have recently suffered. Better still, the unit can move, attack and use abilities for a second time. It is a powerful ability and consequently, Cendor can only call upon this power a maximum of three times during each battle.

Battle9

The action is portrayed in a low-key style, the unit graphics being quite simplistic and the map rather sparse without much visual appeal. It can be difficult to differentiate between certain units and the lack of an option to zoom in close or rotate the battlefield doesn’t help matters. The interface follows a similar minimalist philosophy but actually works really well. All of the actions only take two or three taps to execute, without any sub-menus or extra options to worry about. Each round, small coloured indicators will dim when a unit has used its movement or offensive actions, which makes issuing commands a breeze. This means that after a look at the brief tutorial, even inexperienced players will be ready to jump right into the thick of the action.

The bleak landscapes do not really present many opportunities for tactical manoeuvring, but the interplay between the various troop types certainly does. Battles rarely involve more than a dozen units, so the focus is on skirmishing. The units have a nice range of abilities: mounted troops can boost their attacks by charging into the heart of the battle, whilst scouts can teleport around the outskirts, peppering enemy units with crossbow bolts. You will also always have your healer on hand to dispense any necessary first aid. Enemies are similarly well designed, having a range of different powers, ensuring that the game remains challenging. The scenarios are also nicely varied, with an assortment of different goals. One level may see you trying to flood an enemy occupied village, whilst another will see you placed underground battling hordes of goblins, whilst simultaneously trying to destroy their points of entry. Some scenarios also have powerful boss creatures to overcome.

Battle 2

Sometimes these levels rely a little too much upon trial and error. Hidden enemies often ambush your troops leaving them vulnerable. Often, the only option is to restart the scenario with the only consolation being that forewarned is forearmed. When planning your manoeuvres it would have been useful to have some graphical representation of enemy movement and attack zones, rather than being forced to count hexes. There is a satisfying difficulty curve to these battles, but with no mid-point save options, defeat will mean that you will have to restart the current level from scratch.

The variety in the abilities of units on both sides and the range of different scenario goals means that you constantly have to tinker with your strategy. The time manipulation mechanic requires a further layer of tactical thinking. Deciding when to use your leader’s ability to reverse a unit’s turn so that they can take a second action is a key consideration. Furthermore, having to reduce your leader’s abilities initially feels very counterintuitive, but turns out to actually be a very effective part of the game’s design. It can be really tricky to decide which of Cendor’s five abilities to reduce. The inevitable decline in your leader’s prowess means that you will inevitably have to switch from a gung-ho approach to a much more considered one.

Level Down

Once you have battled your way through to the end, or rather the beginning, of the main story, there are a few other options to keep you occupied. You can earn prestige in the daily challenges, or use gold to build an army from scratch. This army can then be used to either play through a series of different battles or to survive as long as possible against a never-ending stream of enemies. It would have been the icing on the cake to have a player versus player option but there is certainly plenty of content here. The whole package represents excellent value for money.

Build Army

Farabel is a game that doesn’t take itself too seriously; the bickering characters and humorous unit descriptions regularly poke fun at fantasy stereotypes. Even the rousing but clichéd music seems to be a bit of a parody. The background story is presented in short amusing sequences that do not outstay their welcome. The game itself manages to be both entertaining and challenging. The time travel mechanic could have been just a cheap gimmick but in fact, it turns out to be a clever and thought-provoking addition. Some may find Farabel’s straightforward approach too simplistic, but for anyone looking for something a little different, this is well worth considering.

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Postmortem: The making of retro rhythm game Old School Musical

The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.


8Bit The Musical

Let’s go 7 years back in time. Hi. I’m François, and I’m now a fresh new software developer. School is over and it’s time to get a job. But as I’ve loved video-games ever since I was a kid, my dream has always been to be a game developer from the first time I put my hands on a controller. I have almost no knowledge on how to make a game but hey, I can learn on my free time. Let’s do it !

