All posts by temp09832323

Functional games

Games should be designed around specific functions.

I wish more game developers looked at it this way. I’m playing a game because I want it to do something for me. For example I’m playing this AAA racing game. I only play it because good car racing gets me into the zone. The game has excellent racing and car mechanics that get me into flow so I feel like I can kick ass and then the feeling lasts for a few hours and it transfers into other things I do later in the day: like coding games :).

Specifically racing cars does gets me in the zone. However the developer is clearly not aware that I’m playing the racing game just for the racing. Shocking?

Let’s look at what the game does:
* it makes me wait for the game to load for a few minutes
* it has to get me through pointless questions like “do you want autosave to be on?
* “do you want autosave to be really on?”
* “are you sure?
* forces me to pick a user account although I’m the only one playing
* the main menu is actually 3D and it has to load for a couple seconds
* there’s pointless mini cut scenes after whatever racing event you choose like I give a shit about the “story” or environment
* every menu option is artificially slowed down by some animation
* there’s an announcer which is there to help you but just annoys the crap out of you by saying stupid shit like “you need to catch up to win the race!” after you’ve crashed, tumbled and wrecked your car – thanks a lot for the advice and fuck you.

You get the point. Clearly all of these are just an effect of the designers showing off their After-Effects skills and an over-the-top budget. It has nothing to do with my purpose of playing the game. I “hired” the game for a specific task and everything that doesn’t get me there interfers with that and should be removed.

I’ve been playing games nowadays only to get into the state of flow.

Games serve me a specific function which is flow, but there are many other reasons we play games for example:
* we need to kill time for 15 minutes
* we want to forget for a minute about our problems
* we want to immerse in a different reality
* we want to feel adrenaline
* we want to feel nostalgia
* we want to be creative and build something
* we feel like kicking somebodies ass
* we want to learn a skill
* we want to experience a story
* we want to get into the zone
* we want to do something fun with friends

So this is a different way at looking at gaming. It’s not that you want to play an FPS or space game or a zombies game. This is thinking about what the game does for you. NOT what it is about and NOT what you can do in the game. Games serve you in some way. You play them because there is a task that they can do for you. So again:

What should the game do for you? – NOT what it is about.

Cartridge games serve a function. They are there for you. They accomplish a task for you:
You want to feel something specific – we got a game for you.
You want to LOL really hard – we got a game for you.
You want to have fun for exactly 12 minutes – we got a game for you.
You want to experience a full story but only got 3 minutes – we got a game for you.
You want to get into flow with a game specifically designed to do it as fast and reliantly as possible – we got a game for you.

We’re working on it so keep in touch and think what function could a game serve you specifically and hopefully we’ll have a game exactly for you.

MM

Build 1120 – Balance, Modding and Fixes

Hey guys, kinda small build this time but there’s some nice little changes in there that will help server owners tweak their play experience how they like, and hopefully see a rise in novel modes.

  • Config Vars
    TDM especially has benefited from the addition of more variables exposed through a config file – even the old RTDM mode is now possible through simple config file changes. CTF has also had most of its costs exposed through a config, though some of the more involved ones were left out. We’ll see how much use they get before going the extra mile. Older players keen to play some RTDM again should be happy about this one anyway!
  • TDM Tweaks
    TDM economy has been tweaked a little bit (as part of getting the config working) – there is a minimum of coins each round, but you can also save up in between rounds to help reward good play and allow for maps without a trader on them. The round plays a little more like counter strike now, on maps with a trader at least. We’re seeing more item use overall, but not too much spamming of any one item (except maybe bomb arrows 😉
    Shops can be turned off completely from within the config file as well, and all costs can be adjusted.
    Traders are also always neutral, so they don’t protect one team and hinder another (though they can be used as makeshift cover).
  • Swap Channels Option
    Linux users rejoice! Lucas has added a swap channels option for those suffering the flipped audio bug.
  • Spectator cam kicks in faster
    Small tweak, but those sick of looking at their corpse for 5 seconds after dying are in for a treat :^)
  • Fixed “Corner Hitting”
    The longest standing bug still in KAG has been fixed! Hitting through corners is no longer a thing.
  • Keg Tweaks
    Bombjumping with kegs has been fixed, and the keg is lighter. The keg dropping on hit is still in, as we feel this provides a much more interesting mechanic. It’s been moved a little backwards to help with it getting shot off your back by arrows. Keg explosions are now also symmetrical, the “down” line of the explosion isn’t strangely weak any more.
  • Knight Shield Direction Unlocked
    The shield direction in air has been fully unlocked to allow shielding to the side while in the air more easily. The shield angle has also been subtly increased (not anything like what it was though)
  • Longer CTF Build Time
    By default, the CTF build time is now 180 seconds instead of 120, so the pre game castles should be a little better prepared. We’ll be observing the issues this might introduce with rushing being non-viable, but it shouldn’t make too much of a difference.

