Discuss the massively-multiplayer home defense game.
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Well, there is no "lifetime" that survives across in-game lives. I really want to preserve that. Each time you start from scratch, you really start from scratch.
As for the total death tracker for your current house.... well, having you break out the calculator like that sounds pretty cool to me. That might sound like laziness on my part, but there is something cool about having certain parts of the game bleed out into real life. There's something very cool about making maps on graph paper, or writing down notes as you try to figure out a house.
And for you to be sitting there with a damn adding machine (clackety-clack) TALLYING UP HOW MANY PEOPLE YOU KILLED.... well, yeah. I can see you with your little green banker's visor doing that!
On the other hand, why do I chose to actually automate certain things? Like, why highlight unwatched tapes? Or why allow control-click to "eyedropper" a tile?
Well, for the tapes, there's no way to keep track of them otherwise, and you do generally want to watch many of them, and some repeat the same name, etc. Pretty much, that's what everyone does all the time with that interface (watches new tapes). So, it really needs to support that. And when editing a house, you are constantly switching back and forth between objects, so streamlining that makes a lot of sense.
But for something more obscure and special-case, that you might do every once in a while, or might do only when you're very rich.... well, it's alright to not automate that. And it may be cooler to not automate it.
Indeed, it looks like you can take exactly one step now without dying.... ahem.
Oh, and I was just about to test it a second time, but now there's a chill on it. Eating my own dog food here.
Oh, you know, I trimmed that file a bit.
There were 87K last names there. I cut it off at 10K to save space. There are some pretty amazing ones down near the bottom of the list, for sure!
PENISTER is not on the name list...
The planks is a really good idea! My only concern is that it would make the trapdoor much harder to parse, visually, in the object picker for new players. And then the planks would disappear as soon as you hit Done (for the self-test), which would also be confusing. And then they'd instantly reappear back in the edit mode.
Also, this is just one small facet of the "can't walk around freely during build mode" problem. It's not like crossable trapdoors will completely solve the problem.
Many versions ago, you were charged for each wall that you placed, even if you had to tear some down and rebuild them later. This was more consistent, because you could never build anything for free, but it made building a house very touchy, and forced you to hit Undo all the time (very easy to make a hallway one tile over from where you actually want it and then have to tear it out). So, I eventually implemented the current "difference accounting" system. Doesn't make as much sense, but makes building much more care-free.
Re: permanent ladders
Yeah, that's just the way the game works. All damage is the same, and permanent. That helps to balance the cost of the tool against the cost of the object that it destroys. You can't remove a doorstop, either!
The one thing that can be removed is the drugged effect on a dog. But that is auto-removed on the next self-test. Would be weird for ladders or doorstops to auto-disappear like that.
At this point, I like how this quirk has become legendary (all the funny stories told about traumatized trapdoors, etc.)
For the time being, family members will steer clear of traps and switches. There are some implementation reasons for this, but it's also interesting to have to think differently about the design of two different parts of your house (the family part looks and operates differently from the vault part).
Yeah, I think you folks are convincing me that tape length is a reasonable statistic to include there. Will be in v11.
In general, I'm really trying to avoid "doing what every game already does."
You know, where Farmville wants to sell you a custom-painted tractor, and matching potholders, etc. I'm selling you no customizable stuff at all. Not even hats. I know that a lot of people like that stuff. But, you know, there's no shortage of games that do that.
I'm assuming that people are playing this game because they want something different.
Second, though this is a game about customizing a house---at it's very core, that's really the only thing it's about---it's not just about adding icing. Every tile that you place in your house has a direct effect on gameplay. Where you put your tiles is the gameplay.
So, yes, everyone is designing their own custom home, but not just "to be creative" or "to express yourself." You're doing it for the explicit reason of keeping other players out.
You do end up expressing yourself by doing this, but it's more like the way that chess players express themselves through their moves than it is like a TF2 player express themselves through their hats.
So, while other games give you "tons of customization options," where you get to pick hair and eyebrow color and nose shape and kneepad texture, you're really never allowed to customize anything that actually matters in a significant way.
