A Walk in the Dark A look in to the mind of an RPG designer

      

25Jul/13Off

Going Primeval

This past week has been... "interesting"... to say the least.

First of all, if you have yet to vote on the 2013 ENnie Awards I highly encourage you to do so. And, while you're at it, throw a vote or two for me and Darklight Interactive, who are nominated in two categories:

  • Best Free Product: "A Night in Seyvoth Manor"
  • Fan's Favorite Publisher: Darklight Interactive

So go and vote, will ya?

ThuleSecondly, in light of a lot going on in the RPG world this past month I have been actively trying to get involved as much as possible. I obviously can't go in to specifics on everything else I'm getting myself in to, but I can speak about what has just been announced: I am now a contributor to the Primeval Thule campaign setting currently running on Kickstarter.

This is a really cool opportunity that I couldn't resist getting involved with. Not only is it a great looking product, but it's involving a lot of people that I respect and would give a major appendage up to work with on anything: Rich Baker, David Noonan, Stephen Schubert, Ed Greenwood, Owen Stephens, Christopher West, Todd Lockwood, Jason Buhlman and others. Not to mention the recent additions of Mike "Sly Flourish" Shea and Scott "The Angry DM" Rehm.

This is also, arguably, the first time I participate in a project of this magnitude and scale where I'm not the only person working on it. So it's wild to think I'll be rubbing elbows with everyone involved, especially considering they all have a helluva lot more experience than I do in this sort of thing. I'm excited beyond description!

The project, admittedly, has a long ways to go still and very little time, so I ask you to drop whatever you're doing, head over to the Kickstarter page and help them out in any way possible.

16Jul/13Off

Long Overdue Update

Gosh, has it really been over three months since my last post?

Well, suffice to say that things have been somewhat hectic. I started a new job on April 1st and my work schedule has changed radically, so I usually get home extremely tired and not thinking about blogging. But I will hopefully get back to posting stuff soon once I get a little more available time.

Holy s%#@!!! We're nominated!!!

Holy s%#@!!! We're nominated!!!

But there's a big reason to celebrate! Darklight Interactive's A Night In Seyvoth Manor has been nominated in the "Best Free Product" category of the 2013 ENnie Awards!!! I admit I was counting the days 'til the nominations were released and was worried that I was building myself up for disappointment but, alas, there it is. So fingers crossed and let's see if we can win the thing, eh?

As for my development efforts, it's been somewhat of a mixed bag. I'd been working on Return of the Crystal Scion but I've become slightly disillusioned by it. As it stands now it has some areas that I'm rather proud of, but there are some monumental plot holes that I've been having a hard time filling. As a result, I have suspended further development on it. My intention is to take the larger parts of it - the Tomb of Iryk-Tep, the Sarafi tribe and their Caves of Wonder, The Obsidian Tower, etc. - and release those in some sort of side trek format. I also intend to release some parts that are simply too small for publication, such as my Sky Kraken creature for Pathfinder, here on this blog. So stay tuned for all that.

But recently I've been drawn back to my original campaign, The Coming Dark. I had already created it for D&D 4th Edition and it clocked in at close to 200 pages, but I now had issues with its initial design. You see, it was the first thing I'd ever done with D&D 4E - or with high end campaign design, for that matter - and it was somewhat "railroady". In a nutshell, I didn't like it one bit; I had a story in my head, but in my efforts to translate it to the game it just wasn't working.

So I've started a full redesign of it for use in the Pathfinder Roleplaying Game system. I'm changing quite a lot of it, using the Pathfinder design style which allows me to be much more flexible in what I can do. I'm not bound by the 4E balance, or the 4E GSL for that matter. It will be distributed in three parts, each part containing three chapters (or acts... haven't decided). And I feel it's a lot, lot better now so we'll see how it goes.

I also have Revenge of the Kobolds still sitting on my hard drive waiting for me to do something with it. It still lacks art so I'm hesitant to publish it as is, but as days pass I'm getting tired of holding it back. One of these days I'll just say "the hell with it" and unleash it on the world... when that day comes, I hope you enjoy it.

