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Thoughts on the new World of Warcraft game mechanics

14 Oct

Hey all!

Today I’d like to talk about the new mechanics on World of Warcraft, so if you’ve never played the game on Wrath of the Lich King, you might want to skip to the end of this post…

As the players already know, yesterday came out the new patch for the game (4.0.1), which implements the game mechanics that will be present in the next expansion “Cataclysm”.

First of all, I don’t know if I should praise or curse Blizzard for the update… On one hand, they show some courage changing most game systems… it shows that someone at Blizzard doesn’t want to follow the “just add more content/areas/monsters/spells/etc” mentality, which I think is great; Blizzard’s not sitting still at their laurels and apparentely are striving to give players something new to do besides the same thing they’ve done the last five years to different monsters.
On the other hand, I feel there’s a lack of new content on the new expansion… It seems to me that I’m just revisiting old areas with new skins… of course, I’ll eat it up and be thankfull, but I wish there was something more to it than this… I like exploring and seeing new stuff! I also feel a bit cheated by the new game systems; I’ve spent the last five years becoming good at playing the game, understanding the core mechanisms and using them in my favour, and with just one patch, Blizzard changed the whole game system, making it not simpler, nor more complicated, but just different. So now, I’m back to being a noob!

Not that all is bad… After all, I’m a fire mage (surprisingly called Covenant, on EU-Hellscream), and from where I’m standing, I’ve been boosted like hell; I can move and shoot at the same time, while still having circa 8k dps self-buffed on the practice dummy, and without spending mana; or I can sit still and shoot the target dummy with my standard rotation for aboutย 5 minutes doing 12k dps, geared only with 10-man ICC gear. I’m guessing mages will be nerfed on the next patch, considering most people are complaining about nerfs, while mages and warlocks are shouting out loud “huzzah!”.

The ideaย transmitted by Blizzard on this expansion is that they’re simplifying mechanics and removing the fluff, but I don’t feel that’s the correct way to go… on one side, players that reach level 85 will be players that should know their class and will appreciate more complex stuff… On the other side, removing the fluff for Blizzard apparentely means removing choice, and this is my main complaint about the game now. It seems to me (at least at high-end level 80, might be different in high-end level 85) that all mages use the same playstyle, use the same gear, have the same talents, gems and enchants. It means that instead of you “roleplaying” a character, you’re just one in between the huge masses… and with this expansion, it seems that it will become worse…

I always disliked the concept of “precedence” on the talent trees… A player should be free to put talents at will (just unlocking some talents with level, and that’s it), to create new and novels specs which combined some of the characteristics of all the talent trees, in which spell rotations could include arcane blast and then switch to fireballs just for the DOT effect (which of course would be magnified by the arcane blast, etc). The idea would be choice, and when Blizzard announced the talent rewrite I thought something like this might be included with the game, but that didn’t come to pass… if anything, the “use these talents” became more evident, because you can’t go into another tree without spending 31 points on your “primary” tree.

Anyway, now for some individual points on the specifics:

