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<?xml-stylesheet type="text/xsl" media="screen" href="/~d/styles/atom10full.xsl"?><?xml-stylesheet type="text/css" media="screen" href="http://feeds.feedburner.com/~d/styles/itemcontent.css"?><feed xmlns="http://www.w3.org/2005/Atom" xmlns:openSearch="http://a9.com/-/spec/opensearch/1.1/" xmlns:georss="http://www.georss.org/georss" xmlns:gd="http://schemas.google.com/g/2005" xmlns:thr="http://purl.org/syndication/thread/1.0" xmlns:feedburner="http://rssnamespace.org/feedburner/ext/1.0" gd:etag="W/&quot;CkIAQXwzcCp7ImA9WhVTFUQ.&quot;"><id>tag:blogger.com,1999:blog-5439941893980599296</id><updated>2012-03-01T03:29:00.288-05:00</updated><category term="Design Right" /><category term="Off Topic" /><category term="Short Stories" /><category term="Publishing" /><category term="Technology" /><category term="Developer Journal" /><category term="Other Blogs" /><category term="Music" /><category term="My Writing" /><category term="Thoughts on Writing" /><category term="Graphic Design" /><category term="Hooks" /><category term="Fatherhood" /><category term="A Valley Without Wind" /><category term="Programming" /><category term="My Art" /><category term="Videos" /><category term="AI War" /><category term="Games" /><category term="Agents" /><category term="Ask The Community" /><category term="Contests" /><category term="My Writing Progress" /><category term="Humor" /><category term="Game Design" /><category term="Movies" /><category term="Books" /><title>Games By Design</title><subtitle type="html">Thoughts on gaming and game design by indie developer Christopher M. Park, the founder of Arcen Games, LLC</subtitle><link rel="http://schemas.google.com/g/2005#feed" type="application/atom+xml" href="http://christophermpark.blogspot.com/feeds/posts/default" /><link rel="alternate" type="text/html" href="http://christophermpark.blogspot.com/" /><link rel="next" type="application/atom+xml" href="http://www.blogger.com/feeds/5439941893980599296/posts/default?start-index=26&amp;max-results=25&amp;redirect=false&amp;v=2" /><author><name>Christopher M. Park</name><uri>http://www.blogger.com/profile/16719365007524426389</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="32" height="32" src="http://3.bp.blogspot.com/-yj4ih5xZ8eo/TmTR95_dCeI/AAAAAAAAArM/p-bvRulMyb0/s220/Chris2.jpg" /></author><generator version="7.00" uri="http://www.blogger.com">Blogger</generator><openSearch:totalResults>391</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>25</openSearch:itemsPerPage><atom10:link xmlns:atom10="http://www.w3.org/2005/Atom" rel="self" type="application/atom+xml" href="http://feeds.feedburner.com/ChristopherMPark-Blog" /><feedburner:info uri="christophermpark-blog" /><atom10:link xmlns:atom10="http://www.w3.org/2005/Atom" rel="hub" href="http://pubsubhubbub.appspot.com/" /><entry gd:etag="W/&quot;C0QGRnY4fyp7ImA9WhVTFUg.&quot;"><id>tag:blogger.com,1999:blog-5439941893980599296.post-3554084860641936356</id><published>2012-02-29T16:35:00.000-05:00</published><updated>2012-02-29T16:35:27.837-05:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2012-02-29T16:35:27.837-05:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Games" /><category scheme="http://www.blogger.com/atom/ns#" term="A Valley Without Wind" /><title>AVWW - Locales And Enemies Version 2</title><content type="html">&lt;div style="font-style: normal; font-variant: normal; font-weight: normal; line-height: normal; text-align: left;"&gt;
&lt;span style="text-align: left;"&gt;As you journey through your own unique world of Environ, you'll primarily be splitting your time between exterior landscapes, building interiors, and underground caverns.  Not only that, but you'll be traversing shards of nine different time periods, ranging from the prehistoric, to medieval, to modern, to far-future.  Each has a very different feel, often different enemies, and often unique rewards.&lt;/span&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;span style="font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;"&gt;A lot of the fun of a game like this comes from simply exploring it and seeing what cool things you can find.  So we won't provide an exhaustive spoiler-laden list here, or attempt to show everything. We've already had players who have sunk dozens or even a hundred hours into the game, and they still haven't even seen everything that the game contains&lt;i&gt;&lt;/i&gt;&lt;/span&gt;&lt;i style="font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;"&gt;&lt;/i&gt;&lt;span style="font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;"&gt;. A big part of that is because the game is always evolving through ongoing updates that add more content, new features, and more polish.&lt;/span&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;span style="font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;"&gt;Here's a few specific snapshots to give you an idea of what you might encounter on your journey.  All of these are full-resolution (no downscaling, no JPEG or video compression, etc), just cropped down to make them fit in to 600px wide:&lt;/span&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;div style="font-style: normal; font-variant: normal; font-weight: normal; line-height: normal; text-align: center;"&gt;
&lt;b&gt;Fighting A Blue Amoeba In An Underground Cavern&lt;/b&gt;&lt;br /&gt;
As you progress, you'll actually start running into the even-more-deadly red amoebas, so watch out!  This is also a relatively close-to-the-surface underground dungeon; as you delve further underground, the number of wooden platforms decreases, the monsters become tougher, and eventually you'll find yourself in a heated lava climate.  &lt;/div&gt;
&lt;div class="separator" style="clear: both; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal; text-align: center;"&gt;
&lt;a href="http://3.bp.blogspot.com/-L8zh0viDiU0/Tn0KIFwrJ6I/AAAAAAAAAtM/TPc1fenrxD4/s1600/AmoebaFightUnderground.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://3.bp.blogspot.com/-L8zh0viDiU0/Tn0KIFwrJ6I/AAAAAAAAAtM/TPc1fenrxD4/s1600/AmoebaFightUnderground.png" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style="font-style: normal; font-variant: normal; font-weight: normal; line-height: normal; text-align: center;"&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;&lt;/div&gt;
&lt;div style="font-style: normal; font-variant: normal; font-weight: normal; line-height: normal; text-align: center;"&gt;
&lt;b&gt;Destroyed Room&lt;/b&gt;&lt;/div&gt;
&lt;div style="font-style: normal; font-variant: normal; font-weight: normal; line-height: normal; text-align: center;"&gt;
This is an example of a destroyed room in a modern building.  There is never, ever, anything interesting in these; and they are marked with really decrepit-looking doors so that you can see to ignore them.  Why have bombed-out rooms?  Because players -- including us -- hate doors that your all-powerful magical character mysteriously can't open.  It's like the &lt;a href="http://www.penny-arcade.com/comic/2009/5/27"&gt;chain-link fence kryptonite&lt;/a&gt; joke.  At any rate, in the wake of the cataclysm, buildings are in varying states of destruction -- some are all but impassible, others just have a few clocks knocked off the walls.  You &lt;i&gt;can&lt;/i&gt; go into any room in any of the buildings, but the bombed-out ones are items you can easily (and happily) mark off your exploration list.  The spell shown is Douse Monster Nest, by the way.&lt;/div&gt;
&lt;div class="separator" style="clear: both; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal; text-align: center;"&gt;
&lt;a href="http://3.bp.blogspot.com/-qrOFa3qtlyM/Tn0RFY12eZI/AAAAAAAAAto/o99Q-2LVdqc/s1600/DestroyedRoom2.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://3.bp.blogspot.com/-qrOFa3qtlyM/Tn0RFY12eZI/AAAAAAAAAto/o99Q-2LVdqc/s1600/DestroyedRoom2.png" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;div style="font-style: normal; font-variant: normal; font-weight: normal; line-height: normal; text-align: center;"&gt;
&lt;b&gt;Clockwork Probes&lt;/b&gt;&lt;/div&gt;
&lt;div style="font-style: normal; font-variant: normal; font-weight: normal; line-height: normal; text-align: center;"&gt;
The industrial age in general follows a very steampunk style, and that's where these hail from.&amp;nbsp; Seen here in the rural grasslands, these probes will take a real beating before going down. And they hit back &lt;i&gt;hard&lt;/i&gt;.&lt;/div&gt;
&lt;div style="font-style: normal; font-variant: normal; font-weight: normal; line-height: normal; text-align: center;"&gt;
&lt;a href="http://1.bp.blogspot.com/-i16U7L-L0W0/T0wKsF6-QAI/AAAAAAAAAL0/im_LKGPbp6U/s1600/ClockworkProbeCropped.png" style="font-family: 'Times New Roman'; font-size: medium; text-align: left;"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5713953779846365186" src="http://1.bp.blogspot.com/-i16U7L-L0W0/T0wKsF6-QAI/AAAAAAAAAL0/im_LKGPbp6U/s540/ClockworkProbeCropped.png" style="cursor: pointer; display: block; margin-bottom: 10px; margin-left: auto; margin-right: auto; margin-top: 0px; text-align: center;" /&gt;&lt;/a&gt;&lt;br /&gt;
&lt;div&gt;
&lt;b&gt;&lt;br /&gt;&lt;/b&gt;&lt;/div&gt;
&lt;div&gt;
&lt;b&gt;Meteor Shower&lt;/b&gt;&lt;/div&gt;
&lt;div&gt;
Some of the spells you can learn are completely devastating. Meteor Shower launches four meteors into the sky that come back down, crushing your enemies. Be mindful of the powerful spells, though -- they can be a severe drain on your mana.&lt;/div&gt;
&lt;/div&gt;
&lt;div style="font-style: normal; font-variant: normal; line-height: normal; text-align: left;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="separator" style="clear: both; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal; text-align: center;"&gt;
&lt;a href="http://4.bp.blogspot.com/-u8cdAca6TwY/T00f5eGHNYI/AAAAAAAAAMA/moovbonlsEQ/s1600/MeteorShowerCropped.png" style="text-align: left;"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5714258574394733954" src="http://4.bp.blogspot.com/-u8cdAca6TwY/T00f5eGHNYI/AAAAAAAAAMA/moovbonlsEQ/s935/MeteorShowerCropped.png" style="cursor: pointer; display: block; margin-bottom: 10px; margin-left: auto; margin-right: auto; margin-top: 0px; text-align: center;" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style="text-align: center;"&gt;
&lt;div&gt;
&lt;br /&gt;
&lt;b&gt;Desert Battlefield&lt;/b&gt;&lt;/div&gt;
&lt;div&gt;
There are a lot of forces at work against you, and though you normally fight alone, there are times that you'll need some minions to help you. In this picture is a shot of the player taking part in a battle in the desert. The skelebots shown are actually minions of the player, helping to push back the enemies.&lt;/div&gt;
&lt;/div&gt;
&lt;div&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="font-style: normal; font-variant: normal; font-weight: normal; line-height: normal; text-align: center;"&gt;
&lt;a href="http://2.bp.blogspot.com/-2MXTgg1q1OQ/T00qjD6KgUI/AAAAAAAAAMM/qflIArkm8ZQ/s1600/BattlefieldCropped.png" style="font-family: 'Times New Roman'; font-size: medium; text-align: left;"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5714270284036079938" src="http://2.bp.blogspot.com/-2MXTgg1q1OQ/T00qjD6KgUI/AAAAAAAAAMM/qflIArkm8ZQ/s538/BattlefieldCropped.png" style="cursor: pointer; display: block; margin-bottom: 10px; margin-left: auto; margin-right: auto; margin-top: 0px; text-align: center;" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div style="font-style: normal; font-variant: normal; font-weight: normal; line-height: normal; text-align: center;"&gt;
&lt;br /&gt;
&lt;b&gt;Moon Rising&lt;/b&gt;&lt;/div&gt;
&lt;div style="font-style: normal; font-variant: normal; font-weight: normal; line-height: normal; text-align: center;"&gt;
Even Environ's moon didn't escape the carnage of the cataclysm, as you can see.  Every 10 minutes of game time is a day/night cycle, although you can accelerate to morning or evening using the Sunrise and Nightfall spells (if you can get your hands on some of the rare sunstone or moonstone, that is).&amp;nbsp; Every ninety days, the season changes between Dewbloom, Solswell, Ashfall, and Frostmoon.&amp;nbsp; Solswell has the longest daylight hours, while Frostmoon has the shortest.&lt;/div&gt;
&lt;div class="separator" style="clear: both; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal; text-align: center;"&gt;
&lt;a href="http://4.bp.blogspot.com/-BcRdmO1zjHE/Tn0XvZj0_kI/AAAAAAAAAuA/NByHJhjhLCc/s1600/MoonRising2.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://4.bp.blogspot.com/-BcRdmO1zjHE/Tn0XvZj0_kI/AAAAAAAAAuA/NByHJhjhLCc/s1600/MoonRising2.png" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="text-align: center;"&gt;
&lt;div&gt;
&lt;b&gt;Modern Ruins&lt;/b&gt;&lt;/div&gt;
&lt;div&gt;
Here the player is standing in front of a Modern Ruins building, which can be found in abandoned towns. These buildings tend to have labyrinthine interiors with a lot of good stuff that you will need on your journey. But, with all the rooms, that means there are a lot of enemies to be found as well...&lt;/div&gt;
&lt;/div&gt;
&lt;div&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div&gt;
&lt;a href="http://3.bp.blogspot.com/-r-l8OHHOVF0/T00vZ5jMWAI/AAAAAAAAAMY/gOebPa4sJYg/s1600/AbandonedSmallTownCropped.png"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5714275624194693122" src="http://3.bp.blogspot.com/-r-l8OHHOVF0/T00vZ5jMWAI/AAAAAAAAAMY/gOebPa4sJYg/s538/AbandonedSmallTownCropped.png" style="cursor: pointer; display: block; margin-bottom: 10px; margin-left: auto; margin-right: auto; margin-top: 0px; text-align: center;" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div&gt;
&lt;div style="text-align: center;"&gt;
&lt;span style="color: #0000ee;"&gt;&lt;u&gt;&lt;br /&gt;&lt;/u&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div style="text-align: center;"&gt;
&lt;div&gt;
&lt;b&gt;Ice Pirates&lt;/b&gt;&lt;/div&gt;
&lt;div&gt;
Ice pirates are actually classed as an "environmental threat," and don't start appearing until your second continent. The pirates are actually visible on the world map, and they will indiscriminately rain down destruction from above on any region in range of them.&amp;nbsp; Rumor has it that the guardian Ilari are working on a way to get you inside their massive ship so that you can put a stop to their terror...&lt;/div&gt;
&lt;/div&gt;
&lt;div style="text-align: center;"&gt;
&lt;a href="http://3.bp.blogspot.com/-Hypt2bsa-NE/T01F9aN6XEI/AAAAAAAAAMk/51quEZqwxSU/s1600/IcePiratesCropped.png" style="text-align: left;"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5714300423515036738" src="http://3.bp.blogspot.com/-Hypt2bsa-NE/T01F9aN6XEI/AAAAAAAAAMk/51quEZqwxSU/s589/IcePiratesCropped.png" style="cursor: pointer; display: block; margin-bottom: 10px; margin-left: auto; margin-right: auto; margin-top: 0px; text-align: center;" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;/div&gt;
&lt;br /&gt;
&lt;div style="font-style: normal; font-variant: normal; font-weight: normal; line-height: normal; text-align: center;"&gt;
&lt;b&gt;The World Map&lt;/b&gt;&lt;/div&gt;
&lt;div style="font-style: normal; font-variant: normal; font-weight: normal; line-height: normal; text-align: center;"&gt;
Here's a small slice of the world map, an overhead view that is how you get between the various regions.  As you can see, the cataclysm has thrown the time-shards together in a haphazard fashion. The entire continent is roughly the same difficulty -- unless you delve into very deep caverns or approach the overlord or his lieutenants -- and that difficulty increases up as you complete missions. Eventually, you will have to face the overlord directly.&amp;nbsp; If you are victorious, then another oppressed continent will become available to you, with even more new things to discover.&lt;/div&gt;
&lt;div class="separator" style="clear: both; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal; text-align: center;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="font-style: normal; font-variant: normal; font-weight: normal; line-height: normal; text-align: center;"&gt;
&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5713930294991178194" src="http://4.bp.blogspot.com/-iGs6L_2ygSk/T0v1VGBKydI/AAAAAAAAALo/Nc_lhlcw86g/s580/WorldMapCropped.png" style="color: #0000ee; cursor: pointer; display: block; margin-bottom: 10px; margin-left: auto; margin-right: auto; margin-top: 0px; text-decoration: underline;" /&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;div style="font-style: normal; font-variant: normal; font-weight: normal; line-height: normal; text-align: center;"&gt;
&lt;b&gt;Sapphire Gem Vein In Ice Cavern&lt;/b&gt;&lt;/div&gt;
&lt;div style="font-style: normal; font-variant: normal; font-weight: normal; line-height: normal; text-align: center;"&gt;
&amp;nbsp;Here in the ice age, even the underground caverns are so cold that you'll freeze to death in under a minute if you don't bring along a heavy snowsuit.&amp;nbsp; A couple of Icicle Leaper enemies are guarding a sapphire vein -- split that open, and you'll get a pair of raw sapphire gems.&amp;nbsp; Gems of all six colors are very central crafting ingredients.&lt;b&gt; &lt;/b&gt; &lt;/div&gt;
&lt;div class="separator" style="clear: both; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal; text-align: center;"&gt;
&lt;a href="http://1.bp.blogspot.com/-8GWE53ZeA0c/Tn0dmIbCXNI/AAAAAAAAAuY/bzoQO-E9H0Y/s1600/SapphireGemVein.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://1.bp.blogspot.com/-8GWE53ZeA0c/Tn0dmIbCXNI/AAAAAAAAAuY/bzoQO-E9H0Y/s1600/SapphireGemVein.png" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;div style="font-style: normal; font-variant: normal; font-weight: normal; line-height: normal; text-align: center;"&gt;
&lt;b&gt;Giant Skelebot&lt;/b&gt;&lt;/div&gt;
&lt;div style="font-style: normal; font-variant: normal; font-weight: normal; line-height: normal; text-align: center;"&gt;
Here's one of the minibosses from the game: the giant skelebot.  He hits you with his spear if you get too close, and he shoots fireballs at you when you're further away.  The giant skelebots, believe it or not, are actually by far the tamest of the minibosses in the game.&lt;/div&gt;
&lt;div style="font-style: normal; font-variant: normal; font-weight: normal; line-height: normal; text-align: center;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div style="font-style: normal; font-variant: normal; font-weight: normal; line-height: normal; text-align: center;"&gt;
But depending on the boss room layout and what regular enemies are spawning to help out, even a weaker miniboss type can give you &lt;i&gt;quite &lt;/i&gt;a fight.  This is a case where we're starting to see some combinatorial emergence in the same fashion that we see with AI War battlefields.  The way that the environment and various enemy types combine to make emergent challenges is quite interesting!&lt;/div&gt;
&lt;div class="separator" style="clear: both; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal; text-align: center;"&gt;
&lt;a href="http://4.bp.blogspot.com/--olg5srpycc/Tn0zMC0Ca7I/AAAAAAAAAuk/iKOS4RMn_hg/s1600/GiantSkelebot.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://4.bp.blogspot.com/--olg5srpycc/Tn0zMC0Ca7I/AAAAAAAAAuk/iKOS4RMn_hg/s1600/GiantSkelebot.png" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;div style="font-style: normal; font-variant: normal; font-weight: normal; line-height: normal; text-align: center;"&gt;
&lt;b&gt;The Above Was Just A Taste!&lt;/b&gt;&lt;br /&gt;
There are tons of locales, enemies, crafting ingredients, missions, building types, and obstacles for you to discover in Environ.&amp;nbsp; To give away too much in advance would be doing you a disservice -- &lt;a href="http://www.arcengames.com/w/index.php/avww-downloads"&gt;try out the demo&lt;/a&gt;, and if you like what you see, you can keep playing your demo world after you &lt;a href="http://www.arcengames.com/w/index.php/avww-buy"&gt;upgrade to the full version&lt;/a&gt;!&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5439941893980599296-3554084860641936356?l=christophermpark.blogspot.com' alt='' /&gt;&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/ChristopherMPark-Blog/~4/Qc3X6EYDVww" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://christophermpark.blogspot.com/feeds/3554084860641936356/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=5439941893980599296&amp;postID=3554084860641936356" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/5439941893980599296/posts/default/3554084860641936356?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/5439941893980599296/posts/default/3554084860641936356?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/ChristopherMPark-Blog/~3/Qc3X6EYDVww/avww-locales-and-enemies-version-2.html" title="AVWW - Locales And Enemies Version 2" /><author><name>Christopher M. Park</name><uri>http://www.blogger.com/profile/16719365007524426389</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="32" height="32" src="http://3.bp.blogspot.com/-yj4ih5xZ8eo/TmTR95_dCeI/AAAAAAAAArM/p-bvRulMyb0/s220/Chris2.jpg" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://3.bp.blogspot.com/-L8zh0viDiU0/Tn0KIFwrJ6I/AAAAAAAAAtM/TPc1fenrxD4/s72-c/AmoebaFightUnderground.png" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://christophermpark.blogspot.com/2012/02/avww-locales-and-enemies-version-2.html</feedburner:origLink></entry><entry gd:etag="W/&quot;CkEHRnY5cSp7ImA9WhVTEEk.&quot;"><id>tag:blogger.com,1999:blog-5439941893980599296.post-4241497585004280978</id><published>2012-02-23T16:08:00.002-05:00</published><updated>2012-02-23T18:43:57.829-05:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2012-02-23T18:43:57.829-05:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Games" /><category scheme="http://www.blogger.com/atom/ns#" term="AI War" /><category scheme="http://www.blogger.com/atom/ns#" term="A Valley Without Wind" /><category scheme="http://www.blogger.com/atom/ns#" term="Game Design" /><title>Thoughts On Post-1.0 AVWW In The Wake Of Terraria's Development Halt</title><content type="html">Like many others, I recently read the news that &lt;a href="http://www.indiegamemag.com/andrew-redigit-spinks-says-goodbye-to-terraria-development-comes-to-a-halt/"&gt;Terraria is no longer going to be actively developed&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;div style="color: yellow;"&gt;
&lt;b&gt;First, A Few Thoughts About Terraria (Full Disclosure: Which I Still Have Yet To Play) &lt;/b&gt;&lt;/div&gt;
&lt;br /&gt;
1. It's sad news for the fans of the game, but ultimately they more than got their money's worth.&amp;nbsp; The game is complete in and of itself and well worth $10, and is worth having even if it could have grown more than it did (this is true of our game Tidalis as well, which is the only game of ours which has had development halted).&amp;nbsp; Having untapped potential left in a game concept largely just means that it was an awesome concept.&lt;br /&gt;
&lt;br /&gt;
2. It's unfortunate that there won't be ongoing bugfix support, and that's something that I would handle differently (and in fact we do, for our game Tidalis).&amp;nbsp; Hopefully they will reconsider their position on that at least for bugs of substantial importance.&amp;nbsp; But either way it's none of my business, and they seem to have done right by their players so far, so I have faith they'll do whatever winds up being best.&lt;br /&gt;
&lt;br /&gt;
3. Also unfortunate is the fact that more wasn't communicated in advance about their intentions with the game.&amp;nbsp; I'm sure that they themselves didn't know, but having a grace period where they said "we're ending support for this in 6 months, so let's get in the last things we can between now and then" might have done more to appease fans.&amp;nbsp; We didn't do that with Tidalis, for the record, but that's because Tidalis financially bombed.&amp;nbsp; Terraria made such excellent money that they shouldn't have had that concern.&lt;br /&gt;
&lt;br /&gt;
4. I think that embarking on a new project, after so long spent on Terraria, is probably a healthy thing.&amp;nbsp; Having a break to work on Tidalis was an enormous help for reinvigorating us to work on AI War versions 4.0 and 5.0.&amp;nbsp; Maybe the same will be true for the Terraria devs.&amp;nbsp; Or maybe their next project is actually going to be the successor to Terraria.&lt;br /&gt;
&lt;br /&gt;
5. My own strategy with AI War has been to release paid expansions periodically, which both earn us more money directly, as well as making the base game sales spike, earning us more money indirectly.&amp;nbsp; Both of those are how we pay the bills and keep the lights on, but that's but one of two paths.&amp;nbsp; The other path is the traditional sequel/succesor-game path, and it sounds like the Terraria devs are going that route.&amp;nbsp; It's not what I would do with my own games, purely for matters of personal taste, but it's an enormously valid choice to make.&lt;br /&gt;
&lt;br /&gt;
&lt;b style="color: yellow;"&gt;TLDR:&lt;/b&gt; I don't think that the Terraria devs acted in bad faith with anybody, but a little more forewarning would have smoothed things over better with their fanbase.&amp;nbsp; Either way, they still seem like really standup folks to me.&amp;nbsp; And the reason I've not played their game yet is that I'm worried I'll get hooked and spend too much time doing that rather than coding my own games!&lt;br /&gt;
&lt;br /&gt;
&lt;div style="color: yellow;"&gt;
&lt;b&gt;Now, How Our History With AI War Compares&lt;/b&gt;&lt;/div&gt;
The big thing that worries me about Terraria halting game development, as a game developer, is that this will create a perception that "you never know when developers will just randomly close up shop on a game."&amp;nbsp; Minecraft is still sort of being developed, but really slowly, and that was a game I played a lot of -- I remember when the update frequency suddenly plummeted, and it was jarring.&amp;nbsp; My worry is that players will be mistrustful of post-release support from indie developers for this reason.&lt;br /&gt;
&lt;br /&gt;
For AI War, we have &lt;a href="http://arcengames.com/mediawiki/index.php?title=AI_War:Fleet_Command#Release_History"&gt;an incredibly lengthy history of post-release support&lt;/a&gt; spanning since May 2009 up until the present (and still going).&amp;nbsp; You may notice that there are two big gaps, though:&lt;br /&gt;
&lt;br /&gt;
1. During the time we were developing Tidalis, AI War development really scaled back for about six months, and all but disappeared for two.&lt;br /&gt;
&lt;br /&gt;
2. During the time we've been developing AVWW, AI War development scaled back even further, and daily releases became weekly, then monthly, and only recently have resumed being weekly again.&lt;br /&gt;
&lt;br /&gt;
What's different about both of these cases from Terraria or Minecraft is that we gave at least three months of warning before these events happened.&amp;nbsp; There was lots of "hey guys, we're pushing out an enormous number of features here for 5.0 in preparation of taking a while off after 5.0/Light of the Spire releases, just so you know!"&lt;br /&gt;
&lt;br /&gt;
The break turned out to be substantially longer than we had expected (5 quarters instead of 2-3), but sometimes that's how it goes.&amp;nbsp; And the game has still managed to grow and get better polished during that time... just at a much slower rate.&lt;br /&gt;
&lt;br /&gt;
We've also made it clear that we plan at least two more expansions for AI War.&amp;nbsp; This is still true, despite the fact that we've had to push back the release dates because AVWW development has run over-long.&amp;nbsp; It's those sorts of expansions that really keep the game growing in leaps and bounds, and which make for one really large experience rather than a string of similarly-sized sequels.&lt;br /&gt;
&lt;br /&gt;
That's why I like expansions instead of sequels, as a player and a developer: you get to keep all the content from the first game, as well as get all the new content from the second game.&amp;nbsp; If Left 4 Dead 2 had been a $50 expansion pack to the first game, with the same content it had &lt;i&gt;plus&lt;/i&gt; the ability to keep the characters and maps from the first game if I had the first game also, that would have been awesome.&amp;nbsp; I still bought both games anyhow, and both were worth it, but it would be better if I could put them together rather than having them as two isolated experiences.&amp;nbsp; As it is, I pretty much only play L4D2 now, never L4D1.&lt;br /&gt;
&lt;br /&gt;
&lt;div style="color: yellow;"&gt;
&lt;b&gt;How This All Relates To Our Plans For AVWW&lt;/b&gt;&lt;/div&gt;
Sometimes these things just need to be explicitly stated: again, otherwise you're leaving players wondering.&amp;nbsp; I keep talking about how we are approaching 1.0, and about various things that we'd "like to be able to do" after 1.0.&amp;nbsp; But what's really going to happen after 1.0?&lt;br /&gt;
&lt;br /&gt;
Our plan is to take the AI War route, and release tons of free DLC as well to do at least a couple of paid expansions.&amp;nbsp; Hopefully in 2-3 years, we're still developing both AI War and AVWW -- that is the ideal scenario for me personally.&lt;br /&gt;
&lt;br /&gt;
Really, the only way I could see that not coming to pass is if AVWW financially bombs like Tidalis did.&amp;nbsp; Tidalis was simply too niche, and I personally still have lost about $50,000.00 out of that entire endeavor of making that game.&amp;nbsp; I'm glad that we did make that game, and I think it's a great game, but we spent way too much money making it and it never made that money back.&amp;nbsp; Developing more content for that game would be simply a fool's errand for us at this point.&lt;br /&gt;
&lt;br /&gt;
If we somehow have that happen with AVWW as well, then... well, a lot of my plans for post-1.0 work probably won't materialize.&amp;nbsp; But we'll give it three months at least, and pack in a lot of free DLC during that time, to make sure that we give it a fair shot at succeeding if it has any chance of doing so.&lt;br /&gt;
&lt;br /&gt;
But all of that is really very negative speculation: signs are excellent that AVWW is going to be our biggest hit yet, and absolutely blow AI War out of the water in terms of the audience it reaches.&amp;nbsp; And if it does that, great -- we'll proceed as planned, and AVWW is going to go from massive to &lt;i&gt;incredibly massive&lt;/i&gt;, same as AI War did between it's 1.0 and 5.0 versions (all of which were free upgrades, by the way, released alongside the paid expansions).&lt;br /&gt;
&lt;br /&gt;
On the other end of the spectrum, what if AVWW goes viral and gets super incredibly popular?&amp;nbsp; AI War's income will seem paltry and sparse at that point, right?&amp;nbsp; And wouldn't it be better just to let that game quietly die and focus on the big moneymaker at that stage?&lt;br /&gt;
&lt;br /&gt;
Well, no -- that's how a "suit" thinks, isn't it?&amp;nbsp; I'm not a suit.&amp;nbsp; If AVWW goes sky-high popular then that will certainly put more demands on our time because we'll have a lot more fans to please all of a sudden.&amp;nbsp; But that's not going to mean we're going to give up on AI War, or that we're going to do lesser expansions for that game because of it.&amp;nbsp; It just means we'll have to work harder to divide our time effectively between the two, which I believe is something that Keith and I are equipped to do (especially with Erik handling PR and Josh helping so much with QA and support).&lt;br /&gt;
&lt;br /&gt;
&lt;div style="color: yellow;"&gt;
&lt;b&gt;The Bottom Line&lt;/b&gt;&lt;/div&gt;
For Arcen, communication is really a key part of how we do business.&amp;nbsp; Having an open development process has been a blessing and a curse -- early on with AVWW, a lot of people thought we were crazy, but now it's all coming together in a really positive way and there's this great public record of how the game has evolved.&lt;br /&gt;
&lt;br /&gt;
As we move forward toward AVWW's 1.0 and beyond, that communication is going to be something we maintain.&amp;nbsp; We'll try to give you as accurate of updates as we can on the timing and plans for AI War's expansions, and for the free DLC and paid expansions for AVWW.&lt;br /&gt;
&lt;br /&gt;
You won't ever wake up some day and hear "oh, by the way, the last-ever patch for AI War or AVWW was today."&amp;nbsp; You &lt;i&gt;might &lt;/i&gt;someday hear "unless something changes to make this financially viable for us to continue, we've got three months left to work on patches for this or that game before we have to stop indefinitely with that title."&lt;br /&gt;
&lt;br /&gt;
If there's anyone who was feeling doubtful in the wake of recent events, hopefully that helps to set some minds at ease.&amp;nbsp; With regard to Arcen titles, at least!&lt;br /&gt;
&lt;br /&gt;
As typically happens, the discussion about this has &lt;a href="http://www.arcengames.com/forums/index.php/topic,9918.msg93676.html#msg93676"&gt;continued on our forums&lt;/a&gt;.&amp;nbsp; Feel free to drop by to read or comment!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5439941893980599296-4241497585004280978?l=christophermpark.blogspot.com' alt='' /&gt;&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/ChristopherMPark-Blog/~4/JCm2KUavd9g" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://christophermpark.blogspot.com/feeds/4241497585004280978/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=5439941893980599296&amp;postID=4241497585004280978" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/5439941893980599296/posts/default/4241497585004280978?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/5439941893980599296/posts/default/4241497585004280978?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/ChristopherMPark-Blog/~3/JCm2KUavd9g/thoughts-on-post-10-avww-in-wake-of.html" title="Thoughts On Post-1.0 AVWW In The Wake Of Terraria's Development Halt" /><author><name>Christopher M. Park</name><uri>http://www.blogger.com/profile/16719365007524426389</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="32" height="32" src="http://3.bp.blogspot.com/-yj4ih5xZ8eo/TmTR95_dCeI/AAAAAAAAArM/p-bvRulMyb0/s220/Chris2.jpg" /></author><thr:total>0</thr:total><feedburner:origLink>http://christophermpark.blogspot.com/2012/02/thoughts-on-post-10-avww-in-wake-of.html</feedburner:origLink></entry><entry gd:etag="W/&quot;DU4FQH88eSp7ImA9WhVTEEw.&quot;"><id>tag:blogger.com,1999:blog-5439941893980599296.post-7637753688070818607</id><published>2012-02-23T12:25:00.000-05:00</published><updated>2012-02-23T12:25:11.171-05:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2012-02-23T12:25:11.171-05:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Games" /><category scheme="http://www.blogger.com/atom/ns#" term="A Valley Without Wind" /><title>AVWW - Learning The Game, FAQ, and Wiki Updated</title><content type="html">Environ is a hostile place, but the game itself endeavors to teach you  everything you need to know as you get started.&amp;nbsp; However, if you wish to  know more about how the game works before playing, or if you're the  sort of person who simply prefers external manuals, then these are the  links for you!&lt;br /&gt;
&lt;br /&gt;
&lt;span class="bbc_size" style="font-size: 14pt;"&gt;&lt;a class="bbc_link" href="http://www.arcengames.com/mediawiki/index.php?title=A_Valley_Without_Wind#Learning_the_game" target="_blank"&gt;A Valley Without Wind Wiki: Learning The Game&lt;/a&gt;&lt;/span&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;a class="bbc_link" href="http://www.arcengames.com/mediawiki/index.php?title=AVWW_-_Getting_Started_Guide" target="_blank"&gt;Getting Started Guide&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;a class="bbc_link" href="http://www.arcengames.com/mediawiki/index.php?title=AVWW_-_What_are_all_these_maps_for%3F" target="_blank"&gt;What Are All These Maps For?&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;a class="bbc_link" href="http://www.arcengames.com/mediawiki/index.php?title=A_Valley_Without_Wind#Frequently_Asked_Questions" target="_blank"&gt;Frequently Asked Questions&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;a class="bbc_link" href="http://www.arcengames.com/mediawiki/index.php?title=AVWW_-_Multiplayer" target="_blank"&gt;Multiplayer Co-Op: Differences From Solo Play, And Other Notes&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
We'll continue to update the wiki as our centralized resource for this sort of thing from now on, rather than having it spread throughout our blogs, the forums, the main website, and so on.&amp;nbsp; Big thanks to Josh Knapp for getting the vast majority of these updates in place!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5439941893980599296-7637753688070818607?l=christophermpark.blogspot.com' alt='' /&gt;&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/ChristopherMPark-Blog/~4/uWlRQ6324W4" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://christophermpark.blogspot.com/feeds/7637753688070818607/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=5439941893980599296&amp;postID=7637753688070818607" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/5439941893980599296/posts/default/7637753688070818607?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/5439941893980599296/posts/default/7637753688070818607?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/ChristopherMPark-Blog/~3/uWlRQ6324W4/avww-learning-game-faq-and-wiki-updated.html" title="AVWW - Learning The Game, FAQ, and Wiki Updated" /><author><name>Christopher M. Park</name><uri>http://www.blogger.com/profile/16719365007524426389</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="32" height="32" src="http://3.bp.blogspot.com/-yj4ih5xZ8eo/TmTR95_dCeI/AAAAAAAAArM/p-bvRulMyb0/s220/Chris2.jpg" /></author><thr:total>0</thr:total><feedburner:origLink>http://christophermpark.blogspot.com/2012/02/avww-learning-game-faq-and-wiki-updated.html</feedburner:origLink></entry><entry gd:etag="W/&quot;A0MCRno_fSp7ImA9WhRbF0k.&quot;"><id>tag:blogger.com,1999:blog-5439941893980599296.post-8213761308826873136</id><published>2012-02-08T20:04:00.000-05:00</published><updated>2012-02-08T20:04:27.445-05:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2012-02-08T20:04:27.445-05:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Games" /><category scheme="http://www.blogger.com/atom/ns#" term="My Art" /><category scheme="http://www.blogger.com/atom/ns#" term="A Valley Without Wind" /><category scheme="http://www.blogger.com/atom/ns#" term="Game Design" /><title>Before And After Screenshots Of AVWW With The Recent Visual Improvements</title><content type="html">Since the game has gone through so many graphical improvements in the last few weeks -- first GUI, then the skies, and now the HUD -- I thought I'd post some before and after screenshots.&lt;br /&gt;
&lt;br /&gt;
Here's the first pair:&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-GDYg_RJWUiI/TzMYXv6ABSI/AAAAAAAAAxc/wRhuYLHUupA/s1600/StormRushByCottage.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="225" src="http://4.bp.blogspot.com/-GDYg_RJWUiI/TzMYXv6ABSI/AAAAAAAAAxc/wRhuYLHUupA/s400/StormRushByCottage.png" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-xw_ZSDbv6R4/TzMYxZXEmnI/AAAAAAAAAxk/cldkBxIuRik/s1600/Screenshot_2012_02_08_19_48_42.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="225" src="http://2.bp.blogspot.com/-xw_ZSDbv6R4/TzMYxZXEmnI/AAAAAAAAAxk/cldkBxIuRik/s400/Screenshot_2012_02_08_19_48_42.png" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;
This one I managed to get pretty close between the two versions:&amp;nbsp; both in grasslands areas, although the top shot is actually grasslands with groves; and both even show the same spell in use and the sun in a similar position, and the same building on the screen.&lt;br /&gt;
&lt;br /&gt;
Note how much more colorful and vibrant the skies are since we moved away from the old style of "dynamic and static" split skies and into one unified animated sky system.&amp;nbsp; Also note how crazy much better the HUD looks, if I do say so myself.&amp;nbsp; All in all these screens do a really good job of showing how much more cohesive the art style has become as we move toward 1.0.&lt;br /&gt;
&lt;br /&gt;
