Real-Time Pause Menus

What do you think about games having menus that freeze the in-game action? Should more stuff happen in real time? I vastly preferred how TLoU handled the backpack feature, than MGS3. gilgamesh

I’m kind of ambivalent on it. I’m fine with a lot of games freezing time for menus. In most cases, I don’t think it seriously matters.

Cases where I’m not fine tend to be games like Skyrim, where you can pop into a menu and heal yourself with an infinity of healing items. If you could do that in Demon’s Souls or Dark Souls, that would be horrible.

Basically, when you have a menu that pauses time, you’re effectively making any action that takes place inside the menu instantaneous. This is why all the games with weapon wheels slow time while you’re looking at the weapon wheel. Because they want switching to be instantaneous in game time.

If healing is instantaneous, it’s not risky. If you can carry an infinite number of healing items and healing is instantaneous, then you have infinite health. Megaman has subtanks or etanks you can use to heal in menus, and that’s fine.

If healing is limited, then instantaneous healing means you effectively just have a slightly bigger health bar. If you can carry unlimited healing items, then you have an unlimited health bar, which sucks.

Menus not pausing means that whatever’s in your menu, you better have set up before combat comes, or take a risk setting it up when combat’s happening. Witcher, they don’t want you brewing potions mid-combat, they want you with that stuff set up ahead of time (menus in witcher do pause, but you can’t brew potions I believe). In Dark Souls, similar deal, you gotta put on the right equipment ahead of time or pay the price in the moment.

I think it ends up being more about tone than substance most of the time. You can choose to have them real-time to make switching things in combat riskier if you feel that’s important to the tone of your game, but I can’t think of any specific game dynamics that rely on the player not being able to instantly do whatever in the pause menu.

Improving Beat Em Up AI

Do you think the beat em up genre could do with a level of shaking up in the AI department? I find that the enemies mostly repeat the same moveset, and don’t act all the dynamic most of the time. Although the same could probably be argued about the enemies in a lot of martial arts films.

Here’s one big change: Record when the player deals damage, and perform attacks with inverse proportionality to where damage is taken. Keep updating this as the battle goes on. So if the player is only trying to deal damage during one particular cycle, or punish one particular attack, start using that attack less, forcing them to get damage elsewhere. This can help force continuous aggression from the player and improvisation instead of really safe play.

Beyond that, better AI is really a matter of thinking up specific behavioral characteristics. Making observably good AI is hard. Halo enemies dodge only after they’re initially shot, or if you throw a grenade or fire a slow moving shot. They can’t dodge pre-emptively or on reaction to your shots, so their dodging behavior is predictable instead of random. Continue reading

Mass Effect Combat Review

What do you think of the combat in the Mass Effect series?

I played about half of Mass Effect 1 and beat Mass Effect 2, but it was so long ago I don’t really remember it. I remember it was REALLY boring cover shooting. Mass Effect 1 was a poorly optimized abomination that managed to run poorly on my much newer than the game computer, when ME2 didn’t. Enemies don’t move a lot. They shoot hitscan bullets, there’s the usual regen health/shields. You play peekaboo with cover and try to tank enemy hits while shooting them, because they take damage permanently and you don’t. They also don’t take hitstun, and all your weapons use the same ammo (ME2), or have cooldowns with unlimited ammo (ME1). There isn’t a lot of reason to move around during combat, because enemies don’t move around much, and you’re basically always using mid/long range effective weapons. Occasionally enemies throw grenades, I think. I don’t think you have grenades, only cooldown abilities, some of which might resemble grenades. Continue reading

Why Controllers Suck at FPS Games

Why do you strongly dislike using controllers for first-person shooters? What exactly is wrong with using a controller as opposed to a mouse and keyboard? While I’m at it, what do you even think about console shooters (shooters made strictly for controllers).

Basically, unlike fighting games, controllers are a completely inarguably inferior method of control for first person shooter games. In fighting games, and a lot of other (digital input) genres, using a controller over another input method is usually a matter of preference. In first person shooters (and RTS), mice are the best way to control the game, period. Continue reading

Audio Cues in Action Games

If someone were to make a game, should every enemy attack have its own unique audio cue? Or should there only be one audio cue per enemy? Or should every enemy share the same audio cue?

All of these work. DMC has every attack given a different audio cue. Furi gives every melee attack the same audio cue.