  • New talent trees: They reduce choice, although it’s good to see they’ve removed lots of silly talents and added some useful ones. Level 85 won’t solve this, since you won’t be able to go deep into the secundary trees, so it’s more of a flavor thing, and I feel most people in one spec will choose the same talents from the others.
  • Removal of spellpower stat: This seems to be a cosmetic choice above all… In my case, for example, it’s a win, since spellpower got converted to intellect, and I get a larger mana pool (not that I need it as a fire mage), and I get all the benefit from spellpower anyway (I even went up a bit on that)
  • Mastery: The mastery system is one of the big additions to the game… still get mixed feeling about it, but it seems like an overall win… you get a more “general” stat that applies to all classes that gives a good measure of the item’s quality, even if you don’t know the other class. I like stuff that scales with gear in a smooth way, and it seems that Mastery is the way to go.
  • New character page: Cleaner design, more informative (with the tooltips and such), so it’s better.
  • New glyph system: I like the new glyph system, but it makes scribes almost usefull at a high level. What I mean is that while they’ll make a bucketload of money at the start of Cataclysm, they’ll not be able to do any money from their profession at end game level (since glyphs don’t change and only need to be bought once, so not even respecs can make the scribe profit). Maybe there will be a source of money in some other way besides glyphs, but nothing seems to indicate that. I also like the fact that I can see what glyphs I’m still missing on my characters, although it seems to me that not all existing glyphs are visible yet (only two prime glyphs usefull for arcane, for example).
  • The new spell notification system: Seems nice, although a bit more customization control would be useful (on mage it’s simple, I only have one notification to look at (hot streak), but on a Moonkin druid, it’s three or four notifications, which becomes a bit more complicated).
  • Social stuff: Where the hell is the new social button?! I have to press the hotkey “o” to access it now!
  • Guild screen: The improved guild screen is nice, with the achievement ranking and profession screens
  • Guild reputation: Have no idea on what this means, and I haven’t got a definitve answer either in-game on in the internet… but it seems like it can be a nice idea.
  • Reforging: Reforging is an awesome idea… The only way it could be better is if you could really define how much you take from a stat to give another, instead of those predefined values, but even so it is incredibly versatile system, which I believe will make a world of diffence at end-game content.

The changes also made different character classes behave different… I only have a fire mage and a resto/boomkin druid, so I can mostly speak about those and what I learned from comments on the guild and general chat:

  • Mages and Warlocks: Got boosted a lot, it seems to me. Rotations got a bit wonked, but it’s easy enough to adapt.
  • Druids: Only got remarks about Moonkin, and it seems to me that the class became even more difficult to play (previously I already though it was one of the most difficult to play ranged classes, because of all the different DOTs, procs and such). The new Lunar and Solar energy concept is very neat, but it’s still not clear to me how to work that in the advantage of the druid.
  • Priests: They’re complaining a lot about useless talents in the holy tree, but that gets compensated by the infinite mana on shadow form. Still they seem satisfied, although it seems to me that they’ll need to relearn how to play their class again.
  • Paladins: They seem overall happy with them.
  • Warriors: Only heard from the dps ones, and they’re definately unhappy, reporting loss of 40% dps and up, which sucks big time…

I know, pretty incomplete, but I was busy with my own character, so I couldn’t pay that much attention to the other characters…

Unfortunately, since all life can’t be fun and games, on the work front, I’ve been working on the new core routines for the new company I’m at… Redoing classes I’m used to working for ages (threads, sockets, mutexes, database, etc) sucks a lot (although I can improve some of the interfaces in the process). But the worse part is that we’ve decided on this new company to actually document the code properly, using Doxygen… and while the tool really helps and it will make the integration of other people much easier in the future, I spend more time documenting code than actually writting it… Hopefully, this will soon normalize, when I start doing more complex code that doesn’t require so much documentation as the core libraries…

So that’s it for now, please comment on this, specially if you spot something wrong with my overviews and specially if you’re a class on WoW different from mage! ๐Ÿ™‚

 
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Posted in Games

 

Point lights

06 Oct

Got shadows for point lights working:

Had some issues getting it to work:

The errors in the shadows are noticeable in the areas in between the vertexes.

Initially, I thought the problem was that I was a pixel shader/vertex shader mismatch, since when I was creating the shadowmap, the vertex shader for it did most of the computation and the pixel shader was just a simple passthrough, and when I was “applying” the shadowmap, all the calculations were done in the pixel shader.

After I corrected that (passed most of the computations for the pixel shader on the shadow map phase), the problem persisted… I got pissed about that, and after much scrounging around I found the problem…

The issue had to do with the projection of the geometry in the shadowmap… As I’m using a dual-paraboloid map, I have to create a “fish-eye” perspective of sorts when generating the shadowmap. This works fine, but I didn’t take to account lowly tesselated geometry near the light source (because the perspective transformation is done at a vertex level):

So, originally we have a tesselated square… If we apply the spherical projection we need for the “fish-eye” effect, we should have something rounded like we see on the second picture… But, as we are only applying the math to the vertexes, we in fact get the red lines, instead of the rounded edges…

On a zoom:

In the middle of the object, that’s not a big problem… there will the wrongfully drawn shadows, but we won’t notice them… Problem is on the outer edges of the object, in which we would fetch texels outside of the “drawn area” of the shadowmap!