Now the next (and last) pair of screens to show you:&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-RPSWqi7zWgw/TzMZZYG02_I/AAAAAAAAAxs/9-EYJ_y4Qto/s1600/MainMenuIntroStory.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="225" src="http://3.bp.blogspot.com/-RPSWqi7zWgw/TzMZZYG02_I/AAAAAAAAAxs/9-EYJ_y4Qto/s400/MainMenuIntroStory.png" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-JVGXywnEKIM/TzMZgTeofkI/AAAAAAAAAx0/Pm2dsa7ysek/s1600/Screenshot_2012_02_08_19_54_12.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="225" src="http://2.bp.blogspot.com/-JVGXywnEKIM/TzMZgTeofkI/AAAAAAAAAx0/Pm2dsa7ysek/s400/Screenshot_2012_02_08_19_54_12.png" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;
These two versions of the main menu obviously aren't as close as the first screenshots were.&amp;nbsp; But since we already had a pair of shots of the grasslands above, I didn't just want to repeat that here.&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
So now you see the desert -- and again, note how much more vibrant and personal the sky is compared to before.&amp;nbsp; All the skies before tended to look very similar, just with some color variations between areas.&amp;nbsp; Here the clouds and everything actually look different, and the animations are really different in each one.&lt;br /&gt;
&lt;br /&gt;
Also of note is the awesome new GUI that &lt;a href="http://www.philippechabot.com/"&gt;Phil&lt;/a&gt; did fo the game a while back, and which finally made it into the game a month or so ago.&amp;nbsp; And then this also really shows off the difference between the older style Unity text and our newer sprite text, as well: we're able to do colors and borders with ease, and everything looks more polished and easier to read in the new fashion.&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
Even the logo has been updated to look more stylized!&lt;br /&gt;
&lt;br /&gt;
Anyway, we're hitting the home stretch now as we moved toward a version 1.0 hopefully hitting in March, and I wanted to do a post that showed off just how much has changed graphically about the game.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5439941893980599296-8213761308826873136?l=christophermpark.blogspot.com' alt='' /&gt;&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/ChristopherMPark-Blog/~4/vO78MJIVe4s" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://christophermpark.blogspot.com/feeds/8213761308826873136/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=5439941893980599296&amp;postID=8213761308826873136" title="3 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/5439941893980599296/posts/default/8213761308826873136?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/5439941893980599296/posts/default/8213761308826873136?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/ChristopherMPark-Blog/~3/vO78MJIVe4s/before-and-after-screenshots-of-avww.html" title="Before And After Screenshots Of AVWW With The Recent Visual Improvements" /><author><name>Christopher M. Park</name><uri>http://www.blogger.com/profile/16719365007524426389</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="32" height="32" src="http://3.bp.blogspot.com/-yj4ih5xZ8eo/TmTR95_dCeI/AAAAAAAAArM/p-bvRulMyb0/s220/Chris2.jpg" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://4.bp.blogspot.com/-GDYg_RJWUiI/TzMYXv6ABSI/AAAAAAAAAxc/wRhuYLHUupA/s72-c/StormRushByCottage.png" height="72" width="72" /><thr:total>3</thr:total><feedburner:origLink>http://christophermpark.blogspot.com/2012/02/before-and-after-screenshots-of-avww.html</feedburner:origLink></entry><entry gd:etag="W/&quot;DU8BSXY4fSp7ImA9WhRVF0g.&quot;"><id>tag:blogger.com,1999:blog-5439941893980599296.post-4432095781182724717</id><published>2012-01-16T18:47:00.001-05:00</published><updated>2012-01-16T18:50:58.835-05:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2012-01-16T18:50:58.835-05:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Games" /><category scheme="http://www.blogger.com/atom/ns#" term="My Art" /><category scheme="http://www.blogger.com/atom/ns#" term="A Valley Without Wind" /><title>One More Piece Of High-Res AVWW Concept Art</title><content type="html">Been working on a variety of things today, but among them was a third piece of concept art.&amp;nbsp; I feel  like this one emphasizes the sci-fi side of things more than the second  one, but I'm not sure I actually like this one better than the second  one; the composition and the colors aren't quite as good, in my opinion.&amp;nbsp; But still a piece worth having around.&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-KArzKUOtLCo/TxS3vnwYKvI/AAAAAAAAAxM/dz68kVV1MXA/s1600/Boxart3k.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="640" src="http://2.bp.blogspot.com/-KArzKUOtLCo/TxS3vnwYKvI/AAAAAAAAAxM/dz68kVV1MXA/s640/Boxart3k.png" width="426" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;
Most of the work today was design work for the actual game, so don't worry that all we're doing these days is concept art.&amp;nbsp; Some pretty major stuff should be coming this week!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5439941893980599296-4432095781182724717?l=christophermpark.blogspot.com' alt='' /&gt;&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/ChristopherMPark-Blog/~4/aVsApYJn02g" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://christophermpark.blogspot.com/feeds/4432095781182724717/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=5439941893980599296&amp;postID=4432095781182724717" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/5439941893980599296/posts/default/4432095781182724717?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/5439941893980599296/posts/default/4432095781182724717?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/ChristopherMPark-Blog/~3/aVsApYJn02g/one-more-piece-of-high-res-avww-concept.html" title="One More Piece Of High-Res AVWW Concept Art" /><author><name>Christopher M. Park</name><uri>http://www.blogger.com/profile/16719365007524426389</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="32" height="32" src="http://3.bp.blogspot.com/-yj4ih5xZ8eo/TmTR95_dCeI/AAAAAAAAArM/p-bvRulMyb0/s220/Chris2.jpg" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://2.bp.blogspot.com/-KArzKUOtLCo/TxS3vnwYKvI/AAAAAAAAAxM/dz68kVV1MXA/s72-c/Boxart3k.png" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://christophermpark.blogspot.com/2012/01/one-more-piece-of-high-res-avww-concept.html</feedburner:origLink></entry><entry gd:etag="W/&quot;DEcHSX4_fip7ImA9WhRVFU0.&quot;"><id>tag:blogger.com,1999:blog-5439941893980599296.post-3003876522162594903</id><published>2012-01-13T19:25:00.002-05:00</published><updated>2012-01-13T20:53:58.046-05:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2012-01-13T20:53:58.046-05:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="My Art" /><category scheme="http://www.blogger.com/atom/ns#" term="A Valley Without Wind" /><title>Two Pieces Of High-Res AVWW Concept Art</title><content type="html">I've been working on doing some new concept art today so that we'd have a better boxart image than the old one, which has been feeling embarrassingly lame lately.&amp;nbsp; Here are the first two that I've created, and I plan to do at least one more in the next week.&lt;br /&gt;
&lt;br /&gt;
The second one at the moment is the one that I currently plan to use as boxart unless I come up with something better; while I do like many aspects of the first one better, the second one looks better when reduced (which, selling online, is what people see most of the time).&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-OBPnjoyf4sI/TxDKmict5hI/AAAAAAAAAws/kQsh_fzVNYc/s1600/AVWWBoxart12.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="640" src="http://2.bp.blogspot.com/-OBPnjoyf4sI/TxDKmict5hI/AAAAAAAAAws/kQsh_fzVNYc/s640/AVWWBoxart12.png" width="425" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-YAB-dvgozeA/TxDK4fQ6tII/AAAAAAAAAw0/FSvk9fENC2Y/s1600/AVWWBoxart11d.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="640" src="http://2.bp.blogspot.com/-YAB-dvgozeA/TxDK4fQ6tII/AAAAAAAAAw0/FSvk9fENC2Y/s640/AVWWBoxart11d.png" width="426" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;
UPDATE: It appears that these weren't quite as ultra-high-res as I'd originally intended.&amp;nbsp; I uploaded 2200x3300 px images, and blogger sized them down substantially.&amp;nbsp; Oh well, these are still really large.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5439941893980599296-3003876522162594903?l=christophermpark.blogspot.com' alt='' /&gt;&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/ChristopherMPark-Blog/~4/mGHLnKwpRgE" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://christophermpark.blogspot.com/feeds/3003876522162594903/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=5439941893980599296&amp;postID=3003876522162594903" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/5439941893980599296/posts/default/3003876522162594903?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/5439941893980599296/posts/default/3003876522162594903?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/ChristopherMPark-Blog/~3/mGHLnKwpRgE/two-peices-of-ultra-high-res-avww.html" title="Two Pieces Of High-Res AVWW Concept Art" /><author><name>Christopher M. Park</name><uri>http://www.blogger.com/profile/16719365007524426389</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="32" height="32" src="http://3.bp.blogspot.com/-yj4ih5xZ8eo/TmTR95_dCeI/AAAAAAAAArM/p-bvRulMyb0/s220/Chris2.jpg" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://2.bp.blogspot.com/-OBPnjoyf4sI/TxDKmict5hI/AAAAAAAAAws/kQsh_fzVNYc/s72-c/AVWWBoxart12.png" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://christophermpark.blogspot.com/2012/01/two-peices-of-ultra-high-res-avww.html</feedburner:origLink></entry><entry gd:etag="W/&quot;DEUMSHY7fip7ImA9WhRXEEk.&quot;"><id>tag:blogger.com,1999:blog-5439941893980599296.post-3702733296346120599</id><published>2011-12-16T09:35:00.001-05:00</published><updated>2011-12-16T09:38:09.806-05:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-12-16T09:38:09.806-05:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Games" /><category scheme="http://www.blogger.com/atom/ns#" term="A Valley Without Wind" /><category scheme="http://www.blogger.com/atom/ns#" term="Game Design" /><title>The Power-Coding Sprint Is Over -- So What's The Agenda Now?</title><content type="html">For the last week, we've been working on &lt;a href="http://www.arcengames.com/forums/index.php/topic,9565.0.html"&gt;power-coding&lt;/a&gt;.&amp;nbsp; That took us through &lt;a href="http://arcengames.blogspot.com/2011/12/avww-beta-0547-power-coding-round-1.html"&gt;multiplayer sync models and enemy/character stats balance&lt;/a&gt;, to &lt;a href="http://arcengames.blogspot.com/2011/12/avww-beta-0548-power-coding-round-2-new.html"&gt;a whole new health subsystem&lt;/a&gt;, to &lt;a href="http://arcengames.blogspot.com/2011/12/avww-beta-0549-power-coding-round-3.html"&gt;the addition of continents and a whole new mana subsystem&lt;/a&gt;, to &lt;a href="http://arcengames.blogspot.com/2011/12/avww-beta-0550-power-coding-round-4.html"&gt;a new mission system&lt;/a&gt;, and finally ending up with &lt;a href="http://arcengames.blogspot.com/2011/12/avww-beta-0551-power-coding-finale-new.html"&gt;the removal of tiers, the complete revamping of crafting, and the transition of the strategic map functions into the mission system&lt;/a&gt;.&amp;nbsp; Whew!&amp;nbsp; Busy week.&lt;br /&gt;
&lt;br /&gt;
During that power coding period, we were essentially asking people to hold the bulk of their commentary until we got through with the power coding.&amp;nbsp; We'd been in a huge design phase for a week or two prior, talking with players in the &lt;a href="http://www.arcengames.com/forums/index.php/board,95.0.html"&gt;brainstorming subforum&lt;/a&gt; about a lot of different things. After all that talk, a lot of things had firmed up and it was time to actually implement!&amp;nbsp; Which meant we had to take a step back from design for a while, and couldn't get sucked into long discussions if we had any hope of meeting our power-coding goals.&lt;br /&gt;
&lt;br /&gt;
Now that the power-coding is done, we're pretty much back to our regularly-scheduled programming style.&amp;nbsp; Essentially, where we mix together design, coding, bugfixes, new features, and enhancements to existing features.&amp;nbsp; There area few specific issues I'd like to make a note about, however:&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Enemy Balance/Difficulty, Mana System Stats Balance&lt;/b&gt;&lt;br /&gt;
This is something that we know isn't right at the moment.&amp;nbsp; The power-coding phase got us a lot closer, and players are reporting that this is way more fun and interesting (and challenging) than before, but it's definitely not yet polished.&amp;nbsp; This is definitely something we want feedback on!&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Civ Level Relative To Region Level Balance&lt;/b&gt;&lt;br /&gt;
Right now, when you go up one region level relative to your civ level (so, you go to a level 5 region when you are level 4), the difficulty is increasing about 100%.&amp;nbsp; This is something that we're doing because of how the missions are designed to play out, and it's something that I want to leave in the short term.&lt;br /&gt;
&lt;br /&gt;
We need more meat on the mission system bones before we can really evaluate if this is working as intended or not.&amp;nbsp; If we get to that point and it still isn't feeling right then we'll change it up, but for now this is working as intended.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;EXP Balance&lt;/b&gt;&lt;br /&gt;
Right now, minibosses and microbosses are still granting EXP, and EXP containers are still scattered out in the wild.&amp;nbsp; Once the mission system comes better into its own, those sources of EXP will be going away, and only missions, overlords, and lieutenants will be granting EXP.&lt;br /&gt;
&lt;b&gt; &lt;/b&gt;&lt;br /&gt;
&lt;b&gt;New Warp System&lt;/b&gt;&lt;br /&gt;
There was &lt;a href="http://www.arcengames.com/forums/index.php/topic,9527.0.html"&gt;a brainstorming thread on potential new warp systems&lt;/a&gt; even back before we&lt;b&gt; &lt;/b&gt;started power-coding, but that was basically one change too many at the time.&amp;nbsp; Now this is going to be a focus again, probably with some form of Warp Statues that you can freely warp between in a region (once you've visited them), but without the current style of freeform warp.&lt;br /&gt;
&lt;br /&gt;
We already took a few steps down the path of making the world feel more sizable by making the missions not allow warping in them at all, but then having a form of warp stone that takes you directly to the mission exit upon successful completion of the mission.&amp;nbsp; That's something that, at the moment, we plan to keep indefinitely.&lt;br /&gt;
&lt;br /&gt;
But not needing to have warp potions out in the wild would be a great thing, I think, and players have been pointing out the merits of making some terrain traversal necessary rather than being "too convenient."&amp;nbsp; It's an interesting thread above, if you are inclined to read and comment.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;The "Feel" Of Exploration, Specifically On The World Map&lt;/b&gt;&lt;br /&gt;
As has been pointed out by a few players, &lt;a href="http://www.arcengames.com/forums/index.php/topic,9592.0.html"&gt;some of the feel of freeform exploration&lt;/a&gt; has been lost with the addition of the new mission system.&amp;nbsp; Because of this, we're getting all sorts of suggestions on various ways to put back the feel of exploration, such as making missions optional, adding implicit missions, adding a fog of war to the continents, redesigning the entire flow of region levels... etc.&lt;br /&gt;
&lt;br /&gt;
Whoa, folks!&amp;nbsp; This is an area that is basically right in my wheelhouse, so to speak.&amp;nbsp; For the moment this isn't actually one I particularly want any feedback on, because while in the &lt;i&gt;short term&lt;/i&gt; exploration has indeed taken a hit, we already have plans on how to put it back better than it was before.&amp;nbsp; Once we have those things in place we'll welcome commentary, but right now this particular aspect of the game is in too much transition for anyone to make much commentary on it.&lt;br /&gt;
&lt;br /&gt;
Things that need to happen before we'll be soliciting feedback on this:&lt;br /&gt;
1. We need to get a really solid core of missions in place.&lt;br /&gt;
2. We need to get some of the planned "secret missions" in place.&lt;br /&gt;
3. We need to get crests and other elite loot in place (traps, other outfitter-type stuff, etc).&lt;br /&gt;
&lt;br /&gt;
There might be a few other things as well that we also need (&lt;i&gt;possibly &lt;/i&gt;some seafaring exploration for small hidden islands, etc), but the above should give us a solid core that will once again really reward exploration in a way that currently it isn't.&amp;nbsp; Suffice it to say, we have plans upon plans for all sorts of cool ways to make exploration feel awesome -- it's one of my favorite things about any adventure game -- but I'm in no way wanting to reevaluate region levels, missions, or fog of war at the moment.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Crests Are Coming.&amp;nbsp; Soon.&lt;/b&gt;&lt;br /&gt;
These have been one of those mythical features that we've been talking about for what seems like forever.&amp;nbsp; We actually had them working in the game at one point, and they sorta kinda work in some dev builds even now.&amp;nbsp; As noted above, these will be some elite loot that you can find.&lt;br /&gt;
&lt;b&gt; &lt;/b&gt;&lt;br /&gt;
&lt;b&gt;Enchants&lt;/b&gt;&lt;br /&gt;
The whole idea of enchants is something that we've revised a lot from our original plans.&amp;nbsp; Emit Light is the first example of an enchant that is already in the game, actually, but at the moment it's all very freeform and nonstructured.&amp;nbsp; You put on emit light and it lasts a certain amount of time, then you put it on again.&amp;nbsp; Yawn.&lt;br /&gt;
&lt;b&gt; &lt;/b&gt;&lt;br /&gt;
What we'll actually be doing once we add some more enchants, is making it so that each enchant can only go into a certain Enchant Slot on your character.&amp;nbsp; You'll have a finite number of enchant slots, and each one would have a certain type.&amp;nbsp; So you might have a movement enchant type, which would let you run faster &lt;i&gt;or&lt;/i&gt; jump higher, etc.&lt;br /&gt;
&lt;br /&gt;
And you might have a couple of body enchant slots, which could hold a light source or some sort of defensive modifiers.&amp;nbsp; Suddenly ball of light and the other light sources actually have some attractiveness, versus emit light beating them all out, right?&amp;nbsp; Emit light would mean only one defensive enchant rather than two, potentially.&lt;br /&gt;
&lt;br /&gt;
Anyway, some of the details are still not firmed up, but that's the generality of what we're planning on enchants now.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;More Missions, New Mission Content!&lt;/b&gt;&lt;br /&gt;
This is a really huge one, and something we're going to be focused a lot on soon.&amp;nbsp; Right now we only have three types of missions, and all of them use the exact same mechanics.&amp;nbsp; We're going to have not only more kinds of missions, but new mechanics for existing ones and new ones.&lt;br /&gt;
&lt;br /&gt;
This is the "putting the meat on the bones" that I was talking about above.&amp;nbsp; Once a lot of this is done, then that's when we'll make the EXP changes.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Old Strategic Map Functions Carried Forward Into Missions In New Ways&lt;/b&gt;&lt;br /&gt;
Consciousness shard nodes and vortex pylons and all that.&amp;nbsp; We're going to be revamping how those work, and pulling them into the missions framework.&amp;nbsp; Keith and I have a design call today to talk about some of those specific things, actually.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Citybuilding Interface Revamp&lt;/b&gt;&lt;br /&gt;
This is something that Keith and I are also going to be talking more about today, but the core idea is that you won't be placing buildings directly or any of that sort of thing.&amp;nbsp; You'll still be able to get to the citybuilding screen as sort of a status-of-your-settlement screen, as well as potentially a way to make some more indirect changes to your civilization.&amp;nbsp; But a lot of what used to be directly handled via a point-and-click interface on this screen will instead be handled through missions.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Permadeath&lt;/b&gt;&lt;br /&gt;
This is something we're &lt;a href="http://www.arcengames.com/forums/index.php/topic,9516.0.html"&gt;still brainstorming&lt;/a&gt;, although the recent changes to the game have made death more significant again in some ways.&amp;nbsp; Permadeath has always been a part of the game, but the issue we're brainstorming is how to make it feel more significant and poignant.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;More Monsters, New Environmental Hazards, More Spells&lt;/b&gt;&lt;br /&gt;
In order for there to be a proper reward structure, and in order for there to be a proper escalating threat that requires the reward structure, we need more content!&lt;br /&gt;
&lt;b&gt; &lt;/b&gt;&lt;br /&gt;
&lt;b&gt;Other Miscellany&lt;/b&gt;&lt;br /&gt;
There are lots of other things on our list, too.&amp;nbsp; Monster weakspots.&amp;nbsp; Multiplayer position smoothing.&lt;b&gt;&amp;nbsp;&amp;nbsp; &lt;/b&gt;Multi-part monsters.&amp;nbsp; And so on and so forth.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;So, That's The Agenda&lt;/b&gt;&lt;br /&gt;
The above list is going to be pretty much what we're focusing on between now and 1.0, which means that this is pretty much the overall agenda between now and sometime in February, when we'll hit more of a polish phase if we hope to release in March.&amp;nbsp; We'll see what actually happens -- we all know how schedules tend to be -- but it's a good list, I think.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5439941893980599296-3702733296346120599?l=christophermpark.blogspot.com' alt='' /&gt;&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/ChristopherMPark-Blog/~4/f6e7-lRJSjU" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://christophermpark.blogspot.com/feeds/3702733296346120599/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=5439941893980599296&amp;postID=3702733296346120599" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/5439941893980599296/posts/default/3702733296346120599?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/5439941893980599296/posts/default/3702733296346120599?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/ChristopherMPark-Blog/~3/f6e7-lRJSjU/power-coding-spring-is-over-so-whats.html" title="The Power-Coding Sprint Is Over -- So What's The Agenda Now?" /><author><name>Christopher M. Park</name><uri>http://www.blogger.com/profile/16719365007524426389</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="32" height="32" src="http://3.bp.blogspot.com/-yj4ih5xZ8eo/TmTR95_dCeI/AAAAAAAAArM/p-bvRulMyb0/s220/Chris2.jpg" /></author><thr:total>0</thr:total><feedburner:origLink>http://christophermpark.blogspot.com/2011/12/power-coding-spring-is-over-so-whats.html</feedburner:origLink></entry><entry gd:etag="W/&quot;DEIAQX09eip7ImA9WhRQEk0.&quot;"><id>tag:blogger.com,1999:blog-5439941893980599296.post-2582071458171757446</id><published>2011-12-05T15:44:00.001-05:00</published><updated>2011-12-06T16:22:20.362-05:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-12-06T16:22:20.362-05:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Games" /><category scheme="http://www.blogger.com/atom/ns#" term="A Valley Without Wind" /><category scheme="http://www.blogger.com/atom/ns#" term="Game Design" /><title>AVWW Multiplayer: The Shattering Of The Multiverse</title><content type="html">On Friday we announced the first public alpha of multiplayer, and &lt;a href="http://www.arcengames.com/forums/index.php/topic,9547.0.html"&gt;feedback on that&lt;/a&gt; was very positive except for one major point, which was could not have been received more negatively.&amp;nbsp; The point in question is &lt;a href="http://www.arcengames.com/mantisbt/view.php?id=5258"&gt;the "multiverse thing,"&lt;/a&gt; which is &lt;a href="http://arcengames.com/mediawiki/index.php?title=AVWW_-_Multiplayer"&gt;detailed here&lt;/a&gt;.&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;
&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;What Happens Next With "The Multiverse Thing"&lt;/b&gt;&lt;br /&gt;
Firstly to go ahead with the most important news, we're working on an update that will negate most of the stuff with the intentional-desync effects.&amp;nbsp; We're instead going to be moving to a model where the enemy logic is run on the server and the state will be as consistent between clients as most other games.&lt;br /&gt;
&lt;br /&gt;
To accomplish this, there will have to be some slight wiggle-room in terms of monsters allowed to be in &lt;i&gt;slightly &lt;/i&gt;different spots, but it's the sort of thing that I don't think you'll be able to tell even if you had two clients running on computers sitting right next to one another.&amp;nbsp; Keith came up with this idea over the weekend and was talking about it with players in the forum, and those who have played multiplayer so far seemed optimistic that this would address their complaints.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Timeline?&lt;/b&gt;&lt;br /&gt;
The good news about this particular fix is that it's really replacing only part of the networking model, since the networking model is already such a multi-headed hydra.&amp;nbsp; So it's possible we might be able to have this out tomorrow.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Downsides?&lt;/b&gt;&lt;br /&gt;
The short-term downside for this particular fix is that it's going to really require a lot of rebalancing of enemies, and some complete scrapping of some enemies, to make the model work.&amp;nbsp; But this is something I was planning to do anyway, just in the interest of making even the solo experience tighter and more fun.&amp;nbsp; &lt;a href="http://www.arcengames.com/forums/index.php/topic,9536.0.html"&gt;As was discussed&lt;/a&gt; prior to this multiplayer fiasco ever coming up.&amp;nbsp; But we're quite confident that players will help us iron out those temporary bumps in the balance road, and both the single player and multiplayer experiences will be a lot stronger for it inside a week or two.&lt;br /&gt;
&lt;br /&gt;
One more serious downside is that certain things that we would otherwise be able to do, like "offscreen spawning of enemies" for one example.&amp;nbsp; Or stuff like having bats flee from the cursor.&amp;nbsp; Or even things like having 300 eagles in a chunk like we currently do.&amp;nbsp; This isn't exactly a new sort of restriction class for us, as most action games have restrictions along these lines, and even network strategy games like AI War wind up with certain kinds of restrictions on what can and can't be done for reasons of multiplayer.&lt;br /&gt;
&lt;br /&gt;
That said, after much discussion today, Keith and I have explored a lot of the various issues that arise from this change, and things that players were hoping we would change about the existing game even prior to multiplayer (monster spawners, etc), and we both are now feeling really confident that we can simply find lateral solutions to all the various issues.&lt;br /&gt;
&lt;br /&gt;
For the monster spawner example, for instance, we have plans for how we'll be able to remove monster spawners (a popular idea with players) without having to do "offscreen spawning of enemies," which is something infeasible in the new model.&amp;nbsp; There are several bigger things that will be resulting from that particular change, which I won't get into here, but the general effects are that: "trash mobs" will be fading into obscurity; enemy projectiles will be vastly slower and yet more plentiful; what were formerly trash mobs will become more interesting, more powerful foes; interiors, surface areas, and undergrounds will get differentiated even more heavily; and environmental hazards of new sorts will be playing a much larger role in the game.&amp;nbsp; Most all of which were things that players were asking for, anyway.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Benefits?&lt;/b&gt;&lt;br /&gt;
The largest benefit is that we'll still be able to make the sort of game we want to make, while having it work well in multiplayer.&amp;nbsp; The performance characteristics that you're seeing now, including that extreme latency-tolerance for general gameplay, should largely remain.&amp;nbsp; Enemies will now jitter around some if you have a really latent connection, but it shouldn't be horrible and that's basically in keeping with any other action game, if not a little better than many of them.&lt;br /&gt;
&lt;br /&gt;
That's part of the benefit of the existing hugely-hybrid networking model that Keith has spent the last two months implementing.&amp;nbsp; We're able to re-tool part of it without having to affect any other part of it, and the general performance characteristics still remain quite high even though we're treading into some territory now that we'd initially hoped to avoid.&amp;nbsp; This should be what players are looking for in terms of multiplayer performance/sync, I'm pretty sure, and it represents a technical middleground that until a few hours ago I didn't think would be possible to do.&amp;nbsp; But Keith's idea, plus some refinement that we came up with working through it together this morning, strikes me as really solid.&amp;nbsp; Knock on wood!&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;What Alternatives Were Considered?&lt;/b&gt;&lt;br /&gt;
Prior to ever implementing the model that we released on Friday, we had implemented a more traditional action game model that just performed completely unacceptably compared to solo play.&amp;nbsp; We also looked at pretty much every other major networking model that we could think of when it came to other genres that are similar to a lot of what AVWW does.&amp;nbsp; Nothing really fit this game perfectly, which is why we went with the model we did.&lt;br /&gt;
&lt;br /&gt;
Side Note: We actually went with that model knowing we might have to change something about it, but we weren't sure what player reaction would be to it since no game had ever tried anything quite like that before.&amp;nbsp; So we made sure to have the general networking be as flexible as possible so that changes would be possible.&amp;nbsp; And that's part of why we didn't want to talk about the specifics of the model in advance, because we knew folks might not like the idea on the surface of it, and we wanted their feedback on the actual playtesting of it rather than the concept.&lt;br /&gt;
&lt;br /&gt;
Since the release on Friday, and what can only be described as a "polite outcry" from our core playerbase about this one specific design choice (after playtesting, which is precisely the sort of feedback we were looking for), we've been wracking our brains to figure out a better alternative, and players have been making suggestions as well.&amp;nbsp; Not really any of the suggestions particularly fit with the technical constraints of this game, which are really unique and particularly challenging to work with and explain, but we did get a razor-sharp insight into exactly the sort of performance characteristics that players were expecting and where our current model let them down.&lt;br /&gt;
&lt;br /&gt;
Anyway, so we've been all over the board since then, thinking of radical other models, major changes to solo play to make multiplayer fit, and even not having multiplayer at all (since if the execution of said multiplayer was going to be a detractor, better not to have it at all).&amp;nbsp; In the end, after many hours of discussion and modeling and remodeling, we came up with the above changes which are actually pretty slight.&amp;nbsp;&amp;nbsp;&amp;nbsp; Key to being able to settle on that model was talking through solo-affecting core gameplay changes that solo players were already asking for anyhow, and which would be more compatible with multiplayer than the current model.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Conclusion&lt;/b&gt;&lt;br /&gt;
We think you're really going to like what's coming up, and you won't have to wait long this time.&amp;nbsp; There are lots of changes coming to the game in general, as anyone who's been following the &lt;a href="http://www.arcengames.com/forums/index.php/board,95.0.html"&gt;brainstorming subforum&lt;/a&gt; already knows.&amp;nbsp; The game is really undergoing a transformation from something more rough and alpha-like to something more polished and release-like, which is a great thing all around.&lt;br /&gt;
&lt;br /&gt;
Most of those changes are unrelated to multiplayer specifically, but a lot of them actually do happen to make the new model of multiplayer easier.&amp;nbsp; And given that we keep getting comments to the effect of "this is how I was imagining the game back when I was first hearing about it" when people read about the coming changes in the brainstorming forum, I take that as another really positive sign.&lt;br /&gt;
&lt;br /&gt;
We really do appreciate all the feedback, and for people taking the time to run through the early alpha of multiplayer for us.&amp;nbsp; It sounds like overall people were having a lot of fun despite being hugely frustrated with "the multiverse thing," so I think that once we get that shored up we're going to be in happy territory.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5439941893980599296-2582071458171757446?l=christophermpark.blogspot.com' alt='' /&gt;&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/ChristopherMPark-Blog/~4/gBNte5b7vnE" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://christophermpark.blogspot.com/feeds/2582071458171757446/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=5439941893980599296&amp;postID=2582071458171757446" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/5439941893980599296/posts/default/2582071458171757446?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/5439941893980599296/posts/default/2582071458171757446?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/ChristopherMPark-Blog/~3/gBNte5b7vnE/avww-mulltiplayer-shattering-of.html" title="AVWW Multiplayer: The Shattering Of The Multiverse" /><author><name>Christopher M. Park</name><uri>http://www.blogger.com/profile/16719365007524426389</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="32" height="32" src="http://3.bp.blogspot.com/-yj4ih5xZ8eo/TmTR95_dCeI/AAAAAAAAArM/p-bvRulMyb0/s220/Chris2.jpg" /></author><thr:total>0</thr:total><feedburner:origLink>http://christophermpark.blogspot.com/2011/12/avww-mulltiplayer-shattering-of.html</feedburner:origLink></entry><entry gd:etag="W/&quot;C0cNRn05eyp7ImA9WhRSFko.&quot;"><id>tag:blogger.com,1999:blog-5439941893980599296.post-5595463757151458222</id><published>2011-11-18T21:51:00.000-05:00</published><updated>2011-11-18T21:51:37.323-05:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-11-18T21:51:37.323-05:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Games" /><category scheme="http://www.blogger.com/atom/ns#" term="A Valley Without Wind" /><category scheme="http://www.blogger.com/atom/ns#" term="Game Design" /><title>Work Continues On The New AI System, Among Other Things</title><content type="html">Well, I'd hoped to have the new AI system ready for a release today or even yesterday, but things don't always go to plan.&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
At first I was just going to make it so that enemies could do multiple types of magic attacks.&amp;nbsp; Then I decided to wrap in some of their general logic so that they could do things like chase you some of the time and then kite you and then just wander around, etc.&amp;nbsp; Then I decided to wrap in a really much broader behavior structure, where enemies can flexibly switch between whole movement styles if need be.&lt;br /&gt;
&lt;br /&gt;
It's not done yet, but it would allow some enemies to walk some of the time and fly others, or do things like run really fast and jump really high while having a weak attack, and move slower while having a stronger attack, etc.&amp;nbsp; And to even have the various abilities be level-gated so that you'd see them with different frequencies or even not at all depending on their level.&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
The general idea being that this is a really flexible AI framework that can be used to manage some moderately more complex stuff in the short term, and that can then be extended without the need for any more rewrites as more and more complex enemies get added.&amp;nbsp; A lot of that complexity won't actually manifest in the current enemies because they are meant to be pretty simple, but a number of them are getting more abilities that they only show under certain circumstances such as higher levels.&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
Regular espers start outright pathfinding after you a bit once you get to a pretty high level, for instance, and the bosses have an even better chance of doing that.&amp;nbsp; Icicle leapers of a certain level, rather than always chasing you, will now sometimes do that and sometimes not, which actually makes them more dangerous because then they're harder to predict and better at navigating the terrain under some circumstances.&lt;br /&gt;
&lt;br /&gt;
Whew.&amp;nbsp; It's really a whole re-imagining of the entire AI system based on what I've learned with working with the mechanics of this game and its enemies so far.&amp;nbsp; We started simple with the AI here specifically so that we could see what would feel good and play well, but now that we want to do real overlords (not just stat-buffed minibosses), that's requiring a much more flexible and advanced AI system.&amp;nbsp; It's becoming a lot more AI-War-like in its decision making per enemy, now.&lt;br /&gt;
&lt;br /&gt;
Two new enemies, the Skelebot Centurion and the Skelebot Overlord, have also been integrated into the game, and the skelebot overlord is now the largest enemy in the game.&amp;nbsp; Standing next to a skelebot giant, the giant only comes up the overlord's elbow.&amp;nbsp; Right now the centurion and the overlord skelebots don't actually act much differently from their lesser counterparts, but they'll be the first two enemies to &lt;i&gt;very &lt;/i&gt;visibly benefit from the new AI system once I get that finished up.&amp;nbsp; Hopefully Monday -- I'm down to 73 conflicts to fix in visual studio, so that's really getting down there from the hundreds it started out as!&lt;br /&gt;
&lt;br /&gt;
Keith has also been having some absolutely amazing strides with the multiplayer, too.&amp;nbsp; He and Josh have had a number of successful playtest sessions now, and there are only a few blocking issues that he's now working out.&amp;nbsp; I don't want to jinx it, but it looks pretty likely that we could have this ready for some first public alpha multiplayer testing next week (though the Thanksgiving holiday might get in the way and push it to the week after).&amp;nbsp; Anyway, it's getting down there.&lt;br /&gt;
&lt;br /&gt;
There's a number of other cool things in the works, too, for soon after the AI update.&amp;nbsp; A "mission scripting" system has really been on my mind a lot lately, and the design for that has been taking shape well.&amp;nbsp; There's also a lot of things that I want to do to improve the flow of the game, providing more structure for players who want it while still allowing as much freedom as you have now for those who want &lt;i&gt;that&lt;/i&gt;.&lt;br /&gt;
&lt;br /&gt;
There are several other streamlining-type ideas that Keith and I have been talking about for a while that we're going to implement in the next month or so.&amp;nbsp; There will still be more enemies and spells and such coming along with this, and yes I've got plans to address the eagles although that's going to take a bit more time to fully resolve as there's several levels of things I want to look at with them.&lt;br /&gt;
&lt;br /&gt;