But can we make a viable game out of significant player customizations, as the main gameplay dish? That's the experiment underway here.
All that said, what's with the paintings? They seem out-of-place, given the above motivations. Well, they give you something concrete and memorable to lust after, and they serve as traceable revenge-bait. Something to steal, have stolen, and steal back. They make a given robbery more meaningful and memorable.
Yeah, I wanted it to be clear how trapdoors work (they are open when they are not powered).
If you were to place one, all by itself, and it looked closed, but then suddenly opened when you went to test it, I though that would be confusing.
Obviously, it would be really weird to stand on it in build mode while it was open (floating in the air).
The other traps don't have that problem, because they are all passable with power off (electric floors and doors).
I get what you're saying about it being a pain, though.
The "edit in map mode" idea is certainly a tempting one. Editing while walking around the house is really a pain, and it would be so nice to just forget the walking around part. However, I think that weird editing mode is an important part of the feel of the game. It also allows you to interact with your own family a bit, and poke around as if you actually live there (as you inspect damage, etc.)
In general, you have to face the realities of building something (you can't box yourself in, paint yourself into a corner, etc.) You can't cross open pits. A pain, but it's all consistent, at least.
Obviously, this game isn't trying to avoid pain. "Why can't I just paste in my old map instead of rebuilding?" and so on...
Raisane, give v10 a try. I think it already fixes most of the issues that you're trying to address with your idea.
Permadeath is really central to this game, so I never plan on removing or changing that part of it. I'm always seeking out other solutions to problems that preserve permadeath.
Raisane, hope you got this sorted out. My admin view shows that you visited your house today...
If not, please email me: jasonrohrer@fastmail.fm
That's a keeper. Better protect them!
Hmm.... I wonder if extra info about each tape is really needed. I mean, there's really an endless number of statistics that might be relevant to someone for some reason, and only so much room to display them. There's also the aesthetic of combing through tapes.... the "overflow of information," like someone who would be working in a security booth in real life (watching hours of footage where you see nothing).
The server already filters out tapes where someone stands on the doormat and leaves, and is carrying no tools. Maybe it should filter even more tapes out? Like, tapes where the robber takes less than 5 steps and leaves with no tools?
As far as the realtime playback thing, that's possible to implement just by recording the number of milliseconds that pass for each step in the tape, and then the playback screen would have an option for realtime playback. That's sort of a distant future wish feature, though, after I get the core issues ironed out. Noted.
Thank you for continuing to work on this!
I've found that I can attach GDB to a running process and get a full trace.
I'm not using any mutexes in my own code, so it sounds like this is another SDL audio thing.... man, I thought I fixed it!
Yeah, if you could catch it in GDB, that would be greatly helpful.
Yes, this is good to hear! It sounds like it's working as intended.
Furthermore, it's infinitely tunable, just like prices are, because the chill timeout can be adjusted all the way from 0 seconds to forever.
For the time being, I'm not doing any of this fine-tuning, because fine-tuning doesn't matter if the larger scale systems are out of whack. Once they are all ironed out, however, we might find that the saw is a bit too expensive and the crowbar is a bit too cheap and the chill timer is a bit too short, etc.
Yeah, it's kindof shocking how these seemingly tiny things have such a huge impact on the overall direction of the game, and on players' behavior in the game.
As a designer, it's dangerously tempting to fall for the "players will cooperate" fallacy---that they will play the game "the right way" or the way you imagine it being played.
Player cooperation has nothing to do with it!
It's also interesting that many people have expressed something like, "it feels bad to play this way, but I'm doing it anyway." Guilty. As you say, "blasphemous" to the design.
You mean like reading Shakespeare while on the toilet, drunk?
Or this:
http://www.youtube.com/watch?v=wKiIroiCvZ0
But really, the attitude shouldn't be one of shame. It's not your fault. It's my fault! The game is broken if the way you end up playing is not the way it's meant to be played. Mirror Go may piss off your opponent as bad manners---but there really is no such thing as bad manners within the rules of the game.
It's my job to fix it.