Thankfully, the solution for this problem is simple enough: just clear the shadowmap to the maximum distance, to insure that all the areas outside of the “drawn area” are never shadowed… this is potentially wrong, but it should be close enough to never be a problem…

Anyway, they look neat and are fast, which is the two main points in all of this… I’m thinking I’ll have probably two or three shadowmapped lightsources on screen at a time… Need to devise a way to reuse the shadowbuffers of lights that don’t need them at the moment (since I’m currently using 32 bit floating point shadowmaps, which are huge memory hogs!), but that shouldn’t be an issue…

Next step, directional lights!

 
 

Halo: Reach

01 Oct

Just finished playing “Halo: Reach”, and although I don’t think it measures up to any of the Halo FPSs, it’s a very competent shooter, and I enjoyed playing it very much…

First, the good part: As usual, Bungie has done a great job in the playability and in the level design… this becomes more apparent if you consider that the game doesn’t add absolutely nothing to the genre, except for the space fighting and Hornet sections, which are quite fun, albeit too easy. The characters are not annoying (in this day and age, I call that positive), although a bit stereotypical (i.e. “psycho”, “hacker girl”, “righteous commander”, “rookie”, “lovable giant”).

The bad part is that the game feels like it has taken some steps back from the Halo franchise; The lack of duel wield kind of bothers me, since it was one of the selling point of the original Halo, besides being fun…

The game doesn’t add anything to the FPS genre, it’s just a well done FPS, with some technical flaws (lots of frame-rate stalls, for example). The story and storytelling are simple and predictable, the characters are too simple for me to actually care about them (which is important considering the objective of making the player feel sad because of the situation on Reach and in Noble team). To be honest, from a story perspective, the whole situation in Reach is kind of silly, and it only becomes vaguely interesting closer to the end of the game…

By the way, developers of the world: having a subtitle option that is only useful for cutscenes and not the in-game dialog is stupid… specially when most of your game’s storytelling relies on communications between team members during the fights where stuff is exploding and shots are being fired… For non-native speakers, it’s very hard to understand what’s being said…

Finally, note that my opinion is based only on the single-player experience, since I don’t play multiplayer FPSs, so the game might be actually much better with the multiplayer taken in consideration…

End of the day, “Halo: Reach” is a competent shooter, with some neat elements, but nothing to write home about…

Numbers:

  • Gameplay: 9/10
  • Story: 6/10
  • Graphics: 7/10
  • Sound: 8/10 (with 10/10 if we consider only the soundtrack!)
  • Sad Platoon-like feelings: 10/10
  • Overall: 8/10
 
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Shadows and Fractals

29 Sep

Video of the first test of deferred rendering with a spotlight casting shadows, through use of a shadowmap with 256 by 256.

This video was taken in debug mode, hence the speed (which is pretty impressive nevertheless).

All light sources in this renderer can be shadowcasters or not, which will take different code paths in the renderer, to minimize DIP calls.

This is for the new game project in which I’m involved (no information on this yet… please be patient, eheheh)…

The ideia is to have a fully fledged deferred renderer to power the game… Currently I’m adding shadow support (through shadowmaps)… I only have spotlight support, but the rest should be done easily now that the hard part is over… Still want to add blurring to simulate soft-shadowing (and to disguise some bad artifacts as you can see in the video).

On another note, check out this extremely amazing video:

Although I’ve done some study of fractals in the past, I have no idea on how to get the third dimension on a Mandelbrot set, to be honest…
But the shading and texturing work give it so much atmosphere… It’s one of the most impressive videos I’ve ever seen on pure computer graphics…

 
 

2d vs 3d: The Final Showdown!