Lots of good stuff coming up!&amp;nbsp; Just figured I'd give one last update before the weekend here.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5439941893980599296-5595463757151458222?l=christophermpark.blogspot.com' alt='' /&gt;&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/ChristopherMPark-Blog/~4/V8zqzj8lwPw" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://christophermpark.blogspot.com/feeds/5595463757151458222/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=5439941893980599296&amp;postID=5595463757151458222" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/5439941893980599296/posts/default/5595463757151458222?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/5439941893980599296/posts/default/5595463757151458222?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/ChristopherMPark-Blog/~3/V8zqzj8lwPw/work-continues-on-new-ai-system-among.html" title="Work Continues On The New AI System, Among Other Things" /><author><name>Christopher M. Park</name><uri>http://www.blogger.com/profile/16719365007524426389</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="32" height="32" src="http://3.bp.blogspot.com/-yj4ih5xZ8eo/TmTR95_dCeI/AAAAAAAAArM/p-bvRulMyb0/s220/Chris2.jpg" /></author><thr:total>0</thr:total><feedburner:origLink>http://christophermpark.blogspot.com/2011/11/work-continues-on-new-ai-system-among.html</feedburner:origLink></entry><entry gd:etag="W/&quot;DU8DQHg7fyp7ImA9WhRSFUg.&quot;"><id>tag:blogger.com,1999:blog-5439941893980599296.post-8309992812012271116</id><published>2011-11-17T14:24:00.000-05:00</published><updated>2011-11-17T14:24:31.607-05:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-11-17T14:24:31.607-05:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Games" /><category scheme="http://www.blogger.com/atom/ns#" term="A Valley Without Wind" /><category scheme="http://www.blogger.com/atom/ns#" term="Videos" /><category scheme="http://www.blogger.com/atom/ns#" term="Game Design" /><title>New A Valley Without Wind Video Trailer!</title><content type="html">Just in time for Minecon, here's the latest and greatest trailer for the game!&amp;nbsp; Erik and his friend Kevin really pulled out all the stops with this one, and I think it's our best-put-together trailer yet.&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
It's also far superior to the prior trailer in that it shows off a lot of the new spells, enemies, and visual effects that simply didn't exist when the other one was made.&amp;nbsp; Enjoy!&lt;br /&gt;
&lt;br /&gt;
&lt;object height="315" width="560"&gt; &lt;param name="movie" value="http://www.youtube.com/v/4YEIw91YKYc&amp;amp;hl=en_US&amp;amp;fs=1&amp;amp;hd=1"/&gt;&lt;param name="allowFullScreen" value="true" /&gt;&lt;param name="allowscriptaccess" value="always" /&gt;&lt;embed type="application/x-shockwave-flash" width="560" height="315" src="http://www.youtube.com/v/4YEIw91YKYc&amp;amp;hl=en_US&amp;amp;fs=1&amp;amp;hd=1" allowscriptaccess="always" allowfullscreen="true"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5439941893980599296-8309992812012271116?l=christophermpark.blogspot.com' alt='' /&gt;&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/ChristopherMPark-Blog/~4/O3PkPFAzJHo" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://christophermpark.blogspot.com/feeds/8309992812012271116/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=5439941893980599296&amp;postID=8309992812012271116" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/5439941893980599296/posts/default/8309992812012271116?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/5439941893980599296/posts/default/8309992812012271116?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/ChristopherMPark-Blog/~3/O3PkPFAzJHo/new-valley-without-wind-video-trailer.html" title="New A Valley Without Wind Video Trailer!" /><author><name>Christopher M. Park</name><uri>http://www.blogger.com/profile/16719365007524426389</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="32" height="32" src="http://3.bp.blogspot.com/-yj4ih5xZ8eo/TmTR95_dCeI/AAAAAAAAArM/p-bvRulMyb0/s220/Chris2.jpg" /></author><thr:total>0</thr:total><feedburner:origLink>http://christophermpark.blogspot.com/2011/11/new-valley-without-wind-video-trailer.html</feedburner:origLink></entry><entry gd:etag="W/&quot;CkcGQnw-eyp7ImA9WhRSFEU.&quot;"><id>tag:blogger.com,1999:blog-5439941893980599296.post-3285704895528135850</id><published>2011-11-16T16:47:00.000-05:00</published><updated>2011-11-16T16:47:03.253-05:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-11-16T16:47:03.253-05:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Games" /><category scheme="http://www.blogger.com/atom/ns#" term="A Valley Without Wind" /><category scheme="http://www.blogger.com/atom/ns#" term="Game Design" /><title>A Week Without Updates!?  An AVWW Status Report.</title><content type="html">Ever since beta started, we've hardly gone a business day without updates, but here we've now gone a week since the last AVWW update.&amp;nbsp; Fear not!&amp;nbsp; This isn't the start of some new trend.&amp;nbsp; It's just been a confluence of events.&lt;br /&gt;
&lt;br /&gt;
First of all, I was out of the office last Thursday and Friday due to some personal stuff.&amp;nbsp; Then we've also been preparing for &lt;a href="http://minecon.mojang.com/"&gt;Minecon&lt;/a&gt;, where we're going to be an exhibitor.&amp;nbsp; This includes getting both a new trailer going (which is almost ready!) and that new Getting Started Guide that we posted earlier today.&amp;nbsp; Then there's been a whole bunch of stuff to do with various distributors for AVWW and our other titles, and some general nearing-year-end business maintenance stuff.&amp;nbsp; Oh, and a number of press interviews or Q&amp;amp;As on several subjects.&lt;br /&gt;
&lt;br /&gt;
Goodness!&amp;nbsp; All of this has culminated in my being unable to work on the game directly much until today, but now all that seems to be quieting down (knock on wood!).&amp;nbsp; Meanwhile:&lt;br /&gt;
&lt;br /&gt;
* Josh has been hard at work on a variety of things including the Getting Started Guide and helping to test multiplayer&lt;br /&gt;
* Keith has been powering through the last of the multiplayer stuff for pre-public-alpha of that feature.&amp;nbsp; He's almost got it to the point where we can start having some people opting in to testing multiplayer outside of the confines of Arcen staff, which is very exciting.&lt;br /&gt;
* Pablo has composed two awesome new tracks that I'm very excited about, one of which is for a new region type that isn't ready to go quite yet, but which will be really fitting for when that region is integrated.&lt;br /&gt;
* Erik of course has been busy as usual with all the PR/marketing side of things, but particularly with Minecon preparations and the trailer work.&lt;br /&gt;
&lt;br /&gt;
I've got a number of items on my shortlist of features that I want to work on for myself, but what I decided to work on today is some more advanced enemy AI.&amp;nbsp; Basically allowing for single enemies to have more complex patterns of attacks, and even unique combinations of attacks for specific individual bosses, etc.&amp;nbsp; The existing bosses won't get these features since they are inherently meant to be simpler, but one of the new bosses I'm working toward is the first true Overlord type of enemy (versus the game just using stat-inflated minibosses for the overlords, which was always a placeholder mechanic).&lt;br /&gt;
&lt;br /&gt;
There are also some other cool things on my shortlist, such as multi-boss rooms, outdoor boss arenas, underground rare commodity caverns, and enchants.&amp;nbsp; Not to mention just general new spells and scrolls and enemies.&amp;nbsp; And I keep meaning to add more stuff to craft at the outfitter, too, but that keeps getting bumped for other stuff that is more exciting in the short-term.&lt;br /&gt;
&lt;br /&gt;
There's a lot that's coming, anyhow, and the next beta update should be either tomorrow or Friday, but probably tomorrow.&amp;nbsp; Just figured I'd give folks an update on what's going on internally here!&amp;nbsp; Definitely a really busy and exciting time, and we'll be back to our usual pattern of frequent updates starting late this week and into early next week.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5439941893980599296-3285704895528135850?l=christophermpark.blogspot.com' alt='' /&gt;&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/ChristopherMPark-Blog/~4/RKbAedZHZvQ" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://christophermpark.blogspot.com/feeds/3285704895528135850/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=5439941893980599296&amp;postID=3285704895528135850" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/5439941893980599296/posts/default/3285704895528135850?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/5439941893980599296/posts/default/3285704895528135850?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/ChristopherMPark-Blog/~3/RKbAedZHZvQ/week-without-updates-avww-status-report.html" title="A Week Without Updates!?  An AVWW Status Report." /><author><name>Christopher M. Park</name><uri>http://www.blogger.com/profile/16719365007524426389</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="32" height="32" src="http://3.bp.blogspot.com/-yj4ih5xZ8eo/TmTR95_dCeI/AAAAAAAAArM/p-bvRulMyb0/s220/Chris2.jpg" /></author><thr:total>0</thr:total><feedburner:origLink>http://christophermpark.blogspot.com/2011/11/week-without-updates-avww-status-report.html</feedburner:origLink></entry><entry gd:etag="W/&quot;DU4MQH8yfCp7ImA9WhVTEEw.&quot;"><id>tag:blogger.com,1999:blog-5439941893980599296.post-1107929238670010285</id><published>2011-11-16T10:18:00.004-05:00</published><updated>2012-02-23T12:26:21.194-05:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2012-02-23T12:26:21.194-05:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Games" /><category scheme="http://www.blogger.com/atom/ns#" term="A Valley Without Wind" /><title>A Valley Without Wind Getting Started Guide - Take Two!</title><content type="html">&lt;div style="margin-bottom: 0in; text-align: left;"&gt;&lt;b style="color: red;"&gt;Note: Even this second guide is now hugely out of date, and we've &lt;a href="http://www.arcengames.com/mediawiki/index.php?title=AVWW_-_Getting_Started_Guide"&gt;written a replacement&lt;/a&gt; that you can view &lt;a href="http://www.arcengames.com/mediawiki/index.php?title=AVWW_-_Getting_Started_Guide"&gt;here&lt;/a&gt;.&lt;/b&gt; &lt;br /&gt;
&lt;br /&gt;
It's been a month and a half since our first Getting Started Guide for the game, and so much has changed since then!&amp;nbsp; The old version is now confusingly wrong, as it refers to tons of stuff that either is no longer in the game or which you don't encounter until &lt;i&gt;after &lt;/i&gt;you complete the intro mission, etc.&lt;/div&gt;&lt;div style="margin-bottom: 0in; text-align: left;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style="margin-bottom: 0in; text-align: left;"&gt;The intro mission itself is meant to be self-explanatory, but it's also meant to be more of a linear early-game experience than a hand-holding tutorial.&amp;nbsp; So what we thought we'd do is make a little strategy guide of sorts to give you a hand if some aspect of the intro mission requires extra explanation.&amp;nbsp; Enjoy!&lt;/div&gt;&lt;div style="margin-bottom: 0in; text-align: left;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style="margin-bottom: 0in; text-align: left;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div align="CENTER" style="margin-bottom: 0in;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div align="CENTER" style="margin-bottom: 0in;"&gt;&lt;b&gt;A Valley Without Wind Getting Started Guide - Take Two!&lt;/b&gt;&lt;/div&gt;&lt;div align="CENTER" style="margin-bottom: 0in;"&gt;&lt;i&gt;by Josh Knapp&lt;/i&gt; &lt;/div&gt;&lt;div align="CENTER" style="margin-bottom: 0in;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div align="LEFT" style="margin-bottom: 0in;"&gt;This is Environ, a world that's been shattered by an unknown cataclysm. We've tried the make the game as self-explanatory as possible, but there's a lot here.&lt;br /&gt;
&lt;br /&gt;
When the game loads, the first thing to do is update to the latest beta if there are any updates available.&amp;nbsp; There almost always are!&amp;nbsp; This is a pretty quick process, and it gets you the absolute latest and greatest version of the game. &lt;/div&gt;&lt;div align="LEFT" style="margin-bottom: 0in;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div align="LEFT" style="margin-bottom: 0in;"&gt;Once you've got the game up to date, Click 'Play' to get started, choose a name for your world, then press OK. Now it's time to pick your character. Each character has a list of randomly chosen stats below them. The meaning of each isn't crucial at this point, but it's good to know that green stats are good, red ones are below average, and white are average.&lt;/div&gt;&lt;div align="LEFT" style="margin-bottom: 0in;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-7EaZfmMpg_E/TsLQktAlqvI/AAAAAAAAAuw/RtcPJdMrmdE/s1600/Character+choice.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://2.bp.blogspot.com/-7EaZfmMpg_E/TsLQktAlqvI/AAAAAAAAAuw/RtcPJdMrmdE/s1600/Character+choice.png" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div align="LEFT" style="margin-bottom: 0in;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div align="LEFT" style="margin-bottom: 0in;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div align="LEFT" style="margin-bottom: 0in;"&gt;Once you pick your character, you'll start the game in an ice age tundra. You will see your “Action Bar” in the bottom left corner of your screen (it's empty right now, but that will change soon). In the top left corner is the mini map of the current “chunk” that you are in. On the minimap are dots, the colors of which have specific meanings. A blinking red dot would be a boss enemy, an orange dot represents loot of some sort, etc. You will learn the other colors as you progress in the game.&lt;/div&gt;&lt;div align="LEFT" style="margin-bottom: 0in;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div align="LEFT" style="margin-bottom: 0in;"&gt;Finally, in the bottom right is the Dungeon Map. At the moment, this is showing you all of the surface chunks in the region.  When you are in a cave or a building, it will show you the relationships between the chunks (rooms or caverns) in those areas as well.&lt;/div&gt;&lt;div align="LEFT" style="margin-bottom: 0in;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-qG4n8fKM_FA/TsLQr0ad27I/AAAAAAAAAu4/0FR1hS59dcA/s1600/Fire+Touch.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://2.bp.blogspot.com/-qG4n8fKM_FA/TsLQr0ad27I/AAAAAAAAAu4/0FR1hS59dcA/s1600/Fire+Touch.png" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div align="LEFT" style="margin-bottom: 0in;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div align="LEFT" style="margin-bottom: 0in;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div align="LEFT" style="margin-bottom: 0in;"&gt;Move to the right to get started, and use the jump key to get over any small obstacles in the terrain. As you do, you will see a coffer with a Fire Touch spellgem in it. Grabbing this spellgem will allow you to cast the Fire Touch spell, which is a close-range attack that doesn't do a lot of damage, but costs no mana.&lt;br /&gt;
&lt;br /&gt;
Keep walking off the right-hand side of the screen to continue to the next area. You may have noticed that there was more loot up high in the first area. You can't get this now, but when you later get wood platforms, feel free to come back and grab it if you wish (though doing so is not required, and you can get the same item further into the intro mission anyhow).&lt;/div&gt;&lt;div align="LEFT" style="margin-bottom: 0in;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div align="LEFT" style="margin-bottom: 0in;"&gt;In the second chunk you will find a tombstone; there are several of them throughout the intro mission, and they will offer clues and hints to get you through this part of the game and beyond. It's a good idea to read them!  If the first one isn't clear enough, use the Fire Touch spell on the crates to destroy them and thus proceed beyond.&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-PR1piNRtTiE/TsLQzkaJs0I/AAAAAAAAAvA/TpmmOzmjjlE/s1600/crates.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://1.bp.blogspot.com/-PR1piNRtTiE/TsLQzkaJs0I/AAAAAAAAAvA/TpmmOzmjjlE/s1600/crates.png" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;
&lt;br /&gt;
The next coffer has the wood platforms, which you will need to get past the next area. But, before we go on, lets grab one other thing from this chunk. Look on your minimap: see the orange dot way up high? You'll want that.&lt;/div&gt;&lt;div align="LEFT" style="margin-bottom: 0in;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div align="LEFT" style="margin-bottom: 0in;"&gt;This might be a good time to talk about your action bar. As you have probably figured out, the fist action in your action bar is triggered by the left mouse button. Additionally, the second slot in your bar is triggered by the right mouse button. The third slot by the middle mouse button. If you have additional mouse buttons, this pattern will continue.&lt;br /&gt;
&lt;br /&gt;
You can also trigger any action in your bar by right-clicking on its slot or by pressing the corresponding number on your keyboard. All of your spells and items that are not in your action bar are stored in your inventory, which you can access by pressing “I”. At any time, you can click and drag the items and spells in your inventory around to wherever you want them.&lt;/div&gt;&lt;div align="LEFT" style="margin-bottom: 0in;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-Z3uQTmKtU-Y/TsLRlTR5cPI/AAAAAAAAAvI/XXHPWtYt-9Q/s1600/Getting+potions.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://3.bp.blogspot.com/-Z3uQTmKtU-Y/TsLRlTR5cPI/AAAAAAAAAvI/XXHPWtYt-9Q/s1600/Getting+potions.png" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div align="LEFT" style="margin-bottom: 0in;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div align="LEFT" style="margin-bottom: 0in;"&gt;&lt;/div&gt;&lt;div align="LEFT" style="margin-bottom: 0in;"&gt;Assuming you've been following this guide, your platforms should be in the second slot of your action bar. If so then, simply right click on the screen a few times above you, jump up (add a few more if you need to), then get the warp potions up in the rock crevice. These will save you time later, so you can immediately warp back to your last location if you die.&lt;br /&gt;
&lt;br /&gt;
The next chunk features a pool of water. Be careful! The water may look  harmless, but the cataclysm has actually made it highly acidic; staying  in the water will eventually kill you. You will need to deploy your wood  platforms over the water, and then jump on them, to get across. &lt;/div&gt;&lt;div align="LEFT" style="margin-bottom: 0in;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-Psh11oCB78I/TsLRtLYi8yI/AAAAAAAAAvQ/3KjbVoyXT1Y/s1600/Bridge+over+trouble+waters.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://4.bp.blogspot.com/-Psh11oCB78I/TsLRtLYi8yI/AAAAAAAAAvQ/3KjbVoyXT1Y/s1600/Bridge+over+trouble+waters.png" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div align="LEFT" style="margin-bottom: 0in;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div align="LEFT" style="margin-bottom: 0in;"&gt;&lt;b&gt;Our First Building&lt;/b&gt;&lt;/div&gt;&lt;div align="LEFT" style="margin-bottom: 0in;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div align="LEFT" style="margin-bottom: 0in;"&gt;The next area starts with a sheer cliff: again, deploying platforms is the way to get past. On the other side of this cliff rests a building. You aren't required to go into all buildings, but they can be a good source of supplies to help get you further in the game. This particular building does have a spellgem that you will need to advance, so lets go get it!  &lt;/div&gt;&lt;div align="LEFT" style="margin-bottom: 0in;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div align="LEFT" style="margin-bottom: 0in;"&gt;Press the action button 'E' while standing by the building's door to go inside (you will see a note telling you that as well). Once inside, you will see two ladders. Press down on the ladders to drop through them (yeah, it's dark -- we'll fix that shortly). At the bottom you will find a coffer with ten Emit Light scrolls. Grab these, and then activate one of them by right-clicking on the new icon in your action bar.&lt;/div&gt;&lt;div align="LEFT" style="margin-bottom: 0in;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div align="LEFT" style="margin-bottom: 0in;"&gt;Now that you can see well, look for the vent right above the coffer, in between the two ladders. Jump up to that vent and press the action button again. You can place a wood platform under the vent if you have trouble pressing the action button while jumping.  The new room on the other side of the vent is small and simple, but contains a powerful spellgem called Ball Lightning. Ball Lightning is your first ranged offensive spell, and it can do a lot of damage, which we'll see in action shortly.&lt;/div&gt;&lt;div align="LEFT" style="margin-bottom: 0in;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-wC4fejU7q88/TsLR0LwteWI/AAAAAAAAAvY/CfxH5G60tWo/s1600/vent.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://3.bp.blogspot.com/-wC4fejU7q88/TsLR0LwteWI/AAAAAAAAAvY/CfxH5G60tWo/s1600/vent.png" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div align="LEFT" style="margin-bottom: 0in;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div align="LEFT" style="margin-bottom: 0in;"&gt;&lt;/div&gt;&lt;div align="LEFT" style="margin-bottom: 0in;"&gt;&lt;/div&gt;&lt;div align="LEFT" style="margin-bottom: 0in;"&gt;Head back through the vent to the other room you were in, jump back up the ladders, and head through the second white door from the left. This will lead you to a room with a platform near the top with two doors. Take the left door. This is a “stash” room, as indicated on the dungeon map with the color yellow. Stash rooms have all kinds of stuff that will be helpful as you venture out. This particular one has three coffers.&lt;br /&gt;
&lt;br /&gt;
The most important things you will need here are the potions. The green potions will restore your health, the blue ones will restore your mana. There is also a Storm Dash spellgem, which makes it much faster to traverse wide open areas.  Once you have these, there's nothing more you absolutely need inside the building; but if you want to explore the rest of it, feel free, as there are other goodies lying around.&lt;/div&gt;&lt;div align="LEFT" style="margin-bottom: 0in;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div align="LEFT" style="margin-bottom: 0in;"&gt;Once you're done in the building, it's time to use the warp potions you found a couple chunks back. Rather than backtracking all the way through the building on foot, let's just warp straight outside! Press the period key until you see the region map instead of the dungeon map. Click on the long green rectangle, which represents the surface dungeon. &lt;/div&gt;&lt;div align="LEFT" style="margin-bottom: 0in;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-0NWjNrso0ck/TsLR6fcF2xI/AAAAAAAAAvg/I-Il-71a5Ro/s1600/Dungeon+Map.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://3.bp.blogspot.com/-0NWjNrso0ck/TsLR6fcF2xI/AAAAAAAAAvg/I-Il-71a5Ro/s1600/Dungeon+Map.png" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div align="LEFT" style="margin-bottom: 0in;"&gt;&lt;br /&gt;
You will then be looking at the dungeon map of the  surface instead of the building.  Click on the rightmost node in this  map that doesn't have a black line through it. This will warp you back  out to the grounds outside the building (or further, if you passed the  building before doubling back to go inside it). You can use these warp  potions to warp to places you've already been -- there's never a need to  backtrack unless you run out of warp potions!&lt;/div&gt;&lt;div align="LEFT" style="font-style: normal; margin-bottom: 0in;"&gt;&lt;/div&gt;&lt;div align="LEFT" style="font-style: normal; margin-bottom: 0in;"&gt;&lt;/div&gt;&lt;div align="LEFT" style="font-style: normal; margin-bottom: 0in;"&gt;&lt;b&gt;Back Outside; aka Our First Enemy!&lt;/b&gt;&lt;/div&gt;&lt;div align="LEFT" style="font-style: normal; font-weight: normal; margin-bottom: 0in;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div align="LEFT" style="font-style: normal; font-weight: normal; margin-bottom: 0in;"&gt;Now that you are back outside of the building, move on to the next area. As you can tell from the tombstones, the red slime up ahead can be pretty dangerous. But don't worry, you have the tools to take him out.&lt;br /&gt;
&lt;br /&gt;
As soon as you get on the same level as the slime, which looks like a big, red blob, fire your Ball Lightning at it a few times. Don't get too close, because if you do, it will attack you. Once it's dispatched, move through to the next area.&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-K5A5Q3r4rXI/TsMESHZaxXI/AAAAAAAAAwY/oKrZXm-yTps/s1600/FirstSlime.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://2.bp.blogspot.com/-K5A5Q3r4rXI/TsMESHZaxXI/AAAAAAAAAwY/oKrZXm-yTps/s1600/FirstSlime.png" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;/div&gt;&lt;div align="LEFT" style="font-style: normal; font-weight: normal; margin-bottom: 0in;"&gt;&lt;/div&gt;&lt;div align="LEFT" style="font-style: normal; font-weight: normal; margin-bottom: 0in;"&gt;This next area is the beginning of a cave. There's quite a bit in these “surface tunnels,” but for now, head towards the bottom left and go in the door you see in the wall. This will take us deeper into the cave, towards some raw gems so we can learn how to craft more spellgems.  You'll need to use something different to get past the next slime, which happens to be resistant to Ball Lightning &lt;i&gt;and&lt;/i&gt; Fire Touch.&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-WG0w-W7ZVSo/TsMEC_DU5JI/AAAAAAAAAwQ/eehODPZXH7E/s1600/cave.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://2.bp.blogspot.com/-WG0w-W7ZVSo/TsMEC_DU5JI/AAAAAAAAAwQ/eehODPZXH7E/s1600/cave.png" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;/div&gt;&lt;div align="LEFT" style="font-style: normal; font-weight: normal; margin-bottom: 0in;"&gt;&lt;/div&gt;&lt;div align="LEFT" style="font-style: normal; font-weight: normal; margin-bottom: 0in;"&gt;In the next cavern, simply head to the right and drop down to find the next door (you don't get damaged from falling... except in the lava flats where gravity is heavier...). Go through the door to the next cavern. Again head to the right, and you will see a bunch of skelebots (one of which even shoots back).  Take them  out with your Ball Lightning before you drop further down&lt;br /&gt;
&lt;br /&gt;
You don't &lt;i&gt;need&lt;/i&gt; to kill minor monsters in this game, but doing so means they won't be hitting you. Once you have gone down to that platform, head a bit more to the right and you will see another door -- behind which is the cavern containing the raw gems.&lt;/div&gt;&lt;div align="LEFT" style="font-style: normal; font-weight: normal; margin-bottom: 0in;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div align="LEFT" style="font-style: normal; margin-bottom: 0in;"&gt;&lt;b&gt;Mining Our First Gems..&lt;/b&gt;&lt;/div&gt;&lt;div align="LEFT" style="font-style: normal; font-weight: normal; margin-bottom: 0in;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div align="LEFT" style="font-style: normal; font-weight: normal; margin-bottom: 0in;"&gt;For the cavern with the gem veins, head to the left, drop straight down, and head left across the water, using platforms to get across. On the far side you'll find two easy-to-harvest raw jade gem veins. You can use Fire Touch on this to break it down, and you will get one raw jade and two jade gem dusts from each one.&amp;nbsp; There is a third gem vein on the far right side of the cavern, but that one is much more of a battle to collect.  &lt;/div&gt;&lt;div align="LEFT" style="font-style: normal; font-weight: normal; margin-bottom: 0in;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-Z6G-mbQ85xo/TsLSacWj1RI/AAAAAAAAAvo/3l_mkjwroeY/s1600/Crafting+benches.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://1.bp.blogspot.com/-Z6G-mbQ85xo/TsLSacWj1RI/AAAAAAAAAvo/3l_mkjwroeY/s1600/Crafting+benches.png" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div align="LEFT" style="font-weight: normal; margin-bottom: 0in;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div align="LEFT" style="font-style: normal; font-weight: normal; margin-bottom: 0in;"&gt;&lt;/div&gt;&lt;div align="LEFT" style="font-style: normal; font-weight: normal; margin-bottom: 0in;"&gt;Now that you've got the gem, head back two rooms (to the beginning of the cave), preferably by warping.&amp;nbsp; There are convenient coffers of warp scrolls in the gem vein caverns in case you are running low.&amp;nbsp; Once you're back at the surface tunnels, head to the top of the chunk and you will see the crafting benches as shown above. Press confirm while standing in front of the spellgem workbench. This will bring you to the spellgem crafting interface.&lt;br /&gt;
&lt;br /&gt;
Click on the raw jade to bring up the info on a spell called “Launch Rock”, this spell will help us against that next slime. Click craft, and the spell will now be in your action bar or inventory. If you don't see it, press “I” to view your inventory and you will find it there. There is another color of gem in the caves you can get if you wish, but it's not necessary, and it does require you to kill your first set of minibosses in order to get them.&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-2eoDjOVW0Qw/TsMDrHLErvI/AAAAAAAAAwA/HzM6pZHmVLM/s1600/crafting+screen.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://1.bp.blogspot.com/-2eoDjOVW0Qw/TsMDrHLErvI/AAAAAAAAAwA/HzM6pZHmVLM/s1600/crafting+screen.png" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;/div&gt;&lt;div align="LEFT" style="font-style: normal; font-weight: normal; margin-bottom: 0in;"&gt;&lt;/div&gt;&lt;div align="LEFT" style="font-style: normal; font-weight: normal; margin-bottom: 0in;"&gt;In the chunk where you crafted the spellgem, head to the bottom right there is a red and yellow slime blocking your way. Once again, don't get too close -- and this one has a twist, in that it's resistant to your Ball Lightning. You'll have to use Throw Rock to get past.&lt;/div&gt;&lt;div align="LEFT" style="font-style: normal; font-weight: normal; margin-bottom: 0in;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div align="LEFT" style="font-style: normal; font-weight: normal; margin-bottom: 0in;"&gt;With the second slime dead, finally you enter the last portion of the intro mission.&amp;nbsp; After that you will move on to the full game... only there's a giant skelebot miniboss standing in your way! You can choose to fight him or just slip quietly past.&lt;br /&gt;
&lt;br /&gt;
Whether or not you take him out is up to you, but, if you do, you will gain valuable EXP for your civilization, advancing you towards more and more powerful spells. If you don't, you will still have numerous other opportunities to gain the EXP you need in the main game itself.&amp;nbsp; Most EXP is gained by fighting bosses, though some is found by collecting EXP containers in large rooms in buildings.&lt;/div&gt;&lt;div align="LEFT" style="font-style: normal; font-weight: normal; margin-bottom: 0in;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div align="LEFT" style="font-style: normal; font-weight: normal; margin-bottom: 0in;"&gt;If you want to kill the boss, use spells like Ball Lightning and Throw Rock and try to hit him without falling down where he can physically attack you. You will still have to dodge the fireballs he's throwing at you even if you stay up high, though. If you prefer to skip the boss for now, you can use platforms and get above him, and simply walk to the other side of the chunk to leave. Either way, this ends the intro to the game.&lt;/div&gt;&lt;div align="LEFT" style="font-style: normal; font-weight: normal; margin-bottom: 0in;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-N-wyUdZb7sw/TsLSiRwgxvI/AAAAAAAAAvw/1Fe-4tzTBxI/s1600/Boss.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://4.bp.blogspot.com/-N-wyUdZb7sw/TsLSiRwgxvI/AAAAAAAAAvw/1Fe-4tzTBxI/s1600/Boss.png" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div align="LEFT" style="font-style: normal; font-weight: normal; margin-bottom: 0in;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div align="LEFT" style="font-style: normal; margin-bottom: 0in;"&gt;&lt;b&gt;Going Out Into The Full World; or What Now?&lt;/b&gt;&lt;/div&gt;&lt;div align="LEFT" style="font-style: normal; font-weight: normal; margin-bottom: 0in;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div align="LEFT" style="font-style: normal; font-weight: normal; margin-bottom: 0in;"&gt;After you leave the intro, you will be put into your first settlement. This settlement will likely be your “home base” for quite some time. In here are guardian stones that will fully heal you and restore your mana, and restore you up to four warp potions if you are running low.&amp;nbsp; You can see other people living here as well, who you will optionally be able to play as once you get some“Transfer Glyph” spell scrolls.&lt;br /&gt;
&lt;br /&gt;
From any settlement you will also be able to run a lot of the citybuilding and strategic-type features that will be unlocked as your civilization level increases. A lot of the "macrogame" features don't show up until civilization level 3, so you have some time to just explore in the side view and get used to that. &lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-kLGV6WBOBBo/TsMD3Anq9sI/AAAAAAAAAwI/row98AUtsag/s1600/otherNPCs.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://2.bp.blogspot.com/-kLGV6WBOBBo/TsMD3Anq9sI/AAAAAAAAAwI/row98AUtsag/s1600/otherNPCs.png" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;/div&gt;&lt;div align="LEFT" style="font-style: normal; font-weight: normal; margin-bottom: 0in;"&gt;&lt;/div&gt;&lt;div align="LEFT" style="font-style: normal; font-weight: normal; margin-bottom: 0in;"&gt;Leaving the right-hand side of the settlement chunk will take you to the world map, an overhead view. On the world map there is a numerical value to each tile -- this "region level" denotes the level of the enemies and bosses in each area, as well as the general quality of the rewards you'll find. Bosses and the EXP containers will grant more EXP the higher the region relative to your current level.&lt;br /&gt;
&lt;br /&gt;
If you feel the game is too easy, you can go to regions that are above your current level. Otherwise feel free to play in areas that are at or even below your level.&amp;nbsp; You can also tune the action or strategic difficulty of the game at any Difficulty Shrine.&amp;nbsp; You started out the intro mission next to such a shrine, and there is also one located in each settlement.&amp;nbsp; Any time you die, your new character will appear by one of those shrines.&lt;/div&gt;&lt;div align="LEFT" style="font-style: normal; font-weight: normal; margin-bottom: 0in;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div align="LEFT" style="font-style: normal; font-weight: normal; margin-bottom: 0in;"&gt;Besides the level of each region, you should also note some of the icons on the map. Many of them represent Rare Commodity Towers, which have multiple bosses guarding a rare crafting resource at the top. From time to time there will also be groups of rampaging monsters on your map. They will demand resources from your settlement, but you can fight them (and gain EXP for doing so) if you don't want to pay. You can right-click on any region for more information about the various icons.&lt;/div&gt;&lt;div align="LEFT" style="font-style: normal; font-weight: normal; margin-bottom: 0in;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-YsTe5BAdPL0/TsLSoe2O9tI/AAAAAAAAAv4/z-h7jYQFADw/s1600/Map.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://1.bp.blogspot.com/-YsTe5BAdPL0/TsLSoe2O9tI/AAAAAAAAAv4/z-h7jYQFADw/s1600/Map.png" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div align="LEFT" style="font-style: normal; font-weight: normal; margin-bottom: 0in;"&gt;&lt;/div&gt;&lt;div align="LEFT" style="font-style: normal; font-weight: normal; margin-bottom: 0in;"&gt;&lt;b&gt;Checklist Of General Early Game Goals&lt;/b&gt;&lt;br /&gt;
&lt;div align="LEFT" style="font-style: normal; font-weight: normal; margin-bottom: 0in;"&gt;&lt;br /&gt;
Here are a few suggestions for early goals that you can pursue:&lt;br /&gt;
&lt;br /&gt;
1. Explore various regions to gain new crafting materials to craft more powerful and exciting spellgems and spell scrolls.&amp;nbsp; The Reference Info button on the in-game menu (press escape to see) has detailed info on things you can craft, what materials are required, and even where you can typically find those materials.&lt;br /&gt;
&lt;br /&gt;
2. Try to gain as much EXP as possible by defeating bosses and exploring large buildings.&amp;nbsp; Getting better spells and equipment will really help you in this endeavor, hence the importance of exploring for better crafting materials.&amp;nbsp; Often you can accomplish both of these goals at once, as there tends to be minibosses guarding most of the more valuable crafting supplies.&lt;br /&gt;
&lt;br /&gt;
3. As your civilization levels up from all the EXP you are bringing in, you'll unlock the "strategic overlay" and the "settlement management" interfaces.&amp;nbsp; These let you build homes and other buildings for your NPCs, it lets you order around your NPCs to explore the world map, and it even lets you rescue other settlers that you find in the wilderness, adding to your population.&amp;nbsp; Improve the morale of your settlers to have them produce resources at peak efficiency.&amp;nbsp; There are a lot of in-game tips (and tooltips) explaining all of this once you gain access to it.&amp;nbsp; Bear in mind all of this is optional.&lt;br /&gt;
&lt;br /&gt;
4. Try to find the lieutenants that are oppressing the land, and then ultimately the overlord that they serve.&amp;nbsp; You probably won't have an overlord move into your world until you reach civilization level 10 or so.&amp;nbsp; And you'll likely need to be around level 20ish before you can take him out.&amp;nbsp; The overlord keeps and evil outposts of the lieutenants provide special and interesting challenges.&lt;br /&gt;
&lt;br /&gt;
5. Explore the world for its own sake!&amp;nbsp; Every time your civilization level increases, the world gets larger.&amp;nbsp; As your civilization level goes up you'll also start finding objects, enemies, crafting materials, and even whole region types that you've never seen before.&amp;nbsp; There's a lot to discover, and as the game continues to be developed further there will be more and more to find in your existing worlds.&lt;/div&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div align="LEFT" style="font-style: normal; font-weight: normal; margin-bottom: 0in;"&gt;&lt;/div&gt;&lt;div align="LEFT" style="font-style: normal; font-weight: normal; margin-bottom: 0in;"&gt;There's really a whole lot more in the game, but, you should go ahead and discover it for yourself. Have fun!&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5439941893980599296-1107929238670010285?l=christophermpark.blogspot.com' alt='' /&gt;&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/ChristopherMPark-Blog/~4/ZpKwbIrNH-U" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://christophermpark.blogspot.com/feeds/1107929238670010285/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=5439941893980599296&amp;postID=1107929238670010285" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/5439941893980599296/posts/default/1107929238670010285?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/5439941893980599296/posts/default/1107929238670010285?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/ChristopherMPark-Blog/~3/ZpKwbIrNH-U/valley-without-wind-getting-started.html" title="A Valley Without Wind Getting Started Guide - Take Two!" /><author><name>Christopher M. Park</name><uri>http://www.blogger.com/profile/16719365007524426389</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="32" height="32" src="http://3.bp.blogspot.com/-yj4ih5xZ8eo/TmTR95_dCeI/AAAAAAAAArM/p-bvRulMyb0/s220/Chris2.jpg" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://2.bp.blogspot.com/-7EaZfmMpg_E/TsLQktAlqvI/AAAAAAAAAuw/RtcPJdMrmdE/s72-c/Character+choice.png" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://christophermpark.blogspot.com/2011/11/valley-without-wind-getting-started.html</feedburner:origLink></entry><entry gd:etag="W/&quot;DE4MRno9cCp7ImA9WhdaFkk.&quot;"><id>tag:blogger.com,1999:blog-5439941893980599296.post-6830318456099670535</id><published>2011-10-26T12:30:00.003-04:00</published><updated>2011-10-26T12:36:27.468-04:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-10-26T12:36:27.468-04:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Games" /><category scheme="http://www.blogger.com/atom/ns#" term="A Valley Without Wind" /><category scheme="http://www.blogger.com/atom/ns#" term="Developer Journal" /><category scheme="http://www.blogger.com/atom/ns#" term="Game Design" /><title>More Reflections After A Month Of A Valley Without Wind's Beta</title><content type="html">Has it really been a whole month since beta came out?&amp;nbsp; How time flies.&amp;nbsp; It's been a while since I wrote &lt;a href="http://christophermpark.blogspot.com/2011/10/some-reflections-after-two-weeks-of.html"&gt;my two-week "thoughts on the beta" post&lt;/a&gt;, so I thought I'd do another such post &lt;br /&gt;
