Our Forces are Under Attack!

August 3rd, 2008

RiftMaker 0.9 is now updated (I should have moved to 0.10 but I forgot to update the numbers… oops) to include the following nifty new developments:

1) Enemies that can fight back! As well as heal themselves when at low HP (Sand Orc only)!
2) Goofy sound effects!
3) Stat and damage formulas that might possibly make sense later on!
4) The ability to flee fights by holding down Backspace!
5) The new overworld theme
6) A hammer weapon, just to justify the new “blunt attack” graphic
7) Lots of combat bug fixes

Click here to play the demo!

“Harbor From the Storm” is Vulnerable

August 1st, 2008

So, after many months of being tired of my full-scale original Russian musical, Tell Me a Beautiful Lie, I’ve started thinking about it again, and I’ve got a couple of ideas for improving things.

I remain somewhat dissatisfied with the third quarter of Act I.  This represents, story-wise, the gradual transition in Katya’s affections towards Oleksander.  I’m still really pleased with the Act I finale, as well as the political discussion between Katya and Oleksander in the middle of Act I, but the items in  between feel, well, not quite up to par.

“Harbor from the Storm” is one of the first songs I wrote for the musical, way back in my sophomore year at Harding, and it’s one that I’ve been doing my best to preserve from draft to draft, since I like it as much as I do.  Nonetheless, pretty much any “how-to” guide on musical writing makes it pretty clear that the one song you have in there just because you like it is probably the song that most needs to go.  (Joss Whedon, creator of Buffy the Vampire Slayer, is fond of bringing up this rule for TV scripts, which often run long - the thing you need to cut is probably the one scene that gave you the reason for writing the script in the first place.)

So why is “Harbor from the Storm” vulnerable but not “Katya” or “Grace Abounding,” the other two “surviving” songs?  Well, I managed to repurpose both of those songs in a way that pleases me, but “Harbor” remains largely the same - a love song with revolutionary overtones.  Of course, it is not simply an “I love you” song, but the melody says “I love you” song, and rhythmically, it comes after “A Certainty Comes,” which is similar in tone and feeling.  Therefore, if any part of the play is going to be the part where folks start going to the bathroom, I think “Harbor” is it.

“I love you” songs are usually the most boring parts of a musical.  “Beauty and the Beast,” “Aladdin,” and “Lion King” worked miracles by making the love songs actually UN-boring, but even early Disney movies had go-to-the-bathroom-worthy love songs (”So This is Love,” this means you).  The conventional wisdom is that such songs bore because they don’t reveal anything you don’t already know, but in point of fact, most songs don’t, nor should they, since lyrics are harder to glean important information from.  Love songs just tend to be slow, express cliches, and insofar as both lovers are singing simultaneously at each other, reek of unreal emotions.

On the other hand, folks seem to like “All I Ask of You” and “As Long As You’re Mine.”  Neither of them are bad songs, although they are cliche ridden and the lovers are singing sentiments at each other, so maybe “Harbor” can survive somehow.  On the other hand, I don’t think “Harbor” is as strong melodically as either of those two songs, and they both fall in the show after more exciting moments as a sort of release.  “Harbor” doesn’t, and I’m not sure that it can.

It’s also just hugely awkward to have the song sung to a Katya who isn’t actually there.  I think it doesn’t work, so I want to replace it.

There are a couple of interesting emotions or angles I want to play up with Roman, make him more of a real, live human being you can sympathize with.  The path from idealist to murderer is not really all that difficult - “compassion turns to anger turns to hate” and all that.  But I want to show that Roman still has at least some of the compassion left in him - he isn’t just all anger.  But the paranoia that is at the root of Nationalism Socialism and Communism has already taken strong root, and he is at war with himself.  Therefore, I think a darker, more rocking song illuminating Roman’s personal turmoil might just hit the spot, liven up the act, and make Katya’s choice between the two men more wrenching (hopefully).

I’ll let you know if I come up with anything.

New Overworld Theme

July 27th, 2008

The first anthem will be Tobias’s theme, and the second countermelody will be Rile’s theme. Let me know what you think.

Click here to listen.

Tuning Up RiftMaker 0.9

July 21st, 2008

Click here to try the latest demo.