24 Sep

Well, this is not a post about the merits of 2d and 3d…

Nope, I’m just posting an amazing video I saw online:

It’s about the conflict between 2d and 3d gameplay, hence the title… ๐Ÿ™‚

Anyway, about my opinion on that (just so I write some more): neither is the superior format, fighting over it is silly… the terms don’t even make sense anymore (most 2d stuff is done with 3d graphics anyway)… Some gameplay types still work better in 2d than in 3d, and I’m sorry there are not enough of those running around these days (graphic adventures, pixel-perfect jumpers)…

That said: 3d is much more fun to program! ๐Ÿ™‚

 
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Posted in General

 

Ludum Dare results are in…

08 Sep

…and “Conquest” placed 9th! This is my better mark ever. There was 172 games in the compo, so this result makes me very happy! ๐Ÿ™‚

In specific scores:
Innovation: 12th
Fun: 19th
Theme: 4th
Graphics: 23rd
Audio: 13th
Humor: 30th
Community: 3rd
Coolness: 5th
Overall: 9th

It’s nice to see that my perception of the game (i.e. I think it’s the best I’ve ever done in these competitions) is matched by other people’s perceptions (my best placement ever)…

Apparently everyone thought the game was too slow, which I think was unavoidable (or else people wouldn’t be able to play it, with all the other interface issues I’ve seen on the game)… Balance was off aswell, but it was fully playable, polished, and had a nice concept that I will extend one of these days, when I can find the time for it (hard with my new job).

Anyway, this post comes directly from Appledoorn in the Netherlands, where the HQ of my new company is located (Divitel)… I’m starting a new job now, so I’m setting up (with my partners) the Lisbon office of Divitel, which will be a new company called Divitel Development, focused on Software Development for the telco market… I’ll also be attending the IBC, to get a better understanding of the market we’re moving into.

Hopefully, this new venture will prove better than the last ones… ๐Ÿ˜‰

 

Chiptunes on steroids

28 Aug

Just posting to share something that crossed my desk a week ago:

I’m not sure if I love it or hate it, but it’s cool to hear one of these songs in this morning… this is a band called Anamanaguchi, and according to Wikipedia, they use a modified SNES with standard rock instruments to make their music…

It’s pretty cool, check it out! ๐Ÿ™‚

 
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Posted in Music

 

Conquest Post-Mortem

26 Aug

And another competition has gone by… Awesome fun this one…

Time for a quick postmortem of my entry, Conquest:

What Went Right

– Theme: My first impact with the theme was “I hate this one”… On retrospective, it is an awesome theme, really made me think out of the box
– Initial concept: although it took me 3 hours, I got an idea that really got me excited and thought it fit the theme
– Excitement throughout: I was excited with the game the whole time, instead of being excited for 2 or 3 hours and then losing momentum.
– Tracing: the idea to trace over the graphics made by Oryx for the Assemblee competition for the characters was great: it allowed me to save time and have something passable visually.
– Music: I was scared of leaving the music for the end, and with good reason… didn’t have much time to do it, and had to use WolframTones… Although my first tries didn’t yield anything decent, after a bit tweaking the parameters I got something that while it isn’t Mozart, it’s passable for 48 hour game music…
– Cutscenes: While not terribly interesting, I really love doing those small cutscenes, they add to the flavor and they’re fun to program (even though they took me 2 or 3 hours to get right)
– Using my LD framework instead of my engine: I was going to participate on the jam instead of the compo, but looking at the idea I had (and the fact I thought I would take 10 or 12 hours completing the game) made me go for the compo. My engine wouldn’t have given me any advantage over the framework anyway…

What went wrong

– Time managment: What I thought it was going to be a 10 hour development cycle for this kind of game turned into 28 hour… So my managment and estimation was appaling.
– Family visiting: Although I love having people over, having family visiting on the weekend took away some time I could have spend programming… thankfully my wife did most stuff by herself, leaving me with just entertaining the guests… while I wasn’t running towards my office to program a couple more lines (jeez, I sound like an addict… ๐Ÿ™‚ )
– Bugs: Ran into some bugs after the deadline, which meant the game seems more buggy to everyone than it seems to me… :\

What went “meh”

– Thousands of ideas flowing through my mind while I programmed the game… This is a mixed blessing… I look at the game as it could be, while people will look at the game as it is… ๐Ÿ™‚ Lots of ideas made me be excited about the game the whole time, but it also was source for some frustration, since I couldn’t put everything I was thinking off…

The game has circa 2000 lines of C++ code, and the framework about 17000 (most of it 3d related and stuff I’m not using though).