&lt;br /&gt;
The game is &lt;a href="http://arcengames.com/mediawiki/index.php?title=AVWW_-_Beta_Series_1_Release_Notes"&gt;still growing at a hefty rate&lt;/a&gt;, but we're no longer in that period where we're spending all our time polishing the core mechanics.&amp;nbsp; Which is definitely good -- there's been vastly more content added since the last post of this sort that I made.&lt;br /&gt;
&lt;br /&gt;
Let's look back at the same topics we talked about &lt;a href="http://christophermpark.blogspot.com/2011/10/some-reflections-after-two-weeks-of.html"&gt;last time&lt;/a&gt;, and see how they've progressed:&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Difficulty&lt;/b&gt;&lt;br /&gt;
Not a whole lot to report here, in the main -- we got this hashed out pretty well in the first couple of weeks, and players seem to be happy with where the difficulty is sitting, in the main.&amp;nbsp; We did introduce some new bosses that are much harder in some circumstances, but we've also introduced a lot of new player abilities that make things easier.&lt;br /&gt;
&lt;br /&gt;
At this stage, the difficulty of the game is into that "arms race" territory -- where the difficulty is generally fine, but we're constantly adding new enemies that make it harder and new abilities that make it easier again.&amp;nbsp; This is familiar to anyone who has ever followed the development of an AI War expansion, and one of the main net effects of this is that it gives the game a lot more variety and depth over time.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Complexity&lt;/b&gt;&lt;br /&gt;
Despite my intentions, I really haven't been able to address much of this yet.&amp;nbsp; I've instead been erring on the side of improving the experience for the players who already are able to get over the base difficulty curve.&amp;nbsp; This keeps the existing players happy, and gives more of a reward to anyone who picks up the game fresh and gets past that initial complexity perception.&lt;br /&gt;
&lt;br /&gt;
The "intro mission" has been something that I sit down to work on every day, and I get little bits and pieces done, but I have yet to really make significant progress on it.&amp;nbsp; I expect that to change very soon, but I keep saying that.&amp;nbsp; Usually when I have some reluctance to work on a specific feature, it's because I know there's some fatal flaw with my conception of that feature, but I just can't put my finger on it yet.&amp;nbsp; That's been my sense for my plans for the intro mission.&lt;br /&gt;
&lt;br /&gt;
Just this morning I actually did have a breakthrough on part of my plans for the intro mission, though, so maybe that means I'll be able to wrap this up sooner than later.&amp;nbsp; The lack of the intro mission is probably one of the single biggest things holding the game back from wider appeal at the moment, so I certainly feel antsy to "just get it done," but at the same time that's tempered by my desire to get it right the first time and avoid too much rework.&amp;nbsp; I've been plotting this out in word documents, and I think it's getting there.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;"Signal To Noise"&lt;/b&gt;&lt;br /&gt;
This is something that we've been taking some pretty enormous leaps and bounds with since last time.&amp;nbsp; As a few examples:&lt;br /&gt;
&lt;br /&gt;
The storm dash and storm rush spells let you traverse wide exterior areas in a much faster and more fun method, making it so the tedium there is gone in favor of some sonic-like frantic movement if you like.&lt;br /&gt;
&lt;br /&gt;
The game now has "stash rooms" in most buildings, with unusual and cool rewards that players have really responded positively to.&amp;nbsp; This makes it so that any building is quite rewarding, and you don't have to spend remotely so much time or effort building up your potion reserves.&amp;nbsp; The way that this has changed up the feel of exploration for the game is just immense.&lt;br /&gt;
&lt;br /&gt;
The game also now has EXP Containers that you can find in large rooms, and in particular in maze rooms.&amp;nbsp; This gives a point to long, dead-end hallways that previously were just a frustration.&amp;nbsp; Now you actually get some EXP out of it.&amp;nbsp; This also provides a new way for players to level up; if you are combat-averse, you can avoid boss fights and just level up by exploring around if you want.&lt;br /&gt;
&lt;br /&gt;
Exploration-only leveling takes a lot longer, and the best path is really to mix and match your sources of EXP gain, but it really expands the options that players have in how they choose to interact with the world.&amp;nbsp; You don't need to be a boss-slayer to progress at all in the game, now.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;New Content&lt;/b&gt;&lt;br /&gt;
This is another of the areas in which the game has really taken some enormous leaps.&amp;nbsp; We've not introduced very many new enemies just yet, but we've added tons of spells and spell scrolls and even a few outfitter items.&amp;nbsp; All of these new goodies expand the options that players have in terms of how they fight enemies or simply get around.&lt;br /&gt;
&lt;br /&gt;
I felt it was important to focus on player abilities first, so that players would be better-equipped to actually deal with new enemies as those get added in the coming weeks.&amp;nbsp; Some other really major additions are still upcoming in the coming weeks as well, such as the long-awaited elemental damage, which will really change up how both offensive and defensive combat loadouts are chosen.&lt;br /&gt;
&lt;br /&gt;
Speaking of defensive loadouts, that's another area that's seen a lot of new content in the last few weeks.&amp;nbsp; The new shield spells, the ability to summon crates, and even somewhat the miniature spell and other new traversal spells (greater teleport, lightning rocket, etc) all expand your options during a fight beyond simple reflex-based dodging.&lt;br /&gt;
&lt;br /&gt;
We've also added several new music tracks, tons and tons of furniture, and loads of new room templates.&amp;nbsp; There's still lots more to do with furniture, but as of the last post the interiors of rooms were always completely barren, and where we are now is a huge bound forward thanks to Josh's efforts in this area.&amp;nbsp; A lot of the cooler new room templates were actually &lt;a href="http://www.arcengames.com/forums/index.php/board,94.0.html"&gt;player-created&lt;/a&gt;, so it's awesome to see the map editor getting use outside of Arcen staff.&lt;br /&gt;
&lt;br /&gt;
A big part of any given boss fight in particular is the actual room structure itself.&amp;nbsp; Fighting the same boss in different rooms can lead to wildly different experiences.&amp;nbsp; There have been a lot of awesome boss room templates submitted in particular, and these really amp up the variety and excitement of the boss fights to a degree I hadn't quite expected. &lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Multiplayer&lt;/b&gt;&lt;br /&gt;
Yesterday on the main &lt;a href="http://arcengames.blogspot.com/"&gt;Arcen News Blog&lt;/a&gt; I posted about &lt;a href="http://arcengames.blogspot.com/2011/10/avww-beta-0531-glyph-transplants-and.html"&gt;the current state of multiplayer&lt;/a&gt;.&lt;b&gt;&amp;nbsp; &lt;/b&gt;We're still not release-ready on that, nor is a public release of that too imminent, but we're figuring out lots of things internally with it.&lt;br /&gt;
&lt;br /&gt;
We have it playable, but not performing with the combat precision that we want over the Internet, and so we're going through a lot of big changes there to make sure that the combat experience in multiplayer is equal to that of solo.&amp;nbsp; I'm still hopeful that we'll have the first multiplayer public version sometime in the next month, but only time will tell -- I don't have anything remotely resembling a firm ETA as yet.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Conclusion&lt;/b&gt;&lt;br /&gt;
Things continue to go well.&amp;nbsp; We're increasingly shifting into the content development phase of the dev cycle, and that's always exciting for us and players because each new bit of content really increases what you can do in the game.&lt;br /&gt;
&lt;br /&gt;
Multiplayer has been draining about half of our programming hours for the last couple of weeks and likely will continue to do so for another few weeks or a month, but despite that the rest of the game is still growing and changing at an excellent clip.&lt;br /&gt;
&lt;br /&gt;
I still think that the new player experience is a key thing that is holding the game back at the moment, but I think we are making at least incremental progress in getting that to where it needs to be.&amp;nbsp; All good things in time!&amp;nbsp; We're still hugely encouraged by everything that we're seeing during this beta period, and it remains our most successful public beta to date.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5439941893980599296-6830318456099670535?l=christophermpark.blogspot.com' alt='' /&gt;&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/ChristopherMPark-Blog/~4/w9Qyu6v5HDo" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://christophermpark.blogspot.com/feeds/6830318456099670535/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=5439941893980599296&amp;postID=6830318456099670535" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/5439941893980599296/posts/default/6830318456099670535?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/5439941893980599296/posts/default/6830318456099670535?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/ChristopherMPark-Blog/~3/w9Qyu6v5HDo/more-reflections-after-month-of-valley.html" title="More Reflections After A Month Of A Valley Without Wind's Beta" /><author><name>Christopher M. Park</name><uri>http://www.blogger.com/profile/16719365007524426389</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="32" height="32" src="http://3.bp.blogspot.com/-yj4ih5xZ8eo/TmTR95_dCeI/AAAAAAAAArM/p-bvRulMyb0/s220/Chris2.jpg" /></author><thr:total>0</thr:total><feedburner:origLink>http://christophermpark.blogspot.com/2011/10/more-reflections-after-month-of-valley.html</feedburner:origLink></entry><entry gd:etag="W/&quot;AkQBRX47cCp7ImA9WhdUGUQ.&quot;"><id>tag:blogger.com,1999:blog-5439941893980599296.post-6017743851944028472</id><published>2011-10-07T10:08:00.001-04:00</published><updated>2011-10-07T10:39:14.008-04:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-10-07T10:39:14.008-04:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Games" /><category scheme="http://www.blogger.com/atom/ns#" term="A Valley Without Wind" /><category scheme="http://www.blogger.com/atom/ns#" term="Developer Journal" /><category scheme="http://www.blogger.com/atom/ns#" term="Game Design" /><title>Some Reflections After Two Weeks Of A Valley Without Wind's Beta</title><content type="html">If you've been following the main &lt;a href="http://arcengames.blogspot.com/"&gt;Arcen News Blog&lt;/a&gt;, or the &lt;a href="http://www.arcengames.com/forums/index.php/board,92.0.html"&gt;AVWW Forum&lt;/a&gt;, or any of our social media, then I'm sure you've seen that we've put out &lt;a href="http://arcengames.com/mediawiki/index.php?title=AVWW_-_Beta_Series_1_Release_Notes"&gt;a few metric tons of releases&lt;/a&gt; for A Valley Without wind in the last two weeks.&amp;nbsp; We're presently working on update #20, actually.&lt;br /&gt;
&lt;br /&gt;
So, how have things been going?&amp;nbsp; Sales-wise, we started out with a real bang, and then it's gotten a bit quieter as the initial wave of press passed and all the players who had been most anxiously awaiting the game already now have it.&amp;nbsp; This is already our second-best-selling beta yet, though, and it's only been two weeks -- within the first month, this will have surpassed what Light of the Spire sold in three months of beta.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That's great, but of course sales aren't the core reason that we do these public betas in the first place -- what are we &lt;i&gt;learning &lt;/i&gt;from all this exposure to players?&amp;nbsp; Well, quite a lot actually.&amp;nbsp; The difficulty curve was all out of whack, the lack of loot drops and the unkillable monster spawners really bugged people, and there were a number of mechanics that were found to be too complex even by our hardcore forum fans, and so on.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Difficulty&lt;/b&gt;&lt;br /&gt;
The difficulty curve is now consistent throughout the game, which is great, but in the process we've had to rebalance everything, and that's led to some wild oscillations in some parts of difficulty -- mostly toward the harder end.&amp;nbsp; Still working on that!&amp;nbsp; This 20th release, to be available later today, should address most if not all of the remaining large issues with difficulty being too high.&lt;br /&gt;
&lt;br /&gt;
I was actually really pleased with the difficulty flow of the game right at the start of beta, but after about 10 levels of play that really started breaking down and the game got progressively easier.&amp;nbsp; Having a growing pool of players in the level 30-40 range or even higher has been really invaluable for us -- testers invaluable to any game, especially at this stage in the life of a game.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Complexity&lt;/b&gt;&lt;br /&gt;
Ever since A Valley Without Wind was first conceived, it's been our goal to have it be so simple that we didn't even need a tutorial to get new players started with it.&amp;nbsp; I loved how Minecraft or similar just plops you down and you're left to forage and expand, etc (though I understand a tutorial was added there more recently than I last played).&lt;br /&gt;
&lt;br /&gt;
On the other hand, we wanted our usual incredible amount of depth to this game -- just gating most of that depth and complexity into a natural game-like progression.&amp;nbsp; Games that are easy to pick up are awesome, but once players have their feet wet they shouldn't be asking "is this all?"&lt;br /&gt;
&lt;br /&gt;
So that's been an interesting balancing challenge for us, and I think overall we've done a pretty good job of getting into the right ballpark.&amp;nbsp; We were taken by surprise both in alpha and beta by how complex certain parts of the game were perceived to be, but again that's why we get the players involved early -- it's very hard to objectively judge the complexity of something you thought of.&amp;nbsp; And if you let the game get too far along without getting that critical external feedback, there are some kinds of complexity that just get too interwoven into the game that you can't later take out.&lt;br /&gt;
&lt;br /&gt;
We've made a lot of strides on the complexity front already: adding more tooltips, simplifying the crafting interface, level-gating the strategic and citybuilding aspects of the game so that you don't have to deal with them immediately, and most recently taking out the "profession books" for the main three kinds of crafting.&amp;nbsp; Those added complexity without fun, which I wrote about in more length &lt;a href="http://arcengames.blogspot.com/2011/10/avww-beta-0519-mysterious-pylons.html"&gt;in the release notes&lt;/a&gt;.&lt;br /&gt;
&lt;br /&gt;
So all of this helps a lot, but there is still more we need to do.&amp;nbsp; We're going to be adding a little introductory "mission" that players have to go through in new worlds.&amp;nbsp; It's not really a tutorial -- the linear mission will give you the basic tools you'd need to find for yourself anyhow, and make you use them as you would anyhow, while giving you onscreen tips just in case you feel stuck.&amp;nbsp; This should take all of 5 minutes to play through, or even less for players who already know how to play, and that should serve as a much more fun and game-like introduction to the game rather than just reading lots of stuff from the adviser guardian.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;"Signal To Noise"&lt;/b&gt;&lt;br /&gt;
One of the interesting things about making a really huge infinite world is that one of two things happen: on one end of the spectrum you're constantly tripping over awesome stuff all the time, and the world feels small because you don't really have to go anywhere to accomplish anything; on the other end of the spectrum the world is incredibly vast and sparsely populated, and you wind up having to really trawl immense tracts of land to get anything done.&lt;br /&gt;
&lt;br /&gt;
Right now AVWW is somewhere in the middle, which is the overall best place to be, but "the middle" is a broad place.&amp;nbsp; AVWW definitely leans toward the side of being too large and sparsely populated.&amp;nbsp; There's a ton of awesome stuff in here, and players who bother to learn how to use the dungeon map and world map, and who read the tooltips, can find those things with ease.&lt;br /&gt;
&lt;br /&gt;
Of course some of the traversal is still a bit too longwinded to be as fun as we'd like (maze rooms have come up a lot in particular as needing tuning).&amp;nbsp; And even more core is the issue that players tend not to want to read.&amp;nbsp; I'm as guilty of it as anyone -- just let me &lt;i&gt;play&lt;/i&gt;.&amp;nbsp; If the game looks familiar enough that I think I should know what I'm doing, I figure I'll figure all the stuff out as I go.&lt;br /&gt;
&lt;br /&gt;
That's a challenging problem to combat, because one of the things that I like to do in my games -- as you see in AI War, for instance -- is to give the player a lot of choices and let them figure out what matters to them.&amp;nbsp; In AI War, if you try to take every planet you will usually wind up losing because of the AI's rising aggression.&amp;nbsp; In AVWW there is no penalty for trying to explore every room in every building, but it sure is boring to do; we intended for people to scout the buildings, find the rooms of interest, grab the loot, and get out.&lt;br /&gt;
&lt;br /&gt;
And a number of players do just this; but still others don't.&amp;nbsp; So that's still something we're trying to find the sweet spot on, and again the beta testers are being absolutely invaluable for this.&amp;nbsp; I think we're not that far off at this point, but there's still some more condensing and such that needs to be done.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;New Content&lt;/b&gt;&lt;br /&gt;
With all the flood of feedback about the existing content, and all the revisions to balance and so forth, there's been limited time to work on new content thus far.&amp;nbsp; But we have managed to add in a couple of new enemies, and our update #20 includes the first batch of new spells.&amp;nbsp; We've also added a lot of macro-game type additions all throughout -- the citybuilding bits have really grown, and we got things like consciousness nodes, pylons, vortexes, and resource deposits added on the world map.&amp;nbsp; And there's been a large number of new boss room templates, too -- things like that.&lt;br /&gt;
&lt;br /&gt;
Thankfully a lot of the revision-type work looks like it is overall winding down, so I expect to see the focus really shifting soon into blasting out tons of more content.&amp;nbsp; I know that's something that a number of players have been really waiting for most eagerly, and so have we, but I think the last two weeks have been incredibly valuable to the game.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Multiplayer&lt;/b&gt;&lt;br /&gt;
Multiplayer is something we've decided to make a focus sooner than later.&amp;nbsp; Still no ETA on that, but Keith is going to be sinking most of his time into that starting today.&amp;nbsp; It's going to be rough and in need of a lot of beta testing right at the start once we first publicly release it, but hopefully within a couple of weeks of the first release into the hands of the core beta testers, we'll have it ready for wider dissemination.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Why Release This Early?&lt;/b&gt;&lt;br /&gt;
A comment that comes up occasionally from people who don't really "get" the game yet, or who just aren't that interested in it at all (hey, that happens)&lt;b&gt; &lt;/b&gt; is "why release the game in such an early state?"&amp;nbsp; Usually with added snark or nastiness.&lt;br /&gt;
&lt;br /&gt;
That really gets under my skin a bit, I have to say.&amp;nbsp; We've got loads of players who are clearly having a blast with the beta, and the feedback we're getting from the dozens who are choosing to give feedback has been nothing short of amazing.&amp;nbsp; This is how we make games at Arcen -- we actually listen to players and value what they have to say.&lt;br /&gt;
&lt;br /&gt;
But you can't listen to players if they can't play the game.&amp;nbsp; And if the game is already finished, then there's not a lot that player feedback that the players can really give.&amp;nbsp; Ergo: if you want player feedback, you have to get them involved once the core of the game is solid, but before the full shape of the game is even remotely finished.&lt;br /&gt;
&lt;br /&gt;
I think that when a lot of people ask for feedback, they're really saying "tell me you like it and think it's perfect in every way."&amp;nbsp; I actually want to know when there's something up with the game that makes it less fun, or more tedious, or too complex, or whatever.&amp;nbsp; When we know about those things, we can do something about it.&lt;br /&gt;
&lt;br /&gt;
To some extent, that means that the players who get in early get to see "how the hotdog is made" a bit.&amp;nbsp; And if somebody really doesn't want to know that sort of information and gets turned off the game by it... well, that's a cost of being open, I guess.&amp;nbsp; But I think we and the game gain a lot more in the long-run by getting players involved in a real, early, and meaningful way.&amp;nbsp; Next time you complain about a released game having some fundamental flaws that you just can't understand, remember -- that's what can happen when games are developed in a vacuum.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;The Bottom Line?&lt;/b&gt;&lt;br /&gt;
Things are going really well, I think.&amp;nbsp; We have a growing contingent of players who seem really happy with the game, and the early press has been largely quite positive.&amp;nbsp; There are still a few fundamental things we're trying to get tuned exactly right, and the new player experience still needs a lot of work in particular, but in another week it's going to be in a whole different place than it is even now.&lt;br /&gt;
&lt;br /&gt;
In short: we're one of the few game developers, indie or otherwise, to experiment with a development process remotely this open.&amp;nbsp; And I think that the process is working quite well.&amp;nbsp; Only time will really tell, of course, but based on the first two weeks of beta I'm strongly encouraged.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5439941893980599296-6017743851944028472?l=christophermpark.blogspot.com' alt='' /&gt;&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/ChristopherMPark-Blog/~4/Nm_yWnszqQc" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://christophermpark.blogspot.com/feeds/6017743851944028472/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=5439941893980599296&amp;postID=6017743851944028472" title="4 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/5439941893980599296/posts/default/6017743851944028472?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/5439941893980599296/posts/default/6017743851944028472?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/ChristopherMPark-Blog/~3/Nm_yWnszqQc/some-reflections-after-two-weeks-of.html" title="Some Reflections After Two Weeks Of A Valley Without Wind's Beta" /><author><name>Christopher M. Park</name><uri>http://www.blogger.com/profile/16719365007524426389</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="32" height="32" src="http://3.bp.blogspot.com/-yj4ih5xZ8eo/TmTR95_dCeI/AAAAAAAAArM/p-bvRulMyb0/s220/Chris2.jpg" /></author><thr:total>4</thr:total><feedburner:origLink>http://christophermpark.blogspot.com/2011/10/some-reflections-after-two-weeks-of.html</feedburner:origLink></entry><entry gd:etag="W/&quot;AkEDRnc5eip7ImA9WhdUEEk.&quot;"><id>tag:blogger.com,1999:blog-5439941893980599296.post-2661789089263986559</id><published>2011-09-26T10:51:00.000-04:00</published><updated>2011-09-26T10:51:17.922-04:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-09-26T10:51:17.922-04:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Games" /><category scheme="http://www.blogger.com/atom/ns#" term="A Valley Without Wind" /><title>A Valley Without Wind: Public Beta Begins Now! (Plus New Trailer)</title><content type="html">Today is the day that the public beta finally begins!&amp;nbsp; We've &lt;a href="http://www.arcengames.com/w/index.php/games/avww-features"&gt;fixed up the website&lt;/a&gt; with &lt;a href="http://www.arcengames.com/w/index.php/avww-locales-enemies"&gt;new&lt;/a&gt; &lt;a href="http://www.arcengames.com/w/index.php/avww-gettingstarted"&gt;information&lt;/a&gt;, &lt;a href="http://www.arcengames.com/w/index.php/avww-screenshots"&gt;screenshots&lt;/a&gt;, and all the recent &lt;a href="http://www.arcengames.com/w/index.php/avww-videos"&gt;videos&lt;/a&gt;, including the one below.&lt;br /&gt;
&lt;br /&gt;
Most importantly you can now &lt;a href="http://www.arcengames.com/w/index.php/avww-downloads"&gt;download the demo&lt;/a&gt;, and give the first six civilization levels a full crack if you think the game sounds interesting.&amp;nbsp; The only restriction is that your civ level can't go past level 6.&amp;nbsp; If you're loving it, here's the &lt;a href="http://sites.fastspring.com/arcengames/product/avalleywithoutwind?action=adds"&gt;preorder page&lt;/a&gt; in our online store where you can get the game for 50% off during early beta -- only $10 USD!&lt;br /&gt;
&lt;br /&gt;
Here's the beta trailer:&lt;br /&gt;
&lt;br /&gt;
&lt;object height="344" width="425"&gt; &lt;param name="movie" value="http://www.youtube.com/v/asLUQ2gKFmc&amp;amp;hl=en_US&amp;amp;fs=1&amp;amp;hd=1"/&gt;&lt;param name="allowFullScreen" value="true" /&gt;&lt;param name="allowscriptaccess" value="always" /&gt;&lt;embed type="application/x-shockwave-flash" width="425" height="344" src="http://www.youtube.com/v/asLUQ2gKFmc&amp;amp;hl=en_US&amp;amp;fs=1&amp;amp;hd=1" allowscriptaccess="always" allowfullscreen="true"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5439941893980599296-2661789089263986559?l=christophermpark.blogspot.com' alt='' /&gt;&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/ChristopherMPark-Blog/~4/dztMsCc0t68" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://christophermpark.blogspot.com/feeds/2661789089263986559/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=5439941893980599296&amp;postID=2661789089263986559" title="2 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/5439941893980599296/posts/default/2661789089263986559?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/5439941893980599296/posts/default/2661789089263986559?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/ChristopherMPark-Blog/~3/dztMsCc0t68/valley-without-wind-public-beta-begins.html" title="A Valley Without Wind: Public Beta Begins Now! (Plus New Trailer)" /><author><name>Christopher M. Park</name><uri>http://www.blogger.com/profile/16719365007524426389</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="32" height="32" src="http://3.bp.blogspot.com/-yj4ih5xZ8eo/TmTR95_dCeI/AAAAAAAAArM/p-bvRulMyb0/s220/Chris2.jpg" /></author><thr:total>2</thr:total><feedburner:origLink>http://christophermpark.blogspot.com/2011/09/valley-without-wind-public-beta-begins.html</feedburner:origLink></entry><entry gd:etag="W/&quot;Dk8HR3s6eCp7ImA9WhdVGU0.&quot;"><id>tag:blogger.com,1999:blog-5439941893980599296.post-8223219194876466243</id><published>2011-09-23T21:39:00.003-04:00</published><updated>2011-09-24T18:53:56.510-04:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-09-24T18:53:56.510-04:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Games" /><category scheme="http://www.blogger.com/atom/ns#" term="A Valley Without Wind" /><title>A Valley Without Wind: Locales And Enemies</title><content type="html">As you journey through your own unique world of Environ, you'll primarily be splitting your time between exterior landscapes, building interiors, and underground caverns.&amp;nbsp; Not only that, but you'll be traversing shards of nine different time periods, ranging from the prehistoric, to medieval, to modern, to far-future.&amp;nbsp; Each has a very different feel, often different enemies, and often unique rewards.&lt;br /&gt;
&lt;br /&gt;
While the game is in beta, of course, the all of the full content from all these areas of the game is not remotely yet in place.&amp;nbsp; However, that said:&lt;br /&gt;
&lt;ul&gt;&lt;li&gt;You can visit all nine of the time periods already.&lt;/li&gt;
&lt;li&gt;There are at least four different character models for NPCs in each of the seven human-inhabited time periods.&lt;/li&gt;
&lt;li&gt;There are already a number of unique bits specific to each time period's shards.&lt;/li&gt;
&lt;/ul&gt;Enough enumeration -- a lot of the fun of a game like this comes from simply exploring it and seeing what cool things you can find.&amp;nbsp; So we won't provide an exhaustive spoiler-laden list here, or attempt to show everything.&amp;nbsp; Suffice it to say, we've had some alpha testers that put more than two dozen hours into the game, and they didn't even see everything that the game contained at that stage of &lt;i&gt;alpha&lt;/i&gt;.&amp;nbsp; Right from the start of beta, this is a respectably varied world, and it's only going to get more vast as beta continues.&lt;br /&gt;
&lt;br /&gt;
Here's a few specific snapshots to give you an idea of what you might encounter on your journey.&amp;nbsp; All of these are full-resolution (no downscaling, no JPEG or video compression, etc), just cropped down to make them fit in to 600px wide:&lt;br /&gt;
&lt;br /&gt;
&lt;div style="text-align: center;"&gt;&lt;b&gt;Fighting A Blue Amoeba In An Underground Cavern&lt;/b&gt;&lt;br /&gt;
As you gain civ levels, you'll actually start running into the even-more-deadly red amoebas, so watch out!&amp;nbsp; This is also a relatively close-to-the-surface underground dungeon; as you delve further underground, the number of wooden platforms decreases, the monsters become tougher, and eventually you'll find yourself in a heated lava climate.&amp;nbsp; &lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-L8zh0viDiU0/Tn0KIFwrJ6I/AAAAAAAAAtM/TPc1fenrxD4/s1600/AmoebaFightUnderground.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://3.bp.blogspot.com/-L8zh0viDiU0/Tn0KIFwrJ6I/AAAAAAAAAtM/TPc1fenrxD4/s1600/AmoebaFightUnderground.png" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;
&lt;div style="text-align: center;"&gt;&lt;b&gt;Charging A Rhino&lt;/b&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;The grasslands surface areas (and sometimes interiors!) commonly have rhinos running about them.&amp;nbsp; Rhinos move pretty fast, and stop for nothing short of a brick wall.&amp;nbsp; This character is casting the Forest Rage spell at the rhino, but unfortunately it looks like not only did she miss, but the rhino is closing in.&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-WdtBKoj91_c/Tn0LIwEMhuI/AAAAAAAAAtU/POl9Fk96sBg/s1600/ChargingARhino2.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://4.bp.blogspot.com/-WdtBKoj91_c/Tn0LIwEMhuI/AAAAAAAAAtU/POl9Fk96sBg/s1600/ChargingARhino2.png" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;
&lt;div style="text-align: center;"&gt;&lt;b&gt;Creeping Death Inside Pyramid&lt;/b&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;This character is casting the creeping death spell on some desert burrowers inside a pyramid hallway.&amp;nbsp; Creeping death is a particularly nasty entropy-based spell (there are six colors/elements in all), and is one of the few that presently can harm your allies or NPCs.&amp;nbsp; The doors you see behind the spell lead further into the pyramid (she's about halfway up at the moment), into massive maze-rooms filled with enemies.&lt;b&gt; &lt;/b&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-LhOkFp6DDB0/Tn0OZYZdZyI/AAAAAAAAAtc/_1Fh7W-DFH8/s1600/CreepingDeath2.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://2.bp.blogspot.com/-LhOkFp6DDB0/Tn0OZYZdZyI/AAAAAAAAAtc/_1Fh7W-DFH8/s1600/CreepingDeath2.png" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;
&lt;div style="text-align: center;"&gt;&lt;b&gt;Decrepit Modern Building&lt;/b&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;This is a building from the modern time period, and the character is casting Ice Cross to the far side of the image, which is what is providing the paltry light here.&amp;nbsp; The Emit Light spell would be a far more effective choice, but as it stands this old building looks more like something out of a horror movie.&amp;nbsp; Buildings don't yet have furniture in them -- that's one of the things coming throughout beta -- but the walls, floorplans, and room designs are heavily varied already.&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-feLrM9FDN4Y/Tn0PnuAMfpI/AAAAAAAAAtg/MNn0AKp9nMY/s1600/DecrepitBuilding2.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://2.bp.blogspot.com/-feLrM9FDN4Y/Tn0PnuAMfpI/AAAAAAAAAtg/MNn0AKp9nMY/s1600/DecrepitBuilding2.png" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;
&lt;div style="text-align: center;"&gt;&lt;b&gt;Desert Hut&lt;/b&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;Thus far, all of the images have depicted characters who were actually from the time period of the region shards they were journeying in.&amp;nbsp; However, this is a character from the medieval time period (which you won't be finding until much later in the game), and he's traversing a bronze age desert exterior.&amp;nbsp; This is perfectly normal -- you'll start out with only futuristic ice age characters to choose from, complete with sci-fi snowsuits, and as you journey you'll eventually unlock characters from all the time periods as playable options.&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-8sFyUypM7wE/Tn0QUQeE3OI/AAAAAAAAAtk/lIM451zJOac/s1600/DesertHut2.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://2.bp.blogspot.com/-8sFyUypM7wE/Tn0QUQeE3OI/AAAAAAAAAtk/lIM451zJOac/s1600/DesertHut2.png" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;
&lt;div style="text-align: center;"&gt;&lt;b&gt;Destroyed Room&lt;/b&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;This is an example of a destroyed room in a modern building.&amp;nbsp; There is never, ever, anything interesting in these; and they are marked with a bomb symbol on their doors so that you can see to ignore them.&amp;nbsp; Why have bombed-out rooms?&amp;nbsp; Because players -- including us -- hate doors that your all-powerful magical character mysteriously can't open.&amp;nbsp; It's like the chain-link fence kryptonite joke.&amp;nbsp; At any rate, in the wake of the cataclysm, buildings are in varying states of destruction -- some are all but impassible, others are pristine.&amp;nbsp; You &lt;i&gt;can&lt;/i&gt; go into any room in any of the buildings, but the bombed-out ones are items you can easily (and happily) mark off your exploration list.&amp;nbsp; The spell shown is Douse Monster Nest, by the way.&lt;b&gt;&lt;/b&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-qrOFa3qtlyM/Tn0RFY12eZI/AAAAAAAAAto/o99Q-2LVdqc/s1600/DestroyedRoom2.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://3.bp.blogspot.com/-qrOFa3qtlyM/Tn0RFY12eZI/AAAAAAAAAto/o99Q-2LVdqc/s1600/DestroyedRoom2.png" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;
&lt;div style="text-align: center;"&gt;&lt;b&gt;Settlement Management (Citybuilding) Interface&lt;/b&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;This  is one of two screenshots that we're actually not going to crop down,  so you'll have to click through to see the entire screen resolution on  this one.&amp;nbsp; This is where you can create homes and jobs for your NPCs,  assign them places to live and work, and provide them with amenities  like wells, grave plots, upgraded homes, and so on.&lt;b&gt; &lt;/b&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-AMWGy1lrVM8/Tn0NVmJrBuI/AAAAAAAAAtY/WDyxJ_0Ea9I/s1600/Citybuilding.png" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="360" src="http://3.bp.blogspot.com/-AMWGy1lrVM8/Tn0NVmJrBuI/AAAAAAAAAtY/WDyxJ_0Ea9I/s640/Citybuilding.png" width="640" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;div style="text-align: center;"&gt;&lt;b&gt;Avoiding Death With Auto-Applied Potions&lt;/b&gt;&lt;br /&gt;
This character is exploring next to a pyramid in a region far above his civ level of 6.&amp;nbsp; As such, the lightning esper bolt that you see piercing him has brought his health to zero -- but since he was carrying healing items with him, one of them was auto-applied to save him from death.&amp;nbsp; The recharge time when a healing item is auto-applied is extra long, though, so he won't be able to heal himself again (automatically or otherwise) for another 20 seconds.&amp;nbsp; If the esper (or another monster) lands another killing blow within that span of time, the character will be permanently dead and the player will have to choose another to continue with.&amp;nbsp; Those spear-skulls the character is jumping over are monster spawners, incidentally.&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-UOSg_w9iX2o/Tn0STHDpeRI/AAAAAAAAAts/Jg-8ae_1cAE/s1600/EsperAndAutoPotion2.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://4.bp.blogspot.com/-UOSg_w9iX2o/Tn0STHDpeRI/AAAAAAAAAts/Jg-8ae_1cAE/s1600/EsperAndAutoPotion2.png" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;
