Friday, 13 December 2013
Article Share!
There is a really awesome article on the Escapist on why game developers should respect their fans. I really enjoyed it and felt pretty good because it vindicates my own philosophy, so I decided to share it with all you guys. Enjoy.
Wednesday, 11 December 2013
Player Design Rant: Stat Balance
I've repeatedly run into a problem with the RPG Maker engine that is causing me to rethink part of Harem Collector's design and balance. It might result in me changing the way that buffs work entirely.
RPG Maker uses eight basic parameters that you're probably all familiar with from HC's status and equip screens. They are:
Max HP (I've renamed to "Health" or "<3")
Max MP (I've renamed to "Mana" or "8)")
Attack
Defense
Magic Attack (I've renamed just "Magic")
Magic Defense (I've renamed to "Resist")
Agility
Luck
Most of these seem pretty self-explanatory, but in reality they are severely limited in how they function inside the engine. Attack, Defense, Magic and Resist only do anything because I edit the individual damage formulas of the various skills and attacks- they have no function outside those damage calculations. Which is fine, I have total control over what they do and can easily balance them with respect to one another. Max HP and MP are similar- they only count down how long it takes for a character to die or be unable to cast any spells so I have full control over how they're used.
The odd ones out are Luck and Agility, and it's these two stats that cause me no end of balance related grief. Agility determines initiative within combat rounds, the likelihood of escape in combat (which I don't use) and the likelihood of being surprised/having a preemptive attack (which are only calculated in random battles, which I also don't use). Not exactly the kind of thing battles are won on. Luck is even weaker, only being used to resist debuffs and added states. A high Luck can even be undesirable in this regard- it adds a resistance chance to all states, including Martyrdom, Stealth, the various Rages, Resistance Bonuses, and positive states from items such as Sugar Rush and the elemental weapon bonuses from things like Contact Poison and Alchemist's Fire.
This leaves me with something of a conundrum. For example, why would you ever cast a Cold spell if you had any other option, elemental weakness notwithstanding, if all the added Agility debuff does is make a given enemy act last in a round?
I've tried to address the weakness of Luck by adding a damage bonus equal to the attacker's luck to all attack damage formulas, but that doesn't seem quite enough. What I'd like to do is tie some of the game's ex- and sp- parameters into your Luck and Agility, specifically granting extra critical chance and critical evasion to Luck and extra hit rate and evasion rate to Agility, but I have no idea how to begin doing that. Help in this regard would be appreciated.
Anyway, just wanted to rant about a problem I have with the engine- and something you should be aware of if you're going to use RPG Maker yourself.
RPG Maker uses eight basic parameters that you're probably all familiar with from HC's status and equip screens. They are:
Max HP (I've renamed to "Health" or "<3")
Max MP (I've renamed to "Mana" or "8)")
Attack
Defense
Magic Attack (I've renamed just "Magic")
Magic Defense (I've renamed to "Resist")
Agility
Luck
Most of these seem pretty self-explanatory, but in reality they are severely limited in how they function inside the engine. Attack, Defense, Magic and Resist only do anything because I edit the individual damage formulas of the various skills and attacks- they have no function outside those damage calculations. Which is fine, I have total control over what they do and can easily balance them with respect to one another. Max HP and MP are similar- they only count down how long it takes for a character to die or be unable to cast any spells so I have full control over how they're used.
The odd ones out are Luck and Agility, and it's these two stats that cause me no end of balance related grief. Agility determines initiative within combat rounds, the likelihood of escape in combat (which I don't use) and the likelihood of being surprised/having a preemptive attack (which are only calculated in random battles, which I also don't use). Not exactly the kind of thing battles are won on. Luck is even weaker, only being used to resist debuffs and added states. A high Luck can even be undesirable in this regard- it adds a resistance chance to all states, including Martyrdom, Stealth, the various Rages, Resistance Bonuses, and positive states from items such as Sugar Rush and the elemental weapon bonuses from things like Contact Poison and Alchemist's Fire.
This leaves me with something of a conundrum. For example, why would you ever cast a Cold spell if you had any other option, elemental weakness notwithstanding, if all the added Agility debuff does is make a given enemy act last in a round?
I've tried to address the weakness of Luck by adding a damage bonus equal to the attacker's luck to all attack damage formulas, but that doesn't seem quite enough. What I'd like to do is tie some of the game's ex- and sp- parameters into your Luck and Agility, specifically granting extra critical chance and critical evasion to Luck and extra hit rate and evasion rate to Agility, but I have no idea how to begin doing that. Help in this regard would be appreciated.
