subversion inc. presents…
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Subversion Inc. presents…. Overview. Goals Balanced Asymmetry High tension between hunter and hunted Close call moments Story Raven, a young girl, possesses a magical talisman given to her by her dying mother - PowerPoint PPT PresentationTRANSCRIPT
Subversion Inc. presents…
Overview
Goals Balanced Asymmetry High tension between hunter and hunted Close call moments
Story Raven, a young girl, possesses a magical talisman given to her
by her dying mother The Wizard, who greatly desires Raven’s talisman, which will give
him immortal life, kidnaps Raven As Raven is being captured, she notices magical portals in the
ground Afraid of being sacrificed, she manages to escape from her cell
and steals a cloak to blend in with the Wizard’s minions and begins looking for talismans to escape the Catacombs.
Development
Started out as a cop vs. serial killer/thief game Tense Dark Many subtasks (murdering five people, stealing three items, etc.)
Shifted to scientist game Closed area Objective to gather items in order to escape Hunter controls the environment
Decided on medieval Catacombs game Game engine lent itself well to medieval game Fit maze environment Allowed for magic
Map
Map Small enough to force
encounters Enough carefully chosen
paths to give raven some options Central room to make
navigation faster but riskier Outer rooms, slower
navigation, less risk of being found
Enough exits from rooms to make entrapment difficult
Map Each room was designed to have a different theme
Smoke room makes visibility hard for the Wizard Forest room is difficult for Raven because of the collisions
Barriers & Talismans
Barriers are placed in the middle of every hallway Makes barrier placement intuitive for the wizard More room for Raven compared to other schemes Placing barriers at the end creates death traps
Talismans always appear in the same place on a given map Rewards experienced players
Wizard knows where Raven is when she takes a talisman Raven knows where to go for certain talismans
Helps beginners Until talismans are learned, a power can be attached to an
area
Minions
Minions wear one of 10 possible color cloaks which are randomly assigned
Have different behaviors such as walking through hallways, moving to face each other after a collision, moving in different directions randomly, and standing still.
Minions are placed on the map depending on the map difficulty and desired effect Example – Corridor walkers on corridors Example – Many friendly minions together
Minions
React to Raven when raven runs either chasing her or running away from her Discourages running to promote encounters and increase game
length As the game goes on can narrow the areas Raven can freely
travel Minions do not move diagonally in their normal behavior but
they do move diagonally when running away or chasing Raven Makes it easier for Raven to mimic normal behavior Makes it easier for the Wizard to notice when Raven is being
chased
Exit and Character Placement
Two exits, Raven, and the Wizard are spawned in different locations every new game
Spawning locations are designed to be set in different quadrants of the map to ensure Raven, the Wizard, and exits don’t spawn next to each other
Proximity Rings There are three proximity rings to alert the users to
the proximity of the opponent Closest ring is roughly the size of the screen Second closest ring is roughly a quarter of the map
Each ring has a unique song associated with it Songs were chosen to convey changing sense of urgency
There is a HUD representation to show ring changes
Wizard
Wizard
Unique character model Distinct from minions Raven sees the Wizard coming
Knows when to focus on blending in
Speed advantage over Raven Raven cannot easily escape
Game does not devolve into chase Exploration
Can visit many rooms quickly and catch up to Raven Triangulation
Quick movements on edge of proximity rings allow for narrowing down Raven’s location or tracking movements
Wizard
Barrier placement Wizard’s resource for strategic hunting Limit Raven’s ability to navigate the map
Can eliminate the direct routes through the map Can seal off specific areas forcing Raven to
develop a counter-strategy that is more predictable
Potential to trap Raven in a corner room When closing in on Raven in certain locations,
can completely block all exits until the player attempts to capture
Barriers
Blocks corridor between rooms Barriers placed on specific spots in center of corridors
Map limit of 4 Wizard cannot block off too much of the map Small corner rooms and long corridors still possible trap zones
Removable Wizard has the freedom to lift the previously placed barriers Allows Wizard the capability to move through his own blockades
Triggered at a distance Closest barrier spot to Wizard highlighted, activated by button Can strategically cut off escape routes without being immediately next to
the spot Wizard’s attention not consumed by barrier placement
Can do so quickly while still running through the map Doesn’t distract much from focusing on character movement
Capture
Small capture radius Sufficiently small to rule out chance guess Large enough to catch a moving or surrounded Raven
Miscaptures costly Penalties
Removes all placed barriers Wizard is frozen for several seconds Cool down period before Wizard can capture again
Allows Raven to briefly escape the Wizard Forces Wizard to narrow down characters and be as
sure as possible
Raven
Raven
Identical to other minions Blends in perfectly
Behavior and music distinguish her from the rest
Ability to run Draws attention of minions
Possible to run, but discouraged
Talismans Objective for Raven
Balance sneaking with item retrieval Wizard aware of remaining talismans
Wizard tracks opponent’s progress Gives sense of urgency
Signals location of Raven Encourages encounters
Capture subset Raven develops strategies for retrieval
Order along with use Gives player options
Discourages camping
Powers Makes game play more fun for Raven Balanced with Wizard’s abilities
Ability to evade and escape
Talisman Powers Rush
Minions charge the Wizard Hinders Wizard Shifts attention away from Raven
Rabbit Minions move around the Wizard frantically Increases Raven’s speed
Allows Raven to blend while moving quickly Disorients Wizard
Chameleon Raven does not attract attention of minions
Gives freedom of movement Changes color of Raven’s cloak
Blast Destroys doors around Raven
Frees Raven from traps
Deafen Disables music for the Wizard so Raven can slip away
Changing the Game
Heads Up Display
Talisman display Layout corresponds to map location
Wizard can easily see where Raven has just been Gives new players basic layout
Highlight available talismans Inventory system for Raven
Proximity zone Visual component for proximity
Wizard barrier inventory Shows doors placed
Testing
Procedure 3 rounds of testing Half of the sessions in the same room, half in
different rooms Metrics about game play were recorded Testers would answer a questionnaire after
playing three games as each character Iterations and refactoring after each testing
round
Testing Results
Round 1 Music moods were not mapped intuitively Face-to-face encounters were the most enjoyable Difficult to use talismans
Round 2 Map size was adequate Barrier placement and positions not intuitive Capture cool-down needed visual feedback HUD refactoring very helpful
Round 3 Barrier usage increased Initial player balance achieved
What Went Right
Game engine Simple to use Looks good
Achieved desired tension Wizard must study AI behavior to win Raven must work to blend in Replay value
Competitive vibe Team cohesion
What Went Wrong
Balance More experienced players find Wizard unbeatable Newer players have more difficulty with the Wizard
Learning curve Player abilities were confusing Wizards do not know what to look for
Collision bugs Bug with the game engine Lingering bugs
Future Development
Balance Wizard’s power
Increasing over time Additional proximity ring Changing window size for the Wizard
Handicap Auto-balancing game for different levels of players Proximity zones dynamically change with threshold
New maps Maps for different difficulty levels
Different barrier count Based on the complexity of the map
New features of AI Minions can walk across the map and try to pass all the talisman
locations until the end of the game
Future Development
Balance New features of AI
Some minions can change behavior randomly every minute
Erratic minion behavior and false positives
Additional features Achievements Teams Single player Visual cues and effects Tutorial levels