&lt;div style="text-align: center;"&gt;&lt;b&gt;Terrence Crow's Grave&lt;/b&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;What's the name of that character above? ...Oh.&amp;nbsp; Looks like the espers did him in, after all.&amp;nbsp; Each settlement starts out with 100 grave plots forming a graveyard.&amp;nbsp; Every time your current character dies, or an NPC associated with that settlement dies, one of the grave plots will get filled with their actual grave.&amp;nbsp; It also depresses the local NPCs for ten macro-game turns, making them less effective.&amp;nbsp; If you play for long enough, you'll have to put down more grave plots to prevent your graves from spilling out into the rest of your settlement where you don't want them.&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-kW_RB_iLPHU/Tn0TPv5uFFI/AAAAAAAAAtw/q8i4xVh9oVU/s1600/GraveyardPlots2.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://1.bp.blogspot.com/-kW_RB_iLPHU/Tn0TPv5uFFI/AAAAAAAAAtw/q8i4xVh9oVU/s1600/GraveyardPlots2.png" /&gt;&amp;nbsp;&lt;/a&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;b&gt;Forest Battle With Bats&lt;/b&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;This character is from the pre-industrial time period, and she's using the Circle of Fire spell to strike back at some bats that are following her through a daytime forest.&amp;nbsp; Circle of Fire is great to use against bats because often they'll swarm around you, and one use of this spell can hit a lot of targets if you're careful about it.&amp;nbsp; It's also hitting the background trees and stumps and such; ice cross and fire touch also do this, as does energy pulse, but most offensive spells don't impact the background.&lt;b&gt;&lt;/b&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-zMzX_1XUD9c/Tn0UQRtSQUI/AAAAAAAAAt0/lqAaegzIHpU/s1600/ForestBattleWithBats2.png" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://4.bp.blogspot.com/-zMzX_1XUD9c/Tn0UQRtSQUI/AAAAAAAAAt0/lqAaegzIHpU/s1600/ForestBattleWithBats2.png" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;
&lt;div style="text-align: center;"&gt;&lt;b&gt;Launch Meteor&lt;/b&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;Personally, this is one of my favorite spells at the moment.&amp;nbsp; Launch Rock is a spell that you can craft right from the start of the game, and it's pretty neat -- it does pretty much what it says on the tin.&amp;nbsp; Launch Meteor is a spellgem recipe that you have to unlock through profession books, and it uses magma -- one of those rare commodities that you have to climb a boss-ridden tower to find a single unit of.&amp;nbsp; Magma will ultimately be useful for more than just the launch meteor spell, but it will have to be something pretty cool to keep me from using it over launch meteor, which crashes through multiple enemies in a wicked, flaming arc.&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-ighFfjaqteg/Tn0VGR9O6-I/AAAAAAAAAt4/UX7pl47hpK4/s1600/MeteorAtHouse3.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://3.bp.blogspot.com/-ighFfjaqteg/Tn0VGR9O6-I/AAAAAAAAAt4/UX7pl47hpK4/s1600/MeteorAtHouse3.png" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;
&lt;div style="text-align: center;"&gt;&lt;b&gt;Moon Rising&lt;/b&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;Even Environ's moon didn't escape the carnage of the cataclysm, as you can see.&amp;nbsp; Every 10 minutes of game time is a day/night cycle, although you can accelerate to morning or evening using the Sunrise and Nightfall spells (if you can get your hands on some of the rare sunstone or moonstone, that is).&amp;nbsp; At present the day/night cycle doesn't have an impact on gameplay, but during beta we'll be introducing spells and enemies that are affected by the time of day.&amp;nbsp; Also please note that the global passage of time is counted in macro-game turns, which are considered more equivalent to weeks and which you can advance via the strategy or settlement-management screens.&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-BcRdmO1zjHE/Tn0XvZj0_kI/AAAAAAAAAuA/NByHJhjhLCc/s1600/MoonRising2.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://4.bp.blogspot.com/-BcRdmO1zjHE/Tn0XvZj0_kI/AAAAAAAAAuA/NByHJhjhLCc/s1600/MoonRising2.png" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;
&lt;div style="text-align: center;"&gt;&lt;b&gt;The World Map&lt;/b&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;Here's a small slice of the world map.&amp;nbsp; This is how you get between the various regions.&amp;nbsp; As you can see, the cataclysm has thrown the time-shards together in a somewhat haphazard fashion.&amp;nbsp; You can tell roughly how difficult a given region is going to be based on the region level it has -- if the region level is higher than your current civilization level, then be careful there!&amp;nbsp; Of course, some region types -- the ocean, the lava flats, and the deep spring to mind -- are &lt;i&gt;always &lt;/i&gt;exceptionally dangerous.&lt;b&gt;&amp;nbsp;&lt;/b&gt; &lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-W7wPrgVIT14/Tn0ZJ4rgSzI/AAAAAAAAAuE/ijrJ-R3kASs/s1600/WorldMap2.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://4.bp.blogspot.com/-W7wPrgVIT14/Tn0ZJ4rgSzI/AAAAAAAAAuE/ijrJ-R3kASs/s1600/WorldMap2.png" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;
&lt;div style="text-align: center;"&gt;&lt;b&gt;Strategic Map&lt;/b&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;And now we've come to the second of the two full screenshots that I'm not going to crop down -- you'll want to click this to see it at full resolution, for sure.&amp;nbsp; This is the strategic map, which lets you order your NPCs around to do things outside of the settlement in which they live.&amp;nbsp; At the moment it's pretty much three things that they can do: they can scout regions for you (removing that crosshatch fog that you see below on many of the regions); they can build wind shelters (and the attendant roads) for you; and they can invite new NPCs to join their settlement (you have to have located the target NPCs first on your own).&amp;nbsp; This is a part of the game that is still in relatively early stages, like the citybuilding sections, but it's a part of the game that we're very excited about.&amp;nbsp; These :macro-game: bits are turn-based, like a &lt;i&gt;very &lt;/i&gt;light 4X strategy game.&lt;b&gt;&lt;/b&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-HbZtGIDxm8Y/Tn0Z3l8aGfI/AAAAAAAAAuI/8YJfo_6VpdE/s1600/StrategicMap.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="360" src="http://1.bp.blogspot.com/-HbZtGIDxm8Y/Tn0Z3l8aGfI/AAAAAAAAAuI/8YJfo_6VpdE/s640/StrategicMap.png" width="640" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;
&lt;div style="text-align: center;"&gt;&lt;b&gt;Wind Shelter&lt;/b&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;Here's a wind shelter -- this is one that I constructed directly, by hand.&amp;nbsp; You don't have to use NPCs to do this, but it is often faster to do so.&amp;nbsp; Until this wind shelter went up, this region and all the regions near it were covered by a terrible snowstorm.&amp;nbsp; Any regions too far away from a wind shelter, settlement, or road are covered in fierce windstorms that buff all the monsters and reduce your visibility.&amp;nbsp; This wind is part of where the name of the game comes from ("a valley without wind" would represent a safe place to the people faced with these winds), and it also has a mysterious connection to the cataclysm.&amp;nbsp; You'll be able to learn more about these and other mysteries through talking to NPCs and collecting memory crystals on your journey.&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-md5N3JUnxPg/Tn0bQ3_DZOI/AAAAAAAAAuM/tQfhELnIfqU/s1600/Windshelter2.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://3.bp.blogspot.com/-md5N3JUnxPg/Tn0bQ3_DZOI/AAAAAAAAAuM/tQfhELnIfqU/s1600/Windshelter2.png" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;
&lt;div style="text-align: center;"&gt;&lt;b&gt;Rainstorm&lt;/b&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;The type of weather the windstorms manifest as, as you might guess, is based on the climate of the region in question.&amp;nbsp; In temperate climates it tends to be rain more often than not.&amp;nbsp; In the desert it's sandstorms.&amp;nbsp; In the lava flats it's a firestorm (lots of blowing ash, etc).&amp;nbsp; And so on.&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-RZuJuWZcpx0/Tn0cHY2XG2I/AAAAAAAAAuQ/zQwHkTtOGDc/s1600/Rainstorm2.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://2.bp.blogspot.com/-RZuJuWZcpx0/Tn0cHY2XG2I/AAAAAAAAAuQ/zQwHkTtOGDc/s1600/Rainstorm2.png" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;
&lt;div style="text-align: center;"&gt;&lt;b&gt;Ocean Cavern&lt;/b&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;If you have enough healing potions, you can actually go exploring in the acid oceans that dot the planet.&amp;nbsp; It's a slow and dangerous road, but there are even completely submerged caverns such as this one.&amp;nbsp; In future beta updates there will be fish and whales (instead of just amoebas), and you'll be able to transmogrify yourself into a fish as well for faster, safer travel.&amp;nbsp; Did we mention that you can already transmogrify yourself into a bat?&amp;nbsp; Yeah, that's another favorite of mine.&lt;b&gt;&lt;/b&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-UaVuAvxdpD0/Tn0c8936fzI/AAAAAAAAAuU/mJTK7_eKXIE/s1600/OceanCavern2.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://3.bp.blogspot.com/-UaVuAvxdpD0/Tn0c8936fzI/AAAAAAAAAuU/mJTK7_eKXIE/s1600/OceanCavern2.png" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;
&lt;div style="text-align: center;"&gt;&lt;b&gt;Sapphire Gem Vein In Ice Cavern&lt;/b&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;The undergrounds vary by the region they are in, of course.&amp;nbsp; Here in the ice age, even the underground caverns are so cold that you'll freeze to death in under a minute if you don't bring along a heavy snowsuit.&amp;nbsp; Here you can see a couple of Icicle Leaper enemies guarding a sapphire vein -- split that open, and you'll get not only a sapphire raw gem, but also two units of sapphire dust.&amp;nbsp; Gems and dust are the backbone of almost all crafting (everything except the Outfitter goods use them).&lt;b&gt;&amp;nbsp;&lt;/b&gt; &lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-8GWE53ZeA0c/Tn0dmIbCXNI/AAAAAAAAAuY/bzoQO-E9H0Y/s1600/SapphireGemVein.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://1.bp.blogspot.com/-8GWE53ZeA0c/Tn0dmIbCXNI/AAAAAAAAAuY/bzoQO-E9H0Y/s1600/SapphireGemVein.png" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;
&lt;div style="text-align: center;"&gt;&lt;b&gt;Robo Brawl&lt;/b&gt; Here you can see my neutral skelebot character (left) fighting some other skelebots in a futuristic junkyard's surface tunnel.&amp;nbsp; That's a quartz outcrop I'm after, behind them.&amp;nbsp; You might notice that my character here is also named Terrence Crow (as was a woman from the medieval period in the underwater cavern).&amp;nbsp; This isn't normally something you'd see in a game, it's just a function of how I was transforming my character to move quickly around the world and take these screenshots.&amp;nbsp; There are tens of thousands of first and last names included in the game, and millions of possible character names -- the likelihood of your ever seeing two characters with the same name for as long as you play is pretty low.&amp;nbsp; And unlike with AI War, these are all real names that you can pronounce (well, except some of the monster names, but those are still way more prounounce-able despite not being real names).&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-k7ar_yg4Wkc/Tn0eYyjL65I/AAAAAAAAAuc/g3-UuEgxXrI/s1600/RoboBrawl2.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://1.bp.blogspot.com/-k7ar_yg4Wkc/Tn0eYyjL65I/AAAAAAAAAuc/g3-UuEgxXrI/s1600/RoboBrawl2.png" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;
&lt;div style="text-align: center;"&gt;&lt;b&gt;Giant Skelebot&lt;/b&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;While we're on the subject of skelebots, here's one of the minibosses from the game: the giant skelebot.&amp;nbsp; He hits you with his spear if you get too close, and he shoots fireballs at you when you're further away.&amp;nbsp; The giant skelebots, believe it or not, are actually by far the tamest of the minibosses in the game.&amp;nbsp; When you hit level 12 and start seeing the crippled dragons, whose fire breath actively chases you around the room... yeah, the giant skelebot is nothing compared to that.&amp;nbsp;&amp;nbsp;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style="text-align: center;"&gt;But he's still killed me quite a plenty times; and depending on the boss room layout and what regular enemies are spawning to help out, even a weaker miniboss type can give you &lt;i&gt;quite &lt;/i&gt;a fight.&amp;nbsp; This is a case where we're starting to see some combinatorial emergence in the same fashion that we see with AI War battlefields, and that's something that was really a surprise to me personally to find.&amp;nbsp; The AI itself isn't emergent here, not like AI War's swarm intelligence, but the way that the environment and various enemy types combine to make emergent challenges is very much in the same style as AI War.&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/--olg5srpycc/Tn0zMC0Ca7I/AAAAAAAAAuk/iKOS4RMn_hg/s1600/GiantSkelebot.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://4.bp.blogspot.com/--olg5srpycc/Tn0zMC0Ca7I/AAAAAAAAAuk/iKOS4RMn_hg/s1600/GiantSkelebot.png" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;
&lt;div style="text-align: center;"&gt;&lt;b&gt;Windmill&lt;/b&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;The very last locale I'll leave you with is the my favorite grasslands windmill, with rolling clouds behind it.&amp;nbsp; In-game, all those clouds are dynamically animated in realtime on your GPU thanks to &lt;a href="http://www.youtube.com/watch?v=ClWJT-eGCVQ"&gt;Unisky&lt;/a&gt; (on modern GPUs -- older or underpowered GPUs can use a much-lighter static skies option that still has the day/night transitions, etc).&amp;nbsp; That's a lightning esper waiting down below, peacefully gliding along until you come within range -- and then &lt;i&gt;zap&lt;/i&gt;.&amp;nbsp; Bring a weapon.&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-L54C7yhfC3g/Tn0fcqQzbsI/AAAAAAAAAug/FEKPXrbD_3c/s1600/Windmill.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://1.bp.blogspot.com/-L54C7yhfC3g/Tn0fcqQzbsI/AAAAAAAAAug/FEKPXrbD_3c/s1600/Windmill.png" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5439941893980599296-8223219194876466243?l=christophermpark.blogspot.com' alt='' /&gt;&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/ChristopherMPark-Blog/~4/Fv1IWPmhtbU" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://christophermpark.blogspot.com/feeds/8223219194876466243/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=5439941893980599296&amp;postID=8223219194876466243" title="1 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/5439941893980599296/posts/default/8223219194876466243?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/5439941893980599296/posts/default/8223219194876466243?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/ChristopherMPark-Blog/~3/Fv1IWPmhtbU/valley-without-wind-locales-and-enemies.html" title="A Valley Without Wind: Locales And Enemies" /><author><name>Christopher M. Park</name><uri>http://www.blogger.com/profile/16719365007524426389</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="32" height="32" src="http://3.bp.blogspot.com/-yj4ih5xZ8eo/TmTR95_dCeI/AAAAAAAAArM/p-bvRulMyb0/s220/Chris2.jpg" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://3.bp.blogspot.com/-L8zh0viDiU0/Tn0KIFwrJ6I/AAAAAAAAAtM/TPc1fenrxD4/s72-c/AmoebaFightUnderground.png" height="72" width="72" /><thr:total>1</thr:total><feedburner:origLink>http://christophermpark.blogspot.com/2011/09/valley-without-wind-locales-and-enemies.html</feedburner:origLink></entry><entry gd:etag="W/&quot;DU4BSX46eyp7ImA9WhVTEEw.&quot;"><id>tag:blogger.com,1999:blog-5439941893980599296.post-1256927744197397855</id><published>2011-09-23T12:06:00.007-04:00</published><updated>2012-02-23T12:25:58.013-05:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2012-02-23T12:25:58.013-05:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Games" /><category scheme="http://www.blogger.com/atom/ns#" term="A Valley Without Wind" /><title>A Valley Without Wind: Getting Started Guide</title><content type="html">&lt;b style="color: red;"&gt;Note: This guide is now hugely out of date, and we've &lt;a href="http://www.arcengames.com/mediawiki/index.php?title=AVWW_-_Getting_Started_Guide"&gt;written a replacement&lt;/a&gt; that you can view &lt;a href="http://www.arcengames.com/mediawiki/index.php?title=AVWW_-_Getting_Started_Guide"&gt;here&lt;/a&gt;.&lt;/b&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;div align="CENTER" style="margin-bottom: 0in;"&gt;A Valley Without Wind&lt;/div&gt;&lt;div align="CENTER" style="margin-bottom: 0in;"&gt;Getting Started Guide&lt;br /&gt;
By Josh Knapp&lt;/div&gt;&lt;div align="CENTER" style="margin-bottom: 0in;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div align="CENTER" style="margin-bottom: 0in;"&gt;&lt;i&gt;The year was 888.  &lt;/i&gt;&lt;/div&gt;&lt;div align="CENTER" style="margin-bottom: 0in;"&gt;&lt;i&gt;Wind blasted snowfields have covered the world of Environ for centuries...&lt;/i&gt;&lt;/div&gt;&lt;div align="LEFT" style="margin-bottom: 0in;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div align="LEFT" style="margin-bottom: 0in;"&gt;Hey! Never mind all that, let's just get to the game!&lt;/div&gt;&lt;div align="LEFT" style="margin-bottom: 0in;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div align="LEFT" style="margin-bottom: 0in;"&gt;If this is your first time playing A Valley Without Wind, getting started is easy.&amp;nbsp; First, install then open the game.&amp;nbsp; Click 'Play' on the menu, and a new menu will open up.&amp;nbsp; This time, click 'Create World'. Now the game will ask you to name the world.&amp;nbsp; Personally, I'd suggest naming it “Wayne's World," but really, you can name it anything you want.&amp;nbsp; Now, for the character selection -- every character you have the possibility to select has a name, and a list of personal stats.&amp;nbsp; Don't be overwhelmed with the stats, the most important thing you need to know about them right now is that green is good, red is less than good, and white is average.&amp;nbsp; So, you want to try to avoid a character with a lot of red stats.&lt;/div&gt;&lt;div align="LEFT" style="margin-bottom: 0in;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div align="LEFT" style="margin-bottom: 0in;"&gt;Once you've chosen your character, he or she will be dropped into your first settlement.&amp;nbsp; This is your first base of operations, and you will likely come back here often.&amp;nbsp; To start, use the 'A' and 'D' keys to explore the settlement, and collect all the various gifts (like books) on the ground that the Ilari have given you.&lt;/div&gt;&lt;div align="LEFT" style="margin-bottom: 0in;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div align="LEFT" style="margin-bottom: 0in;"&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-u8RA8be7hpc/TnyPCloosUI/AAAAAAAAAsk/PZ6D2ZuemXA/s1600/ProfessionBooks.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://4.bp.blogspot.com/-u8RA8be7hpc/TnyPCloosUI/AAAAAAAAAsk/PZ6D2ZuemXA/s1600/ProfessionBooks.png" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;/div&gt;&lt;div align="LEFT" style="margin-bottom: 0in;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div align="LEFT" style="font-style: normal; margin-bottom: 0in;"&gt;The next steps you should take are mentioned in the top right part of the screen, but we'll briefly cover them here, too.&amp;nbsp; First go and talk to the Adviser Guardian Stone, the big teal colored crystal dude with an inflated sense of self-importance. To talk to him, simply stand in front of him and press the 'E' (also called 'confirm') key.&amp;nbsp; He'll give you tips about the game.&amp;nbsp; You are only required to read the first 5, but if you want to keep reading more, he's got a lot of good information -- and you can always come back later.&lt;/div&gt;&lt;div align="LEFT" style="font-style: normal; margin-bottom: 0in;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div align="LEFT" style="margin-bottom: 0in;"&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-2xkTiqbu5qo/TnyQMA3rMFI/AAAAAAAAAso/6jSYo1Yn7eo/s1600/AdviserGuardianStone.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://1.bp.blogspot.com/-2xkTiqbu5qo/TnyQMA3rMFI/AAAAAAAAAso/6jSYo1Yn7eo/s1600/AdviserGuardianStone.png" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;i&gt;&lt;br /&gt;
&lt;/i&gt;&lt;/div&gt;&lt;div align="LEFT" style="font-style: normal; margin-bottom: 0in;"&gt;Ok, now it's time to talk to the green crystal dude -- another vessel of the Ilari.&amp;nbsp; This is the Hearth Guardian Stone.&amp;nbsp; Any time you are low on health just stand in front of him to have your health and mana be completely restored. Also, he'll give you free warp scrolls if you have fewer than two. &lt;br /&gt;
&lt;br /&gt;
We'll get to what those do later, but for now, find the spellgem crafting books that you should have already picked up in your inventory (if you haven't picked them up keep searching your settlement till you find them). They look like a small rectangle with a diamond in the middle (if you don't see them in the bar on the bottom left of your screen, try opening up your inventory by pressing 'I', and see if they are there). &lt;br /&gt;
&lt;br /&gt;
Once you've found them and you are standing in front of the Hearth Guardian Stone, right click on the spellbook. This will open up a display on which you can choose what new spell you want to learn the recipe for.&amp;nbsp; Keep in mind you aren't making the spell at this point -- we'll do that next.&lt;/div&gt;&lt;div align="LEFT" style="font-style: normal; margin-bottom: 0in;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div align="LEFT" style="margin-bottom: 0in;"&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-T6FKonAI7Ak/TnyR50aAIPI/AAAAAAAAAss/R1RiTY6rlQA/s1600/SpellgemRecipes.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://3.bp.blogspot.com/-T6FKonAI7Ak/TnyR50aAIPI/AAAAAAAAAss/R1RiTY6rlQA/s1600/SpellgemRecipes.png" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;/div&gt;&lt;div align="LEFT" style="margin-bottom: 0in;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div align="LEFT" style="font-style: normal; margin-bottom: 0in;"&gt;The list of available spells you can take here depends on which hearth guardian stone you talk to (there's more than one in the world, but only one in your starting settlement), so they won't always be the same.&amp;nbsp; To start, you should take some sort of ranged spell.&amp;nbsp; Examples include: Fireball (my personal favorite), Forest Rage, and Energy Pulse.&amp;nbsp; After this, since you have four books, go ahead and learn three more spells.&amp;nbsp; Don't worry, you'll find more books later, but having more spells makes it easier to do... anything.&lt;/div&gt;&lt;div align="LEFT" style="font-style: normal; margin-bottom: 0in;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div align="LEFT" style="font-style: normal; margin-bottom: 0in;"&gt;You may have noticed that as you were doing this, you gained EXP.&amp;nbsp; There are many things you can do in this world to gain EXP for your civilization.&amp;nbsp; Learning new spells is one.&amp;nbsp; Killing one of the many bosses you will encounter in your travels is another.&amp;nbsp; As you continue to gain EXP, your civilization will level up, making you more powerful and able to face the monsters in higher-level regions.&amp;nbsp; There you will in turn find better gems, which will allow you to craft better/stronger spells.&lt;/div&gt;&lt;div align="LEFT" style="font-style: normal; margin-bottom: 0in;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div align="LEFT" style="margin-bottom: 0in;"&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-q_h2G4PDctc/TnyT0hikKhI/AAAAAAAAAsw/VpDli8wuLg4/s1600/SpellgemCraftingBench.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://1.bp.blogspot.com/-q_h2G4PDctc/TnyT0hikKhI/AAAAAAAAAsw/VpDli8wuLg4/s1600/SpellgemCraftingBench.png" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;i&gt;&lt;br /&gt;
&lt;/i&gt;&lt;/div&gt;&lt;div align="LEFT" style="font-style: normal; margin-bottom: 0in;"&gt;Now we actually get to make some spells!&amp;nbsp; And isn't that what we're all here for?&amp;nbsp; Well, ok, maybe not all of us...&amp;nbsp; To make a spell, stand in front of the Spellgem Crafting Workbench, as shown above. Pressing confirm will open up a new window.&amp;nbsp; Each new spell consists of a spellgem and possibly 1-2 commodities.&lt;/div&gt;&lt;div align="LEFT" style="font-style: normal; margin-bottom: 0in;"&gt;As you hover over a gem, the window will show you what spell that gem alone will make. Click on the sapphire. You will see that this can make the Ice Cross spell.&amp;nbsp; If you add a walnut, it will make the Tidal Pulse spell instead; or adding granite will make the Douse Monster Nest spell.&amp;nbsp; For starters, don't add any commodities, and just click “Done” to make the Ice Cross spell.&amp;nbsp; This is a good spell to have for damaging enemies close up.&lt;br /&gt;
&lt;br /&gt;
Now go ahead and make as many spells as you can at this point. While you do have a limited number of gems, you will be collecting many more as the game progresses.&amp;nbsp; One other spell that is crucial is called Ride the Lightning:&amp;nbsp; this one allows you to double jump to reach higher locations, get away from enemies, or escape from caves.&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-uaYU8tb_G5k/TnyXTPlDLOI/AAAAAAAAAs4/C0jCWxXZW9E/s1600/SpellgemCraftingInterface.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://1.bp.blogspot.com/-uaYU8tb_G5k/TnyXTPlDLOI/AAAAAAAAAs4/C0jCWxXZW9E/s1600/SpellgemCraftingInterface.png" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;/div&gt;&lt;div align="LEFT" style="font-style: normal; margin-bottom: 0in;"&gt;Ok, once you have your spells made, you're almost ready to go out and start making the world a better place.&amp;nbsp; Literally.&amp;nbsp; The last thing you need to do is to make a few Spell Scrolls. The Scrollmaker's Workbench is usually right next to the Spellgem Crafting one, and works the same way. The main difference being that this time, instead of raw gems, you're using raw gem dust. I'd recommend making at least a few Heal scrolls, using jade dust.&amp;nbsp; Make any other scrolls you feel you might need or want, as gem dust is usually plentiful enough.&amp;nbsp; Consider the Emit Light scrolls, as these help you see in otherwise dark caves and buildings.&lt;/div&gt;&lt;div align="LEFT" style="font-style: normal; margin-bottom: 0in;"&gt;The last workbench (that's right, the last one, we're almost done here) you should know about is the Outfitter's workbench.&amp;nbsp; This one works the same as the other two, but is useful for making physical objects, like platforms (which you can use to get out of holes) and protective suits.&amp;nbsp; It's not required to visit this bench before leaving, but you should at least check out what's there.&amp;nbsp; More workbenches will appear as you level your civilization.&lt;/div&gt;&lt;div align="LEFT" style="font-style: normal; margin-bottom: 0in;"&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-Uc9a6tG8GtI/TnyWSwv715I/AAAAAAAAAs0/phATsV0u3xA/s1600/AbilityBar.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://2.bp.blogspot.com/-Uc9a6tG8GtI/TnyWSwv715I/AAAAAAAAAs0/phATsV0u3xA/s1600/AbilityBar.png" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div align="LEFT" style="font-style: normal; margin-bottom: 0in;"&gt;One last thing to do before we leave: see the circles in the lower left of the screen?&amp;nbsp; That is called your ability bar.&amp;nbsp; Whatever spell or item is equipped in the first circle can be activated by pressing either the left mouse button or by pressing the number 1.&amp;nbsp; The second circle is activated by the right mouse button or by pressing the number 2, and so on.&lt;br /&gt;
&lt;br /&gt;
You will want to put your spells and scrolls in the slots that you'll find easy to use. You can do this by dragging them where you want them. &lt;br /&gt;
&lt;br /&gt;
Wait, what's that?&amp;nbsp; You don't see all the spells you created?&amp;nbsp; Hmmm, well, if you press 'I', you will see your full inventory open up and the rest of the stuff you took time creating will be there.&amp;nbsp; I'd recommend putting a ranged spell like fireball in the first slot, and a melee spell like Ice Cross in the second, but, you can do whatever you want.&lt;br /&gt;
&lt;br /&gt;
Got your bar set?&amp;nbsp; Ok, then let's ditch this settlement!&lt;/div&gt;&lt;div align="LEFT" style="font-style: normal; margin-bottom: 0in;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div align="LEFT" style="font-style: normal; margin-bottom: 0in; page-break-before: always;"&gt;&lt;b&gt;Your first time out of the settlement&lt;/b&gt;&lt;/div&gt;&lt;div align="LEFT" style="font-style: normal; margin-bottom: 0in;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div align="LEFT" style="font-style: normal; margin-bottom: 0in;"&gt;Now comes the real fun!&amp;nbsp; But how do we get out of this settlement?&amp;nbsp; Your minimap is on the upper-left hand part of the screen -- you can press 'M' to maximize it if you want. Your character is represented by a blinking blue dot.&amp;nbsp; On your mini-map, there is a white bar that goes all the way to the top on one side of the map or the other.&amp;nbsp; Head in this direction, and keep going until you leave the settlement.  &lt;/div&gt;&lt;div align="LEFT" style="font-style: normal; margin-bottom: 0in;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div align="LEFT" style="font-style: normal; margin-bottom: 0in;"&gt;Once you are out, you will see an overhead map of your world. This is where you pick which region you want to explore. Your character starts in the region of your settlement.&amp;nbsp; Press confirm to enter whatever region you're standing on, and use the WASD keys to move around your map to choose the next area to explore.&amp;nbsp; I'd recommend picking one that has the number 1 on it (the numbers represent the level of the region, and the level of the enemies that are in it).&amp;nbsp; This will probably be an ice-age region.&amp;nbsp; As you progress further away from your initial settlement, more region types will come available.&lt;/div&gt;&lt;div align="LEFT" style="font-style: normal; margin-bottom: 0in;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div align="LEFT" style="margin-bottom: 0in;"&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-WB5QIEFUhaM/TnyZT290E-I/AAAAAAAAAs8/KnrvumoBQEs/s1600/WorldMap.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://4.bp.blogspot.com/-WB5QIEFUhaM/TnyZT290E-I/AAAAAAAAAs8/KnrvumoBQEs/s1600/WorldMap.png" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;i&gt;&lt;br /&gt;
&lt;/i&gt;&lt;/div&gt;&lt;div align="LEFT" style="font-style: normal; margin-bottom: 0in;"&gt;Once you enter a region, you are back to the side view again.&amp;nbsp; You can use A and D again to move left and right, and spacebar to jump.&amp;nbsp; Left clicking the mouse will fire your first action in the direction of the mouse pointer if it is an aimed spell, or simply around you if it is a melee spell.&lt;br /&gt;
&lt;br /&gt;
Ok, so now what do you do?&amp;nbsp; I'd recommend exploring any buildings you see.&amp;nbsp;  Inside the buildings, you will find things like consciousness shards (which allow you to do things in the strategic part of the game later), health and mana potions, and even gem dust.&amp;nbsp; In regions such as abandoned towns, you should search houses for studies and libraries as well.&amp;nbsp; These are the best places to find more books.&lt;/div&gt;&lt;div align="LEFT" style="font-style: normal; margin-bottom: 0in;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div align="LEFT" style="font-style: normal; margin-bottom: 0in;"&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-GuXr9pleV0g/TnybxPD_b3I/AAAAAAAAAtA/POxBvc_QVoE/s1600/InteriorFight.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://1.bp.blogspot.com/-GuXr9pleV0g/TnybxPD_b3I/AAAAAAAAAtA/POxBvc_QVoE/s1600/InteriorFight.png" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;
After you've collected a bunch of health and mana potions, you may want to consider taking on your first boss.&amp;nbsp; On the map above, you can see a number of rare commodity towers (all the triangular memory crystals, in this case).&lt;br /&gt;
&lt;br /&gt;
These towers that have several bosses in them, and at the top of the tower is the rare commodity that you saw on the world map.&amp;nbsp; You will get EXP for killing each boss, and further EXP for bringing the crystal back to the Memory Archive in your settlement.&amp;nbsp; At higher levels, the towers also can contain elusive crafting materials like sunstone or moonstone.&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-kgvwEKN59ro/TnydJ-jKk7I/AAAAAAAAAtE/knPim0TvMBc/s1600/RareCommodityTower.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://1.bp.blogspot.com/-kgvwEKN59ro/TnydJ-jKk7I/AAAAAAAAAtE/knPim0TvMBc/s1600/RareCommodityTower.png" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div align="LEFT" style="font-style: normal; margin-bottom: 0in;"&gt;Eventually, after your civilization gains a few levels. you will have to scout new regions to see what is in them (any regions above level 3 won't show you their icons automatically). To scout regions you must first expose them on the world map by moving around it. After that, go into a settlement and speak to the Hearth Guardian Stone, and you will then be able to assign the NPCs living in your settlement to go explore for you.&lt;br /&gt;
&lt;br /&gt;
Once a region is scouted, you will be able to see if there are any resource stashes in it that will aid your settlements, or things like evil outposts and overlord lairs, which contain the big bosses for this part of the world.&lt;/div&gt;&lt;div align="LEFT" style="font-style: normal; margin-bottom: 0in;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div align="LEFT" style="font-style: normal; margin-bottom: 0in;"&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-PqdhKm1XfNE/TnyuKiUoY2I/AAAAAAAAAtI/mD8ccNm2MPs/s1600/DungeonMap.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://4.bp.blogspot.com/-PqdhKm1XfNE/TnyuKiUoY2I/AAAAAAAAAtI/mD8ccNm2MPs/s1600/DungeonMap.png" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;
One final thing: remember those warp scrolls we talked about? Well, any time you are in the side view of the game, simply open your dungeon/chunk maps by pressing either comma or period.&amp;nbsp; Once these are open, you can click on any part of the map you have already been to and you will automatically warp to that area. So, for example, if you are deep into a large building, using these will allow you to leave the building without having to back track through every room.&lt;/div&gt;&lt;div align="LEFT" style="font-style: normal; margin-bottom: 0in;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div align="LEFT" style="font-style: normal; margin-bottom: 0in;"&gt;That should be enough to get you going.&amp;nbsp; I don't want to give you everything, since this is a game about exploration, after all.&amp;nbsp; Happy adventuring!&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5439941893980599296-1256927744197397855?l=christophermpark.blogspot.com' alt='' /&gt;&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/ChristopherMPark-Blog/~4/LP5LYYby-vM" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://christophermpark.blogspot.com/feeds/1256927744197397855/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=5439941893980599296&amp;postID=1256927744197397855" title="3 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/5439941893980599296/posts/default/1256927744197397855?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/5439941893980599296/posts/default/1256927744197397855?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/ChristopherMPark-Blog/~3/LP5LYYby-vM/valley-without-wind-getting-started.html" title="A Valley Without Wind: Getting Started Guide" /><author><name>Christopher M. Park</name><uri>http://www.blogger.com/profile/16719365007524426389</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="32" height="32" src="http://3.bp.blogspot.com/-yj4ih5xZ8eo/TmTR95_dCeI/AAAAAAAAArM/p-bvRulMyb0/s220/Chris2.jpg" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://4.bp.blogspot.com/-u8RA8be7hpc/TnyPCloosUI/AAAAAAAAAsk/PZ6D2ZuemXA/s72-c/ProfessionBooks.png" height="72" width="72" /><thr:total>3</thr:total><feedburner:origLink>http://christophermpark.blogspot.com/2011/09/valley-without-wind-getting-started.html</feedburner:origLink></entry><entry gd:etag="W/&quot;Dk8CRXkzeSp7ImA9WhdWGEg.&quot;"><id>tag:blogger.com,1999:blog-5439941893980599296.post-6712904371521864389</id><published>2011-09-12T15:06:00.003-04:00</published><updated>2011-09-12T15:14:24.781-04:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-09-12T15:14:24.781-04:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="A Valley Without Wind" /><category scheme="http://www.blogger.com/atom/ns#" term="Developer Journal" /><category scheme="http://www.blogger.com/atom/ns#" term="Game Design" /><title>AVWW Update: Windstorms, Fast-Travel, Vengeful Ghosts, Strategic Overlay, Citybuilding, Character Selection/Stats, Caving, Boss Types</title><content type="html">&lt;div id="fb-root"&gt;&lt;/div&gt;&lt;script src="http://connect.facebook.net/en_US/all.js#xfbml=1"&gt;
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&lt;br /&gt;
It's been a couple of weeks since our last update, but we've been hard at work!&amp;nbsp; No video&amp;nbsp; this time, but I wanted to tell you about a few things that are new or altered in the game, since we're getting close to public beta.&amp;nbsp; We're hoping to hit that stage in about another week and a half if the final preparations continue to go well (as they have been so far).&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;New Windstorm And World Map Exploration Mechanics &lt;/b&gt;&lt;br /&gt;
In past videos and blog posts, we've shown and talked about the windstorm mechanics of the game, which I won't re-explain here -- because those have been completely tossed out and replaced with something more fun.&amp;nbsp; The old mechanics, which basically had kind of a "musical chairs" general design to them, were one of those things that sounded good on paper but felt awkward in practice.&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-Tpa21xeuSg0/Tm5VxUA6eGI/AAAAAAAAArs/2ObMzgquL98/s1600/StrategicMap.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"&gt;&lt;img border="0" height="180" src="http://3.bp.blogspot.com/-Tpa21xeuSg0/Tm5VxUA6eGI/AAAAAAAAArs/2ObMzgquL98/s320/StrategicMap.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;The new windstorm mechanics are simpler: there is no windstorm counter, and you never get "lost in a windstorm."&amp;nbsp; You can wander freely on the world map, except into the ocean, the lava flats, or the deep, without fear of getting sucked into a region against your will.&lt;br /&gt;
&lt;br /&gt;
THAT said, you also can't wander infinitely in the world anymore, either; the only world map tiles that will appear are those that are no higher than five levels above your civilization level.&amp;nbsp; This gives a more focused feel to the early game in particular, and every time you level up your civilization the world expands!&amp;nbsp; This has been a really popular change with our internal alpha testers.&lt;br /&gt;
&lt;br /&gt;
So what happened to the windstorms?&amp;nbsp; Regions that are too far from a wind shelter (which are now more sparsely seeded) show up with a little asterisk behind their region number.&amp;nbsp; If you go into one of these regions, then you'll see that you're in a windstorm/snowstorm/sandstorm/firestorm/etc, and all the monsters are buffed up to 150% of their normal magical and physical attack powers.&amp;nbsp; This makes wind shelters still important, because it makes for easier adventuring in regions that are under their protection.&lt;br /&gt;
&lt;br /&gt;
I should also add that now there are roads on the world map, which get automatically formed between wind shelters that you construct, and settlements that you've been to.&amp;nbsp; All the tiles that are crossed by these roads also are protected from windstorms; later there will also be other NPC-related macro-game benefits to having these road networks, but that's not in place yet.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Fast Travel: Warp Scrolls&lt;/b&gt;&lt;br /&gt;
This is not something we ever showed before, but on the forums and in one vide we did talk about our plans: essentially, we were going to have a sort of portal system that would get new nodes each time you killed a boss.&amp;nbsp; There were a lot of minor problems with this approach, though, mostly in that there were still plenty of inconveniences for the player, and that it felt like an immersion-damaging case of "the game developer is helping me out through arbitrary tunnels leading exactly where I want to go."&lt;br /&gt;
