Monthly Archives: February 2014

A Word on Difficulty

I knew from the start that I wanted Another Star to have multiple difficulty levels. There’s really no valid excuse not to, and it’s not all that hard a thing to implement so long as you begin adding the basic framework for it early on.

However, what is hard is realizing just what constitutes “difficulty”. In the first beta version of Another Star, changing the difficulty setting affected a couple of things, but most noticeable among them was that it raised (or lowered, depending on the setting) the maximum hit points of enemies in battle. This is actually fairly common. Countless games simply increase enemies’ attack and decrease the player’s defense based on the difficulty setting and then call it a day.

Trouble is, this doesn’t necessarily make the game any harder or easier. What it’s practically guaranteed to do is make the game more tedious. Sure, boss battles can actually be more fun and challenging if you stretch them out a bit on the harder difficulty settings (supposing the boss is well-designed and fun to begin with). But when minor cannon fodder enemies start requiring double or triple the hits to take out, even if it does make the game “harder” it makes battles tedious and repetitive.

Because the enemies in Another Star‘s first beta were so seriously unbalanced, it made this problem especially noticeable and I realized that I’d have to deal with it somehow. So I tossed the idea of merely making enemies tougher and focused instead on making them more relentless. Now when you play on the two higher difficulties in Another Star, the enemies will still get their old bonus to the STR (strength) stat—they will hit you harder and deal more overall damage—but they don’t get any real bonus to their RES (resistance) stat, and they don’t get any more hit points (except in very special cases). So long as the player can survive the enemy party’s barrage, they will go down just as fast as they would otherwise. This greatly decreases the tedium of playing on the higher difficulty settings. It also gets the player to focus more time on how to react to and survive enemy actions, rather than just figuring out ways to deal greater and greater damage. On higher difficulty settings, some enemies even get additional abilities at their disposal, and some abilities may have additional effects. Enemies also won’t lose as much HP when using abilities (most all magic and abilities in Another Star require spending HP), meaning that waiting for the enemy to drain their own HP is no longer a valid strategy at these difficulties, and the player will have to react accordingly.

I’ve also done my best to make sure that the easier difficulty settings are actually easier. In the game’s “Beginner” and “Easy” difficulty settings, enemies don’t check their HP before using abilities to make sure they have enough HP to actually use them. This leads to the enemy occasionally wasting turns, allowing the player to be more loose with their own strategies. Several enemy abilities are also somewhat nerfed on the lower difficulties, giving the player further wiggle room to make (and bounce back from) mistakes.

But, most of all, I wanted to make sure that there was no penalty for choosing any difficulty setting. Achievements are one thing, but there’s more than a handful of games that lock off features—or even halt the player’s progress altogether—as a punishment for selecting an easier mode of play. I’m sure there’s game developers out there that will disagree, but I find this practice deplorable. A person shouldn’t be missing out on content that they payed for just because they wanted a more laid-back experience. In Another Star, you won’t have to miss out on anything just because you switched to “Easy” mode for a boss fight that was giving you trouble. Likewise, there’s no extra items or special scenes triggered by you showing off in “Hard” mode. The game’s difficulty setting is about difficulty; nothing more.

Another Star is not a perfect game, and I would never claim that it is. There’s probably a lot with the game’s difficulty system that could have been done better, and admittedly there’s a lot about it that I overlooked (maybe I’ll end up making tweaks to it after release based on player feedback). But it is something that I put a lot of thought into, and I encourage other developers to do the same. Difficulty modes should not be an afterthought!

When the game comes out soon, I hope you’ll be able to enjoy the game on your own terms.

Demo!

Have you tried the demo for Another Star yet? What’s that? You haven’t? Then what are you waiting for!?

Click Here to Download the Demo!
(35MB .zip file for Windows)

The demo lets you explore the early areas of the game, including the first dungeon and boss. Character growth is capped at level 10, however, so to progress any further than that you’ll have to wait and buy the full game!

To play, just unzip the files to anywhere on your computer and run AnotherStar.exe to begin. There’s a readme.txt file included that should be more than enough to get you started. Your progress and settings will be saved to “My Games\Another Star\Demo”.

The game requires a video card that supports OpenGL 3.0 or higher. If you’re having trouble, please try updating your video card drivers before asking for help.

LINUX USERS:
The game should run natively in Linux (without Wine) so long as you have Mono installed, but some versions of Linux are having trouble with it. I hope to have this ironed out in the near future.

Delay

Words cannot express just how frustrated I am right now.

Another Star is close to completion. Very close. In fact, it would probably be finished Wednesday if I worked feverous extended hours on it (as I had planned to). But that’s not going to happen. Yes, the move tossed a huge spanner into the works and threw everything off, but in the end it’s really my own fault.

The problem is that in order to release the game I need retailers and/or a payment processor to sell the game through. Alas, I waited too long to contact any of them. The only place I’ve heard back from in the past week or so only contacted me to let me know for sure they were passing on it. Thus, it doesn’t really matter if the game was finished today. There’s just not enough time to get everything worked out with these places with enough time left over to get the build to them to have it uploaded and ready by Wednesday.

I’m really not sure when I’m releasing now. I’m hoping to have it out before the end of the month, but I’m getting really tired of missing release dates so I’m not even going to hazard a guess at it now. And here I was all ready to celebrate on Wednesday, too.

At least there is some good news, though: I should have a playable demo up sometime Wednesday. This will be a good chance to stress test the game and make sure it runs on your system.

I’m really sorry everyone. I promised a release date set and stone, and once again I’ve let you down.

Vision Riders, Reborn

On February 14th of 2007, Vision Riders Entertainment, Inc. came into being. That legal entity has since dissolved, but as of today the company has been brought back to life, based in a new state, this time as Vision Riders Entertainment, LLC. This is the name under which Another Star will be distributed.

A bit of hassle and paperwork is involved in this, as you might guess, and there’s no shortage of it to come! Hopefully this won’t have been for naught again…

Hope you’re really looking forward to the game. There’s only six more days until its release, can you believe it?

Standby for Beta

Beta 2 is about to go live!

Unlike previous releases, this beta will be closed. That means no “leaked” version, and no link here on the blog to download it. If you’re interested in testing the game, or just trying it out, leave a comment here on the blog or email me.