A public dumping ground for words and pictures. Contact me at ThomasTamblyn@Gmail.com

Saturday, 9 March 2013

Supreme Commander 2 Experimentals

I enjoy Supreme Commander 2 a lot. Many people say that the first Supreme Commander is much better, but I am not one of them. Still, sometimes I get bored of SupCom2's range of experimentals, and coming up with concepts that add something new to the game seemed interesting. So I did. I probably came up with a few too many actually, so I had to divide them into categories.

Also I sketched some pictures, which aren't very good, but everything's better with pictures.

Economy structures:

Cybran "Betelgeuse" experimental anti-matter reactor
Late game it can be hard to find room to build more power generators. The reactor generates vast quantities of energy with a much smaller footprint than an equivalent quantity of generators. Defending it is much easier, but it's an all-or-nothing proposition and (of course) it explodes with nuclear force if destroyed.

UEF "Butler" experimental supply relay
Borrowing a little from SupCom1's adjacency bonus, this building improves the efficiency of all buildings in its considerable range. Units and buildings are constructed faster and structures produce more mass/energy/research. Rather than a super-resource building, the UEF gets to make its existing ones more useful.

Aeon "Paragon II" experimental mass generator
Shamelessly "inspired" by SupCom1. After a huge upfront cost, this generates mass resources from thin air. Won't single-handedly prop up your economy like in SupCom1, but neither does it explode.

Defensive structures:

Cybran "Impaler" experimental railgun
Fires superheavy metal spikes that must be individually constructed. Low rate of fire and range comparable to light artillery, but the high-velocity spike deals massive single-target damage to ground units. Basic units will be destroyed instantly with the spike visibly stuck in their wreckage (and salvageable!). Experimentals must get used to wearing a new piercing.

UEF "Skyguard" experimental missile installation
An anti-air missile launcher with enough range to cover an entire base. It fires guided missile volleys that, once launched, will follow targets outside their firing range. It also functions as an anti-nuke launcher (albeit with regular range).

Aeon "Juvac" experimental power siphon
Fires a beam that deals drains energy and deals continuous damage to a single target, visibly flowing from target to siphon. After X seconds (proportional to the target's capture resistance) the target will be powered down. Until the unit is destroyed, its controller loses energy while you gain it.

Ground support units:

Cybran "Skywriter" experimental beam platform
A multi-legged walker with four independent beam turrets which function both as anti-missile and anti-air. Mobile defence for your army.

UEF "Mother bear" mobile support factory
A factory on treads that builds land units and stores them internally. Like the flying carrier and the unitcannon, it builds units faster and at a discount. Only minor firepower, but its two support cranes will repair nearby units.

Aeon "Chelovolt" experimental walking shield
An extra-large mobile shield generator. But don't you hate it when units just walk/fly through your shields? This shield is electrically charged and any enemy units inside it will be struck by lightning.

Ground attack Units:

Cybran "Detonator" experimental bomb hatchery
It builds and stores rolling suicide drones that deal medium damage in a large area, but can be destroyed by anti-ground fire before they reach their target. The bombs will roll over water.

Cybran "Honeycomb" experimental MFRL
A basic walker chassis mounting a huge array of hexagonal tactical missile tubes. The missiles all fire in one volley with a long re-arming delay. Long range and dubious accuracy, but barrages a large area.

UEF "Anvil" experimental siegebreaker
A massive brick of a tank, armoured in every obvious way and with a strong personal shield. Very slow, but the most survivable unit in the game. Armed with a battery of short-ranged explosive cannon and a small rack of tactical missiles. Deals less damage at a shorter range than a Kriptor or Colossus, but takes massive firepower to destroy.

Aeon "Soniwa" experimental sonic resonator
A second tracked experimental for Aeon that, like the Pulinsmash, must deploy to fire. When deployed it energises an arc-shaped array. It fires a distortion wave in a long line that damages every enemy along that line. Closer units take more damage.

Flying units:


Cybran "Commissar" experimental flying cannon
A gunship chassis built around a medium artillery cannon. Slow, but it outranges all non-experimental anti-air. Its short-ranged secondary batteries defend against ground attack, but it's very vulnerable to fighters.

