Discuss the massively-multiplayer home defense game.
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Good stuff, here, Zed
(i) I now think that a timeout will be too annoying. Let's say you've got 1 hour a day to play, and you get timed out for 15 minutes half-way through that. Ug. I don't want to make a game that has the "come back later, please" feel of Farmville. So, what I'm leaning toward is declining starting money if you die over and over too much in one period. The first death in an hour, you get $6000. The second that same hour is $4000, third in that same hour is $2000, etc. So, if you're grinding at a house over and over by dying, that process will peter out for you pretty quickly. Anyway, whatever I do here, it will be server-side, and won't require a v7 release to change (a timeout would require a client change, so the timer could be displayed).
(iii) Interesting idea about the only option being suicide after all family is dead.... would certainly force you to care about them! But I do like seeing some people carry on alone in the game, or decide not to protect the family. You're right that children are a pure liability, and that's not quite right...
(iv) Good point about unsolvable houses only being a pain when they are encountered over and over. It's okay to see them once, but after you decide that they're skippable, you don't want to forget that and have to view them again to be sure. I'll have to think about how to store such preferences in the database, though...
(v) is a bug (just posted in the known bug list) and will be fixed.
(vi) Oh, yeah, this is one weird case where you are billed for trying to move an animal off of something. The trapdoor is "stuck" closed as long as the dog is on it. Things flagged as "stuck" don't auto-reset for the next robber. Sawed walls, broken windows, etc., are "stuck". This is also used by the billing system, where replacing any stuck tile with a tile of the same type (a broken window with a fixed one) results in being billed for a new one. In this case, the object isn't broken, but it's still tripping the same rebilling mechanism for "stuck" objects. It would be pretty painful to fix... I think I'll leave it as-is for now.
In v6, if you spend a lot of time (5+ minutes) looking at blueprints during a robbery, you can be kicked out the robbery (and killed) for inactivity.
Will be fixed in v7.
Some experimentation during the self test (with chihuahuas to be safe!) will help answer some of these questions (like the diagonal question).
It has to do with various decisions made in the code about what is processed first.
The house grid is processed from a South-first (bottom rows first), West-first (left tile in each row first) order. So, if two dogs are competing for the same spot, the South one or the West one will get their first.
If dogs are following each other and moving West, they will continue to follow each other with no gap. If they are moving East, the West-most dog will try to move first but be blocked by the dog that it's following. The East-most dog will then move, leaving a gap between the two for the rest of the trip. This happens to the family, too, as they follow their exit path.
When dogs chase you, they look at the unblocked squares around them (N, S, E, and W), and pick the one that's closest to you. If the square that they're on is closest to you out of their unblocked options, they stay where they are.
Yea, 9 deep but you got to remember that if you kill the wife the changes are permanent, you can get 8 saws a gun, walk in kill the wife, drill 8 walls, leave come back repeat and you just drilled 16.
Actually, each child killed adds another 8 to that! So, you can actually saw through 32 walls, assuming that you can reach the family.
If you can't reach the family, but you can figure out the vault, then every time you reach the vault, the house state is saved, so if you can reach it over and over, you can "saw through" an unbounded number of walls to eventually reach the family (for revenge, spite, etc.)
A well-designed house will probably have a well-protected family and be one-time vault-reachable, though, thwarting both techniques. I'm a bit concerned that the family is TOO easy to protect now (it's possible to make them invulnerable). Though this is much better than having them be impossible to protect (everyone in v5 just put them by the front door to get rid of them early---now everyone is protecting them).
In v6, you want to protect them (even cynically, just to save half your money). So optimal play is to build a one-time robbable house where the family is protected. Then you get robbed once, but still have half your money to rebuild.
The testing so far as made me realize this: I've now got to really focus on designing a game that is good/interesting even if everyone is playing optimally. In v5, 50+ players had combo locks and no families (optimal), and that wasn't good/interesting. Imagine if everyone in the game has a one-time robbable house and a protected family. That could be interesting forever, I think, even if nobody ever "loses everything" to a robber (people will still lose everything periodically due to their own folly).
Note that whatever you steal is held in "limbo" until you actually manage to return to your house.
