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Game Design

Nov 27 2014 -- Feature: Skill Augmentation

What is Skill Augmentation?
With the assistance of Myla, a personality relevant to the events in the Polis, you can exchange prayer tablets--the basic component of an artificial Precept--to enhance the potency of a spell or shift it towards disciplines of magic outside of its original intent. By folding the stored Essence of the "wrong" tablet into a Precept, you can create a skill that borrows some of its power from that same "wrong" Essence.

(If that sounds like world-building fluff, it's because it is.)

Skill Augmentation is a form of customization that prompts the player to properly manage a resource (tablets) over a long period of gameplay. The player must critically think on which skills are most useful to them, and whether the player can afford to spend their myriad "currencies" on enhancing that particular skill. Would they be better served by enhancing a different, competing Precept? Would they prefer to hold their tablets and see if they get a new Precept worth enhancing? If the player enhances their main nuke to gain a buff-dispelling effect, they must suddenly hold that spell to respond to enemy buffs instead of simply employing it for damage.

Every other element of Essence Enforcer's gameplay happens on a per-mission level. You can rearrange your skills between characters how you please, you can take as many tries as you like for a given mission, and your HP and status resets between missions. Skill Augmentation and tablet management is the first form of gameplay that Essence Enforcer offers that has lasting ramifications over the course of your playthrough.


Tablets of Bronze quality or better can be hard to come by. Unless you're the developer, cough.

Why add Skill Augmentation?
Design-wise, this is a solution to a problem no testers brought up, that has to do with how gameplay extends into mid- and late-game encounters. As the game progresses, keeping your own party's stats up and the enemy's stats down will be mandatory to mitigate the damage enemies will be capable of.

The issue with this was that stat modifiers weren't very compelling at all. In the demo, stat modifiers were completely streamlined, you either dealt +30% or -30% damage, or took +30% or -30% damage. The only stats you could modify were Damage Dealt and Damage Taken, and only to a single intensity in either direction. This simply couldn't support an endgame where both teams are constantly struggling to gain the advantage needed to secure a crucial kill. So, I revamped stat modifiers.



Allowing both parties to modify maximum HP and healing output as stats opens up a ton of interactions with draining skills, abilities that heal a percentage of health, skills that trigger at critical HP, and so on. More interactions and decision points between skills is never a bad thing, to a point.

Three of these four stats--Maximum HP, Healing, and Damage Taken--are defensive by design. Not only to increase each others' effectiveness, they each respond to different kinds of incoming damage. Improving healing is a better countermeasure to sustained damage over time, for example. On top of all that, the secret fourth defensive stat--an enemy's Damage Dealt--forces the player to prioritize which targets are the greatest threat at a given time, based primarily on which Essences they're holding.

As the game goes on, the damage potential of enemies becomes a larger and larger portion of what the player can survive on their own. It becomes increasingly important to use stat modifiers to bridge the gap. 1,000 damage isn't conventionally survivable, but 422 (1000 * 0.65 * 0.65) is much more manageable at the end of the game. It gets to the point where enemy dispels can be the most dangerous action in their arsenal.

How does Skill Augmentation help?
The skill pool in Essence Enforcer has to be constrained due to how skill slots are handled. To keep in-battle information clutter low, each character can equip up to 16 skills, meaning there can only be so many skills to collect. Having an available pool of 400+ skills is meaningless when you can only take less than a tenth of them with you. Furthermore, once you have that many skills in your game, some will end to overshadow their competition. Players will take their best available single-target heal, their best buff dispel, and so on.

Contradicting this, however, many players derive enjoyment from constant improvement in their skills and capabilities. Given that I can only hand out so many skills before some of them see neglect, I began to search for ways to expand the pool for players who enjoy diversity. At the same time, I wanted a solution that didn't require me to dilute the pool with a bunch of same-y filler spells; meaning that as the player added newer spells, older spells would go away. This line of thinking about skill replacement eventually led me to skill Augmentation.


Skills will become increasingly more complex each time they are Augmented.