UEF "Hephaestos" experimental flying gantry
An unarmed flying construction rig that that has the construction power of a commander. Cannot assist factories. Good for quick construction of a forward outpost, or just late-game base expansion.

Aeon "Herbest" experimental reanimator
A tripartite saucer with dangling jellyfish-like legs. It repairs wreckage into units, transforming other factions' wreckage into aeon equivalents. Experimental and structure wreckage is not restored, instead converted into a proportional number of basic aeon units. Can also repair ground units.

Monday, 14 January 2013

Nostalgic pixels

Today I remembered that I made these little pixel guys a few years ago. And I felt nostalgic. So I looked them up and... huh. These are better than I expected. I'd assumed they'd have aged much worse than this.

There's still some lemons of course. The gunslinger was obviously the first onto the page. The gladiator's duff and the aqua wizard is a bit forced. But the puppeteer and the ninja are cool to me and I think the monk is pretty spiffing.


I deliberately limited my palette to black, white and one colour. I can't remember exactly why. Chasing the Gameboy aesthetic maybe? I've a feeling I just thought that stark black, white and one colour was an interesting look. I do enjoy structured limitations after all (like minimising linecounts for my vector stickpeeps).


I also found these pixel lixards that I'd forgotten about. That was a typo - I meant to say "Pixel lizards" but I enjoy the portmanteau.  I was thinking about dwarf fortress when I drew these. I also have a sheet of lizards carrying various weapons and tools but it's boring. Courier lixard is best lixard.

Saturday, 5 January 2013

Glaivers

Not exactly new. These are modified from one of the previous generation of stick figures. One of the better ones, but I was going through another detail-inflation phase so a few parts had to be scaled back.

I thought of the original as a "dragon knight", hence the scalloped armour and weapons. Don't take that too seriously though - they're generic designs. I don't have anything interesting to say about the linework. The colours on the other hand...

The top row are what I come up with if I have a blank white screen and a default palette. I always slip into default R, G and B. Boring. The green one is ok, but they're all too Lego-coloured.

After getting annoyed by the Lego colours I redid them from interesting-looking colour palettes I found online in places like http://chromaa.tumblr.com and http://www.colourlovers.com/palettes and I'm a lot happier with the look. I wasn't slavish; I kept #3's red weapon for example.

I was deliberately restrained with the shading details. I want to use flats whenever I can get away with it. However I did shade the fleshtones, for the first time. I think that's a big improvement and something I want to keep up going forwards. It fixes a long-running problem I was having with skin tones not looking like human skin because they had no depth of colour. Faces are important and deserve extra attention. I'm still sticking with the uniform oval-shape and line-eyes, but I suspect it's only a matter of time before I give that up for flexibility, expression and character.

Friday, 28 December 2012

Colour schemes

In the theoretical game I imagine being made with all these pictures, you're meant to assemble a team pokemon-style. I'm doing multiple variations ("skins") when I can, but this raises issues I have with all games where multiple character skins are available.

Firstly it messes with character identification - silhouettes and colour are the easiest ways to ID a character and messing with that takes a toll. It's one of the many things I don't understand about dota-clones: in a game with 50+ different characters, why is anything that makes it harder to ID your opponent a good idea?

Secondly it makes groups look like an explosion in a paint factory. Everyone clashes. Compare TF2 at launch to TF2 now. Pokemon itself doesn't have a big problem here because each pokemon has a very limited number of colours and they all draw on a fairly limited palette. Also you don't see more than 2 of your pokemon on screen at once.


And I know this game will never be made and it will never be an issue, but it's a fun problem to address.

So, minimise a player's ability to customise their team. Just make it impossible to field Mr Pink, Mr Yellow, Mr Purple and Mr Green together. Drawback is that this reduces a player's ability to come up with cool-looking but unorthodox combos.

Another part of the problem is that with only three skins per figure, odds are good you can't find one that goes with your existing colour scheme.

So make more skins, or just more colour variations for each skin? That involves lots of work, multiplied across every skin I ever make. I could make it easier by homogenising the palettes, so I have a "the green palette" and a "the red palette" where each colour has a clear equivalent and I can just swap them about with no creative thought necessary. But from prior experience I know this won't work - requiring a colour pattern to look good with every available set of hues is (to put it lightly) not easy.