It's your job to break it.
In v10, since mobiles aren't stepped when a tool is used, a family member can be killed and be shown as killed, but not registered by the game as actually dead until the next movement step is completed.
This has some strange consequences:
--Stepping onto the wife immediately after killing her does not allow you to take her money. You must allow at least one movement step to happen in between (or step away and come back a second time).
--Committing suicide (or leaving the house) immediately after killing one family member results in their death not being permanent, even though the death will show up on the owner's security tape.
Will be fixed in v11.
It turns out the server-side simulator code hadn't been updated to restore family positions after robber suicide. This meant that there was a mismatch in the resulting maps generated by the client and the simulator in the case of suicide when the family moved. It resulted in a failed house check-in at the end of the robbery (not so terrible, since you're dead anyway from the suicide).
I just updated the simulator to fix this.
A few of you probably ran into this issue starting with the v10 release. In fact, I see in the log that it happened to some people. But no one reported it!
PLEASE READ THIS:
If you ever see something that doesn't seem right in terms of server behavior (a request failing, or unexpected responses, etc.), PLEASE take the time to grab your latest recordedGame and send it to me.
Sometimes (as in this case), a bug may be triggered by a very rare combination of circumstances. If it's not reported, I can't fix it.
If it affects you, even once, it will likely affect someone else at some point.
Goodness, you're right!
Actually, the money pickup is currently not being registered if you step onto the wife's body immediately after killing her (like, with the crowbar). If you step on a second time, or kill her from afar and then walk up to her, you pick up the money.
When in doubt, you can mouse over her to see if she's still carrying money.
(The fact that I feel uncomfortable even discussing these aspects of my game is a good sign, I think.)
This is caused by mobiles being frozen now during tool use, so the wife's status doesn't update until the next step.
Will be fixed in v11.
Hmm.... really? I'll take a look!
Well, if the name occurs in there, it was on the official US Census for 1990 as a name reported by someone who also reported their gender as male.
http://www.census.gov/genealogy/www/dat … files.html
Toward the end of the list are rarely-reported male names like PATRICIA, JEWEL, and ELISHA.
For those who are interested, the first names for the spouse, son, and daughter came from these Social Security files for the years 1963, 1985, and 1988, respectively:
http://www.ssa.gov/oact/babynames/limits.html
Wheres the census list is for all people living in 1990, regardless of age, the Social Security lists are specific to birth year, so I could get much more specific with those.
And the names generated aren't just picked at random from the pool---the are picked according to the real-life probability distribution for the names. So, for example, the name James is chosen for the player twice as often as the name Charles.
Yep.... only time will tell where these changes take house design.
With the release of version 9, I was trying to change the direction and feel of The Castle Doctrine, pushing it away from a puzzle designing-and-solving game and toward a tactical, Roguelike, designing-and-bypassing game.
The solution in v9 was unlimited backpack slots, and for the most part, it worked. However, there were a few existing negative dynamics that were magnified by this change.
As intended, robbers are much more powerful in v9, in that, with enough money, they can bypass anything with tools, regardless of their skill. However, money is scarce and always at risk of being stolen out from under you, so acquiring enough money to buy enough tools to brute-force bypass good security requires skill. Or at least it should.

These lingering negative dynamics can loosely be grouped together as grinding. Yeah, it might seem like players grind against their own best interest, because grinding isn't an interesting way to play. However, it's the game's fault for letting them do it in the first place. The game is essentially whispering, "Hey you, pssst, over here. You can play me in this skill-free way too. In fact, that's how I'm meant to be played." Of course, players listen to what the game is telling them.
Problem 1: Grinding past dogs
The first grind-inducing problem is that you start each new life with $2000. You might spend this building a new house, but you might also spend this on tools. In version 8, $2000 would buy not very much house but quite a lot of tools---however, you could only carry 8 tools at a time, so starting tool purchases were not overpowered. In v9 where you can carry an unlimited number of items, tool prices were raised dramatically to compensate for this. For the v9 price of $100, that crowbar better be made in Switzerland out of forged titanium alloy. However, even at this ridiculously steep price, you can still buy 20 of them with your new-life allowance.

