Bad Guy AI In Dungeon Sagas

753ac589e0aa4aa66c5b475a7cc1c194_largeI’ve had a few questions about this, mostly focussing on whether the different factions in the expansion packs will have different AI behaviour or not.

The answer is simple: yes, they will.

Don’t worry about that. Goblins will be sneaky and cowardly, zombies will be dumb, the guy at the top of the page will be burny. It would be strange if they weren’t.

I’m not entirely sure how this will work in detail, so I can’t tell you for sure yet. However,Ā I can say that I won’t be happy with AI being the same for everything. Getting the character of the different races in there is important. Essential, in fact. For me, being able to add more character into the faction is the main benefit of an AI deck. Might as well turn that one up to 11 šŸ˜‰

MortibrisNow there are a number of approaches I can try for this. Some involve more stats, most involve being clever withĀ cards. (Well, the latter could be replaced with tables in the book, though I think that’s a second best option.)

At the core is likely to be a deck of cards to turn one/some of when it is the AI’s go. This will define its reaction(s). At least, this will be the core piece of working out its reaction(s). The clever bit is in how the different types of model interact with the different cards, and this is where the important design choices come in. It’s tempting to get complex with this, and so I’ll be resisting that urge and searching for a more elegant way to get varied behaviours into a simple process. Having just done zombie and Martian AIs for Deadzone and Mars Attacks I have an idea of what I want to do here. The DS AIĀ is rather more complex than either of those systems in what it needs to simulateĀ as they were both monocultural systems. Still, they were useful practice.

In order to decide which if the options fits best I’ll try several on the table. There’s no substitute for playing these things through. And, being AI, I can always be sure of an opponent when I need to test somethingĀ šŸ˜‰

Posted in Dungeon Sagas, Kickstarter | 19 Comments

Numbers Always Lie

Ben dug out an interesting report on the value of gaming as a whole (in the US). It’s interesting stuff.

For me, the most troublingĀ thought is not thatĀ CCGs are worth almost twice the total of other types of gaming putĀ together (though that does trouble me).Ā No, for me the most sobering notion comes when you compare those numbers to this report.

Can you say “niche”?

Posted in The Business of Games | 16 Comments

A Brief DS Alpha Update

I’ve been a bit overrun with various craziness for the last week, so haven’t posted as much as I’d like. The following is a sort of roundup of answers to common questions. There’s so much discussion and suggestions on the FAQ page (thank you everyone!) that my answers are getting lost. This should make thingsĀ easier to find.

 

Dungeon Sagas Alpha Update 1

  • Doors
    • The Necromancer cannot open doors.
    • When you are smashing a door, it cannot outnumber the Hero and Heroes cannotĀ outnumber doors.
    • Doors do not suffer the modifier for being attacked from behind.
  • Piles of Bones (PoB)
    • A model (from either side)Ā can stand on top of a PoB. A PoB cannot be used to resurrect a model if a model is standing on top of it.
    • PoBs are removed when they are used to resurrect a Skeleton Warrior (whether the model survives or not).
    • PoBs always produce a Skeleton Warrior, regardless of what may have crumbled to leave the PoB. I may be able to include different “flavours” of PoB later that can raise different things. But that’s for later.
    • PoBs can stack on top of each other in the same square.
  • Scenarios
    • In all scenarios, the Necromancer cannot have more than 4 Skeleton Warriors on the board at one time. Mortibris really has better things to be doing than faffing about with Skeletons. He’s trying to decipher the Book of Valedor so he can conquer the world!
    • If a scenario has a set of doors, place the tiles with the Heroes on and all tiles on their side of the doors. Place any models and counters on these tiles. Do not place any tiles or models that lie beyond the closed doors.
    • Models that lie on the other side of a closed door are not in play.
    • The Journeys are not intended to be balanced. They are training scenarios designed primarily to give you practice with the core mechanics. This worked better when the battle was lopsided. Don’t worry if the Necromancer struggles a bit. He’ll have his revenge!
  • Dwarf Feat
    • He may still take Free Strikes while using his Feat.Ā 
  • Outnumbered
    • A model isĀ outnumbered if it is in the front arc of more than one standing enemy model.
  • Range Rulers
    • The short one measuresĀ 4.5 inches.
    • The long one measures 8.5 inches.
    • Width isn’t critical.
    • Spells say which one they use.
    • Bows use the long ruler.
  • Shooting
    • You can shoot a model that is adjacent to an enemy model, assuming you have a clear line to see it.
  • Feet of Stone
    • A model with this spell effect on them still has a front arc and may still make Free Strikes as normal.
    • The negative modifier for this spell does not apply when resistingĀ Burn.
  • Wizard Feat
    • Cast any two different spells (either Minor or Major).
  • Necro cards
    • Cards that allow you to act with a number of models also allow you to raise Piles of Bones. Each PoB counts as 1 model for these purposes.
    • You cannot interrupt the Heroes before one has had a Turn.
    • You can raise a Skeleton as an interrupt and then act with that model during a subsequent interrupt or your turn. You may not raise and act with a model in the same interrupt/turn.
  • Break Away
    • This is a consequence of aĀ model’s movement, not a separate action.

