Butter tart trail!!!
11/30 '14
Butter tart trail!!!
11/30 '14
HFS - Neil Diamond FTW
11/29 '14
5:30 this morning, house is quiet, woodstove warm.
I was trying to pick a date for the Arden House Book Two launch party, then got distracted and curious about what we'd planned for later today.
Clicked "Today" on Google Calendar for the first time in, I don't know, months. Surprise! Neil Diamond rocks across my screen, loud as the Downton Abbey episode we watched last night.
Scared the cat into next week.
It's early, but the smart money is on this being the highlight of my day.
Happy thanksgiving, yo
11/28 '14
Thanksgiving here at Casa Iguana was a good time, mostly. Roberta cooked her ass off. My father in law took a welcome interest in our inability to control the basement den lights from within the den; he's a retired engineer and has already rewired at least one son's house. We ate pie. Today we're thinking the Pennsylvania academy of fine arts museum.
Achievement unlocked: the goddamned treadmill
11/28 '14
Running on a treadmill has always been difficult for me, to the point that I considered it nigh impossible for a long time. But the ability to listen to music without headphones was a powerful draw. Also, it's cold outside, and lately "right after everyone goes to bed" has been my only chance to do any self-directed activities. So tonight at two a.m., I ran 5 miles on the treadmill. It sucked.
The worst part was the fact that the muscles that keep me balanced on a treadmill aren't the same as the muscles I use off the treadmill. So I have lots of little tiny muscles that are very angry with me right now.The second worst part was the fact that I decided to set goals based on "when this song ends." It makes music less enjoyable when you can't remember if a song has a bridge or not, and you're thinking it's maybe almost over and here comes the bridge and it's at least another minute before you can drop your speed another 0.1mph. And then a Nightwish song comes on...Anyway, with luck and determination, I'll have run 200 miles in 2014. That's pretty awesome. I'll be resetting the counter in January, and I hope in 2015 I make it to Rivendell.
My brother's holiday drawing
11/28 '14
Twenty-eight
11/27 '14
Happy Thanksgiving, all.
"Sargeant, you got a lot a damn gall to ask me if I've rehabilitated myself, I mean, I mean, I mean that just, I'm sitting here on the bench, I mean I'm sitting here on the Group W bench 'cause you want to know if I'm moral enough join the army, burn women, kids, houses and villages after being a litterbug."
Twenty-seven
11/27 '14
NaNoWriMo-ers (and drawers, poets, knitters, etc), you've got 5 days left! What's your status?
Blindside 3 - Stat Juggling
11/26 '14
Since the last Blindside post I've implemented the majority of the in-game scripting language, which I am calling Sai. I don't want to go into a lot of detail about it but technically I will say that I'm pretty happy with it as a language in general. I do need to write up documentation for it which will be interesting slash annoying but for the moment I am setting it aside and returning to the issues of game balance and derived stats.
For those just tuning in, there are twelve base stats: power, magic, empathy; defense, dogma, sagacity; accuracy, speed, stealth; essence, constitution and ego. (Two of the last three have changed; essence was awareness and ego was charisma; the concepts are somewhat similar in intent but the names are now clearer.)
Each character starts off with a unique but balanced set of those twelve base stats ranging from -5 to +5, depending on gender, race and class. They're balanced because they sum to zero. As a game designer, I want to make gameplay different in interesting ways for each character so the game has replayability. When the game starts, I will offer the player several free skill upgrades so they can further customize their character.
So let's talk about derived stats, or how those base stats are used to arrive at the numbers the game uses in its calculations. (I'm not going to detail the formulas, just talk about derivation in general.)
Our first three derived stats are health, mana and stamina. Health is largely based on the constitution stat and is the familar "hit points" metric, or how much physical damage you can take. In the game, physical health will be handled somewhat realistically; you can't just swig a health potion. I want players to generally regard combat as a high risk activity, something you do only when you must, and then only when you are well prepared. If you take damage, you will recover some of it slowly on your own to a degree as your body heals itself, but getting back to full health will require intervention.
Mana, the resource used by casting both types of magic is based mainly on the ego stat, and represents how much mental focus and disciplin you have. Mana will regenerate fairly quickly on its own, but a period rest will be required to restore it to full. I don't intend to allow you to cast spells like machine gun bursts, but on the other hand characters who are physically weak but have powerful magic should still be competitive in combat.