Build should be out across all platforms within the hour. Be sure to leave your comments in the build thread on the forums.

As always, have fun!

Max/Geti

Build 1110

Quite a big balance patch this time, with a few experimental changes in the mix too. Let the changelog begin:

  • Knight Shield
    The Knight shield angles have been tweaked a lot – they should provide less cover overall, meaning that more arrows and explosions are likely to hit their mark. Specifically, the shield angle has been reduced from a whopping 220 degrees to somewhere between 130 and 160 degrees, depending on what you’re doing specifically with the shield at the time. Be a little more careful, knights.
  • Kegs
    Kegs now can take much more of a beating, leading to less premature detonation. There’s a catch, however – kegs now get dropped when they’re hit, meaning someone can shoot or smack the keg off your back. People with kegs will need to be a fair bit more careful if they want to keep a hold of it; try to provide support for anyone on your team carrying them! Kegs also change their owner on getting picked up now, rather than on throw, so that the correct person gets the kills.
  • Explosives
    Explosives now can’t actually destroy ground blocks – they’ll chew structures just fine, but will not remove any blocks The blocks will need to be removed by other means (sword, pick, drill, bolt, boat, pick your poison).
    This should help reduce the background terrain erosion a lot, and give builders more control over the flow of the battlefield, while still allowing blockades to be bombed down. Bedrock “eating” keg explosions should also be a fair bit better, and kegs should _not_ kill through walls that absorbed the explosion – of course, some dirt walls will not absorb the explosion even though they are not destroyed. This is experimental: we’ll see how this goes, it might need a bit of tweaking, but we’re tired of the massive erosion that happens to every map, every game.
  • More Heads
    6 new heads (3 for each gender) have been added; Gurren Lagann heads for everone sporting kamina glasses or anime avatars on the forums, messy red hair heads to service that niche, and sk8r boi/gurl heads for those who miss the bad old days.
  • More Killfeed Icons
    No more Keg causing “fall” icon! The drill and saw icons are stlil missing though..
  • Traps and buildings
    Traps and buildings should be a little more viable long-term, as platforms and wooden doors take less damage from swords, and trap blocks cannot be damaged by swords at all.
  • Optimisation
    The way the run flags for each script are calculated has been optimised so that the checks are only carried out a maximum of once per frame per blob. We’ll work more on optimising this as well, because there’s still overhead associated with checking all of them even when they aren’t needed.
  • Cost Tweak
    Bombs now cost 25c in CTF; an even 100 for 4. Mines are now 60c so they see more use. Burgers are now purchaseable from the quarters/inn/kitchen, and the cost of healing items has generally been decreased. Archers can now shoot burgers to make ranged support via healing more possible (it works with fish too, but they can be tricky to come by in some games).
  • Weight tweaks
    Corpses are now medium weight, so that lugging one around slows you down a little. Kegs are now heavy weight, so they slow you a lot.
  • Run Through Doors Exploit Fixed
    Self explanatory.
  • Fixed Smooth Shader
    First change by our long time support guy Lucas/Furai – the smooth shader should now work properly for all resolutions instead of just the default!
  • No Light from Buildings
    This facilitates underground stealth bases more easily, and encourages lantern use.
  • Modding
    Joining modded servers has been made less “scary” and annoying – the warning window only shows up on your first day of play. Servers are also flagged as modded less frequently, most notably maps, mapcycles and config files wont trigger a server as modded. Script changes will trigger a server as modded, as will any loaded mods (naturally). Hopefully the increased ease of joining and increased exposure in general will help kick the modding scene into gear :^)
    Mods verified with and uploaded to the API should now Auto-Update, though I’ll leave it to Tom to explain the specifics in the thread as I’m not 100% clear on them.