&lt;br /&gt;
In other words, it felt like being handed something, rather than like winning something for yourself, and it still made for some annoying backtracking through areas you had already been; just &lt;i&gt;less&lt;/i&gt; of it. I wanted to get the annoying backtracking down to as close to zero as I could possibly manage, and to have the players feel like they weren't being handed something through the fourth wall (narratively speaking).&lt;br /&gt;
&lt;br /&gt;
The solution turned out to be remarkably simple, thanks to the dungeon and region maps that we already had in the game (which you can see in the last video we did, although the graphics are a lot more polished on it now and there's added information in the nodes and their tooltips, such as rooms that are destroyed, areas that have "side links," or areas that you've not visited yet).&amp;nbsp; The solution was just to give players "warp scrolls" that they can craft and use to get back to any dungeon node anywhere in the region they are currently located -- if they've already been to that dungeon node.&lt;br /&gt;
&lt;br /&gt;
This is something that a lot of games wouldn't do, I suspect because they want you to actually spend more time traveling since the world is ultimately only so big.&amp;nbsp; AVWW's world is literally infinite, so in our case there's actually a big incentive for you never to visit the same place twice unless that place is a settlement or a challenge that you're completing a small bit at a time (or failing at multiple times, as the case may be).&lt;br /&gt;
&lt;br /&gt;
My big fear was that this warp scroll mechanic would make the world feel artificially smaller, since every time you want to get back to anywhere in the world you've already been, you just walk to that region on the world map, enter the region, pull up your region map, click the dungeon you were in, and then click the specific area of the dungeon you want to go to.&amp;nbsp; And presto -- you're there.&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-AS-vInBXcmY/Tm5WCnr6zoI/AAAAAAAAArw/KYSoh5ghOzk/s1600/HearthGuardianStoneAtNight.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"&gt;&lt;img border="0" height="180" src="http://1.bp.blogspot.com/-AS-vInBXcmY/Tm5WCnr6zoI/AAAAAAAAArw/KYSoh5ghOzk/s320/HearthGuardianStoneAtNight.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;I worried that would make things seem smaller, but in practice I don't think it does, because to get to some place in the first place, you have to put in the time to travel there on foot.&amp;nbsp; It's only once you've been there at least once that you can warp back there anytime you have need to.&lt;br /&gt;
&lt;br /&gt;
Next, of course, was the challenge that we didn't want players to go harvesting purple dispersia dust all the time just so that they could fast-travel around.&amp;nbsp; Purple dispersia is our entropy-themed gem for the game, and one unit of dispersia dust can be used to craft a number of warp scrolls (I think four).&amp;nbsp; &lt;i&gt;Having&lt;/i&gt; to spend your dispersia dust would be a major ongoing chore that I wasn't keen to inflict on players.&lt;br /&gt;
&lt;br /&gt;
What we decided to do was to make it so that the any of the guardian stones in the game (of which there is one green "hearth guardian stone" in every settlement, for instance) will automatically refresh your inventory back to two warp scroll if you presently have fewer than two.&amp;nbsp; This makes it so that you can't spam the warp scrolls, and if you want to do a multi-jump expedition (for some reason I can't fathom) you need to use some purple dust to craft more than the two base warp scrolls.&lt;br /&gt;
&lt;br /&gt;
So the flexibility is still there, but most expeditions consist of visiting a settlement, crafting some stuff, taking some other macrogame-related actions (that I'll talk about below), letting the hearth guardian heal your mp and hp back to full for free, letting it refresh you to two warp scrolls, and heading back out again.&amp;nbsp; Quickly walk to the world map tile of the region you wan to visit, use a warp scroll to go where you want in the region, and then use the second warp scroll to get back to the area of the region right by the world map when you're ready.&lt;br /&gt;
&lt;br /&gt;
All in all this is really different as a mechanic than anything we've encountered in other games, but it fits really well with the infinite nature of our world, so that's nice.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Permadeath &lt;/b&gt;&lt;br /&gt;
Permadeath is something we've been talking about for a long time, since the game has been talked about at all in fact, and it's still very much in force.&amp;nbsp; However, the way in which we're going about it has recently changed.&lt;br /&gt;
&lt;br /&gt;
Previously, when you died that meant that you dropped all your inventory where your character fell, and to get that stuff back you'd have to do a corpse run.&amp;nbsp; In the meantime, of course, you'd have to craft your own lesser things in order to get back there.&amp;nbsp; And, just as annoying as having to craft a bunch of stuff that I've already crafted before and which in fact is &lt;i&gt;worse&lt;/i&gt; than what I was just using in the field, was the fact that I'd have to rearrange my inventory constantly to get it back in my preferred arrangement.&lt;br /&gt;
&lt;br /&gt;
For me, that tends to be a long-ranged spell on my left mouse button, a melee-range spell on my right mouse button, wood platforms on my middle mouse button, some other special function (varying by context) on my fourth mouse button, and then ride the lighting (double jump) on my fifth mouse button (I use a Razer DeathAdder).&amp;nbsp; Then elsewhere on my main ability bar I'd have health/magic restoration potions or scrolls, which I can easily activate by right-clicking them in the main interface, or pressing the corresponding number key to use them.&lt;br /&gt;
&lt;br /&gt;
&lt;a href="http://2.bp.blogspot.com/-LknrBly7-1k/Tm5WKY4D7zI/AAAAAAAAAr0/02op9stUczk/s1600/NPCWorriedAboutOverlord.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"&gt;&lt;img border="0" height="180" src="http://2.bp.blogspot.com/-LknrBly7-1k/Tm5WKY4D7zI/AAAAAAAAAr0/02op9stUczk/s320/NPCWorriedAboutOverlord.jpg" width="320" /&gt;&lt;/a&gt;Anyway, in practice what this was meaning was that every time I would die -- which can happen as often as every few minutes, in this game, if you play up in region levels compared to your civilization level -- I would be stuck spending 2-3 minutes crafting some repetitive scrolls and spells, and rearranging my inventory.&lt;br /&gt;
&lt;br /&gt;
And with the addition of the warp-scrolls fast-travel mechanic, suddenly corpse runs fell into only two camps: trivial or impossible.&amp;nbsp; Either you would die, every time, trying to get your stuff back; or it would be simple to pop in, grab the stuff, and jet out.&amp;nbsp; There was rarely a middle ground.&lt;br /&gt;
&lt;br /&gt;
Our goal with the permadeath mechanic, unlike in roguelike games, has never been to punish the player or end the game.&amp;nbsp; Rather, what we're trying to do is craft a large and meaningful world where actions matter -- and what action is more narratively meaningful than someone &lt;i&gt;dying&lt;/i&gt;?&amp;nbsp; That person is then gone forever, and people may have emotional reactions to this, etc.&amp;nbsp; It's one of the few truly one-way doors of the human experience.&lt;br /&gt;
&lt;br /&gt;
Nowhere in that goal is there something that says we want to inconvenience the player as part of it; and generally we find any inconvenience to the player is counter to the game design we want to have.&amp;nbsp; Therefore: when you die, you now get to keep your inventory, and it stays ordered exactly as it was, etc.&amp;nbsp; Thanks to warp scrolls being given out free from the hearth guardian stones (which you respawn right next to in the last settlement you visited), there's not even a "time tax" when the player dies.&lt;br /&gt;
&lt;br /&gt;
This, of course, would make death feel as meaningless as in a Mario game, except for...&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Vengeful Ghosts&lt;/b&gt;&lt;br /&gt;
What we really wanted to do was make it feel like death actually matters.&amp;nbsp; And this is a game about a broken, magical world.&amp;nbsp; So we took a bit of inspiration from my old "Alden Ridge" game design, which featured zombies heavily, and decided to make death matter in a very literal way: any human character (player character or NPC) who dies now immediately turns into a vengeful ghost version of themselves.&amp;nbsp; Neutral skelebots, since they are robots, do not do turn into ghosts.&lt;br /&gt;
&lt;br /&gt;
The ghosts themselves are freaky, purple-glowing, floating apparitions which slowly move towards you, and kill equal-level characters in a single hit.&amp;nbsp; They remain behind in the area you died in, so this actually adds back some measure of that "do I continue onward or do I head back for safety for now" tension &lt;a href="http://www.arcengames.com/forums/index.php?topic=2255.0"&gt;that I so admired in Demon's Souls&lt;/a&gt;.&lt;br /&gt;
&lt;br /&gt;
Particularly with bosses.&amp;nbsp; If you are fighting a boss and die, then not only do you have to once again face the boss that killed you, you also now have to face an evil ghost version of the character the boss killed.&amp;nbsp; Die three times with the boss, without killing any of those ghosts, and suddenly it's three ghosts and the boss you have to face.&amp;nbsp; Yikes!&lt;br /&gt;
&lt;br /&gt;
Of course, given that this is an infinite world, there are always other bosses and other goals you can pursue.&amp;nbsp; But this is now a choice that you face.&amp;nbsp; Do you go somewhere else in the world for a while, accomplish some other goals, level up in the process, and then come back to tackle the thing that killed you the last time?&amp;nbsp; Or do you go directly back and try your hand again against the boss AND the ghost, knowing that you might just succeed in making it a boss and TWO ghosts when you ultimately do come back.&lt;br /&gt;
&lt;a href="http://1.bp.blogspot.com/-Rz6yKyRV240/Tm5WSXX-UJI/AAAAAAAAAr4/zSkQdsyj3Jc/s1600/VengefulGhost.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"&gt;&lt;img border="0" height="180" src="http://1.bp.blogspot.com/-Rz6yKyRV240/Tm5WSXX-UJI/AAAAAAAAAr4/zSkQdsyj3Jc/s320/VengefulGhost.jpg" width="320" /&gt;&lt;/a&gt;&lt;br /&gt;
These sorts of tough choices are something that's interesting to me as a player and as a game developer, and I like that vengeful ghosts add this.&amp;nbsp; However, that's not all they add, as I'll talk about further down.&lt;br /&gt;
&lt;br /&gt;
Oh, and one last note: if you or another character dies in an area under the influence of an Illari (read: settlements, wind shelter sites, etc), that dead character will go peacefully away instead of turning into a vengeful ghost.&amp;nbsp; Thus the prevalence of "sweeps" whenever one character dies in a settlement is negated. &lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Strategic Overlay&lt;/b&gt;&lt;br /&gt;
This is something that Keith and I have been talking about internally since the start of the game, and which Keith has been working on now for several months, but we've never talked about it publicly.&amp;nbsp; Basically, while the core of this game is definitely always going to be a Metroidvania-style action-adventure game, we also wanted to pull in some of our existing experience with strategy games.&lt;br /&gt;
&lt;br /&gt;
Specifically, in this case, turn-based 4X games.&amp;nbsp; Right now, as a standalone strategy game, the strategic overlay of AVWW would be trivially simple and not that satisfying.&amp;nbsp; However, as a subsystem of a larger adventure game, this adds some elements that have never been seen before elsewhere.&lt;br /&gt;
&lt;br /&gt;
&lt;a href="http://3.bp.blogspot.com/-Tpa21xeuSg0/Tm5VxUA6eGI/AAAAAAAAArs/2ObMzgquL98/s1600/StrategicMap.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"&gt;&lt;img border="0" height="180" src="http://3.bp.blogspot.com/-Tpa21xeuSg0/Tm5VxUA6eGI/AAAAAAAAArs/2ObMzgquL98/s320/StrategicMap.jpg" width="320" /&gt;&lt;/a&gt;The strategic overlay is basically a special view of the world map that you can get via talking to the green hearth guardian stone in any settlement.&amp;nbsp; This view shows the status of all the NPCs in that settlement, and lets you give them orders that they will carry out for you on the world map.&amp;nbsp; You can pan around the world map like in any strategy game, and it even has a resource bar at the top showing your available quantities of resources such as wood, stone, and "consciousness shards."&lt;br /&gt;
&lt;br /&gt;
Consciousness shards are found all throughout the adventure mode of the game, and every player gets a small windfall of 100 such shards every time your civilization level increases.&amp;nbsp; Consciousness shards are of mysterious value to the Illari, and basically are pieces of people that didn't survive the shattering and reforming of the world.&amp;nbsp; These shards are your main currency in the macro-game of AVWW, which consists of the strategic overlay and the citybuilding segments at the moment.&lt;br /&gt;
&lt;br /&gt;
I mentioned that the strategic overlay is a turn-based game.&amp;nbsp; This fits particularly well with the Metroidvania-style action-adventure mode, because you can go out adventuring for as long as you want without fear of the strategic aspects getting away from you.&amp;nbsp; The top-down strategic map is exactly where you left it when you come back, with the exception of anything that you explicitly changed while you were out adventuring in the side-view.&amp;nbsp; It's all one world, after all, even though you're able to interact with it in the manner of several genres at once.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;The Passage Of Time, Day/Night Cycle&lt;/b&gt;&lt;br /&gt;
In the past I said there would never be a day/night cycle, but we actually decided to implement one after all.&amp;nbsp; Part of that was due to our inclusion of &lt;a href="http://www.youtube.com/watch?v=ClWJT-eGCVQ"&gt;Unisky&lt;/a&gt; and its amazing procedural clouds, but we also implemented a down-level "static skies" option for graphics cards that are too old to run Unisky (which requires shader model 3.0, unlike the rest of the game).&amp;nbsp; And of course, the day/night cycle then had to be functional in both sky models.&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-1rA-cGMKPpo/Tm5WhPovJ-I/AAAAAAAAAr8/HSmHpUx1XK0/s1600/EvilOutpostUnderEnvironMoon.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"&gt;&lt;img border="0" height="180" src="http://2.bp.blogspot.com/-1rA-cGMKPpo/Tm5WhPovJ-I/AAAAAAAAAr8/HSmHpUx1XK0/s320/EvilOutpostUnderEnvironMoon.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;Anyway, the day/night cycle doesn't actually affect the literal passage of time in the broader sense.&amp;nbsp; Much like in The Ocarina of Time, the day/night cycle affects various aspects of minute-to-minute adventuring, but it doesn't affect the overall larger story (unlike, say, Majora's Mask).&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;&lt;/b&gt;&lt;br /&gt;
"Ending a turn" in the macro-game of AVWW is more like actually progressing the story in a typical adventure game.&amp;nbsp; Enemy units move around on the world map, new ones may appear, all your NPCs get refreshed and can take more strategic-level actions again, etc.&amp;nbsp; And, nominally, a week passes in actual gametime.&amp;nbsp; The actual turns in the macrogame are the only real concept of the passage of time that are held in this game, and the day/night cycle is completely unrelated to this.&amp;nbsp; Like in a lot of games.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Another Way That Death Matters&lt;/b&gt;&lt;br /&gt;
Now that I've explained how the concept of time works in the game, this means I can explain another effect that death has: it wears on the minds of NPCs.&amp;nbsp; If you go around murdering NPCs, or you yourself play character after character who dies, NPC morale/happiness becomes temporarily depressed with each death, and thus productivity and available options for that NPC also go down.&lt;br /&gt;
&lt;b&gt; &lt;/b&gt;&lt;br /&gt;
&lt;br /&gt;
That said, as in real life, the effect isn't permanent: each death only depresses the NPCs for ten turns.&amp;nbsp; It's a fairly simple mechanic, but effective, and the entire NPC model is something we look forward to experimenting with and expanding upon through beta and beyond.&amp;nbsp; There's a lot of interesting directions we could take this, and right now we're just taking the first steps along those paths.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;NPC Strategic Actions: Exploration, Construction, and Invitations&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&amp;nbsp;&lt;/b&gt;I'm sure that it has not escaped your notice that I never said exactly what sort of actions the NPCs could take in the strategic map part of the game.&amp;nbsp; Right now it's limited to three things, but throughout beta and beyond we're going to be building this up more.&lt;br /&gt;
&lt;br /&gt;
&lt;a href="http://2.bp.blogspot.com/-TiPWy6AYiPY/Tm5WpGwJLZI/AAAAAAAAAsA/PB9RCE0BBTY/s1600/WindshelterAtNight.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"&gt;&lt;img border="0" height="180" src="http://2.bp.blogspot.com/-TiPWy6AYiPY/Tm5WpGwJLZI/AAAAAAAAAsA/PB9RCE0BBTY/s320/WindshelterAtNight.jpg" width="320" /&gt;&lt;/a&gt;First of all is exploration: you can click on a tile on the map in the strategic overlay to reveal extra info about it and the surrounding types.&amp;nbsp; Some NPCs are better at exploring thanks to their innate qualities, and explore further with each click.&amp;nbsp; When a region tile is explored, any sort of special locations or resources become revealed.&lt;br /&gt;
&lt;br /&gt;
You can totally ignore the strategic map and find this stuff manually on foot if you prefer, but that's really wasteful of your time.&amp;nbsp; As with AI War's galaxies, the worlds in AVWW are filled with both interesting and uninteresting places to go.&amp;nbsp; NPCs in AVWW, like the scouts in AI War, let you find out about places without actually going there, decide what you find is interesting, and then go there.&amp;nbsp; That way you get both the massive world and imperative to explore, but without the boring task of wandering around aimlessly through endless areas that don't match what you're looking for.&lt;br /&gt;
&lt;br /&gt;
Things you can find via NPC exploration at the moment: resource deposits that your NPCs can mine in citybuilding mode; evil overlord lairs housing the evil overlord oppressing the area; evil outposts housing lieutenant bosses that support the evil overlord; and rare commodity towers that are special vertical dungeons filled with minibosses with a special crafting component at the end.&amp;nbsp; This is also how you now find the memory crystals mentioned in past blogs and videos -- through the rare commodity towers.&amp;nbsp; Once again, we expect to build in more things to find via NPC exploration over time, but this is off to a pretty cool start if I do say so.&lt;br /&gt;
&lt;br /&gt;
Secondly is exploration: when you are visiting a region that has a potential wind shelter site in it, you can travel across that region to the site and manually build the wind shelter yourself.&amp;nbsp; If that's what you want to do, then more power to you.&amp;nbsp; However, if you've discovered the potential wind shelter site on the world map, you can actually order your NPCs in the strategic overlay to build the wind shelter for you (and the attendant road network extensions are automatic).&lt;br /&gt;
&lt;br /&gt;
Thirdly, and finally for the time being, is invitations: normally in a settlement, there are only so many NPCs present.&amp;nbsp; Three to five on average, I'd say.&amp;nbsp; You can only do so much with that number of NPCs.&amp;nbsp; However, as you play through adventure mode, you will locate individuals or small groups of NPCs living under the sheltering influence of various Illari. You can find them underground, at potential wind shelter sites, and elsewhere.&amp;nbsp; When you encounter these NPCs in adventure mode, you can't directly invite them anywhere.&amp;nbsp; But it does mark their location in the strategic map.&amp;nbsp; Next time you are in a settlement, you can use the strategic overlay to invite those found NPCs to your settlement.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Citybuilding&lt;/b&gt;&lt;br /&gt;
I mentioned earlier that character deaths cause NPCs to lose productivity for ten turns.&amp;nbsp; But if you look at the list of things NPCs can do in the strategic overlay, none of those are affected, or make sense to be affected.&amp;nbsp; There's another top-down mode, also accessed via settlements, which takes the form of a simple citybuilder.&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-CWQ9WtZmcro/Tm5WvYFz2QI/AAAAAAAAAsE/EFgZOq2iWEM/s1600/Citybuilding-VeryWIPInterface.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"&gt;&lt;img border="0" height="180" src="http://1.bp.blogspot.com/-CWQ9WtZmcro/Tm5WvYFz2QI/AAAAAAAAAsE/EFgZOq2iWEM/s320/Citybuilding-VeryWIPInterface.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;In this mode, you can plan the layout of a top-down section of the settlement which you cannot directly walk to in adventure mode.&amp;nbsp; You can place things like warehouses, farms of different sorts, houses, mining and refining buildings, wells, and so on.&amp;nbsp; Most of those have functions that are fairly obvious in a broad sense, I expect.&amp;nbsp; Note that the interface shown to the right is still very WIP.&lt;br /&gt;
&lt;br /&gt;
A lot of the details of the citybuilding part of the game I don't want to get into yet because Keith is still working on implementing it and we're still working on playtesting and refining it in general.&amp;nbsp; He'd kill me if I said anything that could be construed as a promise of a specific implementation of such a feature being implemented, as then that would severely hamper his ability to change said features if it later turned out to be a good idea to do so (as has happened numerous times as we pursue our immutable design goals, as you can see above with permadeath, windstorms, etc).&lt;br /&gt;
&lt;br /&gt;
But the general idea here is that it works like a fairly simple citybuilder, with settlement residents needing a place to live and work, and with them able to produce raw materials or finished goods that you can then use for other purposes.&amp;nbsp; You can also do things like upgrade the NPC houses, but to do so requires access to various goods, etc, etc.&amp;nbsp; This is also where the graves of your past characters who have died show up.&amp;nbsp; And as you want to expand your buildable area you have to get your NPCs to chop down trees, etc.&amp;nbsp; All of this is also turn-based, using of course the exact same turns and NPCs from the strategic map.&amp;nbsp; It's all one thing, it just depends on where you decide to use your NPCs.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Strategic Units (Including the last bit about Vengeful Ghosts)&lt;/b&gt;&lt;br /&gt;
Whew.&amp;nbsp; Now that I've explained all the above about broadly what the strategic overlay and the citybuilder aspects even are, I can tell you about strategic units.&amp;nbsp; Right now these are always enemy units of either of two sorts: bandits or vengeful ghosts.&lt;br /&gt;
&lt;b&gt; &lt;/b&gt;&lt;br /&gt;
Bandits appear every so often and threaten a settlement of yours; you can opt to either pay them off (they are demanding resources of specific kinds), or you can send out the lone adventurer hero-person to do them in directly (that would be you, going out to where you see the bandits on the world map and then fighting them in adventure mode).&amp;nbsp; Later we expect to have a third option that is more in keeping with the strategy/4X aspects of the game, but since those are still heavily in development I don't want to talk specifics yet.&amp;nbsp; We expect to start playtesting those mechanics sometime during beta.&lt;br /&gt;
&lt;br /&gt;
So that's the bandits: they appear every so often, ask for resources, and advance on your settlements every turn if you don't kill them or pay them off.&amp;nbsp; And then next time you visit the settlement in question in adventure mode, the bandits will be there and will do their best to kill off your NPCs, who fight back, but weakly.&amp;nbsp; Expect a massacre; so unless you want to see a massacre (which is kind of fun, actually), don't let the bandits actually reach your settlements.&amp;nbsp; At the moment you have about three turns of warning before they would get there, but we're thinking of extending that pending some more playtesting.&lt;br /&gt;
&lt;br /&gt;
But what about vengeful ghosts?&amp;nbsp; Normally those just haunt the area you died in, right?&amp;nbsp; Well, this is true... until you have four ghosts haunting the world.&amp;nbsp; Once there are four ghosts, they form a strategic unit of their own wherever the last ghost was located.&amp;nbsp; And then, every turn, &lt;i&gt;they&lt;/i&gt; advance on your settlements, too.&amp;nbsp; And boy is it really a massacre if they get to your NPCs.&amp;nbsp; The good news is, when they are advancing on you they are generally in a less dangerous locale than wherever you died in the first place.&amp;nbsp; So you can fight the four ghosts without having to worry about, say, a boss or lava or whatever.&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-6hMcJDDyP48/Tm5W6Dyn2RI/AAAAAAAAAsI/Z-Erz_KcnDg/s1600/IceAgeCoveredBridge.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"&gt;&lt;img border="0" height="180" src="http://4.bp.blogspot.com/-6hMcJDDyP48/Tm5W6Dyn2RI/AAAAAAAAAsI/Z-Erz_KcnDg/s320/IceAgeCoveredBridge.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;Did I mention that these ghosts retain the name and appearance of the characters that died?&amp;nbsp; It's pretty neat.&amp;nbsp; We're also in the process of experimenting with some other ideas for them, such as having them leave trails of temporary miasma as they move, etc.&amp;nbsp; We're still experimenting with what feels best.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Procedural AND Hand-Crafted Interior Rooms&lt;/b&gt;&lt;br /&gt;
Moving in a completely other direction from all the macro-game stuff we've been talking about: let's talk about interiors.&lt;br /&gt;
&lt;br /&gt;
The rooms that we've been showing off so far were all hand-crafted using a map editor (which will be publicly available), and then are procedurally filled with things like doors, monsters, objects, etc.&lt;b&gt;&amp;nbsp; &lt;/b&gt;This is still in place, and I think it works out really well.&lt;br /&gt;
&lt;br /&gt;
However, we now ALSO have some purely procedurally-based room types, mainly for evil outposts and overlord towers and pyramids and things of that nature.&amp;nbsp; These rooms are actually whole series' of little interconnected rooms with maze-like corridors.&amp;nbsp; They show up as a single node on the dungeon map, but they are much larger than normal interior rooms, and much more twisty.&lt;br /&gt;
&lt;br /&gt;
They add a fun bit of variety, I think, and I look forward to pushing the pure-procedural rooms even further in the future.&amp;nbsp; These basically incorporate a lot of what I had originally done, then discarded, then publicly released for the top-down view, but it's much more straightforward working with the side view.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Interior Locked Doors ... But No Furniture Yet&lt;/b&gt;&lt;br /&gt;
We've been working heavily on polish, the first bits of content development, the macro-game stuff, and so on.&amp;nbsp; That's been quite a process in and of itself, and so something that is mostly aesthetic, like interior furnure, hasn't made it in yet.&amp;nbsp; This makes a kitchen and a bedroom and a bathroom look disappointingly same-y at the moment, but it won't always be that way.&lt;br /&gt;
&lt;br /&gt;
We just didn't feel it was worth pushing beta back any for, when it's mostly an aesthetic thing and can be slotted in later.&amp;nbsp; The interiors do look quite cool anyway, as you've seen in the past videos, but they all look more like barren dungeons rather than like houses or office buildings just yet.&amp;nbsp; All good things in time!&lt;br /&gt;
&lt;br /&gt;
&lt;a href="http://2.bp.blogspot.com/-ZljTnwrMkcw/Tm5XD5t2saI/AAAAAAAAAsM/Olw2aZ28mrg/s1600/EvilOutpostSwitchRoom.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"&gt;&lt;img border="0" height="180" src="http://2.bp.blogspot.com/-ZljTnwrMkcw/Tm5XD5t2saI/AAAAAAAAAsM/Olw2aZ28mrg/s320/EvilOutpostSwitchRoom.jpg" width="320" /&gt;&lt;/a&gt;On the other hand, since locked doors add such an interesting actual gameplay twist to the game, those are already in place.&amp;nbsp; Keys are problematic in such a massive procedural world, especially in multiplayer.&amp;nbsp; So we did it with switches, instead.&amp;nbsp; You go into a special switch room, fight past the obstacles there, and... um... pull the lever.&amp;nbsp; Then the door in another part of the dungeon opens.&amp;nbsp; And sometimes something else happens.&amp;nbsp; Watch out for that.&lt;br /&gt;
&lt;br /&gt;
Locked doors and switch rooms are right now confined to evil outposts and evil overlord keeps, so it will be a little while before you are likely to encounter those on your first playthrough.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Character Stats&lt;/b&gt;&lt;br /&gt;
One of the chief challenges of making any game is managing complexity.&amp;nbsp; Where do you want the game to be complex -- where is complexity fun -- versus where does complexity need to be culled.&lt;br /&gt;
&lt;br /&gt;
In the case of our core character stats -- health, magic points, magic attack, magic defense, physical defense, and magic casting speed -- we decided that was too many stats to be fun to manage in an action game.&lt;b&gt;&amp;nbsp; &lt;/b&gt;Therefore, magic defense and physical defense are now gone, and the only relevant defensive variable is health.&lt;br /&gt;
&lt;br /&gt;
That is not to say that there won't be ways to augment your defensive characteristics throughout the game -- far from it.&amp;nbsp; But those augmentations will be largely in the form of spells or equipment that you use on yourself to temporarily or permanently buff yourself.&amp;nbsp; In other words, those are player choices that get made, further into the game when it is more interesting, versus it being an extra pile of stats that players have to wade through every time they choose a new character (at the start of the game or otherwise).&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Character Selection&lt;/b&gt;&lt;br /&gt;
In the past, we talked about how when you died, you'd be able to take on any NPC you'd met, or choose a "random wanderer."&amp;nbsp; In practice, we never got around to implementing the former because we couldn't think of a way to do it that would present as clean an interface as just choosing a wanderer, AND which wouldn't lead to massive depopulation of your settlements.&amp;nbsp; If every time a player dies, some settlement loses an NPC, that's a big penalty!&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt; &lt;/b&gt;&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-KeBGJnYEhFM/Tm5XSlTpvsI/AAAAAAAAAsQ/lmpSShQJ_qs/s1600/CharacterSelectionScreen.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"&gt;&lt;img border="0" height="180" src="http://4.bp.blogspot.com/-KeBGJnYEhFM/Tm5XSlTpvsI/AAAAAAAAAsQ/lmpSShQJ_qs/s320/CharacterSelectionScreen.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;So we're just sticking with random wanderers -- when you die, you get to choose a new character that previously did not exist in any settlement or any survivor camp.&amp;nbsp; This character is new to the world, and if they die then you pick another character that is new to the world.&amp;nbsp; This keeps things simpler and freer-feeling -- the vengeful ghosts are disincentive enough not to die!&lt;br /&gt;
&lt;br /&gt;
What if you &lt;i&gt;want&lt;/i&gt; to take over an existing NPC in your settlements?&amp;nbsp; After all, the ability to do that is pretty neat.&amp;nbsp; Well, we plan to implement that in a different way.&amp;nbsp; It's not in yet, and probably won't be in for the very first beta, but we're going to implement essentially a "body swap" spell scroll.&amp;nbsp; That spell scroll will require a semi-rare commodity to craft, so you won't be using it all the time, but you'll be able to swap your "wandering" character for another NPC if that's what you want to do.&amp;nbsp; Thus your net population of your settlements still isn't negatively affected, but you can take over NPCs if you want.&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;
&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;Cave Depth And Appearance&lt;/b&gt;&lt;br /&gt;
Another something that is new is how the caves work.&amp;nbsp; You know those little wooden platforms that are so plentiful, almost like ladders, throughout the surface tunnels and the higher-level caves?&lt;br /&gt;
&lt;br /&gt;
Well, every time you go down a dungeon (each cave system is a dungeon, and you can often go 8ish dungeons down in most regions, or infinite dungeons down in a few regions), the prevalence of those wooden platforms goes down.&amp;nbsp; How much varies by the region, but it's usually about 10% per dungeon.&lt;br /&gt;
&lt;br /&gt;
Thus, in most cases, after about 10 dungeons down there are no longer any platforms at all.&amp;nbsp; And when that happens, the visual look of the dungeons turns very molten and lava-like.&amp;nbsp; You won't need to wear a heatsuit like in the lava flats -- probably -- at least you don't at the moment -- but it's a lot more hostile of an environment, and there's lava instead of water, etc.&lt;br /&gt;
&lt;br /&gt;
Also as you go into the undergrounds, the "chunk level" (kind of like region level) goes up by one each time.&amp;nbsp; So if the region level is 5, and you go into the first cave system, you're fighting level 6 monsters.&amp;nbsp; Go another dungeon down, and it's level 7 monsters.&amp;nbsp; Etc.&amp;nbsp; Thus even older regions that you've been exploring for a long time can still have interesting and level-appropriate underground dungeons that you can get to.&lt;br /&gt;
&lt;br /&gt;
Lastly for now, cave appearance actually varies by region type now.&amp;nbsp; So if you're exploring in the ice age, the underground is icy until you get to the molten parts, which are further below the surface.&amp;nbsp; If you're exploring underground in the lava flats, it's molten all the way down.&amp;nbsp; If you're in the ocean or ocean shallows, and somehow are surviving the toxic water there, then the underground caverns you can find there are all also submerged in toxic water.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Explicit Difficulty Levels&lt;/b&gt; &lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-nNKWH_RnpSQ/Tm5Xcvw1xZI/AAAAAAAAAsU/XBK_VgpttE0/s1600/SkelebotDwarfAndPlayerCircleOfFire.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"&gt;&lt;img border="0" height="180" src="http://2.bp.blogspot.com/-nNKWH_RnpSQ/Tm5Xcvw1xZI/AAAAAAAAAsU/XBK_VgpttE0/s320/SkelebotDwarfAndPlayerCircleOfFire.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;Having dynamic difficulty levels is something that has always been a goal of mine for this project, and to some extent we have achieved that.&amp;nbsp; You can play up or down in region levels, and that affects how hard the action-adventure parts of the game are.&amp;nbsp; However, some alpha testers were finding even the same-level regions to be too challenging right from the start, which is harder to overcome.&lt;br /&gt;
&lt;br /&gt;
To make matters worse, there's really more to the game than just the action-adventure difficulties, anyhow.&amp;nbsp; What happens if the vengeful ghosts form a party and attack your base settlement?&amp;nbsp; This happened to Keith's wife, and they wiped her whole town and made her think she was going to have to start a whole new world.&amp;nbsp; This was an understandable response, though she really could have just walked to another settlement and started over there, but new players aren't going to have any way of knowing that if they haven't read much about the game and haven't explored far enough to find more settlements yet (there usually tend to be three withing walking distance right at the start of the game, but it varies randomly).&lt;br /&gt;
&lt;br /&gt;
These are problems that are somewhat impossible for us to solve if we don't have any indication from players what sort of experience they are looking for.&amp;nbsp; Are you &lt;i&gt;looking &lt;/i&gt;for a hardcore strategic element, or something casual that you can just flit through to get your exploring done?&amp;nbsp; Do you &lt;i&gt;want &lt;/i&gt;to have enemies kill you in two blows, since they barely ever land a hit on you, or does that sound insanely masochistic?&amp;nbsp; Even just among our in-house alpha testers, the answer varies wildly: I fall into the I-want-two-hits-to-kill-me camp, for the most part, but I would never intentionally inflict that on the wider player population.&lt;br /&gt;
&lt;br /&gt;
So what's the solution?&amp;nbsp;&amp;nbsp; Using &lt;i&gt;both &lt;/i&gt;dynamic and explicit difficulty levels.&amp;nbsp; All the work that has already gone into dynamic difficulty-setting based on relative region level is still valid, and in fact will be particularly so for multiplayer, when players really do need to be able to tune their own experiences compared to their compatriots.&amp;nbsp; But, on its own, it just isn't enough.&lt;br /&gt;
&lt;br /&gt;
Therefore, when you start a new world it will now first ask you for a Strategic Difficulty and an Action-Adventure Difficulty.&amp;nbsp; If you aren't sure what you want, you can take your best guess and then change it at any time while you're playing.&amp;nbsp; You'll never have to start a new world just because your feelings on the desired difficulty level have changed.&amp;nbsp; But splitting out this difficulty lets people have a difficult strategic experience and an easy action-adventure experience, or vice-versa, or anything in between.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;You Will Actually Be Able To Pause This Game&lt;/b&gt;&lt;br /&gt;
&lt;a href="http://3.bp.blogspot.com/--ivK1NNIPRI/Tm5Xqg3FC8I/AAAAAAAAAsY/F3wli__c2kM/s1600/RhinoAndDynamicSky.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"&gt;&lt;img border="0" height="180" src="http://3.bp.blogspot.com/--ivK1NNIPRI/Tm5Xqg3FC8I/AAAAAAAAAsY/F3wli__c2kM/s320/RhinoAndDynamicSky.jpg" width="320" /&gt;&lt;/a&gt;Originally we were not going to have a pause function because of the multiplayer mechanics.&amp;nbsp; However, this is something that we've known was non-ideal, and we just didn't have a better solution... until now.&lt;br /&gt;
&lt;br /&gt;
Because of the way in which multiplayer games are segmented, if you are in one part of the world and I am in another, then the server is keeping track of both of us but our computers don't have info on each other.&amp;nbsp; If we're playing in the same area, then we both have the info on that area and each other, as does the server.&lt;br /&gt;
&lt;br /&gt;
Why does that matter for pausing?&amp;nbsp; Well, it means that we actually can pause based on the "chunk" (local area -- specific node on the dungeon maps).&amp;nbsp; Rather than having pause be a global state, the action of a specific chunk can be paused when one the players in that chunk wants to, and then it only impacts the players in that chunk.&amp;nbsp; Thus if the phone rings, or the kids come in, or whatever, you don't wind up getting killed and at the same time you don't wind up halting an entire server full of people from doing anything.&lt;br /&gt;
&lt;br /&gt;