So, what type of game do I want to do ? Hm. I love rhythm games for sure. I have an arcade Dance Dance Revolution dancepad at home and I even made some songs for Stepmania which are quite popular. I still play with my megadrive sometimes. From Sonic 3 to Streets Of Rage 2, I love how it is so simple yet so catchy. And damn, those musics… I can’t forget them. So basically, I love both rhythm games and retrogaming.

Poof ! 8Bit The Musical was born !

I love how Space Channel 5 brought a story mode to a genre that is not used to tell stories. So I started writing some ideas and drawing mockups of 2 heroes inspired by my brother and I. We had a terrible childhood but video-games were kind of a shelter for me. I wanted to tell a story about escaping the reality of a small world into all those incredible video-game universes I’ve travelled to in my mind. My intention wasn’t to make something really dark like Binding of Isaac. I wanted 8BTM to be a love letter to retrogaming. So let’s be crazy !

The first concept (that we kept for a loooooong time) wasn’t very original. It was basically a Project Diva like with a responsive background. If you don’t know what project diva is, it looks like this :

The idea was to make a rhythm game that is both fun to play and nice to watch, because rhythm games are usually boring if you’re just a spectator. I wanted to create a background that seems to be a classic game but that responds to the player rhythmic’s successes or failures. And of course, because I had no idea of what I was doing (take that past me), I thought it would be great if every level was a new game.

Working with XNA

When I was a student, I had some classes about XNA, which a mid-level framework made by Microsoft to make games for Windows and Xbox 360. Being able to publish my game on a console was enough to choose it among everything else (even if I was a Sony fanboy). I also loved how XNA was so basic and powerful at the same time. It had almost nothing in it. No Sprite or Animation class. Just functions to draw images on the screen, read player inputs and play sounds. No interface. No tools.

I started to create my own engine to compensate the lack of classes. Welcome to the world, 2Drulez Engine. I even made a tool so artists can delimitate sprites in a spritesheet and create animations that I can then use in my code.

I pitched the project to some friends. Nicolas (known now as Yponeko) is a childhood friend with an unbelievable natural gift for music composition. Thomas is a school friendthat was good at pixel-art and with an awesome sense of humour. They loved the idea and we started working together.

For 2 years, we worked on few levels with all these tools I made. We struggled and redid a lot of things. And it was very hard to keep our motivation alive.

Breaking Bad

At some point, we just stopped working on it. The main reason was the framework itself. XNA is a powerful tool, but it’s a developer tool. As it has no interface, every asset integration needs to be done by a developer. Here is what you need to draw an entire image on the screen :

Texture2D mySprite = Content.Load<Texture2D>("sprite");

spriteBatch.Begin(); 
spriteBatch.Draw(mySprite, new Vector2(10, 20), Color.White);
spriteBatch.End(); 

Clearly, it’s impossible for an artist to dig into the code to edit this without messing everything up. Everytime they wanted to test a change on an asset, they needed to send it to me. I then had to compile the whole project and send it back to them. It became so hard to manage that we all slowly lost our motivation.

Here is a preview of what the beginning of the game looked like at the time (in croissant baguette language).

[youtube https://www.youtube.com/watch?v=3rV5gO7fppc]

Starting over

One year and few months after, I felt sad about letting one of my life goal down. I had a stable situation working for a software company but I was missing the good old days when I was trying to make a game. I had a lot of projects in my life that I just let down. This time, I decided to take my revenge on 8Bit The Musical and finish it.

The first step was to find a new team. Thomas (the graphic artist) was not available anymore but Nicolas (the composer) came back on the project. I then asked Anthony, a friend of mine, if he was interested in making graphics on the game and I shared a post on Facebook to find Felix, the developer who would help me in my hard task of writing thousands of lines of code.