Finally, I kinda said I wasn't going to do it but I'm creating another small adventure (5 encounters) for D&D 4th Edition called A Festival of Magic, which is a proposal I pitched to WotC but they apparently didn't like (they never answered me, but still). I'm going to do an experiment with this one: once I complete and release the 4E version my plan is to convert this to as many other systems as possible. Pathfinder... 13th Age... DCC... Dungeon World... AGE... etc... Figure it's worth a shot trying that once.

Anyway, I'm still around so hopefully I'll get back to posting often.

2Apr/13Off

The Day After

Happy Post-April Fools Day everyone!

Time for an explanation... On April 1st 2001, while I was actively developing The Opera, a total conversion for Half-Life, I launched an "Opera Pre-Alpha", which is actually still visible and downloadable HERE through the Internet Archive (amazing... the ZIP file is still there to download!). You can read the entire background there.

No images are visible in the archive, but here it is for those of you unable to run that version:

Zork_Opera

Six months ago, amidst the news of "D&D Next", I made the choice to do it again and create another language interpreter using Dungeons and Dragons content. To be honest I had three choices of games I wanted to emulate: Zork, Wizardry (Proving Grounds of the Mad Overlord) or Ultima (III: Exodus or IV: Quest of the Avatar). All things considered, Zork was the easiest to do.

I did not have the benefit of having the source code to the original one I created 12 years ago (in C++, if you're wondering), so I set out to re-create the entire natural language interpreter in C#.Net. Yes, you read that correctly... I didn't use an existing interpreter like Z or Muddle; I created my own interpreter from scratch.

The result was The Caverns of Mayhem: A Dungeons and Dragons Adventure!

Zork_DnD

This was actually somewhat of a challenge to do. Not so much the language interpreter - I've done that at least three times before, each time in a different programming language - but how exactly to translate the D&D game mechanic to an interactive text adventure. I did the best I could, but there are certain things that are noticeably absent; for example, I didn't implement skills because I didn't quite know how. And the cleric's Channel Divinity powers were for the most part omitted because most of them were reactions which just wouldn't work.

To "win" you have to battle your way to the treasure room, take the treasure and return to the tavern with it. There are goblins and a medusa in your way; everything else is just filler. As was the case with the first one I did in 2001 (read the write up linked above), there was a lot more that I was thinking about but just didn't have time to do. For example, I had much more interaction planned with the tavern staff, the orc and the gazebo.

Now, in case you haven't tried some of these, here are some things you can try and some Easter eggs:

  • There are numerous responses taken verbatim from Zork, such as responses to suicide, jumping, yelling or typing "xyzzy" (or any other magic word from Sorcerer, Enchanter, Spellbreaker or Wishbringer for that matter).
  • Use any one of George Carlin's seven dirty words.
  • Use a Doom cheat code like "idkfa" or "iddqd". The response mimics what the game Hexen does if you try to enter a non-Hexen cheat code in to it.
  • As a wizard, "cast magic missile" while in darkness.
  • "Cast burning hands" (as a wizard) or "cast flames of the phoenix" (as a monk) in the presence of the gazebo.
  • Sell the orc's pie in the tavern.
  • Count the leaves. This is an inside joke in several Infocom titles. The number also has special mathematical significance: 69 in hexadecimal is 105 in decimal, and 69 in decimal is 105 in octal. I had other plans for the leaves, but just never got around to them.
  • Search the refuse in the Refuse Room. Yes, I implemented dire rats that most people will never see.
  • As a barbarian, you can "rage" or "flip out".
  • Roll the dice and either get snake eyes (curse) or box cars (boon).
  • Try to cast a spell while in the tavern.
  • Besides myself, all the other names in the README are characters from films directed by Stanley Kubrick.
  • Other things I don't remember.

I worked on and off on it for the past two months, and it was kinda fun to do and I'm actually really proud of it. I wish I could do more, but there simply wasn't enough time. And it wasn't perfect; there was actually a crashing bug if you tried to eat the leaves (among other commands). I have since fixed that and uploaded the new version.

