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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]

Preparing to Launch!


A tiny manned torpedo launch – sorry for the ugly gif compression!

Some people were asking about how disconnected ships are possible, so here’s a gif explaining one of the many ways – you can also simply build blocks in the water without connecting them to your main ship, and blocks can become separated through destruction as well.

This gif is particularly fitting cause we’re preparing to launch the mod today, we’re testing the changes that have been made to KAG and making sure the mod works more or less out of the box, and doesn’t break your normal KAG install.

All things going according to plan (hahaha, yeah right) we’ll hopefully have it in your hot little hands tonight.

Have Fun!

Max/Geti

Build Delay – Sorry!

While there was meant to be a build out today with the modding example, a whole heap of new features, and gold names for the Aus Official servers, it’s been delayed.

We’ll be doing our best to get it out on Monday, but we haven’t had enough time to test the changes to KAG “proper”, and the mod example needs a bit more cleaning until MM’s happy to let it into the public hands.

We’re in disagreement about what’s fun at the moment and I think it’ll be much more productive to come back to it after the weekend than make some knee-jerk reaction that could cripple the game.

Sorry to disappoint anyone waiting on the edge of their seat. Delays happen.

Have fun!

Max/Geti

[youtube http://www.youtube.com/watch?v=AGvvQpgHDuI?feature=oembed&w=500&h=374]

Mod Example Video

THD Tester Norill today recreated the classic game “Left” in the upcoming example mod “Bomb Voyage!”. We’ve done this a few times already during development to test out the physics but to see it happen emergently during testing brought a happy tear to our eyes :’)

More Mod Progress – Content updates

Towards the end of last week we were gearing up for testing, however some networking issues got in the way of getting it in the hands of testers, unfortunately. We’ll hopefully get that together over the next day or so, since we’d like to have the mod done by the end of the week.

Lots of progress was made on content though!


Bombs cause devastating explosions!

We’re going to add a nice delay to bombs to reduce the number of accidental explosions that are happening, but they’re quite functional so far.


Cannons firing!

The defense given by solid walls is invaluable. The cannons must be carefully aimed to take out tiles, but will kill players on any collision. They can be used to remotely detonate explosives as well!

Cannons can also be used to remove tiles you don’t want – this could be extended to torpedo or bomb or fighter boat release systems.

Cannons need to be carefully placed to get a good amount of shooting angle in – this usually means they’re fairly exposed too, allowing retaliatory fire!


Sharks will keep players out of the water.

We decided drowning was no fun, and sharks were more fun. ‘Nuff said.

Have Fun!

Max/Geti

Example Mod Progress + Gifs!

Hey guys, progress update on the still unnamed big example mod!

Figured seeing stuff in action would be most interesting for you guys, so here are some gifs:


Building – demonstrating the “tetris” aspect
(sorry for the janky gif recording)

The ratios of each type of tile are currently just for testing; there should be far fewer seats in the mix in the final game. Tweaking the ratio of each part is trivial, and might be moved to a config file for easy server-side configuration (for servers with 50% bomb blocks in the mix, for example).


Out of control ship

This little “fighter” ship’s pilot was accidentally munched into one of the propellers, but it stayed active, forming a collision hazard for anyone nearby!


Tiny test torpedo

We don’t have the bombs working just yet but with propellers and building working they’re up next, along with cannons! Ship destruction effects are currently super rudimentary but they’ll get some love in the next few days. The “pilot” here probably should have been killed in the collision.

Still to-do graphically is some way of orienting yourself properly with the world as it’s currently very difficult to understand what direction you’re moving in without a point of reference.

We’ve also got to bind a few things in the engine (like the background colour of the world) and potentially fix the parallax layers to work with rotation (though that might take too much time for this cycle, as the issue is due to the way the whole thing is coded, not a one-line bug).

As you can see progress is coming along fairly quickly, and we’re hoping to be able to have a game with the testers on friday after nutting out what needs to be done sync-wise.

Have Fun!

Max/Geti

Plans for This Week and Next – Big Modding Example!

Hey guys!

For the next two weeks we’re going to make a mod for KAG to demonstrate a ground-up total gameplay conversion of the game, and provide examples of how we’d accomplish various things in the engine.

The game we have in mind is a multi-teamed top down ship building game, with a sprinkling of tetris. Each team starts with a “core” that spawns random blocks for building with – these blocks need to be hooked together to protect the hull and provide offensive capabilities to your ship.

Some planned possible configurations include torpedoes, detachable raiding ships, and scrap melee machines. The limit of these configurations will be luck of the parts-draw and your imagination!


Mockup: torpedo hurtles towards an unprepared team.

There will be no direct player-to-player combat, no classes and no swimming – if you’re in the water you’ll either need to be picked up by a nearby boat or will swiftly drown, and if you make onto an enemy ship you’ll need to use their guns or bombs to do any damage (or take their controls and crash them into something). We think this will provide a unique form of versus play, and involve a lot of strategy.

Perhaps more importantly, over the next few weeks we’ll be forced to fix any bugs that get in the way of us accomplishing this goal, which will mean an easier time for modders down the road!

We’ll be keeping you posted with frequent updates and pictures :^)

Have Fun!

Max/Geti

KAG Stream for the charity!

Hey,

Our friends from the “Who’s Gaming Now?!” are hosting the LAN party event during which they rise the money for the charity. More details can be found here (the event has already started):

Charity: Naomi House
Stream link: http://twitch.tv/carlmundo
Date/Time: Saturday 15 March, 3pm to 1am GMT

Donation link: http://www.justgiving.com/nerds

Help the good cause!
Furai/Lucas

Build 1057 – Mod verification

So, this update is what build 1053 was meant to be about – mod verification.

Its all working now, and you may notice some thumbs up/down icons on the server browser now. These only show for modded servers and they indicate whether or not a server is running mods that are verified (thumbs up = verified, thumbs down = not verified).

What does it mean for a mod to be verified? It means that a mod is confirmed to have come directly from the developer that it claims to have been written by, without having been tampered with. If every mod currently active on a server is verified and the server has mod verification turned on, then the server will get a thumbs up icon in the browser.

So how do you turn on mod verification? With the sv_mods_verified – set it to 1. Note that it is 0/off by default and will be turned off if any of your active mods fail verification.

How does a mod get verified? It needs to first be registered – currently the simplest way to do this is with this app, and then it needs to have a registration.json file generated and distributed with it. Mod devs should therefore generate a new registration file every time they make a new release. This can be done with the same app used to register the mod in the first place, or alternatively a script like this can be used to do it over the command line.

This might seem a little tedius at first, but once you’ve done it once its really quite straightforward. Additionally, this is only the first phase in a move towards a more managed system of mod distribution. For example, it’ll soon be possible to setup your servers to auto-update their active mods whenever a new release of them is made.

I think I’ve covered the broad strokes of the system, but let me know in the forums if you have any questions.

Shadlington

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