Friday, May 10, 2013

Pain is weakness leaving the body

Once again I have had the wonderful opportunity to face off against my colleagues in Unreal Tournament 3 at uni. This time with wires attached to read my sweat and pulse readings in multiple four player deathmatches in the map Deck (:D) with an armor and health giving catchup mod enabled. It was an interesting experience, especially as you have to sit rather contortedly and cannot move your hands as freely due to the sticky pads attached. Nevertheless, I enjoyed the test setup and hopefully one of my colleagues has gained some useful data. Unfortunately there still seems to be an apparent skill/experience divide, at least in UT3, which may have broke the mod on occasion (i.e. mod stacking 2-3 times more than it should), definitely noticeable at times. Plugging 5 rockets into someone and having them still standing was ... rather surprising.

Nevertheless, here is how one of the matches transpired. I would recommend watching it at 720p as UT3 looks god awful at low res:


Again I must apologise for the shoddiness of UT3's demo recording capability, especially client side. There is unfortunately not much I can do about the jumpiness and inaccuracy (aiming, audio repeating, some audio not working at all) of the replay as it seems to be a problem with the recording process. There are also no tools I know of that would allow me to play the file back more smoothly. My assumption is that it doesn't record scene-graph data anywhere near frequently enough, perhaps only 20 times per second. As a result you end up with very jittery playback.

Saturday, April 20, 2013

Riding the Walrus

Diablo III has become a chill out game for me. Whether I am working or simply doing nothing, alt-tabbing in to kill some demons is a great way to ponder the universe and attempt to understand what it is I am doing regarding my PhD research. However, Diablo III is many things for many people. For some it was an utter disappointment, a narrative letdown (something I will never understand) that did not fill the shoes that Diablo II left. For others, it is a travesty of always online DRM (something I do understand), and should have offered an offline mode straight out of the box. Whatever the case may be, I feel it would be hard to argue against what Diablo III gets right. In my opinion that is its raw game play mechanics.

Never have I played a game where so much investment, research and physical execution and ability are required to make certain things work. Sure, you can slap a whole heap of spells on your toolbar and faceroll your way through the early game content merry as can be. But come late game content, you should be asking yourself both whether this is efficient and if you can possibly make this process better.

The most successful and efficient builds come in the form of ones that eliminate the need to run a primary resource generator. For the inexperienced, this would seem like heresy. "How on in the hell am I supposed to use ANY abilities if I don't have a way of generating resource?"one may say. "Easily!", would be my response. You just have to actually look at the spells/passives you are using and work out how they can best synergise with others. Observe:


In the video I am using two handed builds typically to show how they can work with the much more difficult gearing path compared to dual wielding (i.e. no bonus 15% attack speed). Usually this requires more crit chance or lifesteal to make up for the less frequent sustain you maintain.

Saturday, March 23, 2013

Fight Night 2

Recently hosted another Fight Night ... night. This time with more games and different people. Overall it was a fun time (for most) and, although anything resembling skillful play was absent from all players (including myself), some entertaining moments did arise. Such an expectation is not something that I should really hold however, especially regarding the perspective the majority of gamers seem to have on fighting games. If you don't dislike them you will probably just regard them as fun party games for when people come round. Which, ultimately, is better than nothing.


Saturday, March 16, 2013

Zerg Rushin

It has been quite awhile since I finished a RTS game's campaign. Hell, it has been awhile since I finished a game in general. Life at the moment is not permitting much time for games besides the occasional coop vs AI game in League of Legends, something that does get stale after awhile. Anyways, Starcraft II: Heart of the Swarm has, as of writing this, come out less than a week ago and I have already dedicated enough time to it to blitzkrieg through the campaign on normal and occasionally hard difficulties. My overall judgement? It's good. I'm not sure why it took them 2.5 years to develop but hey, this is Blizzard we are talking about. They were probably high on cocaine and wading through strippers for 90% of its development.