Anyway, just wanted to rant about a problem I have with the engine- and something you should be aware of if you're going to use RPG Maker yourself.
Tuesday, 3 December 2013
Harem Collector: Fairy Side Explained
Hi everybody, first of all let me say
thank you very much for last week's outpouring of support and general
good feels. I am constantly shocked and amazed at how the h-game
community defies pretty much everything anyone has ever said about
the internet. You guys rock.
Secondly, you should know that the
backers-only release for December will be on the 18th,
which means the public release will be Christmas Day*.
If general holiday stuff conspires to keep me busy all day on the
25th,
then the public release will be on the night of the 24th,
and I'll keep you updated if that should come to pass.
Thirdly,
there's going to be a bit of holiday present goodness in it for you
all, because a long-requested character will finally get a
sex scene with the Hero. Post
your wild speculation below, so I can amuse myself at your expense.
Finally,
I will now answer the burning question that some of you have: What,
exactly, is Harem Collector: Fairy Side?
MagicWhiteLady
has been a good friend of mine for a very long time, and has been
very supportive of HC despite that the sex in HC is not generally the
sort of thing she finds attractive. Not only is she lending her art
and web design skills to Harem Collector and Bad Kitty Games
respectively, she also proposed to me the idea of a spin-off game,
set in the same universe as Harem Collector but more relevant to her
interests. That's Harem Collector: Fairy Side.
Fairy
Side will take place in the Harem Collector world, but in a different
country with a different group of characters. As the title suggests,
the protagonist is a changeling, a lesser kind of Fae creature with
the ability to shapeshift. This ability of the protagonist's is what
provides the main gameplay difference between the two games- the
changeling can determine her own gender before any given sex scene,
showing you something different depending on whether you choose to
have her be male, female or a futa.
I'm
collaborating with MWL on some of the writing and game design, so
expect the same sense of humour and nifty mechanics that are Harem
Collector's hallmark. You won't have to play both games to get the
full experience of either one, but if you're the kind of person who
loves game lore you'll definitely want to play both. Please direct
all other questions to MWL herself, because as of right now the
project is in a pre-production sort of mode and I don't know all the
details.
Oh,
and just in case you're worried, both games are going to developed
side by side, so there will be no change to the amount of time and
work I'm putting towards the original HC.
*If the timing of
this offends you for whatever reason, look at a calendar doofus- I
came by it naturally.
Wednesday, 27 November 2013
November 2013 Public Release
Links:
First of all, a couple important pieces of news:
One, the donation button has climbed the sidebar. This is because as of very recently, I'm established a game company (Bad Kitty Games Co.) and decided to start doing this as part of my living. I am going to start using donations as part of my income, and the more money you donate the more time I'll be able to spend working on Harem Collector and less time working a job that my mother approves of.
I don't intend to hold the game hostage for your donations or anything like that- work will proceed on Harem Collector regardless because I have a lot of fun making it. But your money will give me more time to devote to making the game bigger and better, and enable me to send gifts to some of the volunteers who have made HC so awesome.
As always, donors get the newest version of the game one weeks earlier than everyone else, plus Nekochan's exclusive Harem Collector Player's Guide, plus an optional credit in the game, plus the inside track on everything else going on at Bad Kitty Games.
Two, I've received a couple emails asking whether I'm going to put up an Amazon Wishlist or somesuch so interested individuals could send me Christmas presents. While I appreciate the thought, I'm not going to do that. What I really would love as a holiday gift would be a TV Tropes page for Harem Collector and those are free. If you absolutely want to spend money on me, just donate it.
Three, early in the new year we'll be launching the official Bad Kitty Games website, which will serve as a hub for all things Harem Collector, Dungeon Assault and BKG-related. To coincide with that, Magic White Lady will be doing the first release of Harem Collector: Fairy Side, a sister game to Harem Collector involving a whole bunch of gender-bending and futanari that you have asked for and will soon receive. Contact MagicWhiteLady for more information.
Finally, the changes:
-There is now a gallery mode where you
can unlock all your various sex scenes across all playthroughs!
-All characters now join the party at
one level below the Hero.
-Florine's item shops now have an
option to sell all vendor trash.
-The inventory screen is now broken
down by category.
-Alina no longer keeps track of quests for you- there is a quest log available in the game menu to do that for you.
-New sex scene CGs for Elaiya, Doll, Lilac and Violet, plus you can down demand sex from Alina at any time.
