Friday, January 4, 2013
Jetpack Joyride Controls
Wednesday, January 2, 2013
Guild Wars 2
First, the movement controls in GW2 feel very tight and as I would expect based on my experience in playing World of Warcraft, which has perfect MMO movement controls in my opinion. The abilities are on a hot bar from 1 to 0, with a couple other skills mapped to F1-5 and the ` key depending on the profession (class) you are playing. Unlike most other MMOs, you are restricted to only this number of active skills at any given point in time, making it much less obnoxious in terms of key bindings in comparison to others. Keys 1-5 are based on your currently equipped weapon and profession. Key 6 is a healing ability, 7-9 are basic profession skills, and key 0 is an advanced skill.
Weapon abilities unlock as you use the weapon. When you dual wield, the main hand weapon decides skills 1-3 and the offhand decides 4 and 5, while 2 handed weapons come with all 5 abilities. Every profession starts with a healing ability, and can unlock others as they level. The basic ability slots unlock as you level, with abilities costing skill points to unlock. Skill points are earned on level, and can also be obtained through skill point challenges throughout the world. The advanced skill becomes available at level 30, and you can unlock those skills with a larger number of skill points.
Based on your choices during character creation (and some decisions as you progress through the story), your character develops in a personal story with the major characters in the universe. Almost all of the personal story quests develop through well voice acted sequences, with reasonably well lip-synched characters. Then on top of the personal story, each place you travel to in the world has regular events that you can participate in, or choose to leave on your journey. Your character naturally levels down to whatever area you are in, so adventuring remains a challenge even as you gain levels. This also makes it easy to jump in and quest with a friend who is lower level.
To top this all off, there is no monthly fee and the game can be had right now for only $60. If you know me personally and want to play with me, I'm on the Eredon Terrace World.
Friday, December 21, 2012
How to win the Greeviling
Another important part of the Greeviling is hero selection. In the Greeviling, items are only granted at random, so there is no way for you to pick which items you want or go shopping. Instead, you have to hope to get items that will be useful to your particular hero of choice. As a result, the safest hero picks are the ones that are not very item dependent. I like to pick heroes with abilities that scale well in damage since items won't affect how useful they are. Stuns and disables, like always, are also very good reasons to select certain heroes. An interesting part of the greeviling, is how you get to select which greevil you want to use in addition to choosing your hero. It's significantly more effort to have all the best greevils available, but I've found my greevil selections to make hero selection less important. Since you can switch to your greevil as often as you want, you should ideally pick a greevil with a stun or disable of some kind. Luckily, most greevils seem to come that way.
Wednesday, December 19, 2012
Dota 2 Holiday: the Greeviling
Sunday, December 9, 2012
Thoughts on farming casual games
I've spent some time tinking lately about farming style games and what I think of them. The basic gameplay in these games is almost exclusively clicking on something once to initiate a timer until you can click on that same thing again. This waiting game naturally provides some excitement as the moment of clicking approaches. Then you get a brief feeling of joy as you click and the reward for the action pops out.
This basic gameplay is actually a fairly good representation for a number of real world activities. For instance, in a real farm, you perform a brief action of planting a seed, then after some much longer period of time, you perform another small action to reap the reward of whatever that plant produced.
However, the vast majority of farming style video games these days seem designed almost entirely to separate the player from their money as efficiently as possible. Many gamers are offended with the genre because of this commercialization, but I don't believe that the design has to be monetized in that way. In fact games like simtower were very similar, but had a more traditional monetization through a one-time purchase.
If I find the time, I may design a game using this play style, but a much more reasonable monetization.
Wednesday, December 5, 2012
Planetside 2
Sunday, December 2, 2012
Superbrothers: Sword and Sorcery EP
I've been known to buy every humble bundle whenever they come out. I recently bought a nexus 7 and have been able to try out the android humble bundles that I had previously not played. I found a pleasant surprise in a game called Super brothers: Sword and Sorcery EP. It is a point and click (touch) adventure game with old-school pixel graphics. They do an excellent job of using the features of tablet and cell phone devices. Occasionally you rotate your device to switch between movement and combat modes. The game is broken up into a number of segments and they lead to natural stopping points which is good for short play sessions. I haven't yet beaten the game, but I keep wanting to play to learn more about the setting and the story. I recommend that anyone who can, try the game to see what they think. Here are a few screenshots from the game so you can get an impression of what it is like.