In addition to this I need to update the Hero cards as I’ve been improving them. That will be in a later post.

There have also been a lot of more general comments about adding detail in various ways. I’ll just point you at my previous answer to this.

Posted in Dungeon Sagas, FAQ, Kickstarter | 100 Comments

Is There An Echo?

It may be my imagination, but it seems to me that the backers of the Dungeon Sagas Kickstarter are a chattier bunch than normal. Or, if not chattier, perhaps more wordy.Ā Now I’m the last person to suggest that this is a bad thing: my posts are routinely long blocks of text. However, it’s interesting to see the difference in you guys.

In theory, I would expect there toĀ be differences in the audience for, say, Deadzone and Kings of War, so it’s not surprising. However, I’d have been hard pressed to guess how that difference might have manifested itself in terms of comments. This morning though, I’ve been going through the last couple of week’s posts , trying to catch up on answering all the comments (I’ll be doing that for a little while longer too). The amount of people who have written long and well-considered suggestions and thoughts just seemed pleasingly and unusually high šŸ™‚

Like I said, maybe it’s all in my imagination. Maybe I’ve just been staring at a screen too long and I’m hallucinating. What does anyone else think? Different crowd? Different tone?

Posted in Dungeon Sagas, Random Thoughts | 148 Comments

Live Dungeon Sagas Interview Tonight

FyD posterFrom 6.30pm UK time (7.30pm CET) tonight I’ll be doing another one of those Google hangouts thingamajigsĀ live on Youtube. If you’re in a different timezone then there’s a handy countdown timer on there so you can see how long you have to wait.

If you can make it during the interview then I’ll be happy to answer questions. Just post them in the comments under the video or here. I expect that if you can’t make it during the live broadcast it will be etherically immortalisedĀ so you can listen to us natter at your leisure.

The interview will be with the crazy Spanish gamers at Forja y DesvÔn who seem to spend their lives interviewing some gamer or other. You can check out their Facebook page or YouTube channel for more.

See you then šŸ™‚

Posted in Dungeon Sagas, Kickstarter | 14 Comments

The Many Modes Of Play

With the $300K stretch goal smashed on the Kickstarter, we’ve now added not one, but two AI decks to the game. Adding this to the already flexible design means that there are now more different ways of playing than I can count on both hands…

  1. Solo play as the Necromancer against the AI Heroes.
  2. Solo play as the Heroes against the AI Necromancer.
  3. 2-player head-to-head, Heroes vs Necromancer.
  4. 2 to 4 HeroĀ players vs an AIĀ Necromancer.
  5. 2 to 4 Hero players vs Necromancer player.

But that’s only 5, I hear you cry. Yes, and then you double it because each of those 5 can be played as either the Core game or the Advanced game, and they are quite different. But even that’s not all.

You can also choose to play pre-written campaign scenarios or have the Necromancer player (if there is one) devise a dungeon for you. Again, this changes the style of play as building a dungeon, laying the traps and ambushes yourself makes you play quite differently. It also means that the Heroes are in for a genuine surprise when they first try out the Necromancer’s new dungeon. They really have no idea what is lurking behind that door…

Anyway, I just thought I’d get this down in writing as it’s starting to get quite a long list. Replay value? Oh yes… Ā šŸ™‚

Posted in Board Gaming, Dungeon Sagas, Kickstarter | 35 Comments

A Quick Detail For The DS Scenarios

I’ll get a FAQ for the DS Alpha done tomorrow. In the meantime, a couple of points about piles of bones.

The Necromancer has a limit of 4 Skeleton Warriors on the board at once in each Scenario. This makes choosing when you raise things from piles of bones far more tactical.