-Meline's skill Heretical Censure has been modified to prevent overlap with the Guilt Trip-style prayers.
-Meline's skill Heretical Censure has been modified to prevent overlap with the Guilt Trip-style prayers.
-The Northmarket Wealthy District map has been revamped. Let me know what you think!
Edit: Even newer version with less annoying!
Edit: Even newer version with less annoying!
Wednesday, 20 November 2013
Stabby Things
Well, that was fun- serious business followed by a post from Nekochan! This week I get my amateur history buff on and talk weapon design.
Hero's Greatsword
The hero's weapon
is actually based on a zweihander- that is, an actual zweihander and
isn't just an anime-style BFS. The blade is just over four feet long,
but only about an inch and a half wide, and at that size the blade
almost looks delicate. It's too long to draw from a sheath of course,
so the hero just carries it over one shoulder like you would a
polearm. The hilt sweeps upward slightly, and the grip is about ten
inches long. The dtraw doll charm dangling off the pommel in Meline's
Halloween pic is accurate.
Therese's Sabre
While I refer to
Therese's blade as a sabre in-game, it's actually an Eastern European
design referred to as a szabla. The blade is just over thirty inches
and curves sharply back. The last five inches or so of the blade is
double edged and thicker than the lower part, which adds weight to
the tip. The grip, true to sabres, is for one hand and features a
full hand guard. The hilt is decorated with a pair of feathered wings
wrought in silver- the symbol of Therese's order.
Yamamaya's Axe
Yamamaya's
original axe, the flint axe, is really simple- literally a sharp
chunk of flint about the size of a PS1 strapped to a five foot long
shaft of ash wood. With the Orcish axe blade added in place of the
flint, it more resembles an actual axe more, in the old bronze age
style. That is, the blade doesn't feature a beard at all- it's
literally a steel wedge about eight inches wide with a blade about
six inches long. No subtlety or utility beyond just wrecking shit.
Elaiya's Pistols
Elaiya's guns are
actually wheel-lock pistols, though I think in the game they are
referred to as flintlocks. Similar to the case with Therese's weapon,
I went with the more widely-known term to give a better impression to
the player. Due to magic, the guns actually work more like
super-high-tech electronic guns- each charge and ball is held in
series in the barrel, and the striking wheel is enchanted to touch
off each charge in sequence so the weapon functions like a modern
semiautomatic autoloader. Between battles, Elaiya loads each gun and
winds the mechanism.
Of course, one
function of adding the fairy dust to Elaiya's powder is that her
powder bag is self-replenishing, so her guns never run out. Magic is
also probably the reason that A) the blacksmith is able to make
depleted uranium balls, B) how the depleted uranium balls never run
out and C) how Elaiya is able to carry a bunch of depleted uranium
with her.
Kyrie's Wand
Kyrie's wand is
probably the simplest weapon in the whole team. What makes it
interesting is the materials, which, of course, have to be all cool
and magic-y. So her wand is a slightly tapered 16” rod of meteoric
iron, about 1/2” across at the base. It's polished so that the odd
lines and striations of the meteoric metal stand out, and a grip is
made by cross-winding a strip of Sphinx-skin leather around the lower
five inches. Yeah, I know Sphinxes have humanoid bits, but let's face
it- the Harem Collector world is full of plenty of weird already.
Just roll with it.
Meline's Staff
Meline's weapon
probably started life as some kind of walking stick or something she
picked up at the market in the belief that an angel-powered magical
girl should have a staff. Other than acting as a weak focusing tool,
it probably wasn't anything special- until you add the Channeler's
Orb you get from Larelle. Now topped with an actual purple magic
crystal thingy, Meline's able to more effectively channel mana for
her prayers.
Some of you might
be wondering how a magical doohickey gotten from Larelle (who uses
magic spells) is able to help out Meline (who channels angelic power
in response to her prayers). The answer is: shut up, because you're
making wizards look bad. Magic and prayers are clearly entirely two
different things, and shouldn't be compared even when they are
suspiciously similar.
Doll's Mace
Doll's weapon,
like Elaiya's, is going to be another one where I say “because
magic” a lot. The first stage of Doll's weapon isn't actually a
mace per se, but rather a cudgel- a simple piece of hardwood you beat
people with, about 2' long. With the addition of the studded skull,
which is clearly magically reinforced and not going to just shatter
on her first really solid hit, it actually has a legit striking
surface. Doll isn't particularly fearsome, but I think having this
badass-looking, metal-inspired weapon makes for a good visual joke...
whenever she actually gets official art.