Having new people on the project was great but I had to think about what led to the abandon of the project. I decided to take a huge risk and completely change the Engine. I wanted something that can allow artists to work on it without the constant help of a developer. I wanted it to be customizable, multiplatforms and with a huge community to ask for help. These are the reasons why we chose Unity.

Unity has a lot of drawbacks : bugs in the engine, a support that sometimes doesn’t even answer, some features that are not good for anyone so you have to rework them or buy plugins… but damn, it was the first time I could make everybody work on the project without frustration. Nobody in the team had even a little knowledge on Unity. Internet helped, but mainly patience, motivation and tests were necessary to improve. There were some funny fails, like the first time we tried to animate Tib :

[youtube https://www.youtube.com/watch?v=5b_YBmqJDkY]

The other thing that I decided was to put everything we had to the trash. We didn’t keep a single line of code and all the assets were reworked from scratch. The problem with the time passing by is that you are better at the end of your project than you were at the beginning. You are always tempted to edit some old assets you did 2 years ago because you can do better now. It’s usually a terrible idea because it makes your project last forever. But because the team was all new, I thought it was a good idea. Here are some exclusive previews of what some levels could have looked like if 8Bit The Musical had been released when it was planned to be :

The last idea of this “fresh new start” was to give the game a new identity. We decided to rename it, from “8Bit The Musical” to “Old School Musical”. Take that Mr The-game-is-not-really-8-bit. We were ready to start the real work from the beginning.

Bringing some guests

We were all rhythm-game and chiptune lovers. We wanted to build a game that people would love but the most important for us was to enjoy making it. I think that the comment we had the most about OSM is that it’s obvious the game was made with love by true gamers. So we decided to contact some music composers we were fans of to see if they would be interested to make some music for the game. One of them answered and that’s how we met Dubmood for the first time. He was very kind and humble. He was down to make a few songs for the game. In the end, we had more than 20 from him.

We then had the chance to get songs from Zabutom, Hello World and Le Plancton. Dubmood offered us the possibility to have the OST on Spotify / iTunes / Deezer / Bandcamp and a lot of other digital platforms via his label. It’s that kind of unsuspected meetings that can change a lot of things for a project.

The game was getting bigger and bigger and we asked for the help of Arthour, a friend of the team, to help with the songs mapping. He was highly ranked on a lot of rhythm games. At that time, we still thought playing a game was almost the same as making one. And it was a very huge mistake. Arthour had a hard time with the mapping system and his work was not as good as we expected. It took months of training and brainstorming to finally get something we could be proud of. And that’s the essence of our studio. We were all amateurs and we helped each other become an essential part of the team.

Because we are players before being game makers, building a community around our project was a main focus all along the project. We were conscious that we were learning the difference between playing and making games. We opened the game to beta testing very early to get constant feedbacks about what we were doing. We also started to do a lot of conventions.

It was great to watch people play the game to see what was working or not. But it also created a lot of anticipation for some as they started waiting for the release 3 years ahead. With the time passing by, we started to have some success during conventions, even with the (French) press. We all put all our efforts to promote the game and make people come to try it.

Even Anthony, the artist behind all the graphics, tried to help with some interview (but I don’t think he will keep a good memory of that).

It’s meeee

We always had something with portable consoles. At some point, before our transition to Unity, the game was even running on PSVita.

When Nintendo announced the Nintendo Switch, I was very hyped by the console. I bought it the day of the release and it was a revelation. The game was made for this console. I managed to get us a devkit and we started thinking about the port while waiting for it. But something was wrong with the gameplay…

Getting what’s wrong with the game

Our gameplay was focused on your ability to identify easily the button you had to press on your controller. On a Playstation controller, you have symbols that everyone knows. The Xbox controller has colors on buttons that can be memorized.

But the Nintendo Switch buttons are gray with only letters that can’t be read easily when moving fast on the screen. Worst, if you play with only one joycon, you can have arrow buttons that are not even at the usual place on the controller.