If you are curious, below is a link to where you can download the complete source code in C#.Net to The Caverns of Mayhem: A Dungeons and Dragons Adventure! The project is compatible with Microsoft Visual Studio 2010 and only requires the Microsoft .NET Framework v2.0 to run.

I hope you all enjoyed it as much as I enjoyed creating it. Maybe next year I'll have a Wizardry emulator...

Download complete The Caverns of Mayhem:
A Dungeons and Dragons Adventure
source code
(C#, Microsoft Visual Studio 2010)

Filed under: 5E, DnD, Programming, RPG No Comments
1Apr/13Off

DLI Acquires DnD Next Video Game License

DLIName_60

"Omne ignotum pro magnifico"

If you've been following this blog, you know that we have had our fair share of communication with the legal department over at Wizards of the Coast, and as a result we have not only learned a great deal of what we can and cannot do as far as licensing but we have been able to figure out exactly who the right person to talk to is in order to get the necessary licensing agreements in place

Several months ago, after a great deal of negotiations (most talks of which started with the words "now please don't sue us, but...") we have managed to talk to the right people and sign the proper agreements to do what we thought was impossible: secure a provisional license to use the Dungeons and Dragons brand name to create the next state of the art video game based on the "DnD Next" rule set. The official press release can be read below:

Official Press Release by Darklight Interactive (PDF)

Since we are not authorized to be direct competitors to the upcoming MMORPG Neverwinter by Cryptic Studios, our product is a single player campaign that will be a traditional delve through a dungeon. While we have had a group of professional, well known writers working on the story - most of which you are familiar with, but we are not allowed to disclose names yet due to Non-Disclosure Agreements - I and a group of experienced software developers have been working on the engine.

Since we do not want to take funding away from Wizards of the Coast and would rather they spend the resources they have to get "DnD Next" developed and released, in a few weeks we intend to launch a Kickstarter project to fund the development of the final product. We did not want to launch a Kickstarter before we had a "proof of concept", and unlike some other companies we do not want to launch a Kickstarter to fund said "proof of concept". So we have been developing the engine on our own, on our personal time and at our personal expense, in the hopes that it can show the world what we're capable of and more easily reach our goals once the Kickstarter launches.

After further negotiations, and painstaking work over the past few months to get it in running condition, I have been authorized to release our first "proof of concept" (which we refer to internally as an "alpha" build) for The Caverns of Mayhem: A Dungeons and Dragons Adventure (tentative title... we'll let the writers come up with something better) that you can download below!!!

Download The Caverns of Mayhem: A Dungeons and Dragons Adventure (ZIP)

The game engine is not exactly a direct port of the "DnD Next" ruleset simply because, as is the case in Neverwinter, a lot of the rules don't exactly port flawlessly from the tabletop to a video game. But it has everything you've come to love about D&D: it's got dungeons, it's got monsters, it's got treasure... and, heck, it's even got a dragon!

The "proof of concept" which you can download below has been developed for Microsoft Windows (we're investigating a Mac port, but none of us actually own a Mac so we'll probably have to wait for funding on that) and requires nothing more than the .NET Framework 2.0. It is not graphics intensive so it should run on pretty much any machine; in fact, for those of you with inferior machines our game will probably run significantly better than Neverwinter because the hardware requirements are much lower. And, thanks to proprietary compression technology, it uses a lot less drive space!

As we mention above, it is a very early "alpha" build and has some known issues. And, since it's an "alpha", I ask that you do not start reporting bugs in it; we pretty much know what most of them, and have tried to document them in the "readme" file included with the distribution. Please read that file prior to launching the game so you understand what to expect and are aware of the aspects of the game that have yet to be completed.

We here at Darklight Interactive are entering an interesting time, and we would like to thank everyone at Wizards of the Coast for giving us the opportunity to use your license. We hope that, after looking at our proof of concept below, you support us and await our upcoming Kickstarter launch.

Thank you all for your support.

Download The Caverns of Mayhem: A Dungeons and Dragons Adventure (ZIP)

Requires Microsoft Windows operating system and the Microsoft .NET Framework v2.0
(c) 2013, Darklight Interactive - All Rights Reserved
Dungeons & Dragons, D&D, Neverwinter, Wizards of the Coast, and their respective logos are trademarks of Wizards of the Coast LLC in the U.S.A. and other countries, and are used with permission. Hasbro and its logo are trademarks of HASBRO, Inc.
Please don't sue us.