It wasn't planned
that way though. The process went like this:
1: Finish the
Zombie Bard and realize he needs to drop an upgrade.
2: Realize Doll is
the only character at the time who really needs an upgrade.
3: Try to figure
out what a zombie could drop that would upgrade a mace.
4: Make the
Iron-Studded Skull and knock off early to play Arkham Asylum.
Larelle's Knife
One of Larelle's
“things” about her character is that she's actually a lot more
robust than the other magic-user-types in the game, and one of the
things I wanted her weapon choice to reflect was that she was
prepared to throw down on occasion. Add in the sinister side of her
personality, and I came up with the ritual knife.
The knife blade
itself is a sharply angled spike of metal, like a rondel dagger,
about 6” long and etched with runes. The hilt and the inlay of the
fuller are inscribed with a brambles and skull design. Larelle
probably dug it up out of that tomb she was in, and started using it
because it looked cool to her Hot Topic sensibilities.
Chimei's Fan
I really didn't
want Chimei to have a fan at first, obviously since she had the
Simple Bow for a long time, but I eventually realized I wanted Felix
to be unique in being a magic-user type with a normal weapon. All the
other magic-users have weapons that buff their Magic as well as a
small bonus to Attack, and I wanted Chimei to join the club. The
problem is that Eastern magic traditions seem to use the same tools
as Western magic and staves, wands, and daggers were all spoken for.
I considered using paper wards for awhile, but came up with a fan
because it's a pain in the ass to think of upgrade items that would
work with a stack of paper strips.
The fan right now
looks like any other Japanese hand fan, bamboo wanes supporting a
solid blue silk flappy surface bit (Wikipedia didn't know the
technical term for that part of a fan). It's not actually constructed
for use as a weapon, like tessen or gunsen, but in a binch Chimei can
whack an enemy with it. BTW, Chimei's first upgrade is going to be a
priority for the next update.
Felix's Slingshot
Felix's slingshot
started out as a typical Bart Simpson/Dennis the Menace-style wooden
slingshot, but goes to weird places pretty much right away. With the
addition of the Mechanism Parts, it now has a long armguard on which
rests the auto-winding mechanism for the band. Felix still have to
load the bullets by hand, though- that's why it's only
“semiautomatic”... for now.
Wednesday, 13 November 2013
*appears from inside The Box* Freedom~!
Eh okay, not really, all the fun topics
I wanted to write about got veto'd. I should've filibustered. With
cat ears on. Maybe a tail.
NoMoshing has abandoned you once again,
leaving you in Nekochan's loving (?) care.
I joked once with NoMoshing that with
the editing permissions he gave me I could start writing posts and
make shit I find amusing canon. Like, let's see, Elaiya wet the bed
as a child. There. That's canon now. (No, it's not.)
I wonder about really weird things in
the HC universe, like how would a dinner party in the manor go? Poor Penelope struggling to make a nice dinner for like 10+ people
every night (based on the current number of recruitable ladies)...Alina and Meline are fighting over seats next to the hero...Yamamaya
eating all the things...Doll waiting for the hero to remember to give
her permission to eat...Healbot hiding under a table to avoid all the
insanity...the blacksmith locked outside because the hero couldn't be
bothered to let him in for dinner...
I also imagine that Randi has secret
parties at the Eastfort Condo when the hero is staying at the
Northmarket manor. Invites all the soldiers. Big ones. Full of sperm.
(Too obscure?)
Do you dear blog readers have any “head
canon” moments you think occur when the hero isn't out questing? Or
maybe while questing?
The last time I wrote a post I picked
out songs that I associate with the characters that had been
introduced to that points so since I have your undivided
attention...Round 2!
Note: NoMoshing probably doesn't share
my opinion.
First - characters who haven't gotten
any love yet:
Florine: A toss-up between two songs by
Marina & the Diamonds, Primadonna and How to be a Heartbreaker
Yamamaya: Fury oh Fury – Nico Vega
Larelle: Master Passion Greed –Nightwish I like listening to this song during her boss fight. =)
Didi: Wallflower – Divalola
And now for a revision from my last
list (because I can):
Wednesday, 6 November 2013
That Social Justice Thing
First of all, important updates:
-I've been shitty about replying to bug reports and stuff lately because I had some personal stuff to deal with over the last few days. Sorry about that, I'm back as of today, though I might not get around to checked the various fora until this afternoon.