This is the main reason behind our decision to change the gameplay. We took the controller in hand and tried coding different display layouts for the buttons. The winner was a gameplay with everything coming to the center of the screen.

It’s funny to see how the main feature of OSM that makes the game so accessible, fun to play and unique came on the last year of a seven years project. It was very hard to accept it but all of our players fell in love of this new system so we decided to keep it.

The first time

When we received the Nintendo Switch devkit, the magic began. By then, I knew a lot of people from the French indie dev scene. And everyone told me it would be very difficult to port the game on this console. But in the very early developement, we took some decisions to avoid a lot of problems everyone encounters :

  • Make the game build for smartphones to be sure there are no performances issues, because it’s too easy to run your game on your killer pc.
  • Avoid plugins or external assets as much as you can, because what helps you today can kill you tomorrow. At that time, there was almost no Unity plugin compatible with the Nintendo Switch or they had terrible performance issues.
  • Don’t update Unity too much, because console versions have a lot of delay.

With that in mind during all the developement, it took us only one day to have the game running at 60fps on the Nintendo Switch.

The only problems we had were from :

  • One of the two plugins we used (the one responsible of the inputs)
  • The game is called “Old School Musical” and the Nintendo Switch wanted it to be “OldSchoolMusical” (took me 3 hours to figure that out)

I must admit I cried the first time I saw the game running on the console. We were so close to a final product. And I saw myself as a child playing those awesome games on my NES and my Genesis.

Cutting the game

We wanted to release the game as soon as possible but we had a major problem. We were too ambitious. We had to remove things and abandon some concepts. Here are some of the fallen ones.

Game Over City & Farm

Those two levels were completely done and were even featured in a beta test. But they were the least popular of all. We knew why and decided to just cut them.

Flying car

This level was meant to be just after the Outrun one. We wanted the car to transform to an airplane. But as we were out of time, we had to abandon this idea we found so cool.

Streets Of Rage

Look at this early concept art. Damn. I wanted it so much in the game. We tried so hard to find something that could match with the rhythm patterns… and failed. This is the level I miss the most in my game.

Too many songs

We were almost at the end of the project and we were facing a particular problem… we had way too many songs for the game. The story mode features 20 tracks. And we had almost 50 in stock. We wanted them to be in the game without just pushing random content. So we decided to create a whole new mode that happens after the story mode.

We were very aware of our expectations. We wanted the game to be released soon so the mode had to be something we can develop quickly without letting the player knowing it. The story mode being so rich, we didn’t want to create a quality breach between the two of them. We also wanted something that can be extensible, so we can eventualy add new content after the release of the game.

One of our favorite levels to create were the “Chicken Republic” arc. And at this moment, everything went mad. We imagined a new way to play, to surprise the player. What about fighting an army of chickens while a lot of bad effects are applied to your screen ? It can be color swaps, waves, split-screen, dirty black and white noise…

We wanted to trick our players into thinking the game was over when they finally discover another different game. We made a whole new menu for it creating a real difference with the first part of the game.

This part of the game was very well received and a lot of people said that “the real game begins at Chicken Republic”, so it’s not that bad for something that wasn’t planned at the beginning and took us only 2 or 3 months of developement.

What was hard

Changing the world almost every song

Old School Musical is a journey through video-games history. It’s awesome but it was the biggest challenge of the game making. You don’t really see it, but every level is a real full game responding to the player’s successes or failures. So for every new level, we had to do everything from scratch. Coding new logic, adding physics, drawing new assets… We didn’t develop only one game. We did a 3D isometric RPG, a side-scroller shooter, a pokemon-style action game…

The good thing is that it gave us the experience of multiple games creation. The major drawback is that it took us much more time than expected. It was somehow frustrating to work so hard for 10 minutes of gameplay.

Working with friends

The good thing with working with your friends is that you know them so well you know how to speak to them. There is no surprise and it’s a good experience to share something bigger than just hanging around.

