Archive for the ‘Gameplay’ Category

Difficulty Curves in an AS3 Defence Game

Saturday, January 30th, 2010
Slice: Fortress Defence

Slice: Fortress Defence

How hard is a wave of enemies? If the enemies get twice as strong as the player gets twice as strong there is no change in difficulty. The difficulty of a defence game is related to the ratio of power between the enemies and the player. Over time the player buys upgrades and gets stronger, and the strength of the enemies must match that closely to make the game challenging, fun and progressively more difficult.

My original plan for Slice: Fortress Defence was to tie the important variables to math equations like so:

Enemy Power: Linear Growth

Gold per Wave: Linear Growth

Unfortunately the linear gold drops resulted in polynomial player buying power, as each wave added to all previous gold spending (and so power increases).

Player Strength = Gold per Wave + Gold for all previous Waves = Area under Gold per Wave graph, approximately (G^2)/2

Player Strength: Polynomial Growth

Polynomials always grow faster than Linear in the long run – so this would leave the game hard at the beginning but getting easier and easier as the player upgraded. That’s no fun!

So I moved to an exponential model. Exponentials have an interesting property whereby the sum of an exponential is also an exponential – this makes balancing the ratios much easier!

Enemy Power: Exponential Growth

Gold per Wave: Exponential Growth

Player Strength: Sum of Gold for all Waves => Exponential Growth

By making the Enemy Power exponent slightly larger than the Gold Exponent the ratio of Enemy to Player power would also follow an exponential curve – and thus the difficulty would rise slowly then start ramping up fast at the end of the game.

Now all I had to do was ensure my units Purchase and Level Up costs gave a good ratio of Power to Gold. Three factors effect unit power: Damage, Range, Rate of Fire. All three must be combined to give a single Power rating to match to balance against Gold – I just multiplied them together, so a 10% rise in all three would give a unit 33% more powerful, and consequently it should be 33% more expensive.

With a little tweaking this system could now produce defence games of any length by changing the Enemy Power and Gold exponents.

In actual fact – once I had a Power to Gold ratio I could calculate the Players total expected Power from the Sum of all Gold Spent – so I uses this expected power to generate my Enemy wave power. This keeps the enemy and player in close step without getting bogged down in maths.

HeavenGames: Spice Road Interview

Tuesday, November 17th, 2009
HeavenGames: Spice Road Interview

HeavenGames: Spice Road Interview

I had a great time chatting to Scipii of HeavenGames about Spice Road, and he managed to squeeze a lot of details out of me about combat, town management and the trading gameplay. Check out the full interview here: HeavenGames: Spice Road Interview

Managing Complexity in Design and Gameplay

Saturday, October 3rd, 2009

I’ve been spreading out my designs for a new game the last two weeks – while individual bits of the design are quite straight forward keeping the whole plan in mind is rather tricky. It would be so much easier if I was just cloning a RTS or FPS – but forging new gameplay styles out of 100 different gameplay details is really hard. If you multiply that by factions/tech levels/variety it is easy to end up juggling 10,000 gameplay items! Keeping all this in order is a massive (but enjoyable) task.

Pondering the best methods for game design.

Pondering the best methods for game design.

I manage all this with a pile of A3 Notebooks full of calculations and ideas, and piles of A4 with Lists (lots), Mindmaps (Rarely) and Flow diagrams. Then I scrunch all of this into a big bunch of Spreadsheets. If there is a better way I would love to know!

Complexity effects the player too: once a feature has been detailed – I have to decide if it will be fun or a chore when the player does it the 100th time.

I think the two tier approach of micro-management and auto-management is useful here. Let the player learn the basics of micro management, but then give them a choice of using auto when their power base expands and the micro would be overwhelming. Similarly micro-fighting and auto-resolution of battles lets a lot of the complexity buildup relax, leaving more time for having fun with the more interesting bits. Happily some chore-like activities are actually crazy addictive, and will stay in the final mix as a pleasurable time sink.