My frontrunner plan at the moment is colour themes. You get to choose the colour theme for your guild and every character skin is tagged to indicate what themes it is compatible with and you only get given skins compatible with your theme. For example yellow, orange, red and brown skins will all be tagged compatible with the "autumn" theme. But yellow would also be compatible with the "spring" theme. I could create new themes in the future and assess existing skins for compatibility much more easily than creating whole new skins.

This strikes me as something that will be harder in practice than it is in theory, but I'd like to at least try it out. A subtle problem with retconning incompatible skins out of the world is that it messes with character rarity - but since that's a system I've barely even thought about, I'm not fussed. There will be ways.

Big issue I see is if it means there are certain characters without a compatible skin for certain themes. To a certain extent I can make sure to create a few extra "night" or "winter"-compatible skins here and there if those themes need more love, but it's still an aesthetic choice with strong gameplay implications.

I'm not sure how I feel about that. First instinct is to run with it and see. I've a feeling it might end up being an interesting feature rather than a problem.

Thursday, 27 December 2012

Carrion Colours

Don't mind me. Just playing around with colouring for the Carrion. Much easier to do this with vector-colours.

RTS arms race

One of the things I liked in Starcraft was that each race had a siege unit which outranged base defences, meaning that no defence was unbreakable. In practice this didn't matter because investing in base defences would see you overwhelmed by your opponent's massed units anyway but I liked the idea.

I've been playing a lot of Supreme Commander 2, and I much prefer its gameplay to that of Starcraft1/2. However some things Starcraft 2 does very well which SupCom 2 doesn't, is leveraging upgrades to make early-game units relevant in the late game, and keeping units distinct.

These and other things have got me thinking about what my ideal RTS game would be like. I'm thinking a lot about the arms race between units and defences, and late-game obsolescence of early game units. Here's a hypothetical RTS game:

At tech level 1 your only units are raider buggies - fragile, fast-moving units. They're useful as scouts and for killing other raiders. However tech 1 laser towers are super effective against light armour and can destroy many times their own cost in buggies, so much so that a tech 1 rush attack is impossible.

Tech 2 unlocks light artillery units which outrange laser towers and make base attacks possible. Their weapons are only useful against stationary targets, this and their light armour makes them easy prey for raider buggies. This is where you use those buggies you built at tech 1 - taking out enemy artillery or their escort buggies.


Tech 3 is for main battle tanks. These will become the basic attack unit. Their weapon is effective against mobile units and structures, while laser towers and raider buggies can barely penetrate their armour. However this is also when gunships - air units that tanks can't even attack - are unlocked. Light laser towers and raider buggies can attack air (though until now this wasn't relevant) and so they remain useful. Heavy laser towers that can penetrate tank armour are now available, but cannot attack air and are still outranged by artillery.

(Should heavy laser towers be buildable at tech 2? That way you can prepare defences against the tanks before they hit the field, but because there's no air units yet the light laser tower is briefly obsolete. Perhaps light laser towers are individually upgradable to heavy lasers at tech 2, so that even though they're available they're superfluous before tanks appear and you still need to build the lights.)



Now there's a reasonably variety of units on the field and all the basic unit relationships have been introduced. Past that you can have the fun weird stuff that allows for people to be creative and require tactical responses as much as specific counters.

There's still room for expansion if needed. Cloaked units, for example, could give another tier of rock-paper-scissors relationships. If you make light laser towers and raider buggies the only units that detect cloaked units then you've wrung a fourth tier of usefulness out of them, without making them any better in any other situation. (Though I suspect that it'd be getting strained at that point).

Monday, 24 December 2012

Vector Carrion

I've been experimenting with vector colouring. Normally I export the lines into Photoshop and then colour them there. Flood fills under a multiply layer make life fairly easy. I've been getting more and more comfortable with Inkscape though and the colouring jobs I'm doing are getting fiddlier and fiddlier. So I tried a thing.

I think I like it. It means I have to do some things differently - I have to delete line sections that I want to be invisible (I used to just hide them behind white shapes). So it's a good idea to keep a source copy of the linework so i don't have to reconstruct it if I decide to make changes. Not an enormous bother.