Presumably anyone you are adventuring with that closely is someone you want to keep up with anyway, so if you pause they want to wait for you.&amp;nbsp; If you're someplace commonly used by everyone, like a settlement, there's no need to pause anyhow, since there's nothing dangerous there.&lt;br /&gt;
&lt;br /&gt;
This might seem like one of those "duh" features, and in fact looking at the solution it seems patently obvious.&amp;nbsp; But trying to balance something as simple as pausing the game for solo play as well as various multiplayer scenarios is surprisingly challenging.&amp;nbsp; Ideally we wanted all the various modes to work identically, so that people who play both solo and multiplayer don't have to mentally adjust or learn new mechanics each time they switch.&amp;nbsp; And this does it!&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Boss Types: Micro, Mini, Lieutenant, Overlord&lt;/b&gt;&lt;br /&gt;
There really is a ton of new stuff in the game since the last blog post I made, and there's no way I can cover it all, so this is the last thing I'll talk about.&amp;nbsp; There are basically now four kinds of bosses in the game: &lt;br /&gt;
&lt;br /&gt;
Microbosses are the smallest, and are really just elite regular monsters.&amp;nbsp; They have a name as well as unique and buffed stats, and basically this is what the strategic bandits are: a collection of these.&amp;nbsp; In the past I've referred to these as "named monsters," but microboss is a lot clearer as to their function.&lt;br /&gt;
&lt;br /&gt;
Minibosses are the most common kind of boss in the game, for sure.&amp;nbsp; They are different in appearance and function from any of the regular monsters in the game, although often they are thematically related.&amp;nbsp; For instance, there are regular amoebas that you fight in the game, and then a Giant Amoeba miniboss.&amp;nbsp; Others won't have a regular-monster counterpart.&lt;br /&gt;
&lt;br /&gt;
Lieutenants are special bosses that aid the overlord.&amp;nbsp; Each lieutenant has their own evil outpost, which you can invade and destroy if you wish.&amp;nbsp; If you don't choose to do this, then when you attack the evil overlord in &lt;i&gt;their&lt;/i&gt; lair, all the nearby lieutenants will come to join them.&amp;nbsp; Yikes!&lt;br /&gt;
&lt;br /&gt;
A lieutenant is basically an elite miniboss, in function: they are exactly like other minibosses, but with better stats and the added behavior noted above.&amp;nbsp; NPCs complain about nearby lieutenants that are bothering the settlement if the overlord isn't bothering them more (or if there is no overlord at the moment).&lt;br /&gt;
&lt;br /&gt;
Overlords obviously have the toughest stats of all of bosses of an equal level.&amp;nbsp; These bosses will ultimately be larger and more complex than the minibosses (which are themselves quite large many times), and nothing other than overlords will use the overlord entity types.&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-j8-BHrb4Q_k/Tm5XxS5qMvI/AAAAAAAAAsc/MoBs6ZVXHW4/s1600/InteriorOfHomeWithChineseLanterns.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"&gt;&lt;img border="0" height="180" src="http://4.bp.blogspot.com/-j8-BHrb4Q_k/Tm5XxS5qMvI/AAAAAAAAAsc/MoBs6ZVXHW4/s320/InteriorOfHomeWithChineseLanterns.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;At present, since we've only had so much time for content development yet, overlords actually are just lieutenants with even more stat buffs.&amp;nbsp; That won't last more than another couple of weeks, before we get at least the first overlord entity type in place.&amp;nbsp; It just hasn't been an early priority since it's so long before the players actually even meet their first overlord.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Public Beta's Getting Near!&lt;/b&gt;&lt;br /&gt;
Coming up in the next week(ish) we will also have our beta trailer, as well as a completely revamped set of AVWW web pages, screenshots, etc.&amp;nbsp; It's been a long road for this game already, but we're finally hitting the point where it's just about ready for early public consumption.&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-YlgqJHYu4F8/Tm5X5PC1DtI/AAAAAAAAAsg/M-_0fM4-CoU/s1600/JunkyardFkatsWithDynamicSky.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"&gt;&lt;img border="0" height="180" src="http://1.bp.blogspot.com/-YlgqJHYu4F8/Tm5X5PC1DtI/AAAAAAAAAsg/M-_0fM4-CoU/s320/JunkyardFkatsWithDynamicSky.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;There's still a &lt;i&gt;lot&lt;/i&gt; we have to do, though, to hit our 1.0 goal.&amp;nbsp; Most likely we won't hit the point of 1.0 until early 2012, because we want to pack a ton of content into the game and so far the main focus has been on worldbuilding, engine development, and all the various game systems.&lt;br /&gt;
&lt;br /&gt;
There's plenty to do already, where you could easily get a dozen or more hours out of this game, but the true variety is something we're going to be adding through our daily-or-nearly-so beta patches once we hit public beta.&amp;nbsp; We're really excited to hit that point, but we really want to be clear to players that will be considering early beta that we have a little bit of everything at this stage, but not a lot of any one part yet.&amp;nbsp; Our work between first beta and 1.0 is to make it so that there's a lot of everything!&lt;br /&gt;
&lt;br /&gt;
One thing that I do want to mention, though, is that initially the beta won't include any multiplayer component.&amp;nbsp; We got a rough version of that working early in the project, but it's been semi-neglected as the game has grown up since we've been trying to focus on the game itself.&amp;nbsp; It's definitely not ready for showtime, and we don't feel like we can hit both an awesome single-player and multiplayer experience right from day 1 beta without delaying beta for a few months.&amp;nbsp; Therefore, multiplayer is just what's being delayed a few months, and we're going ahead with the beta in the meantime.&amp;nbsp; This doesn't mean our commitment to the multiplayer component is slipping at all, but this is the way in which we feel we'll be able to deliver the strongest experience to everyone -- single and multi player -- in the most reasonable amount of time. &lt;br /&gt;
&lt;br /&gt;
If the responses of our internal alpha testers are any indication, though, things are definitely looking up already for the game.&amp;nbsp; Stay tuned!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5439941893980599296-6712904371521864389?l=christophermpark.blogspot.com' alt='' /&gt;&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/ChristopherMPark-Blog/~4/1SxrtHPklZ8" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://christophermpark.blogspot.com/feeds/6712904371521864389/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=5439941893980599296&amp;postID=6712904371521864389" title="10 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/5439941893980599296/posts/default/6712904371521864389?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/5439941893980599296/posts/default/6712904371521864389?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/ChristopherMPark-Blog/~3/1SxrtHPklZ8/avww-update-windstorms-fast-travel.html" title="AVWW Update: Windstorms, Fast-Travel, Vengeful Ghosts, Strategic Overlay, Citybuilding, Character Selection/Stats, Caving, Boss Types" /><author><name>Christopher M. Park</name><uri>http://www.blogger.com/profile/16719365007524426389</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="32" height="32" src="http://3.bp.blogspot.com/-yj4ih5xZ8eo/TmTR95_dCeI/AAAAAAAAArM/p-bvRulMyb0/s220/Chris2.jpg" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://3.bp.blogspot.com/-Tpa21xeuSg0/Tm5VxUA6eGI/AAAAAAAAArs/2ObMzgquL98/s72-c/StrategicMap.jpg" height="72" width="72" /><thr:total>10</thr:total><feedburner:origLink>http://christophermpark.blogspot.com/2011/09/avww-update-windstorms-fast-travel.html</feedburner:origLink></entry><entry gd:etag="W/&quot;DUMDRH8yeyp7ImA9WhdQF0Q.&quot;"><id>tag:blogger.com,1999:blog-5439941893980599296.post-2823336221418808709</id><published>2011-08-19T19:41:00.002-04:00</published><updated>2011-08-19T19:44:35.193-04:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-08-19T19:44:35.193-04:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Games" /><category scheme="http://www.blogger.com/atom/ns#" term="A Valley Without Wind" /><category scheme="http://www.blogger.com/atom/ns#" term="Developer Journal" /><category scheme="http://www.blogger.com/atom/ns#" term="Game Design" /><title>A Valley Without Wind #14 - Beta Gameplay Footage Part Two (Crafting!)</title><content type="html">&lt;div id="fb-root"&gt;&lt;/div&gt;&lt;script src="http://connect.facebook.net/en_US/all.js#xfbml=1"&gt;
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&lt;br /&gt;
This time the video is all narration, and covers just about everything I would have said in a blog post after this past week.&amp;nbsp; So very short post this time, and here's the video:&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;b&gt;Video Notes&lt;/b&gt;&lt;br /&gt;
Gameplay footage after about 30 weeks of development.&amp;nbsp; No music this time, sorry, as the voiceover runs throughout and is already condensing a lot of info into these twelve minutes.&amp;nbsp; The volume on the voiceover is better this time; thanks for mentioning it last time!&lt;br /&gt;
&lt;br /&gt;
The first half of this video runs through some tech unlocks, three crafting interfaces, and the inventory.&amp;nbsp; We know this is stuff people have been wanting to see in action for ages, so we're really excited to finally be able to share it.&lt;br /&gt;
&lt;br /&gt;
The second half of this video shows a bit of the new worldbuilding stuff from the last week.&amp;nbsp; Specifically, it shows indoor lighting, a very few of the new interior room shapes, as well as showing what happens when you die.&amp;nbsp; I venture foolishly into a region 6 levels higher than myself, and get killed in one hit when a boss reaches me.&lt;br /&gt;
&lt;br /&gt;
Side note: the very platformy nature of the wind shelter area where I find the lone NPC and put up the wind shelter is somewhat temporary.&amp;nbsp; The general structure is right, as it makes for efficient organization for settlements compared to what was shown in the first video, but the visuals need some work to make them more cohesive.&lt;br /&gt;
&lt;br /&gt;
Also shown in this video are a number of new or revised spells.&amp;nbsp; The energy lance visual effeect I could never get looking the way that I wanted because something that moves that fast doesn't do well with a purely particle-based system.&amp;nbsp; So now we have the energy pulse instead; replacing the visuals but keeping the function.&lt;br /&gt;
&lt;br /&gt;
The new circle of fire and ice cross are the first of new directional kinds of spells, and then the launch rock spell is the first of a new trajectory-based spell system.&amp;nbsp; Also shown is the heat suit, briefly; although since it was used in an ice age region it was a liability rather than a help.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Until Next Time!&lt;/b&gt;&lt;br /&gt;
More details and another video coming sometime in the next few weeks.&amp;nbsp; But definitely not weekly in general, because it cuts into actual development time too much.&amp;nbsp; But this was definitely a video that has been a long time coming, so we're really excited to share this one in particular.&amp;nbsp; Enjoy!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5439941893980599296-2823336221418808709?l=christophermpark.blogspot.com' alt='' /&gt;&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/ChristopherMPark-Blog/~4/Ff_0JFISEww" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://christophermpark.blogspot.com/feeds/2823336221418808709/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=5439941893980599296&amp;postID=2823336221418808709" title="1 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/5439941893980599296/posts/default/2823336221418808709?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/5439941893980599296/posts/default/2823336221418808709?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/ChristopherMPark-Blog/~3/Ff_0JFISEww/valley-without-wind-14-beta-gameplay.html" title="A Valley Without Wind #14 - Beta Gameplay Footage Part Two (Crafting!)" /><author><name>Christopher M. Park</name><uri>http://www.blogger.com/profile/16719365007524426389</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="32" height="32" src="http://3.bp.blogspot.com/-yj4ih5xZ8eo/TmTR95_dCeI/AAAAAAAAArM/p-bvRulMyb0/s220/Chris2.jpg" /></author><thr:total>1</thr:total><feedburner:origLink>http://christophermpark.blogspot.com/2011/08/valley-without-wind-14-beta-gameplay.html</feedburner:origLink></entry><entry gd:etag="W/&quot;DEIGQX84fSp7ImA9WhdQEkk.&quot;"><id>tag:blogger.com,1999:blog-5439941893980599296.post-111288477764855925</id><published>2011-08-13T10:42:00.000-04:00</published><updated>2011-08-13T10:42:00.135-04:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-08-13T10:42:00.135-04:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Games" /><category scheme="http://www.blogger.com/atom/ns#" term="A Valley Without Wind" /><category scheme="http://www.blogger.com/atom/ns#" term="Developer Journal" /><category scheme="http://www.blogger.com/atom/ns#" term="Game Design" /><title>A Valley Without Wind #13 - Beta Gameplay Footage Part One (Video)</title><content type="html">&lt;div id="fb-root"&gt;&lt;/div&gt;&lt;script src="http://connect.facebook.net/en_US/all.js#xfbml=1"&gt;
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&lt;br /&gt;
It's been just about two months since we last did a video of AVWW, and we've been very busy!  This is the first true "gameplay video" that we've ever done, where it's all one long un-cut stretch of in-game footage rather than a trailer with chopped-up clips.&lt;br /&gt;
&lt;br /&gt;
This is &lt;i&gt;also &lt;/i&gt;the first time we've ever included actual game sound effects in one of the videos, so you can hear all the work Pablo's been doing on that front.&amp;nbsp; There's still dozens more sound effects he's working on prior to beta, but it's really sounding great already.&lt;br /&gt;
&lt;br /&gt;
This video really speaks for itself a lot more than any that we've done before, so this accompanying blog post is going to be comparably brief.&amp;nbsp; Or rather, a lot of my commentary is embedded in the video as voice-over, this time.&amp;nbsp; And a lot of the rest of it has been on video-less blog posts stretched over the last few weeks (with more to come).&amp;nbsp; Keith does have an accompanying blog post that he's going to make related to this video, I believe, but I don't think that will be until next week.&lt;br /&gt;
&lt;br /&gt;
So, here's the video in question, anyhow:&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
There are a couple of things I'd like to note in particular that the video itself doesn't yet note:&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Bosses&lt;/b&gt;&lt;br /&gt;
We do have bosses in the game, and you can actually see me kill a couple of them.&amp;nbsp; Look for the skelebots that I have to fire lots of fireballs into, and which have little names above themselves (or really, a serial number in the case of skelebots) instead of just saying "Skelebot" above their health bar popup.&lt;br /&gt;
&lt;br /&gt;
&lt;i&gt;That&lt;/i&gt; said, I don't want to give the impression that the bosses in this game will just be regular monsters with buffed stats.&amp;nbsp; We will be doing that for what I guess I would call "micro bosses," so in that sense the video is a good representation of how those will work.&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Micro Bosses&lt;/b&gt;&lt;br /&gt;
These micro bosses have buffed stats and are actually more unique in their stats in general compared to their non-boss kin.&amp;nbsp; They may have custom behaviors at some point, but probably not before beta if at all.&amp;nbsp; So in terms of bosses, these are really kind of underwhelming, right?&amp;nbsp; They're what I'd been referring to as "named monsters," and they are minor and common.&lt;br /&gt;
&lt;br /&gt;
Why have micro bosses?&amp;nbsp; Well, bosses of some flavor need to be a fairly common occurrence in A Valley Without Wind for two reasons:&lt;br /&gt;
&lt;br /&gt;
1. When you defeat a boss, micro or otherwise, a teleport portal spawns in their chunk that lets you fast-travel to and from any other portals in that region, including one that then appears at the region entrance.&amp;nbsp; As you will see later in the video, this is hugely important to general game flow.&lt;br /&gt;
&lt;br /&gt;
2. Normal smaller monsters (aka, anything that isn't a boss) don't give you experience points when you fight them.&amp;nbsp; The only way to get EXP, therefore, is by either helping NPCs out (the whole hopes/needs thing), doing other civilization-improving tasks&amp;nbsp; (wind shelters, etc), following other side quests (like the memory crystals), or by killing bosses of whatever stripe.&lt;br /&gt;
&lt;br /&gt;
Anyhow, micro-bosses use the same general underlying framework that the traditional mini-bosses and full bosses will also use.&amp;nbsp; The larger flavors of boss will actually be larger, of course, and will also not be something you can mistake for a regular monster that is unusually tough.&amp;nbsp; We're really excited about what we have planned for them, and Phil is working on art for the first full boss at the moment.&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
The wind shelter you see in the video (as well as all the new icons on the world map) are Phil's handiwork as well, by the way.&amp;nbsp; As are the crafting workbenches, which we showed in past screenshots.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Why No EXP From Small Monsters?&lt;/b&gt;&lt;br /&gt;
I think I wrote about this in a past blog post months ago, but this bears repeating.&lt;br /&gt;
&lt;br /&gt;
Exploration and killing small monsters used to grant EXP, but we found that encouraged OCD-like behavior in terms of exploring every little nook and cranny and killing every enemy in sight.&amp;nbsp; This is the exact opposite of what we want to encourage: as with AI War, what we want players to do is look at a massive world, filter out what isn't important, and then go for what &lt;i&gt;is &lt;/i&gt;valuable.&lt;br /&gt;
&lt;br /&gt;
Some of the individual buildings have upwards of 1000 rooms in them, and we don't expect anyone to go through all of that (though, technically, you can).&amp;nbsp; Instead, it's all about using your maps and scouting intel (the details of which are still being worked out) to plot an efficient course through buildings that gets you what you want and then gets you back out in one piece.&amp;nbsp; A little bit of that is shown in the video, and that actually applies to underground caverns, too.&lt;br /&gt;
&lt;br /&gt;
The other reason that EXP isn't granted from small monsters is that it's incredibly easy to farm small monsters.&amp;nbsp; So that's why monsters don't give drops, either.&amp;nbsp; The things that you find in the world are a non-renewable resource.&amp;nbsp; Bosses, loot pickups, all that stuff: once you find it and claim it, you can't come back later and find it there again.&amp;nbsp; The world overall is infinite, of course, so it's not like you ever run out of things to find -- but you can't just stay in one region, or in low-level regions, forever.&lt;br /&gt;
&lt;b&gt;&lt;br /&gt;
&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;About That Self-Chosen Difficulty &lt;/b&gt;&lt;br /&gt;
In the video, you'll notice that I start out playing in a level 1 region, while I am also level 1.&amp;nbsp; When I fight those skelebots there, it's pretty much one-hit kills and pretty straightforward.&amp;nbsp; They hit me as well, and I believe I had to heal once or twice, but I'm generally quite good at the game and so it was no big thing; fun, but not really a challenge.&lt;br /&gt;
&lt;br /&gt;
So the first thing I did when I went to the world map, after requisitioning some health and magic potions, was to go a little further afield and go into a level 2 region.&amp;nbsp; You'll notice how much more challenging that was: even the bats took multiple shots to kill.&amp;nbsp; I had to heal several times, though I had an abundance of healing potions so that wasn't too bad a thing.&lt;br /&gt;
&lt;br /&gt;
Why did I get &lt;i&gt;so &lt;/i&gt;many potions before heading out, though?&amp;nbsp; Well, to be honest, this was actually my "second take" of the video.&amp;nbsp; The first take that I did went... poorly.&amp;nbsp; I was being gutsy and went all the way up to a level 4 region in that one, while still being civ level 1 myself.&amp;nbsp; I was actually able to get in and get crystals and things, but I wasn't able to get out alive; after about my fourth character had died in 15 minutes of video, I decided to scrap that and try again with a more reasonable difficulty (meaning, just shifting to playing in a lower-level region for a while).&lt;br /&gt;
&lt;br /&gt;
You'll also notice that I was mostly heading east on the world map, which is sort of the wimpy direction to go in.&amp;nbsp; If I was feeling masochistic, I'd have gone east, where the difficulty ramps up sharply after just a short ways.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Final Note: The Early Game Balance Is Not Yet Fully There&lt;/b&gt;&lt;br /&gt;
Just so you know.&amp;nbsp; We were rushing to get it so that we could show you this video, and we haven't done as much playtesting yet with the starting experience as we'd like.&amp;nbsp; Keith and I tend to start with a testing loadout of spells and abilities, and play from there when we're testing.&amp;nbsp; It's very quick for us for testing, and in that sense is really useful, but it means that the start of the game has not yet been brought up to the same level of balance as later parts of the game are.&lt;br /&gt;
&lt;br /&gt;
What do I mean by that, specifically?&amp;nbsp; Well, I only have a couple of abilities --fireball and fire touch -- and some wooden platforms.&amp;nbsp; That part is fine for just starting out, but what isn't fine is how long it was taking me to get the crafting materials and research unlocks (profession books) to get anything more.&amp;nbsp; What you were seeing was more the later-game pacing, when you already have a lot of interesting abilities and tools and the focus is on using them rather than getting new ones ever two minutes.&amp;nbsp; The early game in a new world needs to get you more interesting stuff, faster, and by the time we hit beta that will be balanced properly.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Worlds Are "Lazy Loaded," Which Is Awesome For You&lt;/b&gt;&lt;br /&gt;
The game balance stuff is actually going to be a huge focus for myself and Keith this next week, and when we do the next video you'll see the fruits of that work reflected in the very same world that we've started showing you in this video.&amp;nbsp; As with AI War savegames, worlds in AVWW can be loaded in newer versions of the game, which makes upgrading (but not downgrading) a snap.&lt;br /&gt;
&lt;br /&gt;
With AI War, of course, the entire galaxy has to be created as soon as you enter it, though -- so that means that there's only so much of newer seeding logic that can be seen in older savegames brought forward, etc.&amp;nbsp; With AVWW, the world is literally infinite and so that means that there's no way to pre-generate everything.&lt;br /&gt;
&lt;br /&gt;
In fact, we do precisely the opposite, and wait until the absolute &lt;i&gt;last possible moment&lt;/i&gt; to create chunks and dungeons and regions and such.&amp;nbsp; This is just good sense in general, but it also means that this game is incredibly upgrade-friendly.&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
The parts of the world that I specifically ventured into in this video have already been created, and they are what they are -- when we add furniture and new room shapes, etc, those rooms I already went into won't get upgraded.&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
However, for any unexplored room that is in a building I was already in, those will suddenly have furniture in newer versions of the gane.&amp;nbsp; And for any outdoor chunks that I haven't yet been into, when I go there they will have any other new features that show up there.&amp;nbsp; Any new bosses I find will start leaving fast-travel portals for me as soon as that feature exists in the game.&amp;nbsp; The new minibosses and full bosses will start appearing as appropriate even in old worlds once those are coded in, as will any other new regular enemies.&lt;br /&gt;
&lt;br /&gt;
And so on.&amp;nbsp; This is part of the power of the world-creation engine that we've made here.&amp;nbsp; This game is designed from the ground up to be continuously upgraded, while still maintaining your worlds.&amp;nbsp; Making it so that you can create one world and play it forever if you want, getting any and all additions we make to the game seeded right into that world as you continue to explore.&amp;nbsp; We're pretty proud of how that's working out!&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Until Next Time!&lt;/b&gt;&lt;br /&gt;
More details and another video coming before too long.&amp;nbsp; Stay tuned!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5439941893980599296-111288477764855925?l=christophermpark.blogspot.com' alt='' /&gt;&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/ChristopherMPark-Blog/~4/izzSGY_ONjE" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://christophermpark.blogspot.com/feeds/111288477764855925/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=5439941893980599296&amp;postID=111288477764855925" title="11 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/5439941893980599296/posts/default/111288477764855925?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/5439941893980599296/posts/default/111288477764855925?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/ChristopherMPark-Blog/~3/izzSGY_ONjE/valley-without-wind-13-beta-gameplay.html" title="A Valley Without Wind #13 - Beta Gameplay Footage Part One (Video)" /><author><name>Christopher M. Park</name><uri>http://www.blogger.com/profile/16719365007524426389</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="32" height="32" src="http://3.bp.blogspot.com/-yj4ih5xZ8eo/TmTR95_dCeI/AAAAAAAAArM/p-bvRulMyb0/s220/Chris2.jpg" /></author><thr:total>11</thr:total><feedburner:origLink>http://christophermpark.blogspot.com/2011/08/valley-without-wind-13-beta-gameplay.html</feedburner:origLink></entry><entry gd:etag="W/&quot;DkcCQHw-eSp7ImA9WhdQEkk.&quot;"><id>tag:blogger.com,1999:blog-5439941893980599296.post-2391216338421325713</id><published>2011-08-12T22:22:00.001-04:00</published><updated>2011-08-13T10:01:01.251-04:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-08-13T10:01:01.251-04:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Games" /><category scheme="http://www.blogger.com/atom/ns#" term="A Valley Without Wind" /><category scheme="http://www.blogger.com/atom/ns#" term="Developer Journal" /><title>New Character Concept Art For AVWW, And Time Period Details</title><content type="html">&lt;div id="fb-root"&gt;&lt;/div&gt;&lt;script src="http://connect.facebook.net/en_US/all.js#xfbml=1"&gt;
&lt;/script&gt;&lt;fb:like-box header="false" height="70" href="http://www.facebook.com/pages/A-Valley-Without-Wind/164979970229916" show_faces="false" stream="false" width="292"&gt;&lt;/fb:like-box&gt;&lt;br /&gt;
&lt;br /&gt;
The below images are not screenshots, but rather are un-processed original renders that then get scaled down to smaller size for actually being used in-game.&amp;nbsp; So, hence the label "concept art."&lt;br /&gt;
&lt;br /&gt;
That said, this is basically how they look except smaller when it comes to the in-game running around graphics, while the in-game portraits are heavily stylized and more painterly.&amp;nbsp; It makes sense when you see it, and we'll show video and screens of that just as soon as we can get the video fully edited and then uploaded to youtube.&amp;nbsp; The footage is taken, but that's only half the battle!&lt;br /&gt;
&lt;br /&gt;
Let me lastly note that all of the prior character art that you've seen for the game -- Dawn, Darrell, and the Skelebots -- has been removed.&amp;nbsp; Darrell and the Skelebots have all-new art as you can see below, but Dawn hasn't made it back into the game, yet.&amp;nbsp; There are numerous other female characters added, though.&amp;nbsp; And more to come before beta!&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;The Seven Time Periods With Humans&lt;/b&gt;&lt;br /&gt;
Overall in the game, there are actually 9 different time periods that we are featuring in the game.&amp;nbsp; Two of those are from time periods where humanity does not exist.&amp;nbsp; The other seven are where all the various NPCs are divided into, although I've done a lot more art in the ice age style since that's where you begin the game.&lt;br /&gt;
&lt;br /&gt;
Through beta and after 1.0, it's highly likely that we'll also include some other minor time periods that do and don't include humans in them, but those will mostly be rarer and won't have nearly as much character art as the seven primary ones will.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;All 9 Time Periods In Chronological Order&lt;/b&gt;&lt;br /&gt;
To avoid giving spoilers, mostly what I'm going to talk about here is how people are dressed in each period, and then share that period's name.&lt;br /&gt;
&lt;br /&gt;
&lt;u&gt;Unknown Ancient Century - The "Wild Garden" Age&lt;/u&gt;&lt;br /&gt;
This is the time period that the lava flats and ocean sections come from.&amp;nbsp; This is one of the two time periods that doesn't include any humans in it, and it's so far back in Environ's planetary history that it's an unknown date.&amp;nbsp; That's about all I'm willing to say about this, so far -- you'll find out the rest in-game!&lt;br /&gt;
&lt;br /&gt;
&lt;u&gt;4th Ancient Century - Bronze Age&lt;/u&gt;&lt;br /&gt;
This is the oldest time period with humans in it.&amp;nbsp; They are dressed more plainly, often in tunics or togas or similar.&amp;nbsp; Very cheap clothing by modern standards, and no armor at all.&lt;br /&gt;
&lt;br /&gt;
&lt;u&gt;3rd Ancient Century - Time of Magic&lt;/u&gt;&lt;br /&gt;
The clothing is a lot more mystical, very fantasy-themed, with still no armor at all.&amp;nbsp; Magic, magic, magic, here.&lt;br /&gt;
&lt;br /&gt;
&lt;u&gt;1st Ancient Century - Medieval&lt;/u&gt;&lt;br /&gt;
The clothing is best described as "oversized fantastical armor."&amp;nbsp; This is a time period where women and men alike are dressed in &lt;i&gt;really&lt;/i&gt; bulky suits of armor.&amp;nbsp; But you can still see their faces and heads.&lt;br /&gt;
&lt;br /&gt;
Full armor/snowsuits/etc that includes headgear is something that you can equip separately on any character, so characters from this time period never have headgear to make the difference clear.&lt;br /&gt;
&lt;br /&gt;
&lt;u&gt;4th Modern Century - Pre-Industrial&lt;br /&gt;
&lt;/u&gt;&lt;br /&gt;
The clothing from here is the most cultured out of all the various periods.&amp;nbsp; Women don't wear dresses, but trend to pantsuits in a retro sort of style, and men wear suits and things like top hats, etc.&amp;nbsp; It's a very... soft... society in a lot of respects.&amp;nbsp; But still just as magically adept as all the other centuries.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;u&gt;5th Modern Century - Industrial Revolution&lt;br /&gt;
&lt;/u&gt;&lt;br /&gt;
This makes a big stylistic jump, including the first (chronologically speaking) elements that are at all sci-fi.&amp;nbsp; This is a very adventure-movie-genre sort of time period, mixed with some bits of steam punk.&amp;nbsp; I really like this time period, personally.&lt;br /&gt;
&lt;br /&gt;
&lt;u&gt;6th Modern Century - Contemporary&lt;br /&gt;
&lt;/u&gt;&lt;br /&gt;
This time period on Environ is the most equivalent to our modern times on Earth.&amp;nbsp; However, given the hugely different society of Environ, you no longer have characters that are just dressed in our ordinary sort of fashion that you'd see on the street (as Darrell and Dawn previously were).&lt;br /&gt;
&lt;br /&gt;
The new style for "modern" in Environ is basically a sort of funky sci-fi blend.&amp;nbsp; With the very barest accents of sci-fi style armor in some parts, but that's mostly for fashion and not function in terms of this society.&amp;nbsp; This is the last and in many respects greatest of the human ages, before the ice age that sends everyone into hiding.&lt;br /&gt;
&lt;br /&gt;
&lt;u&gt;9th Modern Century - Ice Age&lt;br /&gt;
&lt;/u&gt;&lt;br /&gt;
This is where you start the game, and consequently it's where I've focused the most effort on in terms of art.&amp;nbsp; For me, this time period -- character-design-wise -- is the least visually flexible, because everybody has to wear some sort of futuristic snowsuit to protect themselves from the cold.&amp;nbsp; It's still possible to see a lot of personality in the various suits, but this is by far the most one-note of all the time periods when it comes to that sort of thing, simply by necessity.&lt;br /&gt;
&lt;br /&gt;
&lt;u&gt;30th Modern Century - After People&lt;br /&gt;
&lt;/u&gt;&lt;br /&gt;
Robots have inherited the earth.&amp;nbsp; This is the time the Neutral Skelebot character comes from, as well as all the unfriendly skelebots.&lt;br /&gt;
&lt;br /&gt;
Incidentally, the Neutral skelebot is now about half a head taller than the regular skelebots, which are themselves about 9-10 feet tall.&amp;nbsp; This makes it &lt;i&gt;rather&lt;/i&gt; difficult for the skelebot to get into tight spaces inside some buildings, etc -- and forget about trying to put on armor, snowsuits, etc.&amp;nbsp; Fortunately the skelebots are one of the few characters impervious to ambient heat and cold.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Last Note On Character Designs - About "Variants"&lt;/b&gt; &lt;br /&gt;
Previously, I was doing hue-shifts on the shirts or other clothing of the characters.&amp;nbsp; This caused a notable quality drop in the character graphics, especially when they were rotated.&amp;nbsp; And it didn't really look that different.&lt;br /&gt;
&lt;br /&gt;
Therefore, I decided to take a different approach: drop the colorization, but instead do two versions of each character: their standard version and a variant.&amp;nbsp; Both can be encountered in the game, and so far as you can tell in most cases they are really different characters.&amp;nbsp; This tends to be color of clothing, sometimes style of clothing or accessories, often includes hairstyle details and facial features.&lt;br /&gt;
&lt;br /&gt;
But in terms of the actual character assets being used to make them, it's the same base assets just with as-different-as-possible-while-still-looking-good variants applied to them.&amp;nbsp; The approach is working out really well in practice, as you'll see when we do the video.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;On With The Art!&lt;/b&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;div style="text-align: center;"&gt;&lt;u&gt;&lt;b&gt;&amp;nbsp;&lt;/b&gt;Valeria - Bronze Age&lt;/u&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-OZiVUF0Zz3I/TkXJZDlqJmI/AAAAAAAAAqE/_2DfL6KkV2s/s1600/ValeriaStand.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://4.bp.blogspot.com/-OZiVUF0Zz3I/TkXJZDlqJmI/AAAAAAAAAqE/_2DfL6KkV2s/s320/ValeriaStand.png" width="309" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;
&lt;div style="text-align: center;"&gt;&lt;u&gt;Valeria 2 - Bronze Age&lt;/u&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-NXPfl6B0r60/TkXMIv6mZDI/AAAAAAAAAqQ/aI6Nl59YT9M/s1600/Valeria2Portrait.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://2.bp.blogspot.com/-NXPfl6B0r60/TkXMIv6mZDI/AAAAAAAAAqQ/aI6Nl59YT9M/s320/Valeria2Portrait.png" width="309" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;u&gt;Lin - Medieval&lt;/u&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-A1cE_YIcLR0/TkXMROGRxdI/AAAAAAAAAqU/C-CRsdHjEco/s1600/LinFall.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://4.bp.blogspot.com/-A1cE_YIcLR0/TkXMROGRxdI/AAAAAAAAAqU/C-CRsdHjEco/s320/LinFall.png" width="309" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;Lin 2 - Medieval&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-MvYR6vaDm_E/TkXMb9QvfzI/AAAAAAAAAqY/VqcVsfr33mQ/s1600/Lin2Magic.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://1.bp.blogspot.com/-MvYR6vaDm_E/TkXMb9QvfzI/AAAAAAAAAqY/VqcVsfr33mQ/s320/Lin2Magic.png" width="309" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;
&lt;div style="text-align: center;"&gt;&lt;u&gt;Jack - Contemporary&lt;/u&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-GcH10cTHyTs/TkXMqHXpXfI/AAAAAAAAAqc/b3RZIqA_Bws/s1600/JackPortrait.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://3.bp.blogspot.com/-GcH10cTHyTs/TkXMqHXpXfI/AAAAAAAAAqc/b3RZIqA_Bws/s320/JackPortrait.png" width="301" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;u&gt;&lt;br /&gt;
&lt;/u&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;u&gt;Jack 2- Contemporary&lt;/u&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-AO7FjMB7vOM/TkXMzCUHLCI/AAAAAAAAAqg/UQxnvQrRUy8/s1600/Jack2Magic.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://4.bp.blogspot.com/-AO7FjMB7vOM/TkXMzCUHLCI/AAAAAAAAAqg/UQxnvQrRUy8/s320/Jack2Magic.png" width="309" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;
&lt;div style="text-align: center;"&gt;&lt;u&gt;Darrell - Ice Age&lt;/u&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-goivtMhz4Xw/TkXd_SncsHI/AAAAAAAAAqk/sEj5mAB38mY/s1600/DarrellPortrait.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://4.bp.blogspot.com/-goivtMhz4Xw/TkXd_SncsHI/AAAAAAAAAqk/sEj5mAB38mY/s320/DarrellPortrait.png" width="309" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;
&lt;div style="text-align: center;"&gt;&lt;u&gt;Darrell 2 - Ice Age&lt;/u&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-pGjtA0vmjeo/TkXeHPhEElI/AAAAAAAAAqo/IgdOaGODgQo/s1600/Darrell2Magic.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://3.bp.blogspot.com/-pGjtA0vmjeo/TkXeHPhEElI/AAAAAAAAAqo/IgdOaGODgQo/s320/Darrell2Magic.png" width="309" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;u&gt;Dave - Ice Age&lt;/u&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-s3DVDJr5APU/TkXeQcuW3ZI/AAAAAAAAAqs/rzjI130Y5LY/s1600/DavePortrait.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://4.bp.blogspot.com/-s3DVDJr5APU/TkXeQcuW3ZI/AAAAAAAAAqs/rzjI130Y5LY/s320/DavePortrait.png" width="309" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;
&lt;div style="text-align: center;"&gt;&lt;u&gt;Dave 2 - Ice Age&lt;/u&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-OJfyqNrHPxc/TkXeXdgx5WI/AAAAAAAAAqw/4zGCq7CsGJo/s1600/Dave2Portrait.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://4.bp.blogspot.com/-OJfyqNrHPxc/TkXeXdgx5WI/AAAAAAAAAqw/4zGCq7CsGJo/s320/Dave2Portrait.png" width="309" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;
&lt;div style="text-align: center;"&gt;&lt;u&gt;Marie - Ice Age&lt;/u&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-cLSZQhz4c6o/TkXehCH_tMI/AAAAAAAAAq0/BaWytJmtXjU/s1600/MariePortrait.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://2.bp.blogspot.com/-cLSZQhz4c6o/TkXehCH_tMI/AAAAAAAAAq0/BaWytJmtXjU/s320/MariePortrait.png" width="309" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;
&lt;div style="text-align: center;"&gt;&lt;u&gt;Marie 2 - Ice Age&lt;/u&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-6gMolq7ptEY/TkXepyNACpI/AAAAAAAAAq4/ahUXIXlmOlk/s1600/Marie2Magic.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://3.bp.blogspot.com/-6gMolq7ptEY/TkXepyNACpI/AAAAAAAAAq4/ahUXIXlmOlk/s320/Marie2Magic.png" width="309" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;
&lt;div style="text-align: center;"&gt;&lt;u&gt;Richard - Ice Age&lt;/u&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-gXKTQ2evUGk/TkXezm_3BvI/AAAAAAAAAq8/ZdcBTRCOTEc/s1600/RichardMagic.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://3.bp.blogspot.com/-gXKTQ2evUGk/TkXezm_3BvI/AAAAAAAAAq8/ZdcBTRCOTEc/s320/RichardMagic.png" width="309" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;u&gt;Richard 2 - Ice Age&lt;/u&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-wtt2uHzHQ7Q/TkXfAyP4IRI/AAAAAAAAArA/BIhmfjjx2zc/s1600/Richard2Stand.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://1.bp.blogspot.com/-wtt2uHzHQ7Q/TkXfAyP4IRI/AAAAAAAAArA/BIhmfjjx2zc/s320/Richard2Stand.png" width="309" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;