I’ve made some adjustments to RiftMaker demo 0.9, adding auto-moves (Rile attacks the enemy selected with space bar, Tobias heals the party member selected with space bar), and generally streamlined the combat interface.  Basic attack moves start at the “1″ key rather than the “`” key, enemy selection migrates to the left rather than the right when enemies are destroyed, an enemy is selected at default, basic heal is now implemented (without additional graphics or sounds at this point).

RiftMaker Demo 0.9 - Attacking!

July 13th, 2008

Check it out! Characters can now actually attack and kill enemies! Enemies can’t fight back yet, and no other skills are implemented, but this is a big step on the way towards making RiftMaker feel like an actual game (if I do say so myself).

Next steps include:

  • Attack sound effects
  • Gold, experience, and treasure collection post combat
  • Enemy attacks (big)
  • Implement spells - heal, fireball, kick, freeze, bash, etc.
  • Battle animations for Tyche

Let me know what you think so far.

WALL-E

July 5th, 2008

I saw Pixar’s latest creation, WALL-E, today, and I’m sort of flummoxed that the reviews seem so superlatively positive.  I enjoyed it thoroughly, but I have no particular desire to see it again - a good movie, but not THAT great.

I feel about it the same way I felt about Ratatouille and Batman Begins.  Both were excellent movies, certainly.  Both were clearly written by intelligent, witty folks with a human heart.  Both did everything “right,” intellectually speaking.  There’s not necessarily any criticism of the movie that should justify not falling completely in love with either - but you don’t.  Because it’s not merely enough not to do anything wrong.  You also have to make a connection with the audience - and that’s more haphazard, more difficult to achieve (and also varies from individual to individual necessarily).

Most of the movie is done entirely in mime - the robots are just anthropomorphic enough to
garner your sympathy, but not enough to really interest you as characters, apart from the wrenching sadness of their plight.  Although you’re never bored, and you’re never turned the wrong way, you never really connect with Wall-E or EVE (the “girl” robot) beyond the sort of superficial “connection” you might have with a picture of a starving orphan or a three-legged puppy saying “I can make it on my own!”  It’s awfully moving.  But you feel kind of distant from the whole thing.

I still think back to a story told about Walt Disney’s response to some writer’s worries about the Jungle Book’s story not working.  Walt dismissed their concerns and basically asked “Why should I care about this?”  He wanted gags, moments - emotional connection with the audience.  A story in-and-of-itself may be a way of emotionally connecting with the audience, but it can also be a puzzle-solving exercise or a useless weight.  So how is the connection to be achieved?  The story can’t simply be well told - it has to be a story about something worth telling.  Is it inspiring?  Shocking?  Frightening?  Thrilling?  What is the emotional connection?

As best as I can tell, WALL-E primarily serves up pathos.  Apart from the usual self-conscious attempts at zany slapstick, there’s not a lot of humor.  The “romance” was effective as a source of pity, not as romance itself.  While there’s certainly a lot of “commentary” ladled around, it’s not especially provocative.  The movie didn’t strike me as having lots of intellectual layers to peel off (Ratatouille, at least, had a few).  With a few exceptions, there’s no real suspense - even though I was never really sure how it was going to end (the great films now to generate suspense even with full knowledge of what’s to come).  The stakes never seemed high enough, perhaps.  It never once felt dull or trite, but it never really felt clever either.

So the question “why should I care, really?” remains largely unanswered.

Meghan’s Drawings Reposted

July 4th, 2008

I thought I’d go ahead and repost these drawings of some characters from Disney’s Haunted Mansion: the Musical, as they represent my very first receipt of “fan art.” Meghan Plott drew them, and you can read her blog here.

Caroline singing \

Jamison Philes singing \

Reasonings Open for Business

July 4th, 2008

I’ve started another blog called Reasonings, where I will be keeping my theological and political postings.  The separation of themes is important, I believe, for keeping people who might be interested in only one thing or the other coming back.  Check it out here.

