Showing posts with label character. Show all posts
Showing posts with label character. Show all posts

Monday, April 24, 2017

Avadon Developer Diary 4 The Character Classes

Avadon Developer Diary 4 The Character Classes



Avadon: The Black Fortress, our next game and the beginning of an all-new series, has been in beta-testing for a while. Its been a grueling process. Testing a new game with a new engine is a lot of work, because basically everything in the game is broken. Happily, weve worked through the worst of it, and Spiderweb Software is still on track to release the game for the Mac in February.

For this developer diary (the others are here, here, and here), I wanted to write about the four character classes in Avadon. What they are, what they are like, and why I made them the way I did. Since this is the very first time Ive written a class-based system, I put an awful lot of thought into the classes. I wanted each to have a distinct feel, but I want you to be able to complete the game with any mix of them.

Since I dont want the game to have too much healing, all classes needed to be able to protect themselves in some way. Since any combination of them needed to be able to win, I wanted them all to be able to produce a bunch of damage when necessary. And since I wanted them to be distinct, each of them needed to be able to do something unique and, hopefully, interesting.


So here they are. I will give the name of each class, the official, in-game description, and what I was thinking when I put it in.

Blademaster
"A blademaster is a true warrior. He is most comfortable in a massive suit of plate armor, wielding a sword and shield or a huge halberd, striding boldly into a crowd of foes and sending them flying with mighty blows. Blademasters are not subtle."
Ive tried to stay away from some elements of the standard RPG archetypal class roles: the healer, the crowd control guy, the DPS, etc. But I do like tanks. I like the feeling of having big beefy warriors who stand tall and bear the brunt of the enemy attacks while the other characters stay back and do awesome things. Its not necessary to have a tank in Avadon, but it is a cool option for those who want it.

Blademasters can also stun foes if you get overwhelmed, and they do have the ability to heal themselves. Though they are tanks, I gave them the ability to stun and fling around foes as well to give playing them some variety.

Shadowwalker
"The shadowwalkers are warriors of the shadows. They count on cunning and evasion, slipping through the guards of their enemies and delivering lethal blows. They can attack with blades, thrown razor disks, and pots of noxious and deadly alchemical substances. And then vanish into thin air."
OK, Im not going to deny or hide the perfectly obvious. Shadowwalkers are suspiciously similar to ninjas. I wanted a character type that was fragile but could inflict a ton of damage in melee and had all sorts of cool tricks. That narrowed it down to ninjas and pirates, and I though ninjas fit better. This is, in come ways, a real pandering, fan-service sort of move, but it has its reasons.

This is my favorite class because of the cool tricks it can do. My favorite are the abilities that let you teleport and stun enemies with smoke or leave a decoy of yourself behind to trick foes. Introducing teleportation into my games has caused some tricky programming issues to deal with, but its worth it.

And, to be honest, whenever I need to design something in one of my games, my first instinct is to do the thing I would most enjoy if I was playing. That is a compass that has almost never led me astray. And so, when I had the idea of fitting a ninja-type into the world, I was, like, "Yeah! Cool!" Its neat, and it adds a little bit of silliness to a world that sometimes threatened to be dark and serious.

Also, when I write a game, I try to include some elements that appeal to young, energetic fans. For example, the Geneforge series had a lot of in-depth politics and difficult, wrenching, role-playing choices. However, a lot of people bought the games because they liked the idea of having an army of fire-breathing dinosaurs. Avadon does not have fire-breathing dinosaurs, but it has elements of similar, simple fun.

Shaman
"The shaman has dedicated her life to nature, and nature, in return, has rewarded her with great power. She can use her connection to the wilds to heal and bless her allies. And, when angered, she can call wind, lightning, and fire to devastate those who challenge her. A shaman is rarely alone. She can call wolves or, eventually, drakes to serve and protect her. Also, she has the unique ability to heal wounded allies."
I wanted a character who could summon pets, and I wanted a character who had a few healing spells. Those two abilities fit very naturally with the shaman idea, especially since Id already decided that a large swath of the land of Lynaeus was still settled with fierce, tribal barbarians. The shaman is a class that can do a lot of useful things. Produce damage. Make a pet that can bite or hold off foes. Heal and bless allies. Curse foes. They definitely have the most unique flavor of the classes in the game.

It is worth pointing out, once again, that I am leavening the occasional grimness of the setting and seriousness of the drama with a lot of standard fantasy trappings. Ninjas AND barbarians? What? Ive always enjoyed writing games that mix the high-minded and the silly.

Sorceress
"The sorceress has dedicated her life to the mastery of the arcane arts. Fragile in battle, she makes up for it with the ability to summon forth clouds of fire, lightning, or ice, obliterating her foes."
Nothing innovative here. Its not an RPG without a cannon, someone who can summon big ol tornadoes of fire to wipe everyone out. Fragile, unarmored, but able to blast large areas of the battlefield with raw power. Plus, daze or charm foes, give powerful blessings, and so on. Just keep her a safe distance from the monsters.