&lt;b&gt;Heat And Cold Matter Now&lt;/b&gt;&lt;br /&gt;
Not dressed for the ice age?&amp;nbsp; Well, depending on just how badly your  character is dressed, they might be dead in anywhere between 10 and 30  seconds.&amp;nbsp; Or, don a snowsuit that covers your entire character  head-to-toe.&amp;nbsp; Specifically, this:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-i2emJ8BDvWI/TkXK-NwhexI/AAAAAAAAAqI/vxAJsaB7z-s/s1600/SnowsuitFemalePortrait.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://2.bp.blogspot.com/-i2emJ8BDvWI/TkXK-NwhexI/AAAAAAAAAqI/vxAJsaB7z-s/s320/SnowsuitFemalePortrait.png" width="309" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;
&lt;br /&gt;
It comes in male and female variants, but that's the female version.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Alternatively, not prepared for the intense, searing heat of the lava flats?&lt;b&gt; &lt;/b&gt;Unless you have robotic skin, you're going to fry just as fast as you'd freeze in the ice age.&amp;nbsp; So better bring along a heatsuit, like the following:&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-4n8GKhihWOQ/TkXLg_MPHiI/AAAAAAAAAqM/kjbfcN1nPLI/s1600/HeatsuitMalePortrait.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://4.bp.blogspot.com/-4n8GKhihWOQ/TkXLg_MPHiI/AAAAAAAAAqM/kjbfcN1nPLI/s320/HeatsuitMalePortrait.png" width="309" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;
That's the male version there, but there's also a female version.&amp;nbsp; When you craft a snowsuit or a heatsuit, it's just a generic "snowsuit."&amp;nbsp; But when a character puts it on, it takes on a male or female appearance depending on the gender of that character.&lt;br /&gt;
&lt;br /&gt;
Incidentally, if you've transmogrified yourself into some other lifeform, such as a bat, you can't wear armor of any sort.&amp;nbsp; So that's one way in which the lava flats remains the platforming paradise, because you can't just fly around in there since you need a heat suit in order to stay alive at all!&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Art Credits&lt;/b&gt;&lt;br /&gt;
As with all of the "commodity art" that we use in AVWW, we've got a huge credits list of which artists did what items, etc.&amp;nbsp; Since so much of the sprites you see above were pieced together (or wholesale) the work of others, in this case in particular I wanted to go ahead and share the credits even before the release of the game:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Character Elements: “Mark Hair”&lt;br /&gt;
Used by Character(s): Richard&lt;br /&gt;
Created By: SWAM, goldtassel&lt;br /&gt;
&lt;br /&gt;
Character Elements: “Epsilon”&lt;br /&gt;
Used by Character(s): Richard&lt;br /&gt;
Created By: Lourdes&lt;br /&gt;
&lt;br /&gt;
Character Elements: “Michael 4.2, Michael Morphs++, Michael Ethnic Morphs”&lt;br /&gt;
Used by Character(s): Jack, Richard, Darrell&lt;br /&gt;
Created By: DAZ3D&lt;br /&gt;
&lt;br /&gt;
Character Elements: “Victoria 4.2, Victoria Morphs++, Victoria Ethnic Morphs”&lt;br /&gt;
Used by Character(s): Valeria, Lin, Marie&lt;br /&gt;
Created By: DAZ3D&lt;br /&gt;
&lt;br /&gt;
Character Elements: “Beach Hair”&lt;br /&gt;
Used by Character(s): Jack&lt;br /&gt;
Created By: Valea&lt;br /&gt;
&lt;br /&gt;
Character Elements: “Hardcore M4 (Uzilite Plus)”&lt;br /&gt;
Used by Character(s): Jack&lt;br /&gt;
Created By: Bobbie25&lt;br /&gt;
&lt;br /&gt;
Character Elements: “Strike Ponytail”&lt;br /&gt;
Used by Character(s): Valeria&lt;br /&gt;
Created By: Val3Dart, Lesthat&lt;br /&gt;
&lt;br /&gt;
Character Elements: “V4 Tunic”&lt;br /&gt;
Used by Character(s): Valeria&lt;br /&gt;
Created By: DAZ3D&lt;br /&gt;
&lt;br /&gt;
Character Elements: “V4 Tunic”&lt;br /&gt;
Used by Character(s): Valeria&lt;br /&gt;
Created By: DAZ3D&lt;br /&gt;
&lt;br /&gt;
Character Elements: “Moroccan Dreams”&lt;br /&gt;
Used by Character(s): Valeria&lt;br /&gt;
Created By: Ravenhair&lt;br /&gt;
&lt;br /&gt;
Character Elements: “Lux Lucis”&lt;br /&gt;
Used by Character(s): Lin&lt;br /&gt;
Created By: ToxicAngel, Ravnheart&lt;br /&gt;
&lt;br /&gt;
Character Elements: “MyLin V4”&lt;br /&gt;
Used by Character(s): Lin&lt;br /&gt;
Created By: Rebelmommy&lt;br /&gt;
&lt;br /&gt;
Character Elements: “Digital Curlz Hairstyle”&lt;br /&gt;
Used by Character(s): Lin&lt;br /&gt;
Created By: Neftis3D&lt;br /&gt;
&lt;br /&gt;
Character Elements: “Centurion A.D.”&lt;br /&gt;
Used by Character(s): Skelebots&lt;br /&gt;
Created By: The Antfarm&lt;br /&gt;
&lt;br /&gt;
Character Elements: “Major Cache”&lt;br /&gt;
Used by Character(s): Darrell&lt;br /&gt;
Created By: Uzilite&lt;br /&gt;
&lt;br /&gt;
Character Elements: “Major Upgrade 4.0”&lt;br /&gt;
Used by Character(s): Darrell&lt;br /&gt;
Created By: DzFire&lt;br /&gt;
&lt;br /&gt;
Character Elements: “M4 Elite Texture: Rob”&lt;br /&gt;
Used by Character(s): Darrell&lt;br /&gt;
Created By: -Yannek-&lt;br /&gt;
&lt;br /&gt;
Character Elements: “V4 Elite Texture:&amp;nbsp; Marie”&lt;br /&gt;
Used by Character(s): Marie&lt;br /&gt;
Created By: Sarsa, BTLProductions, -Yannek-&lt;br /&gt;
&lt;br /&gt;
Character Elements: “Sedition Soldier for V4”&lt;br /&gt;
Used by Character(s): Marie, Snowsuit Female&lt;br /&gt;
Created By: midnight_stories, mighty_mestophales&lt;br /&gt;
&lt;br /&gt;
Character Elements: “Diamond Hair”&lt;br /&gt;
Used by Character(s): Marie&lt;br /&gt;
Created By: Valea&lt;br /&gt;
&lt;br /&gt;
Character Elements: “Sedition Soldier for M4”&lt;br /&gt;
Used by Character(s): Dave, Snowsuit Male&lt;br /&gt;
Created By: midnight_stories, mighty_mestophales&lt;br /&gt;
&lt;br /&gt;
Character Elements: “WildMane Hair”&lt;br /&gt;
Used by Character(s): Dave&lt;br /&gt;
Created By: Neftis3D&lt;br /&gt;
&lt;br /&gt;
&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5439941893980599296-2391216338421325713?l=christophermpark.blogspot.com' alt='' /&gt;&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/ChristopherMPark-Blog/~4/BRBYyYOMDks" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://christophermpark.blogspot.com/feeds/2391216338421325713/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=5439941893980599296&amp;postID=2391216338421325713" title="2 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/5439941893980599296/posts/default/2391216338421325713?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/5439941893980599296/posts/default/2391216338421325713?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/ChristopherMPark-Blog/~3/BRBYyYOMDks/new-character-concept-art-for-avww-and.html" title="New Character Concept Art For AVWW, And Time Period Details" /><author><name>Christopher M. Park</name><uri>http://www.blogger.com/profile/16719365007524426389</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="32" height="32" src="http://3.bp.blogspot.com/-yj4ih5xZ8eo/TmTR95_dCeI/AAAAAAAAArM/p-bvRulMyb0/s220/Chris2.jpg" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://4.bp.blogspot.com/-OZiVUF0Zz3I/TkXJZDlqJmI/AAAAAAAAAqE/_2DfL6KkV2s/s72-c/ValeriaStand.png" height="72" width="72" /><thr:total>2</thr:total><feedburner:origLink>http://christophermpark.blogspot.com/2011/08/new-character-concept-art-for-avww-and.html</feedburner:origLink></entry><entry gd:etag="W/&quot;DkcBQHg7cSp7ImA9WhdQEkk.&quot;"><id>tag:blogger.com,1999:blog-5439941893980599296.post-1164976677416489221</id><published>2011-08-03T08:41:00.001-04:00</published><updated>2011-08-13T10:00:51.609-04:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-08-13T10:00:51.609-04:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Games" /><category scheme="http://www.blogger.com/atom/ns#" term="A Valley Without Wind" /><category scheme="http://www.blogger.com/atom/ns#" term="Developer Journal" /><category scheme="http://www.blogger.com/atom/ns#" term="Game Design" /><title>WIP Screenshots of AVWW Crafting Workbenches</title><content type="html">&lt;div id="fb-root"&gt;&lt;/div&gt;&lt;script src="http://connect.facebook.net/en_US/all.js#xfbml=1"&gt;
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&lt;br /&gt;
New WIP screenshots to share! These ones including some new art by the awesome &lt;a href="http://www.philippechabot.com/"&gt;Phil&lt;/a&gt;, who you might recall as the artist behind Tidalis, AI War 2.0, and The Zenith Remnant.&lt;br /&gt;
&lt;br /&gt;
Phil has mostly been working on freelance work with other indies since Arcen hit financial difficulties last year when Tidalis got off to a rocky start financially (despite rave reviews).&amp;nbsp; We've long since clawed our way back out of the hole we'd found ourselves in a year ago, but a renewed sense of caution (as well as experience doing all the new art for AI War 4.0 and Light of the Spire) has meant that I'm doing the art for AVWW using my talents as well as various commodity art (a way outdated post on my pipeline &lt;a href="http://christophermpark.blogspot.com/2011/02/art-pipeline-for-valley-without-wind.html"&gt;here&lt;/a&gt;).&lt;br /&gt;
&lt;br /&gt;
At any rate, when it comes to some really specialized things in AVWW -- like the workbenches and wind shelters -- I was really having trouble coming up with anything that would look special enough.&amp;nbsp; These are really tricky concepts to get across, since it's not like just showing a black smith's shop or a wizard's tent or whatever.&amp;nbsp; We have no less than 9 different kinds of crafting benches, and making them look distinct, interesting, clear, and in keeping with the theme of the game was really sending me in circles.&lt;br /&gt;
&lt;br /&gt;
So I called on Phil -- and I think the results are pretty awesome.&amp;nbsp; Here's a peek at them, with screenshots I took out of the Unity 3D editor (so there's an extra bar at the top of the screens, and the bottom are cut off -- that's just because they're straight out of the editor, don't worry).&lt;br /&gt;
&lt;br /&gt;
&lt;div style="text-align: center;"&gt;&lt;b&gt;Left To Right: Disenchant, Socketing, Memory Archive&lt;/b&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-fsh5wPpc1E0/TjiGvoORQtI/AAAAAAAAAp4/M0iCctaCITY/s1600/Screenshot_2011_08_02_16_45_29.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="276" src="http://2.bp.blogspot.com/-fsh5wPpc1E0/TjiGvoORQtI/AAAAAAAAAp4/M0iCctaCITY/s640/Screenshot_2011_08_02_16_45_29.png" width="640" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;
&lt;div style="text-align: center;"&gt;&amp;nbsp;&lt;b&gt;Left To Right: Spellgem, Architect, Crestsmith&lt;/b&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-QX3GVntHIwc/TjiGzinIWuI/AAAAAAAAAp8/P2ZhEwT3z6M/s1600/Screenshot_2011_08_02_16_45_37.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="278" src="http://1.bp.blogspot.com/-QX3GVntHIwc/TjiGzinIWuI/AAAAAAAAAp8/P2ZhEwT3z6M/s640/Screenshot_2011_08_02_16_45_37.png" width="640" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;
&lt;div style="text-align: center;"&gt;&lt;b&gt;Left To Right: Scrollmaker, Spellshaping, Enchant&lt;/b&gt; &lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-mvab72uCGqk/TjiG3-CNP5I/AAAAAAAAAqA/_xEPbePpNTY/s1600/Screenshot_2011_08_02_16_45_51.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="278" src="http://1.bp.blogspot.com/-mvab72uCGqk/TjiG3-CNP5I/AAAAAAAAAqA/_xEPbePpNTY/s640/Screenshot_2011_08_02_16_45_51.png" width="640" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;
&lt;b&gt;About The 9 Kinds Of Workbenches&lt;/b&gt;&lt;br /&gt;
Not all of these are actually crafting benches, I should clarify.&lt;br /&gt;
&lt;br /&gt;
For instance, the memory archive is a place where you can deposit memory crystals to try to piece together various mysteries in the world.&amp;nbsp; Sometimes this could be  the background of the local evil overlord, sometimes it's a piece of the  world's backstory (which varies from game to game), etc.&lt;br /&gt;
&lt;br /&gt;
And when it comes to the enchant/disenchant benches, those are for applying permanent affects to yourself, or taking them off if you want to replace them with new enchantments.&amp;nbsp; We'll explain more on that later, but it's something that's a bit more advanced and that you probably won't be doing until slightly later in the game (as with crests).&lt;br /&gt;
&lt;br /&gt;
Then we have the socketing workbench, which is all about configuring what spellgems and spellshaping gems go in your crests.&amp;nbsp; It's not so much about crafting something new as it is about configuring something new with stuff you already crafted.&lt;br /&gt;
&lt;br /&gt;
That leaves us with the five actual categories of crafting that we talked about in &lt;a href="http://christophermpark.blogspot.com/2011/07/few-new-avww-wip-screenshots-rhinos.html"&gt;the previous diary&lt;/a&gt;.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5439941893980599296-1164976677416489221?l=christophermpark.blogspot.com' alt='' /&gt;&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/ChristopherMPark-Blog/~4/LlXLUlOmgKU" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://christophermpark.blogspot.com/feeds/1164976677416489221/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=5439941893980599296&amp;postID=1164976677416489221" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/5439941893980599296/posts/default/1164976677416489221?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/5439941893980599296/posts/default/1164976677416489221?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/ChristopherMPark-Blog/~3/LlXLUlOmgKU/wip-screenshots-of-avww-crafting.html" title="WIP Screenshots of AVWW Crafting Workbenches" /><author><name>Christopher M. Park</name><uri>http://www.blogger.com/profile/16719365007524426389</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="32" height="32" src="http://3.bp.blogspot.com/-yj4ih5xZ8eo/TmTR95_dCeI/AAAAAAAAArM/p-bvRulMyb0/s220/Chris2.jpg" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://2.bp.blogspot.com/-fsh5wPpc1E0/TjiGvoORQtI/AAAAAAAAAp4/M0iCctaCITY/s72-c/Screenshot_2011_08_02_16_45_29.png" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://christophermpark.blogspot.com/2011/08/wip-screenshots-of-avww-crafting.html</feedburner:origLink></entry><entry gd:etag="W/&quot;DkcHSXY6fip7ImA9WhdQEkk.&quot;"><id>tag:blogger.com,1999:blog-5439941893980599296.post-5462125225865655304</id><published>2011-07-21T12:05:00.001-04:00</published><updated>2011-08-13T10:00:38.816-04:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-08-13T10:00:38.816-04:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Games" /><category scheme="http://www.blogger.com/atom/ns#" term="A Valley Without Wind" /><category scheme="http://www.blogger.com/atom/ns#" term="Developer Journal" /><category scheme="http://www.blogger.com/atom/ns#" term="Game Design" /><title>A Few New AVWW WIP Screenshots: Rhinos, Crafting, And Early Dungeon Maps</title><content type="html">&lt;div id="fb-root"&gt;&lt;/div&gt;&lt;script src="http://connect.facebook.net/en_US/all.js#xfbml=1"&gt;
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&lt;br /&gt;
So, last week we briefly showed screenshots of the &lt;a href="http://christophermpark.blogspot.com/2011/07/new-avww-world-map-and-character-select.html"&gt;new world map and character select screens&lt;/a&gt;.&amp;nbsp; We're still a few weeks away from being able to do our next large gameplay videos and huge diary entries (we really want to show off a ton of things in those all at once), but here's a few new things that we're ready to share:&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Screenshot 1: More World Map Refinements&lt;/b&gt;&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-9pJj5tunZzQ/Tigxo3gJ6nI/AAAAAAAAApk/aUWmgalumBA/s1600/Screenshot_2011_07_21_09_30_59.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="180" src="http://4.bp.blogspot.com/-9pJj5tunZzQ/Tigxo3gJ6nI/AAAAAAAAApk/aUWmgalumBA/s320/Screenshot_2011_07_21_09_30_59.png" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;
The screenshot above shows yet more refinement on the world map.&amp;nbsp; The numbers aren't shown all over the place on it (unless you hold the Shift key, as with planet names in AI War), and the color for a previously-visited region is now green instead of white, making it much easier to see.&amp;nbsp; The positioning of the numbers and icons is also now better, and hostile regions now show up with red numbers (not pictured).&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Screenshot 1: Macro-Game Icons&lt;/b&gt; &lt;br /&gt;
&lt;a href="http://www.philippechabot.com/"&gt;Phil&lt;/a&gt; has also done some great new "macro-game icons" for regions for us.&amp;nbsp; The one you can see above is the settlement icon, denoting that region contains a settlement.&amp;nbsp; Most of these macro-game locations aren't visible until either you've found them yourself or an NPC explorer has found them.&amp;nbsp; But things like possible wind shelter sites, evil out posts, and overlord keeps all now have icons.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Screenshot 2: In-Game HUD&lt;/b&gt;&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-tImMzFoVD8w/TigylRuJPsI/AAAAAAAAApo/DhgbT9ZQ2nM/s1600/Screenshot_2011_07_21_09_33_56.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="180" src="http://4.bp.blogspot.com/-tImMzFoVD8w/TigylRuJPsI/AAAAAAAAApo/DhgbT9ZQ2nM/s320/Screenshot_2011_07_21_09_33_56.png" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;
This next screenshot is the first time we've actually shown the in-game screens in over a month.&amp;nbsp; As you can see, visually a lot has changed with the HUD.&amp;nbsp; There's a few new indicators relating to the new mouse-based controls, but I'll talk about those another time.&amp;nbsp; The game now has full mouse+keyboard, keyboard-only, and gamepad support -- all with re-mappable keys -- if I haven't mentioned that before.&lt;br /&gt;
&lt;br /&gt;
The biggest change to the HUD, of course, is the minimap.&amp;nbsp; It's now shown in a different style, and at the top of the screen instead of the bottom.&amp;nbsp; Via your settings screen, you can actually scale it up and down now; since I'm playing at 1080p, I've got it scaled to about 2x normal, but for smaller screens it can be equivalently smaller.&amp;nbsp; There's tons more information in the minimap now, and you can also smoothly scale it up to fill most of your screen for detailed looking-at by hitting the M key.&amp;nbsp; Simply tap M again to scale the chunk map back down into minimap size.&lt;br /&gt;
&lt;br /&gt;
Note that there are still some color tweaks I need to make to the unexplored color and so on on the minimap.&amp;nbsp; The brown is not quite the best color now that the background map-styling has been removed, but I just haven't gotten around to changing that color yet. &lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Screenshot 2: Rhinos!&lt;/b&gt;&lt;br /&gt;
Two other things you might notice in that screenshot are... the rhinos!&amp;nbsp; These are a new form of enemy that run really fast along surface areas, goring you if you get in the way.&amp;nbsp; There are also green spell scrolls that you can craft that let you summon your own friendly rhinos, which is pretty cool -- they go bashing through all the enemies they encounter.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Screenshot 2:Wooden Platforms&lt;/b&gt;&lt;br /&gt;
You'll also notice that my character is standing on a floating wooden platform.&amp;nbsp; That is a "medium" sized platform, and there are also small and large versions.&amp;nbsp; These can be crafted out of any form of gem dust plus some cedar logs, with the help of an architect workbench.&amp;nbsp; I believe that you get 50 platforms per each log plus dust.&amp;nbsp; The default is the medium platforms, but you can get the large or small versions by adding easy-to-find secondary ingredients if you like.&lt;br /&gt;
&lt;br /&gt;
The purpose of wooden platforms is mainly to help you get around underground -- you can place these with ease with the mouse in particular, and then use them for jumping-on.&amp;nbsp; They are only solid to land on, so you can jump straight up through the bottom of them, which is handy; and enemies don't hit them at all.&amp;nbsp; Neither do spells, same as with trees and other background objects.&amp;nbsp; But, as with trees and background objects, if you &lt;i&gt;want&lt;/i&gt; to destroy them, you can use something like the Fire Touch spell to do so.&lt;br /&gt;
&lt;br /&gt;
As you progress through the game you'll get access to spells like Ride The Lightning, which was shown in the last video.&amp;nbsp; But early on in, you need to rely on platforms and the like when you go spelunking.&amp;nbsp; In this case I've actually placed the platform above ground, and it's keeping me safe from the rhinos while I use a Restore Magic scroll (that's the blue lines showing on top of the platform, as I took the screenshot right as that started).&lt;br /&gt;
&lt;br /&gt;
Each new character also starts with a healthy dose of wooden platforms, as they are something you don't want to get caught without.&amp;nbsp; But even if you run out while exploring underground, if you can find a boss area and then use the "teleport tunnels" (temporary name for that fast-travel feature), you can get back to the first surface chunk of the region and go visit an architect bench.&amp;nbsp; More on &lt;i&gt;all&lt;/i&gt; that later, but that's a bit of info anyway.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Screenshot 3: Crest Crafting Interface&lt;/b&gt;&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-3EHnftxoO0I/Tig1-UziAkI/AAAAAAAAAps/zT31Sz9wkso/s1600/Screenshot_2011_07_21_09_56_45.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="180" src="http://3.bp.blogspot.com/-3EHnftxoO0I/Tig1-UziAkI/AAAAAAAAAps/zT31Sz9wkso/s320/Screenshot_2011_07_21_09_56_45.png" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;
I can only partially show this particular interface at the moment because it's early in that particular world and I don't have the needed research done to actually build crests.&amp;nbsp; But this is a general view of the crafting interface, which uses large descriptive "cards" to show you what you're building, and which has either a row of gems, dust, or commodities at the top of the screen.&lt;br /&gt;
&lt;br /&gt;
Down at the very bottom you can see what you've combined thus far.&amp;nbsp; At the moment, the combinations are always either gem or dust, and then other stuff.&amp;nbsp; For crests it's one, two, or three gems.&amp;nbsp; That is, a Base Gem,  plus optionally a Mix Gem, and then optionally a Catalyst Gem (but only  if you have a Mix already).&lt;br /&gt;
&lt;br /&gt;
There are three kinds of  crafting that use the Base+Mix+Catalyst pattern (crest, spellshaper,  enchant) and three that use the Gem/Dust+Commodity+Commodity pattern (spellgem,  spellscroll, architect).&amp;nbsp; For those other kinds of crafting, you use one gem OR one dust, plus 0-2 commodities.&amp;nbsp; It's really straightforward and quick to use, and doesn't require memorization or an external wiki.&amp;nbsp; &lt;br /&gt;
&lt;br /&gt;
You can easily check your inventory of commodities/gems/dust at any time, by the way, and there will also be some other in-game shortcuts to make looking at the various dimensions of this data as simple as possible. &lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Screenshot 3: Research&lt;/b&gt;&lt;br /&gt;
So, in the paragraphs above I did mention research -- so I'll expand on that a little bit.&amp;nbsp; Basically, when you start out in a new world there is very little that crafters actually know how to make.&amp;nbsp; They also don't have access to very many or very good raw materials.&amp;nbsp; As you explore around, of course you'll find more and better raw materials, but you'll also find "books of magic" that you can use to research new spells, crests, scrolls, traps, mechanical devices, buildings, and so on.&lt;br /&gt;
&lt;br /&gt;
We'll get into the mechanics of how you turn in books of magic, and what the research works like, in the next video.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Screenshot 4: Crafting Moon Lamps&lt;/b&gt;&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-BrMp4kztr2s/Tig39ESD8_I/AAAAAAAAApw/gEIKzI0MIJw/s1600/Screenshot_2011_07_21_09_57_13.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="180" src="http://4.bp.blogspot.com/-BrMp4kztr2s/Tig39ESD8_I/AAAAAAAAApw/gEIKzI0MIJw/s320/Screenshot_2011_07_21_09_57_13.png" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;
The card graphics here are showing the crest image, which is a temporary thing, so please ignore that.&amp;nbsp; However, what you can see here is that I've used some white opal dust that I have (see at the bottom where my base is selected), and now the provisional thing that I will craft is 20 moon lamps (see the card on the right).&lt;br /&gt;
&lt;br /&gt;
Up at the top of the screen, I can either add in some cedar logs to my white opal dust to get wood platforms, or I can choose "none" to just finish and get my 20 moon lamps in exchange for one unit of white opal dust.&lt;br /&gt;
&lt;br /&gt;
We'll show crafting in greater detail the next full diary that we do, including video of it in action, but I figured it was a good time to at least show you &lt;i&gt;some&lt;/i&gt; of the interface.&amp;nbsp; It is a rather central part of the game, after all!&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Screenshot 5: Underground Dungeon Map&lt;/b&gt; &lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-UJRwBPNvvEw/Tig5Rm9g19I/AAAAAAAAAp0/GGAe6qErZ04/s1600/Screenshot_2011_07_21_09_43_29.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="180" src="http://4.bp.blogspot.com/-UJRwBPNvvEw/Tig5Rm9g19I/AAAAAAAAAp0/GGAe6qErZ04/s320/Screenshot_2011_07_21_09_43_29.png" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;
So I'll warn you right up front with this last screenshot that there's a lot of partially-complete stuff you're looking at there.&amp;nbsp; First of all, there's a bug that is causing the darkness to be too dark in the compiled versions of the game, but which isn't causing that when I run the game in the unity editor.&amp;nbsp; That is... bizarre, to say the least, and it's something I need to look into more.&amp;nbsp; But that's why the darkness was so incredibly thick in the last video Erik did, and why I haven't shown more screenshots since.&lt;br /&gt;
&lt;br /&gt;
At any rate, though, you can see an example of a partly-explored chunk map of an underground section in the top left.&amp;nbsp; But ALSO, you can see a very early working example of a dungeon map in the bottom right.&amp;nbsp; The graphics and styling on the dungeon map are very placeholder, but the green node is where I'm currently located, and all the white nodes are the other chunks in that same dungeon.&lt;br /&gt;
&lt;br /&gt;
The cross-connections aren't shown yet, and that's one of many things we're still working on with the dungeon and region maps.&amp;nbsp; But what's really exciting is that you can easily pop open the dungeon or region map with period or comma respectively, and you can close them just as quickly.&amp;nbsp; But if you're running at a large screen and for some reason want to have their overlay up while you play, then you can turn them on, and even scroll them around so they are wherever you want on the screen.&amp;nbsp; That's pretty handy!&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Until Next Time!&lt;/b&gt;&lt;br /&gt;
We're working toward the point where we have enough things completed on all the various fronts to show you some longer gameplay videos that will really capture how the early game goes.&amp;nbsp; And we'll have more to show on interiors, dungeons, bosses, scouting/exploration, settlements, crafting... a whole long list of stuff.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt; &lt;/b&gt;&lt;br /&gt;
But since that's really requiring completion of so many different parts of the game, that's what the delay is in our showing the next video.&amp;nbsp; Similarly, if we're going to be hitting beta in August it's going to be very late August at this stage.&amp;nbsp; It might be September.&amp;nbsp; The project is still roughly on schedule for a October/November launch from the look of things, but we keep realizing that "oh, we can't leave that out of our first beta release or people will be disappointed," and so that's made it so that the first published will be a lot closer to the 1.0 "finished" version than we'd been originally planning.&lt;br /&gt;
&lt;br /&gt;
Of course, I put finished in quotes, because as with AI War this game is intended to grow and evolve immensely during the beta period and post-1.0.&amp;nbsp; We've just got to have a nearly-complete foundation for all of the basic components of the game before we start letting people play it; first impressions being rather important and all that.&amp;nbsp; Anyway, stay tuned!&amp;nbsp; We'll have more for you in 2-3 weeks, hopefully with a video that time!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5439941893980599296-5462125225865655304?l=christophermpark.blogspot.com' alt='' /&gt;&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/ChristopherMPark-Blog/~4/Kh8NQfT5TBw" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://christophermpark.blogspot.com/feeds/5462125225865655304/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=5439941893980599296&amp;postID=5462125225865655304" title="2 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/5439941893980599296/posts/default/5462125225865655304?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/5439941893980599296/posts/default/5462125225865655304?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/ChristopherMPark-Blog/~3/Kh8NQfT5TBw/few-new-avww-wip-screenshots-rhinos.html" title="A Few New AVWW WIP Screenshots: Rhinos, Crafting, And Early Dungeon Maps" /><author><name>Christopher M. Park</name><uri>http://www.blogger.com/profile/16719365007524426389</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="32" height="32" src="http://3.bp.blogspot.com/-yj4ih5xZ8eo/TmTR95_dCeI/AAAAAAAAArM/p-bvRulMyb0/s220/Chris2.jpg" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://4.bp.blogspot.com/-9pJj5tunZzQ/Tigxo3gJ6nI/AAAAAAAAApk/aUWmgalumBA/s72-c/Screenshot_2011_07_21_09_30_59.png" height="72" width="72" /><thr:total>2</thr:total><feedburner:origLink>http://christophermpark.blogspot.com/2011/07/few-new-avww-wip-screenshots-rhinos.html</feedburner:origLink></entry><entry gd:etag="W/&quot;CUIEQ3w9eSp7ImA9WhdTFU0.&quot;"><id>tag:blogger.com,1999:blog-5439941893980599296.post-4290997400309103405</id><published>2011-07-12T16:45:00.000-04:00</published><updated>2011-07-12T16:45:02.261-04:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-07-12T16:45:02.261-04:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Technology" /><category scheme="http://www.blogger.com/atom/ns#" term="Programming" /><category scheme="http://www.blogger.com/atom/ns#" term="A Valley Without Wind" /><title>Old AVWW Top-Down Interior Generator Source Code Now Released</title><content type="html">As promised, the source code (and runtime) for &lt;a href="http://christophermpark.blogspot.com/2011/05/avww-interior-generator-technical.html"&gt;the old Interior Generator for the top-down version of AVWW&lt;/a&gt; has now been released.&amp;nbsp; If you want to read about what it is and what it does, please see the link above -- it's described in great detail.&lt;br /&gt;
&lt;br /&gt;
And &lt;a href="http://www.arcengames.com/share/AVWWTopDownInteriorGenerator.zip"&gt;here&lt;/a&gt; is where you can download the source and runtime.&lt;br /&gt;
&lt;br /&gt;
What's new in this version, since the blog post linked above?&amp;nbsp; Well, the cleanup processes have grown and grown, so there's something like 60 unique cleanup steps now.&amp;nbsp; It also builds even more varied interiors between the various interior styles, too.&amp;nbsp; I also started using chasms for the "remainders" where a wall wouldn't fit but I wanted to have something blocked off -- that worked out really well.&lt;br /&gt;
&lt;br /&gt;
I'm sure there are still some little glitches here and there where something gets placed in a way that violates perspective, etc.&amp;nbsp; I had fixed most of those, but when we made the switch to a side-view this particular style of interior generation got tabled and so that was basically the end of this program for Arcen.&lt;br /&gt;
&lt;br /&gt;
However, if you're making procedural interiors for a game that is top down, especially if it's tile-based with a faux perspective -- like so many pixelart games are -- then I welcome you to use this!&amp;nbsp; We'd appreciate credit if you feel like it, or at least a heads up that you're using it just for our own curiosity, but you're not legally obligated and it's not a huge deal to us either way.&amp;nbsp; Consider this released under the MIT license, and if you find it useful I'm glad.&amp;nbsp; Enjoy!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5439941893980599296-4290997400309103405?l=christophermpark.blogspot.com' alt='' /&gt;&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/ChristopherMPark-Blog/~4/FxFQWfq5FnY" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://christophermpark.blogspot.com/feeds/4290997400309103405/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=5439941893980599296&amp;postID=4290997400309103405" title="2 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/5439941893980599296/posts/default/4290997400309103405?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/5439941893980599296/posts/default/4290997400309103405?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/ChristopherMPark-Blog/~3/FxFQWfq5FnY/old-avww-top-down-interior-generator.html" title="Old AVWW Top-Down Interior Generator Source Code Now Released" /><author><name>Christopher M. Park</name><uri>http://www.blogger.com/profile/16719365007524426389</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="32" height="32" src="http://3.bp.blogspot.com/-yj4ih5xZ8eo/TmTR95_dCeI/AAAAAAAAArM/p-bvRulMyb0/s220/Chris2.jpg" /></author><thr:total>2</thr:total><feedburner:origLink>http://christophermpark.blogspot.com/2011/07/old-avww-top-down-interior-generator.html</feedburner:origLink></entry><entry gd:etag="W/&quot;A0QAQnwyfCp7ImA9WhdTFEU.&quot;"><id>tag:blogger.com,1999:blog-5439941893980599296.post-6296348814373809157</id><published>2011-07-12T12:49:00.000-04:00</published><updated>2011-07-12T12:49:03.294-04:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-07-12T12:49:03.294-04:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="Games" /><category scheme="http://www.blogger.com/atom/ns#" term="My Art" /><category scheme="http://www.blogger.com/atom/ns#" term="A Valley Without Wind" /><category scheme="http://www.blogger.com/atom/ns#" term="Developer Journal" /><category scheme="http://www.blogger.com/atom/ns#" term="Game Design" /><title>New AVWW World Map And Character Select Previews</title><content type="html">Not a full developer diary today -- but I did want to share a couple of things since it's been a while.&amp;nbsp; We've got a few full diaries with videos and lots of details coming up before too long, but in the meantime there are a few things that I can show well with screenshots.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;New Character Select Screen&lt;/b&gt;&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-PWhkYv_O6zs/Thx4f-kf7RI/AAAAAAAAApQ/MIUU9b33Vsc/s1600/Screenshot_2011_07_12_12_34_58.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="170" src="http://1.bp.blogspot.com/-PWhkYv_O6zs/Thx4f-kf7RI/AAAAAAAAApQ/MIUU9b33Vsc/s320/Screenshot_2011_07_12_12_34_58.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;
The new version uses a fancier way of letting you scroll through your options, plus it also uses the new character portraits.&amp;nbsp; In general this is one of several examples of how Keith and I have been retooling the various interfaces to be less spreadsheet-like and more visually pleasing.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;New World Map Visuals&lt;/b&gt;&lt;br /&gt;
Yet again, the world map visuals have been redone.&amp;nbsp; This time it's to make it less boardgame-like and more like a 4X game.&amp;nbsp; This also shows off the new ocean tiles, as well as some of the generally better seeding logic. The world map is getting pretty close to being final for beta, now:&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-EomvW-IsB3k/Thx5fPIkoFI/AAAAAAAAApg/V8GYaNCD1NI/s1600/Screenshot_2011_07_12_12_34_25.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="170" src="http://4.bp.blogspot.com/-EomvW-IsB3k/Thx5fPIkoFI/AAAAAAAAApg/V8GYaNCD1NI/s320/Screenshot_2011_07_12_12_34_25.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-KrozzdSJ1ZE/Thx5cRNmJSI/AAAAAAAAApU/z90RG_7Br3U/s1600/Screenshot_2011_07_12_12_31_57.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="170" src="http://3.bp.blogspot.com/-KrozzdSJ1ZE/Thx5cRNmJSI/AAAAAAAAApU/z90RG_7Br3U/s320/Screenshot_2011_07_12_12_31_57.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-sqjx12kwX4s/Thx5dK9ireI/AAAAAAAAApY/dDmV3cLOxyg/s1600/Screenshot_2011_07_12_12_32_19.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="170" src="http://3.bp.blogspot.com/-sqjx12kwX4s/Thx5dK9ireI/AAAAAAAAApY/dDmV3cLOxyg/s320/Screenshot_2011_07_12_12_32_19.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-VLHX4d88Sgw/Thx5eD3F4bI/AAAAAAAAApc/ZEKrnLuBBzo/s1600/Screenshot_2011_07_12_12_32_49.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="170" src="http://4.bp.blogspot.com/-VLHX4d88Sgw/Thx5eD3F4bI/AAAAAAAAApc/ZEKrnLuBBzo/s320/Screenshot_2011_07_12_12_32_49.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;
If you're curious about the ocean tiles: yes, you can move onto them.&amp;nbsp; However, like some other "hostile tiles" you get sucked right into them.&amp;nbsp; If you're on a "shallows" section of the ocean (you can pick them out, though they are subtle differences), this isn't a crisis.&amp;nbsp; There's a lot of dangerous water in the shallows, but also land for you to walk.&lt;br /&gt;
&lt;br /&gt;
If you're not in the shallows... well, your character can't swim.&amp;nbsp; You pop out in the middle of the ocean and start sinking fast.&amp;nbsp; There are ways to cross the ocean in this manner, but I'll leave you to discover those in-game when it hits beta!&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Until Next Time!&lt;/b&gt;&lt;br /&gt;
This is just a brief little bit of info, but we'll have a lot more to share next time, including some longer gameplay videos that let you see more how an actual gameplay session might feel.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/5439941893980599296-6296348814373809157?l=christophermpark.blogspot.com' alt='' /&gt;&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/ChristopherMPark-Blog/~4/ngIfO0_F4S4" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://christophermpark.blogspot.com/feeds/6296348814373809157/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.blogger.com/comment.g?blogID=5439941893980599296&amp;postID=6296348814373809157" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/5439941893980599296/posts/default/6296348814373809157?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/5439941893980599296/posts/default/6296348814373809157?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/ChristopherMPark-Blog/~3/ngIfO0_F4S4/new-avww-world-map-and-character-select.html" title="New AVWW World Map And Character Select Previews" /><author><name>Christopher M. Park</name><uri>http://www.blogger.com/profile/16719365007524426389</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="32" height="32" src="http://3.bp.blogspot.com/-yj4ih5xZ8eo/TmTR95_dCeI/AAAAAAAAArM/p-bvRulMyb0/s220/Chris2.jpg" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://1.bp.blogspot.com/-PWhkYv_O6zs/Thx4f-kf7RI/AAAAAAAAApQ/MIUU9b33Vsc/s72-c/Screenshot_2011_07_12_12_34_58.jpg" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://christophermpark.blogspot.com/2011/07/new-avww-world-map-and-character-select.html</feedburner:origLink></entry></feed>

