Discuss the massively-multiplayer home defense game.
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I tweaked the colours of my objects a little bit, mainly to avoid any confusion between indicator tiles and electric flooring.

Oh, I wandered over my clearly on electric floor thinking it was an indicator light. ![]()
Well, that ended badly.
If it's any consolation, your rotary thingy was both a delight and a devil to puzzle through.
I think I did something awful to your wife earlier, so... sorry about that. ![]()
This was by far the toughest house I've seen so far. Warning: there's lots of worrisome switch fiddling in the middle.
https://dl.dropboxusercontent.com/u/429 … _james.mp4
I understood the principle of the final puzzle, but I couldn't work out exactly which setup to haul the dogs through.
So... in the end, I threw a brick at it.
I set out to make something that would feel like Rogue, moment-to-moment, but with "dungeons" that were designed by other players.
Designing a dungeon for someone to enjoy solving is very different to designing a dungeon to keep someone out. As far as I can tell the goal right now for most players is to protect their stuff for long enough to ascend the ranks and then stay there for as long as possible.
I can imagine turning it into more of a dungeon design game by removing the 'protect what's yours' notion from house design:
You design a house and you rent it out. So each house has a family, but it's not yours. Folks can rob your house(s) to get loot. The amount of loot dwindles with each robbery. But you don't lose anything when they rob you. You can watch back the tapes and see an NPC family get theirs, and perhaps feel guilty for not protecting them. If your house doesn't have a great track record (fails vs robs) then maybe the next time you rent it out you'll get a poorer family in there with less money for others to rob.
Instead of a wage, say you earn a small amount for every robbery that fails in your house. If the robber dies you get their cash, or a percentage of. Robbers could rate your house based on how fun/satisfying/hard it is. If your house is horrid, nobody is going to play it. In the version of the game the emphasis would be on making something that people wanted to play, even if it was still tricky to solve.
If you earn a bunch of money, well, why not invest in another house and rent that out too?
I guess this would give the home security industry a nasty sideline in home invasion, but hey!
The genre "massively multiplayer
puzzle design and solution game" is certainly going to have very niche appeal,
but I think it ought to exist.
Do keep us informed. ![]()
Maintain one "damaged map" for the owner to discover on the next return home, and maintain just one tape to go along with it (the result of the last successful robbery before the owner came home).
Reset the house for robbers every time, until the owner comes home, and then the damage from the last robbery becomes permanent (for the owner to fix up, or not fix up).
There is something very powerful about returning home to find your house ravaged by multiple break-ins, and I don't want to lose that...
I think it'd be a real shame to lose the sense of your house being gradually beaten down over multiple attacks. It's also nice as a robber to enter a house and see the damage that those before you have left, and the tactics they used to get to the vault/family.
As you said, preventing multiple robberies by one person and reintroducing a 'minimum wage' for breached houses would likely go a long way to solving the house/cash scarcity problem.
I agree that blueprints give the game an "electrician" feel that is not exactly what I'm going for. Nervously sneaking through someone's house is what I was going for. But houses got so hard so fast that there was very little sneaking going on toward the end of v5.
When we talk about sneaking, we're really talking about avoiding pitbulls, right? You can see where the pitbulls start, but its not so easy to determine where they will end up. There's been plenty of times post-blueprints that I've been cautiously peering around corners, unsure if I've got a pitbull after me. So there's still scope for sneaking, just now you can usually tell what a house is going to involve before you enter it.
even with NO hidden information, it's possible to build houses that can't be solved in polynomial time.
And yes, though these are real puzzles now, they are not interesting to solve.
I would argue that most of these puzzles are still fun to solve, though admittedly you may spend more time inspecting the blueprint than you actually do in the house. I accept that that's not enjoyable for everyone.
So.... what if you could carry 16 or even 32 backpack items? What if you could carry unlimited backpack items?
I think unlimited items would probably ruin things — if you were rich enough you could cut/kill your way to any vault.
It would be interesting to see what would happen with more realistic item usage/burden.
For example, say you had 4 slots and could only carry one of any item:
Gun: More expensive, but fires 6/8 shots
Saw/torch/crowbar: 8 uses each (breaks, runs out of fuel, breaks)
Explosives: 4 uses?
Ladder: You can only bring one. Single use. (Maybe raise the cost of pits/trapdoors)
Voltage Detector: Reusable (not that it's particularly useful anyway)
Wire cutters: Reusable
Brick: Reusable (You can just pick it up, right?)
Water/meat: 8 uses
Doorstop: Pack of 8
So you'd get a little more mileage out of your tools, but composing the right toolset for the house would a more tactical affair. I also like the idea that you'd be investing in tools — a pair of wire cutters can be used again and again and stored in your vault when you don't need them.