I dont feel guilty about having some of the classes be very straightforward and what people are used to in RPGs. I want players to have the option to stay with what they are familiar and comfortable with. The fireball-flinging magic user became a fantasy archetype for a reason.

So Those Are the Classes

Your party will usually have three characters: Your main character, and two others selected from the four helpers available to you, one from each class. (And each with his or her own personality, opinions, and goals.) Ive tried to make a good mix of familiar and unusual, combat and melee, with a bit of blatant (but fun) fan service thrown in. I still have months of balance work ahead of me to make sure each class is distinct, useful, and fun, but so far, in practice, the system seems to be working very well in practice.

One Final Note On Gender

I have already received complaints because the two melee fighters are male and the two spellcasters are female. Some want female warriors and some want male casters, and they are unhappy. I can understand their irritation.

The sad truth is that this came about due to limited time and resources. Making the art for the four sorts of PCs already consumed a huge amount of time, even just making one gender per class. When we start work on Avadon 2, one of the first things we hope to do is to make female blademasters and shadowwalkers and male shamans and sorceresses. Until then, certain sacrifices had to be made in the hope of a timely release.

Available link for download

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Monday, January 23, 2017

Avadon Developer Diary 3 Character Classes and Kicking Butt

Avadon Developer Diary 3 Character Classes and Kicking Butt



Time for another developer journal about the creation of the first game in an all-new series, Avadon: The Black Fortress. The first article was about the unusual way in which I first came up with the idea for the series, and the second article was about the long and dry process of choosing a mood and theme for the game.

Next came the fun part. The game system. The gritty details of the numbers and abilities and treasures and other things that help make role-playing games fun.

Designing a whole new game system is both fun and terrifying. Its a chance to do something new and exciting, but if you have too many changes your fan base will be angry. Its a chance to correct all the mistakes you made over the previous years, and then go and screw up in a whole new bunch of ways. And there are a lot of decisions to make. Lots and lots of decisions, and a lot of time spent balancing each one.

So, before I got too far, I had to make several big choices:

1. Class-based or skill-based system?


All of Spiderwebs games have had skill-based systems. All characters were able to train in the same pool of skills. Warriors could learn to cast spells. Wizards could learn to use a sword. Its worked very well.

And yet, Avadon will throw all that out the window. Avadon: The Black Fortress will have four character classes, each with entirely different pools of abilities. The classes are Blademaster, Shadowwalker, Shaman, and Sorceress, and each plays very differently.

Your party will have up to three characters. One will be your main character. The other two will be selected from characters in the game, each with their personalities and issues and each of which is one of the four classes.

Three party members. Four classes. Thus, you will always have to do without at least one of the classes. Also, sometimes the characters will be off doing their own business, so you will have to play someone else. Because of this, you will need to shift your tactics occasionally.

So why change? Why throw out a system thats been working great for fifteen years? The answer is: Because I thought it would be fun to write a class-based system.

Thats pretty much it. After fifteen years, I need to occasionally try new things to stay interested and keep my brain fresh. Otherwise, burnout, writers block, and disaster. Ive played a lot of good games over the years with class-based systems, I had a lot of fun with them, and I wanted to write my own. And the classes match very well with the different cultures and nations of Lynaeus, so they will be an organic part of the world.

2. How much healing?

All of our games so far have followed a fairly standard computer RPG way of handling damage. Monsters do tons of damage. You have a tank to sop it up and a healer to heal, heal, heal. Weve done this a lot. Its fine. But I think it could be more fun.

Instead, for combat, Ive been a bit more inspired by the way Dungeons & Dragons and Dragon Age have handled healing. There is not much of it, and its almost all from potions. Everyone in your party focuses on doing damage. You and the opponent wear each other down, and the first side to fall loses. There is some healing (from Shaman skills and consumable items) for long, tough fights, but combat is now more about being slowly worn down by many blows.

3. How Often Do You Need To Return To Town?

All of our games so far have required frequent trips back to town to rest. As you cast spells, you spell points fade away. Eventually you run out and need to either use precious potions or go back to rest. This system has its points, mainly because it requires you to conserve your power. But walking back to town to rest isnt that fun.

So in Avadon, you will need to return to town far less often. After battles, your health will return quickly. There are no "mana" or "spell points." Abilities will have cooldowns. When you use an ability, you wont be able to use it again for a certain number of turns.

However, as you use more demanding spells and abilities, your fatigue will slowly increase, and when it gets too high you cant use those abilities. However, fatigue really does increase slowly, and there are items that will revive you. The result: Far fewer trips back to town and more time having fun.

4. How Difficult Will the Game Be?

The opinions of my fans has been nearly unanimous on this point. Spiderweb games have gotten too hard. I am completely revamping game balance with this in mind.

The normal, default difficulty will not be tough. Unless you go picking fights with dragons, Avadon will be far less tough that previous games. At the same time, I will make sure that the higher difficulty levels push back at you.

There Are Some Basic Principles

These are the decisions I made early on, which informed everything that came after them. Next month Ill say more about the game system and the character classes.

Available link for download

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