So, let's say your house has $100 in it, and you go out and steal $1000.
After the robbery, you see the message that "Someone is in your house, you can't return to it now."
If that robber is successful, they will only take the $100. When you finally return to your house (even after robbing multiple houses, looking at blueprints, or watching tapes), you'll find that your $1000 is safe and sound (including all loot and paintings that you've stolen).
This is a tiny bit like what you are talking about, though not as extreme.
It is possible to build "only rob me once" features into your house to prevent people from trashing it over and over and over (damage is only saved if they reach your vault or family and survive). I once had someone trash me over and over even though I had $0 and no wife left, just for revenge!
Well, with my $6000, I made a pretty tricky puzzle, with about $1300 left over. Yeah, part of it is 9-deep, but only part of it.
I'm not sure that 9-deep vs 5-deep (for 4 backpack slots) changes things very much. You'll always have to design your puzzle around what the robbers might be coming in with.
More starting money really only helps the homeowners, though, because filling up 8 slots with tools is cheap compared to building a hard house. (The upper limit on the cost of a house is $180K, where the upper limit on the cost of a full backpack is $3760).
So, maybe money is a good tool to balance this aspect of the game. Maybe $6000 is too high.... we'll see!
Hmm.... interesting!
This wouldn't be too hard to do (record number of ms per move into the move list).
I'm guessing this would be best if it only affected the "normal speed" playback. As soon as you hit the FASTER button, it should revert to being robotic again. (Could just half the ms per move every time someone hits FASTER, but that would still leave some longer pauses in places.... when you're hitting FASTER, you often want to get on with it).
Well, sometimes you can find the weak spot in a design by applying the right item in exactly the right location. This can be quite a thrill to pull off.
Maybe 8 items is too much, though. Pretty ridiculous to make everything 9 thick to thwart it. Still, if it was 2 items, everyone would make stuff 2 thick.
And it seems that $2000 is not enough to make a hard-enough house in the beginning.
The idea with items is that everyone is vulnerable, and security is something of an illusion.
It's clear that pickings are pretty darn slim on the current server, and no one can get a leg up.
We went from houses being way over-powered to robbers being way over-powered.
I've upped the starting house budget to $6000 for now... so, everyone go ahead and kill yourselves to get that money!
If you return to your house when you have $0, a suicide button is shown right on the editing screen.
If your family is blocked from exiting the house (red warning shown), committing suicide results in a crash.
This can happen when the dead body of one family member blocks the others from exiting.
The wife has the other half...
Though I guess it might be more interesting if she KEPT the other half, after you reach the vault.
So, the vault would have $0 in it, but the house would still have money left.
Right now, it decays, because she always has half of the current balance (so if you hit the vault over and over, you can whittle away at the balance).
I've thought about letting each player only rob a given house successfully once...
Fixed in v6
We're now a full two months into the public life of The Castle Doctrine, and over 3500 people have joined the alpha test so far.
With all this data about player behavior in hand, I've made some substantial changes to how the game works. Obviously, there are dozens of little tweaks and bug fixes that hardly deserve mention. But you'll certainly notice the following major changes right away:
Family members now wait in place until they spot the robber before they flee to the exit. This makes protecting them much more practical, since a determined robber cannot simply pace back and forth by the door until they come out.
Free blueprints are available for each and every house in the game. You can now study a house beforehand to plan your robbery or consult the blueprints during a robbery. Simple guessing-game houses (like the 16- and 24-bit combination locks) are no longer viable security strategies. Real puzzles are still viable, however.
Mod-based cheating has been thwarted by running a game client server-side to verify all submitted robberies and house self-tests. Cheats based on protocol sniffing (snatching the map of a house) has been thwarted through the availability of blueprints.
For an example of blueprints in action, consider this view from inside Michael Scott Lee's house:

Four doors. Which one to pick? Check the blueprint:

Aha! Pit bulls. Door number 3 it is.
Smaller improvements include updated wiring, new indicator lights, control-click to eyedropper a tile while editing, multi-word name search, selling multiple items in one click, and more intelligent paging through house lists. The full list of changes can be found here:
Interesting idea about not saving cut walls, animal moves, etc. when a family member is killed but the vault isn't reached.