Eventually I was lead to a system where skills can be Augmented several times, and each augment adds one or more effects to the skill. This adds meaningful power to each skill--adding an HP drain effect to what was previously a pure nuke, for example--without pushing the skill up and above its competition.

For example, Riposte and Cripple are both Physical nukes with equal damage. The former blocks one attack for the user, and the other prevents the target from healing HP for a turn, giving them different use cases. Augmenting Riposte causes it to dispel Damage buffs on the target, raise the user's Damage for several turns, and add a critical-hit mark to the target; but a player with a fully-Augmented Riposte will still find Cripple useful for its heal block! If Riposte simply dealt more and more damage each Augment, Cripple would be comparatively worse unless it too was Augmented. By adding more effects--not necessarily stronger ones--Augmentation allows a player to diversify their toolbox without trivializing the decisions between different available skills.

Lastly, as the player accumulates more Precepts and Augments those skills over the course of the game, they'll find both their own skills and their opponents' are increasingly complex in how they're used and how they interact. This is a wonderful side-effect of adding Augmentation: the player must consider more and more information as the game progresses, and weigh their decisions more carefully between one skill or another. Two different heal-blocking skills may offer dramatically different additional effects, and the player must decide which they need now and which they need to save. Do they use the heal block with a dispel and risk the enemy buffing themselves, or do they use the heal block with a drain attached and risk missing out that healing later on?

It also gives the player a point of lasting personal improvement. Learning an enemy's attack pattern will help the player only so long as those enemies show up. Learning a cool skill interaction inside their own kit, however, will help the player for the entirety of their playthrough, giving the player room to improve at playing Essence Enforcer and providing the satisfaction that comes with increasing mastery at the game's challenges.

Conclusion
I wanted to push out an update on my recent progress without spoiling any developments, but it will be a while yet before I produce any story events that don't constitute some form of spoiler. So, I pushed out a gameplay blog instead. I have an existing feature in mind that I'll probably blog about down the road; as well as another, yet-to-be-implemented one, if either of those prove looking forward to.

Either way, I appreciate anyone who takes the time to read all of this jabber about Skill Augmentation! The ins-and-outs of designing a game around strategic decision-making has always fascinated me, starting with, "How is it possible to lose at a game where you have unlimited time to plan your moves?" The answer seems to be, vaguely, "give the player more chances to make mistakes," but that's a topic for another blog post entirely.

With Skill Augmentation, I hope to create a huge stream of decisions for the player to consider and weigh and select based on their needs and preferences. If the player, scrolling through the list of available augments, feels themselves to be in a candy store picking out treats, I've succeeded in some small way with this feature. Augmentation provides many opportunities for mediocrity, no chance for failure (you can always acquire more materials!), and no small chance indeed for the player to succeed purely due to their own informed decisions.

From what I understand, players like to succeed under their own power.

Announcement

Nov 4 2014 -- Demo Removed!

I've set the demo to testers only.

I appreciate everyone's feedback over the last few days! It's been almost a week, but I've accrued mountains of valuable feedback that have helped me correct a huge array of issues with the game.

I'm closing the download to nontesters. This will probably prompt some people to apply to be testers (hint: I'll probably accept them). The reason for this is I want to make sure toxic or broken versions of the game stay out of circulation if at all possible. I want to make sure all of my publicly available downloads are stable and can be completed without crashing.

I've taken a break from producing more missions for the last few days while iterating on the contest version, but I think it's time to push forward with content creation. The sooner the full game is done, the sooner I can be rid of it and make something else! In a good way!

Announcement

Nov 1 2014 -- Testing Call

I have recently released a demo of Essence Enforcer, to some acclaim and some revulsion. More importantly, though, this release has provided reams of valuable information regarding assorted errors, misplaced pictures, problematic enemies, and spelling mistakes. With this information, I've been able to make several updates to the hosted download to improve everyone's play experience.

I'm interested in keeping the update train rolling for the foreseeable future, but I want to limit the game's spread to RMN's waters until the game is mostly complete. To achieve this, after the judging is complete for Revive the Dead I am going to mark the demo download as tester only, to keep the game's premature spread to a minimum. However, this game profile currently lists no testers.