-How did everyone enjoy the Halloween pinups? MagicWhiteLady wanted to make a big splash when she started being social, and worked really hard on those.
-The reason why there was a sudden update with the image archives and all was because there was a game-breaking bug in the game that I wanted to fix because it was almost impossible to avoid unless you knew what you were doing. I agonized over it for a few days before deciding the just say "fuck it" and drop the new update even though it had stuff I wanted to save for November. And, of course, it still has bugs, because fml.
-Tomorrow, I'm going to be participating in N7 Day from 12-5pm GMT. All that time I'll be playing ME3 multiplayer on my Xbox, doing silver & gold matches and hanging out so if you're interested in hooking up for a group send me an email at the usual place.
Now for something completely different....
Some of you have noticed and commented on the lack of nonwhite characters in Harem Collector. And, well, you're absolutely right to, racism is a problem and it can be pretty insidious. It was never my intention to have HC contain exclusively white characters, though, and MagicWhiteLady is working on some new sprites so other skin colours will get represented in game.
The lack of nonwhite characters in video games really saddens and frustrates me, to be honest. Not because I don't feel like I'm represented, I am white, but I don't find that heroes or protagonists with different skin tones bug me. In fact, GTA: San Andreas is one of my favourite games of all time regardless of the hero's skin colour- I'm a sucker for literary remakes and the Count of Monte Cristo is one of my favourite books.
The frustrating part actually comes from my background as a business student. I wouldn't call myself a capitalist, but I do believe that the market should be and can be fair and equal with respect to ethnicity, sexual preference, skin colour, etc. However, when the population of nonwhites in North America is on such a sharp rise, and the number of North Americans who play video games only increases every year, you would expect there would be a corresponding rise in nonwhite protagonists. After all, people as a whole prefer game protagonists who look like themselves, which is why customizable protagonists are so popular.
I know games have something of a biased outlook because Japanese produced games make up such a large part of the market, and few Japanese companies seem to create content with the non-Japanese in mind. But believe me when I say Japan has it's own closet skeletons that rarely get addressed.
Lecture aside, there will black people in HC soon, and other skin tones will also be represented in time.
-I've been shitty about replying to bug reports and stuff lately because I had some personal stuff to deal with over the last few days. Sorry about that, I'm back as of today, though I might not get around to checked the various fora until this afternoon.
-How did everyone enjoy the Halloween pinups? MagicWhiteLady wanted to make a big splash when she started being social, and worked really hard on those.
-The reason why there was a sudden update with the image archives and all was because there was a game-breaking bug in the game that I wanted to fix because it was almost impossible to avoid unless you knew what you were doing. I agonized over it for a few days before deciding the just say "fuck it" and drop the new update even though it had stuff I wanted to save for November. And, of course, it still has bugs, because fml.
-Tomorrow, I'm going to be participating in N7 Day from 12-5pm GMT. All that time I'll be playing ME3 multiplayer on my Xbox, doing silver & gold matches and hanging out so if you're interested in hooking up for a group send me an email at the usual place.
Now for something completely different....
Some of you have noticed and commented on the lack of nonwhite characters in Harem Collector. And, well, you're absolutely right to, racism is a problem and it can be pretty insidious. It was never my intention to have HC contain exclusively white characters, though, and MagicWhiteLady is working on some new sprites so other skin colours will get represented in game.
The lack of nonwhite characters in video games really saddens and frustrates me, to be honest. Not because I don't feel like I'm represented, I am white, but I don't find that heroes or protagonists with different skin tones bug me. In fact, GTA: San Andreas is one of my favourite games of all time regardless of the hero's skin colour- I'm a sucker for literary remakes and the Count of Monte Cristo is one of my favourite books.
The frustrating part actually comes from my background as a business student. I wouldn't call myself a capitalist, but I do believe that the market should be and can be fair and equal with respect to ethnicity, sexual preference, skin colour, etc. However, when the population of nonwhites in North America is on such a sharp rise, and the number of North Americans who play video games only increases every year, you would expect there would be a corresponding rise in nonwhite protagonists. After all, people as a whole prefer game protagonists who look like themselves, which is why customizable protagonists are so popular.
I know games have something of a biased outlook because Japanese produced games make up such a large part of the market, and few Japanese companies seem to create content with the non-Japanese in mind. But believe me when I say Japan has it's own closet skeletons that rarely get addressed.
Lecture aside, there will black people in HC soon, and other skin tones will also be represented in time.
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