However, what if the robber cuts through walls to get to the family? (May be necessary in v6, because family doesn't move until they see the robber). You'd come home to find a dead family member, but no obvious way that it happened (no hole in the wall).
That's the main reason that damage to a house is permanent sometimes.... because the first thing you do in the game is come back to your house and see the damage... that's a really strong moment in the game. Then you watch the tapes to see how it happened.
Also, if you just reach the vault without touching the family, then half the money survives (wife holds half). So, if the house is one-time robbable with $100K in it, it will become an impossible house with $50K after the first successful vault run.
Maybe the idea of de-listing houses will work.... not just after a week of no owner visit, but after a week of no successful robbery, after it has been robbed at least once. And then paintings (but not house or money) could be reclaimed a week after that.
We'll see how things go in v6.
"accidentally", hmmm....
You mean "accidentally" modified your download URL to v6 instead of v5? And you also tried v7, you sneaky devil you!
Yeah, the files were there, but I hadn't updated the links yet.
It's officially live now!
This is a little premature (with v6 almost out), but steakbbq brought this idea up in a different thread.
We have a problem with houses going stale over time, and building up. Even a really hard or unbreakable house can become stale, if the owner goes away forever, leaving it at the top of the list.
In general, the problem of dealing with players who leave is a hard one. Maybe they just went on vacation. I don't want to penalize people for this. Imagine coming back to the game a week later to discover that you lost everything?
Still, I don't want stale houses cluttering the list. It muddies the game.
I could just quietly de-list (not destroy) houses that have gone stale (owner not returned in X days), but then there's the problem of paintings: if the owner never comes back, that painting is never even SEEN again, let alone stolen by someone else. And yet, I don't want to penalize someone who goes on vacation by confiscating their paintings.
It SEEMS like a weekly hard reset, at a known time, would fix this. Everyone back to 0 at the same moment, and a new life to begin for everyone. Auctions for paintings could decay across the whole week (instead of 6 hours).
Looking at the database, I see:
---
+---------------------+----------+
| dayname( rob_time ) | count(*) |
+---------------------+----------+
| Wednesday | 829 |
| Friday | 713 |
| Thursday | 641 |
| Tuesday | 458 |
| Saturday | 413 |
| Sunday | 299 |
| Monday | 197 |
+---------------------+----------+Seems like "hump day" is the biggest day, and people actually don't play that much on the weekends. So maybe the hard reset could be every Tuesday night at 3am New York time.
On the other hand, this will turn many more people into "slaves to the game," and it will also be annoying to new players (anyone who buys the game on Monday or Tuesday will be in for an unpleasant surprise on Tuesday night).
Good point, dalleck!
As for the "why not just give it to us" part.... well... aesthetics! Watching logged security tapes is one of the greatest and most unique pleasures of this game. Spying on someone else, and seeing what they were doing, and watching them fall into a trap. It's made more special (if only slightly) because you are the only person in the universe who can see that tape. It's your house, your tape. Not even the robber can see the tape (thus, you are truly spying on them, without their explicit awareness).
Granted, this is a subtle point. But this is the way that I approach game design. I think the subtle points matter...
Very very soon for the v6 release....
Yeah, I'm aware of the house shortage problem. Certainly hoping to bring some players back into the fold.
NPC houses flies fully in the face of what this game is about, at its core.
UPDATE: v6 has been released, and the reset has happened
Brace yourselves----this is really going to bother a few people.
With the release of v6 very close, and the game changing substantially as a result, I've been trying to decide whether or not a full, everyone-back-to-zero reset is in order.
I've found that pretty much ALL of the houses at the top of the list (first two pages) are unsolvable in their current state (one even exploits a v5 bug in voltage-triggered switches to work), even with a map.
I was excited to try blueprints out on these houses (see if I could solve the 24-bit locks with blueprints). Yes, the blueprints help me figure out the houses, but they also show me that many have one-time-robbable features that have already been tripped. People use the family as bait to get these features tripped before anyone reached the vault. Given that the family was not fundamentally protectable anyway, this use of the family was understandable.
In v6, the family IS protectable, so house design will change around that fact.