25Mar/13Off

Neverwinter: A Review

Before I continue, I need to state a disclaimer:

1) I don't remember the last time I wrote a review about anything. So this may not be the most perfect of reviews; it's more of a brain dump, if you will.

2) I have never played World of Warcraft. My recent MMORPG experience is only Everquest II. Well, except for when I beta tested Ultima Online (before you ask: yes, I was in Britannia when Lord British died)

3) I am extremely weak when it comes to Dungeons and Dragons lore. For example, I know there's a city called "Neverwinter", but that's pretty much all I know about it.

Anyway, here goes...

He's a big one, ain't he?

He's a big one, ain't he?

This weekend marked the third beta test weekend for Neverwinter, so I got the opportunity to experiment with it.

All in all it was a rather enjoyable experience but I think the product is going to suffer because of the way it is presented: it's being billed as an MMORPG at the same level as World of Warcraft, but it clearly is not and should never be considered as such. To me it looks like a single player experience - something like Neverwinter Nights, Kingdoms of Amalur, Dragon Age, Mass Effect, Elder Scrolls, etc. - that just happens to have a LOT of NPCs in it.

And I mean LOTS... Compared to other multiplayer games I've seen, the engine manages to handle over a hundred players in one zone amazingly well. You wander through Protector's Enclave and you are simply surrounded by dozens of other players. This gives the environment life and makes it feel like an actual city, not like the barren wasteland that cities are in most other games. Granted you can't interact with each and every one as if they were an NPC, but it just feels grander. I remember walking through the "great" city of Qeynos in Everquest II and wondering where the hell anyone is; you certainly won't feel that way about the city of Neverwinter.

Beyond that, the game progresses like a single player experience; I pretty much solo-ed the entire game all the way to level 30. At the end of each zone there is a "party only" event that requires you to have 5 players, but it's really optional and isn't required to proceed along the original quest line. So if you're looking for the true multiplayer experience, the thrill of 20 man raids or interaction with teammates, I'm not sure if Neverwinter is for you.

The Good

1) The game runs remarkably well, all things considered. Granted, my machine is as low end as you can get, the video quality was abysmal for me and there were certain areas where I felt I was watching a slide show than playing a game (the zone with the "mad dragon" was unplayable due to frame rate), but running through Neverwinter with a hundred players around me ran pretty well.

2) If you liked the single player games I mentioned above (specifically Neverwinter Nights and Kingdoms of Amalur), you should enjoy this game. It's really nothing more than a single player game that requires an Internet connection; there are multiplayer aspects of it (not many that I saw) but they're not an obligation. A majority of the zones along the main questline are instanced and not shared so you'll be all alone most of the time.

That crumpled heap at the bottom? Yep... That's me.

That crumpled heap at the bottom? Yep... That's me.

3) It feels like D&D. It may not feel like 4th Edition, or any edition for that matter, but there's no doubt about the fact that you're playing a D&D game. The first time you get attacked by a mimic or the first time you plow in to a gelatinous cube will be memorable (I'm not sure if either one can be detected prior to attack; it all happened so quick). And once you get to the 30s, you can experience a rather large green dragon (that crumpled heap at the bottom of the screen is me).

4) Some of the zones are beautiful. The Plague Tower, with huge chunks of stone floating in mid air, is a sight to see.

5) I was concerned to a point about the "free to play" model and whether there would be "pay to win". In the 30 levels I've played I managed to accumulate two companions (can only have one active at a time though) and a horse without having to spend real world money, so that says something about it. Granted, I can imagine certain things would be a lot easier had I shelled out some money - I'm betting I wouldn't have taken such a beating with the green dragon if I was buffed with stuff I bought - but that doesn't mean I can't play the game. You can still enjoy it without shelling out a dime.

The Bad

Plowing in to a gelatinous cube and getting instantly engulfed was rather alarming.