Stamina grants you the ability to perform sustained physical activity without becoming winded. The more stamina you have, the more swings of a sword you can take, the farther you can sprint, and so on. You will be allowed to exert yourself to exhaustion in battle if you wish, but if you do so you will need to catch your breath before taking further actions. Stamina is mainly derived from the base stat of essence, an interpretation of the concept of chi or body focus. Essence, like constitution and ego, also affect other derived stats where appropriate.
Our next three derived stats are defense modifiers for to recevied physical, magical and empathic attacks. Largely based on defense, dogma and sagacity, they do also include some influence from constitution, ego and essence. Defense modifiers are straight percentage modifiers and are intended to take into account the character's familiarity with differing forms of attacks. For example, a character skilled at physical combat will naturally know how to reduce the effects of a physical blow to her body.
At this point, the realm of physical attacks splits into three specializations. Very generally, strength attacks use blunt weapons, dexterity attacks use sharp weapons, and accuracy attacks use pointy or projectile weapons. And so there are three derived stats for physical attacks -- bash, slash and pierce -- that model competency at perpetrating these three types of attacks. Bash is logically based on the base stat of power, slash on speed, and pierce on accuracy, with additional modifiers. There are also two derived stats for magic and empathic attacks which are primarily based on magic and empathy, with modifiers as well.
Finally, the base stat of speed has its own effect on gameplay as the speed factor; the faster your character is, not only the higher your slash attacks, but the faster the game will complete your commands! This effect is very small but can make a difference in some combat situations. So if you're playing a Pixie and you have a Justice for a companion and notice that you keep getting ahead of them, that's why -- they're the fastest and slowest characters in the game respectively. (Interestingly, because of the high speed, Pixies can do frightening amouts of damage with edged weapons due to their high slash modifier -- and though the Justice is a slow and plodding character their very high power makes them just as dangerous with a hammer!)
Balancing all of these stats is where I'm spending my time right now. I have some fairly impressive spreadsheets being auto-generated by the game engine where I get an overview of all the possibilities for each character that can be created. Not just of these derived stats, but of combat consequences, like damage output to stamina exhaustion for different types of weapons.
I'm just at the point where the spreadsheets look "good enough" so it's time to start actually running simulations that pit characters against each other to see who wins. Which will also give me some initial passes for NPC artificial-intelligence!
It's kind of exciting, but also kind of scary. I'm a little worried that the huge amount of work I've done so far in creating the stats and the combat model will actually be impossible to balance. But on the other hand, I feal reasonably sure that I'll be able to sort out most minor issues.
So really the question is, have I taken a huge misstep?
The next week or so will tell.
A Harbinger post about the Fey
11/25 '14
If D&D 5e is your bag, and/or if you like fey creatures, there's a new post in my gaming blog about, well, fey creatures in D&D 5e.
Confessions of a TV Marathoner
11/25 '14
I was raised on syndicated TV, as I suspect were many my age; I never watched the original Star Trek at the stately original pace of one episode per week, but rather every day for years, thus seeing them over and over again. And so it was with most TV I watched.
This, apparently, prepared me perfectly for this modern age of marathoning TV shows via Netflix or DVD or whatever. To the extent that I find I do not like shows as well when I watch them weekly, or rather, I like them better when I jam through them again at some later date. If it weren't for that last bit of me that doesn't like the Internet telling me everything that happened in an episode before I see it, I think I might at this point stop bothering to watch TV when it's new. Thus contributing to the end of TV, I recognize, although it's not like I've ever been in a Neilsen family.
Anyway, I digress. Point is, this has given me the peculiar habit of marathoning my way back through a TV series I've already seen as a comfort food, the moreso in the winter when seasonal depression is a constant companion. Some years ago -- when the show was not only still airing but was about midway through its run -- I marathoned my way through Scrubs one winter to catch up. The next year I marathoned my way back through all of it up to that point. And so on, so that December 2013 I once again began with the first Scrubs episode and ended with the last episode of the spinoff.
This has been the year that it's almost too easy to do this kind of thing, though. After the Doctor Who 50th anniversary a year ago, I started watching the old series with its first episode (obviously watching reconstructions along the way) and am currently in its 22nd season. My wife and I are slamming through Supernatural after doing the same with Lost Girl before it. The family's marathoning Arrow (to catch up) after having finished Alias after having finished Hercules and Xena after having finished ... well, I forget what, but I can tell you every Star Trek series except Enterprise was in there, too.
Not sure if I'm going to do Scrubs again this year, though; there's so many options now. Maybe it's time to marathon New Girl...