Nice view
What did I like? Well first of all I found the story to be quite interesting this time round (compared to Wings of Liberty) and not just because it was to do with my preferred Starcraft race. I loved the music, never really getting the space cowboy theme of the previous Starcraft games. While it is true I have a fascination with things that look positively deadly, I was honestly not expecting the amount of characterization and development given to the Zerg lieutenants Kerrigan encounters. They actually seemed like a cool group of ... monsters, some of which I wouldn't mind hanging out with (if that were possible). While the campaign is a little linear (strange complaint for an RTS I know), it is not boringly so as you do feel like you are amassing your Zerg army for a final showdown.

Fashion these days ...
It is obvious they have wanted to make the control of the Zerg a bit easier, at least for the campaign. A race that could be unsurprisingly confusing to control has had some of the multiplayer/original impairments lifted. Hatcheries of all kinds now generate up to 12 larvae without the need for a queen to keep ejaculating on them. Queens can now also roll with the swarm, unimpaired by non-creep terrain, healing units in the mass like bosses. The use of F2 to instantly select all offensive units is also a godsend. Similar to the WoL campaign, you can improve certain units (some unique to the campaign) to be more proficient at certain tasks. Some of these are incredibly well thought out, turning for example a new Zerg offensive siege unit, the Swarm Host, into the ultimate defensive unit en masse. Through the use of readily changeable mutations and one time only evolutions, I turned my Swarm Hosts into units whose locusts could attack both ground and air as well as tunnel to any location on the map that has creep. This kind of clever game design allowed me to make a small pack of Swarm Hosts that could move to defend any threat (including deployed siege tanks) anywhere I had a base in seconds. Brilliant!

In Soviet Russia ... rush Zergs you!
Unlike my Swarm Hosts however, most of my other units were mutated and evolved to serve two particular purposes: durability and/or numbers. Zerglings that were tougher and spawned in threes instantly, Roaches that took less damage and created roachlings from kills, Mutalisks and Hydralisks that could regenerate health or take a heavier beating. You get the idea. My dealings with Effective Hit Points in many games (particularly Diablo 3) has convinced me that it is the most efficient way to play. Surviving longer, perhaps indefinitely, results in the dealing of greater damage. If that damage can be split amongst tens or even hundreds of units that never die, well then you have a force to be reckoned with. Nay ... a swarm.

Gotta catch em all

However all of this would not be worth much if not for the abilities they have given Kerrigan. A decently thought out set of abilities can make base/unit building and combat quite interesting, depending on abilities chosen. You could potentially turn Kerrigan into either an autoattacking or ability using killing machine should you please. I however chose to base Kerrigan around keeping my swarm alive for unreasonable lengths of time (AoE heal), as well as providing decent damage when necessary. Her passives were also built around making an army as quickly as possible through increased efficiency in drones and overlords. For her ultimate ability I of course chose Drop Pods (easily the best of the three) for even more Zerg numbers.

Why should I ... care again? Geddit?

The end result was a Zerg swarm that could literally pop up in minutes and survive against even the most ridiculous encounters. Observe.

Friday, January 18, 2013

Ultrakill LAN 2013!!!

From the 11-13th of January, 2013, I hosted the third Ultrakill LAN I have ever hosted. While I personally was a little disappointed (for some reason), most of the participants reported an enjoyable time. It was also the most expensive, largest and undoubtedly the hottest LAN I have ever hosted at $160+ (not including electricity), 14 participants and 37 degrees celsius respectively. We even managed to overload one of our 15A circuits, blowing two fuses and needing to buy new one's mid LAN. Fun times.

The following video is only a small fraction of the games that were played, but probably were the most enjoyable overall. As usual, the perspective in the video is mainly mine. However there are plenty of instances of me getting killed by almost everyone else who attended.


 Because of the insane heat, I have decided I will not be hosting Ultrakill LANs during the summer anymore, moving them pretty well directly in the middle of winter. Depending on how things go, I may host one this coming winter, though probably on a smaller scale.

