Sunday, April 29, 2018

Been Busy

Been busy with my final semester of university. There has been progress on my game Asteria Rising though. The main work that has been done so far is tweaking the various items in the game, the abilities, the character creation, and creating guidelines in the Game Master Section for engagements (combat, exploration, and social).

Once finals are over there should be a complete draft of the engagement section in the game document. I will post it so people can see what guidelines I have. The guidelines at the moment are for general table-top engagements, so feel free to use them as much as possible when posted.

See you in a few weeks.

Saturday, March 31, 2018

Playtest Done

I finally got to playtest Asteria Rising. Feedback seemed overall positive from the two players. Mechanics are what all my notes were on. I'm going to use the character names the players picked for anonymity, Rutabaga & Q. Not all these notes will make sense as there have been changes to the game since the last update on this blog. I haven't posted for some time though and thought you all could use something to read.

I’ve deduced a couple things from the play test. First, character creation by rolling or using the set up standard array is quick. I am quite pleased to know that despite how involved character creation can be for a table-top mine is able to be done in 30-45 minutes for people who are not familiar with the game.

Second, I found that the playtesters would pick Combat Prowess, Skills, and Character Traits based solely off of the name. Most are descriptive enough in their names to where not knowing their exact role in game mechanics doesn’t cause issues for the players. I.e. athletics deals with physical feats not directly related to combat; intrigue deals with something related to deviousness or politics; hacking is clearly computer stuff; so on.

Third, Rutabaga enjoyed that with class bonuses to Combat Prowess or Skills she could go above the maximum level of 20. I had debated with myself a fair amount if that should be allowed or not. I decided that if someone like Rutabaga wanted a 24 in Mechanics and 25 in Hacking rather than spread those points out for versatility I should let them. It also clearly hindered Rutabaga in areas were she could not use those highly specialized skills, as her character was outside of their element. Rutabaga didn’t feel punished, but anxious to find creative ways to use those abilities.

Fourth, they had some regrets in where they allocated their numbers, but only when they got bad rolls. When they succeeded on really difficult rolls, Rutabaga succeeding on a 1/20 chance roll, they didn’t regret where they placed numbers at all. Rutabaga and Q were also very pleased when they succeeded those difficult rolls as it felt like a true accomplishment.

Fifth, the players seemed really pleased with how firearms allowed combat to be spread over a larger area, yet also how melee weapons did a lot more damage. It’s balance measure I implemented. The more range a weapon has the less damage it does. However, a sniper rifle will do more damage over time than an arming-sword because there can be up to 700 yards of space where the sniper rifle can attack, while the arming-sword needs to reach an opponent first.

Sixth, the players seemed neutral to how armor worked. They liked that Armor Class (A.C.) absorbed damage, when it was them taking damage. They didn’t seem to get the point of armor types giving resistances [half damage] and weakness [double damage] to certain weapon types.

Seventh, they liked that they had a pool of abilities to pick from regardless of the class they picked. One person opted for an extra attack and another a stun effect.

Eighth, I’ve determined that the Engineer is the most difficult class for beginners. The class features are very powerful; however, the player did not keep track of the utilities. They rarely used their weapon feature [allowed them to switch damage types] nor drone [allowed them to scout and do skill rolls even during combat]. It is a powerful class but also the most involved.

Ninth, it took players a couple rolls to get used to the dice system. The rolls use a twenty-sided dice, yet it success is not determined the same way as in Dungeons & Dragons, which they were more accustomed to. One player figured it out after three rolls; the other took twelve to adjust.

The playtest was successful. The players really did enjoy themselves and want to play again. That desire is the most useful information, as table-tops are expected to have replayability. True, there are one-shots [one time sessions], but people do play campaigns [a series of play sessions] or multiple one-shots.

Thursday, March 15, 2018

Asteria Rising: Update 11

Usability testing is important for a game like Asteria Rising. There are numerous interconnecting parts at play. Testing on the current Alpha [v0.17] began a few weeks ago. There has been a play test of combat and a test of character creation.