Audio cures are helpful versus visual cues because average reaction time to audio is 170ms instead of 250ms from sight. The advantage of sight is you can process pictures in parallel, see the whole thing at once, where sound is a serial input, you can only really process one sound input at a time, even if you can juggle them really quickly. Continue reading

Marth’s Throw Followups

What’s the best way to use Marth’s throws in Melee/PM? As in, a couple of good examples for each throw? I often end up just using uthrow

Alright, I’ve mapped out Marth’s throw combos and setups rather thoroughly. Basically, Fthrow gets the most frame advantage, dthrow is like a reverse Fthrow with a worse angle and worse advantage time, bthrow is nearly useless, uthrow gets guaranteed combos on all applicable characters. Combos are not guaranteed with any other throw, except fthrow under specific circumstances. So Uthrow is your respect option. It gets the worst followups (on most characters), but it’s guaranteed regardless of their DI. All of Marth’s throws are so fast that they’re unreactable. It’s hard to react to how fast marth can grab and throw you, it’s impossible to react to which throw he decides to use. Uthrow is great on spacies. Fthrow and Dthrow are great on floaties. I recommend dthrow for super heavy characters. Bthrow is good for sending people onto platforms when you want to do platform setups at high percentages and almost nothing else. Continue reading

Stealth Game Distraction Tools

Stealth games need more distraction tools, here’s a list:

Old ideas:

Tap, bring enemies over to your position via sound, tapping on walls, or simply making noise in place
Coin, throw an object to make noise far from you

flash bang, temporarily disable enemies, but alert them. Can stun them during alert phase to allow for an escape.

Smoke Grenade, Obscures vision inside of and into an area temporarily, but alerts guards

Tranq, shoot someone from afar, they conk out after a delay

Sneak/Crouchwalk, move silently, but slowly.

blackjack, hit someone from behind/up close, they conk out.

Remote detonated noise maker, makes a noise, needs to be planted in advance

Water Arrow, shut off light sources

Moss Arrow, dampens sound on a surface

Decoy, guards will follow it when in alert if they can’t see you, will be drawn to it otherwise, dishonored 2 lets you swap places with your decoy and leaves the decoy to fight

Cardboard Box, move slower, but ignored while staying still, unless directly in guard’s path
Camouflage mat, like cardboard box, but must be set up

Fulton, dispose of guard bodies

Stealth Action Camo/invisibility potion, cannot be directly perceived, lasts a limited amount of time.

Disguise, allows access to areas granted by disguise. Certain suspicious actions may trigger an alert
Possession, like disguise, but possess a guard or animal, moving them around until they’re released.

Run Silent, removes the sound of your footsteps temporarily, allowing you to move fast silently.

Camoflage, blend into certain areas/surfaces, can be changed to match surfaces, octocamo in MGS4 changed automatically based on staying still

thermal vision/wallhacks, lets you see through walls, usually blinded by sources of light or heat, like grenades or flashbangs

Scouting Orb, see from another viewpoint, limited use

Lean, see around corners, making yourself slightly visible in the process.

Directional Microphone, Hear further in a specific direction

EMP/Chaff grenade, disables electronic sensors temporarily without alert

Magazine/stuffed puppy snare, lures enemies in and holds their attention, even when in investigation mode

Fake Death/Revival pills, Allows a player to fake being killed during an alert, then revive themselves, wait too long and die for real

Handkerchief, inconspicuous melee conk during disguise
Cig Spray, inconspicuous slightly ranged conk during disguise

Colored Smoke Grenades (Yellow, Red, Green, Blue), From MGS4, trigger enemies to laugh, get mad, scream, or get sad, then fall unconscious afterwards. Laughing has enemies kill those on their side, anger has them kill other non-allied enemy combatants. During these last two they’ll ignore snake. While screaming they’ll run around.

Bamboo dart, stuns enemy very briefly, causes them to investigate where it came from

Caltrops, stuns enemy when walked over

Blink, instant teleport to a position, ignoring everything between including guards and their line of sight. Can get away when spotted, ideally sets the investigation point to where you teleport to.

Swoop, move quickly across a short distance without making sound, limited by a recovery/cooldown time.

Bend time, slows guards, making it easier to move around them.

Stops guards, making it easier to move around them, or possibly through their line of sight temporarily.