Sunday, December 9, 2012

The value of teamwork

After trying several times in the past to get people to play the MvM Coaltown Halloween event map in TF2 and failing because of intense lack of interest (something I didn't and still don't get), I recently tried again at a few organised events. One was an afternoon of gaming with colleagues at uni in the GRID Lab. The other was at someone's minilan. During neither attempt was the team good enough to actually finish the map, which I found a little disappointing.

It is funny then that after just randomly scraping some people together in a couple of hours that I and a group of acquaintances managed to tear up the joint with reasonable ease, even after a start which was not even meant to be serious. It just goes to show the difference good players make when it comes to Coop gaming, when I guess 2-3 people aren't having to do all the work.

I have now come to the conclusion that the MvM event map is actually pretty easy with the right crew and as long as everyone does their job without dying much, fun and awesomeness can inevitably ensue. Speaking of fun and awesomeness:


In the video I make extensive use of the Black Box rocket launcher. Having been gifted a Beggars Bazooka, I can honestly say I am torn between two worlds in terms of using it. While the  Beggars Bazooka is undeniably the highest dps rocket launcher available to the soldier, and while getting to roughly the desired location on the map via huge chamber-chained rocket jumps, the Beggars loses some of the precision and timing I am used to with the Black Box. Not to mention the lack of life on hit, something I have pretty much adjusted my playstyle to make extensive use of.


Getting to a new tactical position quickly and easily or even jumping over incoming ordnance is something that can be done quite safely with the Black Box. After extensive use, I have come to realise that the sky is essentially a safe haven, allowing you to do maximum AoE damage from above and heal yourself with the Black Box's life on hit. It is as accurate as you are with the crosshair. There is also nothing better than rocket jumping from ammo pack to ammo pack, crit buffing teammates and dealing death below you in a precise manner.

The Beggars Bazooka on the other hand lacks that precision of aim (random spread), timely support and accuracy of mobility, but as mentioned, makes up for this in both sustained and burst damage potential. You can also fly, once you have figured out how it propels you. There is nothing better for traversing the entirety of the map, albeit in a rather reckless fashion, or for taking down giants of all kinds. While anything at range will give you trouble, anything in your medium range kill zone is going to be pounded by rockets, though not really from above. Standard rocket jumping is a bit awkward (different timing) and not as reliable to pull off in the thick of the fray.

Really I see uses for both rocket launchers. The Black Box I will use if we have heaps of damage (4 or more), little healing, but teammates that could benefit from timely, consistent crit buff support no matter where they are on the map. The Beggars Bazooka I will use if we severely lack damage, and I need to fill the role, possibly with medic/engineer support to make up for the lack of quick mobility and sustain. Ideally I would prefer to have both worlds, but you can't have everything.

Saturday, November 24, 2012

The best offense is a good defense

"You do not do any damage when you are dead"

I have said it multiple times regarding a library of games. A simple statement that seems obvious, but is nevertheless ignored by a large number of players in games. Players who would stack the easiest, most simplistic of stats - damage, and potentially become useless during the course of a game. They become useless because they die instantly. While an incredibly skilled or patient player can get away with it, in a game like League of Legends it was very much the defining rule of play, especially if you were melee. The same can be said of Diablo III, at least in higher Inferno monster power (MP) difficulties.

The most effective character builds in Diablo III are the ones that have a well thought out relationship between gear, abilities and individual player skill. This relationship does not necessarily need to be balanced, but they need to work in such a way that you are not dying and still managing to do damage. Gear can be broken down into defensive, offensive and sustain categories. Abilities can be both AoE and/or direct damage, crowd control, survivability or even utility related. Individual player skill ...well, I have already talked about that at length before.