The character creation was tested by posting both a survey and the character creation portions of my the game. I will be posting those here just to show everyone a big behind the scenes look. Honestly, I have not gotten much feedback. The big reason is most likely the size of the document; because definitions for Skills and Combat Prowess needed to be included, the document is 71 pages and very involved.

Those who did test character creation found the process easier than other table-top role-playing-games. Luckily, one only needs 3-5 users to test before data variations on usability decrease exponentially. Well, I guess it would technically be logarithmically. I do not have that textbook on hand to cite this information; however, just know for general usability testing one only needs a handful of people form the target demographic. Large bodies of testers is only useful when compiling data for scientific research.

Tester found the way I laid out tasks for character creation rather helpful; my main reason for the prototype test did well. Testers enjoyed how the Character Traits aspect functioned, so it was good of me reverse engineer that from Greg Stafford's King Arthur Pendragon game. The change in the character sheet layout was appreciated as well, now role-play and combat elements are more evenly consolidated.

The most notable suggestions I received where: make the Skills portion of character creation like the Character Traits one; expand the Combat Prowess to have more specific items; make the rolls for character creation less swingy.

Moving on to Alpha v0.18 will result in me changing the class system greatly, yet the layout of the character sheets and most of character creation will be unchanged. The alterations to player classes will be to what actions they perform and how they level.

Feel free to test character creation and take the 5 question survey. I probably should have posted it here, but I forgot. . . My negligence aside, even with the changes I'm making any commentary is still appreciated.

Enjoy your day.

(Files have been removed)

Sunday, March 4, 2018

Hello

Giving this small post to let people know progress on Asteria Rising. This post is not an update on game mechanics, but those have been worked on. A test of the combat system was done 27 February 2018. The test revealed an issue with the combat, which has been fixed.

The game has also expanded character creation to have visual examples. Each subsection in character creation gives the basic information one needs on how to make a character, followed by detailed tasks with examples.

My plan has been to employ software documentation techniques, like those seen in instruction manuals for computer software. The character creation has been tested by one person, and the tasks worked very well. The only issue the person had was not knowing how valuable the skills they were rolling for were; thus, they were not sure what skills should be prioritized.

I am in a game designer group on Facebook. I plan to release the character creation information to them with a form to fill out. This will give me much needed data on the character creation section. I want character creation to be easy on users because it will be the first thing players encounter with the game. If the character creation is difficult, people will not want to give the game a chance.

My desire, is for the next true update on Asteria Rising to state the data I collect on my character creation section. That is all I have for the blog for now; I'm rather busy with school and continual revisions of Asteria Rising.

Thanks for reading.

Wednesday, February 21, 2018

Was Bored

Was bored yesterday and did some doodles for a joke anime/webcomic idea me and a friend had. The joke was simply that she would be the heroine, but win through dumb luck with a shield called Plot (Plot Armor). I would have a character based off me as a bumbling villain.


All the drawings were done in pen, no construction lines. It was mainly practice for human figures; I need more practice. Still, the general concepts are there. Lo is the savior of Writeland, a pun of how we both are Technical Writers. Her shield Plot is made to look like an art palette, and her spear to look like a paint brush. I image she has meta powers, like painting new things onto the comic page.

Our savior's best friend would be based off her real life best friend. Mo's inspiration loves playing elven mages, especially in Dragon Age Inquisition. She would always be around to help Lo, but would act as a good emotional rock and friend when around. Mo is probably a part of some Mage Guild or other organization.

Using the nick name my buddy gives me, the villain would be G. The Dark Lord would actually just be doing it as an internship that got out of hand quick. The outfit is made to be someone in a business suit with some armor pieces placed on top of it. The power of the Dark Lord would also be meta, rolling dice to alter events. Essentially, the power of randomness.

The pizza clan is a joke because both are based off people with almost a decade of experience in pizza chains. Quen is based off my buddy's husband, bug burly gentle giant. Mat-kun's inspiration is an anime enthusiast. His ninja character probably talks about nerdy things with Mo when they meet.

Nate is based off a boyfriend Mo's inspiration has. His inspiration knows a fair bit about computers, so I made him have electric base powers. Nate and Mo would both be in the Mage Guild, but Nate is more hermit like and wouldn't show up much.