Tools used:

Code: Visual Studio 2005
APIs: DirectX 9 (Feb), FMod, Win32
Graphics: Photoshop CS4 (mostly traced from Oryx’s pack for the TIGSource Assemblee compo), 3d Studio Max 2010 (for title screen)
Sound: WolframTones (very awesome, only had 20 mins or so to play with it), Midi Converter Free (online free midi to mp3 converter)
Blogging: Zoundry Raven, Internet Explorer
Reading LD: Omea Reader
Listening music: Winamp

I’ll probably want to play around with this idea for a bit longer, add some of the ideas I’ve had during the development… Hopefully I’ll post the new version in the future, albeit I don’t know when, since I’m starting a new job next week… :\

 

And done!

23 Aug

It’s finally done… You can download it from the competition page, or from here.

Should work in most Windows machines, although I only tested it with Windows 7 (64-bit)… But all the code is pretty straightforward, and I’m using old libraries (FMod, for example)…

It might require DirectX 9.0 (Feb. Update), you can get it at Microsoft.

It may also require the Visual Studio redistributables, which you can the 2005 here or the 2008 here. I’ve done the game in VS 2005, but sometimes the 2005 redist don’t work for some reason, so that’s why there are two links…

Hope you like it, any comments are appreciated!

Tools used:

Code: Visual Studio 2005
APIs: DirectX 9 (Feb), FMod, Win32
Graphics: Photoshop CS4 (mostly traced from Oryx’s pack for the TIGSource Assemblee compo), 3d Studio Max 2010 (for title screen)
Sound: WolframTones (very awesome, only had 20 mins or so to play with it), Midi Converter Free (online free midi to mp3 converter)
Blogging: Zoundry Raven, Internet Explorer
Reading LD: Omea Reader
Listening music: Winamp

I have lots of ideas on how to make the game better, from gameplay logic (less random enemy selection, which would lead to more tactical gameplay) to additions to the gameplay mechanics (more spells, more direct control over the game itself, more unit types)…

Some of them I might add tomorrow at the Jam, if I feel like it (but I doubt it… Spent more time than I though on the competition… after all, I was just going to participate on the Jam!)…

Anyway, I’ll write a postmortem tomorrow (and look forward to reading yours, and playing your games and whatnot!)… At the time of this writing, already 142 Compo entries, and 3 for the Jam… Less than LD17, but more than LD16… And this number might swell afterwards…

So good job everyone, I had a terrific time, think that for the first time I did a game that doesn’t completely suck and looks acceptable…

Catch you all later!

 

Level design done…

23 Aug

Level design done… it needs tweaks and such, and I’m missing more classes, to be honest, since the game becomes more complex…

Better rules for choosing targets would also help, since the current system doesn’t allow for the player to really be tactical in the game (too many random factors)…

Still, the game is fun, and since it has infinite retries (and one savegame, so even if you quit you can resume where you dropped off), it let’s you try different approaches…

I’ll ask people to stick to it, since the end cutscene has a twist! ๐Ÿ™‚ Yep, I’m a regular Shyamalan… “What a twist!”

Anyway, screenshot of level 6 in full swing:

screen09.jpg

Time to add sound and music to the game, still have almost 3 hours for that… and try this in Release mode (been playing this in Debug build… hope it doesn’t bug out in Release *cross fingers*)…

Time to fire up Sfxr (DrPetter is a god!)… ๐Ÿ™‚