I think that’s about it – quite a lot so there might be a few issues, but it should be fine for the weekend. Have fun!

Max

Edit by Tom: Server auto-updates explained here

SSL issues patched up

Hello,

With regards to the recent Heartbleed SSL vulnerabilities that have been taking its toll on the Internet, our system administrators have patched our server infrastructure such that we are not vulnerable to any SSL attacks.

Cheers,
Furai/Lucas

[Promotion] $12.99 for two copies of KAG

Hey,

We’ve recently been working on our website in order to bring you this promotion! This is an amazing offer – for only $12.99 you can get two copies of KAG!

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All you need to do is to go to our main website and buy the game from there. 

This promotion together with the newly released mod “Shiprekt” will make the best gift you can ever do to your friend!

Don’t hesitate. Buy the game and play this amazing mod with your friend!

Cheers,
Furai/Lucas

Play Shiprekt!

This is a full conversion mod for KAG. Our first idea was to make a simple top-down shooter like Asteroids. But what if you were free to build the ship from blocks? Furthermore what if these blocks were random like Tetris? Mix it with 2 other classics: Arcanoid and Bomberman and you’ve got Shiprekt.

We made this mod because we believe in making games that provide simple gameplay elements but combined with freedom and your creativity – bring an infinite possibility of action, total havoc and wreckage. In other words FUN.

Build Ships!

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Wreck the Enemy!

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How to get it?

Shiprekt is a mod for King Arthur’s Gold. If you’ve purchased KAG then just launch the servers browser and pick a blue server that has this mod on. If you don’t have KAG yet, get it here or on Steam.

How to Play:

*Your Core (spawn) provides random parts
*Use these parts to build your ship
*Protect your Core
*Destroy all other ships Cores
*Avoid falling into water (ever watched Jaws?)
*After losing your core you get switched to another team, this happens until there is one team left
*(only) All players on the final surviving team get points – so play nice!

*[ WASD ] to move around
*[ E ] when close to use ship components
*[ SPACE ] rotates blocks while building.
*[ LMB ] to punch boarders
*[ SPACE ] releases all couplings (gray crosses) when sitting in a seat
*[ SCROLL ] zoom in/out

 (these keys apply by default only)

Have fun and let us know on forums what you think of the game.

Please share/tweet/facebook this link so more players come play!

Build 1085 – “Shiprekt”

Incoming Big Build!

Lots of KAG Tweaks, and AUS Official Servers!

First of all, the example mod “Shiprekt” is having its first public release! It’s a bit rough around the edges but demonstrates a complete total conversion to top down ship building carnage!

List of “Shiprekt” Features:

  • Full total conversion in a simple KAG mod. Join a server and play, no bullshit!
  • Top down block based ship building, with per-block destruction!
  • Totally Moddable! Want more blocks in the game? Add them!

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A handful of KAG tweaks have gone ahead at the same time, either driven by Shiprekt development, community feedback, tester suggestions or sudden inspiration to change things up.