Remote Drone/clone/spiderbot, can scout areas, sometimes using different routes and movement abilities than you, attack or interfere with enemies without risking yourself. Usually has limited environmental interactions, being incapable of completing some objectives

Patsy, accuse other guard of being a bad guy while disguised during a clearing phase

New Ideas:

Blur Ward, Place a small zone that when guards step into it, they cannot perceive anything outside that zone, but don’t realize something funny is up unless something egregious happens, or maybe the effect wears off based on how long they stay in there.

LIFE gun, Nonlethal tranq weapon that overheals enemies and buffs them for when they wake back up, so you can tranq people, but in the process you’re making them more powerful later

Holo-wall, an object that makes a detour guards must move around, can make hiding spots out of dead end hallways. Expires when passed by too much or after a period of time

Mass Mind Tuner, changes guard’s affinities towards certain objects, lets say red, yellow, and blue arbitrarily, so they patrol around these objects more frequently. Allows you to adjust the guard patrol patterns, but as a matter of level design, this opens up and closes different routes as well as forcing guards in the short term to move by you, so you gotta keep your wits about you (this absolutely depends on good level design and guard scheduling). Can have differing effects based on each guard’s distance from the affiliated object at the time of tuning, determining the direction they go, so the player needs to use timing and adapt in the moment.

Smelly garbage, makes guards adverse to moving near an area, might make them surround the areas around it though. (needs a better drawback, and a clear counter)

Reversi, Reverse guard patrol schedules, so they patrol backwards

Fake Grenade, makes guards rush away from a specific point, potentially onto the player’s position.

Slow Guard, makes a specific guard’s movements slower or stopped temporarily, broken by alert. Slow people while they’re in favorable positions. Faster to alert in this state, maybe wider peripheral vision

Caffeine Shot. Guard spends less time standing still, goes through patrol route faster. Speed people up to get them out of your hair quicker. Alert triggered more quickly, buffs enemies during alert.

Recall Point. Set a point that can be teleported back to, maybe takes time to teleport back to, maybe the point is conspicuous and can be destroyed.

Fear Gas, (inspired by the MGS4 green gas grenade) causes enemies to temporarily run in fear, ignoring the player while doing so, mixes up guard positions all over the place, potentially in good and bad positions, gives you a chance to move through enemies in the short term. Alternatively, you could need to hide while the fear effect is going on and take advantage of it afterwards.

Darkness aura, decrease guard vision cones in a limited area, triggers investigation and clearing of area. Like a less effective, but presumably larger radius smoke grenade.

Pretty Painting, draws guard attention, they don’t investigate it, but they can’t look away from it while patrolling, effect is stronger as they get closer to it. Won’t look over their shoulder at it though.

Position Swapper, swaps your position with a guard or other person. Makes them want to get back to where they just were.

Sleep gas but slow, temporarily makes a small area that will put enemies to sleep if they stay in it for too long.

Sleep poison, sets guard to clearing mode, gives them time limit to find you before succumbing to sleep, ineffective on alerted enemies

Shoulder Tap, causes enemy to turn around in your direction and look around for a bit.

Instant Barricade, throws up a wall behind you that enemies need to destroy or go around. Very loud.

Push, shunts enemies further away from you, making space to run. Obviously triggers alert.

Trip Wire, a wire that trips enemies who run over it, temporarily stunning them, ineffective on enemies in idle or investigating states, will be removed by those and trigger clearing. When Tripped, extra time can be devoted on knocked down enemies to easily knock them out.

ADHD Inducer, Guard in Alert or Clearing is temporarily forced down into doing an idle patrol of the immediate area. If they can directly perceive you when hit, they will only have a momentary lapse in concentration.

Swift Kick in the Shins, slows guards down.

Sonic Flashbang, deafens guards temporarily, also stuns for a brief period. Causes them to go into clearing or alert phase while still deaf.

Meme Machine: Change a guard’s memory so it remembers everything that they currently know as being in the wrong state

Amnesia: Wipe all current object state knowledge

Meme Virus, set a charge on one guard, have them pass it off whenever they encounter another guard, so it gets passed between guards one by one. Not duplicated, just passed. Then some effect on whoever’s holding it.

Block off doors, either with an adhesive tool, or by physically moving objects in front of them.

Recorder/tapedeck, record guard conversations and play them back in different places for an effect, maybe to keep people out of a room

Sticky floor: Slows down pursuers who walk through it. Useful in escapes.
Glue bomb/thrown object: throw at people chasing you to stun them briefly, giving you a chance to run away. Probably only stun for like half a second, because more than that would end the chase completely.