Plowing in to a gelatinous cube and getting instantly engulfed was rather alarming.

1) If you're looking for a true MMO experience, I don't know if this will be your cup of tea. I'm sure you can team up to do quests, but even so it's very personal and doesn't feel like it's designed for massive raids other MMORPGs tailor to.

2) The main questline follows a very linear progression: do everything in zone "X", then move on to zone "Y". At least in games like Everquest you sometimes have the need to go back to old zones, and in EQ there are cases where an instance of a differing level than the surrounding zone exists, but here as soon as you're done with a zone forget about it. For example, if you finish Blacklake and move on to the next zone you can never again do the dungeon or skirmish missions that were there and have no reason to ever go back to Blacklake.

3) Because of the linear progression, I can't help but wonder what's going to happen once you hit the level cap. At least with Everquest you have things to do: zones to explore, raids to participate in, thousands of quests to complete, etc... but it doesn't quite feel like that will be the case with this one. I question what there will be to do besides retire your character and make another one. Time will tell.

4) All the zones don't become available until you complete necessary quests and unlock them. I would prefer that all zones be open; if you're level 1 and you blunder in to a level 60 zone that's your problem but that's also your choice. They mentioned zones like Icespire Peak which I can't even go see if I wanted to.

5) Inventory management becomes an issue quickly. Unidentified items are worthless and cannot be equipped, but the only apparent way to identify items is with a Scroll of Identification which is extremely rare. At level 30, I was constantly running around with a pack busting at the seams with unidentified items that I would have to discard now and then just to make room.

6) Expect to run around a lot. Most zones only have one main entrance in or out, so since there's no fast travel I've found that the quickest way to go to another zone is to kill yourself (diving in to the Rift in Neverdeath Cemetery was particularly entertaining, especially when my companion dove in after me a few seconds later). Eventually you get to buy a horse but it doesn't feel that much faster.

7) Monsters don't appear to be tied down to a specific spot. In Everquest you can be chased by monsters up to a certain point where they will break off the attack and return home, but here you can train dozens of monsters across the entire zone. Since every monster in the zone has pretty much the same level it's not that big of an issue; you won't have problems like Fansy the Bard dragging a boatload of high level creatures over to pound you in to batter.

8) The voice acting is pretty bad. And, in some cases, really bad. The fact that they won't shut the hell up when they're standing near you really doesn't help.

The Ugly

1) This. Just... This.

NWPatching

Every time you enter a new zone - and sometimes while you're playing - you get hit with this. It's "Patching"... What it's patching I don't honestly know, but it got to be quite infuriating. On some zones it's quick, but on other zones it took upwards of 6-8 minutes. My longest wait was 496 seconds.

What is that for? I would much rather wait an hour for the game to patch itself on launch before I even play it than to get constantly interrupted every time I zone. And, quite honestly, if I invite you to a zone and it takes you ten minutes before you even show up I'm going to kick you from the group.

2) This has been touched upon by others much better than I, but women's armor has some... issues. I mean, this is my female halfling rogue:

Armor

What the hell kind of armor is that? It's better than chainmail despite the bare midriff. And what is that, a duck crammed in to my toon's cleavage?!?

I recently tried Wizardry Online and was immediately turned off because every female player looked like a prostitute. This isn't as bad, but it's pretty damn close. And I'm hoping that wardrobes will become considerably more diverse; for now, considering everyone on the main questline gets the same rewards, expect every level 30 rogue to have pretty much the same appearance.

3) There are bugs, which can be expected. But many have said that Perfect World has a tendency of not fixing things and launching anyway which is somewhat disconcerting. There technically weren't any actual "showstoppers" but there were some really glaring issues that I feel should have been dealt with on the first beta.

Conclusion

All in all it was an enjoyable experience, and I think it's a game that captures the feel of D&D and shows some great promise. Whether this will have the necessary longevity to keep players playing has yet to be determined, but in lieu of that if you're looking for a long single player experience this might be worth it. If you're looking for a hardcore MMORPG, I question whether this will give you that.

I look forward to the next beta weekend!

Filed under: DnD, Games, Neverwinter, RPG No Comments