List of the major KAG tweaks:

  • Spikes changes
    Spikes now stun on hit
    Spikes now hit when wallsliding or wall running
    These combine to allow some devlish 1 hit kill traps and a lot more vertical control when placed on wood blocks and mixed with trap blocks to save them from hurting your team. I’m very keen to see where this takes the building meta.
  • No arrow slashing
    I decided I didn’t have strong feelings about this and the majority opinion is that it’s luck based and hurts competitive play, even if it does look cool.
  • More Particle Functionality
    Modders will be happy to know that as part of Shiprekt development we added a heap of nice new functionality to particles, such as scripted callbacks and being able to get a handle to pixel particles. BV contains good examples of this new functionality, check out humangibs.as in particular as it demos all 3 of these.
  • Various annoying exploits fixed
    A coin duplication bug and the infinite spawning traders bug should both be fixed, pending confirmation from public testing. The coin dupe fix is temporary, a proper solution will be done over the next week.
  • TDM Tweaks
    -Trader menu in TDM stays open after purchase
    -TDM prices reshuffled to prevent a million spec arrow spams.
    Anyone who regularly (or even irregularly) plays TDM should be pleased with these changes.

There are also now Official Australian Servers, have a look for them in the server browser! Only took 3 years!

These are the result of some collaboration with the guys hosting the major community Aus servers to move their ever competent admins over to an official capacity, and keep the Aus community strong in the face of them running low on funding. As always the official servers are hosted by Joe/jrgp. We’ll be working hard to keep these servers up to the same quality as the old community ones.

Have Fun!

Max/Geti

Holy Flow

I think game design is equal part art and science. I have been looking for some time now, for an objective system to make good games. Wouldn’t it be great if we had a simple checklist we could go through, then add some of our own personality to it and voila, we have an amazing game?

Right now we have methods of doing it but they take a long time. We make many iterations, testing many ideas. Most ideas seem good in our heads but ultimately fail in reality. What if we had a system to check these ideas beforehand?

Let me introduce the concept of Flow. You might have heard of this mental state. It isn’t anything new and people have been applying it to game design already (for more info links at the bottom).

I’m reading a book called “The Rise of Superman” recently. It is a detailed chronicle about how extreme action & adventure sports men get into the flow state. About the enjoyment, the sense of purpose and the impossible they achieve in the Zone (another term for ‘flow’). The discoveries they make on Flow apply to us all. If you haven’t yet read the book (I highly recommend), trust me on this understanding, that Flow – is the Holy Grail we’ve been looking for.

Flow is why we play games.

How easy we get into the flow state and how long it lasts is a direct measurement of how good a game is.

This is amazing news because we have a goal by which we can objectively quantify how good a game is. You know a game is good when you experience all or any of the following:

* Extreme focus on a task.
* A sense of active control.
* Merging of action and awareness.
* Loss of self-awareness.
* Distortion of the experience of time.
* The experience of the task being the only necessary justification for continuing it.

If we steer gameplay experience so the players achieve these states, we are at home. Now here is how we do it. The following is a features list a game should have. Consider it a checklist on how to build a perfect game. Match and mix methods and mechanics described under each section.

[ ]  Risk
In order to ‘force’ the state in the player he needs a big enough motivation to concentrate. The best way to achieve this is how action & adventure athletes do it – they risk their life. We can do this with less extreme measures in games, yet still requiring attention.

Methods: loss, humiliation, exposure

Mechanics:
a) perma death
b) unforgiving (lack of save games)
c) leaderboards
d) periodical gameplay (eg. once per round, once pre week/day)
e) loss of comfort/powerup (eg. big Mario becoming small again)

[ ]  Rich environment
Boredom kills flow. The environment must constantly be stimulating to the player to grab his attention at all times.

Methods: novelty, complexity, dangers and opportunity, anything can happen, awe, beauty

Mechanics:
a) random generators
b) awe-inspiring visuals, sounds & effects
c) many different/new environments

[ ]  Deep embodiment
In order to lose touch with himself and his body the player must immerse himself totally into the game world. He must come to a state absent of emotion and self awareness where all he experiences is what the game is feeding him.

Methods: immersion, involving all senses, stimulating all senses

Mechanics:
a) stimulating graphics
b) sounds
c) music
d) motion (eg. camera)
e) feel (control)
f) character is the player (eg. mute Gordon Freeman)
g) minimal or no HUD
h) smooth gameplay (reduce frustration, some is good but not ‘rage quit’)
(no interruptions! – interruptions cause 15 mins to get back into flow)

[ ]  Humility
Humility is a *binder*. It binds all the other aspects together. If the player grasps the game and is humble towards the mechanics he will open up and increase the flow of information, leading to a better game experience, better scores and better immersion.