Right now I see only 5 houses with more than 10K, and only 12 with more than 100.
If robbed houses still earned a basic wage (say what everyone earned pre wage-hike) then there'd be many more houses to rob, and much more cash to go round. There would also be a permanent catalogue of mid-level houses for newer players to cut their teeth on.
The problem is I think the set of two voltage switches. Without those there would be no secret dance and no combination lock possible.
Both secret dances and combination locks are perfectly feasible without voltage switches.
Suppose houses get "swarmed by police"
I've thought about this myself as a reason to stop a robber returning to the scene of the crime before the owner has returned. A message saying something like 'It's not safe for you to return to this house right now.' would suffice without having to introduce any complicated new game mechanics.
I'm still on the fence about whether this would be a good thing or not, though.
I think the inclusion of blueprints has made the game a little easier, if anything. Easier not to trip over that surprise pit bull, for sure. It's also fostered a more thoughtful style of play, and less of the brute force suicide spam that was common before. Money is changing hands more regularly. There's also much less cheating — I haven't noticed anything obvious on my tapes, where it was commonplace before.
Sure, the passing of combo locks and electric-floor-dances has lead to far more complex (better) houses, but necessity is the mother of invention. Otherwise most of us would still be making lovely little mazes with a fail-safe combo/dance lock should you reach the other side.
The game is tough on new players. When v5 first came out EVERYONE sucked. And not just for two hours — for days, or even weeks. It takes time to learn how all the house objects work, and then how to use tools to overcome them.
The biggest difference for people starting now is that most of the 'cheap kill' traps are rendered ineffective by blueprints. I understand that that might suck for new players (who are missing out on some amusing slapstick circa v5), but it also balances the game out. When there's nothing but luck between you and the bottom of a trapdoor it gets real old real quick.
Perma-Permadeath: Now with added remorse!
Well, someone robbed two people (including me!).
I'm a terrible person. ![]()
Well, I made a house without dying at least.
Yeah it'd be a shame to lose the impact of that reveal. Especially when you stumble upon a hoarder.
Pretty sure this an intentional effort to not clog up your tapes list with robberies where people walk in, turn around and leave.
However... with the addition of blueprints, scouting is often a more calculated affair. It's easier to survive and learn from an unsuccessful robbery than it was in v5.
It might be handy to be able to see tapes for these robberies so you can gauge how close a robber is to cracking your house and adjust accordingly. Plus it's just fun to see people's thought processes.
Maybe this would benefit from a filter to show/hide non-fatal robberies on your tape list.
No mercy, Jason. No Mercy.
I like this.
Please don't move the suicide button. All I see at the moment is
Suicide
Tapas
and I wouldn't want that to change for the world.
That was pretty damn difficult though. I almost gave up several times. And I can't claim to have understood most of the wiring. It was a lot of trial and error.
I see I have been toppled. Congrats. It gave me enough of a headache completing my trial run.
Newly spawned houses have no maps until they cross a certain value threshold.
This would be my preferred route. I think this would temper the difficulty curve for new players and also reintroduce some of the fog-of-war tension when robbing new houses. I can see it now — the $6000 empty-looking honey trap... ![]()
I guess the blueprint threshold would be based on either ranking, time unbeaten, attempts, deaths or a combination of the above. I don't think you should have to pay.
Well at the moment you don't earn a wage if your house has been robbed and not fixed, so you couldn't exploit it that way.
Ah, yes. I thought as much. My confusion was mainly concerning the lack of visual feedback, but I guess there is no 'oscillation' sprite. ![]()
Ah. I wasn't aware that you could AFK to get to the lobby on a house that you hadn't done the necessary repairs on.
Voting a house off the lobby list on the grounds of it being unbeatable wouldn't benefit the economy. It's effectively the same as adding it to your ignore list.
Take your point about not wanting to force people to check in if their house is still a viable puzzle. Repossession is perhaps rather harsh.
Perhaps there is scope for an automated take on your idea:
After a successful robbery the server re-runs your self-test on the new layout. If it fails then it marks your house with a skull (sort of a TRESPASSERS BEWARE! sign), or removes it from the lobby entirely until you successfully complete another self-test.
I imagine this would rely on pet positions resetting after robbery.
It might help to reintroduce the 'minimum wage' and pay a higher wage to those houses which haven't been beaten yet.
I'm not convinced that purpose built one-time-beatable houses are a huge problem. If you do this you are basically opting not to play the game, and if you're not playing the game then you're not playing a role in its economy either.
An idea:
If your house has been broken for X weeks without you checking in and fixing it up it could be repossessed. This could remove you from the house list and leave you with a percentage of your cash, your security tapes and an otherwise empty house.