20 crowbars means 20 dead pit bulls. By exploiting the mechanics of dog movement (dogs refuse to walk over other dead dogs, and dogs keep getting closer each time you use a tool), it is possible to bypass loads of dogs with those 20 crowbars.
It turns out that dogs are the best way of protecting family members (the family likes dogs as pets, but they refuse to stand near mechanical traps). But if the robber is coming in with 20 crowbars, the family becomes impossible to protect, in practice, with your starting house budget no matter how you arrange the dogs.

Should the price of the crowbar go up even more? After all, the gun in v9 costs $1000. The idea is that the gun shoots safely from a distance, whereas the crowbar must be used while standing right next to your potentially perma-deadly target.
Note that 20 saws, which you can also afford with your starting $2000, are not as much of a problem. Yeah, you can cut through lots of walls with those, but you need to know where to cut. The crowbar is rather unique in the way that it interacts with moving threats.
But no, I didn't want to raise the cost of the crowbar. You have to be standing next to a target to used it. That should be dangerous. The crowbar should be cheap as a result. I decided to focus on making the crowbar more dangerous to use.
As it stood, dog positioning had little tactical impact. If a dog is next to you, you can use a crowbar on it. If a dog is an odd number of steps away, you can take steps toward it, as it steps toward you, and eventually be standing right next to it. If a dog is an even number of steps away, it seems like you're stuck, since taking steps away preserves the distance, while taking steps toward it will eventually result in a final step where the dog lands right on top of you. However, in v9, you could rectify this situation by using a tool somewhere---on a wall or anywhere---which would also trigger the dog to take a step without you taking a step. After that, the dog would be an odd number of steps away. What if there was no place to use a tool? You could always fall back on throwing the incredibly cheap drugged meat, which was supposedly balanced by turning a pit bull into a sleeping land mine. However, a sleeping pit bull is even easier to approach and club than a lively one in v9.
This all seemed wrong to me, because it rendered dogs useless as security in the game, where I had wanted them to be the most tactically rich part of the game. In v10, I changed the movement mechanics so that animals do not move when you use a tool. Now if they're an odd number of steps away, there is no simple way to change that. I also made drugged animals unkillable, so they really do turn into sleeping land mines. Yes, drugged meat is very cheap, but there's now a properly-huge trade-off, since you can block yourself in by using it carelessly.
Now clever placement of dogs can provide viable security for family members. Consider this simple device, which ensures that the dog is always one tile away from the robber, no matter how the robber approaches:

Yes, there are ways to bypass this device, but they all require careful, tactical play. You have to study the situation and find a weakness. Marching in there with 20 crowbars will accomplish nothing, even against this lone dog. There's no way to grind your way through dog-based security. Well, except if you've got thousands of dollars to waste on loads of guns. But there's no way to accomplish that without skill, right?
Problem 2: Grinding across multiple lives
The second grind-inducing problem is that you start each new life with $2000. Yeah, that should sound familiar from above. However, this grind-strategy also exploits the way that death works.
There is a stiff penalty for dying---you lose everything, including your current house which you may have spent hours building. But what if you have nothing to lose? And when you start a fresh life with $2000, you have exactly nothing to lose, because dying at that point will bring you right back to another fresh life and $2000 more.

Thus, that initial $2000 is totally free of both cost and consequence.
In some ways, this is a good thing, because it creates at least two different classes in the player population: those who have accumulated wealth and become risk-adverse, and those who have nothing to lose and are still risk-taking. Both classes are needed for the game to function well as a whole.

However, I want all parts of the game to be deep and interesting, no matter what class you are currently in. In v9, since the fresh-life player faces no real consequences, they have no interesting or tense decisions to make. Why not just plow ahead into a dangerous house? If you die, then just plow ahead into the same house again. Keep trying. Maybe after enough grinding, you'll stumble your way through via trial and error.