I have always been primarily a melee focused gamer when it comes to RPGs. This has probably made me view defensive stats on par with offensive ones. This is because your damage dealing ability has an incredibly high chance of you taking damage as well. Sometimes you may not even get to deal damage until you close the distance between your enemy (ranged opponent), or even at all if they can kite you to death, like survival hunters in WoW were quite capable at doing. Unless you can sneak up to opponents, being a glass cannon in melee is illogical. In Diablo III, it could be considered suicide, though that again depends on your gear, abilities and individual player skill.


Since entering Inferno, I have always chosen abilities and geared incredibly defensively on my barbarian. With the introduction of MP levels and Infernal Machine, it has become a necessity. Armor, All Resist, Vitality, % Life, Lifesteal, Life on Hit, Dodge and % Damage Type Reduction. If you do not have high enough effective hit points to take a hit from 1-20 monsters, enough sustain to restore your health before they do it again and enough damage to make the whole process worthwhile then you will not get very far. Upon breaking MP level 5, I noticed that while I could stay alive fine, my DPS was starting to drop off, making progress inefficient. It was time to return to the drawing board ...

In a previous post I talked about Nuking - a barbarian build I devised for tackling MP levels 1-5. Essentially you run around with a 2-hander and explode things. Good times. However, it suffered from one problem - the need to generate fury. This fury generation process is time consuming and lowers maximum DPS. It also hinders the possible mobility of the build, using an ability with an awfully long animation time. Unlike a fighting game, it is also an animation you cannot cancel, unlike certain other abilities.

With higher MP levels comes gold. With gold comes gear. With certain gear comes certain set bonuses. With certain set bonuses comes the need to consider different builds. Without going into details, basically I have figured out a way to give myself infinite fury, even on a single target, to use Hammer of the Ancients and Rend at my leisure. This removes the need for a primary fury generator, which is huge! Nuking Mk 2 is a monster of a build, allowing almost full mobility (i.e. manually controlled defense), and consistent use of one of the hardest hitting abilities in the game. I have jumped from MP level 5 to MP level 8 overnight. However, none of this would be possible if I was not able to stay alive.

Wednesday, October 24, 2012

Retaliator Alpha 0.04

Who would have thought that a blog that was originally about games development and being a journal (hence the "gdj" part of the url) would ever actually have a post resembling something of the sort? It has been many years since I undertook the board game development unit at QUT, one where we needed to write an online blog about its progress as well as many topics around general game design. The relics of these days can be found in the far off reaches of the infernal abyss (i.e. first few posts on this blog). How times have changed since then...

The top down side scroller (TDSS) or shoot em up (SHMUP) as they are often referred to I am working on is currently codenamed Retaliator. It is a simple game, one I have been working on, slowly, in Unity 3D for the better part of 2 months. It takes inspiration from several games I used to play back in the day, such as Raiden and Baryon as well as the recent (and brilliant) Jamestown. Although Jamestown is a recent addition to the genre, it unfortunately is a type of game that has also faded from the minds of today's gamers. Much like arena shooters. Hmmm ... I think I am seeing a pattern in my personal preferences here.

I have hesitated to post anything about the actual games production I randomly do, mainly because some of it falls into the 'not-creatively-owned' category of developing content for tutes at QUT. Which is a shame because I have developed many simple game assets in Blender and Unity in the last 3-4 years. Other non-work related content, such as Retaliator and its previous iterations (in Blender) I have barely mentioned either, mainly to keep it as private and secret as possible. The last thing I would want is some wanker taking my idea and developing it before I do.

The basic premise of my game is that its a traditional SHMUP, but breaks the rules in several key areas. The first is that you can aim anywhere along the 2D axis these games are usually restricted to. Obviously this will need to have a much higher difficulty then normal, as positioning enemies in your single axis beam of death was part of the challenge of traditional SHMUPS. The second feature is that you can (or at least will be able to) customise the layout and firepower of your ship, choosing multiple weapon types prior to entering a level and adjusting the spread of your primary weapon during the game itself. Unlocking weapon types and ship slots will probably use some kind of credit system, derived from your score at the end of a level. Finally, the last major change falls into the 'unique' gameplay mechanic that I actually abhor teaching in games design units at QUT. Although I am a firm believer that you don't need a unique gameplay mechanic for a game to be acceptable (shit, look at the COD series ffs), I feel the 'Link Cannon' coop weapon I am providing in the game will create some interesting ways in which players will play my game.