Update on RiftMaker

July 2nd, 2008

I’ve been continuing to work on RiftMaker, albeit fitfully.  I’ve drawn icons for several of the spells for the toolbar, and I’m most of the way through loading the spellbook XML file, which contains definitions for possible spells (what they do, who they target, how powerful they are, who can use them, etc).  No changes to actual gameplay yet, although I’ve corrected a few bugs (hopefully including the strange bug that caused folks to get stuck in the overworld after emerging from the desert/house) and reorganized some of my code to make development easier.  (Or, if I were writing a formal computer science paper, to “facilitate development.”)

More news to come as it develops.

Lessons From Adventures of Kyle

June 23rd, 2008

Last night I randomly started playing one of my really old Games Factory creations - the Adventures of Kyle, a weird hybrid of Diablo and Zelda. I spent a lot of effort on this game, but the results aren’t all that entertaining, so I thought I would record “lessons learned” so to speak - things not to try again, not counting the inadvisability of writing a game based entirely on the personalities of your own group of friends.

1. Isometric view is not drawn at a 45 degree angle.
One of the more frustating elements of this game visually is the wacky perspective. Isometric is the perspective used by Diablo, Starcraft, and Mario RPG to simulate a 3D perspective entirely in two dimensions. It occasionally looks wacky as objects do not diminish in size as they get farther away, but this wackiness could be hidden or reduced with appropriate graphics tricks. Needless to say, I did not use any of them in Adventures of Kyle, in which I also drew everything at a 45 degree angle - more effort then drawing things head on, while at the same time appearing highly distorted and amateurish. The actual angle is something else that I’m too lazy to look up right now.

2. Games aren’t fun when you can’t kill a single enemy without getting hurt.
This may be less true of RPGs where combat is abstracted and healing mechanisms are plentiful and expected, but for games with any action component, there’s really nothing more frustrating than finding that no amount of skill can save you from getting hit by a monster at least once.  Stocking up on health potions merely to survive long enough to beat the next level is un-fun.  Having the option of potions to help mitigate an avoidable disaster is fun.  Good enemy design, therefore, means no random, jerky enemy movements, no unblockable or undodgable projectiles, and no enemies that chase you inexorably that can kill you instantly.

3. Challenge should not derive from poor play control.
One of the decisions I made early on with Adventures of Kyle was that I would imitate the mouse-driven control style of Diablo.  I also thought, evidently, it would be a good idea to extend that control with a variety of obscure keyboard commands.  Mouse driven control requires a lot of finagling to get right.  Although a simple left mouse click tells Kyle where to walk to, he has no pathfinding capabilities whatsoever.  Many of the enemies move too fast to right-click (indicating a desire to attack), and the range of Kyle’s sword swing is so low that you have to be practically hugging the enemy to get a hit in.  Naturally, all this is overcome-able with some ingenuity and practice, but who WANTS to?  The more satisfying video games give you a significant element of responsiveness and control - the challenges are external, not internal.  Zelda aficionados know that it can be great fun to mow grass in “Link to the Past” - the grass is no challenge, but it represents a crisp exertion of power in the video game world.  Games can’t be too easy, of course, but no one minds levels that start simply or build in challenge.  Super Mario Galaxy had an excellent challenge curve.  The challenge should not be in just walking around.

4. You really ought to be able to walk behind trees.
Of course, at this point in my Games Factory career (9th grade, maybe?), I didn’t have the slightest idea how to create objects that you could go both in front of and behind.  Legends of Kyle had me trying to be a little too clever by shifting trees around the Z-axis (depth level) slowly but visibly during gameplay.  By later games (never finished and probably lost to a disabled hard drive), I had found plug-ins for Multimedia Fusion that did the trick, but simply punting on the issue and forcing Kyle to walk all the way around the tops of trees as though they were flat instead of standing up was just bizarre.  Some more clever level design might have corrected the problem.  Maybe the lesson here is, if there’s something important you can’t do, redesign the game so no one notices!

5. Make the game accessible to people who don’t know you and your friends.
Although the point of a lot of these games that I made WAS to build fantasy worlds for and involving people I knew, there are likely ways to mitigate that that I wasn’t really interested in doing.  Jokes instead of in-jokes, ample introductory material to present folks to people who don’t know them, etc. etc.  I’m sure that there are limits even then, but I figure they ought to TRY to be broached, rather than simply run away from.