The other factor here is that the player has $2000 to blow on each of these throw-away lives. Combine this with the fact that unused tools are dropped into the target house's vault upon robber death, and throw-away death robbers are motivated to carry a full load-out every time. This increases the payout if they ever manage to break through. You can easily do this many times per minute on a given house, which means that you can pump the value of a house up by $600K or more every hour. Even if the perpetrator doesn't break through for the payoff themselves, it still results in an unnatural economic spike that can be gratifying to create.
Furthermore, the same dynamic can be exploited on weaker houses that a robber knows how to bypass. Why not pump $10K into the house first, across a five lives, before finally bypassing it? Yeah, there is a risk that some other robber will come along and snatch the payout before you do, but if so, you can just repeat the same trick again. Eventually, you will succeed.
A fresh-life robber who pulls this off suddenly has way more at their disposal than the previously-mentioned 20 crowbars. How about an unlimited supply of guns? That was supposed to require skill to acquire, right? And guess what? Players were doing this all the time. It had become the way to play the game.
Both of these problems are related to the consequence-free nature of death when you have just started a fresh life. This issue has been discussed ever since v5, and for a while, adding some sort of static consequence seemed natural: maybe some kind of timeout (where you can't respawn for X minutes after dying) or maybe some kind of financial penalty (where with each new life in quick succession, you start with a bit less money).

(Umm.... yeah, they actually make these. Available in both navy and white.)
The problem with a timeout is---obviously---that it takes you out of the game. Perhaps you have an hour to play today, but you make a mistake at the beginning of that hour and die, and then you spend the rest of your available time waiting in timeout. The problem with the financial penalty is that it must be severe to properly deal with the issue of multi-life tool dumping (even if it's as severe as 50%, $2000 + $1000 + $500 + ... is still $4000). Both of these mechanisms could be tweaked through some kind of dynamism (where the amount of time that passes between deaths is factored into the timeout or penalty), but this is complex under-the-hood behavior that is hard for players to reason about and needs explaining.
Furthermore, both solutions are overkill, because it's not fresh starts generally that are the core problem---starting fresh immediately to work on your own house again with a full $2000 is fine and should be encouraged. The problem is starting fresh over and over to grind against the same target house.
The solution in v10 is to add a penalty for dying in a particular house: a timeout before you can re-enter just that one house. So, if you're trying to grind your way through across multiple lives, or you're trying to dump a bunch of tools by dying there, you'll be stopped right away by the fact that you have to wait an hour between such attempts. The tools you dump will likely be taken by someone else in that time, and trial-and-error grinding is impractical when it must be spread out over days instead of minutes (again, some other player will likely get through via tactical skill before your slow trial-and-error method ever pays off).
And thematically, the per-house timeout fits. After all, it was a little strange to be able to start new lives so burden-free in previous versions. Your previous self and previous family are gone forever, but you move on without a care? Now there is some trace of your previous life still lingering: a temporary chill that prevents you from re-entering the house where you died.

In previous versions, there was plenty of tension surrounding death when working on your own house (you stood to lose the whole house you were working on), but not enough tension on robbery death in many cases (when you had nothing to lose). Along with dealing with the multi-life grinding issues, this house-chill mechanic also adds needed tension to all robberies.
Which, when you think about it, is the same thing as eliminating grinding from robberies.
A full list of changes can be found here:
Hmm.... well, I'd actually like to keep that part a bit more mysterious. The owner might change something out from underneath you without you realizing it (a good thing in terms of tactical gameplay).
When you're dealing with 100s of tapes, sometimes 10+ tapes from the same character name, it is really tedious (or impossible) to manually track which ones you have already seen. Adding the highlight there takes away nothing from the game.
To track which houses you are focusing on, you can write down names on a piece of paper. In fact, I WANT you to be writing down names on a piece of paper (that's what the names are for), and it's a creepy thing to be doing---to have this list of real-sounding names written down. Adding highlights there would remove this aspect from the game (you'd no longer even need to look at the names in many cases, let alone write them down).
In general, the rule is, "Automate anything that can be automated." But here there are strong aesthetic reasons for breaking that rule.