Methods: intuitivness, focus, presence

Mechanics:
a) intuitive controls
b) no explanations needed (no tutorials)
c) “NO BS”
d) perfect mechanics (no room for more features)

[ ]  Clear simple goal
The goal should be challenging yet manageable. Inspiring by its grandiosity yet motivating to start if chunked down.

Methods: presentation, visualization, imagination

Mechanics:
a) high scores
b) levels/chapters
c) tasks/subtasks
d) goal always in front of you (eg. combine tower in HL2)
e) showing or forcing to imagine roadmap to goal (visualization increases chances of success)
d) 3rd person cameras
e) maps

[ ]  Immediate feedback
Only with a sense that the game is managable and learnable can the player focus and enter the Zone. He needs a sense of purpose of his actions. Feedback is a necessary component of learning which gives purpose and ultimately satisfaction.

Methods: responsiveness, clarity, logic, familiarity

Mechanics:
a) effects (sounds, graphics, particles, motions)
b) understandable scores
c) responsive controls
d) responsive world (nothing static – everything jiggles, dings, pings etc.)
e) instant replays
f) clear reason for losing
g) clear path to avoiding mistake next time
h) what you see is what you get (no hidden mechanics)

[ ]  Hard but not too hard
Flow can only be maintained if the bar is constantly raising. If the challenge stops, flow stops. If there is no challenge, there is no flow.

Methods: science shows that tasks should be exactly (at all times) 4% greater than current skills to induce flow

Mechanics:
a) game metrics / AI director
b) always increasing difficulty (Tetris!)
c) similar skill level for multiplayer
d) competitive scene (clan wars)

[ ]  Companionship
As humility was a binder, so companionship is an *enhancer*. When other people watch you everything changes. Suddenly there is much more at stakes. Suddenly there is much more to win.

Methods: transparency, communication, human touch, unpredictability, rivalry

Mechanics:
a) competitive multiplayer
b) cooperative
c) leaderboards
d) community
e) chat / emoticons

[ ]  The pattern
Finally here is a map of an ideal game experience (which throws you into flow) and after this an example showing how this all works in a real game.

The pattern goes like this A->B->C->D->A->B->C->D->A… and corresponds to phases a player goes through while playing a level or part of the game.

Struggle -> Release -> Flow -> Recovery -> Struggle…

A. **Struggle**- awkwardness, frustration, unsolvable, analyzing chunks and patterns, leaping faith – “I can do it”
B. **Release** – failure, do something else, relax
C. **Flow** – return to challenge, finally “got it”, in the zone
D. **Recovery** – break from gameplay, leveling up, feedback, learning

Example game:
“Hotline Miami”

a) Struggle
Hotline Miami is extremely difficult in the beginning yet the goal is clear and very clear how to achieve it. The top-down view helps visualizing the path to success.

b) Release
The player can choose a variety of different “heads” before entering a level. These heads give different perks and abilities. It is a method of “stepping back” and trying something different. Sometimes even relaxing and doing something for fun (the weapons choice menu in Soldat works in a similar way).

c) Flow
This game can only be beaten in flow. This is why it is not uncommon that people finish the whole game in one seating. After accomplishing such a feat they don’t remember what they did, they just know “this was the best game ever”.

d) Recovery
Hotline Miami has intermittent levels that on first look serve no purpose. Between every mission you have a “shop” level where you can walk in a shop and talk to your clerk friend. Also before a mission starts you start at your apartment which reveals some details about your characters life (like a naked women in bathtub or bed). These serve only as a relief and recovery time. Something that takes the players mind off of the game, while his brain “compiles” and levels up for the next level.

Release and Recovery can be achieved artificially outside of the game. Simply stop playing and do something else. Return and you will be much better. However great games introduce these elements inside the game so there is no need to step away and you’re fully immersed and leave the state of Flow only after you finish the game.

MM

More info:
[Gamasutra article about Flow and games]
[Art of Manliness podcast about Rise of Superman]