It suddenly occurs to me that they look like a Pokémon evolutionary line in this picture. Oh dear.


The long pointy arcs of colour are much easier as vectors, which is handy because I found myself doing those a lot. Other shapes are harder - I wanted to tear my hair out putting the highlights on those intestines. The hulk and the titan have more detail than just about anything else I've done though. I wanted to test it with something meaty (no pun intended).

I've also scaled them differently. I used to use a fixed square as my scale guide, fitting everything inside it. This had the odd effect of making people holding their arms above their heads shorter than people standing upright. I'm now going to allow them to have different sizes as appropriate, and scale human figures to each other. Line thickness will stay absolute, so larger creatures will look like they have thinner lines, and all human-size figures will have the same relative line thickness.

Toyed with making another leap to variable line thickness and maybe even abandoning the flat ground-line, but decided against it for now.  For now. Also pondered giving proper hands to people. Again, not yet...


Oh yeah - the leftmost guy is new. He's a carrion zombie. Zombies are pretty boring, but I felt that this theme needed a human-scale something. I may have felt wrong. He was a valuable prototype though. Working out how to do a human-scale ribcage was a big problem and I'm not sure I've got the right answer yet. I used so much colour detail that the lines are obscured anyway.

I'm not sure I'm going to do more Carrion. They're meant to be ancient skeletons slowly re-clothing themselves in flesh. With strange masks. Not sure where else I could go. Differently proportioned figures? Not enthusiastic yet - these are cool on their own.

Tuesday, 6 November 2012

Diablo 3 boss modifiers

One of my favourite things about Diablo 3 is the boss modifiers and how fun they are. Molten, arcane and frozen are personal design favourites. On the other hand Reflects Damage and Extra Health are yawnworthy. Naturally I have ideas for more modifiers.

Unholy was my first idea. It came from pondering the elemental boss modifiers and how there's (for obvious reasons) no holy modifier. An unholy monster is orbited by a damaging gold/black flame whose size, damage and orbital distance increases with each revolution. (After reaching a maximum size it dissipates and spawns anew).

Things that suck about Reflects Damage include: no visual effect and a lack of interesting decisions when dealing with it. Iron Maiden was my attempt to fix this.


The monster will freeze in place for a couple of seconds (after a short spell FX) and sprout rusty spikes. While frozen it's immune to damage and it responds to attacks with volleys of very damaging spikes. This gives players something to react to and something that can be played around.

I like the metallic theme and naming it after the Diablo 2 curse, but you could also make it frost-themed as a reference to Chilling Armour.

Horde is already in the game of course, but I think it should be applicable to champion packs as well as uniques. On a champion pack, horde means that the pack has 1-2 extra champions in it. On the higher difficulties it's trading a boss ability for extra warm bodies. Sometimes it's fun to fight a larger number of slightly weaker enemies.

Arcane Enchanted is probably my favourite modifier designwise so I wanted to come up with something similar. Corrosive monsters will lob blobs of acid that slowly expand into large puddles of continuous poison damage before evaporating. This limits player movement in a similar way to arcane sentries.


My fix for Extra Health is to make it more interesting than a passive 50% hp boost. When a Returner monster dies, a spell FX plays over its corpse. After a few seconds it's returned to life at 50% hp. This can only happen once per monster. Similar overall effect to extra health, but more interesting to look at. And the first kill gives players a mini-victory to make the fight less of a grind.

The picture says Soul Drinker but I've since decided that Cannibal is a much better name. is a unique-only modifier. The unique sacrifices its own minions one by one, gaining extra size, damage and hp each time. The idea is that against a Cannibal players should prioritise the minions rather than the unique as usual. And allowing the unique to get to full strength should be one of those avoidable "oh shit" moments that makes the game so much fun.

Summoner is a cross between Illusionist and Horde. A Summoner monster does not spawn with any minions. Instead it summons a pack of spectral minions. The summoner will continue to summon minions every now and then, so players will have to fight through a constantly regenerating meat shield. You'll have to kill more minions in total than a horde, but fewer at a time.