I'd like to correct this issue.

This is essentially (hue) a call for testers. I don't have any demands of testers, really, but I do have a few requests. You'll want either an email address you don't mind sharing, or a Skype, since these are are easiest ways to contact me consistently. In addition, I would be very appreciative of testers who use a screenshot program such as Gyazo or Puush, which lets the user snapshot an error and immediately uploads the image for sharing (such as with me.)

Other than sending me feedback on a per-mission basis, there wouldn't be any real responsibilities associated with this position. You don't have to send a PM/email per-mission, mind, just break down feedback per mission like so.

I think that's everything. Apply away!

Request

Oct 29 2014 -- Testing Demo Open!

Completion of the demo should open this page in your browser. If it doesn't, make sure to let me know on the testing page.

The demo I've uploaded covers the entire first chapter of Essence Enforcer, "Murder in the Polis." What I want to see on this page is feedback. I have quite a lot of questions for you, the player who completed the demo.

  • Did you notice any typos or cut-off text? Where, and during what mission?
  • Did you experience any bugs, teleporting portraits, or other oddities? Where, and during which mission?
  • Did any skills seem useless to you? Were there any skills you feel like you should have had, such as a heal block or a cleanse?
  • How did you feel about the writing? Did any of the named characters particularly appeal to you or repulse you? (Named characters in the demo include Rita, Patrick, Ethan, Logan, Aticia, and Sesellia.)
  • Some unusual terms see use in the Polis, notably, "what in gods?" Did the speech patterns of the cast seem natural or jilted?
  • How did the menus feel to you? Were they responsive and easy to read? The Options menu in particular may seem cluttered to most users.
  • Speaking of options, were there any components of your playing experience you'd like to fine-tune with an option? Additional difficulty options are especially welcome.


Above all else, I hope that you enjoyed your foray into the Gods' Polis. Have you found the world of Essence Enforcer to be a compelling place, and are you invested or intrigued by the idea of unraveling its mysteries?

If the answer to that question is yes, I can call this demo a success.

Progress Report

Oct 19 2014 -- Progress Update

I suppose I'm due for one of these.

My recent effort has been poured almost entirely into quality of life and professionalism updates. This includes readability in menus, smooth transitions between menu scenes, into and out of battle, and when scrolling through windows.


A checklist of all obtainable skills. Currently equipped skills are highlighted.

I've also been putting effort, albiet less, into actual content to play through. I've axed the previous boss rush fights for bugginess and I plan on implementing new, proper bosses to that mode at a later time. Content includes main story missions, side-missions, and NPC chatter that gives world-building.


I like to think I'm subtle about hinting at plot events.. I don't know if I actually am.

Often, I need to implement another form of streamlining while working on a plot mission, such as making it clearer who the speaker is at any given time. I want to make sure there are no unnecessary pauses during scenes, either, since SHIFT can be held to skip through cutscenes at rapid speed.

As a question to readers, what sort of configurable options to people require these days? I remember distinctly feeling reined in when switching from Bravely Default to SMT IV earlier this year, as BD offered much more gameplay customization. Currently-slated options include how fast spells animate and how frequently message boxes make noise (or if they do so at all). Difficulty options interest me especially, but only if they more interesting than "more/less XP." I can't have XP change since several fights depend on actors having learned certain skills from at least Main Story XP alone. Everything else is fair game, though!

Progress Report

Aug 22 2014 -- Progress Update

The game is prepped for contest entry as a boss rush gauntlet. The completed game will take me perhaps a month or so? I know I'll burn out if I just sit down and MAKE myself write all those missions.

also ffxiv ate my time

Progress Report

Aug 13 2014 -- Title Animation Video



A title scene I spent valuable time animating. I could've done something productive.

Progress Report

Aug 09 2014 -- Boss Preview Video



A demonstrative boss battle against Logan, an enigmatic figure who seems to know much more about the murders than he initially lets on.

(YouTube would hang indefinitely during processing when I initially tried to upload this, so I had to rerecord at a lower framerate. I apologize for the quality loss.)
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