Also, when you raise a model from a pile of bones it always come back as a Skeleton Warrior regardless of what it may have been originally. Think of the dungeon as being strewn with bits of shattered and ancient bodies. Also consider that being repeatedly smashed may not be good for the “bone memory” (the hardcore version of muscle memory). I always think that more skilled and “fancy” undead require more long-winded and complex rituals to create. Animating any old combination of bones as a crude fighter is relatively easy, but only the bottom rung of the necromantic ladder. Of course, as Mortibris gains experience he will also get new spells…

šŸ™‚

Posted in Board Gaming, Dungeon Sagas, Kickstarter | 25 Comments

A Brisk DS Round Up

Just in case I don’t get time online this weekend, I wanted to post a quick summary of where I’m at with DS comments.

To start with, I’d like to say Ā a big thank youĀ for all your comments both here, on the Kickstarter, and on the Mantic blog. LoadsĀ of useful and interesting thoughts and suggestions for me to consider. I haven’t had a chance to answer all of them individually, though I have read allĀ the ones posted here and on the forum (I try but can’t keep up with the KS!). Please do carry on posting your thoughts.

It seems to me that the comments mainlyĀ fall into two related themes. The first is that you want more detail, and the second is that some people don’t think the current structure allows for enough expansion.

I’m here to tell you that I agree: what you see in the bare bones of the Alpha does indeed need more detail, and the current structure needs a small amount ofĀ expansion (though I would argue that it does not need to be fundamentally changed). The question is where do these changes go. The answer is largely in the Advanced rules.

My thinking is probably best illustrated with an example:

I think that the fixed turn structure of move then act is fine for theĀ Core game. It allows turns to be done quickly whilst still allowing for some tactics, planning and discussion. My current approachĀ for the Advanced game is to essentially give each model 2 actions in a turn, and not allow any single action toĀ be repeated. Moving would become a type of action. This is similar to Deadzone, and works fine there. I have also thought of a few ways to improve on that basic principle.

This expanded and more flexible approach to the turn structure comes at a cost in time. With more options comes more thinking time to consider them, and though each turn may not add a lot it does mount up over the course of aĀ whole game. This is doubly true when you have co-operative play as there are more optionsĀ for others to suggest and discuss. This additional time isn’t really something I want to include in the Core game as that needs to remain a quick and simple game you can pick up and play (ideally) in under an hour (for all but the largest of the scenarios).

This sort of simpler, but tweaked change is the sort of variation you can expect between the two approaches. The Core is defined and less variable than the Advanced, and by being this it is also quicker to play and leaves less room for question, confusions and misinterpretation. This is the difference between a game you want to pick up and get straight into, and one where you dig around in the detail of designing bespoke adventures, managing experience and so on. Both are equallyĀ valid, but both need different approaches.

Thanks again for your comments, and do keep them coming šŸ™‚

 

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PS: did you notice this tease on the last Kickstarter update:

“Speaking of playability, it would be nice to add some great new game modes to Dungeon Saga,Ā wouldn’tĀ it? We’re building up to a milestone $300,000 and we’ve got something we think you’ll like lined up.”

Posted in Board Gaming, Dungeon Sagas, Kickstarter | 32 Comments

Zen Spam

Most days I drag a piece of spam or two out of the comments on Quirkworthy. Normally it’s an obvious advert, but today’s effort made me smile, so I thought I’d share. At least, share the text (you don’t want the link).Ā I’m not sure what the formal name is for this sort of short and sweetĀ Zen poetry, but you may be able to tell me šŸ™‚

The idiocy reads…

 

A claim that his sentence might deter others from consumers straying down the road kill. However, a Land Rover and a wet lawn.

 

Now, back to gaming šŸ™‚

Posted in Random Thoughts | 3 Comments

Dungeon Sagas Alpha Rules

They areĀ available at this link. At least, they were briefly, then the demand crashed the servers šŸ˜‰

So, when that’s all fixed they will be available. I’m assured that the appropriate tech gurus are on the case as we speak…

Note that the Alpha is not the full rulesĀ as explained in a previous post.

When you’ve got a copy and have given them a read, do feel free to discuss or ask questions either on my DS Alpha FAQ page or on the Mantic forums.

Enjoy šŸ™‚

Posted in Dungeon Sagas, Kickstarter | 57 Comments