That's the silliness I've gotten up to. Next post should be an updates on Asteria Rising. I've started working on it more.

Monday, February 12, 2018

Asteria Rising: Update 10

Asteria Rising has work being done on it again. I ran it by my local game designer group, Little Rock Game Designers (L.R.G.D.). The main issue I found was people thinking the game needed to either incentivize the narrative elements of the game, alter the wording of the attributes, or completely remove them.
Attributes
The attributes are leftovers from when Asteria Rising was a science-fiction homebrew [custom] setting for Dungeons and Dragons (D&D). As rules changed over time, so did the amount and importance of these attributes. At the last biweekly game design meeting (07 February 2018), I was given suggestions on my game. The people suggesting could only judge based off what I explained and the character sheet for Asteria Rising.
Person Suggestion
BRemove attributes
RIncentivize using narrative
JUse different attributes
To make people focus more on creating fun narratives and less on numbers for combat, power players/ murder hobo antics in D&D, the attributes were focused on. The person who suggested to remove the attributes entirely [B.] had been playing D&D since he was a child. He disliked the attribute system because he had seen all problems with people playing the table-top-game purely for numbers start with the attributes.

R. simply believed the narrative aspects of the game should be incentivized some how. Either by moving the attributes to another portion of the character sheet, making them less prominent, or to increase the incentive to focus on narrative based games for the Game Master (G.M.).
Character Sheet 1 for Asteria Rising v0.15
Now, J. thought it might be better to change what the attributes are. Nothing specific, but to simply offer something new for players to work with. Say strength, constitution, and dexterity were combined into a single attribute, Body; something related to a character's mental abilities, Psyche; so on.

Moving forward I want to try removing attributes. The reason for this is that none of the skills, even those for combat, are tied to attributes. Within the current version [0.15] of Asteria Rising the attributes have little use. Constitution lost its usefulness once poison resistance, fatigue resistance, and disease resistance were placed into combat skills. Strength mainly affects carrying capacity, which could be a passive based on class instead. Dexterity is used for avoiding attacks, yet something else could take its place.

Removing these attributes will require me reworking both the classes and equipment sections of the Asteria Rising document. I'll save the current version [0.15] incase I need to revert back to using attributes. I'm hoping that their removal will simplify the game further, without taking away from its depth. Once I've made progress on this I'll post again.

Have a great week.

Monday, January 29, 2018

Apus: Global Game Jam 2018

Over the course of 48 hours, I worked on a team to create a digital game [Apus] for Micro Soft Windows. The game was created in the Unity software. There were three artists on the team: Jzak, lmsnow, and me. I also did sound for the game. Our coder was marchov, who had experience in C++ but not Unity. Erica Roy was an initial team member and contributed to the game idea, but was ill and had to leave the event.

Here are more specifics on the art. Jzak made icons, found the sun image, and space background. lmsnow made two asteroids, two planets, and  the title screen. I made the initial form of the figure of Apus (our title screen character), two planets, two asteroids, the browser icon, and the win screen.
Left: lmsnow's title screen. Right: The initial character I made.

Our most difficult thing to figure out was how to incorporate sound into the Unity engine, and tie it to a system of triggers. The music could easily be made by placing a single Audio Source gameobject in Unity, and attaching an audio clip to it. We had to type in the code itself to allow an array of audio clips to be attached to the Audio Source.

Beyond placing the title screen audio, most of my sound work involved watching videos of coding sound in Unity and combing through free audio clips online. Originally I had played on my Viola and made random sounds in the event space for the game. Eventually though I wasn't sleep deprived and thought to look for free audio clips online. From personal experience, I suggest using FreeSound.org.
How to Play screen

The game itself is simple, when planets charge up, send asteroids from them to another planet in need of that element. For instance, a planet that is too cold needs fire. There are also randomized events, such as a plague occurring on a life planet. We tested the game by playing it with various difficulties by changing the speed planets charged and the speed War and Plague events happened.

Spreading Life around the solar system.
Oh no, with technology war broke out.
I stopped the war with cold, but not the ice planet has plague.

Download the executable and play. Try to figure out all the ways you can save planets and win the game.