And, the idea of starting v6 with the top 20 houses on the list still being unsolvable is really not palatable.
So, the v6 release will include a full, hard reset. Everyone back to zero. All paintings back in the auction house (I think that starting prices will have to be raised though).
Do you really think people are idling for 5 minutes in order to get out of editing their houses? Obviously, a modded client could bypass the editing screen entirely.
There's also the problem of someone making a top house and then abandoning it.
I've found at least one player who must be skipping the forced-re-edit in one way or another. Will think about how to fix it.
Abandoned houses are harder to deal with.
The ability to make a one-time robbable house seems pretty interesting. Though I guess it's so easy to do that most people will include such a feature. After that, these houses linger forever...
Keeping houses around at all, after they are successfully robbed, was added to give people more robbery targets (otherwise, there are simply not enough houses to rob).
However, in the new world of super-hard houses, maybe this isn't a problem.
What information is available to who is an important part of this game's aesthetics.
You don't know your own name. In v6, you can't see your own blueprints. Etc.
This aspect of CD connects to a theme that has run through some of my other games: the relationship between the self and the other.
So, you can't see a tape of your own robbery. You can't see yourself as you appear to your victim. Your victim can watch that tape over and over and study your behavior, though.
Yeah, I am conservative with my designs. A lot of designers throw every possible thing they can think of into a game (beds! cakes! mice! bats! jump-boots!). That's a valid and rich style of design, but it's not my style.
Coming back to the family as liability, I believe that's been fixed in the forthcoming v6 in a pretty simple way: the family stays put and doesn't start running to the exit until they see the robber. Thus, it becomes possible to protect them, because the robber has to find them. Of course, they have to still have a clear path to the exit.
Though now I've realized that it might be possible to overprotect the family.... put them down a long, snaking hallway with 9 pitbulls in it. More thought needed here.
That does lead me to an important question: When you look at a map, do you see the initial state of the house, or the current (post robbery) state of the house?
You see the current state of the house (like where dogs are, etc.), but you don't see whether things in the house are modified or not (like, you can't tell the difference between living and dead dogs on the map). This is partly for simplicity of implementation (so I don't have to make blueprint versions of each and every thing in the game, fried pitbull, crippled pitbull, etc.), and partly for thematic reasons (because a dead dog wouldn't be in the blueprints). So, a cut-through wall just looks like a normal wall in the blueprint (thematically, damaged stuff is not shown in blueprints).
This kind of stuff will be considered later, after the core mechanics are ironed out. The core game should never feel grindy. It currently does feel grindy! Fixing that, at the core level, is a high priority.
I've avoided any kind of written communication in-game, from signs, to chatting, etc., because I know where that will quickly lead. Even if it doesn't lead into profanity land, it's very easy for players to write things that break the aesthetic coherence of the game, even if they don't intend to.
Instead, all player expression is channeled through the game mechanics, and there's a wide range of possible expression. So far, none of that expression, that I've seen, has broken the aesthetic coherence (even 100 pitbulls in one room matches the dark humor that I want to communicate about home security).
Demon's Souls is a weird example here. They allow you to post text messages, but they don't allow you to type them yourself (you have to pick from a list of messages provided by the developer).
Yeah, that "leaving your house without editing it and still getting loads of salary over weeks, in safety," thing was a bug that has been fixed!
Sounds like the lack of salary on easier, "bottom" houses has changed the game for the worst, at least without maps. We've got 50 guessing-game houses at the top of the list, and that's it. The rest are all $0.... hmmm...
Okay, turning salary for abandoned houses back on, temporarily. Will turn it off again, as an experiment, when v6 is released. Okay, the last payment round paid 764 players $14 each, with $14 more coming in about an hour, etc. Go for it!
I've thought about adding wire cutters as a way of "snipping" electric floors when they are off.
Obviously, in v5 they are a major source of impossible-to-cut-through puzzles.
However, I'm also curious about what will happen once maps are added. Obviously, the 9-deep thing isn't so great. It's nice to have something that doesn't have to be 9-deep to be effective (though as soon as it's on, it becomes the cheapest trap to overcome---just a $2 bottle of water).
So, the current plan is to leave it as-is and see how the maps change things.