 This Link Cannon is also the primary feature of this video diary, that being for Retaliator Alpha version 0.04. I would recommend watching it at 720p:


I probably won't make too many posts about this project in the future, mainly because the time I will get to work on it is uncertain. Also, it is something I don't want to have consume all my free time and consequently all I ever want to talk about.

Sunday, October 21, 2012

Nuking

A few days ago I was asked by a somewhat opinionated colleague of mine, what was in fact 'wrong' with me to still be playing Diablo 3? Apparently everyone else in the world had 'quit', so my persistence with it was seen to be unnatural.

Am I still REALLY playing Diablo 3? Well ... yes. So it seems anyway. I don't quite know what has compelled me to return to the world of endless hordes of demons to mow through (though its probably that), but I have fired up the old girl to see what has changed in the world of Diablo. Alot, it seems. In particular, the buffing of Legendary items, changing of drop rates and addition of both monster power level and the Infernal Machine. Should I ever choose to level another character (quite likely), one can now finally say "fuck you" to the default easymode difficulty and ramp the monster power level as high as they can handle. This should at least provide a more engaging and dangerous experience for newcomers ... which is unlikely to happen. While most of the super casual (i.e. non Inferno/60) players have moved on, unfortunately they have taken a large chunk of Diablo 3's reputation with it.


Many people were apparently unsatisfied with the game, partly due to conforming opinions (i.e. everyone else doesn't like it so I don't like it either). While I still think many of these people were expecting of and playing the game for entirely the wrong reasons (i.e. narrative, perfectly attuned item drops, fast/challenging leveling immediately etc), I can honestly say that I don't miss their presence. Diablo 3 has begun to turn into a gem of a game without Blizzard appealing to the squealing masses and the game is on road to becoming something I will frequent in the future.

After dabbling a bit into Torchlight 2, I have decided on one simple, honest truth. Diablo 3 is a superior game. I have no bias towards either game or their parent company, but when it comes to straight up, non-skill capped game play, Diablo 3 trumps a game like Torchlight on almost every aspect. An example of this is the fact that I have found an even more powerful and interesting build than the apparently confusing one I was using before. I say this because several Barbarian friends I introduced my old build to (dubbed 'Riding the Walrus') found the build to be too complicated. I feel this is because they didn't understand the purpose of it, or realise its true potential (i.e. near complete invincibility), perhaps not having witnessed it first hand themselves. Watching someone else or a video is very different than doing something yourself. Nevertheless, the new build, which is far simpler, involves using a huge 2 hander, leaping into packs of stuff and doing enormous burst AoE and direct damage, using straight lifesteal as your main means of survival (besides defensive stats of course). While this probably means very little to anyone reading this blog and while there is obviously a bit more to it then that, I will say I have dubbed the build 'Nuking', for that is exactly what it feels like. It is also incredibly fun. Observe.


While Riding the Walrus is an incredibly strong build, it unfortunately lacks some oomph, which can make its undertaking a little underwhelming. With Nuking, the visceral and destructive power I felt as a barbarian while leveling has returned. While it is not as safe as Riding the Walrus, it is powerful enough to handle Inferno content on as high as monster power level 5, which is good enough.

Why am I back to playing Diablo 3 again? I am not entirely sure. I think it offers a satisfying game play experience that I don't think many people encountered, perhaps due to their own personal playstyles. For me, the semi-theorycrafting, bloodthirsty, honour bound lunatic, the way I play the game is enjoyable and so I enjoy playing the game. It is really as simple as that.

... or maybe its just the numbers +_+