Game Update
Managed to get the spell effects working for healing. We opted to have them spawn on each troop instead of centering one large effect in the center of the squad. Typically healing effects have a caster and a target which would be fine accept that when it’s happening to everyone it’s just simply duplicating the effects for each troop. It’s likely I will still need a spell effect that will be empty to ensure that it still functions and isn’t to overwhelming.
We had enough time to start looking at the issue of flanking, and back attacking squads not changing the attack types. I’m feeling pretty good about this, although it isn’t fixed yet. The grids in the game are five by five and thanks to it being in the computer the numbers associated with each square are 0-4 (a total of 5 numbers for each x and y axis). The trick is we needed to come up with math that would reverse a 0 to a 4, a 1 to a 3, and leave a 2 alone. My mentor came up with logic to test which we take 4 minus the current position and then assign that number. So if a troop is in row 3 the math would be 4-3 changing their position to 1.
The logic is in place but it’s not working yet and so there’s probably one other part of machinery that’s creating the problem. As a code base expands this sort of thing is inevitable. It’s nice when I assume something will take a long time to fix and it takes much less time. I’m reminded of a GDC conference story in which the developer for the original Diablo had to change the game from a turn based game to a real time game. He assumed it would take a couple of weeks and completed it in a weekend.
Personal Update
Moving to day shift has been a bit of a transition but it’s been good overall. There were a couple of times when I had to attend to personal issues which took away time and energy but it’s like I always say, “you have to make your choices.”
My car needed some maintenance this week and that was a little scary as it was riding really rough. What was more concerning was attending to some family issues. Just like the car sometimes you need to take the time to maintain relationships.
Still I managed to push ahead a little further with my board game, although I haven’t done much testing yet. I printed out a bunch of cards and placed them in card protectors for some trial games. I have a first draft of my rules now and I have to wonder how good or bad it will be.
My sister had a birthday party this week for her daughter and my girlfriend made an amazing princess cake for it. I’m so amazed with her artistic ability. I’m glad to be with someone that can really compliment me to support my vision artistically. I want to support her dreams too. She’s someone that deserves to be successful in this world.
Game Development Insight - Competitive Elo Part 1
Sometimes this section is all about things I’ve heard or seen, and other times I leave my personal opinion. This week I thought I might talk a bit about competitive measurement systems. Specifically I want to compare the chess Elo rating system, and Wizards of the Coast Arena Rating System. As a disclaimer it’s been quite a few years since I’ve played competitive all day Magic Tournaments and I’ve never been in the chess tournament scene. This will primarily be some of my thoughts on competitive systems. Before I get started I will say that I don’t think there will be a perfect system for assessing a player, just like there’s no perfect assessment system in business for workers. Having something is better than nothing however.
The chess Elo system starts all new players being given points for an initial rating. That rating increases and decreases based on matches played and the opponents rating. This means playing an opponent with a higher rating can net more points. Players are taking points from each other, and taking a risk each time they choose to play. For some time this was the system that was used for Magic the Gathering however it produced some problems for their business model. Chess is a game in which players make a few purchases. Primarily a chess set. This means that it makes little difference if a player plays the game or not for years, the game simply doesn’t change. It also has no variance like a card game and so it may be a poor comparison to begin with. Still, they did use the same system for a while.
I distinctly remember traveling around and playing at random shops as my military career took me to many different places, often to the disdain of the regular players. After defeating an opponent he was visibly frustrated to lose rating because he would have to make it back up by winning 2-3 games compared to the one game I played him to take it away. It makes players very outcome dependent. This is also addressed in the anime about shogi called “March of Lions.” It creates a lot of drama for sure. It also creates a play pattern in which players play less to maintain their rating, which effectively takes their points out of the pool.
If players are playing less Magic the Gathering that means they’re probably spending less money on new cards, and tournament fees. This doesn’t make a lot of sense for business when you need to sell a new set every 3-4 months to shake up the tournament scene. Again Magic isn’t chess, it’s always pushing new product to keep players interested.
The general public was pretty outraged to hear about how EA is pushing Star Wars Battlefront 2 to match under powered players against higher level players against lower level ones to make them want to spend money on the game. This is the basic idea of all card games however. There’s a price to pay to be competitive, just like anything else. The issue comes in when a company might be eliminating some players due to affluence, but much of the competitive sports and e-sports scene is this way. I don’t personally have an issue with this idea within reason, but I think it’s something that typically gets ignored by most game journalists in both the main stream, and off brand spheres.
The answer for many companies was to move away from chess Elo and to other systems to measure players. I’ll talk more about solutions that have been used next week.