But because they are your friends, it’s hard to establish some kind of hierarchy and conflicts tend to take excessive proportions. The worst part of it is that you don’t want to lose them as your friends while work takes suddenly the major place in your relationship. It was very very hard for me to find a balance between both work and fun. Sometimes I succeded. Sometimes I failed.

Working at home

Teleworking is wonderful in many aspects. You are free work anywhere and anytime you want. But you can also feel very lonely and it’s easy to lose your motivation when you’re at home. We tried our best to meet and work all together sometimes.

But our everyday life looked more like this :

Dealing with 2 jobs

During almost all the developement, I had a second job. I was lead developer in a web-marketing company working for Google, Facebook, etc… It had some advantages. I had fixed revenue every month and I learned a lot about methodologies and online advertisement (which can be helpful when you want to release a digital product).

But at some point, I had so much work with these 2 jobs that I neglected everything else. I finally quit my job and I now feel a lot happier. I learnt the importance of keeping some time for myself.

Finding ways to catch the attention

Because of the state of the indie games market, it was hard for us to catch the public’s attention. We took a lot of time to build strategies for it. Our main focus was to produce very cool goodies. Few months before the release, we decided to make a press kit that nobody could forget. We did a NES box-art with a tape shaped mp3 player with 1 hour of the game OST.

How can a small indie team afford this king of goodies ? By making it ourself ! Here are the work in progress stages of building a press-kit :

It really worked and we still hear about it when we meet with the press. It took us some time and energy but we are really satisfied by the impact it had.

Conclusion

I’m really proud of everyone who worked on Old School Musical. I know the game is not perfect, but every pixel is full of all the love we have for video-games. It was made with developer’s tears during 7 long years. We couldn’t get this far without the amazing support of our community. It was the dream of my life and it’s now time to move on and to create another game with the same passion. We are so happy about the reception of the game all around the world. It’s a relief to see that people really do enjoy it.

Thanks to everyone and see you for the next game !

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Earn Double Gold Points when you pre-purchase the digital version, plus more when you add the Fighters Pass

Earn Double Gold Points when you pre-purchase the digital version, plus more when you add the Fighters Pass

The Super Smash Bros.™ Ultimate game for the Nintendo Switch™ system is set to come out swinging on Dec. 7 with a huge roster of fighters, stages, items, and modes.

Make sure you’re ready to play as soon as it’s released by pre-purchasing the digital version of the game and you’ll score double Gold Points. That means you get up to 300 points when you pre-purchase the game, then a bonus 300 points when the game comes out.

Want even more points? If you pre-purchase the Fighters Pass along with the digital version of the game, you can score 425 bonus points instead of the 300 bonus points you’d get by only pre-purchasing the game.

By pre-purchasing the game, you’ll also be qualified to receive a download code for the Piranha Plant in-game character*. The download code for the Piranha Plant in-game character will be sent to the email address associated with your Nintendo Account, and you’ll receive the new fighter when it becomes available in early 2019.**Don’t forget that you can use the Gold Points you earn toward the purchase of select digital games and DLC for Nintendo Switch, or a Nintendo Switch Online membership.

Learn more about the game or buy now on the official site.

The double Gold Points pre-purchase offer ends Dec. 6 at 8:59 p.m. PT. Bonus points will be issued on the game’s launch day, are earned based on the original list price of the game or game + Fighters Pass on Nintendo eShop, and will vary by country and currency. A Nintendo Account is required to receive and redeem My Nintendo points. Terms apply. https://accounts.nintendo.com/term_point.

* Purchase the digital version of the game or register your physical game card on your Nintendo Switch device by 1/31/2019 at 11:59 p.m. PT to qualify.

**A software update may be required to receive the downloadable content.

The download code for the Piranha Plant in-game character expires 6/30/2019 at 11:59 p.m. PT. Full version of game required to use DLC.


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