Constraints to think about:

Guard movement paths through levels, predicting and affecting it. How can you reward someone for predicting where a guard will be in the future? How can you reward them for predicting where multiple guards will be in the future? How can guard paths be altered strategically, how can this have drawbacks as well as benefits? Maybe tune guard affinities to inspect and patrol around certain areas?

Items targeted at interacting with different guard states (idle, investigate, clearing, alert, unconscious, dead). How can you interestingly move them from one state to another? How can you differentiate the states? How can you manipulate them while keeping them in the same state?

How can these be made to have varying effects based on when and where they’re used in relation to the guards?

How can the guards’ scheduling be affected?

Scale, how can you make people worry about future and past encounters more? Maybe a way of setting up

Affect guard vision, change what they look at?

How can escaping be made more interesting? Ideally in cycles of causing the alert, running away, and triggering more alerts as you go.

How can clearing phases be made more interesting? How do you force people to pick good hiding spots, then move from them regularly? How do you give people options when they’re cornered? How do you give people options to get the guards to not look where you are currently hiding versus the other hiding spots in the room? Rather, how do you make selecting a good hiding spot a fuzzy heuristic evaluation instead of a binary right or wrong?

Guard states

Idle: No perception of the player, purely following schedule
Investigation: moving slowly to look at something outside of patrol, small perception of player, not coordinating
Caution: Follows Alert and Clearing phases, like Idle, but skips investigation phase to go directly to clearing, and has more aggressive and fast patrol patterns.
Clearing: Moving quickly to check over areas, follows direct perception of player, but not currently perceiving player, coordinating together
Alert: Moving to attack player, directly perceiving player, coordinating together
Unconscious: Cannot act, revives after a timer, can be revived by other guards, triggers investigation or clearing
Dead: Cannot Act, triggers clearing
Injured: Can act, Actions impaired during active states

On guard AI: maybe enemies could have narrower vision cones during alert and clearing phases and more wide ones during investigation and idle. So they have the easiest time seeing you when idle, and the hardest time while alerted. This also incentivizes moving around more during clearing and alert phases, when players normally want to bunker up.

General categories of tools in Stealth games:

– Distraction

– Escape

– Information

– Self Obscuring

– Disablers (weapons)

– Mobility/Area Access

Enemy Ideas:

Eleven Men, an enemy that can split off and rejoin

An enemy that can see in all directions but not hear (dishonored 2 sort of did this with jindosh’s robots, but only 2 directions, which makes more sense than seeing in all directions, which is kind of dumb actually. narrower vision cones in multiple directions makes a lot of sense)

Enemy that is blind, but good hearing. (feel like this has been done before)

An enemy that can see extremely far, but tight like a laser beam

Enemies that function like pacman ghosts, alternating between investigation phase and sleep phases, regardless of what you do and whether you trigger them, so there’s always some enemies that aren’t just purely patrolling (and therefore function as simple timing puzzles), but are actively looking for you and thus need to be avoided.

Halo 1’s Unique Success at the 2 Weapon Limit

Where do you think Halo 1 succeeds with the two weapon limit system where Bioshock Infinite and other games fail?

Actually, I think Halo 2 fails at the 2 weapon system for similar reasons to other games, which I’ll discuss in that review (which is mostly done, I just want to comment on each level a bit).

Overall, I think if you limit a game to 2 weapons at a time, then it creates a situation where you can’t have a wide weapon diversity, and all weapons need to be good at all ranges, with more situational weapons only vended out for specific sections (like that one sniper section in BS:I where you have a barrel with a sniper rifle in it right before like 3 snipers). Continue reading

Cultivating Creativity in Game Concepts

What is your thought process when coming up with game ideas? Do you think of the premise first? The game mechancs? The genre? All of the above?

I bounce all over the place. Creativity is the product of constant tinkering and recombining pieces. It’s about coming at things from different angles and being persistent about it. Sometimes I try to think about how FPS games can inherit certain desirable behaviors from fighting games. Sometimes I try to think up ways to counter common complaints with a genre (RTS is all about APM? How can we continue to incentivize APM, but limit its effect over more tactical play?) Sometimes I try to think of how to combine weird physics models with projectiles, or character/enemy behaviors, sometimes I see a really cool animated gif and ask if you could make a mechanic out of that. Continue reading